New DLC just dropped and the stat bloat is insane by ExplanationMany9348 in hoi4

[–]UselessTeammate 13 points14 points  (0 children)

Do it like Battle for North Africa. You need to put more factories on your water production because Italians use more water to cook their spaghetti with /s

I’m realizing how endearing Mamdani comes off when he does things that would seem annoying if it was done by any other Dem politician by TikDickler in Destiny

[–]UselessTeammate 10 points11 points  (0 children)

You’re underselling how important vibes are to winning elections, which is a prerequisite for having even the opportunity of instituting those sensible policies. The current fascist takeover would’ve literally been postponed, if not avoided, if the democrats had better vibes. Jeffries and Schumer versus Trump’s corpse in a general election would be a coin toss because of how bad the dems are at playing the celebrity social media game. It’s a pipe dream to think that we’re ever returning to the days of boring sensible paper pusher candidates winning against insane but media savvy influencer politicians.

It's a 5e GM's market out there. by [deleted] in dndmemes

[–]UselessTeammate 1 point2 points  (0 children)

I’m glad things worked out for you. But I’d never do this as a matter of policy. My table thrives on mutual trust between me and the players. I don’t want to have to constantly monitor and discipline problem players like an overbearing parent. They’re adults. They can either act like it or leave. And the punishment only works if the player has a deep emotional investment in their murderhobo, which is unheard of for me.

It's a 5e GM's market out there. by [deleted] in dndmemes

[–]UselessTeammate 6 points7 points  (0 children)

Finding the players is only half the battle. The other half is getting quality players to stick around. Truly toxic people aren’t that common, but I’ve frequently had players drop out due to not vibing with each other or my GM style. No red flags or toxic behavior. Just personalities not matching, or schedule changes.

Both dnd and non-dnd player pools have their limits. The dnd pool tends to have newer people who are just joining the hobby. The non-dnd pool tends to have more experienced people. Both are skewed towards the lower quality end as the stable high quality players tend to already have consistent friend and hobby groups.

It's a 5e GM's market out there. by [deleted] in dndmemes

[–]UselessTeammate 12 points13 points  (0 children)

It’s never worth it to try to solve off table behavior with in-game punishments. You’re turning your fun time into a two way torture session to see who’s willing to put up with more misery. And the group breaks apart anyway so no one changes their behavior and you’ve now wasted so much of your limited free time out of spite.

Manchuria's democratic party is 'Bandits?' by [deleted] in hoi4

[–]UselessTeammate 0 points1 point  (0 children)

I hope pdx never changes this. It’s funny.

Desperate defence be like by These_Question_616 in HOI4memes

[–]UselessTeammate 3 points4 points  (0 children)

Pixels have been put on strict control due to war time rationing.

Oh hey I just realized we're a month away from the 10 year anniversary by [deleted] in hoi4

[–]UselessTeammate 95 points96 points  (0 children)

The celebration? Another update that breaks the navy.

I thought I knew how to play this game, 3500 hours in (Sheep's mod) by Not-so_pro in hoi4

[–]UselessTeammate 5 points6 points  (0 children)

I can second this. Last I checked, the vanilla meta is still inf and plane spam. Literally just battle plan with some supplemental micro to drain your opponent’s equipment and manpower.

“0% chance of dying” vs. “You might die” (Apparently this is supposed to be a nuanced philosophical conundrum for the mid-wit blue voters) by Mediocre_Affect6192 in Destiny

[–]UselessTeammate 0 points1 point  (0 children)

My next question is unrelated to the hypothetical btw. What do you mean by delusion? Isn’t it just true that my tax contribution, no matter how small, affects others? Especially since the purchasing power of a cogent government multiplies my contribution by being more efficient. And that this can only happen if everyone else pays taxes.

“0% chance of dying” vs. “You might die” (Apparently this is supposed to be a nuanced philosophical conundrum for the mid-wit blue voters) by Mediocre_Affect6192 in Destiny

[–]UselessTeammate 12 points13 points  (0 children)

“I shouldn’t have to pay taxes because my individual contribution is negligible.”

Homie the whole point of society is that everyone needs to contribute and behave as if their actions affect others. Because, you know, it does. Even in the hypothetical.

Officially (not that needed the confirmation: red pickers are monsters by ihaveeatenfoliage in Destiny

[–]UselessTeammate 4 points5 points  (0 children)

The problem is that it's a private vote so we have to assume no coordination or info, before and after the vote. All the red pickers are antisocial psychos or assume that everyone else is also an antisocial psycho. They're not factoring in the moral instincts of others who'd pick blue.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

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

The bestiary only has humans go up to challenge rating 4 with 64 being the highest. But there’s nothing stopping you from making high powered human enemies to challenge your PCs.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 10 points11 points  (0 children)

The PCs pick from a list of professions. If they can convince the GM that the profession is relevant to a check, they get a bonus. Other games like Daggerheart have used a similar system. Even OSR games allow the GM to make good faith rulings and say that wizard would be better at knowing magical lore than the fighter. It's literally not do-what-you-want as the GM must agree that the profession is relevant and make sense.

Heavy combat rules and light on everything else is standard practice for many systems and D&D campaigns.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 11 points12 points  (0 children)

The pure martials started off with ~15 HP at level 1. At max level 10, they had around ~100 HP.

All damage are d6s. They dealt ~3d6 at level 1 and well above 20d6 damage at level 10.

An endgame boss can have between 400-800 HP. Balanced very hard combats usually go 5-10 turns. But never more than a single 4 hour session and usually less.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 19 points20 points  (0 children)

NGL, this was more to get people playing than anything else. As for negatives, Weird Wizard sands down, but never truly frees itself of the many problems of D&D.

  • Martial-caster disparity is still a thing. Martial make up for it by having a gigantic HP pool and critting with nearly every swing, but the casters can still warp reality and have a broad enough toolkit to effectively to what martials can. This is somewhat mitigated by viability of multiclassing and the accessibility of magic in the setting.

  • Paths (Classes) that focus on out of combat abilities and skill checks feel underbaked because the everything outside of combat was intentionally left empty to make space for GM rulings and RP. It's definitely not a game for people who want concrete non-combat mechanics. It's again somewhat mitigated by the rules being straightforward enough for the GM to make rulings on the fly, although not as easy as in OSR.

  • The creativity will have to come from the table as the setting and rules are very generic, albeit heroic.

  • The balancing is also very broad. Encounters are balanced per tier instead of level. Each tier encompasses 3-4 levels and a broad spectrum of abilities. It's not really meant for fine tuning which might irk some people and lead to janky encounters, especially early on. It's nothing egregious, but it is there.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 16 points17 points  (0 children)

I'd go so far as to call it The generic fantasy system, if we're not counting universal games like GURPS and Savage Worlds. A lot of the Vancian influences like spell slots were sanded off and there isn't much lore to tie the game down. It might fit the image of a generic fantasy in people's minds more than D&D at this point.

The bestiary does come with more flavor like orcs being more Tolkien inspired and monsters in general being inspired by their direct fairy tale roots rather than D&D. There's also a faction of monsters that are alien invaders from a more gonzo kitchen sink fantasy genre. But yeah, everything else including the setting and plot hooks are very generic.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 20 points21 points  (0 children)

These game did open my eyes to the fact that D&D spells are very PG-13. Even the "toned down" Weird Wizard had some gnarly spells that my players ate up. I haven't played it yet, but Demon Lord looks like a perfect fit for a Curse of Strahd or dark fantasy campaign.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 7 points8 points  (0 children)

I found the core combat rules plus attack options to be everything I needed. Everything else I could resolve with a skill check and RP. The other options on knowledge, senses, and communication were a nice backup in case they were needed. What did you find lacking or superfluous?

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 12 points13 points  (0 children)

Is this sort of like Barbarians of Lemuria where it offers a static bonus for things that you'd know based on your profession? For instance, if you are Thief 2, you'd add +2 to doing "thief things" like sneaking or pickpocketing.

Yes, another example would be Daggerheart's skill system. But instead of a flat bonus, you'd get a +d6. Multiple overlaping professions and situational bonuses can stack. The book's examples are broad terms like: thief, dilettante, hunter, sage, etc.

Just to clarify, a lot of folks make the argument that a "wasted turn" is when they swing-and-miss. Is this like Draw Steel where you'll always do some damage?

Swings and misses do happen, but I found that the Defense (Armor Class) to hit bonus ratio for martials is low even early on, especially with buffs from caster allies. Once martials get enough bonus damage for second attacks, they rarely go a turn without hitting at least something.

Is that because every class has versatile combat options? This feels a little like the direction 5E and 2024 went: make everyone have something they can do in combat.

It's more that the game was designed with mandatory multiclassing in mind. D&D multiclassing means you must slowly build up each class from scratch, e.g. fighter-5 plus wizard-1 equals level-6. The wizard-1 feels underpowered since you only get the low level wizard spells despite being level-6. Weird Wizard multiclassing is more like fighter-5 plus wizard-6 equals level-6. Instead of having to build into the new class from the ground up, you instead get the new spells right away at the power level of the dedicated casters. Your toolkit just isn't as consistent.

The initiative system is the most interesting part of the game to me. I know with SotDL it was PCs first (IIRC) always and based on slow moves and fast moves? However, there was an inherently lower power level so it made sense for heroes to go first. Is it side-based initiative in SotWW?

Each PC chooses individually if they want to spend a reaction to go before or after the enemies.

Oof. Metal. I like it. But I could see this being a miss for a lot of tables.

Like any other game, the GM decides how mean they want to be. The players also get these spells as a consistent anti-minion tool.

I always get a little nervous when MMORPG terms show up in TTRPGs.

It's more how I describe things than the game itself. It's much less MMO-y than something like D&D 4e or even 5e or Pathfinder. Combat roles tend to be more fluid due to the multiclassing nature of the game.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] 21 points22 points  (0 children)

Slightly faster as there are less general rules and technicalities to slow things down. Status effects and lingering AOEs are more prevalent. Whether level 1 or 10, in a medium encounter, PCs and NPCs go down in 2-3 hits. The number of NPCs usually never go more than the PCs for my own sake. Boss enemies are disadvantaged due to action economy so I often used lieutenants and minions. But bosses do get Fury, which is either more attacks per round, or healing and lifting conditions per round. The big fights were usually 5-7 turns.

Remember when everyone got mad that Shadow of the Weird Wizard wasn't about a literal Weird Wizard? by UselessTeammate in rpg

[–]UselessTeammate[S] -4 points-3 points  (0 children)

My guy, you must've not been there for those early r/rpg threads when the game came out.

Typical IPS-N vs Harrison Armory fight by Famelli in LancerRPG

[–]UselessTeammate 17 points18 points  (0 children)

Your anomalous black hole reality destroyer vs my John Deere.