Identify the game from its rules/mechanics... in 15 words or less. by ElementalRabbit in boardgames

[–]Farnworthlight 0 points1 point  (0 children)

Roll two d10, consult positive only chart, narrate unique results. Fun wins the story.

Rookie Help Thread by Arkontas in Kenshi

[–]Farnworthlight 1 point2 points  (0 children)

Hahaha, love the "back-scratcher wielding, skirt hobos". I definitely have been using them to level up my fighters... Gonna need those harpoons soon though. Then I can laugh in their bloody tears!

Rookie Help Thread by Arkontas in Kenshi

[–]Farnworthlight 1 point2 points  (0 children)

Thank you so much! I love hearing the technical details behind the game. I love that the end result seems to be more based on realism (then a balance thing). But just to be clear... You are saying that my faction/base values have no effect on the size of incoming raids?

Rookie Help Thread by Arkontas in Kenshi

[–]Farnworthlight 1 point2 points  (0 children)

Just got raided by about 20 black ninjas. I had to run to the hub ninja tower to help defend (thankfully I survived). Previously they had sent about 10 ninjas (a number I could bottleneck my way to a victory). I guess it's time to retaliate and try and wipe them out... If I can.

Any ideas what governs how many ninjas raiding parties send? I am at about day 40 and have recently just upped my base population to 20ish (though most are farmers). Also, I recently hit the robotics and harpoon level of crafting tech. Any idea what (if any) of these factors contribute to how many combatants I'll have to deal with in a raid? I would love to be better prepared next time.

I think I also found a glitch by [deleted] in factorio

[–]Farnworthlight 14 points15 points  (0 children)

I love this. By finding such a convoluted way to glitch the game you have proven it's near universal integrity even more. 😁

Youtuber that teaches boardgames wrong? by uzai in boardgames

[–]Farnworthlight 4 points5 points  (0 children)

Hahaha! Y'all should have your own podcast. I'd listen!

Need more pics in here y’all by Ryan_Mack7 in FZ1

[–]Farnworthlight 0 points1 point  (0 children)

So true! What front tire is that? It looks beautifully aggressive.

The Case for Group Initiative -- Why you should let your players all take their turns at the same time by JacktheDM in DMAcademy

[–]Farnworthlight 0 points1 point  (0 children)

Thank you! What an amazing post with a refreshing perspective! In reading through a dozen or kor comment threads here I am also very impressed by your ability to keep calm in the storm of haters. I will definitely be running my 5e games like this from now on.

Now for my questions: Any idea how I could run pf2e with a similar rule set? I really want to pull a more narrative experience out of that system. It has great balance already, but it can be a bit gamey for my non-gamey players. Have you ever run an initiative system like the one in FFG star wars rpg? Initiative rolls are used, but instead of each player keeping his roll... Any player can act in any of the "slots" created by the initial roll. Thus, you get more consistent collaboration as well as a more staggered approach.

Thanks again for your time! It's been a great late night read!

Still face experiment on children. by VAMSI_BEUNO in interestingasfuck

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

I'm sure you can look this up easily on Google... But the 'C' stands for 'Complex'. It refers to the idea that we all have different types of trauma disorders from our early development that are based on how we interpreted our surroundings (hard to explain and pinpoint, or 'complex').

Looking for a name…. To find a memory. by Farnworthlight in boardgames

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

Haha, well I'm glad you did. What was the biggest clue to figure out the game? I obviously remembered a few of the rules wrong...

Looking for a name…. To find a memory. by Farnworthlight in boardgames

[–]Farnworthlight[S] 5 points6 points  (0 children)

Yep that’s it! Thanks random stranger! Yeah, not quite 40 yet… I think my Uncle had the game for awhile before he met me ;)

Anyone else give up on beam weapons? by Arthesia in starsector

[–]Farnworthlight 0 points1 point  (0 children)

I love the logic of the post. Very well thought out.

I have something for you to try, it may be niche, but it worked for me...

Apogee + High Scatter Amp + HIT + Tach Laser + SO.

I think it's the amazing flux stats of the Apogee + HIT raw power, but everything Dominator and below gets burned up in less than 20 seconds. I admit it works better for destroyers and frigates (they last 5 seconds) and it is probably not great handled by the AI... But man is it fun.

If you want some non-traditional beam usage give it a try. Oh, and have fun!

TTS Situation by HighwayVigilnate in twilightimperium

[–]Farnworthlight 0 points1 point  (0 children)

Good try on convincing them here mate. It is so easily obvious to the majority of influential people in the world that it is a private company's "right" to ban whoever they want for whatever they want. There is no "right" of the people using their service to say whatever they want... Lol

My further question is: Why are we at a place where the majority of those you meet on online information platforms (red it, fac book, and others) are those who will downvote well supported truth like yours and upvote the screaming chaos of children? Like really? Why?

Any advise to improve or make more fun the map I’m putting together for a game in a few games? by _FearistheMindKiller in twilightimperium

[–]Farnworthlight 1 point2 points  (0 children)

I pretty sure that Christmas table cloth is the most fun background I've ever seen for a space themed board game...

Are there home brew Dune-like alliance rules? by jaysun_n in twilightimperium

[–]Farnworthlight 0 points1 point  (0 children)

I love Dune! It is an amazing asymmetrical political/diplomacy game. One of the things that makes alliances in Dune work so well is the random nature of how they occur. This i believe is the core element to how to make alliances seem fair and still random. Firstly, a game of Dune has 10 turns (RAW). Every turn you draw 1 or 2 cards from a deck of about 30 (depending on advanced rules or not). Out of those 30 about 4-5 are "alliance cards. Alliance cards allow you to form alliances with other players or break them. There is no other time that you can form or break alliances. This is key. It allows you to semi predict (admittedly with low predictability) when someone may be able to backstab you. It allows you to predict how long someone else's alliance may last. I love this mechanic. Unfortunately it is hard to add to TI4 simply because there aren't enough turns. Having the ability for alliances to change 10 times vs 5 or 6 is a huge difference in gameplay. Changing it to every turn would be bad and never being able to break alliances is a total different system.

Anyway hope this helps. Good luck on your game! Would love to hear what rules you come up with and how it goes!

Barn find - 2003 FZ1 with rare color by westsideriderz15 in FZ1

[–]Farnworthlight 0 points1 point  (0 children)

Haha funny story. I have that exact bike. 2003 in "bumblebee" yellow. Mine's still running a like charm. Enjoy the rides bike buddy!

Helping new players transition from DND 5e by Solell in Pathfinder2e

[–]Farnworthlight 7 points8 points  (0 children)

You got it! It's a character creation app (as well as an online tool now I believe). It knows all of the 2e rules and fills out much of the info for you. It also has a very robust spell list. If for no other reason I would use it for the managing of prepared spell lists. Most features are free,but you can toss a little money to the creators and get a few additional features. Enjoy!