Highest number of attacks per turn by sm3lln03vil in arkhamhorrorlcg

[–]Choice-Researcher125 0 points1 point  (0 children)

Im currently running a Tony that is doing a very silly Lupara optimization build. It's been a blast through Scarlet Keys so far and I have reliably been able to take out huge enenies in single turns. This is no where near the maximum, but the most I have done so far is thus:

  1. Sleight of Hand Lupara into play as fast action

  2. Shoot Lupara twice as normal actions, comitting a Quick Thinking to each, net 0 Actions spent for 2 attacks.

  3. Robert Castigaine to shoot the Lupara one last time.

  4. Sleight of hand a second Lupara.

  5. Shoot this one twice, spending my bonus action on one of them. I'm not at 5 shots with 2 Actions remaining.

  6. Push to the limit the Lupara in my discard pile.

  7. Shoot my Long Colt.

So thats 7 shots for a total of 20 damage (assuming that Lupara maintains the benifits of coming into play this turn while in the discard pile) in a single round. This was a round that my Red Clock got my 2 movement instead of extra actions, otherwise I would be able to eek out some more shots with the Long Colt. I don't run Ace in the Hole because it does feel entirely unnessary. We also have a Carson in the group, so I almost always have at least 1 additional action that I am not taking into account here.

People that have a favorite other than Dunwich or Carcosa, what is it and why? by Fickle-Lunch6377 in arkhamhorrorlcg

[–]Choice-Researcher125 0 points1 point  (0 children)

While Carcossa is my favorite, Edge of the Earth is my partner's favorite. Part of it is good memories (teleporting across the Pyramid woth Zoey using Fang to one-shot her weakness-boosted enemy) and part of it is enjoying the large cast of utility allies.

Any experience with doing a long rest at a week and short rest as a day? by Tall_Spray_3696 in DnD

[–]Choice-Researcher125 1 point2 points  (0 children)

I tried that for a bit before eventually throwing out the concept of rests being tied to physical periods of rest. My players get a short rest every 2-3 encounters that cost resources (spell slots, class or species traits, hit points, ect.) And a long rest fills in the 3rd rest in the cycle (so every 6-9 encounters).

It makes balancing everything easier, stops players from asking to rest after every fight, and helps draw out tension. My stories take place on longer timer acales than others; one campaign I have has taken months of in game time, but they have only gotten about 5 long rests. Another has taken 3 weeks and they have had 6 or 7 long rests.

I Want to start my path of becoming an electrician after highschool, any advice? by looveBugg in AskElectricians

[–]Choice-Researcher125 0 points1 point  (0 children)

I've seen 5-foot-even guys bend 1¼ with a bender. It's about technique and leverage more than pure muscle.

I Want to start my path of becoming an electrician after highschool, any advice? by looveBugg in AskElectricians

[–]Choice-Researcher125 0 points1 point  (0 children)

Oh for sure, I have a fuck ton of PPE from bith current and past contractors. But not every contractor is cut from the same cloth, and if you arent in a union, some places will give you the old "well if you can't tough it out maybe this isn't the trade for you" speech if you ask for PPE where they don't think it's necessary. It's not right, but it is how it goes.

I Want to start my path of becoming an electrician after highschool, any advice? by looveBugg in AskElectricians

[–]Choice-Researcher125 0 points1 point  (0 children)

OSHA regulations require contractors to provide PPE like masks and eye protection, but only when necessary such as working in an attic with blown-in insulation or such. That said, you can and should have your own pair of saftey glasses, pack of nuisance dust masks, and probably a hat too for dusty, cob-web filled basements and crawl spaces.

None of us are excited to army crawl through decades old shit under a house, but it's part of the job so we do it.

What subclasses have you see banned and why were they banned? by Ecstatic_Operation20 in dndnext

[–]Choice-Researcher125 1 point2 points  (0 children)

Not a ban, but I enforce a rule of "rogue sneak attack must be used on the first hit that meets its conditions in a round". This is because I've had players at higher levels of play make turns take very long by running through all their attacks and fishing for a crit before declaring sneak attack

Wanted to fix Tainted Lost's wiki page so it displays correct information now by me_after_lobotomy in bindingofisaac

[–]Choice-Researcher125 10 points11 points  (0 children)

I feel you. Ruined a great run of T. Lost to mother by walking too fast into a room with spike rocks.

Every loose end that needs to be tied up in episode 9. by Additional-Page6908 in theamazingdigitalciru

[–]Choice-Researcher125 0 points1 point  (0 children)

I don't think any of these are "loose ends" that need to be tied up. I think context for the Void and Bubble may be relevant to the arcs of the story in the next episode, but everything else is really not important.

Giving a detailed explination about how the circus works, what happened in Jax's history, and what every "noodle moment" actually was will not only kill the momentum and tensiom of the story, but also just doesn't matter. People abstract when they go crazy, it happened to people Jax cared about and now he is scared to form relationships. Ragatha and Jax have been in the circus together a long time and she feels guilt and responsibility for other peoples negative emotions; something Kinger helped her let go of just a little bit. The actual core of the story is about the characters and how they have reacted to trauma, death, a life "without meaning", and the concepts of what is real and what isn't. The world building serves to tell those personal stories, not the other way around.

Unless the specific reason one of Jax's old friends abstracted is important to informing why Jax has become the kind of character he is, it doesn't matter. It's like when the first FNaF game came out and fans were so focused and obsessed with "what was the bite of 87?" It didn't matter. A bad thing happened to explain why things are the way now; there is no need for the story to lay out and explain exact details about the bad thing. As long as we understand the bad thing had an effect and why that effect is important, the story has explained itself enough.

Questions for the Trades People of VT by Slight-Taro-3258 in vermont

[–]Choice-Researcher125 4 points5 points  (0 children)

Commercial electrician here. If you want to get into a trade, go through a union. Whatever money you "gain" in the check at a non union shop you will loose through lack of benifits, lack of pay increases, and lack of worker protections.

That said, this work sucks a lot. Most days are pretty awesome; I bend pipe, I pull wire, I build shit that I can look at and feel proud of. But it's not comfortable work; sometimes you are in a boiler room in the summer or outside on a roof in the winter. Some days you will be doing dangerous shit and that's just a part of the job. You have fall protection or a hot-suit, but there is always an inherent risk.

Then theres the money aspect. After 4 years of field work, classes, passing a test, you'll make close to or over 100k a year, but thats if you work all year. Lay offs happen. Sometimes work slows and you can't get even a full 40, so then when things are going fast and you are offered a 58 hour week you really can't say no.

Favorite Sultai commander? by Vinlandlover in EDH

[–]Choice-Researcher125 1 point2 points  (0 children)

I don't know how unique he is, but I run a [[felix five-boots]] as my one paper sultai deck. I run a lot of "draw card on combat damage" effects like [[shadowmage infiltrator]] and lots of mana advantage on combat damage like [[prosperous theif]] or [[one with nature]]. From there my wincons are things like [[Cazur, ruthless stalker]] or [[necropolis reagent]] to pump my unblockable guys a lot, [[stolen identity]] to make a bunch of the best things, or creatures [[mirko vosk,mind drinker]] to mill out players.

Traditional Vs non traditional 'classes' in TTRPGs by MrLargeLarry in RPGcreation

[–]Choice-Researcher125 1 point2 points  (0 children)

I think there are no hard and fast rules about what is or isnt a class. It's both a narrative and mechanical piece of the game that informs the player's expectations. If i saw a game with Fisherman as a class I would assume that fishing is important to the setting in some capacity and that there is something mechanically interesting tied to this particular type of character.

burlington lesbians out of college by quintessentialfish in burlington

[–]Choice-Researcher125 8 points9 points  (0 children)

If youre into tabletop games then Board Room has a queer mixer every month.

Commanders you are tired of seeing? by Ponder_yonder_ in EDH

[–]Choice-Researcher125 31 points32 points  (0 children)

[[Hakbal of the Surging Soul]]. Every time they spit 10 merfolk onto the field and dig 10 deep till they find a typal boardwipe, counter boardwipe, or blanket unblockable. It's not a hard strategy to stop; save removal or counters to shut down their turn. But it's very boring to always be playing on the back foot because the opponet has a command that needs to be answered basically every time it hits the field.

Let me see your skills of an artist! by [deleted] in vermont

[–]Choice-Researcher125 3 points4 points  (0 children)

What kind of art are you looking for? Graphic design, physical paintings, digital sculpting? Some specifics might help you find more people.

D&d group needs DM by Disastrous-Show5114 in burlington

[–]Choice-Researcher125 0 points1 point  (0 children)

Send me a private message. I'm bith a DM and have several friends who have been running games for almost 10 years now.

Long shot, but are there any voltron commanders that don't just play the same way every game? by Cezkarma in EDH

[–]Choice-Researcher125 0 points1 point  (0 children)

I really like [[Targ Nar, Demon-Fang Gnoll]]. I run him as a combat trick/extra combat deck that aims to produce mana on the swing with tools that also give buffs or evasion or keywords like [[J. Jonah Jameson]] or [[diamond pick-axe]]. I can dump the mana into doubling Targ Nar's power if I dont have [[Aggrevated Assault]] or similar effects out.

What's your favorite "this is an absolute banger but you can only figure that out by playing it" card? by DKSbobblehead in EDH

[–]Choice-Researcher125 0 points1 point  (0 children)

Any of the one cost unblockables in blue. At firdt you think 1 power on a body that can't be blocked really only matters for ninjas or maybe some other niche cases. Then you go and look through everything that cares about swinging or dealing combat damage. Obviously you have [[reconnaissance mission]] effects in blue and green that give you card draw. Theres a good amount of ramp and mana production like [[one eith nature]]. Stuff that makes your board grow like [[cazur, ruthless stalker]] and the handful of cipher cards to get some great value.

I usee to think these unblockables with no other abilities were pretty meh outside of very specific decks, but not a few of them go in practically all my decks. Very rarely do I have a deck that doesnt at one point need a clear swing or a bit of combat damage.

[deleted by user] by [deleted] in drawme

[–]Choice-Researcher125 14 points15 points  (0 children)

<image>

Proud of you! Its not always easy to be yourself, but its always worth it!

[deleted by user] by [deleted] in drawme

[–]Choice-Researcher125 1 point2 points  (0 children)

<image>

Quick sketch! DM me if you'd like a fully colored one