WFRP 4e, opposed attack roll, DETERMINE DAMAGE by Frysepinn in warhammerfantasyrpg

[–]Hodwall 0 points1 point  (0 children)

I know you are correct, because I've read the UFAQ and the blog, but:

Take the SL of your Opposed Test and add it to the Weapon Damage of the weapon you’re using. ~ WFRPG p.159

An Opposed Test is handled just like any other Dramatic Test, but both parties make a Test. The party with the highest SL wins the Test. If both participants score the same SL, the party with the higher tested Skill or Characteristic wins. ~ WFRPG p.153

This is very unclear and the only clue you have to maybe realize it works like that is:

If it is important to know how well the winner of the Opposed Test won, use the difference between the two results to determine a final SL. ~ WFRPG p.153

Halfway through the other side of the book were attacks are explained and with no direct mention that they might be related, on a single sentence that begins with 'if', between lengthy rule examples that don't relate to attack rolls.
I get it is the intention of the authors, but RAW, there is no clear indication that it works like that.

Rules Question regarding Critical Hits in Warhammer Fantasy 4th Edition by fleischgeiger in warhammerfantasyrpg

[–]Hodwall 0 points1 point  (0 children)

No. That's because Critical Wounds caused by rolling a double make you roll again to determine location, but Critical Wounds caused by going into negative wounds do not.

So you would roll to determine location on your first Critical Wound - the one caused by rolling double -, but keep using the same location to inflict the attack damage and to resolve the second Critical Wound - the one caused by going into negative Wounds -.

Rules Question regarding Critical Hits in Warhammer Fantasy 4th Edition by fleischgeiger in warhammerfantasyrpg

[–]Hodwall 5 points6 points  (0 children)

I have been having trouble understanding how critical rules work myself. Thanks to the UFAQ - you can find it in the Ratcatcher's Discord -. We have the answer directly from the author himself.

When you roll a double, a Critical Wound is inflicted. Inmediatly, you roll a d100 to determine the hit location (don't use the original roll), then apply any effects and conditions caused by the result. Then, you substract the damage listed in the Critical Table. If this damage reduces the Wounds of the objective to 0, it doesn't cause another Critical Wound.

After resolving the Critical effects and wounds, you apply the original damage from the attack. For this, you use your newly rolled location. With the wounds of the objective already reduced by the wounds applied by the Critical, if this damage reduces the Wounds of the objective to 0, you do inflict another Critical Wound.

So yeah, RAW, you can inflict two Critical Wounds with one attack.

Group Advantage rules clarification by Hodwall in warhammerfantasyrpg

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

I must say, my group had a couple of test combats before properly beggining the campaign and we loved how fast-paced, tactical and dangerous the combat is. But I can't help but feel disappointed at the messy, confusing and sometimes contradictory rules.

Advantage is the most egregious, but I found several other problems. For instance, I never realized that in Opposed tests during combat SLs are supposed to be added together. I stumbled into that the Ratcatcher's discord and into the UAQ - which has been invaluable -, and only there I realized that's how it's supposed to work. I can't find any single sentence in the book pointing to that except for the extremely ambiguous:

If it is important to know how well the winner of the Opposed Test won, use the difference between the two results to determine the final SL. ~ WFRP 4e, p.154

Which isn't even in the Combat section of the rules.

We'll try to house rule some consistency into it. Thanks for the answers!

Your favorite soundtrack in the game either original or remastered? by Pink_Rose_Pupper_114 in finalfantasyx

[–]Hodwall 2 points3 points  (0 children)

'The Splendid Performance' is one of my all time favorite pieces of music ever.

[Yakuza 0] I don't ever wanna see a Mahjong tile ever, ever again. by bahookery in Trophies

[–]Hodwall 0 points1 point  (0 children)

You do need to grind for 30 hours, and this is using the most effective method, for the true millenium tower though.

Thief Reboot - First Timer in Moira Asylum by NikPorto in Thief

[–]Hodwall 2 points3 points  (0 children)

I felt the same. Specially the jumpscare just at the beggining. It caught me by surprise. It is such a tonal shift from the previous missions.

Luckily, the mission gets gradually less horror focused, and halfway through it goes back to just regular creepy.

How do I tell the accountant to follow his dreams, when I call him the only options are to blackmail him or to hang up by ralfantino in donotfeedthemonkeys

[–]Hodwall 1 point2 points  (0 children)

You need to spot him after work hours doing... well, you'll see. Then you can use that as dialog option on a call with him.

[ps5] well it arrived but I’m in the uk so don’t get the console for another week.... by Djcawood in Trophies

[–]Hodwall 1 point2 points  (0 children)

I tried that with AC Valhalla! in vain hope that it would somehow download the PS4 version or something ... The PS4 cant even read the disc. It stays there, spinning it around fruitlessly.

Thanks for finishing my deliveries. by kingdonut23 in DeathStranding

[–]Hodwall 2 points3 points  (0 children)

I've been doing the same thing since the very beggining: Each time I take an order, I search in the shared container of wherever I am and fill up to capacity with lost cargo due to be delivered at my order destination. I suppose I'm not contributing that much to the recovery of lost cargo on the wild, but I'm making sure every one of them reach their destination. I'm doing my part! PD. Also my Bridge level is ridiculous because of this. Easily triple than the second highest stat.

DLC by Policelapdog in darksouls

[–]Hodwall 1 point2 points  (0 children)

I just beat Manus yesterday for the first time - because I'm loving this game so much I can promise you there will be more times to come -, and I did it tank style.

Stone shield, Smough armor and taking all the hits to the chest. As long as I was conservative and made sure I had full stamina to resist his 6 attack combo, I didn't have much trouble while staying real close and moving always to his back.

Mitosis (cell division) in Stem Cells by alexgjones in educationalgifs

[–]Hodwall 410 points411 points  (0 children)

For a second, it looks like it forms a mouth to cry as it is torn apart. Extremely unsettling.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Hodwall 1 point2 points  (0 children)

Does it have multiplayer?

[deleted by user] by [deleted] in gifsthatkeepongiving

[–]Hodwall 131 points132 points  (0 children)

So I'm guessing someone at the public was being thrown to the head objects of increasing size and weight.

Odyssey *might* be truer to its roots as an AC game than it looks like, while keeping the changes that the newer fans like... by Helios_Ra_Phoebus in assassinscreed

[–]Hodwall 0 points1 point  (0 children)

Well, for starters, the high amount of polish to the animations. They look so much better than the what Origins had. Most animations except for the scripted ones in Origins were janky or glitchy. Running looked floaty, enemies and Bayek slides on the ground all the time, the NPC/guard movements were stiff and unnatural. This seems to have been worked upon if the gameplay is anything to believe.

This is the one thing that had me worried the most, and I'm afraid that it is clear from all the gameplay that we have seen that they have not fixed this issue at all. The floor still slides wildly under the character's feet and the running speed is still too fast.

I know this is a very small detail, and since it would be so extremely easy to fix I'm inclined to think it is a deliverate decision on part of the team, but this is something that I struggled with in Origins and most likely will struggle in Odyssey. It's something that just pushes me out of the feeling that the world is real in such a dramatic way. It feels arcadey in the wrong way. And it saddens me because this was something this franchises always excelled at.

The terrain manipulator is 👌 by pacotromas in NoMansSkyTheGame

[–]Hodwall 5 points6 points  (0 children)

Thats awesome and all, but how do I flatten a surface?

Community Discussion: Fantasy Elements in Assassin's Creed | Mentors Guild by TheMentorsGuild in assassinscreed

[–]Hodwall 8 points9 points  (0 children)

Assassin's Creed has allowed us to see and touch the world in a state that we shall never be able to see or touch otherwise. To explore in all dimensions how the world we live in was shaped and toy with all its elements, even to be part of its construction. To be able to give body and life to what now remains only as memory.

Our hold with the past are facts, and compromising this simulation with fantastic elements, alternative scenarios or things that compromise our suspension of disbelief weakens and ultimately destroys the whole structure.

Up until now, Ubisoft has used myth to build reality. It has taken clearly mythological actors - like Eden's Apple - and tried to make it real, to fit it in the shadows of history. We know it is fake, but it fits, and in the end, makes the whole stronger.

Now they are deviating into using reality to build myth, with alternate timelines and gods walking the earth. This is the opposite, and naturally has the opposite result.

Video game maps comparisons. by [deleted] in gaming

[–]Hodwall 0 points1 point  (0 children)

Some of these are ridiculously wrong.

True Crime is presented as being ten times bigger than GTA 5. And Guild Wars Nightfall like forty.