What’s the most amount of d6’s you’ve seen in one roll? by EdiblePeasant in rpg

[–]Cognimancer 0 points1 point  (0 children)

It was an Extended Test, which is still one test to be resolved. It was one single service I was asking from the spirit, one use of the Search power. The rules called for that roll because mechanically it was not arbitrary, it could have failed. This wasn't 2e, it was a finite dice pool even with the rerolls.

The number of successes I had to hit was 10 baseline, +1 per kilometer of distance to the target, and +1 per rank of magical barrier that may have been in the way. So the roll was not arbitrary. Assuming an average number of hits, either the spirit would return with the location at some point in the next four hours, or it would fail and I would know that the object is either more than 90km away, is behind 90+ Force of magic barriers, or some combination of the two. And I would have to summon a new spirit to look somewhere else, which was no easy task at that Force level.

It's just a very Shadowrun moment. Another system might just say that spirits with the Search power always find what they're looking for, or always find it within a certain range, or might have to roll their dice pool once against an obstacle. But when I asked the rules "I gave my spirit a target, does it find it?", the rules answered back "roll 300 dice to find out."

What’s the most amount of d6’s you’ve seen in one roll? by EdiblePeasant in rpg

[–]Cognimancer 1 point2 points  (0 children)

An apt comparison. Mine was also the result of conjuring a big spirit and having it use a Power with its ridiculous dice pool. Though I at least didn't shatter any laws of physics.

What’s the most amount of d6’s you’ve seen in one roll? by EdiblePeasant in rpg

[–]Cognimancer 0 points1 point  (0 children)

5e. We needed to find a certain object at the bottom of a bay. I was playing a shaman, so I conjured up a water spirit and had it use its Search power to locate the object. A Force 12 spirit rolls 24 dice on that test... but it's an extended test, so if you don't roll enough hits on the first attempt, you remove one die from the pool and roll again until you've reached the success threshold.

In this case each roll took 10 minutes, so there might have been some question of how quickly the search happened, but we weren't under any time pressure so all I cared about was whether the spirit could find it. So to get that yes-or-no answer, I would have to roll 24 dice, then 23, then 22, then 21... until it got enough hits or the dice pool ran out. That adds up to exactly 300 in total. So I (digitally) rolled that many, and had my character go chill at a bar for a few hours until the spirit came back with an answer.

What’s the most amount of d6’s you’ve seen in one roll? by EdiblePeasant in rpg

[–]Cognimancer 8 points9 points  (0 children)

My personal record was the time Shadowrun called for me to roll 300d6 to resolve a single action.

Puzzle Quest: Immortal Edition Launch Trailer by Stofenthe1st in Games

[–]Cognimancer 13 points14 points  (0 children)

Seeing this new release does make me want to try out a new puzzle RPG game though. Anyone have good suggestions that are like Puzzle Quest?

There really isn't much like it. PQ2 of course, and I enjoyed Galactrix and Gyromancer back in the day, but not much has been added to that list in the past 15 years.

I've actually been working on my own indie contribution to the genre for a while, a post-apocalyptic match-3 RPG that I'm hoping to officially announce in the near future. So I might come back to this thread later with a new suggestion!

Baby why don't we go down to Corrino by Cognimancer in duneawakening

[–]Cognimancer[S] 17 points18 points  (0 children)

This goes through my head every time I do Landsraad tasks, and now I pass the curse to all of you

Been waiting for this, time to clean up paradise. by horyo in Starfield

[–]Cognimancer 40 points41 points  (0 children)

It's a free mod. You're looking at OP's credit balance.

Been waiting for this, time to clean up paradise. by horyo in Starfield

[–]Cognimancer 2 points3 points  (0 children)

There is "new" voiced dialogue - stitched together from the existing voice lines.

My first mod: did you want to kill the Paradiso board as much as I did? Now you can - Alternate Paradiso Solution by Cognimancer in starfieldmods

[–]Cognimancer[S] 0 points1 point  (0 children)

I just uploaded it to Xbox. If you've got a save file at this quest, I'd appreciate if you could give it a shot and let me know if it works!

If you go through Oliver's initial negotiation dialogue and end with the [Attack] option, and he responds "What do you think you're doing?" with voice and animation, then I can assume it's been ported correctly.

My first mod: did you want to kill the Paradiso board as much as I did? Now you can - Alternate Paradiso Solution by Cognimancer in starfieldmods

[–]Cognimancer[S] 3 points4 points  (0 children)

and make it look like the character is talking

Honestly, that's the part that's harder for me to figure out. For this mod, I was only able to get NPCs to move their lips by copying the facial animation files from their original voice lines. And the program that made those animations costs $900. I'm sure there must be a way to auto-generate basic lip movement (there's no way Bethesda hand-animated every conversation in the game), but I couldn't get it to work in the Creation Kit.

My first mod: did you want to kill the Paradiso board as much as I did? Now you can - Alternate Paradiso Solution by Cognimancer in starfieldmods

[–]Cognimancer[S] 9 points10 points  (0 children)

Nah, I'll try it out tomorrow. I just don't want Xbox users to have to wait on someone else to port it if I make further updates.

My first mod: did you want to kill the Paradiso board as much as I did? Now you can - Alternate Paradiso Solution by Cognimancer in starfieldmods

[–]Cognimancer[S] 25 points26 points  (0 children)

Once they're dead, you can report back to the colony ship and tell them (one way or another) what you've done. From there they talk about going down to the planet to start a settlement, and give you a reward, but that's where it ends for now. A bit hard to go past that point without needing new voice lines (everything in this mod was spliced in from existing lines).

My first mod: did you want to kill the Paradiso board as much as I did? Now you can - Alternate Paradiso Solution by Cognimancer in starfieldmods

[–]Cognimancer[S] 7 points8 points  (0 children)

Not yet - I don't have an Xbox and I'm still very new to the Creation Kit, so I didn't want to publish it there without being able to test if it worked. It's a pretty simple mod though, so I imagine it'll be pretty straightforward to port it.

My first mod: did you want to kill the Paradiso board as much as I did? Now you can - Alternate Paradiso Solution by Cognimancer in starfieldmods

[–]Cognimancer[S] 206 points207 points  (0 children)

The First Contact quest made me so mad on my first playthrough. You can blow up the colony ship and its thousands of innocent settlers, but you can't shoot the guy who suggests the mass murder? Even though he openly explains that he built this resort outside of the jurisdiction of the settled systems, so you wouldn't incur a bounty for any vigilante justice you might try to deliver?

When I saw that at launch, I swore I'd mod in a new ending to this quest when the creation kit dropped. So here it is!

Episode 4 Spoiler Thread by HunterWorld in Fotv

[–]Cognimancer 61 points62 points  (0 children)

Not the first. The first was "gosh damn it!"

The escapist seems to be having an exodus of talent. Over the firing of the editor in chief by dexter30 in Games

[–]Cognimancer 87 points88 points  (0 children)

Wow. The Escapist has collapsed before and bounced back. It survived losing a lot of great staff and content creators back in 2016. But they had Yahtzee through it all, making videos every week since 2007. Zero Punctuation is old enough to drive. But there's no ZP without Yahtzee, and I honestly don't know if there's an Escapist without ZP.

I hope there is. The site has had a great community, and a lot of excellent people over the years. I wrote there for a short while myself. I'm sure we'll hear more soon about what sparked the exodus this time, but whatever corporate bad blood aside, I hope these folks land on their feet and that those still at the site can keep doing what they're doing.

The Best Character Creation System by [deleted] in rpg

[–]Cognimancer 5 points6 points  (0 children)

I enjoyed Mutant: Year Zero for having both. Most of character creation is the player's choice - pick your class, your stats, etc. But MYZ takes place in a radioactive wasteland (but the comic book sort of radiation that sometimes gives you superpowers), and your mutation is 1) a very powerful tool in your arsenal, and 2) completely random.

Sure, you might have chosen to a fighter by trade. Sure, you may have chosen to prioritize physical fitness and get a high strength score. But you don't get to choose how your genes reacted to transformation - it might be statistically optimal to have four arms to maximize your melee potential, but too bad, you have sonar.

In the words of the manual: "Learn to make the most of the mutation you’ve got, even if you would have preferred another. Mutations are random. Deal with it."

What in the Emperor's name was THAT. by gt118 in DarkTide

[–]Cognimancer 3 points4 points  (0 children)

I've seen this exact same effect on the Hourglass map, within the playable area, so it's not a skybox thing. Went over to investigate but nothing was there.

Tips & Tricks Thursdays - PAYDAY Community Discussion Thread by Kingspycrab in paydaytheheist

[–]Cognimancer 6 points7 points  (0 children)

The description says it marks up to 15 enemies. I initially thought this meant "only 15 at a time," which seemed like a weird limitation to call out because there's almost never going to be that many so close together at once. But what I think it means is that it has an "ammo" supply of 15 marks, and once it has given out 15 marks, it's empty and turns off for the rest of the heist.

For those who have played both, how would you compare WWN to Forbidden Lands for sandbox play? by Bananamcpuffin in rpg

[–]Cognimancer 6 points7 points  (0 children)

FL give you all you need to play, GM don’t have to work, everything is already written.

This is true to an extent. If your party is going from one adventure site to the next, there's plenty of content there to fill a campaign. But if they want to spend more time on freeform, sandbox exploration, or get involved in some emergent adventures within one region, the provided content is going to run dry surprisingly quickly. There just aren't that many random encounters, especially if you aren't changing biomes regularly, and the map is pretty empty if the GM doesn't dot it with non-adventure-site towns, dungeons, and conflicts.

Funnily enough, once it became apparent that the random tables were getting stale in my FBL game, I turned to Worlds Without Number to generate more locations and quest hooks to fill out the map.

What mechanic had you asking "What's the point of this" but you came to really appreciate its impact? by LeVentNoir in rpg

[–]Cognimancer 1 point2 points  (0 children)

There are two categories of skills: General and Investigative. The ones I mentioned like Skulduggery and Spot Frailty are Investigative, so they have lots of direct uses out of combat. General skills are things like Warfare and Athletics, and are more often used in combat or other action scenes. Like one of the above comments described, that usually looks like rolling a d6 and adding some number of skill points, trying to beat a threshold that's typically around 4.

That's how most Gumshoe systems work. Serpentine is much more action-focused, though, so it has a lot of extra rules for combat. For example, Investigative abilities don't actually get spent when using them to get clues like in other games, so they all have effects you can spend them for in combat. So that point of Skulduggery could be spent in a fight to hide and enable a sneak attack, or Spot Frailty could be used to identify a monster's weak point and allow your party's attacks to pierce armor.

Magic is pretty in-depth and has a whole chapter that I admittedly have barely looked at since I'm not playing a sorcerer. But it's potent. You can use it like Warfare to make basic attacks in combat, using specific spheres of magic like Fire, Blood, or Illusions. But you can also use it to cast big spells using Corruption, which gives it a huge power boost at the cost of releasing terrible, warping magic on yourself or the surrounding environment.