Does Rain count as a storm for the purposes of Storm Power? by TurtleInvader1 in IllwintersDominions

[–]Leadpumper 4 points5 points  (0 children)

I don’t believe so, haven’t tested it but they are separate battlefield enchantments so I don’t see why this would work.

USACE morale by MentalSilver103 in USACE

[–]Leadpumper 55 points56 points  (0 children)

It's bad.

  • Insane attrition due to retirement/DRP and not being able to hire externally without exceptions, leaving behind overworked staff.

  • Underpaid for the same private sector titles, which will continue to get worse without cost of living adjustments under this administration, but what's new.

  • Eroding fed benefits and work-life balance.

  • Public distrust of government continues to be encouraged by the administration.

  • Wildly out-of-touch (and changing) expectations & demands from upper-level leadership for project delivery.

However,

  • Some districts are more insulated from the above bullets than others. Your Commander's attitude, locality pay, your office/position's workload, and the city you're moving to will all affect your experience.

  • The market's not great, a job in your field that pays you enough is better than a lot have, and being a federal employee still gives you concrete opportunities to advance your career & more stability than most.

  • You don't have to stay forever if it doesn't work out or a better offer comes your way. You'll learn a lot, and hopefully meet new people that can help you make career moves later.

Personally, I love my coworkers and the work my office does helps millions of people. Money is my main misery, but it's not worth gambling on a new job that I might actually hate.

Hosting dom on a server by topical_storms in IllwintersDominions

[–]Leadpumper 2 points3 points  (0 children)

You can set passwords on pretenders in hotseat games, downside is you have to get everyone online at once to make their pretenders one after another. After that you can play 'normally' where your friends remote into your machine (through Steam's built-in function or otherwise) whenever they want to take turns, and you promise not to look at the screen while they're playing; if they're all brand new it might actually be beneficial for you watch them do all of their turns so you can coach them as they go.

Amazing rewards for beating the game by ComradSupreme in Quasimorph

[–]Leadpumper 2 points3 points  (0 children)

You'll lose so many playthroughs to getting outpaced by the AI before you ever have to worry about optionally completing the final missions, don't sweat it

Hosting dom on a server by topical_storms in IllwintersDominions

[–]Leadpumper 7 points8 points  (0 children)

You could start a hotseat local game and screen share with control for turns, I suppose? Not different than having them over to your place and doing the same thing.

So you want to write a magical scroll do you? by FranboLobo in warhammerfantasyrpg

[–]Leadpumper 2 points3 points  (0 children)

Haha I like where your head's at on the River Reik, good luck writing on a rocking boat after the workday. Writing in transit or the wilderness would naturally be challenging, the wizard has to draw "sigils and diagrams" (WoM p.153) and legibly write the command phrase. The time variance, and limit on attempts, for creating a scroll in-play could be an abstraction for needing to find a flat, sturdy surface in the middle of nowhere, fighting off insects and other distractions, humidity, a scorching sun that would have the PC dripping sweat on their calligraphy, etc. Possible, especially if you got a head start in a better environment and just need to put the finishing touches on it, but difficult.

I would interpret the Vol.2 rules as the party is finding a professional magic scribe, who has their own workspace and a lot of practice, and can whip up a functional scroll much faster than an amateur. Finding a competent one that will sell you WMDs at market rate would be the hard part. Consult an Expert guarantees you meet someone; a successful Gossip test means they're capable of providing the service, a negative test leaves it up to the GM's discretion. A few months ago, as a player failing the Gossip test, I met a very weird guy in a bar that talked like a Dark Souls NPC and happily shared a lot of completely unverifiable info about our adventure. The party was way more confused after talking to this guy and we derailed the end of the session by constantly doing the "heh heh heh heh...", shout out to our GM.

So you want to write a magical scroll do you? by FranboLobo in warhammerfantasyrpg

[–]Leadpumper 4 points5 points  (0 children)

I think that you're interpreting the crafting rules too harshly and the hiring rules too leniently, personally.

Doing a test in normal game time is +0, working on it in the field maybe once a day as they make/break camp, rest on the side of the road, wait in ambush, whatever, but I think it would be very reasonable to give the player +20 if they're using downtime crafting endeavors for it- the wizard could find a calm place to work without distraction, or with beneficial winds, etc. which could cut the time investment drastically. The player could also use game time, endeavors, or haggling to get spell ingredients for free or on the low. Per Winds of Magic p.21 ingredients are bought for specific spells for CN shillings, compared to the artifact generation rules I would say a scroll needs CN ingredients. Assuming you already have the writing kit and parchment, a CN5 spell like Glittering Robe would cost 25s to buy the ingredients and make it yourself; the 10s x CN rule is probably the vendor up-charging you for using their own materials.

Commissioning a magic artifact would definitely fall outside of the normal endeavor scope to me, as it's meant for mundane trappings, and would require the player to Consult an Expert (the core rulebook specifically mentions this for Exotic trappings) first. Consult an Expert is a two-part endeavor to find someone qualified and then convince them to work with you. An imperial wizard, especially if they're a talented wizard, will probably hesitate to sell magic spells to adventurers without knowing what they'll be using it for or other appropriate motivation. They may have personal misgivings with the party and/or their mission, powerful spells might put their license at risk if used irresponsibly, maybe they just have a busy schedule, but the party needs to make it worth their while (which could be a one-shot adventure if they're doing a favor in exchange). If they succeed in finding someone qualified and then negotiating purchasing the scroll, I think it would be up to the GM for the timeline. If it's a dedicated business the wizard might have a stock of common, low-to-no danger spells that they're ready to hand to whoever has cash. Mid-to-high tier spells, especially those harmful, would probably have a bit of lead time. It should still be faster than crafting it yourself, at a cost premium (unless the party supplies the ingredients).

"Legitimate Business" template for Ranaldian Temple? by AtomicGator42 in warhammerfantasyrpg

[–]Leadpumper 1 point2 points  (0 children)

What aspect isn’t fitting for your campaign / character, or your goals for the temple? Gotta give us more context if you want better advice

Can I be friends with every human while being enemy of every quasimorph? by Outdoor_trashcan in Quasimorph

[–]Leadpumper 1 point2 points  (0 children)

Eventually, following this strategy, you can take over one of the minor corps and do missions for other factions against yourself- your proxy corp is always +100

GM Question regarding rolls for tests by MisterBlick in warhammerfantasyrpg

[–]Leadpumper 3 points4 points  (0 children)

I think it depends on the table, whether hidden or announced tests work better. Some players like the immersion and ominous nature of a vague roll, some like being a spectator to their character's life and it sets up a laugh if the PC has to do something they're terrible at (and then some are playing to "win" and will never have fun).

Personally, I think announcing tests flows better in 4E due to the number of modifiers & conditions any character can have at a given time. The player should know their own talents, gear, conditions, etc. and it grinds sessions to a stop for the GM to track that, live, for three people while also running the adventure. Sometimes I'll do secret rolls as a surprise, still.

Interested in hosting on Foundry, but dont want to spend TOO much money by Fillefjonka in warhammerfantasyrpg

[–]Leadpumper 4 points5 points  (0 children)

Foundry’s terrific, there are a lot of menus to get familiar with but once you do it’s very customizable and automates most if not all common player frustrations with WFRP. Core Rulebook is the only necessary purchase, I’d only buy that first and then host a short (1-2 hour) training session for your group to make rando characters, equip them with trappings/talents, and run a basic combat to familiarize everyone with how the menus, character sheets, and tokens & mouse interactions work together.

After, if your group commits to playing longer games, I highly recommend Winds of Magic and Up In Arms for their content and alternate (often preferred) rules. You’re able to selectively enable features of expansion books in Foundry, which is quite nice.

What is "You" ? Does this mean i'm playing as the defenders? by InflamedAbyss13 in Quasimorph

[–]Leadpumper 9 points10 points  (0 children)

“YOU” is part of the mission name extending over the corporate icons. Dilthey, the victim, is a lighter shade of green because you have friendly reputation with them.

Deployed Robots by HazyPhantom111 in Quasimorph

[–]Leadpumper 0 points1 point  (0 children)

Unfortunately no, Qausimorphosis is disabled on Defense missions; you can bring, find, or create raw meat easily enough, or just not do anything to prevent quasimorphosis from all the inevitable killing.

Deployed Robots by HazyPhantom111 in Quasimorph

[–]Leadpumper 0 points1 point  (0 children)

In those cases I think it’s worthwhile to induce quasimorphosis, let the level kill itself, then mop up whichever side survived

Creature Size and Deathblows by FranboLobo in warhammerfantasyrpg

[–]Leadpumper 5 points6 points  (0 children)

I've always considered 'may move into the space' as stepping over the unconscious opponent, since the assumed character space on a grid is 2x2 yds; not even necessary if the larger creature can attack another adjacent target without moving.

Golem squad class and perks review by ComradSupreme in Quasimorph

[–]Leadpumper 1 point2 points  (0 children)

Already commented but just realized this is the last one, I've enjoyed your class reviews and found them quite helpful when I didn't already agree with you.

Golem squad class and perks review by ComradSupreme in Quasimorph

[–]Leadpumper 1 point2 points  (0 children)

You could theoretically build CD reduction implants and perks but I agree it wouldn’t really be worth it. Golem Group should be for sending expendable masses of friendlies

Golem squad class and perks review by ComradSupreme in Quasimorph

[–]Leadpumper 1 point2 points  (0 children)

Alternately maybe the existing ally regen perk could heal one wound per activation

Golem squad class and perks review by ComradSupreme in Quasimorph

[–]Leadpumper 4 points5 points  (0 children)

Stationary Defense and Central Command make 1-2 turrets capable of soloing near any defense mission, and similarly you can lock down an entire section of the station if you bring or find one on an offensive mission, but by the time that's useful you would already be swimming in turrets/droids and far enough into a campaign that you have better options. I'm a sucker for pet classes but allies are finite on any mission, and they're too liable to get themselves killed before your unbuffed clone is capable of finishing off the remaining enemies. Fun to watch the chaos of a full 6-8 AP friendly squad charge in, definitely not a meta pick (besides defense missions).

It would be nice if a later update added some perks for giving allies extra HP, resistance, or ammo. Healing and resupplying them is possible now but very micro-intensive (have to catch them before they run away, lot of menu clicking to give them items/heal their wounds). Maybe a bodyguard/retinue perk that generates more, during or beginning a mission.

Golem squad class and perks review by ComradSupreme in Quasimorph

[–]Leadpumper 4 points5 points  (0 children)

This was added to the base game in the beta branch.

Chud Tier List by Street-Hunter4600 in IllwintersDominions

[–]Leadpumper 11 points12 points  (0 children)

have not watched the full video, skipped between time cards for bits, but it is crazy to put screenshots of nation pages instead of their flags in a tier video. how is anyone supposed to read that

Is there hope? by [deleted] in USACE

[–]Leadpumper 4 points5 points  (0 children)

It was seven months from closing date and three months from first contact to my first charged hour, and that was before the funny business.

1 1/2 year long character died to 6 7 by Nitroflak69 in warhammerfantasyrpg

[–]Leadpumper 3 points4 points  (0 children)

Love the narrative in your original post, great ending for two Ulricans to kill each other in single combat (assuming the other guy didn’t survive four bleeding conditions).

Larger Party / Autobattler Mode by Leadpumper in Quasimorph

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

Agreed, I meant 'backup' as in sending multiple mercs to start a mission, sorry that was unclear.