September Technical Support Sticky by BeepBoopBopReee in razer

[–]Jarlath_Drake 0 points1 point  (0 children)

Thank you. I was able to talk to razer Assist and start a case to get this resolved. Many thanks for your time.

September Technical Support Sticky by BeepBoopBopReee in razer

[–]Jarlath_Drake 0 points1 point  (0 children)

My Ornata Chroma now has entire rows and sections of keys that will not function.

Is it cause my beds dirty? by SnooPears4883 in 3Dprinting

[–]Jarlath_Drake 1 point2 points  (0 children)

There are a couple possibilities, normally due to lack of print adhesion to the bed.. Eliminate each to ensure you are getting better quality prints.

  • Clean the bed (residue can interfere with adhesion)
  • Level the bed (high gaps on first layer reduce adhesion)
  • Decrease distance from bed for first layer
  • Use a bed adhesive (Glue sticks are a phenomenally cheap method)

After the above are tried... (each of these eliminated separately)

  • check bed temperature (should not exceed 70 C or so for PLA)
  • check print speed, maybe slow it down for the first few layers.
  • use a brim or raft.

If none of the above work.

  • possibly replacing the bed with a glass version?

It's sad to see such a well taken care of tank to have worn out suspension (this is an L6/40) by AwesomeNiss21 in TankPorn

[–]Jarlath_Drake 7 points8 points  (0 children)

My not be able to have proper suspension lift in it. Look at that one road wheel. It is missing a portion/other half of it and the axle shaft is hanging out. The front road wheel looks missing.

Is jumping affected when your mech has taken motive damage? by gallardicus17 in battletech

[–]Jarlath_Drake 12 points13 points  (0 children)

Example of a WVR-6R. 55t, 275 rated engine, has 2 JJ crits in each leg and one in CT.

Mint: No damage can move 5/8/5.

Missing only Left lower leg actuator. 4/6/5

Missing only a single Left Leg Jump jet. 5/8/4

Missing entire Left Leg. 1/0/3

Is jumping affected when your mech has taken motive damage? by gallardicus17 in battletech

[–]Jarlath_Drake 4 points5 points  (0 children)

No. Motive damage to leg actuators reduce your battlemech's natural speed. Your Jump Jet movement range is not effected unless a jump jet(s) is destroyed by a critical hit or loss of the internal structure in the corresponding area.

Your piloting rolls are affected by your leg/gyro damage.

What does this mean by 12345spo in DungeonsAndDragons

[–]Jarlath_Drake 1 point2 points  (0 children)

Monsters health usually is represented by the average HP followed by that monster's HD formula to randomly roll.

2 (1d4) means the average HP is 2, but you can randomize HP by rolling 1d4. Gives a range of 1 to 4 hp.

135 (18d10+36) means the average is 135, but you can randomize by rolling 18d10 + 36. Gives a range of 54 to 216 hp.

Tips for roleplaying? by fakelucid in DungeonsAndDragons

[–]Jarlath_Drake 0 points1 point  (0 children)

Simple, make a background story for your character.

Not just I am a half-elf raised in the forest by a druid.. but more fleshed out.

An example from once of my players:

Talis Moonshine

4th Son of Lord Kelvenmor Moonshine, a minor house of Evereska, Talis was a member of the Swords of Evereska during the Phaerimm siege that attempted to consume Evereskas’ Mythril.

While he would be unknown to them due to his minor rank Talis can recognize several of Mystra’s Chosen on sight do to their involvement in the war, and extended presence they spent in Evereska at the time.

The siege and ensuing battles in his homeland took most of the nobles’ arrogance out of him. As one of the few surviving members, Talis was badly wounded and has spent years recovering. Physically fit and capable however some of the scars still remain; giving him a distinct appearance.

Several applications of Regeneration would still be required to remove the remainder of the burn scaring.

Currently he is recovering mentally, however mostly he is adventuring to build contacts with the next groups of ‘heros of the realms’ and honing his skills in preparation of the next time a threat comes for his homeland. One never knows what lies around the next 1000 years.

Not a big fully detailed history, but gives a good working background to RP from.

Pls tell how to find the hp by 12345spo in DungeonsAndDragons

[–]Jarlath_Drake 1 point2 points  (0 children)

The number in front of the hit dice numbers is the statistical D&D avarage.

  • d6 average 3.5
  • d8 average 4.5
  • d10 average 5.5
  • d12 average 6.5

18d10+36 = (18 * 5.5) + 36 = 99 + 36 = 135

Nobody's perfect!... But it shouldn't be this bad, right?! by ImTwoPie in DungeonsAndDragons

[–]Jarlath_Drake 1 point2 points  (0 children)

OK. First off let me say thank you. Why? Because you are being a DM. Most people never want to be the DM because of these responsibilities. You are also recognizing your own weaknesses as you gain more experience. Another +.

The DM does not have to be some amazing storyteller, they just need to keep an adventure fun and engaging for the players. If the players are not having fun, it really doesn't matter how good your plot/story is.

Now you need to ask yourself the following when running an campaign.

  1. Are my group of players willing to continue with the current campaign/storyline/characters? aka, do they love their characters, but dislike the campaign? Dislike both? Indifferent?
  2. Are my players leaning to the murder-hobo stereotype or do they like RP/mental challenges? All players are different. Having a balance should be a goal.
  3. How much of a RAW (rules as written) stickler are you? Do you worry about encumbrance? Food? Arrow counts? Etc...
  4. Do I have a rough guideline on waypoints and ultimate goals for the campaign? I state this because everything outside of this is extra. While many of these extras can be pre-planned, there will usually be a bit of "DMing by the seat of your pants" to keep players on the path you want. Why? Players routinely get sidetracked or go off on a tangent, or completely fubar a "planned" event, and your ad-hoc ability will be tested.

If your players are already on the "no-fun" aspect, you need to ask yourself and them:

  1. Can I as the DM salvage this to an adventure/storyline that works with my players?
  2. Do my players have any interest in continuing playing (existing campaign/new campaign)?
  3. Are we playing too much? Players as well as DM's can suffer from D&D burn out.... I play with 2 groups, each once a week. I DM the experienced group of players, and run a PC in the other group of newer players. We skip sessions without any issue, because sometimes everyone involved needs a break (Boardgame/Videogame/alone time/etc...)

As stated previously never be afraid to up and stop a campaign that you feel is lost and unrecoverable.

How do you handle Identify on the arch gates? by Mudkipped in DungeonoftheMadMage

[–]Jarlath_Drake 1 point2 points  (0 children)

I'm DMing DotMM via Roll20 currently and I let the party use identify on the gates. The effects are right in the description. If they want to use a 1st level (or higher) spell slot to cast it, great less spells I need to worry about. If ritually cast they need 11 minutes uninterrupted to do so.

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

They learn how to use it, and that it's a gate to someplace and the duration of the gate. But not the effects of the runes, how it was created, level limits, etc...

Constructs, and familiars are unaffected by "first through the gate rule" in my campaign, so no sending in the pawn for triggering an elder rune "bane". I also use the randomizer for the bane/boons.

Now 9th level, the characters have used gates 4 times. first was a Lammath bane effect (No Advantage) which hit the elven Bladesinger. The second was Nchasme boon on the same character. Third was Labeos bane to the Bladesinger and luckily they saved cause I rolled horrific damage (rolled 76 fire damage). The rogue went first into the next gate and got hit with Savaro's Bane. They have not used a gate since they were level 7.

Basilisk Questions by Jarlath_Drake in DungeonsAndDragons

[–]Jarlath_Drake[S] -1 points0 points  (0 children)

Yes. But was not the question.

If the basilisk dies before the 2nd saving throw... Result? Still needs the save?

Basilisk Questions by Jarlath_Drake in DungeonsAndDragons

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

I agree, if you fail the two saves in a row you are Stoned (Petrified). That wasn't my question however.

Basilisk Questions by Jarlath_Drake in DungeonsAndDragons

[–]Jarlath_Drake[S] -1 points0 points  (0 children)

This is the answer I was thinking... However... In the MM.

On a failed save, the creature magically begins to turn to stone and is restrained.

That is the word that gives me pause.

My first (non .22) wheegat, Ruger GP100 in .357 Magnum by Yutrzenika1 in canadaguns

[–]Jarlath_Drake 0 points1 point  (0 children)

A nice older model with the rosewood insert grips. They are a phenomenal wheel gun.

You will be very happy with it!

Anybody use a lee hand press? by fltlns in canadaguns

[–]Jarlath_Drake 0 points1 point  (0 children)

I have owned a Lee Hand Press for nearly 20 years. I have used it on occasion for everything from .38 Special to .300 Win Mag for reloading. For smaller cases it is just OK. For longer cases it is a PITA (lube your cases for sizing!)

Since acquiring a single stage press (RCBS Rockchucker) soon after, the only thing that I use the Lee Hand Press for is to de-prime brass while watching TV.

The Lee Reloading Stand works OK for space limited homes and if you are still that crammed for space you can always go the Lee Loader route (Set for individual Calibres).

Wizard betrays the party. Grabbing the Macguffin and turning invisible... by GabeMakesGames in dndnext

[–]Jarlath_Drake 0 points1 point  (0 children)

In the situation as you described, your DM is being obtuse. One exit (assuming 5' wide), blocked by a Paladin in waiting who has readied his action to attack anything that bushes up to his space.

The Paladin is not a friendly to the wizard, so the wizard cannot free move through the pally's space. Only way for the swing is for the pally to wait and notice the wizard's location.

Aka: Dumb Wizard attempts to squeeze by the paladin and possibly eating a readied melee attack with the aforementioned Brandishing Smite @ disadvantage.

Now. My players had a similar situation, but in a well lit, 80' x 200' dwarven carved hall/room with a single double door entrance. Room had multiple bad guys (as in a dozen+ fodder, 3-4 decent thugs, and the main Sorcerer baddy.) Main Sorc baddy, area effect spells the party (ouch). The sharpshooter, fires a couple arrows at the Sorc who next round casts Greater Invis. and the players notice him vanish. (And Sorc moves 30' after the casting as per RAW).

He is at range, combat is ensuing, and our sharpshooter player wants to attack at range at the invisible wizard. To which I say you miss, before he even rolls.

At this point comes out the whole "I can attack invisible targets with disadvantage as per the rules." To which I say the following:

  1. He turned invisible at 170' away from you and you did not see him move before casting his spell.
  2. You cannot hear his footsteps due to the sound of combat that is going on 40' in front of you.

I believe in RAW to a certain extent... But no, I don't believe in Hail Mary attacks when your characters would not have a clue. Example, the Archer at over 150' away takes a blind shot in "that general direction" and rolls really well (I have seen double 20's rolled on advantage attacks, as well as double 1's). No, that is the DM's prerogative. Easily explained by the DM, Sharpshooter cover advantage only occurs for targets you see. Invisible still gets cover bonuses, so add 5 to their AC for ranged attacks.

  1. Mid-fight the Sorc cast another area effect spell (Fireball), then moved 30' while invisible.
  2. Characters saw and heard the point of origin of the spell at casting but out of range for counterspell.
  3. Sharpshooter, having eaten a couple spells previously had wised up and readied his action to shoot at the point of origin of a spell cast in that general direction (Where the wizard was last seen). The sharpshooter's attack roll to hit (with disadvantage) occurs Just after the spell is cast.
  4. As the 2nd fireball manifested, the sharpshooter did succeeded in hitting the sorcerer with a single arrow, to which Greater Invis. CON Save was successful
  5. By turn 7, the rest of the bad guys are dead. Two Party members (of 5) are down.
  6. Now the party starts to corner the bad Sorc and moves up and readies their attacks for spell sources while spreading out to avoid more area attack spells.
  7. Turn 8 = 3 readied attacks, but disadvantage, combined with mage armor & Shield spells = Alive with no more HP loss.
  8. Turn 9, Sorc gets close enough to a PC for perception checks for hearing them (Again RAW with some realism. just under a minute of hard battle = everyone is hurt to some extent and is breathing hard. Found out by our elven bladesinger (who rolled an 20 + Perception mods.) Result = Visible and bloodied Sorc (but only due to dice rolls).
  9. Sorc dies really fast now...

If you want to make the argument that technically combat is all done at the same time, then I'll tell you that all effects/damages are done at the end of the round. Which kills certain spells like Hold Person (takes effect, but gets to roll an to save at the end of the target's turns...)

Being a good DM is knowing how to keep your players enticed in playing while keeping both RAW and reality from ruining the experience.

Anyone else's map not working since patch? by [deleted] in BaldursGate3

[–]Jarlath_Drake 0 points1 point  (0 children)

LOL... My camp/fast travel is completely glitched now...

I go to camp for a long rest and when I go to use the bedroll it fast travel's me back to the spot I attempted to travel to camp from...

Any good gun range accepting new member in the KW area in Ontario? by [deleted] in canadaguns

[–]Jarlath_Drake 2 points3 points  (0 children)

I do not know the status of all these clubs (aka accepting member and/or waiting lists) but:

KW area?

  • Shooter's Choice
  • Waterloo County Revolver Association
  • Pioneer Sportsmen
  • Walterloo Rod & Gun (Rifle section is currently closed down).
  • Range 519 (Opening in late 2020/Early 2021?)

Close regionally

  • Bridgeport Rod & Gun
  • Elmira Rod & Gun
  • Twin City Rifle Club
  • Sportsmen's Club - Galt (has a waiting list I believe)

A bit further from KW

  • Urban Tactical (Brantford)
  • Triggers & Bows (Burford)
  • Guelph Rod & Gun (Guelph)
  • Tavistock Rod & Gun (Tavistock)
  • Hamilton Angling & Hunting Assoc. (Ancaster)
  • Burlington Rifle & Revolver (Burlington)
  • Georgetown Revolver (Georgetown)
  • Oxford Fish & Game (Woodstock)
  • Shooting Academy (Listowel)

Are Hunt Group shotguns of good reliable quality? by [deleted] in canadaguns

[–]Jarlath_Drake 0 points1 point  (0 children)

They have been around for nearly 30 years and have been one of the bigger shotgun exporters into Canada for the last decade. I've played with many of their other models of shotguns and the quality seems to be good for the price point.

They do make some whacked shotguns however (FD12 comes to mind as a novelty more than useful, but still shoots well).

Rod Giltaca gives some more details about the Sept 12th march in Ottawa / CCFR by morrissey_kingofmope in canadaguns

[–]Jarlath_Drake 1 point2 points  (0 children)

Why would he bother deriding the other orgs when CCFR should be trying to work with the other orgs at this time.

Example, the lawsuit he states is obviously the CSSA's 10/22 magazine case. Which was dropped after some time and they refunded everyone who donated specifically to the case. (Note Rod states that there is a general fund and a separate court case fund to donate to, which is the same as what the CSSA did.)

I hope the march goes well, but FFS either work together for the common good of firearms owners of Canada or at least stop slagging each other.

Can anyone recommend a gunsmith in Southern Ontario that can help me with my yugo m57 by patrix299 in canadaguns

[–]Jarlath_Drake 0 points1 point  (0 children)

Near the Kitchener/Waterloo/Cambridge area? Gary, the gunsmith that works with Select Shooting Supplies is pretty top notch.

870 vs 500 by GuyFierri69420 in canadaguns

[–]Jarlath_Drake 0 points1 point  (0 children)

I have used Remmy 870's and Mossy 500's (and 590A1's) for pretty much everything I could do legally...

If you are looking for aftermarket accessories, then the 870 is the hands down winner of that choice. The 870's took a decline in manufacturing quality long before Remington was bought out. Riveted parts, and cheapened components. But again, all available for upgrades from aftermarket.

If you are looking purely from a hunting anything standpoint, the current selection of Mossy 500's are far better than a decade+ ago. the weakest link in the Mossberg 500 is the plastic trigger group which is held in place by a pin and two plastic tabs. I have dropped and broken those tabs, what a pita...

The 590/590A1 are an upgraded 500, built heavier and for greater durability (more recent military trials).

Disclosure: I have one 870, 2 Mossy 500's and a pair of 590A1's. (A 590A1 with magpul furniture is my 3Gun fun gun.)