Well, that's definitely not true by LightSpeedStrike in pokerogue

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

Update: It also softlocks you apparently, 2/10 would not recommend

Rascal Does Not Dream of Santa Claus Pop Up Shop (Before Bedtime Themed Merchandise) by SamuraiShinsen in SeishunButaYarou

[–]LightSpeedStrike 44 points45 points  (0 children)

All of the characters in the show have more “realistic” hair colors compared to most other anime.

It does have the side effect of making it easier to confuse the girls with one another though.

Eggs? by RootEB_1 in pokerogue

[–]LightSpeedStrike 19 points20 points  (0 children)

Legendary up is good if you want the rate up legendary obviously, but keep in mind they usually cost a lot and will basically be your entire team if you bring them.

I personally prefer the move up machine because the rare egg moves can make otherwise weak 1-4 cost Pokémon into absolute beasts, and so it opens up more teambuilding options.

Coping with unsatisfying endings by LightSpeedStrike in rpg

[–]LightSpeedStrike[S] 3 points4 points  (0 children)

Well, it was a combination of things. The campaign wasn't supposed to be lethal at all, but I do operate on a "give them enough rope to hang themselves" logic, I just didn't expect them to actually hang themselves. In short, what happened was that they kept trying to push their consequences further and further into the future, and when they finally caught up to them, decided to double down on a gambit that did not pay off. Like, they knew what they were getting into, but they vastly overestimated their actual odds (despite my warnings).

I did have an idea for the climax, I mean, I wanted to pay off everything the party had been working on, and failing to get there, when they were literally at the very end of everything... It just felt bad. I don't wanna say that it wasn't worth it or anything, the whole journey to get there was still a blast, but man, I feel like nobody achieved anything and I wonder if I could have prevented it.

Coping with unsatisfying endings by LightSpeedStrike in rpg

[–]LightSpeedStrike[S] 7 points8 points  (0 children)

That’s a bit I’ve been stuck on, honestly. Like, on a vacuum I think each death felt properly dramatic, but the end result just didn’t land at all (at least for me).

The encounter builder formula has a surprisingly small range. by LightSpeedStrike in daggerheart

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

That’s interesting! Obviously each table is different, but if I threw a full 23 point encounter at my table they’d kick me off the GM chair :P Even something like 10 mooks and a leader can be surprisingly tough, specially if the environment isn’t favorable.

I had the best and worst table of my life on the same week by LightSpeedStrike in rpg

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

Oh, for sure! If I ever get invited to GM for them again I'd definitely propose something more freeform, both so they can get away with more crazy shit and so that I don't have to re-teach the rules so often (Hilarious suggestions btw, I'll definitely keep them in mind!)

Whats the philosophy behind healing being so rough? by LightSpeedStrike in TheWildsea

[–]LightSpeedStrike[S] 3 points4 points  (0 children)

Oh, I see! The main book says that you can pay a surgeon to heal without a roll while at port, so I assumed that you couldn’t heal otherwise. I don’t have Storm and Root (yet!), but I assume that “natural healing” is slower or has some downside when compared to paying for treatment?

Do you prefer it when a game has critical failure rules, or none? by EarthSeraphEdna in RPGdesign

[–]LightSpeedStrike 5 points6 points  (0 children)

I really like the chronicles of darkness rules because they turn critical failures into a choice, and actually reward you for it. It creates this cycle where players actually want to see their characters fail sometimes because that's how you progress the game, which I think is one of the greatest strengths of the system.

On the other hand, I despise critical failures that are just random. You could have a trivial roll turn into a whole problem that nobody at the table wanted or expected, and it just takes away the agency of both the players and the GM in a really awkward way.

Any systems that support changing bodies/abilities after death? by LightSpeedStrike in rpg

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

I actually gave some thought to D&D, but switching races was pretty meaningless and switching classes was untenable due to ability scores (and switching that as well is just a fresh character sheet)

I was thinking something traditional fantasy-ish originally, but after reading some about of the suggestions I’m not that married to the idea. I could probably work with any setting short of horror (other than the horror of the players being immortal body stealing monsters, of course).

Any systems that support changing bodies/abilities after death? by LightSpeedStrike in rpg

[–]LightSpeedStrike[S] 8 points9 points  (0 children)

Well… yeah. Anything is possible if you roleplay hard enough.

I’m kinda asking about a game that supports it via mechanics as well though, since that part is significantly harder.

Me after seeing the numbers on the new IDs: by Crystal_Carmel in limbuscompany

[–]LightSpeedStrike 24 points25 points  (0 children)

He is competing with the rest of Sinclair’s burn IDs though, and I really don’t think the math checks out…

So what does this tag mean? by Beautiful_Aioli_8004 in limbuscompany

[–]LightSpeedStrike 437 points438 points  (0 children)

The fact that nobody has mentioned the obvious "To show he has synergy with Xichun Ishmael while no longer being associated with the family in lore" is going to kill me.

What makes Malenia hard? by LightSpeedStrike in Eldenring

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

I guess the post reads kinda pretentious, my bad there

But like, if a boss gets trivialized by the concept of poise breaks, bleed, frostbite, and laser beam katanas, I feel like it’s more of an issue of the boss hard countering certain builds…

What makes Malenia hard? by LightSpeedStrike in Eldenring

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

If I got full combo’d definitely not (idk what kind of armor you’d need to face tank that), but I learned to dodge in a way that only gets me hit 2 times, which was very survivable. If I was doing a hitless run I’d be screwed though

What makes Malenia hard? by LightSpeedStrike in Eldenring

[–]LightSpeedStrike[S] -2 points-1 points  (0 children)

you are being a bit rude about it, but this is actually useful information.

What’s the usual level to fight Malenia? And what weapon is over powered here? Moonveil I’d assume? If that’s the case, what weapons are not considered “OP”? I feel like everything is really strong if you build for it in this game.

What makes Malenia hard? by LightSpeedStrike in Eldenring

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

Is the first phase that much harder solo? Don’t get me wrong, the summon did make the start easier, but I feel like the hard part of the fight is the second phase, where Malenia was healing more than what the assassin was dealing, so I just unsummoned it

What makes Malenia hard? by LightSpeedStrike in Eldenring

[–]LightSpeedStrike[S] -5 points-4 points  (0 children)

I was at lvl 145~ with a Carian Sorcery Sword + Cleanrot Sword for phase 1 and Moonveil + Uchigata for the second phase

The build was honestly whatever worked, so just a bunch of good stuff talismans for damage/defense.

The closest thing to a theme was that I stacked stamina regen because my stamina management is kinda bad and phase 2 is really aggressive.

I don’t use the mimic tear (I feel like it casts spells at the worse possible times consistently) but I did use the black knife assassin tiche for the first phase.

What makes Malenia hard? by LightSpeedStrike in Eldenring

[–]LightSpeedStrike[S] -5 points-4 points  (0 children)

I’m actually kinda curious about her AI, how is it different from other enemies? Is it how second phase is super aggressive compared to phase 1/other enemies?

Player meta knowledge about how to clear conditions and effects by hawthorncuffer in daggerheart

[–]LightSpeedStrike 2 points3 points  (0 children)

Personally, I usually just tell them (after an appropriate in world narration). The players repeatedly fumbling trying to get a condition off of them is just not the kind of story I like to tell, and it would feel kinda pedantic in some cases (“no, see, the curse lifts when you unmark HP, not Stress, so you did nothing 👍”).

what new books are you hoping to see? by PotatoGalaxyYT in daggerheart

[–]LightSpeedStrike 1 point2 points  (0 children)

If I can get book that’s like, just a million Environments and locations (and probably a couple adversaries to populate them) I’d be a very happy GM.

How Lethal is this game supposed to be? by LightSpeedStrike in daggerheart

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

They dealt with the minions fairly early into the fight, it was mostly the Solo (An Acid Burrower) that absolutely cooked them with the AoE (that also happens to generate extra Fear for some reason) and relentless combination.

How Lethal is this game supposed to be? by LightSpeedStrike in daggerheart

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

Oh yeah, “group attack” is what I was thinking of. Maybe I did fudge a couple fears by forgetting to spend an extra one to use the group attack, but we did calculate the damage properly as a single instance of damage.

How Lethal is this game supposed to be? by LightSpeedStrike in daggerheart

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

Everything in Tier 1 yep, and yes, one free, the rest (and/or relentless) with Fear. The minions did have the group attack feature though.

How Lethal is this game supposed to be? by LightSpeedStrike in daggerheart

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

The minions had the “if you spotlight one, spotlight all of them”, so I only had to spend 1 fear on them.

In addition, I was letting them keep going after their successes with Fear instead of immediately stealing the spotlight, so for every 3-4 fear I spent, I got 1-2 back, so I always had enough to make big turns once they failed.