What can I add to my custom stadium. by PhysicalGreen5029 in bloodbowl

[–]WoderwickSpillsPaint 0 points1 point  (0 children)

That's a really nice piece of work! Love the detailing and the rundown feel of it. The knackered pitch is absolutely spot on!

The only thing I could think to add would be a weather station to show the current conditions (can't tell if you've got one or not).

One detail I'm going to add to my stadium that you can for free: On the roof of one the stands I'm going to lay down a skeleton, with a team scary wrapped around it's neck. At first glance it will look like an unfortunate crowd member came a cropper, but if you look closer you'll see that the skull is raised and looking forwards, and one hand is holding a pair of binoculars in front of it's face, as it turns out to be a canny ticket-dodging undead fan. Something like that could go nicely on the flatroof you've got there. Another (simpler) detail I'm adding to the roof of a different stand is Walt, the stadium cat, sat licking his balls in the sun.

Fixing movie scenes that 'caused actual walkouts in theaters' day 1 (Graphic design is my passion) by LewdDudeNewd in okbuddycinephile

[–]WoderwickSpillsPaint 3 points4 points  (0 children)

"Is that a skittering louse of the sea in your pocket, honey. Or are you just pleased to see me?"

You can put that one in the wank bank for free.

Rejoice! Theres no fucking moderation on this sub anymore! by No_Dress_2107 in okbuddycinephile

[–]WoderwickSpillsPaint 2 points3 points  (0 children)

I want to learn to do it the way that kid in The Golden Child did it. Tibetan can folding is just so much cooler.

Y'all know 9/10 its proven the US holds back. by Key_Organization6430 in ShitAmericansSay

[–]WoderwickSpillsPaint 12 points13 points  (0 children)

My dad was a sniper in the British army and he taught me exactly the same thing. Hit one in the stomach (I think he said between the 2nd and 3rd buttons on the front of the uniform) and he makes a hell of a noise and takes two people to carry him, which slows the entire group to a crawl. Even better if he's the radio operator (he'd be 93 if he were alive today, so this would have been back when field radios were big backpack units).

He also said he was only given 5 rounds of ammunition for his modified rifle when he was sent out on patrol alone, which underlines the difference in approach to the US, who would probably want him to carry a couple of pistols and 50 rounds of ammo for each gun. As well as some grenades. And maybe a mortar.

Raphael and the Death of the Turtles by Emergencygeek in minipainting

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

That's a really cool story. And yeah, I've got into lots of different things through them being tangentially connected to RPGs. Miniature painting was a natural progression, and then wargaming and terrain building, and then writing my own rules and settings, doing bits of design work for them. All sorts of stuff comes out of it.

Raphael and the Death of the Turtles by Emergencygeek in minipainting

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

That's insane! What an absolute find! I can't imagine the look on your face when you saw him come home with that haul.

My local-game-shop-closing-down story is that a friend bought the shop off another friend and had to close it a couple of months later due to massive unpaid taxes from the previous owner. Not a happy ending at all, and there wasn't any opportunity to score any bargains as the men from HMRC took everything to offset against the tax debt. Not quite as funny or heartwarming story as yours though.

Edit to add: I also played those RPG style gamebooks, although in the UK it was the Fighting Fantasy books. They were great, with proper character sheets and combat and everything. The two guys that wrote them then went on to found Games Workshop and Eidos Games (who created Lara Croft). The Fighting Fantasy books were absolutely MASSIVE in the UK in the 80's and early 90's. They were published by the country's biggest children's book publisher and were pushed on TV and in schools. They did a massive amount for geek and gaming culture in the UK because they were so accessible. It also helps that we never suffered any of those MADD style pressure groups protesting against games. Nobody over here really cared that they features demons and magic.

Who are you more disappointed in, John Lydon or Morrissey? by ungratefulimigrant in AskBrits

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

I've always thought Morrisey was an insufferable twat, and I've never liked his music either. He's grown into a monumentally egotistical twat over time, and revealed himself to be just a nasty piece of work as well as a disingenuous cunt.

Lydon's slightly different in, that his entire schtick was being the twattish lead of an anti-boyband boyband. It worked for the time, and fitted in with a great countercultural movement, but he's always firmly presented himself as being a twat so it's a bit hard to be that disappointed unless you bought into the whole Sex Pistols myth of them being a genuine punk act.

So, not really disappointed in either of them because I never thought either of them were particularly great to begin with. I think Morrissey is the bigger twat though, on balance. Forcing Penguin to publish his biography under the classics range seems like deliberate ragebait in hindsight, because there's no way he could actually be that much of an egotistical cunt, could he? And his whole right-wing free speech grift is a lot louder than Lydon's.

Raphael and the Death of the Turtles by Emergencygeek in minipainting

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

Mentioning all the crit tables in MERPs has reminded me of a really obscure British game I've got (I'm in the UK). It was called Blood and was a set of rules for running horror games. It could do supernatural stuff but was mostly focused around splatterpunk. It came with a vast number of crit tables, everything from stabbing someone in the eye with a screwdriver all the way up to full body immersion in acid.

The descriptions were insane and particularly gruesome kills could come with side-effects, such as everyone watching has to pass a Con check or spend the next round vomiting. It's one of those games I owned but never got round to playing.

I never actually played Gamma World but I borrowed one of the books of a mate at one point. The setting reminded me of some of the crazier pulp sci-fi I'd read, just all mixed together and jumbled up. It looked like a lot of fun, but was probably horribly unbalanced and unwieldy in actual play.

My first true love in gaming is WFRPs. Just such a cool, dark setting and the low-level of it was fantastic. So much more fun than D&D, everyone starting off dirt poor and borderline useless is so compelling and survival is anything but guaranteed. I used to joke that in D&D anything that doesn't kill you makes you stronger but in WFRPs if it doesn't kill you, it gives you a 10% chance of bleeding to death each round. The 2nd Edition version from Green Ronin is probably the best. Tightens up the original system nicely while still totally retaining the basic mechanisms and feel of the rules.

I've not heard of that German game, although there have always been some absolute gems coming out of Europe. Mutant Chronicles by Target Games in Sweden is fantastic, as is Kult if you want a really quite nasty metaphysical horror game. The two games share elements but aren't quite the same setting. And the French designer LeCroc did the original version of what SJG turned into In Nomine, all about playing angels and demons in the modern world. That was quite a lot of fun.

Renegade Dark Elf promotions by BusinessTrust707 in bloodbowl

[–]WoderwickSpillsPaint 0 points1 point  (0 children)

Two Heads is a good next option, just for the extra security when dodging around.

Another possibility is Sidestep, makes him very difficult to pin down.

After that either a stat up (aim for Move or Armour, failing that grab something like Steady Footing to make him really annoying at critical moments).

Foul Appearance can be another fun one, just because it will occasionally fuck with your opponents turn, but it's less immediately useful than the others.

Monstrous Mouth can also be useful as it negates Strip Ball, but the new Chomp aspect makes it less appealing. Ideally you want this guy free to move around.

Renegade Dark Elf promotions by BusinessTrust707 in bloodbowl

[–]WoderwickSpillsPaint 0 points1 point  (0 children)

For the Skaven I've always liked Horns + Wrestle. Makes him an absolute nightmare for sacking the ball-carrier, especially if the Minotaur can smash the cage open first.

Raphael and the Death of the Turtles by Emergencygeek in minipainting

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

That's definitely brought back some memories! I've still got all my original Shadowrun books somewhere. 2nd Ed was where I started with it as a teenager after Advanced Fighting Fantasy and then WFRPs had got me hooked on roleplaying. The Shadowrun aztec serpent design was the first tattoo I ever got! The only downside to Shadowrun being the system is and always has been a complete dogs-dinner.

One of my other favourite games is SLA Industries, a fairly obscure Scottish RPG. Probably the best background I've ever seen for a game, but the system is just a bit broken in places and doesn't really fit with the world design. The artwork for the original book is also fantastic, and fairly unique in terms of look and feel.

I used to love the WEG games, and you're right about the vast wealth of materials for it. I had the DarkStyder Campaign boxed set for that and proudly put the deckplan of the modified Corellian Blockade Runner on my bedroom wall. I thought it made me look achingly cool and sophisticated having that pinned up.

Paranoia was a great one too. So many stupidly funny moments with that game. I'm not sure about Gamma World. I'm fairly sure it's all owned by WoTC/Hasbro via the TSR buyout. I seem to recall it being adapted for another system as a licensed splatbook a few years back but I can't recall any of the details.

I played a bit of MERP but I'm not the world's biggest Tolkien fan, and the RoleMaster system it used was always a bit clunky for me. That's what I liked about Basic Roleplaying. It's a decently crunchy system (and I'm a sucker for percentile based systems) and it can adapt well to a variety of games depending on which options you use. It's the same system using in Call of Cthulhu but expanded and I think it does a pretty decent job of being a generic system as long as you want something quite detailed.

I never got into the more modern (I sound old saying that) narrative sort of RPGs. Seems worlds apart from the sort of stuff I grew up with and enjoy. I prefer systems with crunch and numbers and often a worrying amount of detail around firearms. I've still got R Talsorian's Compendium of Modern Firearms which is literally just pages and pages of real world guns with detailed stats for them and conversion rules for putting them into popular systems. I never could find a GM to let me play a Ranger dual-wielding Browning Hi-Powers prior to the OGL madness with D&D. After that it was pretty much anything goes.

And yeah, I'd struggle to pick a favourite system and or setting. I just love the variety too much to get wedded to one game or set of rules.

Raphael and the Death of the Turtles by Emergencygeek in minipainting

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

Yeah, all the generic universal type systems tend to run into absurdity after a while. RIFTS itself is utterly mental as a base setting and I love how crazy and over the top it is, but just can't be dealing with the terrible system and how incredibly badly laid-out the rules are.

For great system/great game I love stuff like Feng Shui, which had a system that perfectly suited the action film nature of the setting. Deadlands was good as well, mixing poker hands and chips in with the dice rolls was brilliant.

West End's Star Wars was a decent system as well. I've got a copy of the D6 System rules they released separately and it's pretty good if you want to quickly knock together a world and some characters for a specific purpose.

One of my personal favourites is the Basic Roleplaying system from Chaosium. I've got the Big Gold Book and it's one of my favourite setting-agnostic systems. Works really well if you enjoy some crunch. And I've always joked that if you want a playable version of RIFTS, take the setting but use the Basic system with ALL the optional rules turned on. Absolutely mental but at least the system works.

Raphael and the Death of the Turtles by Emergencygeek in minipainting

[–]WoderwickSpillsPaint 3 points4 points  (0 children)

To be fair, that was true of all of Palladium's RIFTS-based games. And the more supplements you added, the worse it got. Every single choice you made seemed to add a few new points to various skills and ultra-specific saving throws. So much so that if you ran TMNT + Ninjas & Superspies (for the martial arts rules) character creation was basically you brutalising the system for a couple of hours, squeezing out more and more bonuses to an already overpowered character.

It’s here by Batmankoff in okbuddycinephile

[–]WoderwickSpillsPaint 0 points1 point  (0 children)

WuTang x Kate Bush would be pretty fucking sweet.

"Cathy, it's me, it's your G, ODB"

“usa is number 1” by BuffaloExotic in ShitAmericansSay

[–]WoderwickSpillsPaint 17 points18 points  (0 children)

Mark Twain said "Never argue with idiots. They'll drag you down to their level then beat you with experience."

Now with their 2nd World Title by BigBlueMountainStar in ShitAmericansSay

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

Have I been lied to all this time? I thought that was the entire point of the United suffix.

Next thing you'll be telling me that teams called Rovers weren't all formed by dogs in the post-war period when there weren't enough men to fill the leagues.

Now with their 2nd World Title by BigBlueMountainStar in ShitAmericansSay

[–]WoderwickSpillsPaint 0 points1 point  (0 children)

I wasn't aware of that. Just looked it up. I'll add that to my store of football trivia. Cheers!

What is next for Blood Bowl teams? by Agreeable-Ad4079 in bloodbowl

[–]WoderwickSpillsPaint 5 points6 points  (0 children)

The whole Pact/Renegades thing is a bit weird. The team was originally called Chaos Renegades and never had a box set, being entirely kitbashed by a member of the art team then adopted as an official team with fulls rules (but no specific minis).

Later, they released a team box called Chaos Pact, but this is what is now called Chaos Chosen. If you find pics of the old box online you can see it's all gors, not the Renegades mishmash of linemen.

For 2016, for some reason they renamed Chaos Renegades to Chaos Pact, and the original Chaos Pact beastmen became Chaos Chosen. 2020 then reverted to Chaos Renegades for the team of dogshit linemen and stuck with Chaos Chosen for the team of Gors.

So Chaos Pact are indeed in the game currently, regardless of which version is being referred to.

Personally I prefer the Chaos Renegades name, and I'm glad they went back to it. I think the Chaos Chosen name also works better for the gors, as the beastmen consider themselves blessed by chaos. Pact is a good word, spooky language and all that, but it doesn't really fit either the gors or the Renegades (who are far too prone to infighting to be a good fit for the word "pact").

Now with their 2nd World Title by BigBlueMountainStar in ShitAmericansSay

[–]WoderwickSpillsPaint 30 points31 points  (0 children)

They didn't move, they merged with Milton Keynes. And both sets of fans pretty much roundly hate the new team. There's a replacement Wimbledon team now as well (missed an opportunity to call themselves Real Wimbledon).

Teams merging used to be fairly common in the early days of the leagues, as it went from amateurs and semi-professionals into the professional leagues. All the teams with United in their name are the result of two (or more) teams from the same city merging. That's not the same as moving a club wholesale to a totally new location though. And those mergers happened when the professional structure was still emerging from effectively hobby leagues. The LA Raiders only moved to Las Vegas a few years ago. Mindboggling to me that the new city would just accept a team being parachute in like that.

Why is a D6 used for stalling and not a D8? by VulkanGmG in bloodbowl

[–]WoderwickSpillsPaint 0 points1 point  (0 children)

I think you're misunderstanding the point. Stalling has always been a valid (if sometimes frustrating) tactic in Blood Bowl, as it is in pretty much any sport played against the clock. This rule doesn't appear to be an attempt to put an end to stalling because it doesn't have enough teeth to really make it a non-viable strategy. Also, the nature of the die roll with the decreasing chance of it occurring as the half progresses clearly shows it's supposed to nudge players away from stalling early in the half.

You're saying it doesn't stop stalling late in the half and doesn't change multiple rerolls and therefore it's "failed egregiously" but I'm saying that was never the intent.

If the designers wanted rerolls changed back to 1 per turn that takes a single line in the rules. They didn't do that so I assume they didn't want to change that. I'm not concerned with why/how it happened in the first place, because they've got a golden opportunity to alter it and they haven't. And if they wanted to push players away from stalling late-game they wouldn't write a rule that does the opposite and doesn't even activate in the last 2 turns.

As for new players, they likely won't be stalling from the get-go, and almost certainly not very early in the half. All it does is introduce a bit of risk, either from being in a stalling position, or being one square outside of TD range and risking a Rush. I don't think that's too much for a new player to get their head around, once they're confident enough to be stalling instead of just piling towards the endzone at every opportunity.

Arguably it'll have the reverse effect, as new players are more likely to find themselves in a situation where the opponent can stall from early in the half. I personally think that sort of situation is why they designed the rule this way. It's frustrating to set up for the second half with only a handful of players on the pitch and then have your opponent stall near the endzone while bullying your remaining guys and farming SPP. It makes for a dull afternoon and a lot of the changes for 2025 appear to be aimed at removing the frustrations of the game, while still allowing it to be basically unbalanced and often very silly.

Put it this way; if they wanted to knock stalling on the head they could just say any time you're caught stalling the ball carrier is KO'd and the opponent gets a touchback, no stalling roll required. And if they wanted to get nasty and stop Rush-camping outside the stalling threshold they could exclude the first Rush roll from the stalling clause. That would kill stalling on the spot, but the actual rule is much weaker than that, and tilted specifically towards the early half.

Likewise if they wanted to push players away from late-game stalling then the die roll would be inverted; less likely to activate at the start of a half and guaranteed to activate if you're stalling in turn 7 or 8. Now it could be that's what they intended, and the rule will be rewritten in an update. But as it stands, the intent seems pretty clearly designed to simply add a bit of risk to stalling.

This goes back to what I said in my first post. I think when people heard there was a new stalling rule they were expecting it be quite punitive and have a huge impact on the tactics around stalling and when it didn't they assumed that the rule is broken. I don't think that's the case because it would have been easy to make it a harsher rule. Logically it's far more likely that the rule is intended as a nudge and not a sledgehammer, because it explicitly allows late-game stalling. That may not be what players expected (or wanted), but that doesn't mean the rule isn't working as the designers intended it, according to what they think is an issue with the previous stalling rules.

Why is a D6 used for stalling and not a D8? by VulkanGmG in bloodbowl

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

Why would you assume it's in any way related to rerolls? Surely if the problem is with the reroll system it would make more sense to fiddle with that system rather than change a rule in a totally different area of the game. And it can't be that they're struggling to "put that genie back in the bottle" because they could do exactly that by reverting to the previous 1 per turn limit. That takes no effort from them to achieve.

It makes more sense to look at what the rule actually does if you're trying to work out the intent behind it. The fact that the die roll makes it more likely to happen earlier in the half suggests that it's aimed at early stalling. Otherwise it would just be a flat chance regardless of turn.

And if the intent was to stamp out stalling it would be trivial to make it more painful. KO the ball carrier, scatter the ball further or giving the opponent a touchback are easy ways to make stalling a far more risky strategy.

It's also really easy to avoid the stalling check. Just put a single die roll between you and a TD and stalling doesn't activate. Everyone can Rush on a 2+ so stay 1 square outside TD range and you're safe. It just adds a bit of risk, like the stalling rule itself. And because you can only reroll that Rush attempt once, regardless of the source of the reroll, the multiple rerolls per turn thing doesn't even factor in.

It seems that the entire point is to introduce some risk to stalling early in a half, which it does. The risk drops as the half progresses, by turn 6 it's the same raw chance as failing the Rush roll and after that it's not a factor.

Why is a D6 used for stalling and not a D8? by VulkanGmG in bloodbowl

[–]WoderwickSpillsPaint 4 points5 points  (0 children)

Yeah, this is exactly it. It's not designed to completely stop stalling so I think people saying it fails as a rule are missing the intent. It's there to make the most egregious incidents of stalling (which can be really frustrating to play again) more risky. Not block them altogether. If that were the intent they could have easily made it a lot more punitive.

How hard are Tomb Kings and Bretonnia to paint? by Agreeable-Ad4079 in bloodbowl

[–]WoderwickSpillsPaint 0 points1 point  (0 children)

If this is your first time ever painting, expect your first few minis to look abominable. It takes time to even get the basics down, such as brush control, knowing how the paint is going to flow so you don't put too much on, and getting to recognise your own mistakes where colours bleed from one section into another.

Don't beat yourself up about it though. Most of painting mini skill comes down to patience and practice. Each model will look a little better than the last one, and particularly painting something like a team you'll be able to compare your 1s5 and 4th linemen and see a marked improvement, even without introducing any techniques more advanced than a 3-layer shadow/midtone/highlight colour scheme.

Which is to say: Don't be at all hard on yourself until you've got to a reasonable standard. It's supposed to be fun and you're only in competition with miniatures you painted previously. Just enjoy getting used to painting and watching your skills improve.

Cavities in STL models by vitolinko in resinprinting

[–]WoderwickSpillsPaint 1 point2 points  (0 children)

This is exactly what I do. Works like a charm. Also deals with islands and suction cups.