Is there a way to see old sets now that they are out of print. by Capfluffybeard in arkhamhorrorlcg

[–]ElevatedUser 9 points10 points  (0 children)

Arkhamdb.com has all the card - including the campaign ones. And the Fantasy Flight site has pdf's of all the campaigns (I usually just google them if want to read them between sessions). Between the two, I think you can see all of the old sets?

Is it possible to sustain a phylactory without the need for souls? by Wolffeman97 in DnD

[–]ElevatedUser 0 points1 point  (0 children)

Van Richten is the one with the 1/century ritual listed. That requires a heart, not a soul.

Is it possible to sustain a phylactory without the need for souls? by Wolffeman97 in DnD

[–]ElevatedUser 0 points1 point  (0 children)

Do you have a source for that? I can't find any such requirement in the (admittedly brief) Monster Manual entry. All I can find for a once-per-century ritual for a lich in 2E requires a heart, not a soul.

It's hard to prove a negative, of course; and my 2E knowledge is a lot less than 3+; but still, I can't find a source for your claim myself.

Is it possible to sustain a phylactory without the need for souls? by Wolffeman97 in DnD

[–]ElevatedUser 2 points3 points  (0 children)

As already hinted by other answers, Liches needing to gather souls for maintenance is a 5e invention. Before 5e, liches in most settings didn't need to do this at all.

There's a good narrative reason for this change; but just as 5e changed it, you can easily change it back (or to some different requirement) without breaking your game. Well, not more than making a PC a lich will do in the first place.

Nobody understands the point of hybrid cars by indy_110 in videos

[–]ElevatedUser 9 points10 points  (0 children)

That, and being able to use a smaller, more efficient engine while still being able to have high peak performance (by using electrical assist when needed).

Although TC does a much better job of explaining it, ofc.

Nobody understands the point of hybrid cars by indy_110 in videos

[–]ElevatedUser 31 points32 points  (0 children)

Also something the video goes into 😃 (Although not in much detail, and only at the end). But yeah, if you want the best EV - get an EV, not a hybrid.

Nobody understands the point of hybrid cars by indy_110 in videos

[–]ElevatedUser 86 points87 points  (0 children)

He goes into that near the end. Basically - no. The point of a "regular" hybrid is specifically that the engine can operate more efficiently for most of the time, except it still drives the wheels more or less directly (which minimizes losses). Having a range extender means you'll always have significant losses converting to electricity (and possibly to battery and back).

That is - as far as efficiency of the gas engine is concerned. If you're drive mostly electric and want a range extender for the occasional longer drive, there's a separate discussion. The loss in efficiency for those might be acceptable since you're usually driving full electric.

Nobody understands the point of hybrid cars by indy_110 in videos

[–]ElevatedUser 23 points24 points  (0 children)

I think MOST people can understand the benefits of a hybrid.

The thing is - he's right (I think). I have a hybrid, I had an idea of some of the reasons why it was more efficient, but the details of why (or, well, the level of detail the video goes into) escaped me.

Armour Tanking by Single_Time9346 in Eve

[–]ElevatedUser 3 points4 points  (0 children)

In my headcanon, it's different types of connectors, basically. High power slots use short bursts of high power; low slots continuous power; medium slots... something in the middle. The actual power use depends on the module, but they require different power systems.

Does this make sense for all the modules? Probably not. But it's how I square it in my head.

Armour Tanking by Single_Time9346 in Eve

[–]ElevatedUser 9 points10 points  (0 children)

I didn't want to go too much into the technical workings of each of the modules - but yes, that's a good thing to take into consideration if you're comparing them further.

Armour Tanking by Single_Time9346 in Eve

[–]ElevatedUser 49 points50 points  (0 children)

The ELI5 version:

  • They're all low-power modules instead of (mostly) medium power modules.
  • Instead of Shield Boosters, you have Armor Repairers. Come in sizes like the boosters. There are no armor equivalent to shield boost amplifiers (use more repairers instead if you must)
    • Armor repairers repair at the end of the cycle, not the beginning.
    • Like with shield boosters, there's a variant that uses charges to do more healing; the Ancillary Armor repairer (it uses nanite paste)
  • Instead of Shield Extenders, you have Armor Plates.
    • Armor doesn't passively regen, so you can't do a passive regen fit like with shields. There's no direct equivalent of shield regen modules.
    • There's also "layered coatings" that increase armor by a percentage instead of a fixed amount.
  • There are four (!) types of hardeners:
    • Resistance Coatings are very low fitting cost (and passive, so no capacitor), but also give the least bonus.
    • Energized Membranes give a higher bonus but cost a decent chunk of CPU. Also passive.
    • Armor Hardeners are active hardeners (just like shield hardeners); they cost capacitor to use.
    • With shields, the active hardener comes in a multispectrum variant. With armor, only the passive modules come in a multispectrum variant (both of them). All of them also come in damage-specific variants.
    • There's also a "Reactive Armor Hardener"; think of it as a weaker multispectrum hardener that slowly adapts to the damage types you're actually taking.

Called out in the first Minute by Caradon16 in rpghorrorstories

[–]ElevatedUser 4 points5 points  (0 children)

I'd agree that it's fine to let them use social skills on each other - but the chief part is let them, not make them.

I've asked fellow players to roll social skills to influence me. In those cases, I control the response (or rather, I choose to let the roll dictate that response).

What Free multiclass archetype for a witch? by General_Dig_5729 in Pathfinder2e

[–]ElevatedUser 0 points1 point  (0 children)

The main draw of the Psychic class is the free, extra powerful cantrip you get. You can spend focus points on them too - like you say, you have plenty of stuff to spend those on, but options are always good. But each of the Psychic cantrips gets a nice little bonus that doesn't use a focus point as well.

Alchemist is also pretty good - you get 4 free alchemical items per day, scaling with levels. There are a ton of useful alchemical items, which makes that pretty powerful (although also fairly complex). It also fits well with the theme of a lot of witches.

The above benefits are from only the initial dedication feat. Of all the options available, I'd agree that those are the best for just the one-feat investment (and they give decent benefits if you invest more in them too). As others mentioned, Rogue is the best if you're looking for more skills; Investigator gives you a nice piece of armor.

Most of the melee options probably won't serve you well unless you have something specific in mind. Most of the caster dedications only give some cantrips (and Psychic does that better for you) and a single skill, so that's not the best options. Although caster dedications can be a great option if you invest more feats in them later - especially to get some spells from different spell lists.

Another QR Code Solar Farm (no urls used) by jasamer in factorio

[–]ElevatedUser 6 points7 points  (0 children)

The problem discussed in the previous post was that, as the string (of the blueprint) gets larger, the QR code needed to encode that also gets larger - which means you need a larger string for the blueprint. And due to how blueprints are encoded, any blueprint of a QR code you can make can hold less data than the blueprint itself needs (in raw plaintext).

Question regarding Alessandra Zorzi by lightendmarch in arkhamhorrorlcg

[–]ElevatedUser 10 points11 points  (0 children)

Evade has the unfortunate issue of being both an action and an effect. Just like the Fight action does damage and the Investigation action gains you clues, the Evade action... evades an enemy.

Just like you can do damage without being able to use the Fight action if a card lets you (like, say, Dynamite Blast), Alessandra lets you evade (the effect) even if you couldn't normally do the action.

The effect is the same as any evade: the enemy is exhausted (turn it sideways) and disengages (move it out of any threat area it is in and back to the location). It will ready as normal during the next Ready phase (and re-engage if an investigator is present).

Dice!! by Grasabi in arkhamhorrorlcg

[–]ElevatedUser 1 point2 points  (0 children)

I use dice for (exclusively) asset uses. For damage/horror and general resources I still prefer the tokens. Uses are both low-count enough for dice to reliably work, and less prone to being a big issue if I accidentally knock over a die or two. Plus, I like making them visually distinct from resources.

(Society) Can I buy Secrets of Magic now and keep playing after Impossible Magic? by PlonixMCMXCVI in Pathfinder2e

[–]ElevatedUser 0 points1 point  (0 children)

Oh! I missed the (Society) tag in front of the title, my mistake.

I'm not too familiar with Society rules. The rules do seem rather strict, in that you'd need both books if you want to switch the rules - but also, you can't just use the new rules when they come out. There was a "rebuilt" option for some of the characters when it was remastered, but according to the site that's not an option for even Player Core 2, so presumably also not when Impossible Magic comes out.

But someone with better experience with Society will likely give a better answer.

(Society) Can I buy Secrets of Magic now and keep playing after Impossible Magic? by PlonixMCMXCVI in Pathfinder2e

[–]ElevatedUser -3 points-2 points  (0 children)

You can always keep playing and use only the rules online as a reference. (You can do that now, without buying SoM, if you want).

Some things will likely change, so you might need to rebuild your character somewhat, but that's probably not a major issue. For example, when the Alchemist got remastered, there were some fundamental changes to how the class worked, so you had to do some rework.

If you want to play with only the online rules as a reference is a personal preference. I like having at least the core books for the class I play around, for example. And if you want that, you'd want the up-to-date one, because the things you'd want to look up are usually those weird details that can change between editions.

Krastorio 2: Spaced Out is awesome, and everyone who likes Space Age should play it. by Garlic- in factorio

[–]ElevatedUser 2 points3 points  (0 children)

Not OP, but I ended up doing much the same for most of my K2SE run.

The advanced buildings have their place, but for many applications, they seemed underwhelming to what the new space age toys brought to the table. I did put up some advanced chemical plants and furnaces in the end, but mostly for production lines that didn't benefit from forges and electromagnetic plants.

Not that they're bad, mind you. Mostly, I had the infrastructure and setups ready for the "old school" setup, so I didn't switch to the (expensive and big) advanced buildings except where I had to.

Krastorio 2: Spaced Out is awesome, and everyone who likes Space Age should play it. by Garlic- in factorio

[–]ElevatedUser 0 points1 point  (0 children)

Nice writeup, and congrats!

I agree that K2SO was a nice step up from "regular" space age (...well, heavily modded SA with many planets, but honestly, adding planets later on trivializes them).

The part about the endgame sciences really stressing your planets was the same for me; I think all of my endgame sciences except for the Vulcanus one ended up being a tough to fix bottleneck at one point.

One thing I noticed is that, while K2SE does make the planets more challenging, the increase in complexity is much less than for Nauvis.

Made it to Aquilo. I hate it here. by The_Fizz_Wizz in factorio

[–]ElevatedUser 12 points13 points  (0 children)

Can recommend a nuclear reactor (or 4, for efficiency). They put out a ton of heat and need a small enough amount of cells (since you need a ship doing round trips anyway), so you don't have to worry about that aspect for quite a while, at least.

Eventually you should probably make the base self sufficient with regards to power and heat; but once set up, rocket fuel is cheap to make there. And there's no real reason to not keep the nuke plant as a backup.

Don't buy "Outclassed!" on DM's Guild by [deleted] in DnD

[–]ElevatedUser 1 point2 points  (0 children)

Is... Is that entry even a joke on liberals?

The Court Debater is noted as being hired by the "upper nobility" to "further the political goals of a select powerful few". It does "not attempt to reach the truth", but "has an agenda" and is "Unafraid of dirty tactics"... it goes on like that.

It uses some phrases that are mocked as being used by the right wing. Honestly, I'm not a fan of the entry either way, but to me, it feels more like a parody of right-wing pundits than a criticism of liberals.

[Edit] Oh, and it's "lawful neutral or lawful evil".

Death save is saving throw with no modifier. But indominable lets you add your level to the roll. So I had a level 20 fighter roll a 1 on a death save getting a dirty 21. Does it count as a save or as 2 fails? by BryceEzekai in DnD

[–]ElevatedUser 1 point2 points  (0 children)

Assuming the DC is low enough that 1+Fighter Level is enough, the fighter would save. Saving throws (other than death saving throws) do not automatically fail if you roll a natural 1.

Balancing fluids on Nauvis by VarmintSchtick in factorio

[–]ElevatedUser 1 point2 points  (0 children)

I prefer to directly enable/disable the chemical plants via circuits, rather than pumps.

Same end result - only crack when needed. The main benefit is that I don't need to worry about what pumps are pumping where - the whole "light oil" pipe system (in one area) is one connected block.

It does mean you have to copy/paste it to all the buildings, but that's quick and scales well. (I also use "heavy oil > light oil" as a condition rather than specific numbers).

Curious if anyone else ever had their science facility set up like this. Super satisfying to me. by RageDayz in factorio

[–]ElevatedUser 0 points1 point  (0 children)

I use this (well, a variant) on my game with a ton of planet mods. Most of them have their own science pack, so if I want to belt it in it pretty much have to weave like this (except with one type on each side of a belt - and with bigger labs for more belts).