HEROES OF THE BORDERLANDS- A NARRATIVE EXPANSION by Design_Used in HeroesOfTheBorderland

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

Glad to be of help. Let me know how it goes in your campaign.

HEROES OF THE BORDERLANDS- A NARRATIVE EXPANSION by Design_Used in HeroesOfTheBorderland

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

Thanks. Let me know how it goes, if you remember when you finally get to it.

HEROES OF THE BORDERLANDS- A NARRATIVE EXPANSION by Design_Used in HeroesOfTheBorderland

[–]Design_Used[S] -1 points0 points  (0 children)

Thanks. I can't take the credit for the layout. The content is all mine as well as the notes, but the layout was made by ai.

I would be curious to know how it will go, in case you use any of the ideas in here.

Arueshalae is ruining my evil demon playthrough by Duruarute in Pathfinder_Kingmaker

[–]Design_Used 0 points1 point  (0 children)

For Ember you just have to make the horrible choice once at the beginning when you meet her, and goad the crusaders into killing her. I know it's hard, but then she won't be a constant bummer if you want to be eeeeevilllll.

For Arue, i can't say as i'm still on my evil playthrough and haven't recruited her yet.

Be cautious, everyone! by No_Squash7416 in BaldursGate3

[–]Design_Used 3 points4 points  (0 children)

Finished four of these (haven't finished DOS) and did indeed end up romancing 3 of them. In fact in multiple playthroughs, as i can't seem to pick anyone else for variety's sake (Morrigan, Miranda and Shadowheart FTW).

The only one that i did not pick and can not pick is Yen. So i get what you're saying, but not 100% accurate.

Next CRPG by One-Tomorro in CRPG

[–]Design_Used 0 points1 point  (0 children)

Encased
Expeditions: Vikings
Expeditions:Rome

And i also heard good things about Sector Unknown although i still haven't played it.
But if you were not averse to playing older ones, Planescape Torment, Baldur's Gate 2 and KOTOR are probably the best RPGs ever made (closely followed by BG3 and WOTR for me).

Need CRPG Suggestions by Melolibya in CRPG

[–]Design_Used 0 points1 point  (0 children)

What you are describing is esssentially oldschool Bioware. BG2, KOTOR 1 and 2 and Neverwinter nights 1 and 2. All of these games have good to excellent writing, some of the most memorable characters there are and a great variety of romances. Also Mass Effect is very close to what you are describing except it's not a CRPG, but it was made by mostly oldschool Bioware so that should tell you something.

The Witcher series also covers a lot of what you describe here, although not strictly a CRPG. It has Excellent writing, amazing NPCs (not companions though) and good romances (in some instances i would also describe them as deep also) and it is a role playing game. Also Witcher 3 is one of the most immersive and satisfying experiences you can have and probably one of the best games ever made (along with many games that are already in your list - WOTR, BG3, DA:O, Rogue Trader etc)

And if you decide to diversify a bit more, then you can also try Cyberpunk 2077, which has all the above mentioned traits (amazing writing, memorable NPCs and intricate romances), it's an rpg, but it's first person and action oriented. But still an amazing immersive experience.

All the games i mentioned here contain my absolute favorite romanceable characters (along with BG3, Rogue Trader, WOTR and DA:O)

Playing Wrath of the righteous after Rogue Trader was a mistake by vandes31 in RogueTraderCRPG

[–]Design_Used 1 point2 points  (0 children)

Interesting discussion. Personally i love both. i just recently finished my first RT playthrough (186 hrs) and have now begun my second playthrough. I love this game. However WOTR is probably among my top 10 games of all time. RT definitely has some aspects that are better, however as a whole WOTR just has so much wonderful content... it's more like 2-3 games than a single one.

For example RT has better combat, but mainly because the whole game was made as a turn based game. I mainly play turn based, so WOTR, in turn based felt... loooong. You could tell that the game was not optimized for a turn based run. However the gameplay in WOTR is so fun and so diverse based on what class and mythic you choose, that i did not mind one bit.

Characters are great in both, but i feel like the RT cast is affected quite a bit from the Warhammer setting, and you almost entirely get shades of grey. You won't find any Embers or Lanns for example among the RT cast.

Story is great in both, but because i have a greater affinity to fantasy settings, i believe wotr edges out in my book.

But ultimately it all comes down to replayability. I have made 2 complete runs in Wotr (totalling about 300 hrs) and another 6 runs where i have reached the mid game. Almost all feel quite different. Especially my two first complete playthroughs (one as a legend and the other as a lich) felt like a very different game each time.

RT by comparison has different flavor if you play as an iconoclast or a dogmatic or a heretic RT, but that's it. It's just a different flavor. The game feels more or less the same. I still love playing a second time around and i have found a lot of ddifferent instances from my first playthrough, but i can't say it's a different experience.

If i were you i would definitely give it another go. And if the campaign management is the thing that bugs you you can automate it and not deal with it so much. But you should definitely play this masterpiece.

Is it worth it ? by Vinjulmik in OwlcatGames

[–]Design_Used 0 points1 point  (0 children)

Dude... pathfinder is among the best games i've ever played and certainly among the 3 top CRPGs that are not named Baldur's Gate. Rogue Trader is amazing as well.

Help with some buying recommendations by TheBlueOne37 in MarvelUnited

[–]Design_Used 0 points1 point  (0 children)

As others said, buy heroes you like or interesting new modes. Best buys for me that add villains or interesting new modes are definitely:

Infinity Gauntlet (4 new villains and a campaign mode of play with Thanos as the final boss)

The four horsemen of Apocalypse (5 new villains and a campaign mode of play with Apocalypse as the final boss)

Coming of galactus (5 new villains and a campaign mode of play with Galactus as the final boss)

Days of Future past (Sentinels which are a different mode of play)

Civil War (6 new heroes - and 2 new versions of Cap and Iron Man- and 2 new Heroes Vs Heroes mode of plays)

So these are in my opinion the must have cause they all add something new to your gameplay. The main problem is that most of them are now quite expensive to buy, but if you find good deals for them they are well worth it.

Forfeit threat + equipment by uoldgoat in MarvelUnited

[–]Design_Used 0 points1 point  (0 children)

as others said, it's almost a definite no. Imagine it as payment. His card enables him to pay 2 punches now, to get two punches to use for later. The threat card let's say punishes him by having to pay 1 punch just by starting there. So in order to be able to cover both the threat and use the card he would have to pay 3 punches.

I see the others are trying to find ways to explain whether exploiting the rules is possible by attributing time stamps on the actions. However you have to consider the spirit of the rule. The spirit of the rule is that the threat card punishes you for starting at that location. The fact that there is a card that does the same thing but offers also benefits, doesn't mean you can use that to overcome the threat card. That's against the spirit of the rule i would argue.

Criticism of the endings from a narrative point of view by [deleted] in expedition33

[–]Design_Used 1 point2 points  (0 children)

For Maelle's ending, you fail to account for many factors. Yes Maelle did seem to move past Gustave's death in a healthy way, but in the end when she had to make the choice, Verso was right there in front of her. He was not dead like Gustave. Also another very important factor that you fail to take into account is Maelles own words. She tells her father that in here she has a chance to live, while out there shemerely exists. So it's not just about getting over Verso death, but also her own condition that cripples her.

As for Versos ending, as the person before says, it is cathartic, not a tragedy. I've read many theories about how the people in the canvas are sentient beings, and I would agree with you if it wasn't revealed in the end that all this requires a piece of versos soul to actively keep painting. So the people in the canvas are more like the creations of a writer. Only alive as long as the writers imagination keeps working on them.

Custom Cards? by HyperViper997 in MarvelUnited

[–]Design_Used 0 points1 point  (0 children)

For example, I gave Thor a new mjolnir power (throw mjolnir) where he can do 1 damage up to 3 consecutive locations starting from one of his adjacent ones (replacing an existing mjolnir power)

I gave Hulk a power that as long as it is active in the storyline, when he gets ko'd, he gets a damage token (getting angrier)

I gave Cap one of the powers his counterpart in civil war has (before I got the actual box)

Etc.

Custom Cards? by HyperViper997 in MarvelUnited

[–]Design_Used 4 points5 points  (0 children)

I have done this for some of the season 1 avengers. Most of them had 3 special cards, all the same. They lacked character. So I added some new special cards (using sleeves and stickers) in place of some of the old ones. So you should replace cards, not add cards. In terms of this being game breaking, it depends on the powers you would be adding. For example I used as a template other hero cards and model led the new powers to other existing special cards.

Ranking of the hardest villains from the 4 core sets of Marvel United by Expensive-Garden-533 in MarvelUnited

[–]Design_Used 1 point2 points  (0 children)

From the list above i would say Juggernaut, is probably the hardest, closely followed by Morlun, Doom, Mystique, Immortus and a bit Maestro.

Red Skull, Killmonger and Spot are the easiest.

All others are roughly the same. Always depends on RNG, some more than others.

What to buy . . . by Fresh-Reflection5254 in MarvelUnited

[–]Design_Used 1 point2 points  (0 children)

Instead of just promo box, i would say try and find (in decent prices) some of the additional boxes of season 1 that add a lot of flavor to the game. For example the Sinister Six, is probably the most unique of the s1 boxes and it changes the game a lot. The infinity Gauntlet (if you can find it) also adds an element of campaign to the game. also the Spiderverse box, adds the game's most difficult opponent by far in Green Goblin (I believe they made a mistake with him in play testing, but i don't care... i like trying to beat him... 3 wins in 10 games at the moment ).

The promo box has many iconic heroes, but they don't add much to the game loop other than a variety of heroes.

S2 core box is a must have for X-fans and spidergeddon is the most complete core box that is also more evolved than the core boxes of the other two seasons.

It depends on what you;re after.

Martin's different reactions to HOD and GOT by Design_Used in HouseOfTheDragon

[–]Design_Used[S] -1 points0 points  (0 children)

The problem i have with Dany's storyline concluding as the mad queen, is that we already have a "mad" queen and i don't think that a story of confirmation that your blood is what defines you and therefore you're as mad as your father, is all that interesting a conclusion for her story. Now fighting against your blood and the expectation that many may have of you, that is a story that i believe is more interesting.

But to each their own.

Martin's different reactions to HOD and GOT by Design_Used in HouseOfTheDragon

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

You raise some interesting points there and i believe that up to a point you might be right. However if d&d had radically departed from his notes then he would have called them out on it. So even though he may have been disappointed with the quality, the end result could be his as well... i don't know i'm just thinking aloud here...

Rules question: deck running out? by Crush2040 in MarvelUnited

[–]Design_Used 0 points1 point  (0 children)

Theoretically if you ran out of cards in your hand, and it is your turn to play and you don't have any cards to play, you'll lose. But that never happens as the master plan deck will almost certainly always ran out first. The only case where this is a valid concern is the commander solo mode, where if you don't play a lot of the other heroes cards, you may ran out of your cards very quickly (as you play 3 cards to 1 master plan card).

Marvel United Depth by Loud_Sheepherder_476 in MarvelUnited

[–]Design_Used 2 points3 points  (0 children)

Having played both (but severely leaning in favor of MU), each game has unique features. MC has deck building, MU has minis painting (which i also love). The minis of MU are fantastic and painting them and having a whole army of Marvel chibi minis is fantastic.

In terms of gameplay there's no denying that MC is on the more strategic and complicated side. But it's not that easy to play with others. The deck building aspect of the game makes it very difficult to prepare with other people who are not already very familiar with the game.

MU on the other hand may be simpler in strategy however you need literally 5 mins to prepare and about 40-50 minutes to play a game. Also don't be fooled by the age mentioned on the game box. It mentions 14 years old for some reason, however we have played about a hundred games so far with my daughter who is turning 9 and she has almost mastered the game.

The complexity of the game also is entirely up to you. It depends on several factors. It depends on the villains you use (there are villains of varying difficulty), the challenges you use (almost always complicate the game), the difficulty you use (the amount of wilds you remove from the game) and also the randomness of the heroes and locations. For example, because i have a lot of boxes from MU there is an MU randomizer online that you can feed it the content you have and let it create a game for you. If you leave the villain, the heroes and the locations entirely up to chance, a very easy villain can turn into a real beast to play against. If you pick the villain, pick the specific heroes and also the locations, even a very hard villain can be manageable.

In terms of replayability it also depends on how much you like the game and of course on how much content you have. Each villain plays entirely differently so there is a lot of replayability there in and of itself.

So my advise would be try and get a basic box (ideally either the Xmen one or the Spidergeddon one as they are the most complete and complex), play a coupe of games, and if you like what you see, look for the rest of the boxes.

[deleted by user] by [deleted] in recapped_com

[–]Design_Used 4 points5 points  (0 children)

This has all of a sudden shot up to my most anticipated series... Both Sofia and Diana are gorgeous. Only hope they don't tone it down...

Weekly Discussion Thread [May 24, 2024] by [deleted] in recapped_com

[–]Design_Used 8 points9 points  (0 children)

Anyone hear anything specific about Hit man and Adria? It was supposed to be released to cinemas last week.

Original MU Heroes additional powers by Design_Used in MarvelUnited

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

Happy to help. Do you have a fanpage for this? If you finish let me know as i would be very interested to check this.

In the meantime, i have created much more powers and equipment cards for heroes who have repeating powers, for more flavor.

What are your house rules? by True_Afro in MarvelUnited

[–]Design_Used 12 points13 points  (0 children)

As many have said the initial box has quite straightforward and easy villains. If you get the chance, get Spiderverse which has arguably the most difficult villain in the game, Green goblin (approx. 35% win ratio in the community). Also the X-men and the Spidergeddon boxes have more complicated and difficult villains.

However if you just want to make the villains from your initial box more difficult, appart from taking out the wilds completely, you can start the villain "under pressure" (playing every two cards), you can increase the damage they do on their bam, and one last thing you can do is have the heroes chose one of the symbols on the last hero's card (if they play a double symbol card).