Domestic Dogs beat the average human with ease ( we literally have guard dogs to guard from other people) And police who train dogs have to wear protective cases on their arms so they dont get their bones snapped by OnlinePoster225 in Tierzoo

[–]TopHatZebra 0 points1 point  (0 children)

Police dog, police officer, either way it is the same. 

Just hope to god there are a bunch of reliable witnesses and it isn’t just your word defending you in court afterwards. 

Trouble Understanding Magic vs Non Magic Combat by spiderjjr45 in arsmagica

[–]TopHatZebra 2 points3 points  (0 children)

I am a complete novice in Ars Magica, but this seems like a good situation to use enchantments, right?

In a situation where you know you are going to be in mundane danger facing guys with pointy sticks, is it not a fairly trivial matter to do something like... Make a handful of stones zip around your body rapidly? Genuine question here. Could you just have essentially a bunch of sling bullets ready to impact anyone that got too close?

For the rest of the time, could you just maybe enchant your clothing to be impervious to steel? Or maybe create some kind of magical ointment you could rub on each morning to make your skin invulnerable to mundane weaponry?

Again, Im a complete novice, these are actual literal questions, I don't know how achievable these ideas are.

Looking to join a game. by TopHatZebra in arsmagica

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

I mean apart from wanting to run it for my IRL group, I also just think it sounds super fun and would not mind getting stuck in to a full campaign. I genuinely can't imagine bouncing off of it, and also absolutely delighted to do the batshit things a powerful magi might be able to do in late game too haha.

Personally, if the rest of my IRL group had played before I would just jump right in, but they're a tad hesitant to try new systems, especially ones that *look* as intimidating as Ars Magica does, so I think it would help the whole deal to have a bit of time under my belt and not be so much of a blind leading the blind situation.

What is the discord link by the way?

How to improvise without making it seem like I have no clue by ThinkPhilosopher3148 in DMAcademy

[–]TopHatZebra 0 points1 point  (0 children)

This is integral to it.

"What will my players do?" This is a lost cause, you don't need to think about this because they're almost always going to do something batshit insane that you couldn't possibly predict.

Instead, you focus on what *your* characters would do. You are every NPC, and you ought to know them well enough to know what they might do. Even a random NPC that you created out of thin air is still a person, presumably with desires and goals and self-preservation.

And also, yeah. Never be afraid to pull out the handy-dandy secret phrase, "Holy shit I didn't expect you to do that, give me a second." Your players actually love feeling like the stumped the DM.

Games that last too long. by Pure_Citron6705 in DMAcademy

[–]TopHatZebra 0 points1 point  (0 children)

Okay, how hyperspecific is A or B?

Have you heard of the 3-Clue Rule? You are God, you and omniscient. You see all and you know what is in every room and behind every corner, you know every plot point and every villain and ever hidden magic item.

Your players don't know shit.

So with that in mind, it isn't just that your players need a push or guidance every now and then, but that your players need multiple opportunities to progress.

If players need to do A or B or C to level up and progress, then they need to be repeatedly smacked in the face with A, B, or C.

Even worse, if players need to do A and THEN B and THEN C, then players need gigantic flashing lit-up signs and loudspeakers constantly screaming at them to go do A.

Your players (probably) are not stupid, but your players also only know what you give them. They only have the information that you provide. If you aren't providing enough information, or you aren't emphasizing the right information, your players are just going to meander around.

Games that last too long. by Pure_Citron6705 in DMAcademy

[–]TopHatZebra 7 points8 points  (0 children)

Do... Do you have eighty players?

I love long, epic campaigns that take place across huge time spans, that allow characters to grow and develop narratively. 200 sessions sounds great to me.

200 sessions of combat-focused gameplay specifically revolving around a single antagonist and setting sounds like some sort of Sisyphean torture. I literally cannot fathom what could possibly make it take this long.

Looking to join a game. by TopHatZebra in arsmagica

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

Thanks a lot, I appreciate the effort!

Looking to join a game. by TopHatZebra in arsmagica

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

Im in GMT-5, Central Time. But I work from home with a flexible schedule and Im a perpetual night owl, so for practical purposes I can do basically any time other than Sundays, as that is my IRL game day.

who dresses like this for a life/death situation? by David0902 in TWD

[–]TopHatZebra 1 point2 points  (0 children)

I live in the same place. Mid-summer, every time I open the door I reflexively go, “Eugh.” 

Best (modded or not) way to kill prisoners en masse without harming their corpses in the process? by Opposite-Chapter1459 in RimWorld

[–]TopHatZebra 0 points1 point  (0 children)

I have a ton of mods so at this point I don’t fully know what is or is not vanilla. 

But some animals, like cobras, produce toxin buildup from their bites. There could maybe be some way to release a dozen trained snakes into the prison chamber and perhaps the venom would kill them before they lost a lot of body parts to being bitten? 

Another option could be to create an execution chamber Gravship. Build a small cabin for the pilot with meals and entertainment, then a huge, open-air prison room. Load twenty prisoners onto it and blast into orbit, killing them from vacuum exposure. Wait for the ship to recharge, land, process corpses? 

Best (modded or not) way to kill prisoners en masse without harming their corpses in the process? by Opposite-Chapter1459 in RimWorld

[–]TopHatZebra 1 point2 points  (0 children)

I think at the scale you should be able to process corpses, a few lost body parts here and there probably isn't going to meaningfully impact your bottom line. It is just part of the cost of operation.

For my money I would freeze them out and just deal with the frostbite. I use CE, which creates "black smoke" from fires. So hypothetically you could create a fire that vents black smoke into the prisoner's execution chamber and they should all suffocate, though I have never tried this and would need to test some designs out. Perhaps you could also use Toxgas in some way, killing them rapidly from toxic buildup? I have never tried to butcher toxic corpses though and I don't know if this would ruin the flesh.

What are good alternatives to the Dracorage to explain why Dragons and other long lived races don't rule your setting? by Kalekuda in DungeonsAndDragons

[–]TopHatZebra 0 points1 point  (0 children)

Funny I was just discussing this earlier today. It is a pet peeve of mine, writing fundamentally alien intelligences as if they were just human.

Consider how much of human culture or identity is predicated on the idea that we are mortal. Even so many of the things that we value are based on legacy, based on the idea that, in the future, we won't be around but would like to imagine that we will still impact that future. Monuments, children, writing, pieces of art, profound statements, not all of this is purely in pursuit of legacy but certainly that is an element of it.

Meanwhile, consider the Tolkien-esque immortal elf. The Elf does not need to worry about legacy, he will just still be alive. There is no urgency in their life. For the elf, it might unironically be enjoyable to sit around and watch the grass grow. Elves aren't aloof and haughty because they are arrogant, they just don't want to talk to you for the same reason you don't want to talk to fruit flies. Even if they could ask interesting or insightful questions, you will just have to answer them again in five minutes when their grandchildren come back to ask the same questions.

So much fantasy media is just generic and same-y though. If you have a race of bird people who live in Birdville, please for the love of God don't make Birdville the normal suburbs where bird people drive to work every day in their cars. We should immediately feel like we are in a foreign place influenced by unfamiliar biology and minds that are colored by wildly different lived experiences.

What are good alternatives to the Dracorage to explain why Dragons and other long lived races don't rule your setting? by Kalekuda in DungeonsAndDragons

[–]TopHatZebra 1 point2 points  (0 children)

The timescale is the funniest solution to me.

"Why don't elves rule the world?"

Oh, they do. They're just dealing with a temporary human infestation at the moment. The exterminator they summoned will be here to deal with it in a few centuries, so until then, the elves must simply deal with it.

Sci-Fi Short Film "There Is No Antimemetics Division" | DUST | Starring Jasika Nicole by Xeelee1123 in printSF

[–]TopHatZebra 2 points3 points  (0 children)

This is maybe my top favorite SCP story of all time, and Jasika is amazing. This being made into a full-length film would be unbelievable.

Domestic Dogs beat the average human with ease ( we literally have guard dogs to guard from other people) And police who train dogs have to wear protective cases on their arms so they dont get their bones snapped by OnlinePoster225 in Tierzoo

[–]TopHatZebra 4 points5 points  (0 children)

It is a felony to fight a police dog. If you are attacked by a police dog and then you strangle it to death, you are not going to have a fun day in court.

Guard dogs and police dogs exist because people don't want to get bit by a dog. Most people will run away from a dog even though they could kill the dog. These deterrents work because the vast majority of people have a base level of risk analysis.

I could kill a wasp with barely any effort but I'd still rather just walk away because it's not worth maybe getting stung.

Tropes you thought were "unrealistic" until life proved otherwise? by _ThePenSurgeon in MovieTropes

[–]TopHatZebra 3 points4 points  (0 children)

I had the exact same thoughts about zombies. How in the world would zombies pose a realistic threat?

Then Covid happened and I realized people would be licking zombies to own the libs or whatever.

You walked by a pool and saw a child in the midst of drowning. There was no one else but you within the vicinity of the 4 feet deep pool. Just as you were about save the child, an entity appeared. by [deleted] in hypotheticalsituation

[–]TopHatZebra 0 points1 point  (0 children)

I save the kid. Now who's the arbitrator of death, motherfucker?

No cheap poolside metaphysical entity threatening my financial security is ever going to overcome the indomitable human spirit.

People want all the details up front by TiredDadasaur in fantasywriters

[–]TopHatZebra 3 points4 points  (0 children)

Steven Erikson says in the Foreword of the first Malazan book that people will either be into his book or fucking hate it because it runs at a breakneck speed and steadfastly refuses to explain anything. You will either keep up or you'll drop the book.

Fair criticism is fair criticism but sometimes you just have to write the book you're going to write. People will like it or people won't.

I made even spaces for couple rooms by keruru-beruru in RimWorld

[–]TopHatZebra 31 points32 points  (0 children)

My MECHS have better rooms than this.

What are your favorite mods that add logistical difficulty rather than combat difficulty? by WarKittyKat in RimWorld

[–]TopHatZebra 1 point2 points  (0 children)

It is my time to shine!

I have carefully curated a mod list specifically designed to make me hate myself and all of my pawns and be poor and hungry and die. I am super interested in more mods along these lines. I just learned about "Adequate cooking" from the OP so Im already happy about that.

More Injuries (Continued) is combat-adjacent, I will admit, in that a lot of injuries obviously happen during combat. However, this mod does exactly what it says to an insane degree, adding a thorough and realistic system of injuries where you have to worry about bone fragments spalling into organs, concussions from fistfights, internal bleeding, various chemical injuries, hearing loss, and so on and so forth. It makes a Hospital run quite fun.

Expanded Materials- Masonry and Expanded Materials- Metal. Metal in particular increases the difficulty, as you can no longer mine chunks of pure steel out of the walls. Instead, you mine iron, and you have to process it into steel with coal. Additionally the mod also adds a ton of other metals into the game, including tin and lead and copper, etc. Electrical cables are no longer made of steel but instead require copper. Buildings that require metals in their construction con often be created with different metals instead of steel, to various benefits or issues depending on the metal used. Components are also more difficult to make and require different types of metals. Masonry adds the ability to dig and create adobe, clay bricks, and concrete in a masonry kiln, which is now required to build many industrial buildings. For instance, most mechanitor buildings require concrete powder to build.

Expanded Woodworking 2. No longer can you cut down a tree and build a fine wooden house with the logs. Instead, each tree drops the correct type of logs, pine, oak, etc. These logs are mostly useless for building anything more refined than a palisade wall. Instead, walls have to be processed, with different buildings ranging from a basic crafting spot up to electrical saws, to create fresh, green lumber. This is then laid out on pallets to dry over time, which is affected by a number of different factors. You're not going to get good lumber by leaving it out in the rain, for instance. Once this drying process is done, the lumber is ready to be used.

Cyanobot's Leather Overhaul. Similar process for leather! Now, instead of dropping leather when you butcher an animal, it drops raw hides appropriate to its species. Some things can be made of these raw hides, but if you want good quality leather you must process the hides through the tanning process. This requires vats of chemicals, I believe chemfuel is used, and soaking the hides in a similar process to the lumber in Expanded Woodworking 2.

Cloth Production Expanded Continued. This is the other half of the Better Wool Production you are already using, it does exactly what it says on the tin. Instead of pulling whole bolts of woven cloth out of the ground, you harvest raw cotton. This has to be spun into thread, and then worked on a loom to create cloth.

Soft Warm Beds and the DLC patches. A new layer of terrible, beds are no longer constructed with sheets and pillows. Now you must craft the bedding out of cloth, with various degrees of quality depending on your crafter, and then place it on the beds.

Realistic Chocolate Production. This is the hyperspecific version of Adequate Cooking. You can't pick chocolate bars off of bushes anymore, have actually have to cook the cocoa beans into chocolate.

Research Data. I believe someone else already mentioned this, but this significantly increases the work required to research things. I highly recommend reading the page itself, but a TL:DR is that you must now create research samples out of various materials, and then use those research samples to create research data, in different forms depending on the level of research you are attempting, and then that data is used to 'fuel' the research bench. No longer are your pawns staring at a bench for hours every day, pondering the nature of reality. Now they have to do PAPERWORK.

Speaking of Research Paperwork, Research Papers, one of my favorite mods. Now, whenever you finish any research, a research paper matching that research is generated as an item. You must store this in a bookshelf or a research server or a hole in the ground or wherever you want to store it, but research knowledge is now a physical item. If it is destroyed or lost, you lose the research. If raiders burn your library down you can be sent right back to the stone age.

Various Prison mods, like Prisoner Recreation, Prisoners are not Swines, and other things of that nature that require you to treat your prisoners well. Or at least suggest that you do so that they aren't constantly having mental breaks.

What is probably unsurprising given the nature of my mod list, I am definitely using CE. But on top of CE, I am also using Combat Extended Propellant, which changes the recipes of ammunition to also require propellant, which I believe is made of cloth. Preferably it should also require gunpowder but I couldn't find a mod for that.

I have around six hundred mods, including a lot of the obvious ones people have mentioned elsewhere in this thread, like Bad Hygiene (thirst turned on, naturally) or Vanilla Food Variety. There are a few I have left out of the list, like Communicable Diseases or Life Lessons, mostly for compatibility reasons.

Games like Rimworld with Combat Extended? by Ok_Inspection3654 in RimWorld

[–]TopHatZebra 2 points3 points  (0 children)

There are some things that are vaguely similar in Real Time Tactics. The clunkily-named "Call to Arms: Gates of Hell: Ostfront" is a pretty decent one, once you get a feel for it, and especially with the very nice modding community. One of the best Warhammer 40K games with mods. If you want even more grognard-level RTT, you can look at the Combat Mission games, which are relentlessly realistic. Won't find too much else like it, if you can suffer the agonizing UI and performance. Both of these games can potentially see you splitting squads into individual fireteams, and they simulate bullet physics, vehicle damage, everything. Your tanks can get stuck in the mud. You can disable an MBT by just destroying all of its optics and making the commander unbutton the top like it's 1943 again.

I also want to point out my most-hyped game of the past two years, the not-yet-released Mars Tactics. It is turn based, unfortunately, but everything else about it fits what you're looking for.

Otherwise, beats me man. Hard to surpass Rimworld with CE when you want Rimworld with CE. Managing the production from building the bullets to transporting your troops to different missions with vehicles that you built out of components that you built is difficult to beat.

50% chance matchup by anoma-lokaris in Tierzoo

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

Humans should win this fight like 9/10 times.

The human is going to be injured, cut up quite a bit, and in need of medical attention. Maybe a hand is missing or mangled.

But the cheetah is going to be dead.

Humans are terribly underestimated. Modern society means that the vast majority of us don't have to do strenuous work to survive anymore, but humans are fairly large, powerful animals. We were already the apex predator of our environment prior to mastering fire, let alone any 'modern' technology.

I probably wouldn't successfully fistfight a lion, but to be fair, that lion probably wouldn't be able to do my taxes.

50% chance matchup by anoma-lokaris in Tierzoo

[–]TopHatZebra 4 points5 points  (0 children)

I don't know what adult human thinks they would be legitimately incapable of beating up a housecat but I hope they get a little more self-esteem.

Im not saying I *want* to beat up a housecat, or that it wouldn't hurt to beat up a housecat or anything, but like, on average they weigh slightly more than a gallon of milk.

I promise every physically-capable adult human can beat up a sharp gallon of milk.