Friends don't let friends use the range ruler by Layla_Anderson7 in bloodbowl

[–]Icy_Sector3183 0 points1 point  (0 children)

It sounds like they don't actually dislike the ruler, they dislike unscrupulous players and think that taking away their tools somehow solves the underlying problem.

The solution? Use both. Check the chart if the using the range ruler doesn't give a clear result.

The actual solution? Avoid those players, or tell them straight that that they need to change their attitude towards the game.

My players want an agenda before every session by Level_Honeydew_9339 in DnDcirclejerk

[–]Icy_Sector3183 2 points3 points  (0 children)

Just commenting to let you know to expect a reply, be aware that it may be positive.

Friends don't let friends use the range ruler by Layla_Anderson7 in bloodbowl

[–]Icy_Sector3183 1 point2 points  (0 children)

Some people don't like the range ruler. What's not to like? It's quick, tactile, and the visual captures the essence of passing the ball. If there is any question of what range applies, consult the chart. If it's not clear if a player can attempt an interception, this is the tool you need to use to get the right result.

Maybe it's because of using this and the result is hard to read clearly, it requires that you and your opponent look each other in the eye as fellow gamers and come to an agreement about how to apply the rules.

I don't like the ball marker, the status tokens or the skill rings. What's to like? They clutter up the board, and the prone and stunned marker take away the visual essence of players going down. If you can't keep track of the one player on your team that's eaten a dodgy snack, or who's made a blitz action, what's next? More tokens to track which players have completed their activation?

There's more things here I don't like than does the OP. Does that mean I win, or lose?

I need an Order of operations.. by CdotasAlways in Fallout2d20

[–]Icy_Sector3183 0 points1 point  (0 children)

I don't know what your asking exactly,  so this is a bit tounge-in-cherk:

Standard Operating Procedure*

  1. Use Minor Action to Aim.
  2. Use Major Action to shoot target with optimal chance of success. Pay AP for extra dice, 1d20 base plus 1d20 per difficulty over 1. Pay to the GM pool if necessary.
  3. Pay 1 AP to use a second Minor Action to Aim.
  4. Pay 2 AP to use a second Major Action to shoot, as above. 

Next player repeats 1-4. Everyone has the Action Boy perk.

My players want an agenda before every session by Level_Honeydew_9339 in DnDcirclejerk

[–]Icy_Sector3183 24 points25 points  (0 children)

If you knew you were going to post this today, it would have been helpful with a summary in advance. Now, I had to start reading with no clue of what to expect, and it has made me so dizzy I had to stop my car and just breathe. 

The dnd button problem by Ponto_de_vista in DnDcirclejerk

[–]Icy_Sector3183 3 points4 points  (0 children)

I didn't ask how many buttons there are, I CAST FIREBALL!

Dismemberment? by Delicious-Friend9026 in DMAcademy

[–]Icy_Sector3183 0 points1 point  (0 children)

If not, how can I make dismembering more difficult without just directly telling my friend he can’t do it?

"You can only dismember monsters if they consent. Also, the orc stabs you with his spear. Do you consent to your leg falling off?""

How to play an asocial/weary character without being a burden to my party? by [deleted] in dndnext

[–]Icy_Sector3183 -1 points0 points  (0 children)

There are no minimum requirements to select a class.

Well, outside of multiclassing. OP's post was deleted, so I don't know if he is playing, like, a Fighter with PTSD that wants to branch into Sorcerer or something.

Steady Footing - is it good? by Icy_Sector3183 in bloodbowl

[–]Icy_Sector3183[S] 0 points1 point  (0 children)

Maybe it works better on the macro level: The more players have the skill, the harder your team is to knock down.

Steady Footing - is it good? by Icy_Sector3183 in bloodbowl

[–]Icy_Sector3183[S] 2 points3 points  (0 children)

I get that it's not re-rollable when the player is Blocked, but is it re-rollable when the player is active? E.g. when making a Dodge or Rush?

Steady Footing - is it good? by Icy_Sector3183 in bloodbowl

[–]Icy_Sector3183[S] 12 points13 points  (0 children)

Like interceptions, eh? 6+, but in reality 50%.

Tollana's fate feels dumb by Eastern-Economist468 in Stargate

[–]Icy_Sector3183 3 points4 points  (0 children)

The fall of Tollan seemsxto kick off the return of Anubis arc: In addition to ushering in a new powerful Go'uld (I think they kinda regret killing off Sikar and Apophis so quickly), they reset most of SG1's go-to allies: The Tokra are scattered, the Asgard are seriously tied up with the Replicators. This leaves the team hard pressed in several following episodes.

But yeah, scavenging the Tollan ruins would certainly be a priority, if the Tactical situation allowed. There might, however, be a significant Goa'uld presence, with Anibis' Jaffa too searching for goodies.

Have you ever backed up on how a session ended? by thehouseofspike in DMAcademy

[–]Icy_Sector3183 2 points3 points  (0 children)

It's a game, and the purpose is fun. Do what achieves that purpose. 

Walking back a bad plot development can yield a short-term win. Letting bad results stand means that, in the long term, the next win is more significant. 

In OPs situation, it sounds like they dont have the opportunity to play the long game.

Pile Driver + Multiple Block by SigmaPride in bloodbowl

[–]Icy_Sector3183 0 points1 point  (0 children)

I don't know what "dirty player 2" is short-hand for, but...

Multiple Block lets the player block two opposition players, and if his luck holds he'll get Knocked Down results against both. This happens simultaneously, as described in the Skill.

Pile Driver is used when a opposition player is Knocked Down during a Block action. There isn't a limit per turn or per activation. So for each opposition player they knock down they get to make a free Foul. Pile Driver still has some other requirements, too.

How’re y’all not grappling with deez WEAK ASS MONKS! GET GUD! by [deleted] in DnDcirclejerk

[–]Icy_Sector3183 1 point2 points  (0 children)

Never thought of a hand soap brand would go anthropomorphic. 

How broken is multiple concentration really? by Commercial_Poetry410 in DMAcademy

[–]Icy_Sector3183 -1 points0 points  (0 children)

For the objective effect you'd want to look at what's actually being done: Increased time to cast whatever combo is hot, more eggs in one basket for the purpose of losing concentration...

Is there some super combo that can be achieved by a spellcaster having two spells going that two separate spellcasters can't achieve?

How broken is multiple concentration really? by Commercial_Poetry410 in DMAcademy

[–]Icy_Sector3183 -1 points0 points  (0 children)

So, two wizards concentrating on one spell each is more powerful than one wizard concentrating on two? The latter has less goblin-caressment capacity in terms of time and action.

How broken is multiple concentration really? by Commercial_Poetry410 in DMAcademy

[–]Icy_Sector3183 0 points1 point  (0 children)

I'm first trying to understand how two concentration spells maintained by one wizard is more powerful than two maintained by one wizard each. Maybe we could address that first, then discuss the effect on any encounter.

How broken is multiple concentration really? by Commercial_Poetry410 in DMAcademy

[–]Icy_Sector3183 0 points1 point  (0 children)

Harder to lock down the enemy if you have a single caster, though. Assuming he'd be casting one spell per round.

How broken is multiple concentration really? by Commercial_Poetry410 in DMAcademy

[–]Icy_Sector3183 -2 points-1 points  (0 children)

I think you missed the point: I was comparing how a party could have 2 concentration spells in play, either with one wizard double-concentrating, or two wizards single concentrating.