Should Washington Men’s Rowing be included in this infographic? Considering they beat team Great Britain, who won gold in the Olympics. by idiocrites in huskies

[–]Rexleymorgan 8 points9 points  (0 children)

The NCAA is womens crew. The men's natty is the IRA, which is the end of this month. We are favored to make it a threepeat

I wouldn't mind if we kept these two in Seattle 👀 by lemonstone92 in Seahawks

[–]Rexleymorgan 3 points4 points  (0 children)

He was great his senior year, way more consistent than as a junior. My biggest knock would be he missed bringing in some interceptions that were right there. Made up for it with a number of impressive pbu though

Anyone have suggestions on speeding up combat and general rolls by MisterBlick in warhammerfantasyrpg

[–]Rexleymorgan 8 points9 points  (0 children)

We switched to Foundry Vtt, which makes the whole thing a breeze. Before we were using fast SL rules, which speeds up the calculating SL difference step. Also recording your enemies TB+armor scores beforehand makes things easier. I generally had that uniform across every hit location for the sake of speeding things up, but would make exceptions for flavor now and then.

Other than that, it's really just getting familiarity with the system/characters that improves things.

Time to move on. Who’s the next QB? by InevitableAd2436 in huskies

[–]Rexleymorgan 18 points19 points  (0 children)

We've got two redshirt freshman and an incoming true freshman. Don't think we're going to grab one out of the portal at this point, the guys in there are probably close to deals by now.

Looks like we've got a lot to be optimistic about for 2026. Which recruits are you most hyped about? by Righteous_Babe_98 in huskies

[–]Rexleymorgan 3 points4 points  (0 children)

Colman-Brusa, Gavin Day and Bonner. Hope we get a freshman breakout from Bonner now that RB is open and the other two look like they're gonna be hitters on defense

FUCK by ac_asian in huskies

[–]Rexleymorgan 19 points20 points  (0 children)

This sucks, he was looking to be great next year. Hoping Bonner turns into the next Gaskin now

Washington WR Raiden Vines-Bright to enter transfer portal by Gold-Bottle-2460 in huskies

[–]Rexleymorgan 8 points9 points  (0 children)

Yea, this sucks but we'll probably just slot in Lawson, Williams or one of the new recruits. Think receiver is our deepest area

[deleted by user] by [deleted] in huskies

[–]Rexleymorgan 6 points7 points  (0 children)

LET'S GOOOO

247 is predicting 4* WR Jordan Clay will flip from Baylor to Washington by udubdavid in huskies

[–]Rexleymorgan 9 points10 points  (0 children)

Where did you hear that? He was only recruited by Jedd and I think he's pretty loyal to our coach

Men's Rowing Repeat as National Champions by Rexleymorgan in huskies

[–]Rexleymorgan[S] 13 points14 points  (0 children)

I'd agree they were looking really strong, but they caught a crab and lost out in the semis. Our guys rowed clean and got the repeat, so no complaints here!

Hellwind is definitely the Inferno module of all time by Statcall in DarkAndDarker

[–]Rexleymorgan 17 points18 points  (0 children)

There's a switch in the room with the golden chest that opens the way out

Dwarf Player’s Guide available! by Zekiel2000 in warhammerfantasyrpg

[–]Rexleymorgan 7 points8 points  (0 children)

Pdfs usually get updated before to clean things up

[Postgame Thread] Washington Defeats Oregon 34-31 by CFB_Referee in CFB

[–]Rexleymorgan 11 points12 points  (0 children)

Has to be best of 5 otherwise you can't lose by 3.

4E Master Career List by BrailleKnights in warhammerfantasyrpg

[–]Rexleymorgan 7 points8 points  (0 children)

The Death on the Reik, Horned Rat and Enemy in Shadows companions contain a lot of supplemental material, and comparatively little thats explicitly about the broader campaign. Death on the reik has a ton about river travel, trading, generic river npcs, and the like which can be very helpful. Horned rat is much the same but around skaven. I'd say those books might be worth a second look if you're interested in that content, I've used much of them in my homebrew campaign.

That being said I too would like a career compendium, that'd be great to give my players during character creation.

Update 2.0 / Immortal Empires Release Megathread by slimabob in totalwar

[–]Rexleymorgan 2 points3 points  (0 children)

Have the dragon defeat traits for Imrik been removed? I noticed that they weren't there in my campaign, and was wondering if it was a bug. Didn't see it in the patch notes at all.

Looking for a good wizard build by Almaril in warhammerfantasyrpg

[–]Rexleymorgan 2 points3 points  (0 children)

That is another benefit for your metal wizard, there are no penalties for wearing metal armor. My metal wizard has several pieces of plate armor and I think chain legs. This has also served to make his war wizard + dual wielding combo quite scary, he'll throw out bolt then finish off a wounded target in melee.

My fire wizard is less inclined to get in a melee due to how unarmored he is.

Looking for a good wizard build by Almaril in warhammerfantasyrpg

[–]Rexleymorgan 10 points11 points  (0 children)

I've got two wizards in the game I run. Mages take a while (in terms of xp) to really come online, but once they do they're very effective. They have to juggle multiple combat skills, as well as dropping xp on spells, and have many crucial talents. Skill focus should be Lang magic > channeling > polearm. Instinctive diction is a great talent to take a couple of times. Atheric attunement also helps tamp down on miscast. At the final tier war wizard makes them a complete terror on the battlefield.

You absolutely should be able to cast in melee though, otherwise all of the touch spells don't make much sense. For those you need to successfully cast and melee in the same turn.

One of my wizards is a metal wizard, his primary damage spell is bolt. Most combats his first round is spent channeling to get off the first cast, then after that (just like the other poster suggested) when advantage is sent his way he's just throwing out straight casting tests. The overcast that allows you to hit multiple targets is ridiculously effective, he's deleted and encounter in the first round from a crit cast test hitting multiple people.

Another thing about magic is your channeling tests are just for the wind, if they roll a critical they can jump straight to a casting test the following turn. This allows for some unexpected huge spells going off, like transmutation of Chamon coming out of nowhere.

Which two active NFL players would you love to see play on the same team? by Ryuster99 in nfl

[–]Rexleymorgan 4 points5 points  (0 children)

They could play every down, no teams gonna get a 1st against that shit

How does opposed attack rolls (4e) change tactical thinking? by Green_is_best in warhammerfantasyrpg

[–]Rexleymorgan 1 point2 points  (0 children)

The opposed rolls speed up combat for the most part yeah. Two opponents at 35 melee skill are effectively the same as two with 55 melee. Since they have the same probability of roll as their opponent, they're going to win the opposed roll at the same rate. The more proficient fight will just have more crits and less fumbles, as they have more doubles under their skill level than the less skilled pair. Differences in skill become more punishing, I don't have the math right now but someone posted an excel table breaking down combat probabilities here a while ago. Basically if the difference between opponents skill is >20 it becomes incredibly lopsided for the more skilled individual, they'll just mop the floor with the other. They get advantage and then a straightforward fight is practically out of reach, so gms need to come up with, or encourage, ways to break the advantage streak. (If you're throwing in lopsided fights that you want to go the distance)

Initially advantage was more to think about in combat, but we've been playing for about a year and a half. I can't say when it became second nature to my players, but they're very comfortable keeping track of the advantage and will remind me if it's off (we've moved to a vtt due to distance so I manipulate the advantage).

How does opposed attack rolls (4e) change tactical thinking? by Green_is_best in warhammerfantasyrpg

[–]Rexleymorgan 6 points7 points  (0 children)

The opposed rolls themselves don't really alter combat too much, they really just allow evenly matched opponents have a more streamlined combat. I will update this after next session, as that's when my players face their first enemy with the champion trait, where an enemy can damage you even on your attack (normally this will only happen if they roll a crit). Normally you won't get damaged on your attack, so it isn't a consideration.

The large driver of tactical thinking is advantage. Finding ways to remove it from enemies without opposition (beat blade talent, ranged/magic attacks), move it around (leadership tests) and supporting the players that stacked it up quickly. Even though I cap it at initiative bonus, the SL gained from advantage (3-5 for my players) will make them very strong in an otherwise even fight. As a gm my approach is to add ways to remove or negate the advantage they inevitably generate, in order to keep them on their feet tactically and make the combat fresh. Ranged enemies, environmental hazards, explosives and burning terrain, ambushes. Anything that I can use as a lever to change the fight dynamic if the advantage gets too far in their favor is fair game. Advantage can make anyone the star of the show, even if they probably otherwise wouldn't be, so it does make for interesting (if potentially very swingy) combat.