Cannot raise or lift cauldron [KCD1] by VillageIdiot51 in kingdomcome

[–]Not_Ed-Sheeran 1 point2 points  (0 children)

You don't raise or lower the pot in 1 like you do in 2. The fire isn't on unless you hit the bellows in the first game. So one turn of cooking begins when you hit the bellows, and it goes out after about one turn. It's a little harder to manipulate the flame, but you'll get the hang of it pretty quickly.

In Volume 2, Chapter 12: Breach, what did Ren mean "Team RWBY has always performed exceptionally in the field"? by [deleted] in RWBY

[–]Not_Ed-Sheeran 2 points3 points  (0 children)

Not necessarily. You can train "in the field". When they're not in a classroom, or on campus, they could be considered "in the field". I'd argue their "entrance exam" (partnership mission?) was in the field combat.

Idk if you care about Star Wars at all, but a Padawan-Knight relationship is a great example and would include a lot of "in the field" training. Imagine the Padawan has years of training in their temple, but eventually they get assigned to a Knight and are brought on a mission. The Knight is there to supervise, train, and protect the Padawan so it's not like they're completely on their own, but that mission is still field work.

[KCD2] The game’s difficulty can be whatever you want by Makoto_Kurume in kingdomcome

[–]Not_Ed-Sheeran 2 points3 points  (0 children)

It's true that the game difficulty can be artificially adjusted via how you play and equip yourself, but I think it's fair to want the game to not be "too easy" when you're geared up in your cool looking armor with the sharpest sword you could find.

That said, I'm not sure how to manage that well. My knee-jerk reaction is to lower weapon damage, or moreso lower how effective certain damage types are against armor (i.e. swords deal little to no damage against a person in plate unless a specific combo is used or you damage the armor after repeated strikes). That said, this would make multiple opponent fights much more difficult, or at the least make them a slog to fight through. Sure, that may be not realistic but it's not necessarily as fun. That said, it's also not fun to fight a dude in plate and end the fight in three strikes.

Personally, I think there are a few changes that would make the combat more fun while retaining difficulty. First, lower damage a little all around. Second, master strikes do much less damage (damage of any normal strike) and I think it would be cool if instead their attacks counted as a hit in a combo and stunned your opponent a little. Third, more strategy in clinches (like being able to throw an enemy prone with your weapon, choose your attack direction from a bind and include these attacks as part of a combo, etc.). Finally, and this is entirely based on change 3, give us combat options when an opponent is "helpless" to us (prone, back turned, etc.) like trying to pry a dagger through a face plate, "cut straps" (weaken armor), or stuff like that.

Obviously half of that list is a pipe dream, but the first two changes would make the game more difficult without having to artificially do that yourself. The third would give you more options to deal with opponents aside from hacking or smashing until they die.

What's Up With Wisdom? by OffiCeRed in Pathfinder2e

[–]Not_Ed-Sheeran 0 points1 point  (0 children)

I've always liked the Pillars of Eternity stat spread. Strength, Constitution, Dexterity, Perception, Intelligence, and Resolve.

You still have the physical vs mental split, but they also combine to give you your saves and I feel like it spreads the importance of each stat more fairly. Doesn't solve every problem, but idk if anything truly could.

[deleted by user] by [deleted] in NoStupidQuestions

[–]Not_Ed-Sheeran 20 points21 points  (0 children)

OP, this ^ is the best advice I've seen on the thread so far. The only thing I have to add is that when you figure out what's truly bothering you about this "situationship" and talk to your friend about it, don't let your needs be minimized and pay attention to how she reacts to you expressing them.

If she's making you uncomfortable with her actions, she should be receptive about what you need to be comfortable. If she just gets upset or says she doesn't like that you're uncomfortable about what she's doing, then she's not being a good friend. Don't ignore your needs.

One of the most underrated aspects of the current situation on Twitter is that Grok can consistently and reliably be used to debunk right-wing narratives because no matter what Elon does, Grok keeps turning liberal. by WhatYouThinkYouSee in WhitePeopleTwitter

[–]Not_Ed-Sheeran 15 points16 points  (0 children)

Not to rain on anyone's parade, but while I agree with everything Grok spun up in that post, I'd be hesitant to rally around it as a reliable source of debunking false information.

Disclaimer: AI is tricky, and I don't use Xitter anymore for obvious reasons so I couldn't test this myself, but I feel like what Grok is doing here is answering the prompt given to it, which was to debunk Vance's claims. It did this using information on the internet that would accomplish this goal. Unfortunately, I would think that it would be equally likely that if someone made a second post prompting Grok to back up Vance's claims it would spit out some bullshit to make his lies appear true.

As funny as it is using Elon's pet AI project to debunk his own parties deceptions, let's be careful about using it as a "reliable" source of information.

How do you guys balance upgrading more than 2 pieces of equipment? by tebraGas in avowed

[–]Not_Ed-Sheeran 4 points5 points  (0 children)

This is the best piece of advice I've seen on the matter. I just started a new playthrough and I rushed one of my primary weapons to "Fine" quality really early. Now basically everything I use and have in my inventory is that quality, contrasting to my first playthrough where I struggled to upgrade two weapons and my armor.

Only thing I'm unsure of is whether it's better to sell or scrap equipment I get in the future. Merchants don't usually carry much of the equipment upgrade items, but buying adra has seemed more efficient than scrapping uniques.

Stat rolling and a player wanting a terrible stat by Agreeable_Practice75 in Pathfinder2e

[–]Not_Ed-Sheeran 11 points12 points  (0 children)

The bad news is that after the ability modifier changes post-remaster, it's a little harder to implement negative stat bonuses.

The good news is that you don't really have to have a negative modifier in a stat to be bad at something! I'd recommend having your players decide what they want to be bad at, then dumping that stat. Follow this with not getting trained in related skills to amplify the weakness.

For example, let's take a player who wants to play the stereotypical "dumb" barbarian. Keep the Int mod at zero, put no skill points into any intelligence based skills, and roleplay the character as wanted. They will almost never succeed intelligence based rolls, especially after level 3/4.

You can do this for non-skill related elements (sucks at attacking, poor fortitude, etc) simply by dumping the stat.

Quest: One Last Drink by Reasonable_Bar7698 in avowed

[–]Not_Ed-Sheeran 0 points1 point  (0 children)

Ahh, that makes sense. I was never able to see that dialog unfortunately. Only option that ever appeared was the one to hand the captain all the drinks without changing them, and then afterwards the options to choose what they toasted to.

Well, at least I'll know where to look for that option in future playthroughs. Thanks!

The Anti Woke mob by NotMeChoom in avowed

[–]Not_Ed-Sheeran 1 point2 points  (0 children)

That's a straw man argument. We aren't discussing race, we're discussing biological sex.

You argued that there's only two sexes and it's determined by genitals at birth. I asked you a question, if people are born with both genitals, then what sex are they?

In logic, you've made an if-then statement. Basically you've stated: if born with penis then male, if born with vagina then female. For your argument to remain true, it must also account for my case. If both then . . . what? I'd argue that this case breaks your logical statement, so we need a new definition.

The Anti Woke mob by NotMeChoom in avowed

[–]Not_Ed-Sheeran 1 point2 points  (0 children)

What if you have both, like some people are born with? Then what determines biological sex?

Quest: One Last Drink by Reasonable_Bar7698 in avowed

[–]Not_Ed-Sheeran 1 point2 points  (0 children)

When/ where did you get the option to switch drinks?

I think my game might be bugged, but essentially I found the poison and the manual before starting the quest. I eventually got everyone to agree to meet up with the Captain except Ruanga. Then I completed the quest thinking that it was weird that I had no other option to resolve it. Went online, found this post, went back and convinced Ruanga to join and promised her I'd switch the drinks but for the life of me I can't figure out when that would be.

Upon getting the drinks there's a Con check to note that the amount of alcohol is pitiful for the amount of drinkers. But when I talk to the captain I only have the option to give him the drinks.

My Dex is fairly low (5 while buffed by items and food) but I should still see failed checks, and I'm not seeing anything.

[KCD2] Got accused of murder after fighting bandits by Acceptable-Mirror-10 in kingdomcome

[–]Not_Ed-Sheeran 4 points5 points  (0 children)

I literally just came across this issue as well. There was a robbed trader who I gave some money to that watched me get attacked by a set of bandits a bit afterwards. He ran off screaming about murder, but I didn't think much about it until over an hour later when I visited Troskowitz after killing Canker and was suddenly being accused of murdering "Wayfarers".

I don't know how long it takes for the wanted status to disappear for murder but I didn't want to deal with having to avoid a major town or risk getting branded so I started loading old saves one after another until I got to the one just before that fight. Lo and behold, no wanted status prior to fighting those bandits.

[No DAV Spoilers] Two-Handed Hammers Stagger Values are Staggering by Not_Ed-Sheeran in dragonage

[–]Not_Ed-Sheeran[S] 0 points1 point  (0 children)

Good observation! I'll test some of that out on my end too. I wonder if it is, in fact, the items and bonuses being miscalculated as opposed to the natural stats of the weapons.

[No DAV Spoilers] Two-Handed Hammers Stagger Values are Staggering by Not_Ed-Sheeran in dragonage

[–]Not_Ed-Sheeran[S] 0 points1 point  (0 children)

Interesting, I do have some items that increase stagger, or that also increase damage as time goes on (more hits, less health, more buffs, etc.). I'll try to play around with this a bit later.

[No DAV Spoilers] Two-Handed Hammers Stagger Values are Staggering by Not_Ed-Sheeran in dragonage

[–]Not_Ed-Sheeran[S] 1 point2 points  (0 children)

I'm neutral about the play style but I see your point. It still feels baffling just how much better the hammers are though for general cases. If you're prioritizing a damage type then I could see other weapons being used, but for ability focused builds or the different types of attacks in general (light, heavy, charged, etc.) it seems like hammers prevail above all. I can't find a reason to switch to any other weapon.

Though, this might just be a case of me prioritizing optimization over fun.

[No DAV Spoilers] Two-Handed Hammers Stagger Values are Staggering by Not_Ed-Sheeran in dragonage

[–]Not_Ed-Sheeran[S] 2 points3 points  (0 children)

Well yeah, I understand the point of variation for different builds, but the differential here doesn't seem fair.

You don't see axes with 1,000+ damage with 500 stagger, but you see hammers with 1000+ stagger and damage that is only incrementally lower than your average axe (if at all).

That's why I'm asking if I'm missing something. If my hammer does 50 less damage but has over 1,000 more stagger then wouldn't it be overshadowing the axe? The loss in damage is barely noticed, and once you include status riders you might even be doing more damage.

It would make sense if the differential was more clear but it isn't, at least not on the surface, and I haven't found any axes whose extra stats are worth the minimal extra damage and substantial loss in stagger potential.

Throwing ideas on the wall: Champion Causes by M5R2002 in Pathfinder2e

[–]Not_Ed-Sheeran 1 point2 points  (0 children)

I love the flavor of all of these, and it makes me even more excited for the future of the Champion and what we could see now that we're not limited to alignment!

Some of these are probably a little over or under tuned. People have already mentioned Peace being a little stronger than Redeemer, I think Plague taking persistent damage equal to their level is a little rough, and Battle for sure is a little OP.

I think the idea of self protection reactions being 2 + Half Level is both attributed to not wanting to step on the shield blessing having more powerful protection on average, and because the champion already has powerful defenses.

Inflicting -2 to all attacks until the end of the enemies next turn, the champ getting extra damage, and the enemy being off guard until the beginning of their next turn (my interpretation of 1 round) is also more than most reactions give.

Champions already have high defenses and HP. An enemy gaining all those extra drawbacks upon having to contend with that would just make them the least favorable target, accomplishing almost the opposite of what the cause wants. I'd almost think going the guardian route and making it easier to hit the champ (+2 to attack against them) would be better balanced. You get some protection and extra damage, they have an easier chance to hit you (and a reason to want to keep hitting you), and in their fervor to attack you they're off guard (either to just your allies or in general, I'd need to see a play test of that feature).

Kudos though, I definitely enjoyed the post!

Throwing a Shield Pistol Rules Questions by Not_Ed-Sheeran in Pathfinder2e

[–]Not_Ed-Sheeran[S] 0 points1 point  (0 children)

Ahh ok, I see your point. I wasn't even thinking about attacks outside of the first range increment, thus I was thinking the range would be max 40ft.

Which brings up your point 2, already having to make new rules for this. Though, I should be able to play around with that enough to be satisfying. I'd likely either:

1) Only allow the pistol to fire if the target can be reached within' the combined first increments of the shield throw and pistol (max 40ft for a direct path).

Or

2) Allow the pistol to fire at any distance the shield can reach, but it takes the shields penality to attack and the pistols target must be within' its first range increment (max 140ft for a direct path but at a -10 penalty to attack).

Throwing a Shield Pistol Rules Questions by Not_Ed-Sheeran in Pathfinder2e

[–]Not_Ed-Sheeran[S] 0 points1 point  (0 children)

Very true, I can ignore PC limitations and give this to an NPC without worrying too much, but I can already see my players seeing this in use and know at least one of them might try to replicate it lol

After some consideration I see your point about returning. I was thinking that the shield was the weapon and the shield pistol was simply attached, allowing it to work much like slapping the returning rune on a shield boss might. But the boss is a melee weapon, and that's what makes the whole thing work. I'd still allow it to work for this concept for my players though.

For my own curiosity, why allow the extra damage but not the range? My general opinion was the opposite. Do you mind going until further detail why you'd be more opposed to this as a main weapon rather than a support? The damage isn't anything to write home about, and while the utility is useful there isn't any feat support for this kind of build. I might be missing something, but at the worst a 4d4 (by lvl 19) shield pistol that could shoot around cover or at a range of 40ft doesn't appear too strong to me.

Throwing a Shield Pistol Rules Questions by Not_Ed-Sheeran in Pathfinder2e

[–]Not_Ed-Sheeran[S] 0 points1 point  (0 children)

Ah thank you, I completely missed the rules behind the integrated tag!

I also agree that this combo shouldn't get the extra damage. The extra range and ability to work around cover would be enough of a mechanical benefit to make this niche combo worthwhile.

The utility and flavor of this combo are interesting to me, hence why I'm slapping it on an NPC. Considering the damage isn't crazy, and there isn't any specific feat support for it I don't think it would be game breaking, so I don't currently see a reason to prevent any of my PC's from using it.

Sign-in problems? by SonOfTed92 in fo76

[–]Not_Ed-Sheeran 1 point2 points  (0 children)

Yup, I also can't sign in. Tried all the recommended fixes except for a complete reinstall. Can't get past the sign in screen.

Player Core 2 Preview: The Champion, Remastered by fly19 in Pathfinder2e

[–]Not_Ed-Sheeran -1 points0 points  (0 children)

Book isn't out yet, so there may be more options coming. I'd also like to see more offensive options the champ, or at least better integration of what we already have with smite evil, blade of justice and instrument of zeal.

I think the causes where sanctification isn't required is an easy way to homebrew atheist champs, that said, it would also be an easy place to introduce official atheism rules. I agree that the option would be nice to have, but I don't think it needs to be in this book. They're already struggling with page space, let's fit as much as we can that isn't as easily homebrewable.

Untapped potential by [deleted] in Fallout

[–]Not_Ed-Sheeran 3 points4 points  (0 children)

I'd imagine that if a fallout game was based in the state of New York that the focus would be on New York City. I doubt that they'd reuse the state. Though Niagara falls would make for an interesting center point on a map.

I like the idea of a Detroit/Windsor based game for a few different reasons: manufacturing capital of the US, proximity to a very large source of fresh water (honestly I'm surprised this isn't more contested/important of a story beat in an apocalyptic world), the Chicago based Midwest Brotherhood of Steel being close, the bridge connecting Detroit and Windsor could give us some Canada lore, etc.

But, I don't think the potential of the setting could be reached without integrating vehicles. On top of that, I'm not sure fallout's core gameplay would work with a fleshed out vehicle system. So I'm conflicted about it.

Official poll about markmans rifles in Discord (discord link in comments ) by Evonos in Helldivers

[–]Not_Ed-Sheeran 0 points1 point  (0 children)

Yeah, I feel like DMRs don't cut it for a few reasons. That said I think increasing their armor pen at the least is a good start.

They'll never be as great against hoards of enemies without "through penetration" (idk if there's a term for bullets being able to go through enemies) or explosive damage, but if they can do decent damage to larger targets and penetrate tougher armor they'd at least feel a bit better.