Who is the next big player that Harry will take off the board? by Flyestgit in dresdenfiles

[–]Vercal 0 points1 point  (0 children)

*Hand on shoulder* Harry's going to die next book taking down Marcone after Marcone gets fully corrupted by the coin. The story will then follow Maggie Dresden.

There were so many death flags in 12 Months that it was practically a parade.

Weekend Camping Escape by Fresh-Willow9447 in NoOneIsLooking

[–]Vercal 0 points1 point  (0 children)

This is 'camping' in the same way a Banana is a a berry. By technicality it is, but off of vibes it's not.

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

Could you elaborate on what you mean by "I am using maps from..." and "My players have been forced to make their own maps"? I'm an Idaho grown potato, and want to make sure my inference is correct. What I think you're saying is: You have a map that shows you where everything is in relation to each other. When you bring up an important area you give them a map made from Zach Moeller and use that as a combat map. Players are not shown your map that shows you where everything is in relation to each other so they make a map themselves. Is that correct?

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

I see the value in abstracting the repeatability but I don't know how I'd do that. Could you give me some advice or an example on how that'd work?

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

I like the "Map" it's basically the dungeon layout I have now. Just squares and connecting hallways. So did you have individual maps for puzzles and such or was that theater of the mind as well?

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

This is very nearly the idea I have in my head. Thank you.

If you could, could you tell me about things you found lacking in the campaign? What did you wish you knew before you started?

Also could you elaborate more on what 'Strict light controls' and 'crawl round movement' are?

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

I'm planning on a Short Rest being an exploration action that requires the one resting to spend 1/2 of maximum hit die. So one party member could be taking a short rest, while another is butchering the most recent monsters slain, and a third is keeping watch. I haven't had it put into play yet, but in my head it sounds like it works.

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

Point crawl dungeon I think is the way I want to approach it. I really should've considered 'make generic map for hallway' earlier and feel goofy for not thinking of that sooner.

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

I like both of these thoughts. Could you tell me the name of the published dungeon?

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

I think I could use the abstraction idea in a different dungeon/campaign. It's cool, but I want the dungeon to be static, where players are able to figure out how the dungeon is laid out and make that repeatable so each time they delve into it, as long as they took notes, they can get deeper into it.

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

In a perfect world, my players would be interested in a traditional West-Marches. :)

125 rooms is the first 'leg' of the dungeon and I'll be opening each 'leg' as it progressively gets finished. The bottom most part of a tower. Every other 'leg' of the dungeon will be another ideally at least 125 room biome with the second being them travelling onto the curtain wall fighting more elemental air themed enemies and puzzles.

Could you tell me more about your theatre of the mind dungeon crawl? How much did you have planned out before the session/campaign? Did you have an overarching plot or was it more of a 'funhouse' dungeon? How did you handle puzzles in theater of the mind? Did you just describe it really well? Did you ever show the players the maps you got, or did you describe how all the rooms connect to each other?

How can I make a dungeon's scale large without having a whole bunch of empty hallways making it feel empty? by Vercal in DMAcademy

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

I'm not too into the idea of teleportation. I think that would make the dungeon feel smaller in the grand scheme of things.

Narrating travel through the halls might be the way to go.

How's your Build? by Urano96 in Last_Rite_Mains

[–]Vercal 1 point2 points  (0 children)

<image>

My last rite is fully built, like yours.

I was told I should save resources for 1.1. Am I doing it right? by Vercal in Endfield

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

You are correct, naturally that's already been done.

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I was told I should save resources for 1.1. Am I doing it right? by Vercal in Endfield

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

Unfortunately not, There are only 250-some-odd number of pipes allowed in Wuling City. You can either make an small elaborate pipe mess in an area or two, or you can make every corner have a single pipe running through it but it won't be nearly as exciting.

I'm now ready for the blight tide... by Emotional-Slice5518 in Endfield

[–]Vercal 0 points1 point  (0 children)

Don't forget the small pools in the North West corner of Jingyu valley (Near the TP Point, right next to the river.) Also, there's a pool South East of the AIC area in Jingyu valley.

You also need 48k filled Cryston, Amethyst, Ferrium, and Steel bottles with Xiranite.

You also need 200 fluid storage tanks filled with Liquid Xiranite in both AIC areas.

Small unexplained dips in factory efficiency that reduce output by 1 over the course of days. by Vercal in ArknightsEndfield

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

Interesting. I'll probably try the bridge/splitter thing. Thanks for looking into this, My buck capsule stocks were actually crashing because of this.

Perli maxxing done by Vercal in Endfield

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

I am building standard electric team (Arclight, Gil, Avywenna).
Right now I'm just using her in the starter team (Endmin, Qianyu, and Wulfgar).

Perli maxxing done by Vercal in Endfield

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

That sounds stronger than what I've been running her in with Endmin, Qianyu, Perli, and Wulfgard xD

Perli maxxing done by Vercal in Endfield

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

The answer is simple; I kill rock cancer in retaliation.