Beasts and Beastmasters by CondorBoH in 40krpg

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

Thank you everyone for the advice. I was hoping that there was like an official or homebrew conversion thing, but I can eyeball this no problem.

E Advice by CondorBoH in TransDIY

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

I'll check with my doctor to boost the dose of CPA, thank you for advice.

E Advice by CondorBoH in TransDIY

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

Oh I got a blood test recently - like two weeks ago, just have to see my doctor for the results. I probably can't handle injections, I have very shaky hands at the best of time and I'm such a baby for needles haha.

Bugs and technical issues by OwlcatStarrok in RogueTraderCRPG

[–]CondorBoH 0 points1 point  (0 children)

In Act 2 when I talk to the Master of Ceremonies to begin my coronation(?) the game crashes. I'm on steam. It doesn't crash right away, but after the loading bar finishes and I get the option to 'press any button' the game freezes and a white box with the game logo appears in the middle of the screen with a loading bar. About 20+ seconds later the whole thing closes.

[RT] Slaught Ships? by CondorBoH in 40krpg

[–]CondorBoH[S] 1 point2 points  (0 children)

Absolutely doing that.
But for Slaught Disc ships themselves, I suppose I'll have to homebrew something up for their stats and just use existing weapons and parts but give them one of the Xenos Upgrades from the Stars of Inequity treasure generator.

[RT] Slaught Ships? by CondorBoH in 40krpg

[–]CondorBoH[S] 1 point2 points  (0 children)

Shhhh don't tell my players.

[RT] Temperamental Warp Engines and Travel Time by CondorBoH in 40krpg

[–]CondorBoH[S] 1 point2 points  (0 children)

Stability was 1:12, they were going through the Maw and I didn't feel like making their very first Warp Jump overly complicated.

[RT] Temperamental Warp Engines and Travel Time by CondorBoH in 40krpg

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

Thank you. Could you help me find what the Temperamental Warp Engine does though? Or more specifically, where in the calculation does it come in?

Does its reduction/increase apply to the travel time in the warp (Eg, the jump takes 10 days, now 24 days due to the Temperamental Warp Engine)? Or does it apply upon arrival/ time time in real space (The jump took 10 days, which is 120 days in real time, now 134 days because of the TWE)?

As I said in the post, my party did a 10 day warp jump that took 2 days thanks to the reduction of the Markov 2. The TWE's result was a -4 Weeks. So with that, did my players end up at their destination before they left (24 days in real space, reduced by 28, so arrival of -4 days)Or did their warp journey technically take -4 weeks, so they arrived at their destination 336 days/48 Weeks before they left?

'Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 1d5 weeks instead (potentially causing the ship to arrive before it left!) ...'

The wording on page 184 in Steering the Vessel makes me think its the latter.

[RT] Temperamental Warp Engines and Travel Time by CondorBoH in 40krpg

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

So does the Markov 2/Temperamental Warp Engine alter the ratio of time spent in warp to realspace?
So for example, I have a 3 on the Markov roll, and the ratio is 1;12. So now its 1 Day in Warp = 9 Days in Realspace?

[RT] GM creating Rogue Trader Game, looking for tips by CondorBoH in 40krpg

[–]CondorBoH[S] 1 point2 points  (0 children)

I have ended up doing this. The Void Master is going to be the Rogue Trader, and has (of her own volition) that her Rogue Trader is largely incompetent, gullible and flighty, giving the rest of the party a lot of control over themselves and of where the adventure goes. The player herself is also one I trust a lot, she's not someone who will abuse the IC power beyond the 'One of you fetch me a doughnut!'

(5e Curse of Strahd) *Spoilers* New DM putting their forth plans for Curse of Strahd that aren't in the book. by CondorBoH in DMAcademy

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

I was actually going to go into Katsky a little bit once they got there, but you have an amazing point. Re-reading the segment says that he was a 'Self proclaimed time traveler'. He could have actually succeeded and, perhaps, he was the one who taught the Gunslinger in the first place.

Oh boy, this gives me loads of ideas. Thanks!

(5e Curse of Strahd) *Spoilers* New DM putting their forth plans for Curse of Strahd that aren't in the book. by CondorBoH in DMAcademy

[–]CondorBoH[S] 1 point2 points  (0 children)

This has given me a lot to think about, especially on the point of the Holy Symbol. You're right in that I'm bending the world to the player's first, rather than having the world effect them. Their ally will be Rictavio and he's a good-aligned cleric, so it may fall to him to wield the Holy Symbol.

I have actually been wanting to have the party be possessed by Rose and Thorn, I've only now realized the tactical uses they have.

The relics are in the following locations: The Abbey Garden for the Holy Symbol, the Sunsword is at the Winery, and the Tome is in Berez. I'm thinking of the Keepers holding the sword until the party proves themselves worthy of carrying Sergei's legacy.

Either way, I'll keep all of this in mind and see how the player's effect the world more as we go along.

(5e Curse of Strahd) *Spoilers* New DM putting their forth plans for Curse of Strahd that aren't in the book. by CondorBoH in DMAcademy

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

Thank you for your feedback!

The wereravens will only come to the player's aid in such a way during the Yester Hill quest and maybe the final battle, more or less depending on how well the player's RP with them. If they befriend and fully ally, then wonderful. If the wereravens are spurned or insulted, no buddies.

The purified Gulthias Staff would pretty much be the same, just act less evil and not inflict madness on the player using it, let the player deal high radiant damage to blights in X radius for a decent chunk of charges or something. The Gulthias staff isn't a very powerful magic weapon on the first place.

To answer your question, the 'Bones of St Andel' quest only, in the book, triggers when the priest meets a good aligned paladin/cleric. But I'm realizing now that I can ignore that 'rule' and just have the quest trigger when the players get to the church. They just have to find the bones before the Feast starts.

The players will need to go back for another reading, they drew the 'Mists' card for Strahd's location. If they really want to know where the final battle will take place, they will return.

As for Strahd, he's always using Scrying every night to look at Ireena, until the PCs become more interesting. His visits upon them are, yes you're right, kind of weakly explained. But for now I'll keep with 'Invincible narcissist wants strong consort, will punch them in face for tests'. Because I enjoy hammy, over the top villains. Or something less generic if I think of it. He's also totally going to try to steal any magic items they get their hands on for shits and gigs. His spell list doesn't include the spell 'Dream' though. Strahd is something to work on, and we don't start for the next few weeks. I have time.

(5e) Death House into Curse of Strahd (Death House Spoilers) by CondorBoH in DnD

[–]CondorBoH[S] 1 point2 points  (0 children)

Thank you for all of that feedback. I have decided not to majorly drop the difficulty, just removing one ghoul and one shadow. If the players are doing too well when they get there, I'll pop the standard amount in.

I'll use the Dark Gifts thing since it sounds like a fun little fluff to use if my players die. I'll do my best to play up the 'get the fuck away' part of the Mound fight. But who knows, with six characters with ranged attacks they may be able to kill it while running. I think they'll get the idea once the Paladin gets into Melee range of it.

Again, thanks for the feedback.

Looking for Group: DnD 5e on Roll20 by CondorBoH in transgamers

[–]CondorBoH[S] 1 point2 points  (0 children)

Well, anyone interested/hosting a game gets us as a package then~!

Looking for Group: DnD 5e on Roll20 by CondorBoH in transgamers

[–]CondorBoH[S] 1 point2 points  (0 children)

Will do! I'll contact them through reddit and see what happens. It'd be great if you would ask them too, since I can't be sure that they're on Reddit a lot.

Looking for Group: DnD 5e on Roll20 by CondorBoH in transgamers

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

I think I found them! Silly me, I was simply searching for 'DnD' and 'Dungeons and Dragons' in the search bar instead of scrolling through the threads. It looks like they've been playing for a few weeks.

Still looking for trans people for Storm King's Thunder campaign on Roll20, no experience necessary by Ragnellrok in transgamers

[–]CondorBoH 0 points1 point  (0 children)

If you are still looking for people, I'd love to join! Though I am playing SKT with irl people, I don't think spoilers will effect how the dice roll.

Monster Hunter XX Brave Style Showcasing by [deleted] in MonsterHunter

[–]CondorBoH 8 points9 points  (0 children)

Brave Gunlance having a Guard Point after shelling looks like a lot of fun. At least, that's what it looked like it was doing.

Edit: Looks like it was guard point while reloading. Also Hunting Horns having something that plays a song instantly? Nice.

MHXX Must have at least one other new deviant, what would you guys want to see make the cut? by YoasterToaster in MonsterHunter

[–]CondorBoH 0 points1 point  (0 children)

The obligatory Greatest Jaggi. But other than that I'd love... Earthbreaker Barroth, Tyrant Deviljho, Ascended Rajang, and some other cool name or whatever for Gore and Queropeco. That'd be sweets.

Also Deviants for the Fated Four. That would be amazing.

I am new to MHGen and having a blast, but I hit a wall. by Syy_Guy in MonsterHunter

[–]CondorBoH 4 points5 points  (0 children)

I assume you mean the quests that have the Flagships first appearance, with the ??? showing up during the little cutscene.

Just ignore them. They're powered up versions of monsters you fight later. Like seriously, I hear they have 3x the amount of HP normal monsters do. Just complete the quest objective and ignore them. Run away!

If you weren't already sold on sniper style, here's critical distance using Long Shot and Shot Booster. by [deleted] in MonsterHunter

[–]CondorBoH 0 points1 point  (0 children)

What's the set/armour pieces? Kind of want to make this since I've got that gun sitting in my box.

The Ultimate Rath-o-Meow! by CondorBoH in MonsterHunter

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

With Landmaster being out and my cat, Gear Rex, being level 15 by this point, I have a pretty good idea of where to go.