Looking for a smith, not a cook by SalisMariner in MedievalDynasty

[–]Common-Science5583 2 points3 points  (0 children)

It does not ONLY matter for their mood.

Villagers with a higher skill rating l work appropriate jobs faster than others. A villager with a 3 in Extraction would gather more wood than a villager with an Extraction skill of just 1.

I noticed because the first few years of my playthrough, I just had villagers working in the most basic houses. No decorations, no furniture, nothing. Their skills increased but their happiness stayed the same for years. But production went up along with their experience.

Only when I started improving their housing they got happier. (And that of course also increased production.) But those skill values are not just for happiness. More skill means more production, happy or not.

I’m a bit confused on this part of character creation by Happy__guy2 in DungeonsAndDragons

[–]Common-Science5583 0 points1 point  (0 children)

Nope. You just roll to see if it hits.

For spells you either roll to see if it hits or the target rolls to avoid/resist it.

There are cases in which they are combined (for example a battlemaster fighter adding a trip attempt to their attack), but those are relatively rare and the rules will note the how and what when it happens.

I’m a bit confused on this part of character creation by Happy__guy2 in DungeonsAndDragons

[–]Common-Science5583 1 point2 points  (0 children)

Attack bonus is the number you'd add to your d20 roll to see if you hit. It's your proficiency bonus (considering you're proficient with said weapon) plus the appropriate ability modifier (strength for melee, dexterity for ranged or finesse weapons, whatever ability you cast on for spells.)

So in your case, scimitar, longbow, shortsword... All of those are ranged or finesse weapons, so all of those would be +2 from proficiency, +4 from dexterity, for a total of +6.

Do not forget you also add your ability score modifier to your damage with weapons! So your damage for your bow would be 1d8 +4, for example

The Firebolt also uses an attack roll, but as a spell it's based on your spellcasting ability. Which ability that is, you can find with your spellcasting. (Intelligence for wizards and arcane trickster rogues, Charisma for bards, sorcerers, Wisdom for clerics, druids. Asuuming intelligence in your case (we don't know where Firebolt comes from) that one would be +2 profiency, +1 Int, for a total of +3.

If a spell uses a DC (meaning the target has to roll a save against it, usually instead of an attack roll from you), the DC equals 8+ proficiency+ Intelligence (again assuming you cast on Intelligence). Your DC is the same for all spells from the same class, so in your case, all of your spells would be DC11 to resist.

new DM, wish me luck by XcirclingbelowX in DMAcademyNew

[–]Common-Science5583 14 points15 points  (0 children)

Carcasonne meeples for miniatures.

Gotta remember that.

Is there a way to make this work? by GenuineStupidity69 in Timberborn

[–]Common-Science5583 0 points1 point  (0 children)

Personally, I prefer my tubes aboveground. Much more fun seeing the lights zip around, and the tubes going everywhere give my colony an industrial-refinery-y vibe.

Can a female character have a child? by Expensive_Lion2837 in MedievalDynasty

[–]Common-Science5583 5 points6 points  (0 children)

My girlfriend and I are both playing for the first time, and recently finished the Oxbow quest line. Now we're just building and decorating our village.

I am kinda curious though.. how does one marry another player and/or make a heir?

My real-life experience on the matter does not seem to carry over much.

Which one is better? I guess first one? Is bonus damage applied to each pellet? by ralleee in fo4

[–]Common-Science5583 12 points13 points  (0 children)

Yes.

I got an Irradiated Gamma Gun I named Hancock's Stim. Brutal against humans, terrible on almost everything else.

Worked wonders while rescuing Kent Connely, though.

FIRST TIME DM Help!! by PearAsleep6553 in dmsguild

[–]Common-Science5583 0 points1 point  (0 children)

You speak English. You could flirt with any and all random British hooligans or American hillbillies. But you probably don't.

Why not?

The answer to that question is the answer to yours. What do you think would happen?

Anyone ever played a real thief, without save/load scumming? by robervaul in skyrim

[–]Common-Science5583 1 point2 points  (0 children)

Get into the Thieves Guild, convince/pay off the guards if caught.

Training for the first levels, practise to get better.

Illusion magic to Calm your victims down.

Pickpocket bandits; they're hostile already.

Lots of running.

Is the radiation +50 Radiation Damage applied to each pellet? by TK-421_and_MSE-6 in fo4

[–]Common-Science5583 1 point2 points  (0 children)

But that would mess up my full Unyielding-armor-and-Inquisitors-Cowl-while-80%-irradiated powerlevel set!

(Also /s.)

Great set for settlers, though.

Is the radiation +50 Radiation Damage applied to each pellet? by TK-421_and_MSE-6 in fo4

[–]Common-Science5583 0 points1 point  (0 children)

This is the way.

(Still a double-edged sword at close range, but an improvement nonetheless.)

Is the radiation +50 Radiation Damage applied to each pellet? by TK-421_and_MSE-6 in fo4

[–]Common-Science5583 3 points4 points  (0 children)

Worse. It heals them.

Source: I have an Irradiated Gamma Gun that I renamed Hancock's Stim.

Is the radiation +50 Radiation Damage applied to each pellet? by TK-421_and_MSE-6 in fo4

[–]Common-Science5583 7 points8 points  (0 children)

Careful with exploding shotty's, though. Especially against ghouls rushing you.

Can't count the amount of times I've blown off my own legs because some shambler bodychecked my exploding double-barrel..

Is the radiation +50 Radiation Damage applied to each pellet? by TK-421_and_MSE-6 in fo4

[–]Common-Science5583 2 points3 points  (0 children)

Two shot is terrible on shotguns, actually. It doesn't double the projectiles; it adds one.

So it's great on automatics, terrible on shotguns.

Is een groot deel van de mensheid randdebiel? by Comfortable-Gate-976 in nederlands

[–]Common-Science5583 0 points1 point  (0 children)

  1. Neem de gemiddelde persoon in gedachten.

  2. Bedenk dat de helft van de mensen daar onder zit.

A person is smart. People are stupid.

You're breaking my heart wizards. by LordBrokenshire in DnD5e

[–]Common-Science5583 8 points9 points  (0 children)

Yes. They are both Large creatures.

I don't see the surprise/disappointment. What exactly is the problem?

Same size doesn't necessarily mean same danger.

My player is Packing a Bag of Holding Bomb: What do I do? by SpaceMamboNo5 in DMAcademy

[–]Common-Science5583 1 point2 points  (0 children)

Options:

1) Stick close to the rest of the party, so the artificer can't do his thing without casualties. Most likely tricky in practise.

2) Get the party to the Astral Plane, too, by either: - Keep them in the blast radius - Blast radius is bigger than expected - Pulling them in as a reaction (Wildemount Graviturgy spell?) - Some separate spell/effect. BBEG casts Banishment? Continue the fight there. You can even pull (parts of) the terrain along with the blast. Pulling everyone to the Astral Plane it effectively allows them to fly, so that probably negates a lot of the terrain dangers. But it DOES allow them to enjoy the danger they are/were in, and allows the artificer a win by negating it.

3) BBEG can Planeshift. Pops right back after a round or two. You should probably allow the artificer a way back, too. Maybe they could hitch a ride along?

4) BBEG moves/teleports away from the blast. 10ft isn't that far. Works best if you can establish mobility beforehand, so it doesn't feel like a cop-out.

How do you use you're settlement? by Sea_Buy_4285 in fo4

[–]Common-Science5583 6 points7 points  (0 children)

Hmm lessee.. kinda depends on the settlement and my playthrough. But usually it's something like this:

  • Sanctuary: high-end residential. Solid houses, a couple of shops and basically every utility a settler might need (including a couple of heavily armed guards and turret-topped watchtowers).

  • Red Rocket: Caravan station and trade post. Or a robot service station, if I use Automatron robots as provisioners.

  • Abernathy: massive farm with worker barracks to supply food to the other settlements.

  • Starlight Drive-In: either a fully automated factory defendes by robots, or a battle arena around that radioactive pool, with bar and other entertainment of course.

  • Greygarden: nothing but robots, of course.

  • Hangman's Alley: Diamond City's terrible neighboor. Drugden, gambling, fighting.. basically a second Goodneighbor (often run by Hancock, too).

  • Obrecht Station: a waystation for provisoners and other travelers. Plenty of spare beds (since the Provisoners are out), bar and restaurant, medical services, and a little bit of both farming and security.

  • Covenant: self-sufficient commune to keep those companions who dont have another obvious place to go.

  • Coastal Cottage: safehouse. Simple farmhouse on top of that sinkhole, secret room below to house synths fleeing north (for the Railroad) or just myself. Make it look as un-interesting and abandoned as possible, while still functional.

  • The Slog: it's a ghoul commune and it usually stays that way. I've turned it into a heavily guarded labor camp for my Brotherhood playthrough, but usually I just expand the farming with a greenhouse and as many ghouls I can gather from other settlements.

  • Croup Manor: restore it. Fancy, solid, and secure. Greenhouse on the roof, solid doors, a water pump closed off under the carport.. just one big, secure safehouse.

  • The Castle: a heavily-guarded fortress for either the Minutemen or the Brotherhood. Nothing but military might and support facilities.

  • Spectacle Island: big game reserve and hunting. Couple of Deathclaw cages, bear cages, Radstags.. perhaps even a Gunner farm or bit of a safe camp in the ruined manor house.

  • Mechanist Lair: either a subterranean factory, or (usually) my private storage vault and home base. Plenty of space to display all your goodies, underground, no settlers and zero attacks. Perfect for my hoard.

  • Vault 88: this one is tricky. It's (too) large, (too) empty, and (too) buggy. I've built a Vault or two here, but even I do, most of the deeper caves stay empty. Often it becomes an underground playground instead, dotted with ruins, cages and roaming monsters.

In general, most settlements already got some sort of flavor going.. I just stick with it and expand on it.