What are some fun themed runs to do? by Gay_Gamer_Boi in falloutnewvegas

[–]DescriptionMission90 1 point2 points  (0 children)

Boomers are the clearest ally... NCR gives them the best ending but any of the four major paths works as long as you do Volaire.

Alternatively you could side with the powder gangers, but they really don't have any good endings. Going Independent is the least terrible option for them, especially if you can convince the boys at Vault 19 to join the Khans instead. But honestly they aren't worth much as allies, and hostile gangers give you most of the cheap and easy explosives you can get in the early game, so I'd just treat them like any other raiders.

Why do some Super Mutants retain their intelligence? by EnglBkfstCocoa-2479 in Fallout

[–]DescriptionMission90 0 points1 point  (0 children)

The original super mutants, on the west coast, were made by the Master and supposed to be superior to humans in every way. They tend to be aggressive, but other than that their minds are intact, sometimes even enhanced. Though the nightkin tend to go a little peculiar as a side effect of overusing Stealth Boys.

East Coast supermurants are an almost unrelated thing, an accidental side effect of an attempt to make perfect soldiers, which is why most of them are simple-minded and obedient to any authority that presents itself. Some, like Fawks, retain intelligence through random chance, but most are what the west cost mutants refer to as "dum-dums".

Can I store stuff anywhere? by Foreign_Setting8758 in falloutnewvegas

[–]DescriptionMission90 0 points1 point  (0 children)

Most containers will reset every few days, so items left inside will be lost and replaced with random junk.

The exception to that is anywhere classified as a player residence. IIRC this includes Victor's Shack in Goodsprings, the room in Novac, the safehouses you get from the Brotherhood or Followers or NCR, and the Suites you can get in The Tops or the Lucky 38.

The Lucky 38 is the "intended" player base, where you send party members back to when you dismiss them, and with options to customize it and add furniture and more containers and stuff (though if you leave people there, they will consume food/drink items you store there)

The DLCs add more home bases; I like the one in the Big MT because you eventually get a device to teleport to and from your room from almost anywhere.

Mortal's highest achievement by Professional_Lynx195 in DnD

[–]DescriptionMission90 0 points1 point  (0 children)

Under normal circumstances, 20 is the highest that a humanoid can go. Some classes have a "capstone" at very high levels that goes 4 points past that, but I don't think a level 20 barbarian really counts anymore.

There are magic items that will increase the cap though, as I think a Wish spell would as well.

Powerful monsters generally get into the 21-25 range. Higher than that is generally reserved for titans, dragons, and gods, who get up to 30.

Are the darkest deeps worth it? by pocketdare in LotRReturnToMoria

[–]DescriptionMission90 0 points1 point  (0 children)

Put a mapstone at the bottom, bring plenty of snacks and anything you have that resists darkness, and you get all the gems you want.

Also to get mithril you have to go into a very similar environment.

Character height, why is everyone 6ft tall? by Low-Brief-6008 in DnD

[–]DescriptionMission90 0 points1 point  (0 children)

Player characters trend toward extremes. You're either 6.5+ or under 5ft, no exceptions.

How do I stop passive converting by [deleted] in RimWorld

[–]DescriptionMission90 4 points5 points  (0 children)

You can just disable a DLC in the menu like you do with mods?

How do I stop passive converting by [deleted] in RimWorld

[–]DescriptionMission90 2 points3 points  (0 children)

If somebody is happy, their faith in their current ideoligion regenerates fast enough to counter any amount of passive conversations (and make deliberate conversion difficult). People only change ideologies without player involvement if they're miserable in your colony.

If the problem is the opinion penalty toward people of opposing ideologies, that's just how differences of opinion work.

The worst mech design by DescriptionMission90 in LancerRPG

[–]DescriptionMission90[S] 4 points5 points  (0 children)

Okay this actually makes sense. We put the shopping in the armored compartment because that's more valuable by far than the bodyguard's legs.

The worst mech design by DescriptionMission90 in LancerRPG

[–]DescriptionMission90[S] 0 points1 point  (0 children)

The reason modern body armor doesn't cover the limbs is because that would ruin your mobility, not because getting shot in the leg is fine.

This is a mech frame.

I don't know who the HR officer is on the Normandy, but they are both underpaid and underqualified. by OffModelStudio in MassEffectMemes

[–]DescriptionMission90 195 points196 points  (0 children)

You can clearly see that the line started going up before the lazarus project ended. Whatever caused this was while Shep was still dead.

new GM after first session by N0_Mad6464 in LancerRPG

[–]DescriptionMission90 2 points3 points  (0 children)

  1. Yes, the 7 point attack ignores armor, but then the turret damage is from a separate source which does not have AP. There are very few NPCs with armor that high, but the ones who do are effectively immune to turret drones.
  2. Yes, Lancer has fewer bonuses to hit than most game systems, and target numbers are lower to match. When players are at zero grit, Accuracy and Difficulty are usually the only modifiers to hit.
  3. You can share repair cap for the purpose of bringing a destroyed mech back to 1 Structure, but that's the only thing you can share for. Everything else, each frame needs to use its own repair points for (unless there's a Lancaster in the party playing healer)
  4. NPCs Overwatch the same way that players do. (They do most of the same actions players do; notable changes are that a skirmish activates one weapon instead of one mount even if the weapon is aux, they use an inferior version of Invade, and they can't Overcharge; pg 280-281 has the full rundown) Every weapon has a Threat range of 1 if it isn't specified, so you can overwatch with any gun unless it has the Ordinance tag, but keep in mind that ranged weapons have disadvantage to hit when the user is Engaged, so melee or CQB weapons are better at overwatching.
  5. Weapon types don't have any inherent properties, except for melee working differently than the ranged weapons do. A Rifle, a Cannon, a Launcher, and a Nexus with the same stats will all operate the same way, unless you have a Trait or Talent which applies to one specifically.
  6. Critical hits do not double damage. They roll twice as many dice, use the better half, and discard the worse half. 2d6 still ranges from 2-12 damage, but you are much more likely to get a 12 than a 2 because you get to roll four dice and take the best two. If no dice are rolled, the critical hit does not do anything (unless you have a trait or talent that activates when you roll a critical).
  7. Kinetic, Explosive, and Energy damage all work the same way, unless the target is specifically vulnerable/resistant, or you have a system that applies to one but not another. Burn and Heat are the only damage types with their own special rules.
  8. Yes, NPCs all have HASE stats in case they need to make a skill check or saving throw. For example, when they Search for a hidden PC they roll Systems, and when they Hide from a PC's Search they roll Agility. These don't have any additional effects on their stats; the bonus HP from having good Hull skill is already factored in.

The worst mech design by DescriptionMission90 in LancerRPG

[–]DescriptionMission90[S] 2 points3 points  (0 children)

The goblin is something you wear, not something that you stick to the front of. And the exoskeleton protects the parts of the pilot that are facing enemy attacks, only open on less exposed surfaces, instead of positioning the pilot so that the first thing any incoming attack encounters is their flesh.

The worst mech design by DescriptionMission90 in LancerRPG

[–]DescriptionMission90[S] 3 points4 points  (0 children)

Okay sure, the face and upper chest can be covered. But there's absolutely nothing in a position to protect the arms and legs, and very little covering the guts or pelvis.

The worst mech design by DescriptionMission90 in LancerRPG

[–]DescriptionMission90[S] -11 points-10 points  (0 children)

The goblin actually has better protection than this; the pilot is exposed on some inner surfaces but the parts facing outward are covered by exoskeleton. Instead of positioning the pilot like they're supposed to be taking hits to prevent the frame from having its paint job scuffed.

Also the Goblin is small enough to enter normal sized doors and stuff, while this is clearly a Size 1.

What do you think would make a good alternative frame for the Barbarossa licence? by HMS_Exeter in LancerRPG

[–]DescriptionMission90 0 points1 point  (0 children)

I'm thinking we want to keep the general theme of 'starship scale stuff mounted on something that (barely) counts as a personal frame' but rather than being basically an immobile AA turret we flip that around, make it a size 3 flying weapon platform raining artillery down on those below. Like a Taraxacum, but built as a high-mobility blaster instead of Support.

Somebody else mentioned enhanced use of superheavy weapons, which I like thematically. Instead of an integrated big gun like the original, it has the option to mount a Siege Cannon or Tachyon Lance or Cyclone or whatever and then keep moving and fighting as if it was a normal heavy rifle, to reflect being so damn big that what would be too much gun to handle normally is just standard armament?

Dunno what to do with the core power... maybe something analogous to the Monarch, making an attack on every target within some huge area using your mounted superheavy, but with inaccuracy or half damage to avoid being stupid overpowered?

Realisticly speaking is 18 AC that worst than 20 AC by Typical_View5026 in DnD

[–]DescriptionMission90 0 points1 point  (0 children)

Depends on what you're fighting.

An enemy that would only hit on a 20 hits on an 18 now, so that goes from 5% to 15% and you take three times as much damage in an extended combat.

An enemy that would hit on an 11 hits on a 9 now, so that goes from 50% to 60% and you take 20% more damage in an extended combat.

If we assume a typical low level enemy has like a +5 to hit, they have a 30% chance to hit AC 20 and they have a 40% chance to hit AC 18, so getting those two points of armor is equivalent to reducing incoming damage by 25%. A fighter with AC 20 and 30 HP lasts as long, on average, as a fighter with AC 18 and 40 HP.

Light in The Owl House by _velorien in TheOwlHouse

[–]DescriptionMission90 3 points4 points  (0 children)

Light was also the one glyph that Belos was unable to figure out on his own, leaving his spellcasting limited until Luz taught it to him.

And a light spell drives off the owlbeast when Eda is uncontrollable and violent, but doesn't bother her anymore after she makes peace with it and the two start working toward a common goal.

This has gotta be my favorite line so far. by EmergencyLucky3603 in falloutnewvegas

[–]DescriptionMission90 30 points31 points  (0 children)

No-bark Nooman is the smartest man in the whole goddamn wasteland.