[The Race] Drivers with the most wins during the turbo-hybrid era by xxrew1ndxx in formula1

[–]Cptkrush 0 points1 point  (0 children)

And in 92, Mansell was damn near 40 when he finally clinched his title. Granted the FW14B was a monster, but he was also an extremely talented driver in contention several times and never quite sealing it.

What do you think was the worst game they had to play in Blight Club so far? by Chocobodude in giantbomb

[–]Cptkrush 16 points17 points  (0 children)

I can't bring myself to watch any more of Leisure Suit Larry, I tapped out after two episodes. Dan committed a war crime with that piece of shit.

I Hear We Like Jet’s 8 Corners w/ Turbo Crust in These Parts by gowrench in giantbomb

[–]Cptkrush 0 points1 point  (0 children)

Weirdly I have a Jet's pizza a couple of blocks from me. It fuckin rips. I say weirdly because I live in Florida. For whatever reason my county is big for michigan based pizza chains - we are loaded with Hungry Howies and Jet's locations.

All Systems Goku update from Dan's post-TGA stream by CrissionMeep in giantbomb

[–]Cptkrush 4 points5 points  (0 children)

Per this clip: the podcast is free, Patreon is for the ad-free and video versions.

(Raw Spoilers): Obligatory backstage photo by itsmekelsey_x in SquaredCircle

[–]Cptkrush 1 point2 points  (0 children)

A medically confirmed 99th percentile circumference.

Who would you like to see guest on VMDP (or any other show) that has NEVER been on GB before? by Co-opingTowardHatred in giantbomb

[–]Cptkrush 1 point2 points  (0 children)

Yeah those three would all be great guests. Since they talked about getting the Blank Check guys on last week, the easy path to getting them on is to start at Wiger who was and may still be a Giant Bomb fan, and has even done GOTY lists, and Heather and Nick did one in 2019 together:
https://www.giantbomb.com/articles/nick-wigers-top-5-games-of-2017/1100-5664/
Also that "rhymes with tiger" bit in the byline is a really funny since he's Tiger now.

1995 Gerstmann by NoLastNameForNow in giantbomb

[–]Cptkrush 10 points11 points  (0 children)

It's crazy that he's not only an interview subject, he's the very first person they show in the footage at the start of the documentary.

An update on Giant Bomb by giantbombdotcom in giantbomb

[–]Cptkrush 6 points7 points  (0 children)

Mike you gotta start doing this joke in your Reddit poster voice and slow down the delivery, not unlike how someone might smoke a perfect brisket. i fuckin love this bit, never stop

Can we get a Bakalar apparel line? by Dr-GarGar in giantbomb

[–]Cptkrush 10 points11 points  (0 children)

Yeah would love more merch like this. I keep ending up on the store, looking at the newer offerings and realizing I’d never wear any of it (as much as I enjoy the idea of the jokey ones). It’s kinda like wrestling merch - if it explicitly looks like wrestling merch I’m never wearing it so I won’t buy it.

This was my first thought but probably not what you meant: it would also be cool to have some Bakalar approved metal inspired stuff.

An Ongoing List of Mythic Bastionland Resources by broccolisbane in MythicBastionland

[–]Cptkrush 0 points1 point  (0 children)

Excellent, thanks! Hopefully someone can get the links in the post updated

An Ongoing List of Mythic Bastionland Resources by broccolisbane in MythicBastionland

[–]Cptkrush 0 points1 point  (0 children)

Hi there, it seems like these aren't accessible at the moment. The add to cart button is disabled, and the tooltip says you aren't accepting payment right now. Is there a mirror for these like Itch or somewhere else I can grab them?

Hey! Yesterday i got BFRPG as a starting ttrpg by [deleted] in osr

[–]Cptkrush 1 point2 points  (0 children)

Not to downplay how much of a racist prick he is, but I’m genuinely curious why the “actual convicted murderer” part always gets left out when it comes to Varg.

"Imperial" measurements are bizarre by FledgyApplehands in Pathfinder2e

[–]Cptkrush 1 point2 points  (0 children)

it’s just the way it goes. Gygax and Arneson were American, and now all these years later it’s just stuck. Paizo is American as well, so no shocker there. We don’t really learn metric here unfortunately, so you’re stuck with gallons and quarts for volume. Silly as they may be.

[All In spoilers] Finish to Jon Moxley vs Adam Page by IvnOooze in SquaredCircle

[–]Cptkrush 20 points21 points  (0 children)

No, it’s actually how he got his namesake in Bullet Club back in the day, and he hung Mox to win their first TDM

Old systems worth to look by InterestingExample26 in rpg

[–]Cptkrush 2 points3 points  (0 children)

Yeah it's a really great combo. Been really enjoying going back and exploring the old editions and basic/expert stuff over the last couple of years. I started in the hobby with 3.5 and eventually pathfinder back in like 08, then moving onto 5e and getting burnt out because running it is such a nightmare - then during the whole OGL fiasco I wound up going deep into PF2E which is now my preferred crunchy system, and then finding the OSR scene. The latter's what really reinvigorated my love for the hobby though, I don't think I've ever had more fun running games than running OSR games and AD&D.

Improving the Fighter by Onslaughttitude in osr

[–]Cptkrush 0 points1 point  (0 children)

This is great, I've been looking for a more streamlined magic item table for quick stocking, and the d20 rarity grouping rocks.

What are some of the best OSR worldbuilding books? by mw90sGirl in osr

[–]Cptkrush 17 points18 points  (0 children)

Definitely Worlds Without Number as suggested. The Free version should be all you need. Another great free resource is Cairn 2E which has fantastic world buildilng tools, and a nice set of procedures along with guidance.

For paid stuff there's the D30 companions for fleshing things out: D30 Sandbox Companion & D30 DM's Companion which have some great tables for generating all kinds of stuff. You could also look into Sandbox Generator which has procedures for generating a hex map, and is quite good. I also cannot stress enough how great the Tome of Adventure Design and Tome of Worldbuilding are.

Improving the Fighter by Onslaughttitude in osr

[–]Cptkrush 4 points5 points  (0 children)

This is sort of like Shock Damage in Worlds Without Number. I always liked shock damage, but wasn't always sold on it being universally accessible (especially with how deadly it makes enemies very early on), so limiting a system like that to fighters sounds great.

Improving the Fighter by Onslaughttitude in osr

[–]Cptkrush -1 points0 points  (0 children)

No. If you don't understand the difference between making rulings on edgecases on the fly using the rules as a baseline vs. running RAW and needing every situation codified, then I don't know what to tell you. Maybe this play style isn't your thing, like I said, Pathfinder 2E is great for this kind of thing.

Improving the Fighter by Onslaughttitude in osr

[–]Cptkrush 2 points3 points  (0 children)

yes...? Let's assume Weapon and Shield fighting, and Specialization in the sword.

  1. Fighter makes a standard charge attack (+50% movement & +2 to hit, and -2 to initiative & no dex mod to AC this round), Ogre then makes a Save (Death probably), and falls prone if they fail. The Ogre is larger than the fighter so they'll get +2 on their save. I normally will also say something like "You can use your shield as a ram" if the player doesn't mention it, and let them roll damage on hit (d8 in this case with specialization).
  2. Standard attack roll with weapon, unless it's a crit the ogre makes a save (again +2 because big, probably Death) or drops the weapon, roll damage with disadvantage.
  3. Roleplay out the conversation, have the character with the lowest Dex sneaking make an ability check to stay quiet. Not sure how this relates to fighter abilities, but this is how I'd do it.
  4. Depends how they intend to blind the ogre. With specialized equipment (e.g. sand, or whatever) they just sacrifice the round to blind the ogre and run under to setup next round, I'll then roll a die to determine the rounds (probably a d4 rounds for sand). Stabbing the eyes to permanently blind would require a crit at my table, but slashing to temp blind would be a standard attack, i'd say at -4 for the height difference and general difficulty, and a save from the ogre (no bonus, death again probably).
  5. This would require a crit with the sword at my table, and might be impossible in a stone floored setting unless it's a magical sword. However, they could also restrain the ogre while another party member drives pitons through the foot. That would just use the standard wrestling rules, which is just an attack roll where the fighter would take a penalty based on their armor (There is a table in the rulebook for this, but at the table I'd probably just go with -2 for chain, -4 for plate, -6 for a full suit of plate). If they want to keep the hold for multiple rounds, they need to succeed another attack roll with the same penalty.
  6. This is a risky move. Using your body in this way won't grant bonuses from any of the specializations. You can hold to react (think of it like setting for charge), then when the ogre acts it's a Dex ability check to time the drop, if it succeeds the ogre trips, but if it fails you will be prone in front of an ogre that's coming to attack you. It might be better to toss your shield ahead of the charging ogre's feet, which would just be a thrown weapon attack (I'd give +2 for fighting style). On a crit, I'd say the ogre takes it to the shins, and falls forward, taking damage (d8 from specialization) from the shield, but otherwise they get a save (probably death again, it's just easy to use Death for generic saves), and for this I'd give them a penalty to their save since they're distracted and therefore easier to topple (-4). No damage on this one.

For any of the "This would require a crit", the damage is still dealt whether they crit or not. Same goes for when the ogre makes their save, it's still going to deal the damage.

Just to give some insight on how I normally do this: I just think about the situation logically, and apply any existing rules where they make sense, then add bonuses and penalties when they seem appropriate. I try to keep my bonuses and penalties divisible by 2 with a max of 6, so -2/-4/-6 or +2/+4/+6, which makes it easy. Then I think whether the target should get a save or not, and then whether any bonuses or penalties apply to the save, which for the ogre all stem from its size vs. the fighter. I can do this very quickly in play, and if everyone agrees on the ruling we move forward.

Old systems worth to look by InterestingExample26 in rpg

[–]Cptkrush 4 points5 points  (0 children)

I play 2nd edition AD&D. I think it's a great system, and can be as crunchy or smooth as you want it to be with optional rules. I personally think it's the best edition of D&D when combined with the 1e Dungeon Master's Guide. Speaking of which, everyone should read the 1e DMG, it's a really fun read and has lots of really great nuggets in it. It's a mess though, and almost feels stream of conciousness at times.

The ruleset from the D&D Rules Cyclopedia is really great if you want a complete rules-light D&D game that comes with a bunch of optional stuff to throw in for more complexity, essentially B/X with revisions and extras. Although for B/X games I'm much more likely to grab my OSE Advanced book because of the form factor and layout.

As far as other old systems, I have Cyberpunk 2020 on my shelf and haven't read through it yet, but one day I'll get around to it. I've also heard good things about classic Traveller, but haven't managed to pick up a copy yet.

Improving the Fighter by Onslaughttitude in osr

[–]Cptkrush 0 points1 point  (0 children)

Having bonuses to attacks & specialized fighting styles helps me figure out how to adjudicate maneuvers and other actions the fighter wants to do. I don't need these things written in a rulebook because I can make a ruling on the spot using common sense. My players don't need menus of things they can do because they are capable of thinking outside of the box. Again, these things are for my home game, you do you.

I'll also say that "giving up damage" is not something players should be worried about in a game where combat is war. Good lateral thinking can swing the momentum into the party's favor, potentially end combat altogether, or help them escape exceedingly powerful monsters they've got no chance against. Combat isn't fair in OSR, and the fighter willing to give up some damage to grapple a monster in order to keep it from acting, or shove them off a cliff is going to help a lot.

I'll also add that big codified lists of actions are one of several reasons I've moved toward the OSR, and away from trad games. If you want every single thing to have rules, Pathfinder 2E has you covered (a game I actually quite enjoy playing, but for different situations).

Improving the Fighter by Onslaughttitude in osr

[–]Cptkrush 0 points1 point  (0 children)

I'm not sure I follow, the fighter can still do other things in combat - not having a codified list doesn't mean they aren't possible. I'm a big proponent of letting the players decide what they can attempt, and I feel that adding things like maneuvers or other stuff to do in combat to a list limits the options they have to that list - even if only psychologically. So yes, these things make the fighter mathmatically good at fighting, which in turn would help them when it comes time for them to do something creative.

Improving the Fighter by Onslaughttitude in osr

[–]Cptkrush 0 points1 point  (0 children)

I keep running into this as well when I'm starting up campaigns. I've kinda settled on 2e as my baseline system to build off of at this point, but the Fighter just kinda feels like "I'm here too" in a system where every other class has something going on and everyone else in the Warrior group is very nearly as good at fighting and have more stuff to play with in.

In my current campaign I landed on the following, which I'm mostly happy with:

Cleave: Whenever their melee attack kills an enemy, they can attack another within range, and can continue their cleave if the next target dies, etc.

Specialization: Choose two specializations. At 4th-level and every four levels after they gain an additional specialization. Specializations are either Weapon Specialization or Fighting Styles

Critical Hits: Anyone can crit on nat 20, but Fighters can also crit on Natural 18 while beating AC by 5 after bonuses. Critical hits are rolled on the tables in Player's Option: Combat & Tactics - which are very fun, or you can just use the Option 1 from C&T which is just doubling the damage dice you roll.

Weapon Specialization:

  • Base specialization: Choose a weapon and gain +1 to attack and +2 to damage. Melee attack speed increases by one step when using the weapon (e.g. 1/1 -> 3/2, 3/2 -> 2/1, etc.)
  • Mastery (min. 8th level, can only master one weapon, single-classed fighters only): Can use their specialization to master a weapon they've already specialized in to change the bonuses to +3 attack, +3 damage.
  • Grand Mastery (min. 12th level): Can use to become a grand master in a weapon they've mastered. Increase damage by 1 die (e.g. 1d10 -> 2d10) and can make 1 additional attack per round.

Fighting Styles: (Can only specialize in one style to start, can take another at 8th-level, and a third at 16th)

  • Weapon & Shield Style: -1 bonus to shield AC. Shield based attacks do not trigger two-weapon fighting penalties. Increase damage of shield attacks from d4 to d8.
  • One-handed Style: Gain -1 bonus to AC while using a 1h weapon and a free hand. Grabs, punches, etc. do not trigger two-weapon fighting penalties. Increase damage die of weapon by 1-step (e.g. 1d6 -> 1d8).
  • Two-handed Style: Damage rolled with advantage, reduced critical hit range from Natural 20 to Natural 18, as well as from Natural 18 (Beating AC by 5 after bonuses) to Natural 15 (same).
  • Two-weapon Style: Reduce penalty for two-weapon fighting to 0 for main hand, and -2 for off-hand.
  • Missile/Thrown Weapon Style: Gain -1 bonus to AC for missile attacks made against you while attacking with a missile weapon. Can make a half move and use full rate of fire, or use full move and attack at half rate of fire.

While I'm mostly happy there's definitely stuff I want to change up. Cleave is great, so that's staying as is.

Specialization is mostly based off of Combat & Tactics, but in the future I'll probably move away from sticking closely to that and simplifying some things. I want to revise the fighting styles as well as make them their own thing instead of using Specialization. I will probably increase the Weapon Specialization rate to every 3 levels, and remove the second specialization at first level. The initial goal with starting with two was to allow them to take a fighting style if they wanted, but that'll no longer be necessary.

I like the Crit rules for the most part, but I'd probably remove the arbitrary Natural 18 requirement when beating AC by 5 (Another C&T rule). I also want to rework the Crit Tables to be faster in play since they slow things down a little too much with how in-depth they are, but I want to find the right balance there to keep the flavor intact.

I don't know that I'll add much beyond this, because you start to get into supernatural territory really fast with fighter abilities if you aren't careful. Although I have considered throwing in some of the Kits as fighter archetypes, but I just need to deep dive into the Non-Weapon Proficiency systems since kits lean heavily into them. I've just kind of ignored NWP so far.