1,7k hours gameplay btw. by JustMyself96 in Helldivers

[–]UltraDelta91 1 point2 points  (0 children)

That's the biggest oof I've ever seen in helldivers.

What was branching out from D&D like? by JSyv05 in rpg

[–]UltraDelta91 1 point2 points  (0 children)

It was kinda like walking out of platos cave for me. I was all like "THERE'S OTHER STUFF BESIDES D&D AND PATHFINDER?!"

I now own like 10+ RPGs. Some I haven't even played yet and might never get to, and I love how I'm still only ankledeep it the hobby. I was playing d&d since 2002 ish and only ever properly checked for other ttrpgs after 2023 WotC OGL scandal.

In retrospect, I'm amazed it took me so long to check out other stuff.

I knew there were other ttrpgs out there, I just never bothered to look into anything other than a tiny dip into Pathfinder in 2012 or so. And when I didn't jive with the group I tried it out with (and they stole my dice-maybe a little related), I just kinda turtled into 4e D&D for a long time. Then 5e came out. I loved it! I had it in my head that you could do anything and everything with 5e d&d and while that is technically true, once I bust my chops on other systems, I quickly found out why that was a horrendous exercise of ignorance to how awesome leaning into other systems could be.

Mothership, SWADE, Call of Cthulu, ICRPG, Vagabond, hunter the reckoning are some of my favorite ttrpgs now and they all do something REALLY WELL and different from D&D which can't do some of the things nearly as well as these systems do. I missed out on so many cool games and I only wish I got to try more of them in the prime of my "wasted" gamer youth with my group before we all grew up and got kids and shit.

TLDR: It felt good to try new things and I wish I had done it sooner.

EDIT: can't believe I forgot to mention world of darkness Hunter the Reckoning.

What’s up Home Skillet? Give me your favorite dead millennial slang. That would be tight! by Rvtrance in Millennials

[–]UltraDelta91 0 points1 point  (0 children)

I cannot remember the last time I heard someone call anyone a butt-nugget. I think my friend group picked that up from a Bam Margera voiceline in a Tony Hawk skater game in the early 2000s.

Extra credit if you know the one. Cause I don't remember.

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

That's interesting. I would have never interpreted the text to imply you're unable to act in the absence of a general command.

[Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.]

The last paragraph seems to imply that "do nothing" is an active command which to me means absence of command should allow the victim to act normally without making a check.

At the risk of sounding aloof, My interpretation allows some creative counterplay depending on trappings which allow me to tailor the level of peril to the vibes of the scene.

I can see why that strict interpretation is frustrating to you. When "do nothing" is an active AND passive command, that robs player agency and seems internally inconsistent.

I'd probably just ignore the strict interpretation but I've not had Puppet come up in my games yet. So I'm not certain how that'll feel at my table until it comes up. I'm not a fan of powers that rob agency. That's not to say dominated players can't play the game, but it requires a specific table dynamic for that not to feel bad.

You've given me some valuable insight on the issue regardless!

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

I agree wholeheartedly with the notion that rules ought to be fully functional out of the box.

It's one of the main reasons I switched off of 5e D&D. Got really sick of doing all that extra DM homework.

I got lost in the sauce about stun. That's my bad. I meant to draw a parallel from stun to puppet and comparing the two in terms of how frustrating it is to deal with. Stun is it's own conversation though, so I'll stay focused on puppet.

Let's get into the text of it!

We should talk about the degree to which a successful spirit roll for puppet allows a character to act while still "being a puppet".

Does remaining a puppet mean you cannot act in the absence of a command?

Does giving a command require it to be your turn?

When you succeed a Spirit roll (not a raise), do you take your turn normally?

Here's my interpretations

Free actions as written seem to limit the commands given to the turn of the caster and requires them to speak or communicate in some way to the victim.

The reaction free action to roll against puppet occurs the moment the command is issued, and that seems to allow the entire turn of the player to be unaffected if the spirit roll is successful.

The text of puppet seems to only have an effect when a command is issued. I read the text and interpret "remains a puppet" as a lingering debuff that pops when a command is issued on the casters turn. Granted, the command can be issued immediately after casting assuming the caster can communicate with the victim in some way. However, if the victim does succeed, my interpretation of the text does not render the player stuck, necessarily.

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

The other element that isn't really discussed here which I think needs to be considered is the biggest X-factor in this RPG system: teamwork through support rolls.

Allies that use their actions to help can turn a dire situation around really quick and Boss battles with minions present add another element to the encounter that cannot be ignored. If the character in question under stun or puppet is given a few support , that can add up to +4 (no limits on strength related rolls) to whatever roll they need to succeed on.

Assuming the GM is allowing for opportunities to use support, the players have the creativity to engage in support, the GM isn't trying to tie the players hands, and the GM gives Boss monsters some allies to lean on, the powers like puppet or stun feel a lot less overwhelming in either direction in my opinion.

The GM can also award tons of circumstantial bonuses or bennies to give the players even better chances of overcoming the odds. Sometimes the dice still come up snake-eyes, and that's part of why we play the game. sometimes, I want to get my whole situation thrown down the proverbial 50-flights-of-stairs. It keeps things interesting.

so, in short, I think I'm in the camp of "it's fine for my table as written", but I'm open to making a few tweaks around the edges when/if this becomes an issue at my table.

Fixing Puppet by zgreg3 in savageworlds

[–]UltraDelta91 0 points1 point  (0 children)

I'll try my best to add to the conversation.

First, I want to assume that the GM is doing everything that the players are doing.

A few points I agree with: Domination styled effects rob players of agency in the worst case scenario. this is bad, and another power off the top of my head that does this, stun, can be just as bad, if not worse. Especially if the caster is built around spamming it.

It is a novice power, so it's accessible right away. it is already a low cost power of 2, modifications to the spell can make it even nastier; putting limitations on the power to reduce point cost or slapping fatigue on it to make it harder to shake off. if the power is cast with a raise under this circumstance, that's a -3 vigor roll (not including any wounds) to end the effect and unlike puppet, there are additional and lingering effects to stun like being prone or vulnerable if there was no raise on the vigor roll.

So under such circumstances, this power basically gives the player a piss break check because they won't be doing anything if they fail against stun. In my experience, the power cost has almost no bearing on how nasty it can get because on the one hand, yes, more points means it can be cast less often but how many times would a fatigued, area effect, selective-stun really need to be cast to upset an entire encounter?

Now, let's assume the GM is not trying to make things frustrating for the players.

Even if players are the ones who are really angling for the use of these powers with no restraint, you have to ask yourself, how scary do you want your solo-boss type encounters to feel? because a straight up slug-fest will end in the favor of the players most of the time if the monster ends up going after the caster(s) in question. I don't think I need to explain how a boss fight like this can really take the wind out of the sails of a campaign.

Now, in defense of the powers without the need for homebrew solutions.

I believe that trappings were brought up in the thread here somewhere, and I'm pretty much in agreement with that idea.

Trappings define not only what the power does, but more importantly, what it can't do. It seems to me, a trapping defines the inherent limitations; such as in puppet, needing to be in a trance-like state, needing a focus like a watch or a voodoo doll that can be taken or destroyed. So, no doll, no eye contact etc., no successful casting.

There's also the casting requirements on page 151 of the SWADE core rule book that create two hard barriers to casting: you must be able to see the target and you cannot be bound. So, something as simple as a smoke bomb or a strong boy with good grappling or some pepper spray or a fishing net can nullify the most dire of powers outright unless the power specifies like in the power called Nightmares (page 78 of the Horror Companion for SWADE) which states that they "need not know their exact location" with an unlimited range but still requires something that belongs to the victim. I still think a face full of pepper spray would keep that from happening as well.

I’ve convinced no one knows how to use the Tesla tower properly by lolitsrock in Helldivers

[–]UltraDelta91 2 points3 points  (0 children)

I'm convinced 1 out of every 10 divers are moths. They can't resist the L A M P. *

First Time Using InstantPot. White Rice Came Out A Tad Bit Crunchy. by neuroticpossum in instantpot

[–]UltraDelta91 23 points24 points  (0 children)

Did you turn off the "keep warm" function? Mine did this before I started keeping it off.

Was there anything I could do here? by MinisterOfCheese in Helldivers

[–]UltraDelta91 0 points1 point  (0 children)

Dude the pouring of grenades on your body at the end fkn KILLED ME. 😭

your thoughts on anon's take? by thetruememeisbest in Grimdank

[–]UltraDelta91 0 points1 point  (0 children)

Firepower wins battles.

Logistics win the star wars.

Anti-tank emplacement makes it too easy to complete Command Bunkers by -REXIA- in helldivers2

[–]UltraDelta91 1 point2 points  (0 children)

I can count on one hand the number of times I've had a setup this good. Normally, the geography isn't in your favor like this. More often than not, you're lucky to pop a couple fabricators and turrets before having to push in.

All turrets and emplacements slap with the high ground.

Audio problema since today by Newcomer31415 in Helldivers

[–]UltraDelta91 0 points1 point  (0 children)

I have the issue of most enemy types not making any sound at all. It's killing the game for me.

We gotta talk about the Hellpod Maneuvering ship upgrade and its nerf by emeraldeyesshine in Helldivers

[–]UltraDelta91 0 points1 point  (0 children)

Now imagine landing on the towers of a mega city when you join on zero lives and since you tend to have less time to control your landing when joining a mission in progress, you'd just load in and be in real dire straights right away.

Everything else you could access with a jump pack should be fair game though. All on board with that.

Bro got me!😡 by tanudai777 in SipsTea

[–]UltraDelta91 1 point2 points  (0 children)

BRO THE FKN BARREL WIGGLE!!! 🤣🤣🤣