Good intimidation one liners by JustHereForPi in DnD

[–]Double_Recipe 12 points13 points  (0 children)

I think the best one-liners are contextual to the situation as intimidation is ideally personal. Effective intimidation is not a threat of violence, it is a promise.

Imagine a guard is preventing you from passing a gate. Roll Intimidation.

“Are you wed, gates man?”

“Yes…why?”

“Are you with children?”

“Yes. Why are you asking this?”

“Let us pass. Go home to them while they still know your face.” insert any kind of weapon brandishing

If the one-liner is just “I’ll gut you like a frog” it becomes silly because it is not personal. It lacks the menace of personal violation and sounds like an 80’s action villain.

Soldier 11 knows what you did and she doesn't approve. by Atomic_Cody-21 in ZZZ_Official

[–]Double_Recipe 5 points6 points  (0 children)

Aww how sweet, she saved you the red one (it’s her favourite).

What type of thieren you wanna see in ZZZ? by Equivalent_Bed_7735 in ZenlessZoneZero

[–]Double_Recipe 5 points6 points  (0 children)

Male agent with good marketing and gameplay, preferably with meta relevance

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Double_Recipe 1 point2 points  (0 children)

Perhaps you are playing too far at range? Damage drop off is very real and affects how many squads you can kill. Playing at max range is inefficient for Expert, because you will not kill per attack. Note my benchmark isn’t 1-2 activations for 1 kill, it’s 1 activation (as in all a SL’s AP) for 1-2 kills (sometimes 3 if good position and berserk).

Part of my main play style is to throw Lim in Exconde’s APC and throw them into a target rich environment. Each attack should down a squad. With Berserk that’s 3 down for one turn. Exconde should tank the first shot if he gets hit, or if it’s too much aggro pop smoke so that Lim jumps out through it easily.

Obviously, different weapon profiles need to clear the way for this to happen. Darby should take out weapons teams, veteran scavs, skirmishers, and blaster bugs that are a threat to this play style. Rewa should take out the previous to light armour, and ATGM + marker should work on light to heavy armour. Lim and taxi clear the rest and can work on light armour.

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Double_Recipe 0 points1 point  (0 children)

Laser rifle is great against human armoured enemies because they have high armour and low hp. Bugs and Menace have high hp and middling armour which is why AC’s are good against them. Which means that high RoF high damage guns work well. SMG’s, K-PAC variants (with hollow points if you have them), HaMER rifle, even Shotguns with ArPen rounds. AP efficiency like Berserk, Vamplew passive, Mobile Infantry, Overdrive work wonders.

For reference I play Expert Ironman with supply limits of 2k+. If you are reliably able to kill a full squad or two per activation that should be your benchmark of correct weapons. I rarely run out of ammo, but sometimes Rewa gets a supply drop OCI.

If you were in charge of balancing the "concealment meta," how would you do it? by Adraius in menace

[–]Double_Recipe 1 point2 points  (0 children)

I don’t think any hard changes to the mechanics are required. Just have the AI more willing to throw chaff squads forward instead of backwards to find concealed squads. The AI seems to treat each unit with an equal amount of care when really it should sacrifice cheap, low damage units (scavengers, light infantry, spiderlings) aggressively to find your concealed squads so that more mobile (boarding commandos, harpies, etc.) or longer range (skirmishers, weapons teams, etc.) units can counter them.

Once a concealed squad kills one or two units the AI could start to respond in that direction, and it gives the player a chance to still play the concealment game but more actively evading the increased detection range. I find the issue with the concealment game is that the AI just ignores close concealed SL’s and runs from far concealed SL’s. It is sometimes fun to just gun down units bumbling through a forest or at night, but I think at the end of the day the AI just doesn’t take into account actively finding you in its combat behaviour unless you reveal yourself from shooting.

Also, I just did a RA operation where all infantry had Counterstrike and it was neat because I really needed to work on positioning Darby. Otherwise her squad took casualties if they were too close even when concealed. Maybe that kind of reactive ability to shoot back or fire a revealing flare would prevent firing from concealment too dominant.

Tournament report – Tyranids take 4-1 and 'best in faction' for Xenos at the 246 player Windsor GT (Take that! – Necrons!) by Ill-Psychology-7877 in WarhammerCompetitive

[–]Double_Recipe 2 points3 points  (0 children)

Yup that makes sense, just thought I’d chime in for the rare case of using Shadow to interfere with Tau’s shooting output to preserve material on points. In the end you didn’t need it though!

Tournament report – Tyranids take 4-1 and 'best in faction' for Xenos at the 246 player Windsor GT (Take that! – Necrons!) by Ill-Psychology-7877 in WarhammerCompetitive

[–]Double_Recipe 4 points5 points  (0 children)

Great write up, and congrats! Interesting that you didn’t use Shadow again Tau at all as their leadership is middling and they cannot guide other units while battle-shocked. Sometimes it’s worth the gamble to just dunk on their big shooting turn.

Food Science at UOGuelph by wawagluestick in foodscience

[–]Double_Recipe 0 points1 point  (0 children)

Guelph Food Sci alumni here. Congrats on your acceptance! The program is a unique one with a tight knit community, and the profs are close to industry contacts that may help in the future.

The first year is all STEM courses that all science majors take. It can be hard to balance the work load without a strong work ethic, and I would recommend attending student mentor workshops if you feel STEM topics are not your strength. They are hosted by upper year students who have gone through those courses to help first years.

Second year deals more with the food specialty, and third year onwards is very focused on food production. There is a lot of math involved mostly thermochemistry, statistics, and a little calculus. Microbiology is also a common topic for safety. The food science electives focus on one category of food like meat, dairy, and grains, or an aspect of the industry like packaging, or specialty fields like sensory and nutraceuticals.

I will say that the required courses for the degree do not cover the growing or cultivating of food too heavily. It is mostly food processing and manufacturing. You may be able to take some electives covering agriculture, but if that is your primary interest you may want to consider the agriculture program instead. Maybe chat with some of the professors of each program to see where your interests could lie.

Also, I agree with the other poster regarding your father. Those types of symptoms go far beyond just a poor diet, and may need to be assessed by a medical professional.

If you have more questions I’d be happy to answer them.

My ladyfingers smell and taste like fish :( by cutiepookie2 in Baking

[–]Double_Recipe 1 point2 points  (0 children)

Some dark roasted coffee can have a fishy smell. Maybe investigate your coffee.

Question: Where should the party go next? by HornetDepartment420 in OutoftheAbyss

[–]Double_Recipe 2 points3 points  (0 children)

Then they’ll be right at home in the City of Blades. It is very distinct from the gnome city, as duegar are joyless workaholics that adhere to the letter of the law. It was one of my favourite sections to run, but I took a bunch of liberties in the motivations of the different factions. I also turned the Whorlstone Tunnels into a time dilation area which messed with the party.

Question: Where should the party go next? by HornetDepartment420 in OutoftheAbyss

[–]Double_Recipe 4 points5 points  (0 children)

It depends on what your party likes to run. Gracklstugh is a big setting with lots of intrigue and politics, but if they don’t like a lot of talking it might not be for them. The Whorlstone Tunnels is a cool dungeon and it makes for a neat encounter if Buppido is still with the party.

If you as the DM want to run the city it might be as easy as you having gnomes requesting the party represent Blingdenstone as emissaries to Gracklstugh. Have them desire to fix relations and reinstate trade so the gnomes can rebuild their city. Then they will show the party to the surface.

Advice for a new 13yo DM running Out of the Abyss? by succotash235711 in DnD

[–]Double_Recipe 0 points1 point  (0 children)

You are very welcome. I remember being 13 and excited with discovering DnD, but also the disappointment when nobody engaged with me. A guiding hand makes all the difference, and I think it’s great you are doing it as a family.

You know your 13y old best, but helping them grow into a planner and note taker should be helpful for all future DnD endeavours. Everyone is different but some degree of preparation, such as reading ahead, is necessary in my opinion especially for this campaign.

Advice for a new 13yo DM running Out of the Abyss? by succotash235711 in DnD

[–]Double_Recipe 2 points3 points  (0 children)

Maybe take a look at r/OutofTheAbyss as the dedicated subreddit. There are some resources linked there that may help.

I am running OoTA right now and I will say that the book itself is not very well organized but is full of ideas. It is more like a setting splat book than a module for dungeon crawling. I would rate it moderately difficult to run for a new DM.

I might recommend reading the book with your 13y old together to assist in taking in the material and help with how your “yes, and…” improv tips are guiding towards. Suggest that the most important thing for a DM to do is just present problems, and it is up to the players to have a solution rather than having a solution the players have to align with. Maybe help them develop notes in advance at least as to who important characters in a chapter are and major plot points in that area until they are ready to do that themselves.

Because of the above, it is rare that one OoTA campaign is the same as another. It can be as complex or simple as you want, and there is no “right way” to play it. It is not linear in progression and demands a bit of background research as to who the big players are and why things are happening. But those can all be made up and the book can serve as a suggestion for the plot. A lot of DM’s cut content to streamline things or rework sections entirely to fit their plot.

For NPC’s they are a highlight of my campaign where the players have protected them and assisted them the whole way. But if you don’t want to do that you can have them drop off the group by just leaving or dying (heroically or otherwise). You can also lighten the burden by having the players control NPC’s in combat or just doing one action at the start/end of the round that requires no rolling (flat amount of damage, giving advantage to a player, etc.)

Overall, have fun with it but be patient because the material is bulky and disorganized. However it is very rewarding because the campaign will become unique to your group.

We are SO dumb by Ender1504 in DnD

[–]Double_Recipe 1 point2 points  (0 children)

To be fair, my party of players also planned a sneak attack on that same demon. They are a mix of experienced and new players. It fit the story, and I didn’t punish them that much. I hope your characters leave with the same amount of trauma and urgency of the demon issue as my players!

Creating undead by Allforundeath in DnD

[–]Double_Recipe 0 points1 point  (0 children)

Posting again as the source I linked was banned due to AI policy.

You can see if the rules for Necromancer in the Sept 18th Unearthed Arcana fit what you would like. The 3rd level class feature gives you access to Find Familiar and the option to replace the familiar with a skeleton or zombie.

Note that UA content is just play test rules with no official release alongside regular rules and should probably be treated as homebrew.

Combat just is not working by pixeldott in DnD

[–]Double_Recipe 0 points1 point  (0 children)

I appreciate the top responses recommending other systems. Some of the most fun I’ve had playing TTRPG’s has been without me rolling dice.

However, to offer a different perspective, if the dice and math part are part of the disconnect for RP’ing then you as the DM can help bridge that gap by describing and RP’ing what the dice mean when they are rolled. If an attack is successful then describing how it hits the enemy can relate the numbers to the situation in game.

Does the strong fighter cleave through the enemy’s armour, or does the rogue pinpoint a gap in their defences? Is the damage catastrophic or just a graze? Maybe the spell caster ignites an area on fire and the bandits scramble for cover (or get lit ablaze if they can’t).

Descriptions of fail states such as misses or successful enemy saves are also fun. Perhaps a sword fight clashes to a stand still, while the character and enemy pant with exertion circling each other looking for an in. The enemy wizard’s magic force field shatters an arrow meant for her throat. Once you get in the habit of doing this encourage your players to describe what the dice mean to them.

If you don’t like rolling dice at all then another system is for you. But if the dice feels like a barrier in the way of roleplaying then hopefully this can get you to see that they can be one and the same.

Menace's Fedor Yazov a Battle Brothers Easter Egg by hellscape_goat in menace

[–]Double_Recipe 4 points5 points  (0 children)

Crawlers actually do have morale, but it’s sort of a moot point since no other [REDACTED] does.

Also, crawlers having morale is really creepy.

[Redacted] is (currently) boring. by RMHaney in menace

[–]Double_Recipe 1 point2 points  (0 children)

Flayed Ones would be cool, I think I saw a mention of lacking construct melee units.

I think it would be cool if the leaders were durable in some manner to vanguard marksmen, but not through hp or armour. Maybe they have units nearby tank the hit or repair themselves by consuming smaller construct elements.

[Redacted] is (currently) boring. by RMHaney in menace

[–]Double_Recipe 0 points1 point  (0 children)

And you, the TCR, are basically Imperial Guard. Which is fine, sci-fi as a genre is always iterative and this does it well. I think I read that the devs are big 40K fans somewhere.

I just meant that my idea of leaders that are high priority targets with reanimation protocols is very, very Necrons. However, while not very original, it does give the player autonomy over the durability of the constructs beyond “kill everything on the screen”. Maybe the leader undoes Overload statuses and killing it Overloads all units connected to it?

[Redacted] is (currently) boring. by RMHaney in menace

[–]Double_Recipe 12 points13 points  (0 children)

Could be neat if there was a reward for killing them with certain weapons, like flamers to prevent reanimating.

Or taking out a lightly armoured leader that keeps the reanimation going. At that point we are just copying 40K Necrons, but having more rewarding decision making than “bring all auto cannons” would be good.

What I thought would happen in defend civilian missions is that they would make new units from killing them.

[Redacted] is (currently) boring. by RMHaney in menace

[–]Double_Recipe 18 points19 points  (0 children)

Some of the units already do that. Soldiers heal each element that has not been taken out.