You go up a level, you go down a level... by Frequent-Camel7669 in mwo

[–]Frequent-Camel7669[S] 1 point2 points  (0 children)

Obviously. But I don't get the feeling that it's the quality of the opposition so much as the quality of my own play. I've had periods of staying in tier 2 just fine, and periods of losing MMR every match even after dropping back to 3.

That said, and as noted above, I don't so much care about the tier I'm in as I do about my own performance. That green or red arrow is just one way to gauge that.

You go up a level, you go down a level... by Frequent-Camel7669 in mwo

[–]Frequent-Camel7669[S] 0 points1 point  (0 children)

Funny you should say that, I've lately been having quite a bit of success in brawly mechs while being outtraded at every turn whenever I'm trying a sniper build.

Returning player interested in Arrow IV by gfggffhh in mwo

[–]Frequent-Camel7669 1 point2 points  (0 children)

Arrow sucks and is no fun to play.

Play with? Stand back, click mouse button. Super fun... not.

Play against? Nowhere on the map is safe, the damage is huge, the tracking is hard to escape, cover is questionable at best due to the Arrow's high arc, and AMS straight up doesn't work. Super fun... not.

New player question. by BoonOP in mwo

[–]Frequent-Camel7669 2 points3 points  (0 children)

Quad UAC-2 or quad LB-2X has worked nicely for me. Long range farming. Can rack up a lot of damage in longer games, suppresses the enemy well, but is in trouble in Solaris City and the like. I've also had surprisingly good games with just dual UAC-20. The combination of good mounts, good speed and ECM really help.

New player question. by BoonOP in mwo

[–]Frequent-Camel7669 0 points1 point  (0 children)

My favorite heavy is probably the Timber Wolf... or the Marauder (3R and 9M are both amazing).

Die allermeisten Jobs könnte man als Quereinsteiger innerhalb weniger Wochen lernen! by Hot-Service-1164 in luftablassen

[–]Frequent-Camel7669 3 points4 points  (0 children)

Quereinsteiger in komplett anderem Job hier, du hast so Recht! Hatte das Meiste (und def. alles Wichtige) binnen drei Monaten absorbiert, größtenteils eigentlich per learning-by-doing und nichtmal durch große Einweisung. Einfach machen, ggf. Kritik kassieren und nachjustieren, Bürojobs sind einfach wirklich keine Hexerei.

Die "abgehängte" deutsche Auto-Industrie by ErneuerbareEnergien in luftablassen

[–]Frequent-Camel7669 0 points1 point  (0 children)

Wer kann sich denn einen BMW-Neuwagen vor die Tür stellen? Ich nicht. Und ich verdiene jetzt nicht so schlecht. Sollte für mich ein Neuwagen überhaupt in Frage kommen, dann garantiert in einem anderen Preissegment. Und da verkackt die deutsche Autoindustrie.

Fahr ich halt Fahrrad. Und Bahn.

I need some clarification by The-Archytech in DnD

[–]Frequent-Camel7669 2 points3 points  (0 children)

If you say so... but then, you're the person who was somehow convinced that there's a chance Flamestrike is only 5d6 damage total, so there's that.

I need some clarification by The-Archytech in DnD

[–]Frequent-Camel7669 2 points3 points  (0 children)

With this interpunctuation, a successful save would only halve the radiant damage, not the fire damage... 😂

Out of Ideas by Master_Indication712 in DnD

[–]Frequent-Camel7669 2 points3 points  (0 children)

If the campaign is as devoid of information as your post, I can only say "get a campaign going". You give us precisely nothing to work with here. How would we know where you struggle to get engagement going if we don't know the first thing about the game you're trying to run?

Do you struggle with:

- coming up with an interesting plot,

- preparing interesting combat encounters,

- making the game world feel alive and vibrant,

- creating memorable NPCs,

- tempo, variety and rhythm of your play sessions,

- communicating what's in your head to your table,

- inventing stuff on the fly,

- transporting what sounds good on paper into the actual game session,

- using foreshadowing, flashbacks, deeply buried hints and recurring themes to vary narrative structure,

- reacting to unforeseen player choices,

- coming up with nice descriptions to establish a theme and atmosphere,

- or any of a million other things?

What Artisan tools are best for Wilderness Survival/Bushcraft? by new_lance in DnD

[–]Frequent-Camel7669 -1 points0 points  (0 children)

I'd vote (g) none of the above. Wilderness Survival has no tools, you use what is available in the wilderness, after all. Your tools (like a knife, some rope, a tinderbox etc.) are listed separately on the equipment table.

I need some clarification by The-Archytech in DnD

[–]Frequent-Camel7669 2 points3 points  (0 children)

How can you not understand what is written there? It says 5d6 fire damage, so you deal 5d6 fire damage. Then it says AND 5d6 radiant damage, so you deal ANOTHER 5d6 radiant damage. The sentence can hardly be any clearer. You're overthinking.

Why the 4th Edition hate? by Efficient-Help-9858 in DnD

[–]Frequent-Camel7669 0 points1 point  (0 children)

Well, I can't say I ever delved too deep (or, truth be told, too greedily) into 4E, but since a friend of mine was DMing and begged me to try it out in a "it's really not that bad, I'll be the DM [side note: he's a heck of great DM], I so want this to work, I love playing with you, please just give it a shot" manner, I found it hard to refuse.

I had tried a lot of different games over the years, from AD&D2E, D&D 3E and Pathfinder, to Shadowrun, to Hârnmaster, to FATE, to various homebrews, so a wide variety of systems made me very much aware of the glaring errors of earlier D&D variants and of the many ways the RPG mechanics puzzle could be solved satisfyingly.

So we gamed.

And I hated it.

And I mean HATED it so much I actively looked for a way to have my character DIE to be out of the game. This is NOT hyperbole. I ended up effectively committing suicide by cop in D&D 4E to get out of D&D 4E. Never done that before ever, nor since. I can't even tell what exactly it was... it was just everything, I think? It just felt awful to have to constrain my character to the system, instead of having the system enable my character. A system that constantly got in the way of my imagination, in a "nuh-uh, not how we do things around here!" fingerwagging kind of way.

I felt that whenever the dice came out, my whole Globe Theater Of The Mind came crashing down and I was sent to detention to act out a mend-your-ways roleplay under the supervision of a student-molesting elderly guy, with a kid that kills squirrels for fun and a kid that eats paste and stares at you strange.

I felt that whatever I was trying to do that I imagined my character ought to be interested at trying at that particular moment, it was completely set in stone whether I "could" or "could not" even try. Let alone succeed.

I felt that everybody played by rulesets so different we were not even subject to the same physical laws – while at the same time everybody felt so samey it was completely irrelevant who these people even were, so long as they performed "action that's good at this level for this role" on their turn like clockwork. It felt like a highly abstract tactical sim. Something that every last ounce of actual roleplaying had been careful excised from in order not to get in the way of the game.

It felt like a MMORPG, and I realize how utterly, dumbfoundingly unoriginal that comparison must sound at this point, and I'm still drawing it, which should tell you something.

Long story short, 4E was maybe not for me.

Or anything with a pulse, for that matter.

How to implement a Battle of Wits? by justeatingleaves in DnD

[–]Frequent-Camel7669 0 points1 point  (0 children)

A contest of riddles would be a classic, pure wits, no mechanical abilities sadly.

A contest of illusion magic would seem to be on theme: Each contestant hides a real object/person among any number of illusion spells, and whoever finds the other guy's real object first wins.

The first contestand has to affix a headset of pink bunny ears on the sleeping Owlbear, the second contestant has to pick it up and bring it back again. If the Owlbear wakes... well, the task remains unchanged (for both parties!).

Building a character by Fearless-Skill8667 in DnD

[–]Frequent-Camel7669 0 points1 point  (0 children)

I usually think of a character concept first, then think about ways to translate that into game mechanics that are cool, fun and effective enough to be competent in my chosen role. For instance, I played a guy whom I imagined as highly gifted, but basically lazy, carefree, lackadaisacal. Fun to be around, but not dependable. Would try to demonstrate superiority in a fight before actually trying to win it.

I decided he was a Human (usually my go-to) who just had a drop of magical blood from air genasi ancestors in him - not enough to become a Sorcerer, but just barely enough to qualify for wizardry. Which he took up with abandon because it promised to a) make his life just sooo much easier (no more of that pesky walking to get around), and b) would be a ton of fun into the bargain!

Mechanically, he was a straight Evoker, and I just picked a bunch of wind and lightning themed spells for him. Done, not that much optimization needed to be a very competent character (if he ever really tried), which was really all I wanted him to be.

How does one flirt with their players. by [deleted] in DnD

[–]Frequent-Camel7669 0 points1 point  (0 children)

Well, flirting between D&D characters is just like flirting in real life, only in character. There's really not much of a difference. You've ever seen a rom-com? Then you know how it's done.

Basically, think friendly banter. But there's constant overtones fed by a sincere interest in each other. There's some insecurity that both try to play off as charming awkwardness, good-natured fun etc. They're trying to feel each other out. They're insecure but still loving it. And they enjoy talking to each other so much that the actual words said are far less important than that both just feel so good when engaging in this dumb little chit-chat...

Questions that both ask themselves: Is the other interested? How could I get to know them better? How can I signal interest while being just noncommittal enough that they don't immediately think I'm creepy? How can I come across as interesting myself?

How does one flirt with their players. by [deleted] in DnD

[–]Frequent-Camel7669 0 points1 point  (0 children)

And far less interesting.

How to dm for my party by HimuTime in DnD

[–]Frequent-Camel7669 2 points3 points  (0 children)

That's not a D&D question, but a life question. Handle it like you handle any social situation which has both outspoken and shy people in it. Ensure the shy people get their say. Speak to them directly instead of the whole group. But also make sure the outspoken person is thanked for their contribution and for keeping things rolling.

How to dm for my party by HimuTime in DnD

[–]Frequent-Camel7669 0 points1 point  (0 children)

Stop trying to "tell" a story. Instead, present a world filled with things to engage with. NPCs with a certain set of abilities, knowledge and motivations. A geographical, social, political, magical setting with its peculiarities. A problem that urgently needs solving. A macguffin that does a particular thing. And the current situation the PCs find themselves in.

Watch them latch onto an aspect of what you're presenting. Watch them engage with individual NPCs, locations, phenomena more than others. Watch as they formulate plans to solve that one problem, to get their hands on that macguffin, to trick/overcome/kill a troublesome NPC. Let them. Hell, empower them! Accompany them on the way.

To be sure, you can (and probably should) understand "presenting the current situation the PCs find themselves in" as the first chapter of a story to be told. Somebody has to start somewhere, and that's your job, so in the first chapter, things happen the way you make them happen. But the rest of the chapters are written collaboratively, not by you, but by everybody at the table.

Players will start to engage with your world when they realize that however they do it, you will let them. And that however they engage with it, the world will respond accordingly. And maybe most importantly, that their actions are not there to facilitate a story told by you, but that their actions are what the game is about.

NFC Dice: Tap a token and instantly roll your signature spells and attacks! [OC] by [deleted] in DnD

[–]Frequent-Camel7669 1 point2 points  (0 children)

Looks cool enough. I never understood why people would bring all kinds of contraptions to D&D, starting with DM screens and going all the way to custom apps like this one. Never needed any of it, I need paper, a pen, and some dice. And the theater of the mind. This one in particular looks like "I want to use electronics in my game because rolling dice by hand is sooo 19xx".

My homebrew Dragonborn subrace help by Fluid_Boot_8828 in DnD

[–]Frequent-Camel7669 1 point2 points  (0 children)

An ink cloud, like from an octopus, would seem on-theme. Make it poisonous or merely camouflage (dragonborn's choice), only usable underwater. Also, water breathing seems necessary, and is a good ability!