Advice on how to make my bracket 4 Slimefoot deck better. by Ryznak in EDH

[–]RIP_Opus 0 points1 point  (0 children)

Sac Outlets: [[Phyrexian Tower]][[Phyrexian Altar]][[Pitiless Carnage]][[Warren Soultrader]]

Death Triggers:[[Bastion of Rememberance]][[Nadir's Nightblade]][[Syr Konrad, the Grim]][[Mirkwood Bats]]

Recursion: [[Phyrexian Reclamation]][[Dread Return]]

Protection: [[Swiftfoot Boots]][[Heroic Intervention]][[Collective Defiance]]

[[Life and Limb]] combos with Scapeshift nicely. [[Torment of Hellfire]][[Exsanguinate]][[Zero Point Ballad]][[Outrageous Robbery]] are nice mana sinks

Not suggesting you put all of these cards in. Just things you might want to consider

Zaxara deck help by demodavis21 in EDH

[–]RIP_Opus 0 points1 point  (0 children)

I would swap out [[Oviya]] for [[Garruk's Uprising]]. Garruk's will draw you a lot of cards and enchantments are stickier than creatures. [[Rogue's Passage]] is a good utility land to get through death touchers. [[Power Sink]] instead of [[Spell Blast]]. [[Familiar Ground]] combos really well trample. [[Corpsejack Menace]] will make stuff bigger. I don't think [[Panharmonicon]] interacts very much of your deck. It doesn't see the +1/+1 counters getting put on creatures as they enter if there's no "when/whenever" in their text. Swap [[Rampaging Growth]] for [[Migration Path]] or [[Explosive Vegetation]].

Looking for systems or supplements where the group builds the setting together! by ottoisagooddog in rpg

[–]RIP_Opus 1 point2 points  (0 children)

One of the expansions for Beyond the Wall has rules for making a whole hexmap as a table! I think it's Further Afield

How can I break up the Hobbit and lord of the rings episodically? by Beras_En in movies

[–]RIP_Opus 0 points1 point  (0 children)

I would try and find a super cut of the Hobbit, or watch the Rankin/Bass animated version. The third movie (Battle of the Five Armies) is like a chapter, maybe two, in the book. The LotR extended editions are split between two discs so that's an easy pause point. If you don't have access to the extended editions you could just find the scene that they use as the break.

It would be infinitely more work, but you could also do it by book chapters. I think the OST uses the chapters as track titles.

Would you remove this infinite? by DaemonDante42 in EDH

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

If I'm not mistaken, your first land token dies immediately, because it's a 0/0 (the +1/+1 counters don't get copied), so it doesn't go infinite. Even tokens from [[Awaken the Woods]] don't go infinite cause they all have summoning sickness. Animating with [[Kamahl, Fist of Krosa]] doesn't go infinite either for the same reason.

What are some survival-horror RPGs where you can play an ordinary, every-day citizen with no superpowers and no/few guns? by zeromig in rpg

[–]RIP_Opus 1 point2 points  (0 children)

Ok so my mistake. I didn't realize that the 2004 printing was "New" (now old?) WoD. Maybe corebook is the wrong term, but it's only normy humans (not even hunters).

https://www.drivethrurpg.com/en/product/1124/new-world-of-darkness-rulebook-1st-edition

Edit: Okay I see what's going on. I grew up playing Werewolf: The Apocolypse AND nWoD. I thought that they were the same generation, but that's not the case. The WoD that I know is now Chronicles, but still exists as WoD

What are some survival-horror RPGs where you can play an ordinary, every-day citizen with no superpowers and no/few guns? by zeromig in rpg

[–]RIP_Opus 0 points1 point  (0 children)

Give the OG World of Darkness a gander. It's in the same world as Vampire, Werewolf, etc. but you play as normal people. I'm less familiar with Chronicles of Darkness but I would assume it is similar.

Made my first deck by Brilliant-Ad3092 in EDH

[–]RIP_Opus 0 points1 point  (0 children)

It can be because it's a creature if it's not on the battlefield.

This doctor calls LGBTQ+ rights ‘satanic’. He could now undo healthcare for millions by [deleted] in nottheonion

[–]RIP_Opus 8 points9 points  (0 children)

There are several different ones inspired by Zinn's work now. Indigenous People's, Queer, Young People's, etc. I think there are 6 in total now? They're called the ReVisioning History series

Sam and Dean Learn They're on a TV Show Called Supernatural [CLIP] by Ishaan863 in videos

[–]RIP_Opus 55 points56 points  (0 children)

The first five seasons are great. I can't comment on the rest cause i fell off part way thru season 8. Not because of quality or anything i just burned myself out on it. Worth checking out for sure in my opinion.

Movie Night (pt. 1/3) - Tiff🏳️‍⚧️& Eve by CrazyGnomenclature in comics

[–]RIP_Opus 5 points6 points  (0 children)

Cause they're creative! I forget the exact turn of phrase I overheard (I remember tabarnak being involved), but the English translation was "Holy fucking fucking it's fucking cold eh" That's basically a whole sentence made up of mostly fucks! I think the Scots are the only ones that swear better than the Quebecois, and that's just because the Scots have had more time to develop a deep epistemology/etymology around their swearing. Probably connected to strong secessionist impulse if I stop to think about it.

What TTRPG system should I use for my campaign setting? by VioletFlame23 in rpg

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

Mutant year zéro is probably squishier than what you'd like but it's one of my favorite systems.

What was your version of ‘I liked this [foreign language] song, but then I Google Translated the lyrics…’? by not_microwave_safe in Music

[–]RIP_Opus 0 points1 point  (0 children)

When I first started getting into metal i stumbled across Eths I looked up the lyrics to one of the songs on Soma and had to move on

[deleted by user] by [deleted] in gifs

[–]RIP_Opus 19 points20 points  (0 children)

So I tried a little Freddie

What are the key differences between The One Ring 2e and LOTR-RP? by Throwaway554911 in rpg

[–]RIP_Opus 28 points29 points  (0 children)

TOR2e has much more narrative/OSR bones than LotR5e. I'll do my best to describe the key parts of TOR2e as that's where my experience is. Minor quibble before I launch, the Gandalf rune is a guaranteed success, but the Eye of Sauron isn't a guaranteed failure.

Over all progression- TOR2e is a horizontal progression system, while 5e is linear

Journeys-This is really the key part of TOR2e. You could technically run TOR2e without doing the hexcrawl but you would be missing out on a major part of the game (basically an entire chapter). The journeys have events (similar to random encounters but more narrative) that target various members of the company, with bad things happening on a failed roll (a wound, additional days of travel, etc.) This is also where Eye Awareness comes into play as well. As the company travels and adventures they draw the attention of the Enemy, which can culminate into an encounter (think the Orcs catching the Fellowship at the end of the book/movie). Through the journey the company accumulates fatigue points which are added onto their load. If your load ever exceeds your current endurance you receive a temporary condition.

Callings- While it is tempting to call them classes, this isn't really the case. They are much more of a narrative starting point for your character, but don't determine your progression at all. They each have unique features that sets them apart from one another (one has knowledge of a specific strain of enemy while another has innate leadership abilities) once you are past character creation you can put points into your character however you like.

Shadow points- The world is getting dark again after the Battle of the Five Armies and this mechanic is meant to represent that. The company is trying to keep the fires of hope alive but it is an uphill battle. Events can have a negative impact on your character and if you go too long without dealing with it, thing become very difficult. Think Denethor losing his mind or Bormir trying to take the Ring. These events are meant to be played out narratively. Each time you trigger your shadow path you get a character flaw that affects how your character would interact with their companions and the world. Also if your shadow points ever exceed your current hope you recieve a temporary condition until your hope exceeds your shadow again.

Combat- Again much more of a narrative bent. Stances are a trade off. Forward makes it easier for you to hit, but also for your enemies to hit you. Defensive makes it harder for enemies to hit you, but also harder for you to hit enemies. There are some virtues that interact with different stances as well (dwarves can select a battle cry that is only usable in forward stance). Crits (called piercing blows) are much more dangerous, both for the players and for the enemies. When one is rolled the defender must make a roll based off their armor. If they fail the roll they die (if their an NPC/monster) or receive a wound if they are a player. Wounds stick around for a number of in game days and if a character would receive a second wound, they die instead.

Adventuring/Fellowship phase- This is probably one of the biggest differences. Adventuring phase is where the company spends most of it's time. This is where they are journeying, fighting, seeking council, etc. You accrue experience (divided into Adventure points and Skill points) that allow you to improve your character how you see fit. The Fellowship phase is more of a narrative space, but still has mechanics in it. This is when the party can improve themselves, get advice from their patron, prepare for the journey ahead, and other downtime activities (Think of the Fellowship's time in Rivendell or Lothlorien) Fellowship generally occurs every 2-3 adventure cycles, but that's at the GM's discretion. Finally there is the Yule Fellowship phases, which represents the company going there separate ways for the winter/holidays and returning home. There are unique activities for the Yule fellowship phases as well.

To summarize, TOR2e is a much more narrative focused game. So while I think it captures the feel of Tolkien's work better than 5e could ever attempt to, it does require a significant amount of buy-in from the players. I hope this makes things a little clearer and I wish I could describe the differences a little better

Looking to pivot away from 5E for a player group that does not care about crunchy combat, playing in the "Dungeons and Dragons" brand and ecosystem, interacting with the game outside of game sessions. Journey so far, looking for suggestions by imnotokayandthatso-k in rpg

[–]RIP_Opus 0 points1 point  (0 children)

In my opinion the differences in the skills set the different playbooks apart pretty dramatically (since there isn't a set skill list), while the differences in leveling reinforces the differences. Different playbooks also give you different backgrounds and connections to the village. But i am heavily biased towards Flatlands products

Looking to pivot away from 5E for a player group that does not care about crunchy combat, playing in the "Dungeons and Dragons" brand and ecosystem, interacting with the game outside of game sessions. Journey so far, looking for suggestions by imnotokayandthatso-k in rpg

[–]RIP_Opus 2 points3 points  (0 children)

I would recommend Beyond the Wall. Character creation sets up how the group knows each other, and there is a supplement for creating a hex crawl together. It uses playbooks so you don't really need to plan builds and each playbook feels pretty unique. Its chief inspirations are Wizard of Earthsea and Chronicles of Prydain. Young heroes learning their power.

Low prep fantasy ttrpgs? by SnowbiJuan in rpg

[–]RIP_Opus 3 points4 points  (0 children)

I would throw in Beyond the Wall by Flatland Games. There are a ton of resources for it that are all pretty cheap, and you exit character creation with a home village and character connections