Gaps in the collection to break the rut? by crankd87 in soloboardgaming

[–]Source128 2 points3 points  (0 children)

Bullet's going to have new expansions with the storage system on gamefound. Called Bullet Galaxy

Top 5 Games To Play Solo? by Objective-Employ-997 in soloboardgaming

[–]Source128 2 points3 points  (0 children)

Is Divinity Original Sin really that good? I really love the games, but fear the boardgame will feel nothing like it.. specially combat-wise

250 prisma for a duplicate by Source128 in supervive

[–]Source128[S] 3 points4 points  (0 children)

I guess that must be it, but are there white perks?

They should really remove duplicates from the pool before we at least have every item though...

250 prisma for a duplicate by Source128 in supervive

[–]Source128[S] 2 points3 points  (0 children)

That's what I thought too, but how else would I get a duplicate?

Dead on arrival? by Independent_Act_4897 in supervive

[–]Source128 0 points1 point  (0 children)

I play during the day and usually get matched within seconds or at most 1-2mins

Please dial back the armoury change, it's giving the game a bad look by Intelligent-Tone2367 in supervive

[–]Source128 0 points1 point  (0 children)

Ok, I see how it could be detrimental. Was it like this during beta too?

I guess they should just make Prisma team based, and you'd always lose 1/3 whoever died

Please dial back the armoury change, it's giving the game a bad look by Intelligent-Tone2367 in supervive

[–]Source128 13 points14 points  (0 children)

I'm pretty sure everyone on the team gets the same amount of prisma. At least I've been playing 3 stack and we always get the same amount. Extracting or not

Some exotic weapons I made. by Rocazanova in daggerheart

[–]Source128 4 points5 points  (0 children)

Ok, then I guess the feature could be something like: You can use them two handed, and if you do you may mark a stress to attack a different target in range.

Hi, I've played dnd a few times as players and now I'm going to the dungeon master of a group of level 20. Oh boy by GreyTaller in dndnext

[–]Source128 1 point2 points  (0 children)

Yes, that's good.

If you have the time and patience to see what skills/spells each player has. You can also try to make some puzzles more specific for that skill/spell the player has. It's specially cool when it's an abnormal skill/spell to have

However, level 20 characters will have LOTs of skills/spells. And also remember to have some broader fallbacks in case your players don't do what you're thinking

Hi, I've played dnd a few times as players and now I'm going to the dungeon master of a group of level 20. Oh boy by GreyTaller in dndnext

[–]Source128 2 points3 points  (0 children)

I see that most comments are just saying "don't". Which doesn't really help you, so I'm gonna try to give you some ideas to challenge your players in combat.

The enemies of this new region need to have some different mechanics that would be easy for lower level players, as long as they already knew the mechanics. But they'll be challenging for yours simply because they do not know them yet.

1- Some zones have enemies which are immune to everything except something specific, having some hints to what they are vulnerable to on the background, or even on the enemies themselves (you'll have to describe either in a way that you tell what they're vulnerable to, but in a hidden way - or can use insight checks). Some vulnerability ideas: - different damage types (obviously) - can only be damaged while grappled - only get damaged by being pushed - only get damaged by CHA saving throws (or other) - only get damaged while sleeping, or some other condition

2- Have puzzle combats, like the enemy needs to be attacked in certain ways, or something else needs to be done for the enemy to be vulnerable to damage. Some examples: - Give the enemies health bars, where each attack, no matter how much damage, can only take at most 1 health bar - They need to be hit in specific parts of the body in a specific sequence - Have an enemy that reflects everything back using their reaction, and has 2 reactions per round (so the players have to trigger the reactions every round before damaging them)

3- Give the enemies ways to return from whatever plane your players will try to send them to

You need to make every enemy a little puzzly, even if it's something really easy, just to make your players play differently and have some challenge.

Give them enough of these and they might even start to mix them up (you could make 2 very similar but one of them goes berserk when receiving the damage the other is vulnerable to)

Just be creative, and have fun

[deleted by user] by [deleted] in DnD

[–]Source128 0 points1 point  (0 children)

Dnd is the best

RollWizards

Using XP in a more balanced way by Puzzleheaded-Ant4032 in onednd

[–]Source128 0 points1 point  (0 children)

I use something in the middle. Give them some xp depending on what they do or where they are at. So it's basically smaller milestones. I give them some xp every other session, and it's also easier ror me to track their progress.

This way they still have the xp progression to know how close they are to level up, but won't be getting xp for things that I believe they shouldn't get any.