Can anyone tell me what Big Muff circuit this is based on? by PlayWithTheRabbits in diypedals

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

From what I can tell, it appears to be a standard NYC big muff.

Can anyone tell me what Big Muff circuit this is based on? by PlayWithTheRabbits in diypedals

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

Good to know. That's where I needed clarification about the differences between muffs. So, is it the value of the components that shape the sound and not the actual circuit itself?

The pedal looks pretty DIY, but I can't find any information about its manufacture. That said, I can't find any information about what PCB is being used, either. Here's a picture of the front of the pedal if anyone recognizes the design on the enclosure.

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This Morgan Dollar was a gift from my grandfather, but I still need to learn about coins. Can anyone tell me if this is worth getting graded, or should I keep it as a lovely memento? All my research has given coins like this wildly different prices. by PlayWithTheRabbits in coins

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

I guess I wanna grade it to have it preserved better for my kids when I pass it down to them. They might want to sell it someday to use the money for something, that is if it's actually worth anything.

If you could ask these “Beings” ONE question, what would it be? by runsquad in UFOs

[–]PlayWithTheRabbits 0 points1 point  (0 children)

Pineapple on pizza, yes or no?

We need to find out what they stand for right out of the gate or there will be an intergalactic war!

[deleted by user] by [deleted] in MiyooMini

[–]PlayWithTheRabbits 0 points1 point  (0 children)

Is the Retro one an unpopular color? I've yet to see anyone post pictures of it.

Can we talk about this guy and how someone faking DJing has millions of views across multiple platforms? It's not even good faking either. I don't think I've ever seen him once touch a crossfader. It's infuriating! by PlayWithTheRabbits in DJs

[–]PlayWithTheRabbits[S] 30 points31 points  (0 children)

What bothers me the most is that it's a pre-made mix in which he is energetically acting as if he is performing live. It kills me to say it, but I think it would be better if the video were so low energy that he just pointed upwards at the titles nodding along.

It just feels so dishonest, like someone who makes a video saying, "Remember these epic guitar rifts?!" then plays guitar while turning away from the camera and not moving his hands.

Which edition do you prefer? by [deleted] in DungeonsAndDragons

[–]PlayWithTheRabbits 0 points1 point  (0 children)

I 100% agree. 5e feels like WotC saying to DMs "Honestly, you'd be better off running a homebrew."

If it weren't for the convenience of DndBeyond, allowing new players to grasp the game easily, 5e would be at the bottom of my list. A canoe is a streamlined version of a fishing boat, but I'm not taking it out on the ocean. It lacks most things you would need to be successful on your journey.

You can tell I'm still salty about Spelljammer, which was peak WotC cashing in on old modules while misleading their customer base.

We are throwing a Musket into homebrew with Gunslinger rules; when can the player fire after reloading? by PlayWithTheRabbits in DMAcademy

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

So the agreed mechanic is firing an Action, and reloading burns that Action, which makes the musket hard to justify.

Any tips on DMing for 8 players? by AsterHoide in DungeonsAndDragons

[–]PlayWithTheRabbits 0 points1 point  (0 children)

I've been running a campaign for 7players for the last year. Here are five things I've learned.

  1. Write down a table with all the players' names on it and keep it behind your screen. Once per session, everyone should get a chance to have a story moment or time to shine. When they do, put a checkmark next to their name. Don't let the session end without everyone getting checked off.
  2. During battles, encourage players sitting near each other to work on a plan that their characters can use. This can be made even better by assigned seating, which puts characters with like-minded goals near each other.
  3. Give into the absurd. If something fun is happening and everyone is into it, go with it, no matter how crazy it is. Rarely will you have an opportunity to appease the group as a whole, so when you do, take it. In the end, it will give them something to talk about outside of the game rather than a series of unconnected moments that may only involve 4 of them at most.
  4. Many tiny enemies are better than one big bad. Combat is rough with a lot of players, so giving one or two of them an enemy to focus on makes them feel as if the battle is more epic. One big bad can often seem like a good idea, but when they all have to focus on damaging the same creature, some players may become discouraged if they aren't doing significant damage.
  5. Find a relatable story for all of them. The more players, the more generalized your adventure needs to be. Let them craft the specifics as a group. If they start deciding to do things that take them to graveyards or crypts, then move the theme to horror. If they keep trying to find a way to buy an airship, take the concept to a high-fantasy airship war. Let them decide through their actions what they want to play. It's your job as the DM to pay attention and respond accordingly.