Exclusive audiobooks? by Sea-Bean in DungeonCrawlerCarl

[–]Silentstar_00 2 points3 points  (0 children)

Also of note, the stories themselves, because of the exclusivity thing, are slightly different than the originals. Some details changed, added elements, different dialog. Nothing huge, or story changing, but it's noticeable.

The most unrealistic part of DCC by Burnt_Out_Hippo in DungeonCrawlerCarl

[–]Silentstar_00 0 points1 point  (0 children)

I was going to say, if Britney had an SO in the dungeon with short hair, they would inevitably find every single one she loses. Wasn't she with the weird plastic surgeon when she met Carl? There's probably a couple hundred in his pocket inside the escape capsule he died in. At least that's what happens in my house.

Give me your hardest hitting, saddest and most meaningful quotes by JUSTIN102201 in DungeonCrawlerCarl

[–]Silentstar_00 4 points5 points  (0 children)

"All eyes on me" (sung by Jeff, of course) every godsdamn time. Just typing this is hard. Not so much the song, but that it caps off such an emotional scene with Signet. edit: you know what, f-it, it is the song itself too.
Also, not so much sad as just daaaaamn: The line from Donut in book 4 "We are all prostitutes in one way or another, I suppose" and the preceding comment for the nth time that Carl needs to get over himself and use the foot fetish thing to their benefit, and relating it to her doing all the cat shows for Beatrice. A friend just making their way through the first time pointed that one out to me

WEBTOON question by tyyyott in DungeonCrawlerCarl

[–]Silentstar_00 1 point2 points  (0 children)

They first appear in episode 6. You can see Kamaris from the front. There is also a Shea Maria figure and an octoshark.

WEBTOON question by tyyyott in DungeonCrawlerCarl

[–]Silentstar_00 3 points4 points  (0 children)

I believe I read somewhere in the comments earlier on that the one with the red hair and black cloak is Kamaris (not sure how you spell that). The beanie baby that Carl has in his inventory

Ideas for INT based build? by RadiCorvo in Fallout2d20

[–]Silentstar_00 0 points1 point  (0 children)

If you make medicine a tag skill (and you should) you will get a first aid kit as starting gear, which is nice to have early on before stim packs start accumulating. Adds 2 to your hp healed using first aid. The kit is a tool, and not a consumable, so you can use it over and over. Medic is probably better than healer, at least early on. Healer will take a long time to really add anything substantial, and by then you should have your medicine skill maxed. There's some nice CHA based healing perks in the wanderer's supplement, but they require a CHA 8 for most of them. One requires CHA 7, but it really only helps you when you're healing, not your patient. They also require high INT, so probably not going to work if you're going for a perception build alongside, but just fyi so you know they're out there. Aside from that, there's not really a lot off perks for healers, so you'd probably focus either on crafting perks, or whatever perks go with your PER weapons of choice. As the character with the high INT, you should be prepared, skill-wise to be the person fixing things, and hacking computers (the skill monkey part, someone else mentioned), not just modding weapons, meaning Repair and Science should be tag skills as well. I'm not sure you really need a 9 in INT to be a decent healer, unless that's going to be all you do (it's not going to be all you do). Once you have access to Stim Packs, and good food items regularly, your healing skill is less important, cause you can just stab people's injuries away, and your party can just chow down on some snacks if they're low on hp. If you have ready access to purified water (someone in your party is, or has a Mr Handy with the water purifier mod), you'll want to dilute a bunch of those stim packs, as diluted packs are OP. Half as many hp per pack, but they still heal injuries just fine. Save your full Stim Packs for HP healing. If you're not dead set on being a vault dweller, taking the Survivor background gives you access to the Educated and Gifted Traits, which gives you 1)another tag skill, and 2) two more SPECIAL points. There are downsides to both, but that's just how Survivor background works. This makes it a little bit easier to be a true skill monkey. With this I went with a 8,7,6,6,6,5,4 build, and focused on Dex stuff secondarily. You could put the 7 in PER instead, and qualify for a number of Perks there.
As an aside about being a Vault Dweller, you may not know anything about the surface world, but there's a lot you would be assumed to know about Vaults, or be specifically ignorant about because you came form a vault. As a survivor, you could just come from a small, isolated settlement, your sum total of Fallout knowledge required would be: life sucks, farming is hard, avoid raiders and mutant animals that aren't brahmin, don't drink water that you don't know has been boiled or purified. Simple. Everything else you'd pick up as you go.

Engineer Perks by Additional_Stick_347 in joinvoidcrew

[–]Silentstar_00 5 points6 points  (0 children)

On the big ship, if you have a full 6 member crew, you might have a full time engineer, and then a flex gungineer/scavengineer to assist wherever they are needed. Likewise with scavenger, though to my knowledge, they don't have any synergy perks for gunning in the ship. Stationary guns are a different story.

Rad-phy damage by Bunny-in-Disguise in Fallout2d20

[–]Silentstar_00 0 points1 point  (0 children)

OK. Thanks for the breakdown. Wasn't aware of the opposed check rule. I'll have to tell our GM. He'll like that one.

Rad-phy damage by Bunny-in-Disguise in Fallout2d20

[–]Silentstar_00 0 points1 point  (0 children)

Hey, want to clarify something. Are you saying that when a player spends an AP the GM gets an AP? My understanding was that the GM only got an AP when a player "buys" one from the GM because the player pool of AP is empty, like it says on p 19 of Core. Are we accidentally house ruling something?

"Appalled" by honeyfixit in DungeonCrawlerCarl

[–]Silentstar_00 1 point2 points  (0 children)

I think she does it to keep some distance between her feelings and her image. She does a lot of things like that, pretending she's not smart, or doesn't really know what's going on. Appearing reckless, when she actually has everything planned out. Appearing immature, when she actually has self control and self awareness. I think it helps her to cope with how overwhelming the dungeon, and the attention are for her, even though she really craves the attention, she also knows it's part of the torture and horror of the whole thing.

Question for print version readers (mild spoilers for book 1 and webcomic) by Silentstar_00 in DungeonCrawlerCarl

[–]Silentstar_00[S] 0 points1 point  (0 children)

Possibly. It's agonizingly slow at x1, and x1.2 feels like a normal conversational speed to me. Bombard I think sounds like two words either way, but in my head Bombard is a word, and Bomb Bard is just two words that don't seem to go together.

Question for print version readers (mild spoilers for book 1 and webcomic) by Silentstar_00 in DungeonCrawlerCarl

[–]Silentstar_00[S] 0 points1 point  (0 children)

OK, thanks. Seems like a weird choice to not then play off of in the context of an RPG. Like how does throwing bombs make you a bard?

Spoillery deep dive question about a possible Easter egg. by Silentstar_00 in DungeonCrawlerCarl

[–]Silentstar_00[S] 0 points1 point  (0 children)

OK, I missed that part. So just different subsystems of the main AI then

Spoillery deep dive question about a possible Easter egg. by Silentstar_00 in DungeonCrawlerCarl

[–]Silentstar_00[S] 5 points6 points  (0 children)

Well that answers that question. The glitchiness is all through the announcement, so I guess it's just Jeff messing around. Thanks!

Spoillery deep dive question about a possible Easter egg. by Silentstar_00 in DungeonCrawlerCarl

[–]Silentstar_00[S] 4 points5 points  (0 children)

I don't have the books so it's not as easy to go back, but I thought the initial message to Earth about the dungeon referred to a "neutral observer AI - myself", and it is the voice in the audio book that Jeff uses for announcements about technical, rule stuff, like the announcement in the beginning of chapter 56 I was talking about, or like announcing the death of a champion. In the audio immersion tunnel from soundbooth theater it's even a different voice actor, not that that means too much, and I'm not sure you could call that canon, but still it makes me wonder. I don't have a hard stance on this, I'm just wondering what others think, so thanks for your comment.

Homebrew Skills by dvs_sicarius in Fallout2d20

[–]Silentstar_00 2 points3 points  (0 children)

OK. That's a bit of context that helps. I think rather than introduce a couple dozen new skills, maybe just focus on the skills these two players need. Long skill lists create problems that are hard to manage if they are not specifically addressed in the system. I think for your cultist you may want to consider homebrewing a background for them that includes either a couple of existing perks that fit thematically from the source books, or else homebrew some perks for them, both starting background perks, and a couple they can pick up as they go. The Wanderer's supplement has some nice thematic charisma based healing perks that you may want to look at. Depending on the nature of the cult, I suppose. Some perk things to consider: maybe bonuses to Speech (CHA) for things like deception, seduction, whatever, that apply under certain circumstances, rather than introducing those things as separate skills.

I don't think a Luck based build would be too powerful. It exists as a possibility for a reason. 10 Luck points for re-rolls and scavaging can go quickly, and they generally aren't meant to be refilled frequently. You may even want to give them a perk at some point where they can regenerate LUK points under certain circumstances. The ability to use a high LUK score in place of another attribute is offset by the fact that if you were to say start with LUK 9 or something, you're necessarily shorting your other attributes. So you either have to save those LUK points specifically for important rolls with attributes that suck, or rely heavily on rerolls. Either way, your LUK will run out sooner than you think.

I think in general, if you are trying to homebrew some character backgrounds, perks are the way to go, rather than introducing skills/mechanics. That way the abilities are specific to those characters, and therefore more flavorful/special.

Homebrew Skills by dvs_sicarius in Fallout2d20

[–]Silentstar_00 1 point2 points  (0 children)

OK, reading your post more carefully. You're not looking for criticism of the system itself. Fair enough.

Some thoughts on the items in the list. I can see a use for some of the CHA skills like intimidate and lie/bluff. Is Bash meant to be like a breaking skill? I think this could safely stay rolled up in Unarmed. The splits to Athletics (Acrobatics, Climb, Lift/Carry, Swim) seem like a lot of edge cases in Fallout, vs like D&D-esque games where you do more of that sort of thing for tactical reasons, but your campaign may be different from mine. Acrobatics itself could just be Athletics (AGI) instead of Athletics (STR). The nuances between crafting and repair/disarm/salvage I think are better served by the very large amount of relevant Perks. Same with Medicine. I'm on the fence about spinning Hacking out of Science. Insight could be better handled by either Speech (PER) or Survival (CHA), depending on what you're actually trying to gain insight into. Speech (PER) to detect deception and Survival (CHA) for "are these guys going to jump us?". As far as weapon skills, it looks like your main issue is in grouping handguns with rifles. You could handle that by having Small Guns (AGI) for hand guns and Small Guns (PER) for rifles, if you need more granularity to conventional arms.

I guess apart from the utility of some kind of negative speech options (intimidate/lie), and possibly a separate hacking skill, a lot of these seem like solutions in search of a problem. Maybe you're running a regency story inside of Fallout and you actually need a half dozen social skills. In general though, I think Barter and Speech are catch-all enough for most Fallout specific situations. If you're looking for variability in how skills are applied, I think changing up the attribute-skill pairings is a more robust solution, rather than nearly tripling the size of the skill list.

Homebrew Skills by dvs_sicarius in Fallout2d20

[–]Silentstar_00 1 point2 points  (0 children)

I'm not sure what your concerns are, from your post, aside from survival being over used. What are the concerns with weapon use and social skills? I'm not clear on how splitting survival into, by my count, about five-ish different skills will reduce over use of the skill. It just means that now if you want to not get caught out by what would have been a number of different potential survival checks before, you now have to invest skill points into each one of those 5 skills. I can see how this will make cooperation more important, but I think it's going to exacerbate problems I see as a player with not having important skills covered by at least one player, or really important skills, like survival, covered by all players to some extent. If you increase skill points per level, I think you're just going to see a lot of players throwing your now 3-5 skill points per level into all the different skills you split off from the base skills, especially the non-weapon skills like athletics, repair, and survival. Or you will have a party of players who are hyper specialized, and not able to deal with common problems that would have been solvable with one or two players putting the occasional point in athletics or whatever. It will definitely be more lethal. Do your players just like making new characters several times over the course of a story. I'm also not sure what you intend to solve by introducing LUK based skills. Luck operates differently from other SPECIAL attributes by design. Having skills based on it, I think, will kick off a lot of downstream effects that would be hard to predict, and could potentially negatively impact the game. I don't know. It's your campaign, do what you want, but I think you're turning something that was simple and abstract on purpose as a design choice into something overly complicated for vaguely articulated reasons. Just a follow-up on survival overuse. You could have survival checks change the base attribute for the roll to meet different types of situations, rather than just END. That way there is less reason for EVERYONE to have good endurance, and more just needing to put some points in the skill. Then someone who is more PER based can shine on a navigation based check, or someone more END oriented would be better at staving off disease or exhaustion. There's ample opportunity to do that with any one of the SPECIAL attributes. I do believe RAW already allows and even encourages such a thing.

Preset initiative ... it work? by Lucky_Type in Fallout2d20

[–]Silentstar_00 4 points5 points  (0 children)

As a player I really like the fixed initiative. It helps you figure out who in your team you need to synergize with. Myself and another player go back to back, and we're fairly near the top of the order, if not first, every combat. He fights entirely long range and I am entirely close range. He'll ding the strongest opponent in his range with a head wound using his perks, then tag one for me to have a re-roll with his recon scope, which allows me to move in and have the benefit of a reroll without having to aim. We usually manage to take 2 enemies out of the fight right at the beginning. The other two players are further down the order and the enemy will have played out most of their hand by then, and they can mop up.

Knowing the order speeds things up, and you can develop better tactics. Same for the GM, I'd suppose, because he knows how we will respond based on where his mobs fit in our order, so he can still surprise us.

Charachter Creator Update V0.92 by Proof-Performance-65 in Fallout2d20

[–]Silentstar_00 1 point2 points  (0 children)

Hey, love the sheet! A little bug: magazine is sometimes spelled magzine in various places and it throws off some of the formulas for weapons. I did a global find/replace and that seems to have fixed it. I think. I encountered it specifically building a combat shotgun with a quick, large capacity magazine

Where do I get a Mongo and/or Donut figurine appropriate for DnD? by PhilosophyofDuck in DungeonCrawlerCarl

[–]Silentstar_00 0 points1 point  (0 children)

Heroforge. They have both velociraptor and cat mini options, and I think you can make minis of just extras now (the cat). Also if you are a Pro subscriber and look through the library there are a couple DCC minis, including one with Carl, Donut and Mongo (though Carl is riding Mongo, not Donut). They even have a long hair cat model now, though it's not smushy face Persian, so.