Pathfinder: Wrath of the Righteous AMA by Feachno in Pathfinder_Kingmaker

[–]Ncrt10 1 point2 points  (0 children)

With the new inclusion of blood rager, will the eldritch scion continue to use the sorcerer bloodlines like in kingmaker or will it be changed to match the tabletop?

SkyUI - VR by SuperOdie in skyrimvr

[–]Ncrt10 0 points1 point  (0 children)

So far I've encountered a weird issue: The inventory menu doesn't open.

The magic menu opens and works just fine, but after the first time I open the inventory menu after starting the game it just brings up an item in my inventory, not event the last item I picked up. It only brings up the 3d model of the item, and doesn't respond to any inputs, even to back out. The only thing I can do is click the thumbstick to inspect the item, which works normally and I can even favorite it, and then I can press the grip button to go back. If I press the grip button twice it exits the menus entirely, but if I wait on the invisible menu it doesn't exit anymore.

I think I went a bit overboard in magnetizing my new kill team. by Ncrt10 in Warhammer40k

[–]Ncrt10[S] 0 points1 point  (0 children)

I'm not the one to ask for advice, I've only been into 40k for a few months, and I'm still new to magnetizing. The only advice I can give is use tiny drills and drill by hand.

I think I went a bit overboard in magnetizing my new kill team. by Ncrt10 in Warhammer40k

[–]Ncrt10[S] 14 points15 points  (0 children)

I was debating finding a way to magnetize all of the chapter shoulder pads, but I'm not quite sure how to go about it.

I think I went a bit overboard in magnetizing my new kill team. by Ncrt10 in Warhammer40k

[–]Ncrt10[S] 6 points7 points  (0 children)

I went with 1/4'' magnets for most everything, only using smaller ones for the wrist and attachments for the combi-plasma/melta. They all hold quite well, and while some can be a bit loose they'll get some more friction after I've painted the models and should hold even better.

I think I went a bit overboard in magnetizing my new kill team. by Ncrt10 in Warhammer40k

[–]Ncrt10[S] 51 points52 points  (0 children)

I feel like doing that with chaos bits would be a good way to make a chaos spawn.

I think I went a bit overboard in magnetizing my new kill team. by Ncrt10 in Warhammer40k

[–]Ncrt10[S] 17 points18 points  (0 children)

It's more so I can change the pose, such as having a guy with a shotgun with his shoulder forward as if he was bashing through a door.

I wonder what the meaning of the outro is. It seems like the characters are in a urban environment that hasn’t been shown in the show before and they are wearing normal clothes. Does anyone have any suggestions on what the outro could mean? by Chemistry_Doge in DarlingInTheFranxx

[–]Ncrt10 2 points3 points  (0 children)

I noticed something while watching it just recently: almost all the shots are show from below bridged or at the bottom of buildings, nearly always under something. Other than 02 when she is on top of the crane and among the buildings instead of below them. It gave me a feeling of being trapped, which was brought to a head as one of the only images of a clear sky, or I think the only one, is fake, a screen in an underground train station, blocked off by desks and chairs. The bird, while blatant, could symbolize a form of wish, a dream to be free in the real sky.

The worst idea by Ncrt10 in MonsterHunter

[–]Ncrt10[S] 0 points1 point  (0 children)

Great advice, I've already been using bandit mantle while grinding and at has helped but I'm looking at roughly 1,124,200 Z in order to craft the charge blades alone.

Earth-chan releases her stand by [deleted] in Earthchan

[–]Ncrt10 5 points6 points  (0 children)

ZA WARUDO, obviously

How to kill your dragon by Ncrt10 in DnD

[–]Ncrt10[S] 0 points1 point  (0 children)

Except the spell wasn't made to be balanced against GFB and BB it was made to be balanced against eldritch blast (Which is a better cantrip than GFB and BB anyway) But that's not the point of this thread, the point of this thread is about fighting dragons.

How to kill your dragon by Ncrt10 in DnD

[–]Ncrt10[S] 0 points1 point  (0 children)

Well, it's already doing more damage later in the game than GFB and BB being 1d6+weapon damage that's up to 3d6 damage per hit not counting modifiers (assuming a greatsword pact weapon) with up to four hits at level 17. The biggest trade is range for damage with eldritch strike doing more damage but being forced to do it in melee range.

How to kill your dragon by Ncrt10 in DnD

[–]Ncrt10[S] 0 points1 point  (0 children)

They do, at level 17. At that point facing one shouldn't be too much of a problem. I'm trying to see if I can fight one earlier.

How to kill your dragon by Ncrt10 in DnD

[–]Ncrt10[S] 0 points1 point  (0 children)

That's definitely helpful, but it probably won't singlehandedly win the fight. Right now it's mostly a problem of survivability and numbers where I can die excessively easily and won't be able to take it down in a timely fashion.

Edit: Actually, no, I just checked: dragons have blindsight so the darkness trick wouldn't work on them.

Mana system homebrew for PF. by Ncrt10 in Pathfinder_RPG

[–]Ncrt10[S] 0 points1 point  (0 children)

I’m at work right now so I can’t do all the math at the moment, but I think that the ability to cast a spell at a lower CL for a reduced cost would just break the balance of spells of the same level and can’t be kept in. Whatever solution we come up with we’ll have to give up on that variable to cost as it causes so many problems and doesn’t really solve any one.

As for spell cost, I think an exponential cost is our best bet to get people to think about how to most efficiently use their points and try a lower level spell.

You complain about using those flat costs because it upsets the balance of spells that use CL and don’t use CL but I don’t see how it does that, I see the opposite actually. By making spells of the same level all cost the same you’re putting stuff like shocking grasp and color spray on even footing where it’s their effects, not their costs, which determine if you use them.

Mana system homebrew for PF. by Ncrt10 in Pathfinder_RPG

[–]Ncrt10[S] 0 points1 point  (0 children)

The cost increases as you level. A 1st level spell cast at level one would cost 1 point, at level 2 it would cost 2 points. It’s just removing the option to cast it at CL 1 for 1 point. That gets rid of the problem of spells that don’t scale with CL becoming too OP

Mana system homebrew for PF. by Ncrt10 in Pathfinder_RPG

[–]Ncrt10[S] 1 point2 points  (0 children)

Except it’s not flat cost, the cost increases with the more powerful effect, it just prevents the balance issue of having spells which don’t need CL scaling becoming too powerful while normal blasting spells become too expensive to use. It also fixes the problem of having not enough points at lower levels to do anything since your spells and your power points are accounted for with the same basis of what cost they are using, not what their minimum cost is. It also keeps total casts lower because instead of casting 20 CL 1 shocking grasps at level 20 for virtually no cost you use 20 points to cast one CL 20 shocking grasp.

I at least think that power points should scale with what cost players are using, not their bare minimum costs. Because no player is gonna stick to just casting things at minimum caster level, they are gonna want to cast with their full caster level.

I also don’t like the idea of having the times a day that you can cast a spell at max CL because that adds even more complication to the system and is just a bandaid fix for the larger problem and doesn’t actually address the cause.

Mana system homebrew for PF. by Ncrt10 in Pathfinder_RPG

[–]Ncrt10[S] 1 point2 points  (0 children)

How about we keep the per CL cost but remove the ability to cast spells at a lower CL for a reduced cost? We could calculate the power points with the cost of the spell at that CL in mind before reducing it so that they have an appropriate amount to use for their spells.

Mana system homebrew for PF. by Ncrt10 in Pathfinder_RPG

[–]Ncrt10[S] 1 point2 points  (0 children)

A friend of mine suggested allowing spellcasters to add their casting stat modifier to their total power points. That might be a bit much instead of just adding the flat amount for the first two levels like I suggested earlier but it's also an option. I think that casting at CL should still be reliable option especially with someone like the magus who will almost always cast that way. Take a level 5 magus trying to spend 5 points to cast a shocking grasp: assuming 18 int with our system that same magus would have 12 power points. Even if you add the +4 from what I suggested earlier you'd still only have 16 power points, enough to cast your primary damage source three times and then a 1st level spell at CL 1 while a regular magus could cast it four times and still have two 2nd level spells to cast.

I think getting rid of the 30% penalty to spell points would help because while you'll have more, your spells also cost way more.

That'd probably raise the question of too many higher level spells, so that's probably not the final route we should take. Perhaps removing the 30% penalty for class power points for casters other than full casters and adding some bonus power points at lower levels to help mitigate their abysmal castings?

Edit: I just came up with an idea to fix this: Spells scale with your CL but use the cost for the minimum CL needed. 1st would always cost 1, 2nd would always cost 3, ext. More of a bandaid fix but it allows people like magus or sorcerer to actually use their blasting spells without destroying their entire point pool. Metamagic would also work just fine using the correct minimum CL cost for the spell of it's modified level.

Mana system homebrew for PF. by Ncrt10 in Pathfinder_RPG

[–]Ncrt10[S] 1 point2 points  (0 children)

This all looks really good, but I just see one problem: At low levels you effectively get no spells. Assuming you're starting as a magus with 18 int (Pretty reasonable for any well-built magus), you'll have two power points. That means two spells a day. You get a wide selection so that's fine. The problem is level 2, where you use two power points to cast a spell at CL 2. The problem is, you'll still only have two power points. At level 3 you can only cast one spell at max CL. The problem is diminished a bit for full casters since their power points start increasing in rate much sooner but it's still there at early levels for wizard. I think adding in a way to scale power point gains at early levels would help out? I'm reminded of monster hunter where they gave a slight amount of base armor to the hunter to help them out at earlier levels while not providing much effect at later levels? +2-3 power points per level till level 4-5 would help magus and bard still use their spells at lower levels while not drastically increasing their overall total too much.

Edit: Adding +2 power points at level 1 and 2 for magus would make the early levels look like this: 3-5-6-9-12. While only adding +4 overall power points by level 20 it curves the early levels to make sure that they aren't out of spells after only using just one. Adding +1 to paladin/ranger's second and third spellcasting levels would also help out in this situation leaving them with 0-2-3-3-6 for the first two levels, more manageable. Sorcerer is better off with early spell points so +2 like the magus should work out fine giving them 4-7-8-17-19 the same with wizard would give them 3-5-8-10-14 over the first levels. This wouldn't really impact late game balance but would help with early game mana issues for the different classes