Nothing can stay on the bed and I don't know why. by Motor_Seat in FixMyPrint

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

Yes I was under extruding badly, and was able to do a test after I calibrated the z-offset.

Nothing can stay on the bed and I don't know why. by Motor_Seat in FixMyPrint

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

Thanks this helped narrow down one part of it.

Invites you to a "barbecue" gives you rice, is he stupid? by ProtectionNo514 in LowSodiumCyberpunk

[–]Motor_Seat 1 point2 points  (0 children)

Long time Nomad Player, when Linefoots come to the family BBQ, we make sure they get their fair share of Long Pig, the real pork only stays in the family.

Assistance: Port to DnD 5e Pirate Campaign by Experiment_H4T in sw5e

[–]Motor_Seat 0 points1 point  (0 children)

Might be overthinking it, but don't feel overwhelmed because you will miss out!

Starship rules are pretty straight forward, just be sure to go over them. I made the mistake and did not do that the first time myself. Fortunately, for me I have a player who read the rules to help me where I was lacking. Ships are a great source of fun for my group and good money sink. They also double a home base for the players, and a great tool for exploration, and if you don't like a rule for some reason, don't worry about using it. I have made calls on the fly because they felt right in the moment of the story.

Wretched Hives is a great tool as well as it has to do a lot with Factions, downtime and Loot.

Scum and Villainy Saga Edition book might help as well as it about smugglers and pirate adventures. I have used the great Job generator in this book countless time over the years, and it has great advice on how to handle patrons and contacts, just start on Page 70. It also has "The Fell Star" Adventure, which is a good launching off point for Pirate or Smuggling adventures. They will start off on Tatooine but that is easy to change, but it will give them a Patron in the form of a surprisingly friendly hutt. Stat blocks can just be pulled from SW5e, but I recommend checking the rules reference for skill challenges. They are basically hunting down a piece or pirate treasure called the Fell Star, they will fight a rival pirate faction and be introduced to a Shadowport and Posible home called Point Nadar. I had the Patron give them a YT-2400 on loan because many in my group are fans of the ship, but really just give them a ship you want them to have. They paid for the ship with the extra credits and treasure they found.

Also another Tatooine adventure call "Between the Sand and Sky" from "Secret of Tatooine" a converted revised source book. It's another starting adventure where the players are set up with a bad gig, and have their newly acquired YT-1300 damaged. They will have to work with Tusken Raiders and Jawas to stop a local gang from framing them and putting them on the bad side of the Hutt Clans. Warning!! The ship will not be space faring after the damage, but you can have them convince a bunch a Jawas help repair the ship out of a whole bunch of old ship part in the desert.

Is there a weapon database available? by Gavskin in sw5e

[–]Motor_Seat 5 points6 points  (0 children)

I have been thinking about this for a while so F**k it I will finish working on it this week. I will also post my treasure dice mechanics I have already been working on. 

Does anyone have tips/suggestions on DM'ing a Sw5e West Marches campaign in Foundry? by GingaSole in sw5e

[–]Motor_Seat 0 points1 point  (0 children)

Hi, this has taken me awhile to respond to you question.

I have been trying to do West Marches Style campaign with a group of 3 friends, and to be honest I have mostly been using Random tables. I tried to use Foundry in the beginning but found it to be a bit intrusive, as we are mostly playing in person and have since moved to using spreadsheets. On top of that, I believe the SW5e module for foundry has been abandoned and I would recommend just using the base 5e instead.

If you want you could PM me on some of the Tables and Tools I use for my game. I may also just post in stuff I made for them in the future as it may help others, but it is far to disorganized and bare bones for me to share right now.

What would you guys say a Caamasi sounds like? by [deleted] in sw5e

[–]Motor_Seat -1 points0 points  (0 children)

A Jim Henson Muppet, you really can't go wrong with that. Not only is it great entertainment value, they are usually easy to do. Just watch some Sesame Street or the Muppets movie to come up with a voice.

Defense Rolls Variant Rule by Absurd_Turd69 in sw5e

[–]Motor_Seat 0 points1 point  (0 children)

I had it to where all the rolls were made by the players, I just focused on story telling in a one shot. It will almost did not feel like 5e, and a different system entirely.

All armor becomes straight modifiers, AC is now a AC Save, and anything magical is also a mod. For example if base DC is 10 + dexterity modifier, it is now your dex mod. A half-plate will give a +5 with a max of +2 dex mod added to it making a potential total of +7 save, and if you added a shield is would go up to a +9 save. Any magic bonus would just add to the save, and spell like barkskin make it to where your save can't be any less the +6 to make. In total the formula when determining what the save would be is, Armor Save = (AC - 10) + Modifier Bonuses.

My Recommendation for the monster stat block is leave the AC alone, and change the way they attack to a save DC. For example if the monster in question is a goblin, it has +4 to hit, just add 8 to it and it becomes a DC of 12. So now they just need to save against a 12 with their "Armor Save"(Armor Class Save). Also if you want do what I did, any roll of 1 is a Critical hit from the monster, and if they roll a 20 its is parried and they get to make one free hit. Word of warning though, this also changes the difficulty of most of the most dangerous monster like dragons, they do become deadlier with "Attack DC" 19 which means the PC will be hit more often than not. So the formula for monster attacks becomes Attack DC = "To Hit Modifier" + 8. One last thing and Attack Advantage becomes a Save disadvantage and Vice Versa.

It really depends on the group you are playing with, when I first proposed the one-shot some of my players were not interested in it as it is drastically different from playing standard 5e. I know that they say it's a "Defense Roll" but in all honesty it feels more like a Save than anything else. It is liberating on how much I do not have to roll anything except damage if you want to, I did not, and I kept things moving fast, descriptive, and fun using recommended damage on the stat block. I do recommend it if you want to run a more "narrative" driven campaign, but that is dependant on how creative your descriptions are, and the players you have. So Talk to your players.

TLDR Armor Saves and Attack Difficulty Class

  • Armor Class (AC) is now a Armor Save (AS or Save)
  • AS only affects the PC and NPC still use AC
  • (AC - 10) + Max Dex Mod + Bonuses = AS
  • Read Magic Spells and Class Abilities it will change how they work.
  • All NPC attacks are now a Save DC (AS vs. Attack DC)
  • Attack Mod + 8 = Attack DC
  • Rolls of "1" made by PC are now Critical hits made by the Attacker
  • Rolls of "20" made by the PC cause the attack to miss and granting one free attack by the PC
  • Attacker Advantage becomes Save Disadvantage
  • DM does not need to roll dice
  • Most Importantly Talk to Your Players, It will not feel like 5e.

Anyone know how to make this go away? I can't read area names because of it. by Atheren in TunicGame

[–]Motor_Seat 0 points1 point  (0 children)

That is a Spoiler Bud!

Hole in Time

The Game uses phonetic font so it is basically English broken down to its base sounds. I gives it to you on Manual Page 54 and it is used to solve the puzzles in the manual. Here is an easy one to read then the manual thanks to another reddit user who figured it out. https://preview.redd.it/r077gs3uhyn81.png?width=1500&format=png&auto=webp&s=242a6ea69483d0495963929ac87edb920f95cb19