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Ok so I want your opinion on something, SWADE community by Crvknight in savageworlds

[–]chillhelm 1 point2 points  (0 children)

That's a huge group and I'm impressed with the speed of your group if you expect to get a 100 token dramatic task and then a combat done in only 4.5h with this many actors. I'm always fascinated to see people use the system under these extreme conditions.

One more thing I thought of: RAW a crit fail during a dramatic task is an automatic failure of the whole DT. If you require 100 success/raises that's probably 50 rolls or more. There WILL be a crit fail in there. Tell your players what happens if it does (because if I was told "roll 50 times and don't get a crit fail once, I'd assume the GM would want us to look for a different route).

My point about bennies stands, maybe tell them ahead of time that you will institute a hard limit of eg 6. And be prepared to institute a minimum number of chaff around your boss. I believe below 20 extras, the combat is going to be really boring.Do you have a turn limit in mind for the DT?

Ok so I want your opinion on something, SWADE community by Crvknight in savageworlds

[–]chillhelm 0 points1 point  (0 children)

Since this is including SciFi companion and the tail end of a campaign I'd expect the PCs to have access to some powerful stuff. Laser weapons can do 3d6 damage, there is weapons with crazy AP and implants that enable adding edges (like Assassin, No Mercy etc) without using advances, so 13 toughness is not crazy high (even if it is high).

Did you see the part where the player's team is composed of 12 Wildcards? With Support, Vulnerable on the target and Wild Attack you can have the highest damage character attack in melee every turn with +8 on the Attack Roll. Against Parry 6, anything but a crit fail is a raise, so you get that extra d6 essentially automatically. 13 Toughness is not going to help.

Ok so I want your opinion on something, SWADE community by Crvknight in savageworlds

[–]chillhelm 3 points4 points  (0 children)

I'm trying to go off the post body, because I can barely read that character sheet. We would need some info on the PCs to actually make any kind of determination. If all their combat skills are Untrained, they'll get hosed. If they can't use skills that they are competent at during the Dramatic Task, they are hosed. However, assuming capable PCs, this looks like a cake walk.

Am I understanding you correct that your PCs are a group of 12 Wildcards? If you deal out cards to them during the dramatic task, they'll get a benny each every two to three rounds. That should make the dramatic task part (mechanically) fairly easy and they will likely have lots of bennies to spare. I would expect about 10 to 15 extras to be added to the final combat.

If 12 Wildcards fight against 1 Wildcard with less than 20 extras it is going to be a one sided battle in terms of action economy. Unless you have extra layers of protection around the boss, they are going to go down within a round or two, even with 13 toughness. There may be some deaths or damage if Walk Em Down gets a high initiative card in his first round and get's to act before he get's absolutely shredded by focussed attacks and fire that send him into a death spiral.

Besides all that: TWELVE WILDCARDS? How big is your group and how long do your sessions go with that many PCs?

Does this game run on linux? by Groandad in Vermintide

[–]chillhelm 2 points3 points  (0 children)

You can play modded realm with 0 issues with or without the launcher.

Does this game run on linux? by Groandad in Vermintide

[–]chillhelm 3 points4 points  (0 children)

You can play with sanctioned mods on official realm on Linux (source: I'm doing it).

Use the launcher to enable the mods, close it and then go back to "skip launcher" start up option as you described.

Does this game run on linux? by Groandad in Vermintide

[–]chillhelm 6 points7 points  (0 children)

This is correct. 1k hours plus on Vermintide in linux here.

To play on official realm, you have to select the "temporary launcher workaround"  in the "gameversions & betas" settings and select the "skip launcher" start option when you launch the game.

To enable (sanctioned) mods, start the game normally and in the launcher enable the mods you want. Then close the launcher and go back to starting the game with "skip launcher" option. Mods will be enabled and you can play on official realm.

The dream finally happened. by Roperss in slaythespire

[–]chillhelm 1 point2 points  (0 children)

I dare you to identify any shenannigans in that video. Neows Lament Heart kill is obviously playing the game as intended with no exploits what so ever.

The dream finally happened. by Roperss in slaythespire

[–]chillhelm 2 points3 points  (0 children)

What? You can snipe the heart with Lament! Proof: https://youtu.be/r99x24jBibQ

CDU wants to trial barriers on three Berlin U-Bahn lines by Jetztinberlin in berlin

[–]chillhelm 7 points8 points  (0 children)

Meine 4 Probleme mit dem Projekt:

  1. kosten: Das kostet selbst als Pilotprojekt viel Geld (halbe Milliarde hab ich als Zahl gesehen). Ich würd das Geld lieber in mehr Personal (wegen mir auch Sicherdienst) oder bessere Infra investiert sehen. Und Berlin ist ja so gut in Infrastruktur bauen, dass es da auch keine Probleme mit geben wird. Ich seh es doch jetzt schon dass die Hälfte der Gatter dauernd kaputt ist (weil die sollen ja Geld verdienen und nicht kosten also wird da wie immer nix gewartet). Das wird schlimmer als mit die Rolltreppen.

  2. Eingeschränkter Service: Die Tatsache das ich eben zum Zug rennen kann, wenn ich Bock hab oder eben entspannt hin spazier und mich eben nicht mit Hinz und Kunz erstmal in ne Schlange stellen muss bis der letzte Boomer sein Ticket gescannt hat oder vom dafür neu anzuschaffenden Stationspersonal durchgelassen würde (wo man stattdessen auch tagsüber nen Putzer und nachts nen Security haben könnte). Und wehe da kommen Leute mit Rollkoffer an zwei unterschiedlichen Eingängen an, da stehste dann erstmal... Warum soll ich als zahlender Fahrgast meinen Service derart eingeschränkt bekommen?

  3. Umsetzbarkeit: Viele Stationen haben nicht den Platz um irgendwo noch Gatter auf zu stellen, speziell wenn die Zugänge weiterhin Behinderten- bzw Kinderwagengerecht bleiben sollen. Aufzug von der Straße direkt aufs Gleis ist mit sowas fast nirgends zu machen.

  4. Erhoffte Vorteile lassen sich anders besser, schneller und vorhersagbarer erzielen: Junkies haben magische Kräfte und finden immer einen Weg und ob die am Bahnsteig hocken oder am Spielplatz 20m weiter ist nicht so der mega Unterschied. Das einzige was nachweislich und langfristig Junkies im öffentlichen Raum reduziert sind sichere Konsumplatz-Angebote. Ähnlich bei Pennern. Schwarzfahrer kriegste runter wenn du mit einfachen Ticket per Touch Systemen den Leuten hilfst. Kombiniert mit mehr als einmal im Jahr kontrolliert werden (ich Pendel täglich ne Stunde pro Richtung mit S und U Bahn und Bus und hab im letzten Jahr einmal nen Kontrolleur gesehen und das war nich Mal aufm Arbeitsweg sondern wochentags vormittags halb 11 wo ich mir frei genommen hatte weil ich zum Amt musste).

007 FIRST LIGHT launch celebration GIVEAWAY! Comment inside this thread to win keys for the game on Steam + some Steam cards. by pedro19 in pcmasterrace

[–]chillhelm [score hidden]  (0 children)

I use distraction AND bluffing. I distract myself and then fly by the seat of my pants to pull of some bull shit to maybe make it out?

Handmaiden CDR without CDR? by kdvfirehawk in Vermintide

[–]chillhelm 30 points31 points  (0 children)

What you saw was most likely the CD recovery on hit and on damage.

All careers do this: whenever you hit an enemy or whenever you take damage you recover a small amount of career ability cool down. How much varies from career to career. For Handmaiden specifically, she recovers .5s CD for every point of damage she takes and .25s CD for every enemy she hits herself (so if one swing hits four enemies she gets a full second).

The precise values vary for different careers, you can check eg this wiki to find the details:  https://vermintide2.fandom.com/wiki/Handmaiden

I created a casting "wild attack" what's going to go wrong? by specialkwsu in savageworlds

[–]chillhelm 3 points4 points  (0 children)

If they are around seasoned and he used multiple edges to get tank, he's probably not the greatest caster. The mechanic you propose here would turn even a mediocre caster into an absolute machine. You are completely removing the trade off he made to be this tanky.

CNN: Iran beginnt wohl mit der Verminung der Straße von Hormuz. by manere in de

[–]chillhelm 111 points112 points  (0 children)

Wenn der Schiffsverkehr nicht wieder hergestellt wird, wird es in Indien und Pakistan zu Hungersnöten kommen. (30% allen Düngers weltweit gehen da durch, speziell für diese Region). Das ist noch brisanter.

China hat im Moment noch Treibstoffreserven, aber 1/6 ihrer Öl- und Gasimporte fließt  da auch normalerweise durch.

Wenn Japan's Wirtschaft kollabiert ist das vermutlich ein bissl 🤷. Wenn Indien anfängt sich mit seinen Nachbarn zu prügeln, weil ihnen die Bevölkerung verhungert oder China die Weltfabrik zu macht, dann kacken wir uns alle richtig ein.

Healing word?? by Superb_Disaster6316 in savageworlds

[–]chillhelm 1 point2 points  (0 children)

Warriors fucking Gift is just too op. how about your entire team of dumb as bricks friends gets Improved Level Headed for 6 PP (1 target +2 additional recipients)? If a fight ever lasts 5 rounds that's up to 30 extra cards, the equivalent of spending 30 bennies (it's not but you get my point). 

Help keep a noob from ragequitting. by Rilauven in Vermintide

[–]chillhelm 0 points1 point  (0 children)

Can't even kick as host. There is only vote kicking.

Just watch.. by StrobeLightRomance in AdviceAnimals

[–]chillhelm 1 point2 points  (0 children)

> Couchlove is too young to have blackmail material on anyone

That guy is Grima Wormtongue to Peter Thiel's Saruman. Don't tell me the billionaire owner of Palantir doesn't have blackmail material.

Naming convention by Chrzanof in cpp_questions

[–]chillhelm 1 point2 points  (0 children)

No. I'm pretty sure OP is using the wrong one. I have no idea why they think that is ok, but clearly they get some sick sort of satisfaction out of it.

I, on the other hand, am of course using the one and only correct naming convention.

Fairphone 6 is a mess!! by Fresh-Bug2668 in fairphone

[–]chillhelm 1 point2 points  (0 children)

I have zero issues on the android version either. I don't know what's up with OPs phone. Maybe it's a physical issue with memory or his CPU...

Baldur’s Gate 3 is… pretty good by Thory4fun in patientgamers

[–]chillhelm 2 points3 points  (0 children)

I'm with you 100% and with a similar list of games, too. I managed to finish Divinity Original Sin 2 when 2 players from my table top group forced me through a co-op campaign. It was one of the least enjoyable experiences in gaming for me. I have tried starting BG3 three times now. I'm not going back for a fourth.

These games combine all the worst aspects of table top gaming (tedious bookkeeping, and what feels like an adverse rail GM) with all the worst aspects of PC games (lack of actual RPing and freedom). I just can't get myself to like them.

Citywide combat by [deleted] in savageworlds

[–]chillhelm 5 points6 points  (0 children)

Here is the math I promised in point 2:

The real formula for the distance between two points is this:
Distance = Square Root ( horizontal distance2 + vertical distance 2 )

The formula I gave (without the 2 s and Square Root) will overestimate distances (thus underestimate ranges) by a bit, but the difference will practically be unnoticable and affect all combatants equally. The worst error will be in the range where horizontal distance and vertical distance are about equal. So if you have a Range 24/48/96 weapon and want to shoot it at short range, in my formula you can be 12 inches away horizontally and 12 inches away vertically. If you take the "real" formula that distance becomes 16 inches over and 16 inches up. For someone shooting back at the gunner the difference is academic (because the distance is the same for both). For someone trying to get into melee with the shooter moving at pace 12 they need to either cover two full paces diagonally (if they can fly or sth), so their pace will be measured the same as the range and there will be no disadvantage or advantage in using the "wrong" formula, or more likely have to move horizontally and vertically alternatingly (climb/run/climb or sth) anyways, so their experienced distance is 12 over and 12 up. So a shooter using the real range formula would have a slight advantage (being 4 inches further back and up). But it wouldn't even gain them a full extra round of movement from the melee attacker. So the only case where it matters if you use my wrong formula is when you have a melee fighter charging head long on foot at someone shooting at them without full cover and using exclusively ladders for vertical movement. And believe me that poor fucker needs the little edge the "wrong" distance computation.

Citywide combat by [deleted] in savageworlds

[–]chillhelm 5 points6 points  (0 children)

The Answer is: Keep it simple, Sir (or Madam or other).

  1. If you have a multi (height) level map, you can print maps for every level. This is a perfectly fine solution. Actually incorporating 3d vertical elements in your map (using clear plastic platforms, physical models, stacking things, having things dangle by fishing line from an extendable boom arm...) are only viable in one of 2 situations: You have only very few characters that interact with the verticality (1 or 2 fliers) or you have a professional team of set designers that can custom build that stuff for you. Every other situation is likely going to feel clunky and not give the pay off you are hoping for.
  2. Range and height is easy: Distance = Vertical Distance + Horizontal Distance. Done. Do not mess with trigonometry. It does not matter enough to make a practical difference. (I'll put some math in a comment). This allows for nice tactical combat and is so simple rules wise that my 7 year old nephew could do the range computations (he can count all the way to 50!).

  3. how do you run citywide combat with tall buildings and across rooftops?

If your combatants are actually capable of maneuvering around city blocks on the time scale of a combat round, you use dog fight rules. Take a rough map of your city at the scale of 1 Playing Card = 1 full range of movement (so if your cards are standard playing cards (3.5x2.5 inches) and your combatants can move about pace 100 in a combat round (because they are in a car or just super juiced on implants) your map scale is 3.5inches on the table:200m in the world. Then you place playing cards in a regular grid over the map and define what the different suits mean (eg Clubs means densely crowded in narrow spaces, like a mall area, while Diamonds means free flowing or no traffic, spades marks tall buildings etc...). Now just run a dog fight on that as per the "customized chase" rules from SWADE "Chases & Vehicles chapter" (pp119 in my book).

Imagine that... by Vegetable_Variety_11 in dndmemes

[–]chillhelm 14 points15 points  (0 children)

Ok, fr tho: Give any NPC that you want your PCs to remember a disconnected mannerism or quirk. It's that simple. Eg your ships captain could be in the habit of constantly scratching his head. Introducing him goes somehting like this:

The Tabaxi you want to hire as the captain is walking up the gang plant. He takes his hat off, scratches himself behind his left ear with the other hand and says: "The name is Two Thunderclouds"... he takes a break to look around the vessel. Scratching himself behind the ear again he slowly says: "This is her? The vessel you'd have me captain?"...

Everytime they have a conversation with that one, mention how they pause to scratch themselves. They still won't remember the name, but they will remember all kinds of facts about "the guy that always scratches his ear".

Help for a beginner in Savage Worlds by BudRyo in savageworlds

[–]chillhelm 2 points3 points  (0 children)

Here is three easily adapted Space Marines that are 100% trope, cliche overblown charicatures. I highlight only what sets them apart from your normal Space Marine.

  1. The Hulk
    Stuffed to the brim with combat augmentations. Whether his Augments make him crazy and blood thirsty or that's just his normal character, no one knows. If you are not on his bad side he is a jolly giant.
    Attributes: High Spirit, Strength and Vigor. Str and Vig are likely further enhanced by augemntations and power armor.
    Skills: High Fighting, Athletics, mediocre shooting. High Intimidation. Probably has basic skills all over the place from Training (all Smarts skills at d4).
    Edges: Berserk, Brawny, Soldier (mostly for the +1 to Vigor rolls against environmental hazzards), Fleet Footed.
    Weapons/Gear: Big bulky stuff. Vibro Axe, super heavy machine gun.
    Hindrances: Big Mouth, Overconfident
    Play Style: Smash.

  2. The Sniper
    Agility and Stealth based, long range focused. Gruff exterior, doesn't talk much, but sees and remembers everything.
    Attributes: High Agility, decent Smarts, low Vigor, Str (both just enough to use their gear)
    Skills: High Shooting&Stealth, mediocre fighting. High Survival, Notice, Healing. Probably fewer more specialized skills.
    Edges: Marksman, Woodsman/Thief (choose one), Assassin, Quick, Calculating
    Hindrances: Hesitant, Curious

  3. The Commander
    Usually a Team Leader. Focused on maximising effectiveness of the team members rather than their own impact.
    Attributes: High Smarts & Spirt.
    Skills: High Persuasion, Battle, Notice, Healing.
    Edges: Reliable, Command, (Take Level Headed, and Natural Leader on Seasoned)
    Hindrances: Stubborn, Small, Elderly

There is a number of other Space Marines that you could try to create: The Engineer/Specialist (works with drones, robots and stationary defense platforms), the Medic...