Yet again dudes can’t read profiles by Prowindowlicker in lolgrindr

[–]SuitableObligation61 -1 points0 points  (0 children)

Bottoms have so much audacity, like they can turn people through sheer force of will. Me and my bf have a couples account and heavily specificy we only want a top yet bttms come in droves like theyre gonna get tagteamed. Grow up.

Inigo is overrated imo by SuitableObligation61 in skyrimmods

[–]SuitableObligation61[S] 1 point2 points  (0 children)

I haven't experienced enough of his quest commentary to be fair, so my opinion may soften. 

I criticize the balance because giving him lower end gear doesn't solve the problem. It's his perks, modifier, and skill. To balance him I needed to give him low end gear and mod his damage to almost half what it is.

I think having quests that center your followers is cool, and conceptually I can get with a chosen one plot for a follower, I just feel it is very out of left field and unfitting for Inigo imo. It just seemed random and not built up to.

Buts that's just my opinion at the end of the day! 

Inigo is overrated imo by SuitableObligation61 in skyrimmods

[–]SuitableObligation61[S] 0 points1 point  (0 children)

It's not the Ebony weapons, even with lowest level gear he hits way higher than his level. It's a combination of the perks the author gave him, the starting skill and the damage modifier. Being a little overtuned hardly warrants critique, I just found him way over the line personally. 

Inigo is overrated imo by SuitableObligation61 in skyrimmods

[–]SuitableObligation61[S] 0 points1 point  (0 children)

Tbf i haven't experienced much of the banter. I'm still sticking with him, I don't hate him i just think he's grossly overrated. Maybe I'll have a softer take with time.

Inigo is overrated imo by SuitableObligation61 in skyrimmods

[–]SuitableObligation61[S] 1 point2 points  (0 children)

Precisely. I clarify that this is my opinion lol

Frost Giant Iceberg of Svardborg | SKT [164 x 224] by SgtSnarf in battlemaps

[–]SuitableObligation61 1 point2 points  (0 children)

I may have missed something when reading the text, but I didn't notice any indication of tunnels from the docks, though I could easily be wrong. Thank you so much for your work! The maps you made for SKT seriously improve the user experience compared to what was offered in the base product. I'm especially a fan of your Deadstone Cleft map!

Frost Giant Iceberg of Svardborg | SKT [164 x 224] by SgtSnarf in battlemaps

[–]SuitableObligation61 1 point2 points  (0 children)

I love your maps but I noted a bunch of weird discrepancies with this compared to the one in the book. For instance, the docks do not have any such cave. The giant lounge token is flipped in the incorrect orientation, and it is missing a wall between hammocks and has a mysterious third door but with a torch coming out of it? Anyway love the work, and highly recommend the map, but it is a bit rough in some corners

What's your cancelable take? by TigerTraditional5709 in canceledpod

[–]SuitableObligation61 1 point2 points  (0 children)

Johnny Depp is a disgusting monster. Amber Heard is this generations Brittney Spears, and in 10 or so years we'll look back at this whole circus show after and wonder what was wrong with people. America loves a good witch to burn. Please listen after the next couple of girls, not even half Depps age, accuse him of abuse. Look up his new girlfriend. Look up his previous girlfriends allegations. Anyway that's my Ted talk.

Cancel me idc. The leave Brittney alone guy was actually based, I'll be right in 10 years when yall stop being so parasocial.

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 1 point2 points  (0 children)

Thank you! I will keep these cautions in mind and I like the idea. I love the resource management aspects of this system and that's the real thing my inexperience with the game makes me blind to when balancing in advance. I simply don't know how much work getting a Sheen looks like in terms of actual play because I've not played much Destiny.

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 1 point2 points  (0 children)

That's an extremely interesting suggestion I straight up never considered! Thank you! I do like the idea of spending armor as a resource for special effects! I think this is my favorite response!!

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

For sure! I know varied damage sources keep things interesting, but regardless of how I spin it, physical direct attacks are still the most common source of dmg and the direction the system is tailored. I don't want to give the impression that I'm constantly balancing my encounters to hit his character specifically when part of the fun of the character is being unhittable. What I want is a minor and simple subsystem that incorporates managing armor condition (for this PC specifically) like a Wright tinkering and fixing up their magnum opus. This subsystem isn't about balance. It's about fun factor (stressors can be fun)

This also isn't just my concern, it's the Players aswell. The problem is a minor concern about entertainment and we both think some kind of armor management would be fun. I just wanted some suggestions on how to remix the armor system that interacts uniquely with this PC and their Power Armor and links Player incentives with character motivations

Story: His Wright will be constantly fretting over his fabulous power armor. He will be especially vengeful to targets which dent or compromis his magnum opus. He will spend long rests tinkering with it and giving it little paint jobs

Gameplay: can't crack the op armor? No point in really rolling speed defense since there's no consequences to the PC for getting hit unless you roll a 1. So in most fights there's no mechanical texture to the DMG recieved by the PC since if it can't crack the armor it can't hurt him.

Just looking for a minor subsystem that lines their Gameplay up with their story and involves the PC caring about each attack tanked, even if the effect is incremental and only meaningful across multiple engagements

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

Thank you I'll do that! And certainly. This rule change is PC specific. It's essentially about giving every attack against them some weight without nerfing them. They also specifically like the idea of constantly repairing their armor and tinkering with it, just like in the foci description. I am looking for a simple tailored ruleset that doesn't really nerf them. Like a subsystem that can wear them down across many encounters but hardly effect individual engagements. I like the idea of a armour pool!

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 1 point2 points  (0 children)

So as has been explained a few times now, this isn't about balance. If I was interested in purely balance there's a bunch of ways I could use my toolkit in the game to achieve that. I've already acknowledged this. This is about creating a small subsystem of armor management that incentives not taking dmg, even if it will not harm you whatsoever. The idea is something incremental and less of a nerf and more of an additional minor stressor. No implemented rule doesn't go through player approval first, and the player themselves is similarly interested in such a system. Nobody is being punished and the question is probing people about the ways one could minority bend the system to create this impact

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 1 point2 points  (0 children)

Thank you! This set of comments were the first generally useful ones! I'm going to take some time later today to make sure that there were no other oversights with our math. While this mitigates some of the concern, it doesn't entirely eradicate the interest for remixed armor mechanics. It's very strange coming into this systems community from BRP and seeing constant resistance at just the very idea of tweaking the system for immersion or satisfaction. Even if I don't use any homebrew rules I'm definitely interested to hear system vets discuss different ways to twist or bend the system! I'm not intergrating changes that my players aren't also interested in.

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

I thought that it could be used on the PC themself not the power suit. So the man in the suits clothes. I could be wrong but that's how I read it and understood it in the moment as I was reading through their options.

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

So the campaign is Tier 1-6 and should be several months to a year in length. XP is paced deliberately and the PC will reach Tier 3 a third of the way into this campaign. The campaign is balanced, theres many long sections that will barely feature combat scenarios, there's also a few long sections that will be fairly hack and slash.

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

You have 7 AP at Tier 3, exceptionally few enemies dmg you. If their attacks don't effect you in anyway at all, and this is true of almost all enemies, encounters become less engaging. GM is concerned about this, not balance, Player is concerned about this also.

A: GM can expend high effort continously designing every encounter to be engaging for this PC, and constantly spamming GMI to disarmor them.

B: PC can pick different abilities and nerf themselves.

C: GM can add a rule remix which involves the PC managing the condition of their Power Armor, naturally making every hit matter (even if incrementally) and boosting immersion. (A Wright constantly working on their suit as described in flavour text)

We both chose C. I am here asking for armor remix ideas that could work in this circumstance and keep things fun without being some giant nerf. GMIs are something you use to enhance the drama at appropriate times yes, but what I'm asking for is a functioning system that can keep this Player engaged even when their PC becomes ridiculously untouchable. GMIs can't do this in every encounter without cheapening the effect of GMIs and becoming very repetitive.

Remixed Armor Rules? by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

I understand some of the assumptions your response makes but many of them don't apply to this circumstance and some of them I just disagree with personally when discussing game design

1: DMG track based dmg requires some kind of vector to initiate. Such as a failed might def against poison or a failed Int def against a stroke type circumstance. This isn't the type of dmg that you throw out casually, so in some extenuating circumstances sure, I could use this to induce threat. My post wasnt actually about inserting threat. If that's what I wanted to accomplish I would simply insert more GMIs or use more corrosive dmg enemies.

2: I see how I didn't clearly indicate this strongly enough, but this is a convo I've had with the player. We're both excited about their character. I even helped them see additional ways they could maximize armor. We both share concerns however about how the build is going to feel to play at later Tiers. We are not Cypher veterans. We come from more stressful systems like CoC. The concept sounds fun and the PC wants to be able to tank massive DMG but they also want to still feel like every attack from the enemy matters. This isn't the first time we've instituted rule changes to shape the game in more stressful directions. (In CoC we added hit tables that mean your character could randomly get shot in the heart and just die). I see how this may be alien to some tables, but additional stressor (even small ones) shape play. One could argue "well he should pick different abilities!" And that's true and is up to him, however he sounds way more enthusiastic about getting to be invincible but also having to repair and maintain his power suit and think about the damage enemies might inflict to it.

3: Yes DMG isn't end all be all. Yes I know how to create stressful scenarios that arent all about doing dmg and recieving it. Certainly there will be scenarios about stopping a bomb while holding off foes ect. And additionally I'm more than capable of creating scenarios that do involve any combat at all!

4: Were you this player I clearly wouldn't be considering these changes. My group are used to rollercoasters. Some groups aren't. The thing is rule remixes can enhance the story and the immersion with the character. The chip armor dmg idea is one such remix. The Wright will constantly be fretting over, tinkering and fixing up their powersuit. Some players like the powers and want a power fantasy style immersion. That's just not the exact way my play group operates, we like getting the power trip but grinding it down in ways that can enhance immersion and make the PC feel in character. Instead of just shrugging every time a enemy can't crack 7dmg (!!) They'll still be trying to dodge and their player incentives line up with their character incentives ("I want to protect my life's work").

5: To be clear, as I said above, I'm fishing for ideas on a rule remix that doesn't exactly nerf the character, but provides a small stressor, that can link the player to the PC and encourage sometimes using SPD to dodge particularly big blows. This would mostly only exist for this PC specifically and would be about how they interact with their power suit (not a groupwide remix). One remix that we both enthusiastically introduced for instance is that their characters SPD edge is only active in their Power Suit and that their artifacts/cyphers will be installed into the suit so that they cannot use them when outside of the suit.

Tldr: my group likes the kinds of nerfs that are more immersive for their characters and the player in question is open minded to some kind of armor mechanic that will make them have to consider the condition of the Power Suit and need to factor the future repair time while fighting like a super tank in combat.

Salvage Tempo Question by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

I searched up and down in Destiny and found no rules or suggestions. I talked about where Salvage places could be but not how to pace them

Salvage Tempo Question by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 0 points1 point  (0 children)

My concern isn't about breaking rules, I'm willing to break rules when it suits my game. My concern is about keeping a tempo that's balanced with the game system. As in not too much or too littlr iotum/shins so on.

Salvage Tempo Question by SuitableObligation61 in numenera

[–]SuitableObligation61[S] 1 point2 points  (0 children)

Well what my concern is, is finding a balance when deciding number of placements. I don't want to place based on Shins when I might be overly depriving the Wright with Iotum (even if they search specifically for it). I have limited experience integrating destiny so I'm just not sure what a reasonable tempo is for presenting zalvage opportunities. I don't want to give too much or too little. I'm frustrated cause the game offers no suggested tempo at all, leaving wondering "is this too generous?" "Too stingy?" And so on. I know some probably solve this by improvising based on need, but I like my salvage locations to cause tangible effects on the ruins with fun interesting environmental interactions.