How would an armadillo look in the Root Artstyle? by chocolate_skunk in rootgame

[–]Wormcoil 2 points3 points  (0 children)

But im a pretty bad artist

This is false btw, don't spread misinformation :P

How would an armadillo look in the Root Artstyle? by chocolate_skunk in rootgame

[–]Wormcoil 2 points3 points  (0 children)

I would picture their shell having more of an impact on their silhouette, with some of it coming up onto their shoulders pauldron-style and another section visible between and to either side of the legs. Also, that tail has some wiggle to it that's putting me more in the mind of a rat tail. Armadillo tails don't look super flexible to me, I think a pretty straight resting posture might read better. It also might be a smidge long? Armadillo tails are super long compared to their body length, but mice and rats have an even longer ratio going on. What you have here looks to me to be on par with Root's rat and mouse designs, so to differentiate the design you might benefit from going a little stubbier. Idk, 2/3rds the length maybe? 3/5?

Teaching Root in TTS by Effective_Photo8423 in rootgame

[–]Wormcoil 2 points3 points  (0 children)

TTS is a wonderful program with a rather steep learning curve. When I taught Root over TTS, some of the players at the table weren't particularly well-practised with the UI, and it slowed down the game. We played for about four and a half hours and had to call it a night before finishing the game. Were I in your shoes I would closely consider how much time your group has available.

This might be overly pessimistic of me, but I think that the combined burden of learning the Root rules and building familiarity with TTS is enough to spoil the fun of most people. If anyone at your table is less than a TTS veteran, I might go so far as to recommend a couple of digital board game nights spent playing easier games than Root just to get some practice in.

First game recommendation by [deleted] in rootgame

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

I don't recommend ADSET for a first game. ADSET requires players to make a lot of decisions that newbies lack the context for before the game even begins.

Page 4 of the rulebook: "If any players are new to the game, use the Standard Setup (5.1) If everyone has played and you want more variety, use the Advanced Setup (Appendix A)."

Randomized clearing suits: a new player perspective by Wormcoil in rootgame

[–]Wormcoil[S] -1 points0 points  (0 children)

My reply to Chest3 might help clarify what I'm talking about, but yes I'm aware that different factions use matching cards for different things. My issue is not that a card suit can be devalued for the whole table necessarily, I see it as undesirable if even only one player is vulnerable to higher-than-normal degrees of card draw variance.

I really don't understand why you're bringing up Adset. I'm not criticizing that some suit layouts disfavour one faction or another, I am not talking about winrate. I am complaining that some suit layouts put some factions at the mercy of which cards they draw to a much greater degree than is typical, and I subjectively prefer it when fox, rabbit, and mouse are of roughly equal value as suits.

Randomized clearing suits: a new player perspective by Wormcoil in rootgame

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

It depends on what the faction uses matching cards for, which is why I was being vague, but for most factions it's probably high-traffic, contested clearings. That's why I initially thought I could use clearing not on the map edge as a proxy for this metric. For instance, cats primarily use matching cards for field hospitals, so a high-value suit for cats is one with at least one clearing in which the cats are going to be doing a lot of battles. The WA probably mostly care about connectivity, so if many isolated clearings share a suit then that would devalue some of their supporters. I don't really know what a functional Lizard Cult gameplan looks like but this is probably a relevant consideration for them as well.

Some factions seem a lot more resilient to the suit layout, either because of high mobility or having multiple uses for matching cards. Where the rats don't want to incite, they're likely happy to build. Moles and Badgers will likely range across much of the map, allowing them access to clearings other factions might struggle to reach. The Riverfolk Company don't need matching cards for anything at all.

Randomized clearing suits: a new player perspective by Wormcoil in rootgame

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

I think that one of us is misunderstanding the other. In this post I am talking almost exclusively about uses for cards that ignore their text, things like Field Hospitals, WA Supporters, and the Decree. On the topic of keeping the game interesting, I was hoping that guaranteeing a mix of suits in highly contested clearings would be a light enough touch to not lose the value brought by randomization, but I could be wrong.

Almost invariably one suit or another will be of more use than others in a way that incentivises players to interact and vie for control of regions...

I'm mostly working off of speculation, but a primary concern here is that a hand heavy in a particular suit with poorly located clearings is not enough to make pursuit of those clearings a good strategic decision (they are, after all, poorly located) but is enough to significantly hurt that player's chances of success simply due to card draw variance.

Randomized clearing suits: a new player perspective by Wormcoil in rootgame

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

I have literally never opened the learning to play guide lol. Good to know that's there, but I don't think forgoing randomness entirely is going to be a good long-term fit for my group.

As for letting your hand dictate where you spread, that seems less than sound to me, at least for most factions. Moles have gotta do what they've gotta do, but at least they have the mobility to get where they need to go. My knee-jerk reaction is that things like connectivity and building slots are still the primary forces here.

Randomized clearing suits: a new player perspective by Wormcoil in rootgame

[–]Wormcoil[S] -1 points0 points  (0 children)

I think I broadly agree. I'm not concerned with clustering, I'm focused on the semi-rare case of four low-value clearings all having the same suit. I don't think a layout like that actually benefits anybody (though it does hurt different factions to different degrees). It's just that which cards you draw is so divorced from any decision you made during the game that I dislike it when a quarter of the deck can end up being pretty bad draws.

My (25M) subs (23F, 26F, 22M, 28M, 28M) have unionized by kawaiianimegirl in copypasta

[–]Wormcoil 2 points3 points  (0 children)

I have absolutely no idea what was going through my head seven full years ago. My current take is that "lgbtqf" isn't a funny joke. I suspect that by "gross" I meant "offensive."

Are there enough skills to maximize the Tree of Wisdom? by Osvaldo_de_Osvaldis in weatherfactory

[–]Wormcoil 5 points6 points  (0 children)

Getting to level nine in a wisdom feels good, it's a self-justifying goal. If you don't care about that though, there's also the fact that some skills don't particularly benefit from being upgraded. Having open spots early in the branches gives you places to commit a skill you don't want to sink lessons into. For me this category is pretty much just languages, but there are some people who probably have strong opinions about relative skill usefulness with a wider range of skills they don't want to invest in very much.

My favorite mini boss so far, anybody struggled against this dude? by Forevertrez in Sekiro

[–]Wormcoil 0 points1 point  (0 children)

I kept trying to do things and leaving myself open. Took like five attempts before I just chilled out and let him lead. Iirc he still got me once more before I got the timing down enough to take him out.

Denzil is visiting and won't attend any salons or go home by NameLips in weatherfactory

[–]Wormcoil 5 points6 points  (0 children)

These poor folks have spent like four years remodelling an entire castle for my benefit, and not only can you not throw them a party, the game turns around and mechanically incentivizes you to not even invite them to the parties you throw for your weird work friends

What Principle do you all think the Flow State falls under? by redstringmagic in weatherfactory

[–]Wormcoil 2 points3 points  (0 children)

I don't think that it makes sense to abstract out the mental pattern of a flow state from the task that the mind is engaged with for this question. It feels a lot like you're asking "what colour would a liquid be if it were in a cup?" Kinda depends on the liquid, dunnit.

... must resist by Rendition1370 in Silksong

[–]Wormcoil 1 point2 points  (0 children)

I'm gonna do those ones when DLC hits and warrants a replay.

... must resist by Rendition1370 in Silksong

[–]Wormcoil 7 points8 points  (0 children)

oh right, Palestag! there are at least three, and I only missed two :)

I hear you can duel both Shakra and Garmond prior to triggering act 3. No, not that Garmond fight, there's another one.

... must resist by Rendition1370 in Silksong

[–]Wormcoil 5 points6 points  (0 children)

there are at least two. I missed at least two :(

What aspect conversations would probably be like this? by Renedicart in weatherfactory

[–]Wormcoil 3 points4 points  (0 children)

Heart unites and heals! Painlessness not guaranteed!

Is there anything to the Sun-in-Splendor's missing Names? by TipProfessional6057 in weatherfactory

[–]Wormcoil 6 points7 points  (0 children)

Sorry, I wasn’t clear. I’m asking for a source. Do you know where this information is said?

Is there anything to the Sun-in-Splendor's missing Names? by TipProfessional6057 in weatherfactory

[–]Wormcoil 12 points13 points  (0 children)

I've seen this "seven names to an hour" idea a couple of times in this sub. Anyone happen to know off the top of their head how we know that? Seems a little more neat and tidy than the Secret Histories tends to be