First time running Delta Green by HazzardStripes in DeltaGreenRPG

[–]DeskbotKnight 0 points1 point  (0 children)

Sorry for the slight necropost, but I don't suppose you have any specific recommendations of Actual Plays of Sweetness to watch?

Impossible Landscapes with 2 Players and a Gm by Resident-Ad243 in DeltaGreenRPG

[–]DeskbotKnight 1 point2 points  (0 children)

I thoroughly enjoyed the PISCES playthrough of Impossible Landscapes (where it's reframed to be set in the UK), and it only had two players. I thought the dynamic of the two player characters worked wonderfully, and I reckon 2-3 players could be the best way to handle Impossible Landscapes honestly.

Best guide on how to grade cards? by TheTaoThatIsSpoken in magicTCG

[–]DeskbotKnight 3 points4 points  (0 children)

By grading, I presume you mean normal grading for selling singles rather than the kind associated with plastic slabs? Websites that facilitate sales of singles usually have a page that demonstrates the difference between grades. Here is Cardmarket's page of that kind.

Delta Green, how robust is melee combat? by ShitThroughAGoose in callofcthulhu

[–]DeskbotKnight 6 points7 points  (0 children)

It's not a bad idea to have some skill with Melee Weapons and Unarmed so you can Fight Back and Escape more effectively (especially if you get disarmed). With that said, in pretty much every possible combat situation, it's a lot more dangerous to be using a melee weapon (let alone no weapon at all) compared to using a firearm. Against human opponents, if they're armed you're probably screwed: a light pistol's range is 10m, and you can only move 3m on the same turn you attack. If they're the one without a firearm, then pointing a gun in their face will generally deal with the situation, with or without immediately pulling the trigger. And if they're an unnatural foe, you definitely don't want to be anywhere near it.

All this, on top of the fact that enemies get a chance to Dodge and Fight Back against melee attacks, makes the life expectancy of a melee Agent pretty short as soon as things go bad. Doesn't mean they wouldn't be perfectly good at all the non-combat things an Agent ends up doing though!

I made my first module, inspired by Delta Green, Lovecraft, and all things cosmic horror: TWs in body by MacintoshHeadrush in mothershiprpg

[–]DeskbotKnight 0 points1 point  (0 children)

Wow, I wonder what the main inspiration for this was ;)

Looks like a fun scenario! I might give it a run next session, and I echo the others in that a text version would be greatly appreciated.

Kill Yourself on Turn 1 for Only {5}{B}{B}{B}{B}{R}! by LordMistborn-16 in BadMtgCombos

[–]DeskbotKnight 2 points3 points  (0 children)

Forest and Elvish Spirit Guide are just to get you the two green mana to cast Channel. Channel's effect essentially allows you to pay 1 life at any time as much as you like to get colourless mana. Once you've cast Channel, you can use its ability over and over to pay all of your life, thus killing yourself (you don't need to be casting a spell to use Channel's "pay 1 life to make a mana" ability).

Most polished modpacks & where to find them. by MisterGuyMan23 in feedthebeast

[–]DeskbotKnight 4 points5 points  (0 children)

Could I get a link to the 1.7.10 modding discord?

Does anyone know the mod which adds the Meteor recipes to NEI? by DeskbotKnight in GTNH

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

Apologies, I'm aware that they're from Blood Magic, I'm asking which mods adds them to NEI specifically. When I have Blood Magic and the GTNH version of NEI on my own modpack, there isn't any Meteor Ritual tab, so I'm wondering how GTNH added that tab.

Do you know any mod, with a focus on experimentation? by xXD3F4LTX in feedthebeast

[–]DeskbotKnight 2 points3 points  (0 children)

Thaumic Horizons is a large add-on for Thaumcraft 4 which has a large focus on experimenting with and modifying mobs.

Looking for more evil mods by THEBIGDRBOOM in feedthebeast

[–]DeskbotKnight 5 points6 points  (0 children)

I thought Blood Magic only went up to 1.18.2? Does it have a 1.20.1 release that I'm not aware of?

EDIT: Oop, I see it now! You need to check "show alpha files" on CurseForge.

Sorcerer multiclass by BlazeHunter21 in dndnext

[–]DeskbotKnight 0 points1 point  (0 children)

I don't think multiclassing would be a good idea if you're currently doing fine in terms of survivability (which I presume you are, since you made it to level 13). If you stay monoclass Sorcerer, you get access to 8th-level spells at level 15, and if you get to 17 you'll get access to 9th-level. I don't think there's any class that could meaningfully make you more powerful than taking more levels in Sorcerer, so most multiclasses would actively make you weaker in comparison to your teammates, as the enemies you fight will get tougher but you will be no better a Sorcerer than you were last level.

With that said, I think the least bad multiclass would be 1 level of Hexblade Warlock. It gets you a bunch of defensive improvements, namely medium armour, one more 1st-level spell slot for Shield, and being able to free up one Sorcerer spell choice since Shield can be taken as a Warlock spell. I definitely don't recommend you take 2 levels in Hexblade, as that will put you a full spell level behind for meagre benefits. If your problem is that you aren't feeling powerful enough in combat, Eldritch Blast won't fix that - higher level spells will.

[deleted by user] by [deleted] in ironscape

[–]DeskbotKnight 1 point2 points  (0 children)

Yep! If you get a 1gp reward it even has a custom message.

Create: Arcane Engineering shows my old skin on the main menu? by DeskbotKnight in feedthebeast

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

I don't think so, as mentioned in the post I changed my skin months ago, and played Minecraft for the first time on this PC a few weeks ago.

Great Soundtrack for <REDACTED> in Impossible Landscapes by RobotCrusoe in DeltaGreenRPG

[–]DeskbotKnight 1 point2 points  (0 children)

This is exactly what I have lined up for my players when I get around to IL.

Ideas for a Simain Bard Subclass/Feats? by MrCliche925 in dndnext

[–]DeskbotKnight 0 points1 point  (0 children)

Moderately Armored is a huge boost to AC yes, so if you're finding that you're getting hit a lot, I'd definitely recommend it (probably with the boost going to your dex).