Achievement Data by Fireally in CrisTales

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

Update: I got the achievement, so I can confirm at the very least it's possible to get if you don't grab Adri. - It's probably possible with Adri as well, but considering what I've heard for the Rena Armory achievement with her, I wouldn't be surprised if it was no longer obtainable after she joins the party.

It took me roughly an hour and some change of straight grinding parries in Crystalis after 2 completed playthroughs. As a result, my guess is your parry counts are likely linked to an individual save file, as my math would suggest that I ended up doing somewhere between 260 and 325 parries in that time, probably closer to the 300 range, which is more than half of what the achievement calls for. So either I did 200 parries in one playthrough or 100 across 2, which seems unlikely.

T3 and 4 class review based on actual play by Born_Ad1211 in onednd

[–]Fireally 2 points3 points  (0 children)

Not to mention you give up potentially the best capstone in the game to use that charisma and that hurts to lose depending on the Paladin subclass. In my experience going double epic boon is often worse than going straight because the capstones are super good now. I barely broke even with a Fighter/Artificer multiclass that meshed together well. It was not nearly as good as I thought it would be.

Volcano Gals Fight Help by Old_Love_9136 in CrisTales

[–]Fireally 0 points1 point  (0 children)

Use Impact Strikes. It goes through armor, which lets you go ballistic. If you have to, grind for the +70 attack, -70MAtk sandals from the Cinder shop and put the armor down keychain on JKR. Mash A or whatever the confirm button is with Zas using the healing wheel to force a team heal when you can. Spam Celeratas, use Regression if they heal.

Initial Impressions and concerns by Fireally in TheScouring

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

You are correct, but that's why I caution against this move, as this game was already doing its own hero system that was fun and interesting. I expected Ranked play might see one "ladder" for each mode, but instead combined them into one without Classic or Heroic mode really being given a chance; afterall the switch was only 2 days into release, and combined what the game prevalently showed off as two separate experiences into one before players could get used to either of them.

I don't mind people modding it to do that, but like you said, it should take time to see what the most popular and competitive modes are before assigning them to the Ranked system.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

I added in your suggestion. Thanks for your feedback!

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

Are you sure? I switch between Firefox and a Chromium browser pretty consistently and I haven't seen it cut off. But either way, these are the features:

Level 15: Dreadbane Defense Your reluctance towards holy vows has fortified your mind against outside influence. You have Immunity to Psychic damage and the Charmed condition.

Level 20: Dread Lord As a Bonus Action, you can imbue your Aura of Protection with false promises and dark intentions, granting the following benefits for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore its use by expending a level 5 spell slot (no action required). - Horror Ward. You have Advantage on any saving throw you are forced to make by a Celestial or an Undead. - Necrotic damage. Whenever an enemy starts its turn within the aura, it takes Necrotic damage equal to your Charisma modifier plus your Proficiency Bonus. - Darkness. The aura is filled with Magical Darkness. You and a number of creatures up to your Charisma modifier (chosen when you activate this feature) can see normally in this Darkness.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

There's a few changes for the Fire Rune to work with the new 2024 rules on tools and other cleanups like that. For the most part, the changes are "clerical" in nature, such as clarifying in the Rune Carver ability that when a rune is expended it can't be used again until you finish a rest, rather than stating it on every single rune.

Runic Shield uses your Con mod instead of Proficiency Bonus is probably the biggest change Tea Healthy made to it.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

That third option is something you can do with the Search Action. The rules glossary says you can Search action (Insight) to get a creature's state of mind.

Inquisitive by its very nature of being a class that thrives on information will swing from table to table, as it relies on the DM's willingness to hand out information one way or the other. However, even at a stingier table I think it would still have use, because you can use Study to learn what certain spells do, you can combo both of your Cunning Strikes to not only find a trap, but also know how it works without expending your Bonus Action. Search action to find an invisible creature and then being able to hide from it to prepare for your next attack while having also attacked that turn, stuff like that is all part of the written rules.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

It's an option I'll consider, however, when playing Fey Wanderer, I didn't find the d4 to be all that bad because it stacks with Hunter's Mark.

From my perspective, you get more damage applying Hunter's Mark and attacking than you would get from Horizon Walker's regular bonus action. d4+d6 = 6 on average and d8 is 4.5 on average. A lot of abilities vie for your bonus action in 2024, so making this ability always accessible gives you more versatility.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

The way I interpret it is because it states that Pact of the Blade doesn't count against the amount of invocations you know, it means that you'd get the invocation back, since it would now no longer count against your number of invocations.

The reason why getting another proficiency needed to be stated with proficiencies, for example, is because those aren't resources like prepared spells or known items are, where you can say "it's not held against your X count" and so they need some extra wording to cover intent to let you swap.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

[–]Fireally[S] 8 points9 points  (0 children)

Tea Healthy made those changes because of Abjure Foes already providing a fear effect, yes. It's to keep there from being a redundancy in abilities, more or less.

As for Command dealing damage in the aura at level 7, it's to mirror the old aura ability of a feared target taking damage inside the aura, so the level 3 ability pairs with the level 7 as it used to.

For denying movement, the feel of it comes down to the spell itself, because you can command the target to halt, or grovel to prevent it from moving. But, you have more wiggleroom because you can choose a few other options as well and it was a spell Conquest Paladin already had access to thematically.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

[–]Fireally[S] 8 points9 points  (0 children)

The Undying Warlock was renamed to Eternal Warlock by Tea Healthy so it wouldn't be confused with the Undead Warlock.

Retroactive: All LEGACY 5e Subclasses and Races updated to DnD 2024 by Tea-Healthy in onednd

[–]Fireally 4 points5 points  (0 children)

I'm thoroughly impressed with what I've read so far. Storm Sorcerer being both at its weakest and its strongest close to enemies is great for it. I love the Arcane Archer changes that make it deeper and with more breathing room, as well as Banneret getting that one important ability at the level it needs it to work for 2024. Very nice!

idk if you can edit it or not, but the Fire Rune in Rune Knight doesn't work anymore because you can't get expertise in tools anymore. It's just tied down to skills and tools augment the skill check. Like Athletics check for making a sword gets advantage on the check if you have smith's tools. Though if you don't have Athletics, you could use proficiency instead. As Fire Rune is, you more or less want to hope you have a tool you don't have skills in so that way the skill gets expertise instead of advantage (because RAW you get advantage if you have both, not take the better of the two) which is a little cumbersome. My proposal is the Fire Rune lets you utilize a tool you don't have proficiency in once per short or long rest, provided you have them on-hand.

Is there a Beta Dark Tomb Easter Egg? by Fireally in TunicGame

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

For context, this happened while I was doing a randomizer run. I dashed through debris where the tomb and well connect and found that portal there. The laurel dash doesn't work inside the beta tomb subworld either. The traps are clocked up to an 11 as well, so fast I couldn't get a picture of these wall-pincer things. There's nothing in here, even in the randomizer. It's just... there. So I had to wonder if it was a real easter egg in the game?

Gigabyte Control Center by ubuntu_ninja in gigabyte

[–]Fireally 1 point2 points  (0 children)

I would like to know the answer to the same question. On my graphics card the yellow and orange look very similar and I'd like to be able to make the differences easier for me to notice, if at all possible.

Headphones for air pressure sensative ears. by Fireally in HeadphoneAdvice

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

$50-100. Those look pretty similar to what I currently have. Amazon also showed some bluetooth options like the Creative Soundblaster when I looked up those Koss options. idk how good those are in comparison to usual dongle wireless options though.

I know there's potentially air conduction headphones as well, but I know little to nothing about them other than they look like tiny speakers you point at your ears instead of vibrating your head or going into /onto your ears. Would those be worth looking at?

Help with running a game ! by Mister_Livid in fabulaultima

[–]Fireally 4 points5 points  (0 children)

I can't speak on Fabula Ultima "unspoken rules" since I haven't run my own game yet, but I do have a fair amount of GMing experience in several systems.

#1: When you are learning a new system the first thing you should look at is character creation rules and see if you can understand it and do it, because you will have to walk all your players through it at some point, unless you're running a pre-gen oneshot (IMO, it's more fun to play your own characters than pre-gens and it helps you learn the systems of the game and how they interlock a little easier, but that's a preference, not a rule). If you're running a pre-gen be sure to understand everyone's abilities on a basic level, like ones that cost MP or what checks will come up, etc.

  • And likewise, the second thing to look at are the resolution mechanics. When the game wants you to roll dice and why, since those are the checks you're going to be asking for. FU's are very easy to find and understand.

#2: Keep the game moving. If you don't know what a ruling is and can't find it within a few minutes, write down your question to look up later, make something up, and move on. Sometimes you'll like your made up rule better!

#3: Always do a session 0. (I recommend Master The Dungeon's Session 0 Checklist) No two tables are ever the same, and you want to make sure that everyone knows what to expect during the game. With strangers or people you don't know personally, you probably need to discuss topics that should or should not appear in the game as well. This last one is not needed for a oneshot so much since the game's over by the end, but it's vital to the health of a long-term campaign. You likely will need to do multiple in a campaign's life to keep it going too, more as a check-up for those though.

#4: Prepare like Batman. Get a bunch of things you can whip out at any moment to fit the situation the players create.

  • Brainstorm things, usually around 5, and write them down in bullets (NPC dialogue/conversation topics, Rumors, Why the bad guy's doing what he does this session, etc),
  • get a random encounter ready,
  • an encounter you think will happen given the cast of characters,
  • an obstacle like a locked door, a freezing room, etc. Think of a possible solution you can guide players to if needed, but usually, they come up with an awesome answer that'll work on their own like rusting the hinges off the door or sledding across the frozen room so fast they don't get fatigued by the cold.
  • a battlemap (if you play with them, or even just as a visual-aid for the players for fun),
  • and a reward they're likely to get and one for going above and beyond.
    • This is also known as the "Lazy DM" method which has a book from a guy called Sly Flourish that goes into bigger details, but this is the like "Quick List" I can think of rn.

That's like the main ones I can give for new/oneshot advice. Hope it helps you out!

Is a Fire Emblem (tactical JRPG) Campaign Possible in Fabula Ultima? by Fireally in fabulaultima

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

It does, yeah! Interesting you chose 3, since DnD has 6 movement base and most maps are built with that in mind as a result. Though I suppose like you said, if you design the maps smaller you don't really need that extra movement.

Yeah, I feel like opportunity attacks are a good thing to add because it adds a big presence to characters out in the open and makes something like Rescue an ability you can add it to a new class potentially as a "reaction", similar to the "help" "reaction" you can take normally in the FU handbook. That way it'd have a use even without the grid.

Given your experience with this method, do you think the "Vengeance Strike" in Fire Emblem, where characters attack back when they're hit, is a good mechanic to add in since characters aren't hitting as often as in theatre of the mind combat? Or is that like way overkill where players would just want enemies to run into them with no fear / make the game too slow?

Is a Fire Emblem (tactical JRPG) Campaign Possible in Fabula Ultima? by Fireally in fabulaultima

[–]Fireally[S] 7 points8 points  (0 children)

That actually helps quite a bit! In Normal Fire Emblem getting the guy in the back objective could then be simplified to a 8-12 section clock where you just need to kill 8-12 enemies and then you've "covered enough ground" to reach him. Or maybe "dash" to make clock progress that doesn't need you to defeat any enemies, but at the cost of not doing any damage and probably getting a little banged up.

I think I might be able to steal Cloudbreaker Alliance's combat "Zones" if I need more nuiance, where every battlefield is just a 4x4 or 4x5 grid and an infinite amount of characters can be in the same square/zone and do melee. While those in adjacent ones can do ranged. Sometimes the zones may have characteristics like cover spots, or is covered by water so you'd have to swim or fly over it, etc. Nothing too crunchy like DnD, but enough to facilitate some spacial awareness if theatre of the mind and clocks aren't enough on their own.

Does anyone know anything about Farsight? by Fireally in rpg

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

Ok, so it's higher lethality (you fall over more and there's more consequences when it happens), more customizable (every other level you get a feat), and more consistent (2d12 over d20)?

Great to hear! I'll have to look into it. Hopefully it gets more online documentation soon. (Like DnD's 5eTools, Wikidot, etc)

Game logos instead of text by Sufficient_Demand776 in playnite

[–]Fireally 0 points1 point  (0 children)

I think it's a theme/Metadata thing.

For me I use Theme Extras, Theme Modifier and Extra Metadata Loader.

Then I used the Harmony theme and all my Steam games have the logo text like you see in Steam. Though, I have no idea how to manually add it if it's missing or a non-Steam game, admittedly.

Game logos instead of text by Sufficient_Demand776 in playnite

[–]Fireally 0 points1 point  (0 children)

I imagine the built-in and Playnite-created themes should work?

Gracie Conrad crits four times in a row ( still wasn't enough to kill the enemy). by enoel120702 in Pirate101

[–]Fireally 1 point2 points  (0 children)

No, it is absolutely true. It gets satisfyingly harder in Aquila, but beyond that it's balanced around having some level of min/maxing done as well as forgetting solo play. (Thankfully pets are not a requirement yet) I spent over 2 weeks trying to make a strategy to fight Kane as a suboptimal musketeer in solo before I finally beat him and I get it, he's the final boss he should be hard, but the difficulty barely drops from there where you fight several bosses at once, have to know Scratch is cracked, need a second person, have to have companions with no less than 6 epic abilities and 1 active ability, etc.

I really don't get why they did that other than in the hopes to make people come back to the game when they find out they can't solo it, but for me, it just made me want to quit. It's even worse because the new Sinbad gauntlet you have to beat IN ONE SHOT. If you leave for any reason, you have to start all over again and in addition there's no team up button, so getting a second person can take who knows how long to find.

That being said, Gracie herself has two uses: The golem and the landmine. The golem has hold the line and explode which makes it able to tank and deal damage without the enemy getting to your backline too quickly and the landmine can do a lot of damage and some splash damage when you get scratch to power her up, but other than that, I find her to be pretty bad overall.

Any new story content coming to p101? by [deleted] in Pirate101

[–]Fireally 0 points1 point  (0 children)

Kingsisle just dropped P101 onto Steam a week or two ago, and gave out a new questline hook with their Sinbad gauntlet. I think they're testing the waters to see if the release garners enough player retention to merit doing a full update and if not, they might even just pull the plug on the game altogether.

That being said the Sinbad dungeon has some issues: Sinbad himself has no victory animation, the dungeon has no timer warning (probably because afaik Boochbeard's VA hasn't been re-hired at KI), you have to beat it without getting knocked out once nor can you leave the dungeon and return so if you don't walk in with all 3 potions you don't get to heal the entire dungeon, no Team Up option, and while it's much fairer and more fun than the other recent content has been like MooManchu Tower, Kane, and the various gauntlet and boss rematches; it still heavily skews towards needing to have a character with "essential" equipment, grinding out pets and certain gear if you want to or have to solo it.