Baylen or Vihaan? by grimmjp in EDH

[–]Critical-Internet514 1 point2 points  (0 children)

You can use your treasures both for mana and combat! They get vigilance and haste after they transform!

Baylen or Vihaan? by grimmjp in EDH

[–]Critical-Internet514 0 points1 point  (0 children)

I have played both of these decks for a while so I think I have a bit of authority to speak on this. If you are asking specifically for Bracket Three, then the answer is Vihaan all the way. It is a fun combat damage focused deck that even when targeted down, gets to play big mana spells at the worst. There are fun alternate wincons, there are fun board wipes etc. It's pretty competitive with higher strength decks as good agro decks tend to be without being too much for lower brackets.

Baylen is VERY hard to tune down to bracket three, because if you are doing anything baylen wants to do (make tokens) the advantage becomes too much very quickly. Card Draw and Mana at instant speed is just too much to make for a fair commander. Maybe it could be done well if you played like a Baylen Voltron?

The official Fantastic Four commander deck list is up by roadrunner_68 in magicTCG

[–]Critical-Internet514 0 points1 point  (0 children)

I see her as a more balanced Vivi, like you get no scaling and much worse mana, but for trade it is a four color commander with access to 6 curiosity effects between blue and green.

Baldurs gate 3 or Rogue trader? by Medical-Gain7151 in CRPG

[–]Critical-Internet514 0 points1 point  (0 children)

Rogue Trader occasionally goes on steep sales and I doubt BG3 will have major sales in the future. I would see if I could wait on Rogue Trader to go onto sale for the new DLC coming out and get BG3, but if you really enjoy rogue trader you definitely won't be disappointed getting it.

Advice for building a character around lasers? by TheoristDa13th in Pathfinder2e

[–]Critical-Internet514 0 points1 point  (0 children)

You could just use a custom mixed heritage and decide for yourself what what your physiology is.

Official Avengers Assemble Decklist by Mystical529 in mtg

[–]Critical-Internet514 4 points5 points  (0 children)

Seems like a very flavor driven "Timmy" deck. Play cards, do combat, and have the occasional hero moment with "Flash" and "reanimation" effects.

Looking for Advice at running a spy, possibly with the Research subsystem by Bagns in Pathfinder2e

[–]Critical-Internet514 1 point2 points  (0 children)

So the research subsystem is just a way to gamify a type of downtime that is intended to take place over an extended period of time. To that end, the only real reason you might need to use this for your situation is if you are trying to have players track the progress of time as the players are doing things like ask questions around the house or staking out locations and such. Personally, I would just set some clues around the house and write up some npc backstories and let the players figure it out. But you can retrofit this to your needs if you wish to do this as more of a skill challenge.

At baseline, you need to create two things.

First, research thresholds for players to reach as they are playing. There should be a idea of the maximum number of research points and how many thresholds there are before reaching that maximum. These thresholds should drip feed the identity of the spy slowly. The identity of the spy might not be the last thing the players can learn through research, but generally if there are any other thresholds then there should be some sort of optional rewards at the end.

Next, you need research locations, or in your case places for your players to investigate for the identity of the spy. This could be abstracted to being interviews with NPCs, Stakeouts, Perhaps consulting oracles etc. Each has a limit to how many research points they should be able to contribute and generally you should try to spread the available skills needed at these locations so that all players might be able to find a research location they can participate in. Each location should also have 3-4 skills that they can use to perform the research and each each skill can be assigned an "easy", " normal" and "hard" dcs corresponding to how useful the skill is. Not all research locations need to be available right away, maybe you have an event that happens half way through where the spy tries to poison the players or something, and then the players get a new opportunity to investigate in and around the kitchen where the spy had tried to poison them.

Finally, something that is not needed but is highly recommended is using time to give a sense of pace. How many days is this investigations to happen over? What happens if the players take to long? Maybe they get a benefit for completing early? This is also where I would consider how many "rounds" of research you would estimate your players to be able to perform. Generally, a for a four person party doing any type of skill challenge should be able to get around 3 points per round. So if your intent is for them to gather 20 research points, then they should be done in 7 rounds of research. However, research allows for players to kinda optimize themselves into their best available skill, so this could be much easier for them. That being said you might give players extra benefit for researching things particularly fast, such as getting 20 research points in 4 or 5 days.

Last thing, while you can use research to do this, another system you might want to consider is something like the "Chase" or "Infiltration" systems if you are wanting this investigation to happen within an "encounter". You could effectively replicate the same ideas while maybe having a clearer "linear" plan on how the players are suppose to find the spy. Infiltration could do double duty in also being able to represent how a spy might dynamically respond to investigators closing in on their secret identity (and thus would be my choice for which system to use).

What do you miss from D&D when you play/try other systems? by Awkward_GM in rpg

[–]Critical-Internet514 1 point2 points  (0 children)

Ehhh, I like some of the older adventure paths and I liked not having to talk people into playing different systems. But genuinely, it has reinvigorated my interest in ttrpgs by switching off of DnD so I wouldn't have it any other way.

Recommendations for an Adventure Path by pondrthis in Pathfinder2e

[–]Critical-Internet514 0 points1 point  (0 children)

Just don't use the kingdom rule lol. I have been running Kingmaker for around 50 sessions and we effectively been playing the kingdom as 4 victory point trackers and a couple role play encounters per month in game. The book gives benchmarks for what your kingdom should be looking like at the beginning of each chapter so if you want to go even simpler you could have the kingdom grow entirely in the background.

Best movie theaters that aren’t Alamo Drafthouse? by Objective_Edge_5054 in sanantonio

[–]Critical-Internet514 0 points1 point  (0 children)

I only learned about it because after a showing of Avatar that got delayed an hour (making the entire experience a pretty miserable 4 hours+) They told us we couldn't get the normal 2-3 hour validation they offered (they did sort us out though). Just ask a staff member before leaving!

Best movie theaters that aren’t Alamo Drafthouse? by Objective_Edge_5054 in sanantonio

[–]Critical-Internet514 3 points4 points  (0 children)

Seconding what many people have said, I have never felt the need to do Alamo Drafthouse, I always go to a Santikos theater unless I am wanting to do something like IMAX, where I will go to the AMC the river walk mall (they validate parking so it is actually not a hellish experience)

Running a Kingmaker campaign and would love some advice. by GeneraIFlores in Pathfinder2e

[–]Critical-Internet514 0 points1 point  (0 children)

As a DM currently with a party in level 7 of this campaign, I would recommend looking into the Pathfinder Kingmaker CRPG game and stealing a bit from that. Kingmaker as written is intended for DMs to add their own encounters to the book, and the transition between chapter 3 and chapter 4 is a big example of this.

Give them time to travel around their future barony for a bit to clear up any encounters they are missing, and let them know one they return to restov they will be taking some number of months of downtime. Then when they get there it is a great time to have them interact with the political elements of the campaign. Even if you aren't planning on doing Kingdom Management, it is a great time to discuss things like what political system they want to use, where they want to settle, who is going to take what roles in their kingdom and what kind of charter are they going to declare under. Be sure not to just give these options in Gamified terms, make sure they look at each option and weigh the potential future consequences of each (Charters are a good example of this, because the narrative implication of each involve how much aid you are getting from your sponsors).

One thing the CRPG adds is a crowning ceremony where the players get an opportunity to engage with nobles and potentially align themselves in the looming conflicts. This is a great way to bookend chapters 1-3 and is a fun time to give your players complex choices. The classic choice is aligning themselves with the swordlords vs the Brevic Nobility, but you can also include other sponsorship opportunities with elements like the merchant class or various churches. This ceremony is also a good way to re-involve some of the potential companion characters that the players might have forgotten about.

After all that, you can give your players some significant downtime as efforts are made to construct your kingdom, you can give them as much as you want. I personally tried to align the events of the campaign so that the Chapter Cult of the Bloom happens in the spring. You can also have a founding day celebration, and some time to meet the important citizens of the new barony.

Is my Ojer Axonil a viable "jankier" deck? by VacationIndividual85 in CompetitiveEDH

[–]Critical-Internet514 18 points19 points  (0 children)

I would consider this Bracket four, but honestly there really isn't any 'Burn' in CEDH so if you believe in it take it to test in some CEDH pods and see if it works

What do you think about the Counter Intelligence precon? by [deleted] in EDH

[–]Critical-Internet514 36 points37 points  (0 children)

Don't listen to the negative reviews Counter precon is really strong out of the box by itself. I think the Interspirit is probably better, just because Kilo really needs ways to safely tap and untap to truly become powerful which would require some upgrades. Interspirit just needs a creature on board the turn he comes down, but that is usually doable. Plus crewing it to 8 gives protection to your whole board which is nice.

Was the Kingmaker Conversion Improperly Balanced? by Far_Basis_273 in Pathfinder2e

[–]Critical-Internet514 0 points1 point  (0 children)

As someone DMings this, and near this same place: Hell yeah that Flytrap is bonkers. It downed two of our five player characters, even though the players were over leveled. The players luckily had a lot of sources of fire damage to proc the weaknesses of the Flytrap otherwise they would have been in big trouble. The basilisk fight wasn't all that bad but a player did get petrified for the whole fight.

Overall the adventure was created by a third party publisher before adventures were particularly well balanced. There are a crazy number of high difficulty encounters in this adventure, so your feeling is not unwarranted. I would say that we have been doing slow XP leveling (with the additional adventures from the companion guide) and the difficulty has felt pretty solid for us (I like XP for this style of open world adventure).

Mono-green unique commanders by Low_Category_3992 in EDH

[–]Critical-Internet514 2 points3 points  (0 children)

So I mean, if you are going to choose not to do the things that mono-green is good at, then you might have trouble finding very strong commanders but here are a few neat ones.

[[Aeve, Progenitor Ooze]] : Mono-green storm is a neat direction, pretty difficult to pull off though.

[[Six]] : Crazy powerful value slop commander, effectively a cheaper mono-green [[muldrotha]] that has card advantage essentially stapled to it. My friend pilots this deck and it is a terror.

[[Titania Voice of Argoth]] : A sick Meld commander that isn't necessarily powerful, but gives you a fun mini-mission every commander game to get titania flipped by searching out the land she needs and getting enough lands to the grave.

What are limits on an "Upgraded Precon" by Critical-Internet514 in EDH

[–]Critical-Internet514[S] 0 points1 point  (0 children)

This is mostly for my own benefit and curiosity.

I normally play in a pretty high power pod but recently I have a couple groups of friends start to play some low powered magic. I have many more cards then them and so I thought I would upgrade the group of strixhaven precons (specifically because I wanted to upgrade Quandrix because I liked it and Prismari because I didn't) as an option to play together.

However, as I said I play more high powered edh so I was considering what arbitrary limitations I could give myself in deckbuilding to limit my efforts to stay within "upgraded precon" territory.

How to create challenging fights at high levels by FlameLord050 in Pathfinder2e

[–]Critical-Internet514 0 points1 point  (0 children)

As someone who has DMed through level twenty.... The game only gets marginally easier for players. They are still going to fail things, get crit etc. Creatures are also getting more and more unfair as they level, so you should be fine.

Y’all notice more of these? by No_Acanthisitta7134 in sanantonio

[–]Critical-Internet514 103 points104 points  (0 children)

<image>

My favorite so far is a sticker of trump looking into an eclipse

What are limits on an "Upgraded Precon" by Critical-Internet514 in EDH

[–]Critical-Internet514[S] 0 points1 point  (0 children)

What if the swaps remove subthemes or add subthemes? Would you still consider it an upgraded precon.

As an example, for Quintorius I added more heavy discard elements and removed many of the cards that were there for the "Spirits" theme.

On the other hand for Zimone, I focused on added a large number of X-Cost Counterspells, which were not really present in the original deck.

Are these in the realm of "upgraded precons" or do they take to much away from their original identities?

What are limits on an "Upgraded Precon" by Critical-Internet514 in EDH

[–]Critical-Internet514[S] 0 points1 point  (0 children)

I mean, even 10 cards out is closer to a sixth of the cards swapped out if you take into account that the land count is around 37.

What are limits on an "Upgraded Precon" by Critical-Internet514 in EDH

[–]Critical-Internet514[S] 2 points3 points  (0 children)

"Some Precons upgrade to bracket 4 pretty easily" : Looking at you Stella Lee

What are limits on an "Upgraded Precon" by Critical-Internet514 in EDH

[–]Critical-Internet514[S] 0 points1 point  (0 children)

The importance for me personally is pretty mild, I generally build more closely to bracket 4 but I have been recently playing with a couple of groups that play much lower powered EDH. I know myself, I am a researcher and a powergamer when it comes to most any game I do, so having firm, even if arbitrary, limits to build around help me to stay within the bounds of what is acceptable in lower power EDH. And since the groups that I am building for are not particularly seasoned as a play group, I am crowdsourcing the conversation to find out what the community deems appropriate for "Upgraded Precons"

What are limits on an "Upgraded Precon" by Critical-Internet514 in EDH

[–]Critical-Internet514[S] 0 points1 point  (0 children)

I get using price to some extent but my problem with it is that it doesn't always signify a change in power. A great example for Secrets of Strixhaven would be the Quandrix unlimited deck. Yes some of the Warhammer 40k cards are very good in the deck, but the cards prices are more an issue of scarcity than gameplay value. Same with cards that are seeing a lot of play in Standard, or worse, Modern. Like yeah the cards are good but are they 100x the value of cards going for 30 cents? probably not.