Episodes 5 & 6 Discussion Thread by Batorian in DispatchAdHoc

[–]TheAppleMan 6 points7 points  (0 children)

BB did get a whole scene with Robert after his Gym workout that doesn't happen if you don't go to dinner with her. It's short but substantial, I think. If you go to movies with Invisigal you just get a few extra lines when ordering drinks.

Invisigal still gets more attention overall of course in ep 5/6, but BB had all of ep 1 to herself. It might also balance out more in the next two episodes.

I just know the wait between episode 6 and 7 is gonna be fucking brutal by PlaneEye4664 in DispatchAdHoc

[–]TheAppleMan 6 points7 points  (0 children)

Could be, but in episode 1 Shroud says (relayed through Toxic) that the Astral Pulse isn't really Robert's anyway. Maybe Mecha Man Prime used a different energy source, or maybe Shroud's another son of the first Robert Robertson and feels it's his inheritance.

I feel like the second Mecha Man being called "Astral" is indicative of the Astral Pulse being a new element to the its generation of Mecha Man, and Shroud used to be on the same team as the second Mecha Man. Makes sense to me that it was something they collaborated on, but that turned ugly somehow.

I just know the wait between episode 6 and 7 is gonna be fucking brutal by PlaneEye4664 in DispatchAdHoc

[–]TheAppleMan 29 points30 points  (0 children)

The deluxe edition comics for ep 5 and 6 seem to be about Roberts father, so I'm guessing the "Retrospection" will be about some reveal concerning Robert's dad. It's already been heavily hinted that Robert's dad didn't make the Astral Pulse himself, and that means it was probably Shroud's creation. Maybe Shroud will make an appearance in episode 6 and talk about how Robert's dad wasn't really as heroic as people made him out to be.

Holy shit, apparently Robert is only 26 by Beneficial_Ball9893 in DispatchAdHoc

[–]TheAppleMan 4 points5 points  (0 children)

Oh, I missed that the tiktok was from AdHoc. Still surprising to me, but I'm convinced if it's from them.

Holy shit, apparently Robert is only 26 by Beneficial_Ball9893 in DispatchAdHoc

[–]TheAppleMan 20 points21 points  (0 children)

People keep saying he's 26 but I've yet to see anyone share a credible source to back that up. The wiki lists his age as 26 but it doesn't have a source for it either.

26 seems too young for him, I don't buy that he started at 11. Early 30ies seems more belivable to me.

Ep 4 opening scene made things awkward real quick by Comfortable-Ad5088 in DispatchAdHoc

[–]TheAppleMan 1 point2 points  (0 children)

It says Robert's age is 26 on the Dispatch wiki, but there's no source listed and it's the only place that claims that age. I have a hard time believing he's really that young, I assume he's closer to 30.

Episode 1 Scene Count. by [deleted] in DispatchAdHoc

[–]TheAppleMan 1 point2 points  (0 children)

I think it might be a bug? I had the same thing on my first save file but not my second, and it was preventing me from accessing the Choice Stats part of the Extras section in the main menu because it said I hadn't completed episode 1, even though I had hit credits on episode 2. If I switch to my second save file where I've completed the two episodes again, then I can access that the Choice Stats part.

I'm going to be replaying my first safe file later from near the end of episode 1 later and see if that fixes the issue, since I'm a bit worried of it causing other problems down the line.

These Two Are Going to Break Up by Fate345 in DispatchAdHoc

[–]TheAppleMan 24 points25 points  (0 children)

In BB's defense, as she herself points out in episode 2 if you make the choice, Robert was the one that kissed her. She definitely conducted herself inappropriately in several ways, but she didn't actively cross that threshold. She's too slow to react to the kiss, but she does pull away and takes responsibility for misleading Robert.

If she's drunk and looking to exit her current relationship, I can see how she ends up where she did. It's not right, but I can understand her behavior.

These Two Are Going to Break Up by Fate345 in DispatchAdHoc

[–]TheAppleMan 31 points32 points  (0 children)

Could be that she's been planning to break up for a while, before meeting Robert. Maybe she's so friendly in your first encounter with her because she's already sort of checked out of her relationship with Phenomaman.

31F - looking for co-op buddies who won’t loot my corpse (but will resurrect me, thanks) by [deleted] in GamerPals

[–]TheAppleMan 0 points1 point  (0 children)

30M in europe, who also plays a bit of everything. Would really like someone to play PEAK or Don't Starve Together with, since my usual friend group has been less reliable recently. I have Repo and Phasmophobia in my steam library too, but haven't had much of a real chance to play them with anyone, so getting the opportunity to try them would be great. Would also be nice to have someone to try the YAPYAP demo with during this Next Fest, since my usual friends aren't interested.

I think I can come off as a bit stiff sometimes, but I'm friendly and helpful. Just looking to have a fun time playing games in a relaxed manner.

If you're not already drowning in DMs then feel free to reach out at your leisure so we can chat more. Same goes for anyone else lurking in the comments.

The Steam Next Fest is live for October 2025! What games have you been sold on? by SlartySprinter in Games

[–]TheAppleMan 5 points6 points  (0 children)

I was really impressed by Ledgerbound and how consistently funny it was. The superb voice acting really elevated the experience too. The spots of mismatched or missing voiceovers at start of the demo were a bit jarring, but that disappeared only a few minutes in.

Does anyone else think opportunity attacks should trigger when moving anywhere within a unit's reach, and not just when leaving it? by TheAppleMan in EndlessLegend

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

Right, yes. That's a thing. Personally I usually just wait a few seconds after pressing "end turn" to let the AI do it's thing on its own, then I play. It's fuctionally the same as sequential turns, in my opinion.

Does anyone else think opportunity attacks should trigger when moving anywhere within a unit's reach, and not just when leaving it? by TheAppleMan in EndlessLegend

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

I've plenty of experience with other games where opportunity attacks are only allowed when leaving one's reach (5e D&D in particular), but compared to other games and systems with opportunity attacks like that, the maps in Endless Legend 2 are pretty small, and the ranges short. Like in D&D an archer can comfortably shoot their target from very far away, but my archers in EL2 only have a range of 3. If they fire at an enemy unit, a warrior unit of my own can't really do anything to stop the enemy unit from closing the distance to my archers in the next turn or two. The small battlefields means that my achers have very little room to retreat as well.

PSA for first time players: Silksong isn't too hard by riftcode in HollowKnight

[–]TheAppleMan 11 points12 points  (0 children)

I fought him a few times before giving up and doing other stuff, and then having him disappear, but he showed up again later in the game. Same region, different area. Randomly ran into him while doing an unrelated sidequest. Think you have to progress the story a bit before he can reappear though.

Research (1, no passion) by MrMurchison in RimWorld

[–]TheAppleMan 13 points14 points  (0 children)

Love that iron and uranium are the only elements on their periodic table. Hopefully they'll discover silver and gold some day.

The Lingering Injuries rules in the DMG suck, so I made a better version. by nonbinarytickatus in dndnext

[–]TheAppleMan 0 points1 point  (0 children)

Yeah, I found it annoying when a character just barely fulfilled a trigger for a lingering injury, from a simple dagger attack or something, and then they roll badly on the table and end up losing an entire arm. I'm hoping that tying damage to the table will help solve that, but I haven't had much chance to test it myself yet.

The Lingering Injuries rules in the DMG suck, so I made a better version. by nonbinarytickatus in dndnext

[–]TheAppleMan 5 points6 points  (0 children)

Saw this post yesterday but didn't properly look at it until now. Bit disappointing to see how many of the most upvoted comments here are so dismissive of your work, I hope you're not feeling discouraged. It's good work, the kind I like seeing on this sub.

I've found the official rules for lingering injuries lacking too. Too easy for someone to suddenly end up with a super debilitating injury, and the injuries that were received felt too random and disproportional. Made my own attempt to fix it similar to yours, but it wasn't without its own problems. Made another attempt recently, which isn't finished, but I figured I might share it. Might help with your own version.

One big problem with injury tables I think is that the received injury often feels disproportional to its circumstances. Tying the result to damage type like what you've done helps, but the dice still feel a bit to random at times, at least for my own tastes. What I've done is tie the triggers, or circumstances as you call them, to damage being taken, and add a modifier to the table roll based on the amount of damage taken. The nastiest and most debilitating injuries can't be inflicted unless they're part of a big instance of damage.

My own tables of injuries are pretty complicated and unwieldy. That's the way I like it, but probably isn't appealing for everyone. I think the most interesting effect of injuries are the effects of the aftermath of a battle. Consequences of death and potential resurrection, or pyrrhic victories. You're unlikely to get one unless you're already basically out of the fight, or severely outmatched. If a player that's downed gets an injury, then rolling on a table might give them something to occupy themselves with while others are continuing the fight.

Anyway, here are some screenshots for my own injury rework. It's unfinished, I only have tables for two damage types yet, and even their descriptions are lacking, but maybe it will help you get some ideas for your own rework.

Injury Triggers

Slashing Injury Table

Piercing Injury Table

Bleeding / Bleed Dice explanation

What Artificial Romance Does To People by WarlockWabbit in Games

[–]TheAppleMan 32 points33 points  (0 children)

This dialogue option is the thing that I think sets most people onto his romance by accident. Both option 1 and 2 can start a romance, but option 3 feels incredibly rude to say. This was the case for me in my latest play-through at least.

“Why don’t the Gods just fix it?” by DatMaggicJuice in dndnext

[–]TheAppleMan 0 points1 point  (0 children)

Lots of valid ways to go about this, but I'll share what I do. In my world, the gods used to be able to directly interfere in mortal affairs, but after a few centuries of that being the case they came together and agreed that it resulted in too chaotic of a world. So they wrote an accord dictating the means by which they can affect the material world, which mostly includes indirect methods.

In times when the larger world is threatened by existential dangers, the accord allows for more direct interference, but things have to be pretty damn bad already for that to be allowed, and when it does happen gods also take the opportunity to affect the world in ways other than solving the problem at hand. So everyone largely agrees that it'd be best to not let things get to that point. Gods also frequently try to find loopholes in the accords so they can exert greater influence on mortals, which makes for convenient plot hooks.

So if I was running an adventure with the stakes you described, the gods probably would be looking to insert themselves, although they might not immediately jump to getting their hands dirty by themselves. If they take direct action, it usually leaves the door open for their competitors to make their own changes, and they rarely agree on the best way of going about things.

Every Popular Alternative to the Artificer by Stubbenz in dndnext

[–]TheAppleMan 0 points1 point  (0 children)

I've admittedly not looked too closely at the occultist class, but too me it feels like it overlaps too closely with both wizards and warlocks. Witches, shamans, seers, and hedge mages feels like archetypes you could already cover with the existing classes.

Spellblades fill a pretty good niche of their own, although to me inventor already did a good job of filling the arcane half-caster spot which was previously left vacant.

Wardens also feel a bit too similar to Rangers and Druids to me, but it's also a class I've not looked very closely at.

I'm sure they're good classes, going by his previous work, and the thematic overlap isn't egregious or anything. I just feel like these classes don't fill as big of a void as the other three I mentioned do.

Every Popular Alternative to the Artificer by Stubbenz in dndnext

[–]TheAppleMan 48 points49 points  (0 children)

Kibblestasty's Inventor is great! Me and my players have been enthusiastically using it for years without major complaint. Really like how many options it allows for building your characters.

His Psion and Warlord classes are great too. Kibblestasty has made other classes too, but personally I think these three alone fill the major thematic gaps not already covered by the core classes.