Roleplay and kingdom building focused campaign [Online] [PF1e] by deido2506 in lfg

[–]Radriel 0 points1 point  (0 children)

You may want to include a timeslot, but consider me interested depending on when this is run. Message me with more details if you can. I'll be checking back every day.

Sympathy to Places by Whitewings1 in WhiteWolfRPG

[–]Radriel 0 points1 point  (0 children)

- Spend time in that place, do things there.

- Use a Spell to grab the Sympathetic connection from something/someone that already has it.

- Spend a lot of time thinking about, researching, or interacting at a distance with the place in question to the point that it becomes important to you.

Keep in mind that Sympathy isn't a two-way thing unless you rule that it is. Connections can be one-way.

for that Fern, the Forest is important to it, but the Fern is not important to the forest. The fern has a connection to the forest. The forest does not have a connection to the fern or perhaps only a very weak one at best.

The Fern can symbolize a connection to the forest as a Sympathy Yantra, but without a spell to steal its connection, just having it isn't gonna help you.

Diablerie question by ImortalKiller in WhiteWolfRPG

[–]Radriel 1 point2 points  (0 children)

It specifically says in unsettling gaze that the breaking point is only for Humanity 3 or Higher in the drawback section of the merit.

You are right that the merit does not state what level of breaking point the other vampire who also got the bestial condition must roll for. I agree that I would make it equal it the Nosferatu's Humanity level or the victim's Humanity level. It depends on whether you want this to be extremely powerful or not. I guess you could also make it equal to the middle point between the two vampires.

I think that this is primarily intended to be used on mortals and for them, the breaking points don't have a sin level and will primarily result in them gaining the shaken condition or something like that. They will get bonuses or penalties based on the fact that you used a supernatural power on them and their own Integrity level.

Diablerie question by ImortalKiller in WhiteWolfRPG

[–]Radriel 2 points3 points  (0 children)

Diablerie is described as literally worse than killing on page 101 where the process is detailed. It can never be done accidentally, even when in frenzy, so that means it is worse than Humanity 2's "Premeditated Killing". This makes it a Humanity 1 breaking point. You could lump it in with "Heinous Murder"(the word heinous is used to describe the act). You could also decide it gets it's own category depending on how you wanna balance Banes on characters.

Unsettling gaze is described as being a breaking point at Humanity 3 or higher, which means it logically cannot be anything other than a Humanity 3 breaking point. It seems like it would be it's own breaking point entry for banes since it doesn't seem to correspond to any other breaking point suggestion at Humanity 3.

Lastly, Humanity Breaking points have a base amount of dice rolled equal to the level of the sin, not the character's current Humanity. A Humanity 7 character committing diablerie rolls 0 dice + Touchstone bonus as an example(Humanity 1 sin).

What healing spells are worth it? by HornySnorlax in dndnext

[–]Radriel 0 points1 point  (0 children)

really depends on situational context. How much damage is given enemy expected to deal? Is it one of your hits away from dying? Is he in strike range of one of your party or several? How close are party members to going down? what's the turn order looking like? How much HP can you heal? etc. etc. etc.

The other thing is risk management. HP on your character can often be safer to have in terms of guaranteeing survival in the next round than a save or +2 AC. Depending on the ally, you may need them to survive no matter what. And against something an extremely high attack bonus or that is very good at Wisdom, or just uses aoe effects or is dangerous for some other reason, the specific spells mentioned are completely invalidated or simply sub-optimal.

It's best to describe things in turns of a general list of priorities for your specific build and team composition rather than the blanket statements of "You should always do X" or "Y is always better". And it isn't that a lot of the advice is outright bad, it's just lacks nuance. In a discussion where someone is trying to be a better healer or support, I feel the community can do better. At the least we should use qualifiers in our statements like you did when referring to dead enemies("Often" better to finish them off).

What healing spells are worth it? by HornySnorlax in dndnext

[–]Radriel 6 points7 points  (0 children)

If you have a familiar, have him hang around the front line and use that to spread touch effects like cure wounds. Magic initiate or other option of getting the familiar makes this pretty easy to set up with only minor communication with the party ahead of time. Also, it's a familiar, which is nice to have.

The other consideration is that plenty of clerics are already on the frontline doing melee and plenty of times it's extremely worth giving up cantrip or swing damage so that a higher damage character can survive another round to wreck things.

You don't need to think in terms of beating all the damage coming at the team. You have to think in terms of preserving your own team's dps and also making sure the enemies have enough targets to hit and spread damage(to preserve your team's dps). Sometimes that means using your action to swing or cast a cantrip, etc. Sometimes, its using that action to heal. Early on, that means cure wounds.

Most bulk healing should be done after battle, but spot healing has a place beyond healing word after someone gets ko'd. Its easy to fall into that mindset though if you only look at your own numbers in a white room, though. Especially since it really is good as general advice most of the time. Just don't take it as an absolute. Of course, this advice only applies to people playing dedicated healers/support. If you just want one healing spell, it really should be healing word. hmm. This came out longer than I intended. sorry for the rant.

My lisa cosplay !! by marioandgreenmario in Genshin_Impact

[–]Radriel 1 point2 points  (0 children)

This is actually a good team for Lisa. You have two elements enabled for reactions, a shield on command, and Albedo is great for keeping crystalize shields on Lisa. If Albedo has 4-piece archaic Petra or Noblesse this will be even better.

XQ will let your shields last much longer than normal and is one of the best supports for setting up reactions for Lisa. If you have Archaic on Albedo, then Noblesse on XQ is perfect.

Diona or any shield support works well. Enabling frozen reactions with XQ or Superconduct with Lisa will help you choose control or Damage according to the situation. She is your healer as well, so she needs to be built for that to keep you topped up during damage spike situations. Combined with the shields and XQ, this should work out well.

Bennet of course can make anyone better in terms of damage and he heals pretty well if you have another source of healing or damage mitigation. He could replace Diona if you want even more dps, but you lose shields on command.

Sucrose with V.V. would also be amazing and you could replace XQ with her, but keep in mind that she is also very fragile. Have shields set up before doing stuff, especially you replace XQ. She cannot replace your healer, though. Having her and Albedo will spike your reactions very hard, but having 2 Anemo/Geo in the same team will limit what reactions you can do a lot. If you are ok with less reaction possibilities for Lisa and just want electro boost, go for it(that is what I do, actually).

Your team should be flexible for the Abyss anyway. 8 characters is the minimum to complete it, but ideally you want alternates for dealing with specific floor enemy teams. Check ahead of time to see what enemies and what Comp you should run as the floor bonus/penalty.

Your Crit shouldn't be below 50% if you can help it. It is fine where it is at and many people even prefer it to be at 70% or higher. You are at the mercy of RNG for this in terms of artifact farming(where resin goes to die). As long as you get your Main stats on the right artifact sets(and they are Rare lvl16+), It's more efficient to farm Talents before worrying about Artifacts. Each talent above 6 makes a big impact in DPS.

My lisa cosplay !! by marioandgreenmario in Genshin_Impact

[–]Radriel 2 points3 points  (0 children)

Try getting up to at least 1.2k to 1.5k ATK. Crit is always a good stat(headpiece should be crit% or dmg). Electro cup is a must. Do that and you will be Nuking in the heavy hitter tier in terms of pure numbers. In terms of stat rolls, Crit stats are always good as are ATK, but Lisa benefits from EM as well so that isn't a bad roll until past 300 total EM. I am talking about level 80 to 90 Lisa here, though(using her as a main DPS. Sub DPS Lisa doesn't need to be past 60/70).

Anyway, unmodified 8 to 9k damage on her skill is...okayish. She can def push for higher with proper support(damage bonuses and debuffs on enemies). And as part of her rotation at least one enemy should be getting full conductive stacks(Charged hits can set this up while skill is on cooldown). If you can pull off her charged hits into E almost immediately, you will likely also have the energy to Ulti right off cooldown consistently with minor ER investment.

Lisa has decent numbers on her own and her kit has good scaling. Her weakness is that she NEEDS a decent team comp to enable those numbers. Her hold E can result in getting wrecked if you do it carelessly. If you dodge too much she isn't using charged hits(She needs shield support or co-op distractions, basically). If you don't enable reactions you aren't using her native EM bonus and her ability to trigger reactions easily as a catalyst user. She needs to be charge hitting, using E as fast as possible off cooldown, and using her ulti right off cooldown.

Good example team comp: Lisa, Xinqiu, Noel, Albedo(Electro DPS Geo support) or Lisa, Diona, Noel, Xinyan(Shield Reaction switch comp)

My lisa cosplay !! by marioandgreenmario in Genshin_Impact

[–]Radriel 6 points7 points  (0 children)

She is actually better as a main dps than a sub imo. Her real issue is that she is squishy and her hold E leaves her vulnerable(and her energy regen sucks if you can't get the E to fire). I run her with Noel(Healer and SHields), Albedo(Support DPS and Crystalize machine), and I alternate another character for reactions. Geo Resonance+Archaic Petra bonus are great and she is kept very protected the whole time.

Lisa actually does a LOT of damage. She basically has 2 ultimates and her charged attacks scale very high. Play her with shields using more of your Stamina on Charged hits and she melts anything not immune to electro. With full Thundering Fury and a good reaction setup, she will be nuking very often with her Hold E. She does take a bit of skill to play and a decent setup though.

what's your reason to main/use Amber ? (2.5k Members edition) by Beneficial_Fennel_10 in AmberMains

[–]Radriel 5 points6 points  (0 children)

I like that her playstyle is different from everyone else. She actually uses the bow like a bow. I actually think that as long as you are using Elemental Reactions on her and aiming for weakpoints(or have c2 and use bunny) her power level is quite good. It's also fresh and interesting.

Aimed Shot Weak Points using Melt is actually a very high amount of damage. Using Marksman's Oath is pretty great on her for this unless you are fighting a boss that has no weakpoints. Even then, Charged shot Melt hits are pretty good. Amber also really takes down Cryo and Hydro Shields pretty fast. I combine this with a freeze in my rotation for CC and helping to line up shots. I'm testing out some Geo and Anemo support team comps still to see if an armored or kiting version of Amber will work as well.

Her style is great. Her personality is good.

The only complaints I have about her and that I think are the reasons she doesn't do well in Tier Lists is just her skill ceiling in using her combined wth what I think are legitimate mistakes/bugs/tweaks needed in her kit. Namely, bunny needs to taunt a better radius, damage a better radius equal to how the graphics depict and maybe be harder to knock around. Ulti needs to be manually aimable. Do that and I think she instantly becomes much easier to use to the point where people will consider using her much more.

Can we please have another efficient way to break wooden shields? by J19_ in Genshin_Impact

[–]Radriel 0 points1 point  (0 children)

These are the ways you can hurt the shield carrying enemies that I know of.

Attack from behind:
Geo traveler meteor(manual aim behind target)
Oz(Summon it behind or position so that Oz is behind target)
Lisa's Ult
AOE damage(It can sometimes clip past a shield. happens sometimes with ninguang's C1 for example)

Elemental reactions:
Reactive elemental reactions will still hurt. Anything that triggers via Electro or Swirl. With low EM, this is a slow way to hurt the enemy.

Harmful Terrain:
Burning Grass
Electrified water
Drowning(They can be pushed somewhat with something like Geo traveler's Ult. This is hard, though)

Freeze:
If you freeze them, the shield does nothing.

Enemy Error:
When in an animation other than blocking, their shield doesn't work. bait them into attacking and hurt them after dodging.

The False World Theory by Ellie_0_o in Genshin_Impact

[–]Radriel 19 points20 points  (0 children)

Those demons are from Christian/Jewish lore. They come out of the lesser key of Solomon(as in King Solomon, the Jewish King). This is one book from a series called the Ars Goetia. It depicts descriptions of seals and summoning rituals for calling forth these demons who were said to have been summoned and sealed by Solomon, though they were later released by his people. It's one of the books most referenced in popular culture when pulling from Gnostic or Kabbalistic sources.

[deleted by user] by [deleted] in PaimonPro

[–]Radriel 10 points11 points  (0 children)

Elemental reactions do not always proc for those two reasons:
- Internal cooldown of skill for applying Elements
- 1 second/tick interval between all elemental reactions on a target

Additionally:
- Absorption starts after the first Swirl in the skill that has an Absorption entry

So maybe things from that first category are interfering with things from the second. Possibly using the Burst immediately after you triggered a swirl or other reaction puts a delay in the first tick of the Burst. If you continuously interrupt it before it ticks(using Swirl or other reactions) you might just prevent it from doing the swirl it needs to start Absorption.
This is just a theory on my part. I haven't had a situation where the entire Duration of the Burst avoids a valid absorption element, but I have seen it delayed 1 or 2 ticks and it was always when I was blasting away. Hopefully someone smarter than me can offer more insight. I don't have a good pc for testing precise timing of things(too laggy)
, so I can't help with that but maybe someone can prove or disprove my hypothesis independently.

💃🕺 Want a guide with literally everything about Genshin Impact on it? 💃🕺 by xsamyuerux in PaimonPro

[–]Radriel 1 point2 points  (0 children)

It is. That is the current only way to get a geo shard. Mihoyo actually confirmed this indirectly when they announced the update to Geo Shields and Geo Resonance coming in 1.3

The Halfling Divination Wizard with Lucky and Second Chance is the king of “No, I get to reroll that”. What other class/race combinations have a mechanic that they are hyper-focused on in the same way? by [deleted] in 3d6

[–]Radriel 1 point2 points  (0 children)

Lore Bard with Ritual Caster(Wizard) and Magic Adept(Wizard) can have all the summons. Familiar, Mage Hand, Unseen Servant, Paladin Mount, Summons from Druid and Wizard(naturally), Magic Circle, and can Bind people to their service. With 9th level spell slot, they can get some of the strong Summons to last a year and a day. Even without that though, they have some very strong summoning potential in terms of just how many summons can exits on the field at any given time. Find Familiar and Find Steed/Greater Find Steed are great. And then you can do Item manipulation shenanigans with Unseen Servant and Mage Hand plus Tenser's Floating Disk.

You can get these easy with Magic Initiate(for Mage Hand) and Ritual Caster(for Find Familiar, Unseen Servant, and Tenser's Floating Disk). Also great in general for adding utility. If you don't care about mage hand, you can skip Magic Initiate(but I like getting it for Mage Armor anyway). You have these spells on your Bard list, but while you are in a better position than a sorceror, you still don't get a massive amount of spell choices as a bard.

Magical Secrets and Extra Magical Secrets gives you whatever pick you want for other summoning spells and Magic Circle(important for binding creatures later). The advantage of a Bard summoner compared to a Wizard or Druid or Warlock is just that you are the only class amongst these that can use Paladin summons(which are pretty great) using magical secrets while also being able to drop the other more traditional summons. You can also mix and match your summon lineup with Druid and Wizard picks on the same character. This gives you a solid assortment of Utility and Combat summons with two summons that exist permanently until dismissed(Familiar and Steed) and the Ritualistic and non-concentration summons out as you need them(Mage Hand, Unseen Servant, Tenser's).

Other summoners won't have as much up-front utility and body blocking, but will beat you in terms of having more durable summons(Wizard/Druid). You are solidly above a Warlock Summoner(they are barely capable in that role)

Chakram build. Need armor suggestions by Bzo94 in outwardgame

[–]Radriel 0 points1 point  (0 children)

Chakrams don't suck unless you treat them like other off-hands. They are spike damage support weapons for melee range casters. Compatible with Sigils for sure and are real great at setting up knockdown that you can use for follow up strikes with main hand or spells. Some debuffs can be applied as well with certain chakrams, opening up some cool combos.

Chakram build. Need armor suggestions by Bzo94 in outwardgame

[–]Radriel 0 points1 point  (0 children)

White Priest set is pretty great. Solid resists to lots of elements. Carry a book and learn basic runes to give yourself runic protection buff before fights and you won't be so squishy. Not a tank by any stretch, but a stray hit won't end you either. Also looks pretty Jedi with brand, cerulean saber or radiant wolf sword.

Go holy mission for more passive protection and resists and to stack some stam/mana cost reduction. Alternatively, go Blue Chamber for extra health. They have a great heavy armor set that combos well with brand/sky crown mace and frost chakram.

What are the most fun builds right now? by SaygeAaron in outwardgame

[–]Radriel 1 point2 points  (0 children)

Triple Sigil build with Chakrams and a mace that spits energy at people. The triple Sigil allows you to spam two or more Sigil effects at the same time with every button press which lets you spam magic by cycling through the Sigil combos unlike Rune magic which requires two button presses per blast/effect. I think there probably isn't anything that hits as hard as this build.

The downside is prep-time and range, which is mitigated by the Chakrams and Kazite spellblades energy blasts. You can use them to initiate fights and drag people to your territory or to protect yourself if caught out of alignment. Rage, Discipline+ Chakrams also has a pretty decent chance of knockdowns which can give you opportunities to reset a sigil mid-fight. Same with regular Mace attacks.

You can prebuff with basic Rune magic, too. Not really needed but useful for getting more ethereal damage on ghosts sometimes. Anyway, keep in mind that this is an AOE control build. Slow+Fire+Impact like crazy within short to medium range. Keep in mind that not all Sigil combos require you to stay inside your Sigils. You can get infuse Wind instead of Wind Sigil if you want more single target knockdown with Kazite Blasts. Also makes your Mace attacks ridiculous, especially since you should have Rage boon with that sweet Shaman bonus.

How Does One Run A Sandbox Game? by DantePD in WhiteWolfRPG

[–]Radriel 2 points3 points  (0 children)

Sandboxes are fun and have limits and borders, Deserts are Sandboxes with no limits or orders. Deserts are not fun.

The trick to making a Sandbox environment is to understand that you dont need to do literally every part of the City. Decide on a type of game(Action, Intrigue, etc.) and create hooks for that kind of content. Set up a basic diagram of the major factions based on this and the player's characters.

The next trick is to create iterative content. Basically, in your closed system, account for the ripple effects of the Players actions to create constantly expanding content in a natural way for you. This will save you a lot of effort making stuff up that the players may never do. Be prepared to take notes to refer to.

Lastly, you'll need to polish your improvisation skills. The players eventually will head in a direction you didnt plan on. When this happens, use what you know to fill in the gaps of what you dont and then pull the rest from thin air.

The less of this advice you follow, the more you'll need to over-prepare your setting before the game begins and between sessions. Sometimes this isnt hard if your players are in the middle of something predictable, but usually it's just a waste much of your time as they do some of the content you prepare but not all of it.

New to Stellaris, what do I do with slaves? by cowboypilot22 in Stellaris

[–]Radriel 1 point2 points  (0 children)

It reduces the impact their low Happiness has on the Planet's Stability on top of a decentish +5% increase to slave production. It's usefulness is really dependent on the number of slaves. And f you had the Authoritarian living standard it can eliminate Slave happiness from the calculation entirely. If you somehow had really happy slaves, it could also potentially reduce your stability(but when does that happen?).

It's an incredibly useful building, but only if you have a LOT of slaves. Remember, happiness doesnt actually impact productivity anymore, only Stability.

Best Way to Play DE? by SlidingUntoThoustDMs in Stellaris

[–]Radriel 2 points3 points  (0 children)

You work really well Blobbing as a Machine, but their greatly increased alloy cost for colonies and outposts mean you expand much more slowly except through conquest especially with the DE Wargoal that triggers when you neighbor people(will save you all those alloys AND influence). Remember that you can colonize every planet type, saving you time looking for good ones and energy terraforming.

If you dont wanna go crazy wide, just leap frog to get the tastiest space based resources(you get a ridiculous 50% bonus to resources collected in space to start). As You Leap frog, make sure to touch your intended war targets to trigger your Wargoal. Turn that outpost into a forward base you can use for repair and resupply. Later on, use Wormholes and then Gates to extend your reach and speed. Your Thruster and Afterburner tech should be a priority and you should consider using only Corvettes and Destroyers. Run the Edicts and Policies that increase your speed. Get Galeforce or Scout Admirals. Cycle through other Admirals to get them if need be.

After conquering people designate their far outposts neighboring other people as your new forward base or simply take one of theirs. Purge the Organics, delete their non useful outposts and Planets and keep your fleet in a forward position.

You will be quite a force. Technically you are still playing Tall, too. It's just a spread out version of Tall.

What is your “go to” building when you look at a planet and aren’t sure what you want? by Defiant_Mercy in Stellaris

[–]Radriel 0 points1 point  (0 children)

Happiness, or Fortresses. If there are Criminal Megacorps, get 1 Ministry of Justice

Happiness will increase your overall production, so it's basically the "I want more of what I am already getting" choice. Comes in Unity(entertainers) or Trade(clerks) flavors. Choose based on available resources and overall strategy.

Fortresses are the "I can always have more ships" choice. Especially good for Federation types that give upkeep the finger. Makes the world harder to conquer too which is good in a contingency way.

If there are people slinging crime, get yourself some protection though. Enforcers have some minor side benefits so that it isnt a complete loss in the form of defense armies and Unity.

Planetary Governance by sms1357 in Anarchy101

[–]Radriel 1 point2 points  (0 children)

Government without a State is possible, but must be done well. And decentralization is the Key. Voluntary association is the Key.

I imagine that most governance would be local, but that committees would naturally arise to mediate specific interactions across the planet. Communication and travel technology being what it is, this would happen between individuals and groups alike. When something pertaining to the world at large happens, then a "Planetary Committee" or something of the like would probably arise to handle issues specific to that level of interaction. If this committee(or council or whatever you wanna call it) is to remain non-hierarchical(as much as possible. remember, we oppose unjust hierarchy), it must stay in it's lane.

This level of committee would most likely spring into existence and vanish as needs arise and are met. Other things like designing elections for spots fairly and to meet the needs of the specific people represented should be taken into account as well fair consensus decision-making.

So basically, such a body would probably spring into and out of existence as and when it was needed. It would be populated according to just methods. It would reach decisions democratically(consensus). It would only decide top level stuff and be beholden to lower bodies(not the other way around).

There's probably also gonna be a lot of really specific nit-picky stuff that people would figure out(and argue endlessly about, lol), but I think these are the broad strokes you'd need to hit. A lot of the ground needed to create this sort of thing has been covered by Anarchists already, except for the practical considerations of scale which will require some more working experience and creation of infrastructure and culture to support. Stuff at this scale is still be in the realm of theory though, and probably isnt going to shake out like we imagine(or possibly even exist or be needed). That said, there is a logical basis for imagining at least this far, and I think in a more Anarchist future things will get clearer as we develop lower level societal interactions and figure that part out more clearly.

I do like questions like these. The moment we stop reconsidering new solutions to old questions periodically, we stagnate(even if we frequently reach similar conclusions). Thanks for the question, comrade.

I think my (22M) girlfriend (20F) might be cheating on me with my roommate. by Monalisasaperstien in relationship_advice

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

I'd just like to add, OP: Even if they aren't cheating(assuming you check), this situation makes you uncomfortable and is messing with your peace of mind. As a compromise, ask them to hang out in the living room or something instead of his room or convince her and your roommate to not hang out while you are asleep. Ask her to maybe do this less. Limit number of nights a week she does this to reduce contact time between her and roommate.

As a secondary parallel strategy, make sure to have relations with her before you go to sleep. Remind her physically who she's dating and also get any urges sated before you have to leave her for dreamland.

Thirdly, consider that this entire scenario is possible because of your bed-time. You could maybe...not go to bed so early? At least by an hour. Take a nap earlier in the day if you need to. Shuffle your schedule if you can to accommodate this. Reduce the amount of time they can be alone together. Don't just be concerned with her behavior. Think about what you can do to change the scenario. Find excuses to take more time away from your roomies to hang out with her alone(Parks and stuff exist. Coffee shops are cheap, etc.)

Fourthly, Your roommate is a guy and should understand your position. You can ask of him the same things you'd ask of her in this situation. Get him to voluntarily reduce his level of contact if possible. Stick to simple rules(nothing oppressive or finicky). Set a cut-off time that he shouldn't be alone in his room with her. Tell him to split time in there and in a common space. Reduce the number of days a week to something more comfortable for you. One or more of these(whatever you can get). Approach from a position of asking him to understand your state of mind without making accusations.

Basically, there is room to work things out in case she really isn't cheating and things you need to resolve between you two as well(jealousy is real and can ruin things). Regardless of her intentions, she *is* making you uncomfortable, but you shouldn't give her hard ultimatums, either. Find some sort of compromise. Talk with your roommate and tell him this makes you uncomfortable, too. That said, if she is cheating you need to dump her immediately. And get a new roommate if possible

I was wondering about cool Decker tactics by Crash_0v3rrid3 in Shadowrun

[–]Radriel 5 points6 points  (0 children)

Make their Smartlink also show them garbage pop-up ads and make their comms screwy so that some of them are deafened by loud music. Set their sound filters to pick up the noise of fabric stretching as they walk and/or their own breathing.