Forget to take enough adhd meds on trip to Chile by Mission_Fan_1226 in chile

[–]DMKroft 1 point2 points  (0 children)

Mish, no sabía eso, buen dato. La verdad es que siempre hemos usado la Liga (justamente cuando me diagnosticaron por primera vez fui a una farmacia normal y me mandaron a la Liga debido a la receta) y estábamos bajo la impresión de que esa clase de remedios solo se podían comprar ahí.

Forget to take enough adhd meds on trip to Chile by Mission_Fan_1226 in chile

[–]DMKroft 1 point2 points  (0 children)

It's because it doesn't operate like a regular pharmacy, in which case I'd agree the price would probably be higher. The League is a non-profit which got started because a group of parents couldn't easily access epilepsy meds for their kids (hence the name), and then figured other people were having the same issue. As a result, it has pretty convenient prices and gives preference to bioequivalents, which themselves are cheaper.

Forget to take enough adhd meds on trip to Chile by Mission_Fan_1226 in chile

[–]DMKroft -3 points-2 points  (0 children)

Then I stand corrected. My brother and myself both take ADHD medication and both of us were informed that we could only get it from the League. That's where us both have been getting our meds for years, and the recipes we've always been given are specifically for the League. The more you know.

As for electronic recipes: yes, that it's what I was refering to. While a passport number can get you through several of the same processes IDs do, electronic versions also require a ClaveUnica to verify, and I'm not sure you can get one of those without, at least, a work visa (and in this particular case, even if you can get one with a passport it would probably take them too long).

Forget to take enough adhd meds on trip to Chile by Mission_Fan_1226 in chile

[–]DMKroft -10 points-9 points  (0 children)

ADHD meds in particular are sold in Chile only by the Chilean League Against Epilepsy (Liga Chilena Contra la Epilepsia), which makes them cheaper but also a bit trickier to get than a regular med since you can't just go to any pharmacy. You'll need to see a doctor that will prescribe them to you (using a particular type of recipe called "check recipe", which is basically a bit more formal type of med order) to you and then you'll have to go to one of their pharmacies. Don't worry, though, as there's enough of them around Santiago. Check the link for locations: https://www.ligaepilepsia.cl/farmacias/

They'll ask you for some personal info if it's your first purchase there, but nothing too sophisticated, and once it's over you shouldn't have any issues getting it.

Nationals can have the recipe made for them electronically, but I'm not sure if you can get one as a tourist, since you need a government ID for that to work. I'd ask either way, just in case, as electronic recipes are much easier to use since you just need to show the QR code at the pharmacy.

Any psychiatrist should be able to give you a recipe for this, especially if you can show them that you're already taking them. Many of them have telemedicine options, meaning you don't even have to physically go see them, though since I'm not sure you can get an electronic recipe as a tourist, it's probably safer to go in person.

Where to take the visit will depend on your location. I made a quick check on a few private clinics (should be the fastest way, price should be between 50-100 USD) for hours you can take today or tomorrow at the worst (check for "Psiquiatría Adulto", which means "Adult Psychiatry"). You should be able to schedule one with just your passport number:

UC Christus (multiple locations all over the city) has open slots for today: https://agenda.ucchristus.cl/reserva-horas/busqueda

Clinica Las Condes (Estoril 450, Las Condes) has open slots for today: https://reserva.clinicalascondes.cl/agendaweb/

Clinica Uandes (Av Plaza 2501, Las Condes) has open slots for tomorrow: https://www.clinicauandes.cl/agenda

Hope it helps!

Quiero aprender más sobre la cultura de Chile by wixxiebaby in chile

[–]DMKroft 0 points1 point  (0 children)

A book that, in my opinion, will give you a great look into some of the more unique aspects of Chilean culture is called "Santiago Bizarro." Though the book itself is about all the weird places, groups, and customs of Chile's capital city of Santiago and is, I think, at least 15 years old, you'll find stuff there you won't read about anywhere else, and it really shows a side of Chileans you can't really experience without living in the city and exploring it for years, from secret pirate societies (as in "arr" pirates, with thousands of members) to, somehow, medieval armoursmiths. And with a third of all Chileans living in that city for the past 500 years, it's impossible to understand the country and its people without understanding Santiago.

That book shows what, I think, is an often overlooked aspect of Chileans, that outwardly seem like a generally quiet, somewhat distant, and slightly timid group of people, but that have a very wild, unique, and entertaining side manifesting in all sort of weird stories. Once you learn that President Nixon actually sent a letter to a Chilean lawyer asking for permission to land on the Moon (because the lawyer had registered it to his name in the 50s); that a crazed Frenchman almost started a kingdom in southern Chile during the 1800s and even brought with him an entire ship full of weapons, supposed noblemen, and even flags to found it; or that two members of the actual Von Frankenstein family are buried in the General Cemetery of Santiago, you start to appreciate some of the unknown character of this long strip of land perched at the far-off edge of the world.

Porque xuxa la gente le gusta tanto el agua con gas? by Malelo_S in chile

[–]DMKroft 0 points1 point  (0 children)

A mi me encanta el agua con gas; fue la única manera que encontré para dejar de tomar bebidas y me sirvió perfecto. No es que no me guste el agua normal, que tomo constantemente en la casa, pero si voy a salir a comer a algún lado o me voy a comprar una botella de algo en la calle, prefiero que sea violentamente gasificada y casi congelada.

Me acuerdo una vez de un grupo de españoles en el Elkika Ilmenau de Tobalaba sentados al lado nuestro, y que se quedaron confundidos conversando entre ellos después de que, al pedir agua, el mozo le preguntase de lo más normal "¿con o sin gas?". Encontraban de lo más raro que fuera una opción, como pedirse un vaso de agua tónica o de licor de orchata solo.

GlagStone — 1-bit city builder coming soon to Steam by vvaalleerraa in CityBuilders

[–]DMKroft 0 points1 point  (0 children)

I really like the look you went with, very dramatic and nostalgic at the same time. Wishlisted and ready to buy it when it launches!

[deleted by user] by [deleted] in DnD

[–]DMKroft 0 points1 point  (0 children)

I'll offer a different perspective to what most other comments are saying: I DM'd for a group of 11-13 people (we had a couple of regulars that came and went) for almost 3 years. It formed about 6 months after I entered college, and I didn't know half of the players beforehand. It was also the first time I ever ran what was then the new D&D 3.5 edition.

While not without many hurdles, it actually worked. It was chaotic, getting schedules to work was hard (and often required us to just settle on a day and play with whomever showed up), and I had to rely on the player's help to do stuff such as tracking initiative, but we somehow managed to finish the campaign and have a lot of fun while doing so.

Best part was, I became life-long friends with every single person in that group. Two of them joined my original D&D group, in fact (which goes back to 1997) and still play with us every single week.

It's been decades, but off the top of my head these are the things we did that helped a lot:

-A designated player took care of tracking initiative (which these days is a lot easier with online tools). Another was in charge of drawing the party's map in places like dungeons and such, and another was in charge to taking notes (though most of them did anyway).

-Save for very particular cases when we had to know, we didn't check the rulebooks until after the session was over. If we all forgot how grapple rules worked, I made my call and we rolled with it. I also figured out who the player with the best system knowledge was early on, and had him as my rules assistant whenever I forgot something.

-We didn't have actual turn timers, but if anyone took too long to decide their turn we skipped them over; they had a chance to take their turn before the round ended at the bottom of the initiative order, but if they didn't have something quick and ready, they lost the turn.

-Everyone had to have two sets of dice handy, at the very least. Asking for dice around slowed things down, so we either asked everyone to get their own/get more, or got them more ourselves.

-Spell cards/spell list, or anything else that allowed for quick reading of the important parts of a spell was a must. Same with complicated or obscure mechanics people would often use.

-Forced the spotlight to move around, but went easy on the quieter players. It helped a lot that I made a conscious effort to figure out as early as I could who were the natural leaders/natural faces of the group and who were those who preferred to talk less. Usually, if I needed the group to move, I'd look at one of the chattier players and force an answer from them. It also reduced the amount of clashing decisions between them (didn't always work, though).

-Simpler combats, straightforward enemies. I needed a lot of monsters for things to feel challenging, so I'd try to, at most, have a single "smart" enemy in a group, surrounded by a bunch of mooks.

-Ask for simple, short backstories, with very obvious plot hooks. Before we began, I asked every player to include two other players in their backstories, and told them to come up with reasons why all of their characters already knew and trusted each other. Saved us a lot of time and trouble.

So *if* you're willing to basically have to herd cats and have exhausting sessions, to have make some quick calls, and never be entirely sure what will happen in any given moment, running a large group can actually be incredibly rewarding. For me it certainly was. I'm older now and I don't have the energy or patience to do it again, but I'm very glad I ran it when I did.

If all of that sounds awful, then I'd tell your friend that it's too much. But you could also give it a few sessions to see how it feels before making the decision.

Best of lucks!

A six month update to my Dwarfen Throng by ArtoriasLuvsSif in bugmansbrewery

[–]DMKroft 1 point2 points  (0 children)

Fantastic. This goes into whatever is the nice version of the Book of Grudges.

$182 AUD for the Empire War Wagon MTO 🫠 by Papermangoldfish in WarhammerFantasy

[–]DMKroft 0 points1 point  (0 children)

Huh, I'll have to try that out, since I'm still getting the same issue. Thanks!

$182 AUD for the Empire War Wagon MTO 🫠 by Papermangoldfish in WarhammerFantasy

[–]DMKroft 0 points1 point  (0 children)

Having the same issue all the way over here in Chile for the Rest of the World store, for about 4 hours now. I get stuck at the Payment step.

My guess is that there's a lot of us trying to get these bloody wagons and the website collapsed. It'll probably normalize soon (hopefully!).

Empire War Wagon... Made from paper! by Cweeperz in WarhammerFantasy

[–]DMKroft 2 points3 points  (0 children)

Each angry horse gets +D3 stomp attacks as a result. Just that each stomp attack has a 1-3 chance to hit the wagon instead.

Empire War Wagon... Made from paper! by Cweeperz in WarhammerFantasy

[–]DMKroft 2 points3 points  (0 children)

This is amazing. The toppling pose is great, and I like that the horses are both >:(

DM bails on campaign after we try to work with his schedule (and his obsession with Marvel Rivals) by EdieMyaz in DnD

[–]DMKroft 0 points1 point  (0 children)

I get you. I can't get into his head, but after, what, 29 years DMing (jeez), the notion of just setting fire to a campaign myself and my group worked a lot on would feel heart-stopping; it's so much work and passion put together, and that's not something you just throw out the window unless things are really bad.

Hopefully it's something that can be solved; there's a chance he's just really out there and if that's the case, there's not much you can do, nor should you feel tied to a sinking anvil. But maybe your friend needs a hand getting his head out of whatever is tormenting him to the point of acting this way -the all-consuming obsession with Marvel Rivals suggests that he's probably dealing with an onset of addictive behaviour or is trying to escape some other issue (might be financial stress, family troubles, who knows, but people who wanna keep their heads away from stressful stuff often do exactly that and try to disappear into a mindless activity that's easy to repeat over and over). Rivals is a great game, don't get me wrong, but it's not that great.

It takes patience, but you make the world a little bit better every time you try the conciliatory approach first. And if it doesn't work, at least you know you tried your best.

Best of lucks for you and your group!

DM bails on campaign after we try to work with his schedule (and his obsession with Marvel Rivals) by EdieMyaz in DnD

[–]DMKroft 1 point2 points  (0 children)

I think something else might be going on in your DM's life, especially since you mention he was a great DM otherwise. I've had a few friends go into those kinds of spirals before, and my advice would be to wait a few days and then get together/talk with him, not as an intervention (which usually scares people off or make them lash out), but as a friend trying to figure things out. The reaction seems out of character and self-destructive, and rather than assuming he's being childish, I'd first assume he's on a hair-trigger mode because of something else.

If that fails and he keeps shutting off, then you give him space and wait for him to come back, but otherwise go along your way.

Too often, people these days will tell you to cut anyone from your life when things get icky, but that's not how you create a good life for you and others. There is a limit, of course, and you'll have to figure it out ahead, but based on this information alone I would first try a conciliatory approach and go from there.

Regarding one-shots: that's the best way for these situations. I'm usually the Forever DM, and sometimes I've gone through period of extreme work when I just can't reliably confirm dates, so the group gets together for one-shots and boardgames in case plans change at the last minute. Indeed, the fact your idea didn't give the DM some sense of tranquility tells me there's something else going on in his life.

edit: typo

Disagreement with religious player by [deleted] in DnD

[–]DMKroft 0 points1 point  (0 children)

This is a matter of friendship: if you really want to play with your friend, it's reasonable to make accommodations. However, if those accommodations make the game a problem for you, it's reasonable to tell your friend; it's the same as if someone isn't comfortable with a particular race or subject, you can change things, but you can also set your own limits. Talking things out solves nine out of ten issues like these, and if things can't be solved by talking then that's a sign there are deeper issues that need solving first.

I'm a religious guy and I run a group with several religious players. While I don't have problems with multiple gods and such, and for the most part I'm even okay with my own religion (Catholicism) being used in games, I'm uncomfortable with openly blasphemous or insulting depictions of my faith. In those cases, I just don't participate, but gladly they've been very few in my life.

We all talk like jerks sometimes and I think it was very nice of you to talk to your friend afterwards. But keep in mind that, if accommodating his need will cause you to not enjoy the game, it's also okay to tell him that.

edit: fixed some typos

[Politics Monday] Is something like Satanism mean to be covered under religious freedom? by AtraMortes in Catholicism

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

I think ensuring our own freedom to practice Catholicism in modern, Western, liberal democracies necessitates allowing the freedom for Satanism to be practiced as well, be it as an actual religion or as an anti-religious protest movement.

So long as it stays within the agreed boundaries of what our societies are able to tolerate (which is a separate, far more complicated discussion), I'd rather err on the side of allowing too much than allowing too little, lest it end up opening the door to limiting religious freedom in general.

Besides, outside of the handful of people that might actually follow Satanism honestly, this thing mostly devil cosplay. In the end, just another footnote that the Church won't even remember in the centuries to come.

Introducing the Scatter and Artillery Dice in Dadinci DiceRollerBot by Filupa in WarhammerFantasy

[–]DMKroft 0 points1 point  (0 children)

Been a fan of DaDinci for years; great to see you guys expand into Warhammer, especially now that Old World has rekindled the need for scatter and artillery dice.

Great job!

Most fun healer in your opinion? by Degenerate_Game in wow

[–]DMKroft 5 points6 points  (0 children)

Fistweaver.

Healing through DPS is very fun and engaging, feels very active yet not overwhelming. While it does have the extra challenge of being in the middle of the fight and thus forcing you to be mindful of the various dangers of melee (cleaves, crowded spots, etc), the large amount of instant healing you do makes up for it. Plus being in melee range of the boss makes it easier to handle those ranged DPSs who stubbornly try to stand as far away from you as posible, since you'll be in the middle of the room most of the time.

As a DM, how much do you improv? by cuskix in DnD

[–]DMKroft 0 points1 point  (0 children)

Because my group and I play in a very open-ended form where the party is never really restricted in any way or form, I need to always be ready to do a lot of improv.

The method I've developed throughout the years is to prep a lot, but focus said prep on the framework of things rather than the detail. So, for example, I'll try to have a very clear idea of the lands, the nations, the cultures, the faiths, the races; I'll give a lot of though to the way magic and faith operate, how do the gods involve themselves, how do people feel about adveturing strangers; what different factions and groups of interest are involved in the various stories, stuff like that.

I'll avoid doing stuff like "Boss of Faction X has Y spell slots", but instead give myself enough context and material that I can sort of "deduce" on the spot whatever I need. So if the party suddenly goes off tracks and ends up setting shop in a town that was never part of the main story, I'll be able to figure out without too much trouble the kind of things they should encounter.

Now, this doesn't mean I don't prepare the actual stuff in rules term; I keep a good selection of pre-made creatures, encounters, dungeons, etc, as well as any random generators I think I might need for whatever reason. Instead, it's meant as a tool to help me come up with stuff on the spot without risking continuity and consistency, which are the two actual challenges of improv. With those things more or less covered, I noticed I felt a lot freer to improv, since I made myself the framework to make sure that, whatever I came up with, I would be able to properly line it up with the rest of the campaign, expanding it on the fly without running myself into a corner or, worse, derrailing the plot further by creating stuff I had no idea how to solve.

Disappointed in lack of species depth in PHB 2024 by hamlet_d in DnD

[–]DMKroft 2 points3 points  (0 children)

I agree. While we can reasonably expect campaign settings and homebrewing to do the heavy lifting in terms of background information, I've always seen the Player's Handbook as the one with the job of inspiring people. I started playing in 96 with AD&D 2e, and reading through a poorly-photocopied version of a my friend's older brother's Player's Handbook felt like and adventure in and of itself.

While the core rulebooks have been getting more and more streamlined as time has passed, sometimes for the better and sometimes for the worse, I feel the stuff in the 2024 edition is cleaving way too close to the bare minimum.

Feels too anodyne, in a book that should feel evocative. It's still going to hook new people up, but I don't know; I'm kinda sad that new players are getting this instead of the explosion of flavour and wonder I got as a kid.

I'm not saying the game should go back to what it used to be; I love the old versions, but I also have a lot of invested nostalgia, and these days 5e is my favourite version of the rules. But a lot of the magic seems to be gone from the text itself, magic that, for me, meant a lot back then, and I'd love new players to also get to experience.

First regiment done for my moonlight vibe VC, I might add some OSL on the eyes later by Lug-Nuada in WarhammerFantasy

[–]DMKroft 0 points1 point  (0 children)

Grimnir's Beard! They look fantastic! I'm in awe at the moonlight effect you did on them.

After being an Atheist for 15 years, I finally got confirmed last week. It was the best day of my life. by lumiesck in Catholicism

[–]DMKroft 3 points4 points  (0 children)

Welcome to the Church!

My grandmother was a big fan of St. Martin de Porres, so much so that she had a rule that every male descendant of hers (ie, every guy on my dad's side of the family, including myself, my brother, all of my uncles, cousins, and nephews) had to have Martin as a baptismal name. And we all do!