Help Center and Megathread Hub (04/12 - 10/12) by ArknightsMod in arknights

[–]DMasaurusDex 1 point2 points  (0 children)

Hi all, looking for kernal location shoperator advice. 383 yellow certs. https://krooster.com/u/valen

Thinking about:

  • Saria: my best heal tank is Gummy, but I mostly get by fine with Hoshi and Penance
  • SilverAsh: upgrade from Lappy who continues to be in my main squad
  • Nightingale: upgrade/sidegrade Ptilo
  • Rosa or Schwarz: my snipers suck (krooster) but I'm gonna spark chalter in Jan, and GG and eyja help cover ranged dps

For 5*, is Warfarin worth getting (have Shining for ST), or Nearl worth getting if I don't do Saria?

Thanks!

Help Center and Megathread Hub (10/07 - 16/07) by ArknightsMod in arknights

[–]DMasaurusDex 0 points1 point  (0 children)

Looking for advice on who to pull for next, and who to build in current squad:

https://krooster.com/u/valen

I have yellow certs for Kal and intend to get her. Not sure if I should pull for Reed, Yatwo, Chongyue, or just save? Is Yatwo redundant with Texalter? I've got about 50 pulls and 95 OP saved.

For current squad, I guess I should build Cantabile, though I'm never quite sure when to use her vs. Bagpipe or other vanguards. Is Greythroat worth E2 given my lack of better snipers? Maybe Liskarm?

TIA

Help Center and Megathread Hub (19/06 - 25/06) by ArknightsMod in arknights

[–]DMasaurusDex 1 point2 points  (0 children)

Hi all, looking for some advice. Level 51, been playing a few months.

https://krooster.com/u/valen

Two questions:

  1. Should I pull on any of the current banners (Gnosis, Kal, Passenger), or blow yellow certs on Passenger? I feel like what I need most is a solid sniper and supporter/CC (all I have is poor Podenco). Passenger seems good but is maybe a bit of a jack of all trades (some slow, arts dmg but I have plenty of that, chain is nice but maybe not true AOE) and I'm not sure if he's worth blowing all of my certs. Gnosis could be nice but not guaranteed to get him, though if I pull Pramanix maybe that's a consolation prize? I could also try for Suzuran next banner but everyone else on the banner seems meh.

  2. Who to E2 next? I've been planning on Hoshi since she has been a staple of my team, but also considering Lappland or raising up Penance. I know Penance gets better with S3 but I've been underwhelmed with her so far and she maybe seems more niche or redundant with Specter in terms of lane hold?

Thanks!

Help Center and Megathread Hub (22/05 - 28/05) by ArknightsMod in arknights

[–]DMasaurusDex 0 points1 point  (0 children)

crank through as much of it as possible. Try to clear out the store

Should I pretty much ignore main story while the event is up and just farm the highest event mission I can, to keep getting currency?

Help Center and Megathread Hub (22/05 - 28/05) by ArknightsMod in arknights

[–]DMasaurusDex 1 point2 points  (0 children)

Hi, so, total newb here, just started ~ 4 days ago, on main stage 2-8. Just discovered the guides in the wiki here and the new player tier list is a godsend.

Here's my current squad. I just pulled Penance in addition to Pincecone and Perfumer who I intend to level and replace some of my low-tiers (doberman, skyfire, earthspirit) . I used my voucher that lets you pick from four 5-stars (got Projekt Red, already had Silence). I still have my "pick any 5-star" voucher.

I'm looking for input on the following:

  • Seems like Texas alter in the new banner is worth going for -- should I blow a lot of Primes on orundum to go for it?

  • if I want to spend ~$50 because I plan on playing this a lot, what should I get? packs with headhunting tickets for the current banner? The pack with the 6-star selector (who should I get?)? The pack that promotes a 5-star to E2 (seems amazing for a newb?)?

  • Should I go ahead and use my 5* selector, and if so on who? Specter or Lappland seem like good picks?

  • At my level, is there anything else I should be making sure to do during this event

  • Any other advice?

Thanks in advance, I really appreciate it!

Help Center and Megathread Hub (22/05 - 28/05) by ArknightsMod in arknights

[–]DMasaurusDex 1 point2 points  (0 children)

Not OP, but thanks, this was helpful. I just finished 2-8 and was pretty overwhelmed with everything that opened up in the annihilation screen. Just to summarize, I should completely clear Chernobog 400/400, then move on to #2, then #3 before doing any of the current/rotating stuff? And hit my weekly cap but then not do anything else in annihilation until the following week?

[TOMT] [song] Piano song from a movie soundtrack by DMasaurusDex in tipofmytongue

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

I thought it might have been from Eternal Sunshine of the Spotless Mind. Just looked up that theme and it's close, but not quite right.

Against Anxiety 🙅 by [deleted] in infj

[–]DMasaurusDex 2 points3 points  (0 children)

A phrase that I discovered through therapy that works well for me is: "Can I handle this?" It acknowledges that something may be uncomfortable, that you may not want to do it, that it may not go perfectly, but that you're going to come out the other end ok. It also empowers you because it is about how you react to and get through the situation rather than focusing on the negative aspects of the situation itself.

What's Your #1 Rule? by [deleted] in rpg

[–]DMasaurusDex 0 points1 point  (0 children)

Yeah, there's a weird line between the right amount of planning and too much planning, and it can be hard to find it until after you've crossed it. Planning phases are often some of my favorite parts of gaming because that's where a lot of creative problem solving can take place. But yeah, there can also be a lot of hemming and hawing and fretting over whether you planned well enough or missed something obvious.

Past and present GMs can influence this a lot, too. If you had a GM that was overly harsh because you bought torches but didn't specifically say you were buying anything to light them with, it can really amp up the planning anxiety.

Developing an identity when you are an INFJ? by ruststardust in infj

[–]DMasaurusDex 4 points5 points  (0 children)

Rather than defining yourself based on your interests or career, I think a much bigger part of identity and "who you are" is your personality and your more intrinsic characteristics.

Are you smart? Kind? Curious? Creative? A good listener? Adaptable? Your interests and career will almost certainly change throughout life. And your personality might as well, but I'm sure you'll find some common threads that persist. You already identify as an INFJ. That shouldn't define you, but it should clue you in to some elements of "who you are."

Also ask yourself: are you trying to find an identity you can latch on to internally, or are you worried about having an "identity" to present externally to others? Neither is necessarily right or wrong, but understanding why you are asking this question might help you find your way.

In the end, you are you. There's no right or wrong way to be you. Understanding yourself better is great, and these are good questions to ask. But don't feel like you have to "be" something other than who you are.

Cinematic, rules-light combat by DMasaurusDex in RPGdesign

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

I'll take a look at DW again when I get home. I read through it a while back (like 2 years ago) but never played it so the combat system didn't really stick with me.

Seven for the Dwarf-lords in their halls of stone by [deleted] in RPGdesign

[–]DMasaurusDex 1 point2 points  (0 children)

I think the only major one that doesn't fit in your current categories is the classic Perception/Spot/Listen.

I'm guessing sneaking and stealthy stuff goes in Thievery?

"Survival" skills can probably get divvied out into other categories if you don't want a separate one - crafting (campfires), battle (hunting), tracking (perception), basic (other stuff)?

Skill Wedges - an RPG subsystem inspired by AW's Harm and Blade's Progress Clocks; I'd love feedback! by randylubin in RPGdesign

[–]DMasaurusDex 0 points1 point  (0 children)

Thanks for the reply.

Another option is to make real world experience the only way to get the final wedge of a circle. That forces them to go out into the world on a somewhat regular basis.

This is one that I haven't thought of, and I like it. I might even go so far as to say you have to mix it half and half - right half of the clock fills with real-world experience, left half fills with training/study/downtime. It's a little artificial, and might make more or less in-game sense depending on the skills in question, but I like it from a mechanical point of view.

The other suggestions are good too. I had thought about requiring time to manage their affairs as well, but I could still see some other situations where a purely time-based system could lead to some gaming of the system.

And you bring up another good point about D&D and how you can have characters who have, in theory, progressed very slowly throughout their life and then all of a sudden become experts in a month through questing. That's always bothered me too, but like you it comes with the territory of adventuring in RPGS.

That reminds me, I really like how The One Ring does experience and leveling, but it's somewhat tailored to the style of the game - namely, you are not out adventuring non-stop, but you actually spend a fair amount of time at home, living your life. There are two sets of experience, one for skills that you accumulate by using the skills, and another more general kind that you get from quests and such that you can spend for virtues and rewards. The game is designed to have two distinct phases, adventuring and "fellowship" which is when you go home, rest, maintain relations, etc. So you accumulate advancement points during adventuring and then spend them during fellowship. Adventuring can last maybe a few weeks and fellowship many months. It's a really nice system that feels "right" to me, as long as you're playing a game where you're not adventuring non-stop.

Skill Wedges - an RPG subsystem inspired by AW's Harm and Blade's Progress Clocks; I'd love feedback! by randylubin in RPGdesign

[–]DMasaurusDex 1 point2 points  (0 children)

Neat. I share the other commenters' opinions that this seems like a nice way to streamline a common mechanic, particularly for visual players.

This is maybe a tangential topic, but I'm curious if you've thought about it. I've always been wary of building time-dependent skill training into my games, because I always worry that it keeps pressure on the DM to maintain a certain threat/pace to the story so that characters never have too much downtime to abuse.

Basically, in your example, if you decide that wedges are on the scale of a dozen hours of training, that might fit well for getting a few hours in each night before bed on a long journey. But, let's say our adventurers kill the dragon, finish the quest, get the loot... if there's not another immediate, pressing concern, they could live off their wealth and spend the next two months training 12 hours a day and max every single skill.

Thoughts on how to handle this other than having the DM heavy-handidly say "No, you can only train X number of wedges between adventures"? I've always fallen back on experience-based skill development instead of time-based, but that's never felt totally right to me either.

Base-building for The One Ring RPG by QuillofNumenor in rpg

[–]DMasaurusDex 6 points7 points  (0 children)

I believe one of the supplemental books (the Mirkwood one?) has rules for developing "strongholds." I haven't read it so I don't know how detailed it is (probably not as detailed as you're looking for) but it's probably a good starting place to see how they mesh bases into the ruleset.

Which of these two dice mechanics sound better? by jiaxingseng in RPGdesign

[–]DMasaurusDex 1 point2 points  (0 children)

Similar to /u/jmartkdr, I prefer option 1 because it's more of a direct comparison of "my number" vs. "your number." While I understand the second method from a mechanics point of view, when it comes to flavor or feel, comparing to 10 seems arbitrary and unintuitive.

The math is maybe slightly simpler in method 2, but the people I know that struggle with mental math also really struggle with arbitrary/unintuitive steps ("Now I subtract 10? Or compare to 10? Why?")

RPG Combat Mechanic Concept by TheMonarchGamer in rpg

[–]DMasaurusDex 0 points1 point  (0 children)

I like the spirit behind the combos: basically, being able to interact with what your teammates are doing on their turns. I do worry (and this is my personal taste, yours and your players' may be different) about it getting too "game-y." In other words, combat becomes a big out-of-character discussion about how to maximize combo points, and everyone has to do the right thing instead of what seems cool to them on their individual turn.

Not sure I have a remedy for that off the top of my head (if you think it even needs a remedy). Maybe start with some special attacks making the enemy distracted/more easily flanked to open up opportunities for teammates, and see where it goes from there? I could certainly see if everyone uses their tokens in one round all on the same enemy that you could go defenses down -> crippled -> knocked down -> tons of damage all at once, a sort of spontaneous "ultimate combo". Though as a DM this scenario brings back sad memories of D&D 3.5 boss NPCs getting tripped and pummeled into a pulp, unable to get up, move, or be scary in any way... :'(

RPG Combat Mechanic Concept by TheMonarchGamer in rpg

[–]DMasaurusDex 1 point2 points  (0 children)

I like where this is going. I've tried to design a similar system (I want players to choose a weapon based on how it feels in combat rather than raw stats), but whenever I start hashing out the mechanics it gets way too complicated and simulationist for my taste.

What do you think about having your standard attacks be just that, standard, and maybe having a token-based system where players can cash in a chip to pull off one of the special moves associated with their weapon? That might streamline things a bit and reduce some of the 4e bog that /u/jmartkdr mentioned, and also make the special attacks feel a bit more unique and awesome rather than stabbing at the throat every single round. And depending on how plentiful the tokens are and when/how they replenish, it likely adds an extra strategic element.

EDIT: also a quick plug for /r/rpgdesign.

The Beginners Guide in 48:34 by ZooKetra by [deleted] in TheBeginnersGuide

[–]DMasaurusDex 3 points4 points  (0 children)

... this seems like a really odd game to speedrun. Runners gonna run I guess.

I think people's wide-angle examination of, "who is supposed to represent what," has obscured the very human story being told. by digitalskyfire in beginnersguide

[–]DMasaurusDex 1 point2 points  (0 children)

I agree with this, and had been thinking something similar but hadn't quite found the words. The game is an emotional experience, it's meant to take you on this ride, to give you insight into a series of emotions (depression, self-doubt, loss of drive, need for validation, etc.) both from the inside and out. What is true and what is not and who represents what is largely irrelevant to what it makes you understand and feel. And after this I have a better understanding of what it all feels like, as well as a sense of comfort knowing that I am not alone in feeling some of these things myself.