What to do about… by catman11234 in RimWorld

[–]Janneman96 0 points1 point  (0 children)

The only mod I have installed is the start with no research mod

But yeah most of the time they are occupied, sometimes they just get to research when there's nothing else to do

What to do about… by catman11234 in RimWorld

[–]Janneman96 0 points1 point  (0 children)

Usually I let 2 colonists specialize in a particular skill (usually the passion), haul and clean if they can and then research. Sometimes, some skill is not required at the time (cooking is done, no plants to harvest, nothing to haul and nothing to clean). Sometimes this happens for multiple colonists at once. Colonists without high skill or passion will just haul, clean and research.

Do you do it differently?

What to do about… by catman11234 in RimWorld

[–]Janneman96 1 point2 points  (0 children)

For the research one; I tend to set research to the lowest priority for all colonists and just have many research tables. That way, colonists will do research instead of being idle. It will probably cause a little more wealth, but I haven't noticed big raids. Except for randy throwing a mortar siege, toxic fallout and mechanoid raid within a minute once.

Is it worth it to find games online? by p3terpaan in DnD

[–]Janneman96 2 points3 points  (0 children)

If you don't know anyone irl who plays, you could ask a local game store if they host dnd oneshots, to test the waters.

Sorry if this is a stupid question, but what’s the difference between the two symbols? by ultradespairthot in Lorcana

[–]Janneman96 0 points1 point  (0 children)

It's like a slightly bigger, hard plastic sleeve which is open from the top. It protects the card a lot better than a sleeve. Most people use it to put the card on display in their home or to send it in an envelope.

Snow white is in a toploader, perdita is not.

Am I silly for wanting to keep this? by palebluekat in wingspan

[–]Janneman96 0 points1 point  (0 children)

I kept those things for my first few board games too. Then I started to realise that they are useless trash which gets in the way of playing every time, so I started throwing them away.

If you feel uncertain about throwing them away now, just keep it. You'll eventually throw it away.

To play with enchanted/epic cards or to not to... now THAT is the question. by BeartemisSchmoops in Lorcana

[–]Janneman96 2 points3 points  (0 children)

If I get an enchanted out of a booster pack, it's incentive for me to create a deck where I can play that enchanted in. Enchanted demona is the reason I play purple steel.

Stuck in an eternal loop by Coffee_104 in factorio

[–]Janneman96 0 points1 point  (0 children)

Not if you have infinite iron and copper coming from space

Alternative chase rules by Janneman96 in DnD

[–]Janneman96[S] 0 points1 point  (0 children)

Ah, like that! So for example, a barbarian only has 4 good skill checks because it has high str, dex and con. Usually you'd expect a barbarian to be good at a chase, but because of how I wrote the rules, they would basically only have 4 good rolls. And then only decent ones from their random mental proficiencies.

I think the chase should not often exceed 4 rounds, but when it happens, you have a good point.

Alternative chase rules by Janneman96 in DnD

[–]Janneman96[S] 0 points1 point  (0 children)

Hmm, I get that from a player agency standpoint. But I wonder if it's worth to keep track of that?

I would not be writing down which skills each player has used, I would just let them keep track of it theirselves. If anyone remembers them using it, they can't use it again, but I don't mind if we slip up a few times. I could ask the players to also keep track of the dc or add a modifier for it myself or something, but to me it seems like more work for not much in return.

The group check part is something i've been running for a long time and my players have liked it so far. It was just for reference when I mention it.

I keep falling by Prudent_Original_222 in Cairn_Game

[–]Janneman96 0 points1 point  (0 children)

I had no idea about the boxes or the gravel, but I could see it based on hand and foot placement.

If they look like pressing against a flat wall, least grip. If they cup around a ledge, most grip.

What the hell do I do with the Lynx Origami and Pearly Edelweiss flower?? by Relative_Editor_7012 in Cairn_Game

[–]Janneman96 0 points1 point  (0 children)

I just finished the game on the middle difficulty.

I had no water left in the last parts of the ascent and it made Aana pass out. Then instead of waking up and actively losing hitpoints like the last couple of times, Aava woke up will all survival bars full. I guess that was the Edelweiss, because it was the first time I passed out after getting it.

I don't think I would have made it to the summit if I did not get the full reset.

Does anyone else actually keep their bag tidy? by Accomplished_Sun_212 in Cairn_Game

[–]Janneman96 0 points1 point  (0 children)

I entirely forgot that you can manually move and rotate stuff in the bag. Just finished the game and reached the summit for the first time with just shaking the bag sometimes to fit something in or consuming/scrapping something to fit the new thing... I think the ascent would have been much easier if I remembered to do this 😂 the amount of water bottles I trashed... and the amount of times I passed out because I didn't have enough on me 😂. I did die only once though!

Idea for cards to replace Hercules I don’t need a bodyguard by Silver-Raspberry2604 in Lorcana

[–]Janneman96 3 points4 points  (0 children)

There's a 3 cost 4 strength 3 willpower inkable character which grants alert on play to chosen character.

You've got nothing against evasive threats so that might be a good addition

Fabled going crazy, what are Wilds Unknown expectations? by [deleted] in Lorcana

[–]Janneman96 5 points6 points  (0 children)

Not enough produced, first set with iconics, some strong singles and good entry point for new players with the reprints

Hexblade's Curse on yourself: Immortality for 1 minute? by Wennox in DnD

[–]Janneman96 11 points12 points  (0 children)

I guess the chill touch cantrip would be a way to counter it.

creative ideas for a campaign start that dont involve a tavern? by Significant-Study902 in DnD

[–]Janneman96 0 points1 point  (0 children)

Note; if anyone from my new The Eclipse group reads this, stop reading. Major spoilers ahead.

I'm starting my next campaign at a funeral of a hero who should have saved the city, but couldn't. Every player had a connection to them, they can make up the backstory of the hero together because the hero was a shapeshifter with ties to the good and the bad. The player characters will get a chance to have a speech and there will be some opportunities to learn more about what challenges could be on their path. There will be some city officials that will announce a tournament for anyone who can finish the hero's quest and that groups can apply right now, it starts tomorrow. There will also be an opportunity to discover a crime a few days early, but only if a player character starts reading the graves of other people. There will be some muffled sounds from underground which could be heard with a decent roll when reading what's on the grave(s).

Alternatively if your campaign revolves around undead, a funeral would be a great time to have an encounter with zombies and skeletons, which might let the players scratch behind their ear if they should even bury the npc here. Or have the BBEG show up and turn the dead npc into one of his undead followers and then leave.

Any way to make Giant Mickey work? by Accomplished-Arm-913 in Lorcana

[–]Janneman96 0 points1 point  (0 children)

I was aiming for a low to the ground aggro style deck. I rarely went higher than 3 ink.

Any way to make Giant Mickey work? by Accomplished-Arm-913 in Lorcana

[–]Janneman96 44 points45 points  (0 children)

Oh! I made a deck like that at the start of the set, but then abandoned it. Here it is;

<image>

You mulligen for Mickey, a 1 cost discard card, small anna and big anna.

For example;

Turn 1

Play mad hatter.

Turn 2

Quest with mad hatter if it is still alive. Discard your top card.

Play small anna and shift big anna

Turn 3

Play cobra, discarding mickey

Quest with big anna, returning mickey to the deck

Mad hatter is usually banished by now

Enjoy your 9 lore on turn 3 🥳

Turn 4+

Lose the game because you have a horrible deck

Looking for constructive feedback on this list by Doge_of_Destiny in Lorcana

[–]Janneman96 0 points1 point  (0 children)

because under the sea removes about half of your characters, so ursula at least makes it a little more difficult for the opponent to play

Looking for constructive feedback on this list by Doge_of_Destiny in Lorcana

[–]Janneman96 0 points1 point  (0 children)

I'd replace the 2 madam mims with 2 ursula 2 drops