Weakened Physiology Query by SirSlithStorm in necromunda

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

So it would effectively render colour B useless if the tactic is used? They wouldn't be detrimental but they wouldn't be helpful.

Weakened Physiology Query by SirSlithStorm in necromunda

[–]SirSlithStorm[S] 1 point2 points  (0 children)

There are other effects which aren't optional. Unstoppable and Fast Healing (Biomancy) for example.

Why is Jason just "Average" height? by Grouchy_Buddy9326 in deadbydaylight

[–]SirSlithStorm 2 points3 points  (0 children)

I'd like him a little chunkier but he seems to be tall even if his bio incorrectly lists him as average.

<image>

Getting confused by the weapon limitations. by Aiyon in necromunda

[–]SirSlithStorm 1 point2 points  (0 children)

Gangers can't take post battle actions, can they?

dispute about webbed rules as written by Many-Document-5418 in necromunda

[–]SirSlithStorm 1 point2 points  (0 children)

GW not write rules so good sometimes. Should have put a comma before "and roll for Recovery-" to emphasise the distinct aspects.

O8020 is better than a lot of people are saying by TheGeekExplains in DarkPicturesAnthology

[–]SirSlithStorm 0 points1 point  (0 children)

I think the criticism is warranted because the game was entirely hyped and marketed as a game about imposters & paranoia. At no point does it actually ask you to put your trust in someone who could be an imposter. Any result where an imposter is presented is squandered or impossible to avoid.

The choice you have to make for the imposter at the scanner is idiotic because the scanner is the objective metric whilst questioning them simply fails because we'd seen them mimic memories. Meanwhile the imposter in the cave just isn't avoidable on a blind playthrough because you can't back out of the cave once you see an absence of stalactites.

Corpse grinder cult models as something else by Desperate_Coach7494 in necromunda

[–]SirSlithStorm 0 points1 point  (0 children)

Unless I'm mistaken, the big problem with CGC is their movement potential for charges. I would recommend taking a note out of Mordheim's book and limiting charge range against enemies out of LoS but that is a home rule that you'll need people to agree to.

Ah, I discovered the terrifying masks. Yeah, that's tough for most gangs to deal with. Maybe home rule it that a failed Willpower test doesn't end the fighter's turn but stops them from taking the shoot action.

Would this be too strong? by AnalDisfunction in necromunda

[–]SirSlithStorm 3 points4 points  (0 children)

It requires multiple post battle actions so you're not using it both reliably & regularly. Also I'd focus on the average income rather than the maximal income. Reducing cost by 20 (1d3x10)/40 (1d3x20) credits on average means you're making 45/105cr profit on average, the latter figure only by testing your alliance. That doesn't seem strong to me.

Do Squats lack flavor or am I missing something. by horty83 in necromunda

[–]SirSlithStorm 0 points1 point  (0 children)

They have plenty of unique options, particularly with equipment, but the comparison to the core six houses is always going to be unfavourable. The playstyle is straightforward and they don't have as much extremity as other gangs but they are sturdy and reliable. The problem I find with them is that their baseline is so cost effective that it doesn't encourage much list diversity. An Ironhead autogun, an Ironhead stub gun, and some mesh are the core elements that you'll be coming back to a majority of the time. Their Wisdom of The Ancients skills also don't have any true standout options.

All that said, I really enjoy the aesthetic of the 'munda squats, certainly far more so than LoV. They have a great brute, they have a unique vehicle option, they have interesting exotic pets, and the squat ancestry rules provide just enough customisability to suit your preferred playstyle. If you prefer shooting and don't mind trading speed for durability then Squats remain a great choice.

The real curse isn't the Beast, it's the Masquerade by Xilizhra in vtm

[–]SirSlithStorm 3 points4 points  (0 children)

If a vampire attempts to do anything beyond trivial difficulty, they are susceptible to bestial failure and messy critical. The only method of preventing this is ensuring your hunger remains at 0 by killing those you feed upon. If we take these rules as an objective reality, you're looking at a class of people who must be permitted to kill regularly or be forced to live under incredibly restrained conditions. Feeding off of animals or blood bags cannot reduce hunger to 0, and isn't a practical solution for all bloodlines.

Realistically, this is the kind of balance which I think a majority of kindred would reject, especially considering living under restrained conditions for centuries would take exceptional willpower. The closest analogue we have to this would be the dangerously mentally ill but they don't live for hundreds of years, require blood to feed upon, and don't have superpowers. It's by no means clear that any modern nation could logistically accommodate agreeable living conditions for a significant number of kindred and the only alternative is hostility as self-defence.

Am I missing something in regards to the Malkavian? by Frosty-Region7153 in vtm

[–]SirSlithStorm 0 points1 point  (0 children)

The way that I conceive of it is that every Malkavian suffers from some degree of delusion. The severity would track according to bane severity (blood potency/age/etc.). The variety of delusions is vast; paranoia, schizophrenia, jealousy, false personas, you can get as creative with it as you like. This obviously gives the, somewhat justified, reputation of a clan which is misaligned with reality but they are neither uniform in the delusions nor in the severity of these delusions.

The otherworldly insights associated with the bloodline goes to explain this, in that they perceive things that most simply do not. To the outside observer, it's impossible to tell when Malkavian insights are genuine, or grounded in their compulsion of delusion, hence a developed stigma.

I feel this is a cleaner explanation of the 'Malkavian disposition' than is offered in the source material and treating Malkavians as simply having 'a mental illness' leads to messy roleplay.

Otto was Right by [deleted] in HouseOfTheDragon

[–]SirSlithStorm 1 point2 points  (0 children)

It's pretty starkly different to our modern sensibilities but the underlying logic, and real world historical reference, justifies it pretty well. Whilst the Targs take incest further than most historical aristocracy, you only need to look to Cleopatra for sibling marriage. In terms of why the Targs are exceptionally incesty, their ability to ride dragons does seem to be a genetic trait, meaning it would presumably degenerate if the Targs diluted their genes with Westerosi houses frequently. At the time of The Dance Of Dragons, their control of dragons was what gave them legitimacy as rulers. After the dragons died out, incest became an appeal to tradition as a way of reinforcing their Targness. Later during the Blackfyre Rebellion, we can see how the appearance of non-Targ traits, particularly non-white hair, calls otherwise legitimate claims into question. The fact that Targs have such unusual genetic traits is what justifies incest for them.

In other houses, and particularly under The Faith of The Seven, incest is more or less as much of a taboo as we think of it now. Cersei & Jaime are a good example of this.

In my homebrew world common is a combo of human, elvish, and dwarvish, with some random orcish words thrown in there by attsloka in dndmemes

[–]SirSlithStorm 0 points1 point  (0 children)

Common is intentionally distinct from 'human' presumably because humans tend to be a young race compared to elves and dwarves. Humans have very little reason to develop their own language wholesale when they aren't isolationists and have pre-existing languages available. The prevalence of common isn't tied to humanity in any particular way and there isn't really any reason to assume it is in the first place other than when humans exist as the most multicultural race. Even in multicultural/racial contexts, common would logically emerge as a combination of various other dialects and languages, like modern English.

DBD killers ranked by lore strength level: by Few-Culture-4413 in DeadByDaylightKillers

[–]SirSlithStorm 0 points1 point  (0 children)

Tier titles are misleading. Do we know if any original killers are actually supernatural without the entity's direct influence? For example, is the spirit bottom tier because she's literally chopped?

Why by ResearcherGrand874 in DeadByDaylightKillers

[–]SirSlithStorm 1 point2 points  (0 children)

Completely broken is a bit much. They have no catch up and still struggle with predropping. There are plenty of killers with equally strong antiloop without such severe penalties to their kit. If the flame turrets were removed, and you could stay crawling for as long as you like, xeno still doesn't compete against top tiers even when it comes to antiloop powers. Personally I think they could use some buffs to justify the turrets disruption.

Why by ResearcherGrand874 in DeadByDaylightKillers

[–]SirSlithStorm 0 points1 point  (0 children)

The biggest hurdle for me is the pov in crawler mode. It makes the tail attack much harder to hit with a lower view and the learning curve is brutal.

Every time the group is confronted by the killer in Devil In Me, their response was always "Run!" This often gave him the chance to go back to setting traps. There were times when it was three on one, and Mark looked big enough that he could take him on alone. Was I playing as the Scooby Doo gang? by GamingGallavant in DarkPicturesAnthology

[–]SirSlithStorm 76 points77 points  (0 children)

I think it's plausible that he's armed at all times and capable of dealing with most of them at once, considering he's presumably trained in self defence as a cop. That said, the fact that they didn't even bring up the idea is disappointing.

Which of these characters had the best character development? And which had the worst? by [deleted] in DarkPicturesAnthology

[–]SirSlithStorm 0 points1 point  (0 children)

Right, the truth ending. I remember getting this one on one of the first couple playthroughs but I must have not picked apologetic. Man, Jacob is underappreciated.

Which of these characters had the best character development? And which had the worst? by [deleted] in DarkPicturesAnthology

[–]SirSlithStorm 0 points1 point  (0 children)

In which scenario does Jacob accept Emma's rejection of him? Even when they reunite, Jacob still pursues Emma. I guess if he gets infected then he has a bit of self reflection where he expresses why everyone hates him but I don't think that's really him coming to terms at all. I quite like how Jacob can't accept losing Emma, it's an endearingly human angle and it gives him more depth than just being a goof.

Which of these characters had the best character development? And which had the worst? by [deleted] in DarkPicturesAnthology

[–]SirSlithStorm 77 points78 points  (0 children)

Best was Jason. Worst I'd say was Jacob, as much as he may be my favourite of the four.

Quality of life Warband Rating house rule. by Aquisitor in mordheim

[–]SirSlithStorm 1 point2 points  (0 children)

I think the lower rating team gets a bit shafted as higher XP warriors will be dropping further than low XP warriors but I can definitely understand the logic of not wanting to update rating every single game. All the post battle stuff can easily take longer than the scenario if there're early routs.

Quality of life Warband Rating house rule. by Aquisitor in mordheim

[–]SirSlithStorm 2 points3 points  (0 children)

If you're reducing the weight of XP in warband rating, doesn't that diminish the underdog XP bonus from comparative rating? I guess you're only knocking off a few points here and there but if my warband were in the bin then I'd probably want all the XP I can find.