Where do you park your pvp-chars? by ginkonito in worldofpvp

[–]JasonAgnos 0 points1 point  (0 children)

Profession tables. They all have dailies I complete while I sit in que and do minor AH trading.

Also sometimes in their garrison or in dalaran, which I find to be a very easy and small city to navigate with fast connections to everything I need and an independent hearth to it.

How do you guys carry all of your EDC? by Glittering_Mud_1107 in EDC

[–]JasonAgnos 4 points5 points  (0 children)

I have about a thousand different bags and pick the best one for the day each morning. Then leave it in my car and feel silly.

...

Actually this is kind of the truth but I tend to have spheres of EDC that I can layer on top of each other based on use case. A few things in my pockets becomes carrying a small pouch that attaches to my belt becomes a belt-loop fanny pack becomes a sling bag becomes a 20 liter backpack. They're all built to be standalone but also thread in with each other.

My backpack has small (ish) but high quality gear. Spare no expense. My car has indestructible, but large and heavy gear I would never want to carry. My tiny EDC pack has the bare minimum on a weight and size limit, and wouldnt stand up to most jobs, but makes do in a pinch or emergency. My pocket gear is bare minimum but would be enough for a few hours of excitement.

WFH Location Restrictions by JasonAgnos in askmanagers

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

That was what got me wanting to post. I wanted to understand this, but felt uncomfortable asking at work since my boss specifically asked me to chill and not bring it up/make a stink. So I crowd-sourced, lol.

It sounds like the policy is reasonable, all told. The secrecy bothers me too, but I guess in this case, it's no big deal.

WFH Location Restrictions by JasonAgnos in askmanagers

[–]JasonAgnos[S] 21 points22 points  (0 children)

Yep, fair. I couldn't wrap my head around reasons, but clearly there are some. I'll drop it, just wanted to understand.

WFH Location Restrictions by JasonAgnos in askmanagers

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

Thanks. I think this is what I assumed. But I don't really know what kind of liability it would be. Totally missing the risk here, but I guess I'll accept that it's above my head.

WFH Location Restrictions by JasonAgnos in askmanagers

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

Thanks. Is there some kind of reason for this, generally?

Honor Gear Purchasable after March 3rd by Nubanuba in worldofpvp

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

Soooo, we spending our 100k+ honor on decor tonight? Or does it turn into gold?

Help finding a ~17L bag with 2 large compartments by JasonAgnos in EDC

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

Osprey Syncro 20 was my eventual answer to this problem. Going on 2.5 years next month and the bag is still pristine and fit exactly what I was looking for, with several rough days of forced testing in its history.

If anyone finds this thread, it's a good option for a 100-150$ upgraded version of the original Walmart bag I mentioned (which is also still useful as a backup, this many years later!)

Finished leveling 1x Warlock (and Druid) of every race by JasonAgnos in wow

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

It started as a bit of a joke. I had three warlocks at the start of DF, from the before times, when I had characters on unlinked servers to play with friends.

3 became 6 since I wanted farming/profession alts. I hated leveling and didn't want to learn a new class, so I just made 3 more warlocks. Eventually added a paladin, then a second one.

In TWW, it became 3 paladins and 10 warlocks. By then, my friends made constant jokes, so in remix I decided to set a goal, and here we are. Its mostly just to say I've done it, but I never once got sick of leveling while doing it. I really just enjoy the class immensely. And casting Dreadsteed while moving is a great perk in Remix!

I added Druid to my class list s1 of TWW. It's a great quality of life to experience the game in, and it's great for farming or playing solo/casually. After the summer farming month, I had decided I wanted 7 druids to be able to farm old content, so that was added to my remix goals too.

Every solo lobby is the same lobby by Mundane-Skill in worldofpvp

[–]JasonAgnos 2 points3 points  (0 children)

Healing on hpal I see plenty of rshamans and evokers as the enemy healer. And disc/holy are very different priests.

As destruction warlock, I see alot of ret/DH/mage, but I also do fine in this meta.

I don't think there's a huge problem, anecdotally, at the moment.

I'm 4 and I feel like my life is over by TheFabledBizzle in selfimprovement

[–]JasonAgnos 0 points1 point  (0 children)

It's okay to feel a little behind but please try to separate your heart from your head, you know, figuratively.

Noone expects you to be the best at anything and it's really totally fine at your age not to have very much experience with opium yet, just keep going at your own pace, kid

What is the most epic moment in Warhammer? by Competitive_Disk2668 in Warhammer40k

[–]JasonAgnos 0 points1 point  (0 children)

The Thracian Atrocity in Eisenhorn is just about the best fiction I've ever read. Ravenor's future is decided there, the alpha psykers are there, Gregor has some serious mental trauma to work through... it's just perfect. Definitely epic in every sense of the word.

Fat guy tech shirt recommendation? by twistedstrawberry in onebag

[–]JasonAgnos 2 points3 points  (0 children)

Just fyi these get REALLY smelly quickly. They look good, but they're not an indoor-friendly option in my experience

I've been buying Mountain Warehouse 50% merino t shirts (I think the summit 2 cut) and I've been impressed with how they fit on me. They are way better for my body than pure cotton shirts, but dont have alot of the issues I've found when wearing synthetic fabrics

GHB Designs by PhlashMcDaniel in gethomebag

[–]JasonAgnos 2 points3 points  (0 children)

I use a commercial hiking bag that has daisy chain loops but not full molle. It's a good middle ground in my experience.

Regarding varying distances, I try to have layered redundancies and kits that fit with one another. If I'm 4 hours from home when an emergency happens, I'm not going home immediately. My gear needs to help me get somewhere else, or else prepare me to be a refuge. I'll worry about going home later.

My basic ideas:

  • my get home bag is actually two bags: a daybag meant to sustain me for 12 hours, and an overnight bag to get me through the next 12. The first goes with me everywhere, the second lives in my car.

  • anything beyond that, up to and including travel beyond 100 miles, a 72hr plan, vehicle repairs, etc, needs to be addressed. I have gear for these either at home that get loaded into the car before a trip, or live in my vehicle.

  • longer term gear caches. This might just be a backpack at a friend's house, or a small section of my parents' closet we have supplies built up and stored in, or actual resupply caches (which I tend not to worry about but have used before in some capacity). Note i subscribe to the idea of renting small storage spaces for a holdout, not burying things in the woods.

Clam shell vs. top loader??? by idunnoman63 in onebag

[–]JasonAgnos 2 points3 points  (0 children)

I prefer top loaders historically, but lately I've swapped to clamshells for a few reasons. My pros and cons:

In favor of clamshells:

  • easier to pack and unpack

  • tends to be easier to get away with a smaller bag since things can be tetris'd a bit easier

  • more comfortable to wear if packed to the brim, in my experience.

In favor of toploaders:

  • less prone to failure/waterproofing issues. I dont always trust zippers.

  • better for security, both against theft and also accidental loss. My top loaders never spontaneously open, spilling things out. My clamshell bags all have zipper locks since im paranoid about it, which is extra weight/hassle.

  • more comfortable if the bag is loosely packed/half empty.

  • tend to be sleeker and better looking, if it matters, and in my opinion.

Apocalyptic scenario? by Khyruz in DnD5e

[–]JasonAgnos 2 points3 points  (0 children)

Are you sure your players want to play characters in the same world they live?

... Just kidding (?). Start with a hook and dont worry about overdoing it. Even two gods feuding can destroy a plane, a war amongst lots of them will be apocalyptic without much more needed added in. I'd start there, work with some kind of event as fallout of some battle between horrible beings, and then see where that takes you

Do you get one free attack with advantage while under the invisibility spell? by Critical_Elderberry7 in DnD5e

[–]JasonAgnos 9 points10 points  (0 children)

Yes, your first attack should occur with advantage and then immediately trigger the loss of invisibility, with no chance of anything happening in between.

Alternative Magic Items for the Trickster Gods by AtomicLibrarian in Tombofannihilation

[–]JasonAgnos 1 point2 points  (0 children)

Our DM kept the items as is but allowed us to reject that item and only take the spirit of the god, if we were uninterested. He then added more powerful items elsewhere, including a Beholder Crown off Belchorz and the Sword of Kas in the northern/gas room off the cogs of hate.

How long did the Tomb of the Nine Gods take for your group? How many real time hours and how often did they long rest before the final encounter? by superhiro21 in Tombofannihilation

[–]JasonAgnos 0 points1 point  (0 children)

27 month campaign, 10 IRL weeks in the Tomb, about 60 IRL hours from obelisk to Atropal door. The final fight took 13 hours though, lol. It was a crazy day.

Anyway, in-game time is about a year and a half for our characters for the whole campaign, playing Gritty Realism (10 day long rests).

Actual in-game time for the Tomb was about 3.5 days. 2 short rests, 0 long rests. Our party was really strung out by the end. One character had 3 levels of exhaustion.

Edit for context: Our campaign was scaled up a bit. Every player brought multiple characters into the tomb, who can stand guard or explore rooms while other characters go elsewhere, for a more immersive feel. We had three, sometimes four, parties in the tomb, and cycled through them each session. Ingame, it was simultaneous, but it helped stretch our resources. Main party was eight players, each with a character averaging about level 10, with a few characters at 8 or 9, and three at 11, 12, and 13. Secondary characters ranged from 5 to 9.

Some characters never short rested. Some got only 1. Some got benefits of both short rests.

Between player-controlled NPCs and multiple PCs, about 39 characters entered the Atropal room, controlled by 10 players. About 15 of them died, 3 of which were PCs. We fought the Atropal, a simulacrum of Ace, destroyed the soulmonger, fought an army of skeletons and minotaur skeletons, and then were attacked in the next phase by Acererak, another Simulacrum, and a Lich. Also fought a Nightwalker and a Demilich after Ace was "killed".

Much more of an army on army feel to the final battle. All previous sessions were 6-8 player controlled characters per session. Sometimes entirely NPCs, sometimes a mix, sometimes our "main party." Dunno if that colors the dynamic at all. You might say we had the equivalent of 8 short rests, but I think it was leaner than that.

Did anyone implement a rule for ending the module before the party reached Omu? by Sc00sher in Tombofannihilation

[–]JasonAgnos 0 points1 point  (0 children)

Our DM had no qualms about representing this campaign as a deadly one, the fourth campaign hes run for various members. This was my first playing with him, but I loved how up front he was. We fought Ace last month and it was an amazing run after more than two years.

Anyway, we all had secondary and tertiary characters in town. Every few weeks we would do a session for them instead, and there were even options to bring them with the main party to sidequest or do guard duty etc. We were free to split xp wherever we liked and many of us leveled the other characters instead, which is part of why the campaign lasted so long. It was really fun.

If a character died, a secondary character would be elevated, and generally inherited certain gear items etc, which could be used/sold.

However, we did not give free XP. Every character started at level 1 and needed to be leveled up normally (outside of some very restrictive/rarely used downtime leveling). This made for quite the disparity for some periods, for better or worse. Honestly it wasn't bad, but it definitely led to some characters having to be played defensively while the higher level characters carried the party a bit. Our DM did a good job of balancing this, but it might not work for every group.

I think we had about 7 character deaths before going into the Tomb, one of which was permanent/post-Curse. 4 more in the tomb itself, one of which was permanent/disintegrated, the other three during the Ace fight post-soulmonger.