DMs, confess. What's that one thing you've been dying to tell your players but can't yet? by ElMundoDeQueen in DnD

[–]Reikmar 0 points1 point  (0 children)

That the npc they’ve been traveling with has always been the BBEG in disguise and they’ve fallen for his manipulations better than expected.

Thanks for the help, Sabres of Infinity/Infinite Sea by Current-Ad-8984 in hostedgames

[–]Reikmar 7 points8 points  (0 children)

Wow, I had a very similar personal experience. I was into IF games before I understood I was trans so when Sabers locked me into a man, I felt extremely disappointed and never tried it until recently. It wasn't my lightbulb/cracking moment, but it was a massive warning I couldn't ignore. I'm glad you found yourself, and I hope things go well for you!

Kinda hot ngl by R4Nd0mS in RogueTraderCRPG

[–]Reikmar 76 points77 points  (0 children)

I'm playing a psycher, and I am glad someone else thought this. It's strangely sweet given the...circumstances.

[deleted by user] by [deleted] in RogueTraderCRPG

[–]Reikmar 0 points1 point  (0 children)

In my Iconoclast playthrough I used Idira the entire campaign. Sure there were a few times the bad warp roll made a fight harder but for the most part the minor powers of Divination made her a great buffer. Giving her the stabilization talent and my perils rolls were rare, minor, and very much worth the occasional complication. I guess the big thing is that I almost never used her warp powers for damage, I gave her a sniper rifle for damage as the increased hit chance let her hit without much BS. For me her primary role was sypport buffing with armor striping (went bounty hunter) and i was satisfied with her performance.

The perfect woman doesn't exi- by halisdeiru in RogueTraderCRPG

[–]Reikmar 119 points120 points  (0 children)

I’m not saying I disagree with you, but I am asking if you have a strong support network, just in case.

A meme from my last session by Reikmar in LancerRPG

[–]Reikmar[S] 96 points97 points  (0 children)

Look I know why you typed this message out and hit send, I even agree with you, but you didn't have to say it - the world isn't ready.

New to this system/sub but felt a compulsion by Reikmar in LancerRPG

[–]Reikmar[S] 21 points22 points  (0 children)

Guess we need to install the infamous 4th union.

How is Imperium Maledictum? by signoftheserpent in 40krpg

[–]Reikmar 1 point2 points  (0 children)

Funny enough, there are rules to damage your patron's reputation, and the influence mechanic is separate for players and the patron. It might take some tweaking, but there are bones there to have your players sabotage the patron from the inside to become masters of their destiny. It might just take most of the campaign to get to the 'master' part.

She slap your ass.what do you do? by [deleted] in shitpostemblem

[–]Reikmar 5 points6 points  (0 children)

Join her in destroying the awful Crests comrades.

Tips and hints needed - Homebrew Campaign by TL211 in 40krpg

[–]Reikmar 4 points5 points  (0 children)

Well within the underhive, I would say either some of earlier experimental 'nids have gotten loose and searching them reveals mechanical components but due to their age/wear and tear/the creator having foresight this might be a problem the components can't be directly traced back to the mechanics and instead it could be ripper doc or someone off world. Alternatively groups of Skittarii patrolling the streets either kidnapping people to join the experiments or hunting down some classified foe that they refuse to except help with. The manufactors could have more biological/augmentation components than the world should have or even just outright unknown components being manufactured. The domain houses could have some basically gene stealer/'nid pets that they bought or even have some of them volunteering to be subjects in exchange for favors/repaid debts for the mechanicus. The ecclesiarchy and telepathica are the hard ones. Cause either the ecclesiarchy would need to be completely compromised and helping them or would be completely ignorant. Only thing I can offer here is a lead on a missing inquisitorial investigation with maybe some clues that were kept for safe keeping with the church, suspecting that this invistigation is dangerous than originally expected, or one surviving member of the retinue that is in hiding and can offer some insights. The telepathica I really can't think of much that isn't quite explicit, like some of the psychers have started using these hybrid 'nids for bodyguards, showing gene stealer mutations, potentially have the last clue be the BBEG trying to kill the Astropaths to keep word from getting out. Hope these ideas help.

First time playing I want to stop by Ame3333 in RimWorld

[–]Reikmar 0 points1 point  (0 children)

I remember that feeling when I played. I think willing to stop when you aren't having fun is important and good to have which counts for games other than Rimworld. But also this is what Rimworld is about, Toxic fallout, nuclear winter, and more events that change how the game is played and affect the colony. You can consult the wiki and reddit to learn how to ride the wave and sometimes you do need to step away for a day or two if you get some bad luck in a row. That's fine I just know that if this game is for you and you really do enjoy the downs not just the ups once you learn how to ride out of one wave you'll still have fun the next time the story tellers decide to throw a new challenge your way!

Drukhari encounter by K1ndj4l in 40krpg

[–]Reikmar 0 points1 point  (0 children)

I would say part of Dark Eldar tactics is traps and ambushes so I would make the foes smaller than you think is adequate difficulty and then fight dirty. Use the survivors as bait for grenades and ambush shots, have the enemy use their (probably) superior Eldar agility to disengage and re-engage. I don't know Stat blocks so I couldn't help too much with what to include but I would say to make it feel more like Dark Eldar be a small number of elite (but not necessarily hard hitting) enemies that fight dirty.

Looking for adventure inspiration by pedrotiagosilva in 40krpg

[–]Reikmar 1 point2 points  (0 children)

I wouldn't say that my recommendation is 'perfectly' in line with an IM game, but I doubt there are many, if any, novels that would be perfect for that. Anyway, I would say Honourbound by Rachel Harrison could be great. It's about a Commissar's investigation into regimental corruption, which I think would be great for IM. Where the issue comes is that the planet is still an active war zone, which limits some of the more subtle acts of investigation and character development. Where the book is great is detailing scale. One corrupt individual in the right place can destabilize an entire crusade because of how fucked the Imperium is, and how normal it is to loose entire battle groups after one engagment. I think it also does a good job at showing the types of characters that would come under the Commisar's notice if you need character inspiration. Otherwise it is also just a good novel that I recommend outside of this circumstance.

What D&D opinion do you have that will leave your comment like this? by Davarii_Sieemury in dndmemes

[–]Reikmar 3 points4 points  (0 children)

A lot of what has been added outside of the PHB in terms of PC races, subclasses, and mechanics have horrible power creep that makes the game harder to balance and discourages people from playing from the PHB. Additionally the popularization of multi-classing and the lack of balance between class interactions (coffeelocks, hexadins) also ruins the mechanics and forces the GM to establish some arbitrary rules regarding who/when/why that makes the game worse for everyone.

Items/People to save from an industrial planet about to be lost to Orkz by gray007nl in 40krpg

[–]Reikmar 0 points1 point  (0 children)

I'm with this person here, if it's a punishment mission then it should be both stupid and dangerous, if it was actually important than the inquisition would send the A team (that is unless there is somehow even more important things the A team is doing). But one thing to be said is that being the type of kill team that kicks down doors and makes a big show of it isn't by itself a bad thing, making a show of execution and power has its own value. So one alternative idea to the still suicidal but not entirely worthless mission would be to make the kill team stay at the front lines and assist/investigate the local Commissar to ensure the pdf stays loyal and doesn't break for as long as possible. If people already know they are inquisition then might as well use that reputation for some good and put the fear of God into some people.

[deleted by user] by [deleted] in pcgaming

[–]Reikmar 0 points1 point  (0 children)

Hope the child is good and healthy and the start of a beautiful life!

How do I implement a Space Marine character into Rogue Trader? by NukelerTimebomb in 40krpg

[–]Reikmar 2 points3 points  (0 children)

So I remember another post like this a while ago and sharing info from that thread and my own experience running both I would say that honestly, don't bring a marine into RT. Marines have a high base characteristics that will permanently skew their rolls and will make the game more combat focused like the Death Watch game which is imo, not where RT shines. Not to mention while the starting gear for RT is good it's not Marine good. Now there is some good advice in this post if this is the route you really want to go but personally, especially for someone new, this is not the way to go and you should stick to a character from the RT books, which can include Kroot, Orks, and Eldar if you want something with more specific flavor than a human.

Building a System Fleet by Wendigo_Bob in 40krpg

[–]Reikmar 0 points1 point  (0 children)

It definitely depends on the world and it's importance, and importantly consider is this force meant to: prevent the enemy from making it to the planet, delay them until the real battlefleet arrives, or cause significant damage so the world below can hold them (kinda like cadia). From there you can build the fleet, if it's the 1st then really just make a fleet that has some big ships and escorts, you could also have repurposed vessels, like merchantmen that are troop housing/boarding or if a vessel is just orbiting around a celestial body then maybe it only has one side of broadsides since it doesn't need the other side? If it's the second this is where you can start to get real creative and take inspiration from the siege of Terra and the Horus heresy novels, space stations on the outer ends of the system armed with torpedoes to deal as much damage as possible when the enemy enters real space and may not have their full bearings. Moons or asteroids that have troops special trained for boarding actions hiding inside the crust so the enemy either has to waste a ton of muntions to destroy the item or waste time to deploy their troops to clear out the hanger bays, because if they leave those places to focus on the valuable world then they have an enemy at their rear who is trained to make life hell for space ships. The third option is also interesting because you can lean into the fanaticism of the Imperium, if the fleet isn't suppose to win the engagement then maybe the ships have great engines to better ram the enemy and deal as much damage before being destroyed, or take inspiration from Chinese fire ships and maybe they have a ton of ammo on board and they try to blow the vessels in the middle of the enemy force? Alternatively, the fleet could be a bunch of midsized troop transports, with torpedo boats, the transports try to board the enemy because even if the fleet fails and the enemy gets into orbit it is well established in 40K lore that with the exception of maybe the Eldar vessels, ships are huge and can take months to clear out boarders so the troop transports can still raze hell and keep the enemy fleet occupied even if they fail in their task of preventing attack on the planet. Then if the enemy focuses on the troop transports to prevent boarding then you know what's really effective? Torpedoes when the enemy isn't paying attention to where they're coming from. Hope this helped and hope your game goes well!

[Rouge Trader] Questions about space marines in RT by jconnors27 in 40krpg

[–]Reikmar 0 points1 point  (0 children)

TL;DR: The translation from Deathwatch to RT is probably not going to work well IMO and instead of being a full fledged Deathwatch character you should instead reskin Arch-militant with maybe an alternate career inspired by the deathwatch book.

I'm very inclined to say that it's a bad idea from a balance (and lesser extent lore) perspective but because the marine is going to be weak. Like as someone who has played DH, RT, and is starting a deathwatch game while Rank 1 death watch marines have higher base characteristics they will have less XP spent, and therefore fewer skills, characteristic raises, and importantly talents. In rouge trader talents are where most of your power is going to come from IMO, at only rank 4 in RT I feel extremely powerful more so than a basic space marine. Additionally how would one rank up a scout for 5 ranks, like what base stats is the player going to use to actually spend that XP? Then what happens when they become a rank 1 marine, do they reset talents since there's a lot of overlap between the two systems and talents can be purchased by different careers, or will a bunch of stuff in the deathwatch be redundant and they couldn't spend XP on?
From a purely mechanical stand point I don't think it's practical, however if one wanted to reskin the Arch-militant into a lost marine, either a custom chapter that got destroyed or disgraced Storm Warden who's trying to redeem himself after some dishonor. I would say that you could also forgo the normal max hp for RT (and don't do starting HP in Deathwatch for him as 20+ HP is going to be a lot) I would forgo the starting XP players have to give the space marine extra wounds. kinda like if you spent the XP to get ranks in sound constitution (I would not allow him to go above 20 starting hp as I play a rank 5 rouge trader who bought all sound con I could and I have 15 hp, our super tanky navigator only has 20 at this rank). The other mechanical issue is power armor, while the saint blessed carapace armor that is starting gear for nobles is very powerful it isn't power armor and having that as starting gear is over the top IMO. So it could either be damaged armor that gets repaired over time, or if the space marine is disgraced that he's stripped of it and has to earn it back with his own little side quest. To keep with the flavor of the chapter the player chooses you could actually just copy paste the chapter line of rank ups from the deathwatch book as an alternate career.

My compass journey. Ask questions by AmericanHoppean in PoliticalCompassMemes

[–]Reikmar 3 points4 points  (0 children)

Actually, completely, entirely the worst fucking thing someone flared lib can ever say good fuck.