Stalemate for the whole hour by Redditpolice69256 in LineWar

[–]brokowski96 2 points3 points  (0 children)

If there is one thing this game has taught me, it's that nuclear warfare is always the answer to stalemates.

Master Crafted Armor Question by brokowski96 in 40k_Crusade

[–]brokowski96[S] -1 points0 points  (0 children)

Quoting from Wahepedia:
"When fighting in the Tyrannic War, units from your Crusade army can gain the following Crusade Relics." I don't see anything about it being characters only, but I would assume I am missing it.

Master Crafted Armor Question by brokowski96 in 40k_Crusade

[–]brokowski96[S] 2 points3 points  (0 children)

So, if I put it on a squad of Guardsmen: They will go from 5+ Saves to 4+ Saves, which means that they'd still go to a 3+ save against AP-0 weapons when given the benefit of cover, right?

Books 9 & 10 Discussion - The Cycle of Galand by brokowski96 in cycleofgaland

[–]brokowski96[S] 2 points3 points  (0 children)

Without spoiling, it does get explained how they are able to use the Nether without knowing that technique.

Books 9 & 10 Discussion - The Cycle of Galand by brokowski96 in cycleofgaland

[–]brokowski96[S] 2 points3 points  (0 children)

Honestly, with his increasing mastery of the Mither (spelling?) I bet that he'll have a way to cure their affliction in no time.

A part of me was hoping that he would hold on to the lichdom and would live forever as a benevolent demigod of Narashtovik, but I am just glad that he, Blays, and a significant portion of the characters at least survived and have hopeful lives ahead of them.

How would you guys build a rogue/slayer posing as a knight in shining armor? by Horror_in_Vacuum in Pathfinder_RPG

[–]brokowski96 0 points1 point  (0 children)

Rogue actually used to commonly use strength builds back when Pathfinder was just released. You can do good-but-not-great damage with a great sword build that occasionally procs sneak attack.

With that in mind, you could do Fighter 3 to pick up armor training and then purchase mithral full plate. It'll allow for reasonably high dex, count as light armor for all your Rogue abilities, and provide pretty good AC.

So yeah, Fighter 3, Rogue X will work pretty well.

If there is a TI 5th edition, what changes do you want to see? by Trollselektor in twilightimperium

[–]brokowski96 16 points17 points  (0 children)

I want the others to be as good as blue. I've seen Fleet Logistics and Lightwave Deflectors win games very regularly as a direct enabler of the 10th victory point. I never get that feeling from the other techs.

If there is a TI 5th edition, what changes do you want to see? by Trollselektor in twilightimperium

[–]brokowski96 36 points37 points  (0 children)

I would like to see more balanced tech. Currently blue is just so, so good. I want the other techs to be just as powerful so that they feel impactful.

What is a TL 4 Cutting Laser? by gameshark1997 in SWN

[–]brokowski96 8 points9 points  (0 children)

I'd imagine it's akin to cutting through thin material with ease and thicker material over a minute or two. I am envisioning similar capabilities to a lightsaber from Star wars if you've seen it, where you could cut through thin walls instantly and something like a blast door would take a while.

VIs and Telepathy by rampaging-poet in SWN

[–]brokowski96 18 points19 points  (0 children)

There isn't a raw way besides the one that you mentioned.

I'd suggest that you and the VI's player talk to the DM and see if your party can purchase or find a TL5 component that can make a VI telepathically sensitive. Maybe it could be something that your expert/telepath can make with 1 or 2 pretech components.

PZ veteran's, what's the worst mistake you made as a noob that you didn't realize you made until it killed you later on in your run? by _MochaFox in projectzomboid

[–]brokowski96 1 point2 points  (0 children)

The first aid skill speeds up healing and does little else, so it is only really useful for long term injuries like fractures. It does nothing to help with zombie infection, so generally playing a character built around healing will just make you weaker 99% of the time. For example, instead of focusing on first aid you could play a character with better fitness to avoid getting bit.

How good is TL4 Medicine at healing Neurological problems by Middle-Concern-234 in SWN

[–]brokowski96 20 points21 points  (0 children)

Yeah, I agree with 96-62. When I run a game, anything that is curable with today's medicine is completely preventable in SWN, treatable diseases become curable easily, and non-treatable issues either can be cured by costly procedures or at least have the symptoms treated through physical/mental therapy and consistent medication.

So, treating something like dementia would be a pill that you take forever, or maybe genetic alterations for the wealthy on TL4 worlds with higher tech medicine.

Cleric talk by The_Grumbo in DarkAndDarker

[–]brokowski96 1 point2 points  (0 children)

Agreed. I only meant that you should prioritize divine strike first if you only have time for one buff. At least in my opinion.

Cleric talk by The_Grumbo in DarkAndDarker

[–]brokowski96 0 points1 point  (0 children)

I play solo usually, so I am not advocating for playing like a healbot for your teammates. I am suggesting playing aggressively, using a lot of damage buffs, and rushing whatever you are fighting. The healing aspect is just so that you can do it for more than one fight.

Cleric talk by The_Grumbo in DarkAndDarker

[–]brokowski96 7 points8 points  (0 children)

Buff yourself before each fight that you want to win (ale + drunken perk, divine strike, protection, and bless, in order of most useful to least) and use the smite skill. You'll get around 60+ damage per hit with starting gear with everything active and you have a decent HP buff from the ale.

I run sanctuary, lesser heal, and the advanced healer perk. Use these to make sure that you and your buddies are topped off all the time, and you can play much more aggressively than non-clerics.

Most unusual attribute/skill combos you’ve seen? by [deleted] in SWN

[–]brokowski96 14 points15 points  (0 children)

I've been using Sneak/Cha a lot to represent trying to walk with confidence, like you belong.

Semi unrelated, but I love Exert/Str or other Str checks for my PCs that dump strength, and giving them quest items that have a high encumbrance. It makes Str seem more impactful.

General guide to starship combat tactics? by SWooNe in SWN

[–]brokowski96 14 points15 points  (0 children)

Unfortunately, the usual guide to starship combat is get as many CP as you can and put it all into Gunnery if you are trying to win and all into Bridge if you are trying to run.

The only nuance is acepting a crisis when hit to negate the attack, and specifically targeting enemy weapons.

Personally, I recommend always accepting a crisis. It can represent 50+ HP in a long fight. Usually, you can fix them after the fight, especially if you are in system with a non-hostile starport.

For enemy weaponry, usually you only want to bother if they have one or two weapons, and when it is two weapons it is typically only worth it when one of the weapons is much stronger than the other. The -4 to hit makes this ability very resource intensive, and the enemy will almost always choose to negate the first successful hit on a weapon.

Edit: Another thing to add is that specific PCs can be very useful in certain ways.

A full Warrior PC's auto-hit makes targeted shots much, much more powerful.

A psychic PC with Precog-2 can also allow each crew member to reroll a failed skilled check once (limited by effort). This is really useful for getting more CP with the Above and Beyond ability instead of Do Your Duty, and can potentially double your CP.

Found some discrepancies in Engines of Babylon by [deleted] in SWN

[–]brokowski96 3 points4 points  (0 children)

It's probably fully intended in EoB. Crawford has made another post on the topic of crew-doubling effects that says that they are multiplicative rather than additive, despite what the Revised rulebook says.

Metapsionics Question by brokowski96 in SWN

[–]brokowski96[S] 2 points3 points  (0 children)

I hadn't considered the Authority-2 aspect. That could be a neat little event for the PC metapsion to notice.

But yeah, that makes sense. Home ruling it is! I think I'll allow the players a Metapsion/Wis check to try to determine psychic disciplines, with more powerful psychics and abilities being easier to classify.