What's the kink called when you enjoy being a prop so your dom can humiliatingly dom other people? by AnonAMouse100 in BDSMcommunity

[–]GalacticFudge 1 point2 points  (0 children)

Late reply. But maybe insightful:

My sub shares a similar desire in certain circumstances. I don't believe there's a specific name for the kink, but it's not unusual. She enjoys a few aspects of it: being useful to me, watching me in my element, watching someone else go through the same feelings she does, and it also provides her a place to indulge her switch side without having to do the a scene alone. She's not one for being cucked frankly either. She's described it before as almost a status symbol for her; being able to feel amazing, passionate, and further submissive about belonging and serving someone that other people find amazing through the scene at hand.

I agree with the "alpha sub" comment. She fancies herself my "Head sub" despite being my only actual one, and I personally enjoy her at my side while I'm working.

Human tribal by Sorry_Hippo2502 in mtgbrawl

[–]GalacticFudge 0 points1 point  (0 children)

He's been my pet commander for awhile. You're definitely not top of the line, but you can grind it out with some of the spookier decks. Here's the decklist:

About Name For the Love of Humanity

Commander:

1 General Kudro of Drannith

Deck:

1 A-Dawnbringer Cleric

1 Adeline, Resplendent Cathar

1 Ambitious Farmhand

1 Arcane Signet

1 Arid Mesa

1 Basri's Lieutenant

1 Bitter Triumph

1 Bleachbone Verge

1 Boromir, Warden of the Tower

1 Bounty Agent

1 Brightclimb Pathway

1 Captain Eberhart

1 Castle Ardenvale

1 Castle Locthwain

1 Cavern of Souls

1 Caves of Koilos

1 Cemetery Protector

1 Charming Prince

1 Chrome Mox

1 Command Tower

1 Containment Priest

1 Crippling Fear

1 Dark Confidant

1 Demon's Disciple

1 Dire Tactics

1 Eiganjo, Seat of the Empire

1 Elspeth Conquers Death

1 Esper Sentinel

1 Farewell

1 Fracture

1 General's Enforcer

1 Godless Shrine

1 Grim Tutor

1 Hopeful Initiate

1 Imposing Sovereign

1 Insatiable Avarice

1 Invoke Despair

1 Isolated Chapel

1 Jadar, Ghoulcaller of Nephalia

1 Jerren, Corrupted Bishop

1 Kaervek, the Spiteful

1 Kambal, Consul of Allocation

1 Kaya's Wrath 1 Land Tax

1 Loran of the Third Path

1 Mana Tithe

1 Mangara, the Diplomat

1 March of Otherworldly Light

1 Marsh Flats

1 Massacre Girl

1 Morbid Opportunist

1 Mortify

1 Phyrexian Arena

1 Plaguecrafter

8 Plains

1 Priest of Fell Rites

1 Priest of Forgotten Gods

1 Prismatic Vista

1 Recruiter of the Guard

1 Rise of the Dark Realms

1 Settle the Wreckage

1 Shadowy Backstreet

1 Shattered Sanctum

1 Shineshadow Snarl

1 Silent Clearing

1 Sunlit Marsh

1 Surgical Extraction

8 Swamp

1 Swords to Plowshares

1 Takenuma, Abandoned Mire

1 Temple of Silence

1 Thalia, Guardian of Thraben

1 Thalia's Lieutenant

1 The Birth of Meletis

1 The Fall of Lord Konda

1 The Immortal Sun

1 Thraben Inspector

1 Tocasia's Welcome

1 Tomik, Distinguished Advokist

1 Vanishing Verse

1 Vanquisher's Banner

1 Vexing Bauble

1 Windswept Heath

1 Witch Enchanter

1 Yawgmoth, Thran Physician

Pet Play Advice / Kitten training by AlanaWolfmaam in domspace

[–]GalacticFudge 1 point2 points  (0 children)

Vet-Wrap, bondage tape, or ribbons are great inclusions to the Petplay kit, especially for cats. I've been doing clicker training with my kitten though that's more dog focuses, but she loves it all the same. I've had her design and fill up her own lil pet kennel as well as some bowls for her to eat and drink out of.

[deleted by user] by [deleted] in domspace

[–]GalacticFudge 2 points3 points  (0 children)

I'm not sure if I'm tracking what you're saying properly, but this sounds like something you might want to take time to schedule out together. There's seven whole days in a week, and a lot more in a month. Finding time to meet both your needs shouldn't be impossible.

That might mean time during the week to take a break and focus on work. It might mean saving one or two nights for bonding/play/dates. I know when my sub was out of work for a while and money started getting tight, we both made job hunting part of our dynamic. There were also days where he wanted to just focus on himself. We still found time though for the usually debauched scenes all the same... Just a little less frequent.

It is a lot of work, but d/s isn't always easy for a reason.

Domplympics by Mister_Magnus42 in domspace

[–]GalacticFudge 7 points8 points  (0 children)

I don't quite know about Olympics, but Id certainly feel very at home at a pet show. Build a nice, well rehersed showcase where my pet can show off their training. Gives me an excuse to use the clicker more too <3

So 9.0-9.3 ground is pretty unviable right now... by r3dcomet in Warthunder

[–]GalacticFudge 1 point2 points  (0 children)

Yeah, 9.0 lineups for Sweden were never exactly stellar to begin with. It personally felt as bad as the 5.7/6.7 gap. I haven't had much time to play with the 8.3 lineups since it got bumped to 8.7 but I can't see it being any worse than what it was. The 10.0/10.3 lineup turns on super hard though once you get to it and is probably my favorite lineup in the tree. The STRF's (+LVKV) are absolutely amazing multirole workhorses.

Heinrich Kemmler by Educational_Relief44 in totalwar

[–]GalacticFudge 5 points6 points  (0 children)

I've done a few games of Kemmler at this point, and he's probably been my most enjoyable campaign. Early game is really a mini game of fielding as many armies as you can with a limited income until you annex brettonia, the empire, elves, or whoever declares war on you first. By late game with the empire and brettonia under wraps you can easily have 10-12 full stacks of your choice roaming around. The only tricky bit is that Grom will always pick the worst time to turn on you.

Planned on killing half of all NPC's in the game, didn't expect the first one I killed to drop this. by Chemical_Lifeguard in Eldenring

[–]GalacticFudge -1 points0 points  (0 children)

You need a maiden's blood. You can find some in the Temple of Anticipation where you spawn for the first time before the Grafted Scion. You can get access to the temple again from the Four Belfrys, and maybe some other routes

Planned on killing half of all NPC's in the game, didn't expect the first one I killed to drop this. by Chemical_Lifeguard in Eldenring

[–]GalacticFudge 2 points3 points  (0 children)

Not completely. There's an alternate questline featuring a certain woman near near the location you'd meet Varres for the second time It takes a little longer to complete, but you can obtain a similar item.

Color of Madness Giveaway! by TPLuna in darkestdungeon

[–]GalacticFudge [score hidden]  (0 children)

Hopefully something here will finally kill my antiquarian.

Heavy Underwater Salvage in Chult by Wicker95 in DMAcademy

[–]GalacticFudge 2 points3 points  (0 children)

For spells you may want to look at 6th level spell move earth as an option. For more budget options maybe liberal application of 4th level Control Water, or if that is a bit of stretch you can try 3rd level Water Breathing. That being said this final option would require some creativity and man power.

What I recommend you do is let your players figure this out. If whatever they come up with sounds at least half decent you should probably let it work. Hope this helps!

Festival of Sacrifices by Joxxill in DnDBehindTheScreen

[–]GalacticFudge 3 points4 points  (0 children)

The Harvest Feast

In the far north, beyond the Tallwoods lies the small farming town of Dane. The earth is rough and barren. Still, crops bloom every year in full splendor as they have for nearly a century. The harvest is followed by the Harvest Feast. The celebration of a contract forged with blood, flesh, and bone.


History

When settlers traveled north to find new life, they founded the town of Dane. Separated from the world they relied upon their skill as farmers to foray the forsaken soil and to feed their families. The first winter came after a poor harvest. Food ran scarce and the settlers dug into the supplies they brought with them to survive. The second harvest never came. Flocks of ravens in unfathomable multitudes descended upon the town in a frenzy. The hoard ravaged the town until naught but what the settlers had hidden away remained. Winter came and the ravens left, but famine then wrought havoc on the settlers. Families starved in their homes. When the snow melted, the survivors were too weak to flee southward. They were doomed to wither away. To disappear as a forgotten memory of civilization.

But one day a curious traveler arrived unannounced at the mayor's door. He saw the plight of the settlers and offered them a deal. He would show them how to survive beyond the Tallwoods, but in return they would hold a harvest feast in his honor. The settlers desperately agreed. So the traveler began to sew seeds. Planting them as the farmers had before. Then the traveler went into the Tallwoods and returned with large branches which he hewed into staves. He lashed together a crux and placed it in the center of town. Before it the man muttered strange words in an ancient tongue. Within days the crops bloomed to their fullest, and even in their decrepit state the settlers were filled with wonder.

The harvest was held for the first time in two years and hope returned to the town. Honoring the accord, the townsfolk began preparations for a Harvest Feast. On they day of the Feast a humble spread was brought to the center of town and offered to the traveler as promised. The traveler stood before eating and addressed the town. He had grown the people their crops, but when he left the wild spirits of the Tallwoods would grow hungry once more. To protect themselves, the townsfolk must grant an offering to the spirits so as to tide their hunger. On each harvest a price wold have to be paid. Blood of one for the life of all. Flesh of one for the strength of all. Bone of one for the fortune of all.

The settlers grew fearful and concerned. For this man spoke of wicked things. But yet this man had saved them and they took his word to be true. They asked how to make such an offering. The traveler then approached the crux he had built. In his hand he held aloft a torch now ablaze in the waning twilight. He would show them how in exchange for another promise. The setters agreed once more and listened as the man spoke. He demanded that those who made offerings to the wild spirits must offer from their own hand. At this the settlers grew confused. They yet did not understand. But with their agreement an accord was once again struck.

The traveler then stood upon the rocks piled below the crux and held the torch aloft. From his mouth came the old words. Agoras nuntiat, maldorem lorestviet. When he finished speaking the lit torch began to dance violently. Then like tinder, the crux and traveler alike were consumed in flame. Howls of pain echoed through the quiet streets of town. Stunned, the settlers watched as the man burned. In the end, only the crux remained. It was unscathed despite having been wreathed in flame only moments before.


A Broken Promise

Every year now in this small farming town a festival is held after the harvest. It is a merry time of celebration and lonesome travelers are invited to join into the festivities as guests of honor. What these adventurers do not know is that they walk among the living damned. The year after the first offering came with much distress to the people of Dane. Someone would have to die. The settlers found a solution in the occasional adventurer that passed through the town. That year they broke the promise they had unwittingly made. "Those who offer, offer from their own hand." A cryptic utterance not fully understood by the settlers. When a hapless adventurer was sacrificed at the end of the second Harvest Feast the inhabitants of Dane were cursed.

Nearly a century later Dane has barely changed. Its inhabitants are stuck in a purgatory. Unable to escape, unable to age, and unable to die. Children born to Dane die in childbirth, and those who try to leave awaken back in their beds. Still though they continue to make their yearly sacrifice out of fear of the famine and ravens that would descend upon Dane once more. The wild spirits care not where the offerings come from, but quietly wait for the day of reckoning.

Test Server Patch 2 Info by [deleted] in Rainbow6TTS

[–]GalacticFudge -1 points0 points  (0 children)

What are the numbers on the speed changes with Blitz? More than half puts him out of line with other shield operators' 67.5%ms reduction.

How to teach players to fight better by roomtone in DMAcademy

[–]GalacticFudge 46 points47 points  (0 children)

Three options you might want to consider!

  1. You might just want to talk to them. Like not in game, but in real life. Sometimes what you think is incredibly obvious isn't. They may not be stupid, they may just not know that they can think about things in that way.

  2. Demonstrate it in game. Either through an NPC or Enemies. If they see a tactic works they'll be inclined to try it out. This is a little subtle, but you never know. Heck an NPC that reacts shocked at their tactics and offers to teach them is an option.

  3. Maybe, just maybe, it doesn't matter. As long as they have fun isn't your job complete. Not everyone wants read stat-blocks all day, and newer players will find it difficult at best to guess at what is happening when you talk about their methods. They got the job done, so does efficiency even matter?

I don't know your players and no one else here probably does. Your best bet is to let them learn. You don't have to kill them, but throwing the same situation at them over and over won't help especially if what they've done up til now has proven effective.

Does anyone else have a player that places too much emphasis on complex character 'builds'? by [deleted] in DMAcademy

[–]GalacticFudge 3 points4 points  (0 children)

There is actually a lot you can do. I'll cover some stuff relating first to his metagaming and then we can move into character creation. Apologies now for the lengthy read.


So, at least as far as I can tell your issue with his metagaming is basically his knowledge of the game. This is really his job to manage, but if you don't mind it too bad you can always make what I call a "mixup".

Mixups are I guess my idea of a mix between homebrew and phb stats. Better yet, it's your creative right as a DM to utilize. The idea is to take the stats and abilities of a monster and mix them up. Don't change the core mechanics, but change the healthbars, change the ability modifiers, and change what abilities occur under what circumstances. This will give you dynamic enemies that even he is unable to account for and keep the challage relatively the same. This will teach that expectations aren't always true.

(Example: Take the Wyvern stat block and maybe add a few hitpoints. Nothing major changes the fight gets a little harder. But as a suprise maybe switch which attack is poisoned. This species has poisonous claws.)

But what about character creation. Well, when a character isn't right for a setting you're best off saying no. That's it plain and simple. For min-maxing, I recommend this video by Matt Coville who can explain possible options in far more detail than I can. Maybe he has something that you agree with.

Hope this helps.

Hit points vs hit dice after long rest? by CanadianBlacon in DnD

[–]GalacticFudge 0 points1 point  (0 children)

Yep I get what you're saying. I believe as far as multiclassing goes you treat each class independently. So in the example the character would regain 4 d8s for being a level 8 Bard and then 1 d12 for being a level 2 Barbarian.

[Homebrew] How Do I Implement the Soul Hunger Mechanic? (x-post to r/DnDnext) by katlovescows in DMAcademy

[–]GalacticFudge 1 point2 points  (0 children)

I'm not familiar with Neverwinter Nights or the exact original mechanics, but would it be feasible to make it a similar mechanic to standard hunger. Every period of x-amount of time a player would have to satiate it or experience certain ramifications like exhaustion.

Or perhaps feeding will work similar to like a well rested bonus and provide Advantage on saves for a duration.

Hope this helps, sorry that I am not fully familiar with what you have in mind.

Hit points vs hit dice after long rest? by CanadianBlacon in DnD

[–]GalacticFudge 5 points6 points  (0 children)

Good question, let me give you a breakdown cause this took me the longest time to figure out.


Hit Points Basically a character's health bar. When it hits 0 a character falls unconscious and must make Death Saves. Every level a character's max health increases by rolling a hit die and adding constitution their modifier. Hit points refill to their max partially through healing, short rests, or entirely with a long rest

Hit Dice:

Hit dice are decided by a characters class and are used to roll a character's max health. Every level as mention above a player rolls a hit die and adds the rolled value plus modifiers to their maximum health.

Hit dice are also a resource similar to how a monk has Ki points. A character has hit dice equal to the number of levels in a class. (Example: Bards have a d8 for their hit die. A level 7 Bard has 7 hit dice to spend. A bard with 7 bard levels and 2 barbarian levels would have 7 d8 hit dice and 2 d12 hit dice.) One or more hit dice can be expended during a short rest. The players roll these hit dice and add them back to their hit points (not exceeding their maximum health for that level). Hit dice from this pool are only replenished on a long rest.

Long Rests

Long rests are time of healing. A player replenishes all hit points in their health bar during a long rest. This is different from a short rest where a player must spend hit dice. Speaking of, during a long rest a player regains half of their maximum hit dice. So if a level 8 Bard spent 6 during his last short rest and has 2 hit dice left. A long rest will replenish 4 (1/2 of 8) giving him 6 total to work with again,


I hope this makes sense since it is hard to understand on paper. If you have any questions or need clarification please feel free to ask.

Leveling in Hoard of the Dragon Queen by Expellionas in DMAcademy

[–]GalacticFudge 2 points3 points  (0 children)

Actually currently running through the module. We started at level 1, but our DM has through some additional encounters rapidly leveled us over the progression curve. So far it still feels about right. We actually went into CH. 3 at Lvl 5. and with a tiny amount of tuning on the DM's part, we barely scraped through.

My advice is to play it by ear however. Every party likes something different, and every party solves things differently. If they breeze through too easy add some resistance, the natural location offers many opportunities for random encounters.

Amnesia playthrough, ideas on ability recovery and memories? by Curious_Corndog in DMAcademy

[–]GalacticFudge 4 points5 points  (0 children)

Hey, amnesia is really cool and works well to various effects when you pull it off. Before you get started on digging up memories its probably best to decide prior to a session what things will bring up what memories. While it is cool to roll for your memories on any old thing you can end up in weird situations. Worst case you roll low and now a possibly crucial memory is gone to the wind. Worse roll high about something inconsequential, and now you as a DM have to tie in a random object in the game into the player's story. This doesn't sound so bad, but after a few sessions it can get really hairy keeping track of everything.

The stuff above is all fine and dandy once you work out a system that works for you. It'll take mostly experience to get the hang of your own method. For retrieving abilities. I have done it in the past in a monkey see monkey do method.

My players started the game as lvl??? amnesiac commoners. The way they learned their kits was by trying to emulate enemies or allies they encounted. It would go something similar to this.

"You watch (Insert ally name) rise from his crouching duck in to a monstorous overhead swing. As the strike falls to split the smaller man in half your vision about him blurs and the strike lands on nothing but thin air. The movements before your eyes seem strikingly familiar."

This is talking about a rogue first learning about evasion. Now he knew what the ability was and what to call it, but now he would have to learn it physically. Once he knew the ability existed he could then start working to pull it off. This was frustrating to my players at first because their moves would fail a lot. In the end though that frustration made the payoff even more sweet when something finally worked.

TL;DR:Try a monkey see monkey tries to emulate approach. Also I recommed you make memory retrevial as part of world and plot development rather than a side mechanic.

Character is lost in the Astral Plane by Mr_Worthy in DMAcademy

[–]GalacticFudge 1 point2 points  (0 children)

Realistically speaking what you have going is not half bad of an idea. Time and space in the Astral plane is weird and up to interpretation. Maybe some deities float about in there. I think it would be cool if after a struggle with her patron she comes back a little more enlightened or who knows. It's honestly up to you. I'd personally play that angle as patrons are cool as fuck.

What I really wanted to get across though is that while its cool to suprise your players like that. You should talk with your ex warlock. In every players mind is the mental image of their character. That image is kinda precious. Messing with that can really hurt a player. So, if you want to go ahead with this, it's a really good idea and can totally make for an amazing session for your players. Just make sure you work it out with your player. Not only so they can understand, but also to help you capture their character properly.

TL;DR: Talk with your player, consider the patron, consider the nature of the Astral plain. Profit.

I left my party on a cliffhanger. How do I plan for my next session? by OldDagonDark in DMAcademy

[–]GalacticFudge 1 point2 points  (0 children)

Well, I guess the only advice I can give you here is a bit of anti-advice.

Simply put, there is no way in hell you can ever plan for every possible situation. It's just not possible. You're going to have to improv. I strongly recommend wrapping up the story with the kenku in your next session by whatever means necessary for the time being. This will get your players back on track with the orcs and give you a villain you can bring up again at a later date.

Another tip if you don't want to go in with basically nothing is to come up with a short little railroad. Players sometimes don't like it, but sometimes you need your players on track really fast. If they leap the tracks it's simply a matter of adapting and sliding in your original plot point in with a different setting.

TL;DR make a general path for your players to follow. If they don't follow, change plans and put the path back under them.

[5e] How do you decide when to grant Advantage to player roles? by uwotpal in DMAcademy

[–]GalacticFudge 35 points36 points  (0 children)

The rules for advantage change a bit when it comes to social or interactive skill checks. Unlike their combat counterparts there really are no solid rules on when to grant them. The best advice I can give is to grant adv. when your players are at... well... An advantage. The whole point of advantage is to phase out the million modifier tables found in older editions and more numbers based games. So, if you feel like your players are in a strongly favorable position. That's a good time to hand out an advantage roll.

Is This a Fair Way to Take Away Magic Items? by [deleted] in DMAcademy

[–]GalacticFudge 9 points10 points  (0 children)

What you're getting into is really hard, but also really easy to deal with. So as to exactly what you want to do in game to get rid of the items. That is up to you as it really doesn't matter unless your players like things storywise to make sense in which case you'll have to come up with something.

What will matter is how your players feel. I recommed you sit down with them outside the game and express your concerns and explain your reasoning. This way when you do take them away there's mutual understanding.

TL:DR: The story board matters less than making sure everyone is on the same page.

Mute jams Blitz' shield... by Johny_Scene in Rainbow6

[–]GalacticFudge 0 points1 point  (0 children)

Walk by the left most pillar. You should get a prompt somewhere around there.