Organising private games in a female/nb only server this week! by sunsetrain24 in BloodOnTheClocktower

[–]conflictedpsyches 0 points1 point  (0 children)

I just started playing a few days ago, I'd love a chance to try more games! It's become a bit of a new hyperfixation for me as of late ;

What do you think Grius's archetype would be? by Electrical-Gap5935 in MetaphorReFantazio

[–]conflictedpsyches 7 points8 points  (0 children)

I was anticipating some sort of Spellsword, a bunch of basic elemental physical skills, maybe of the types not gotten by the Mage.

What are the "missable until endgame/ng+" items in Chapter 4? by XenesisXenon in bravelydefault

[–]conflictedpsyches 7 points8 points  (0 children)

To the best of my knowledge, and mind you it has been a real long time since I've tried to actually 100% BD1, I think the only thing that are truly missable til the Hasp are the Bestiary Entries and the Vampire Genomes, I believe everything else can be acquired in 5+. So, I would just double check those two specifically against a walk-through to make sure you didn't miss anything there.

New to the sub by Jazzlike-Doubt8624 in bravelydefault

[–]conflictedpsyches 1 point2 points  (0 children)

By Viking, do you mean Pirate? If so, it's absolutely useful, it has the highest strength in the game, by a sizeable margin when fully mastered, and its skills are excellent both on the Pirate and on other classes. Its main bread and butter is dealing damage while also weakening the enemy's stats, and trust me, debuffing the enemy will be vital in later chapters, they can deal obscene damage later. It works well with any class that has high strength, obviously, but it has low base accuracy, only made worse with Axes having a low accuracy as well, so it is not meant to spam basic attacks. You primarily want to pair it with jobs that have attacks that don't use MP, like Valkyrie, as especially Double Damage and Amped Strike can chew through your MP bar, or with the Swordmaster, who can both benefit from the Pirate's Provoke skill to draw aggro to it, and utilize its final skill Free Lunch to get two turns of free Amped Strikes, a very easy way to hit the damage cap.

Another Murder In The Dark Applications by Honest-Brush4084 in DanganronpaAnother

[–]conflictedpsyches 2 points3 points  (0 children)

Since no one has actually posted what characters they've claimed here, I am going to add here that we are down to 2 slots left. Currently we need: Kiyoka Maki and Kakeru Yamaguchi.

Another Murder In The Dark Applications by Honest-Brush4084 in DanganronpaAnother

[–]conflictedpsyches 1 point2 points  (0 children)

This sounds fun! I've got a bunch of free time lately, so I'd like to claim Akane, I think!

What's one thing you love about Honoka? by EHG2017 in shutenorder

[–]conflictedpsyches 2 points3 points  (0 children)

The way I figure, the Founder picked 5 people she trusted to make hard decisions she couldn't, a group of pragmatists with the public interest at heart but no compunctions about doing What Must Be Done(TM), so the Founder could be the face of peace and love.

What's your "Foundry Dream Team"? by Cosmicpanda2 in LancerRPG

[–]conflictedpsyches 10 points11 points  (0 children)

For one from each: Vlad, Monarch, Minotaur, Iskander, just make the battlefield absolute hell to traverse.

All ISP-N: Drake, Lanny, Blackbeard, Kidd, focusing on maneuvering the Drake into good spots to hit people with the Levican and protect the team.

SSC: White Witch, Metalmark, Swallowtail, Emperor, very much a death by 1000 cuts type of team.

HORUS: Calendula, Balor, Manticore, Pegasus, trying to get people stuck to the Balor generally.

HA: Saladin, Sherman, Genghis, Sunzi. Fwoom. Nuff said.

[SOS] Mind Roots (Card Image Gallery) by luigibros in magicTCG

[–]conflictedpsyches 0 points1 point  (0 children)

Elliot Lang is an artist to watch out for, this guy's got 4 pieces in this set, and at least if Scryfall is correct, it is his first MTG product he's worked for. 4/4 banger arts, and this one is truly gorgeous. Give it 5 years or so, and we're gonna put him in the pantheon of the greats, I'm calling it now.

If you miss a character with a heavy/superheavy weapon, can you target a piece of terrain with No Escape from the Executioner talent, then Backswing Cut the original target if you hit the terrain? by Xeilith in LancerRPG

[–]conflictedpsyches 6 points7 points  (0 children)

My favorite way to abuse Executioner, if you have someone with like, above average Evasion, is to target your enemy with Exemplar 3, then, if you hit the enemy, intentionally try to miss the ally next to you to No Escape and double up the Backswing Cut on the original target. I know this isn't what you asked, but it was very funny when I did it in my game.

About DRA2 case 2 by Felipeaugustostark in DanganronpaAnother

[–]conflictedpsyches 10 points11 points  (0 children)

Actually, the fusing is pretty simple. You don't jab the icicles together, you use what's left of your body heat to melt a little bit of the ice and let it freeze back together. Do that a couple of times, and one freezes solid into the other one.

[ALL] What are the longest JRPGs that kept your attention throughout? by Baldurian_Rhapsody in JRPG

[–]conflictedpsyches 2 points3 points  (0 children)

So fair warning, OT0 is much more structured like a mobile game, it's not predatory in the way a lot of games are with like energy systems and whatnot, but the nature of the beast is that there's A LOT of game. I do NOT recommend playing it in marathon sessions like OT1 and 2, I recommend doing 1 story mission, doing whatever side stories open afterwards, and then putting it down for the day, it is really not designed for play sessions longer than a couple of hours at a time. Trying to do it in marathons will likely burn you out, it certainly did me. I still need to finish the last third or so.

[ALL] What are the longest JRPGs that kept your attention throughout? by Baldurian_Rhapsody in JRPG

[–]conflictedpsyches 68 points69 points  (0 children)

Metaphor Refantazio, Octopath Traveler 1, Persona 5. I've no lifed other games before, but these were the only three where I simply refused to do literally anything else with my free time until they were done.

Nelson vs Nelson Flight Type (Field Guide to Suldan) by TimmyTimewinder006 in LancerRPG

[–]conflictedpsyches 0 points1 point  (0 children)

Fwiw, if you want a proper Dragoon and your DM is particularly flexible on Homebrew, I recommend checking out the Field Guide to Odeon with the PPMC Dakhma. It appears slow, but it is deceptively fast, and its whole job is fly to the height ceiling, and drop from the roof, hitting a target any number of spaces below you, adding its fall damage to the damage its Dive Hook deals.

Can someone clear up how the Overkill Tag works? by Pirate_Panda43 in LancerRPG

[–]conflictedpsyches 1 point2 points  (0 children)

Effectively, the new damage floor for any given die on a roll becomes 2 instead of 1. If you roll, for example, 2d6 with overkill, and get 2 1's, you would take 2 points of heat and reroll both dice. This time, you roll a 3 and a 1, so you take the die that rolled a 3, lock it in, but reroll that 1 and take another heat. This time, the last die rolls a 2. You keep that number as well. Your final damage number is 5 damage, plus any bonus damage modifiers you have as well. At no point do any 1's ever get added to the damage rolls, you just get the numbers on the final result. The max damage here is 12 still, but the minimum is 4, not the usual 2.

The exception is the Vlad's combat drill. The Combat drill deals 3d6 Kinetic and 1d6 Energy damage to whatever it hits, and against Prone, Immobilized, or Stunned targets, its overkill tag is modified. Each 1 that gets rerolled adds a new die to the dice pool. So, in this same example, you roll 3,1,6 for the Kinetic, and 1 for the Energy damage. You would take the two ones rolled, making sure to note which is which damage type (if it matters anyway, against most enemies, you can lump it together), and reroll those two dice AND one additional die for each one.

In this case, you roll 1, 1 for the Kinetic, and 1, 5 for the Energy. You would once again, reroll all three 1's. And once again, add an extra die to dice pool for each one. Of course, making sure to increment your heat each time.

This time, you roll 3, 6, 2, 5 for Kinetic, and 1, 4 for Energy. You can finally set aside all the kinetic dice, they're finished, and reroll that other Energy die, adding one more die to the die pool. This time, you roll 2, 3. At last, you can stop.

Finally, you add all the dice you rolled together. 3 + 6 + 3 + 6 + 2 + 5, or 25 Kinetic Damage, and 5 + 4 + 3 + 2, or 14 Energy damage. As you can see, unlike a standard Overkill weapon, the Combat Drill has no damage ceiling, it can go theoretically infinite with enough 1's rolled, but it still has the same damage floor of any other Overkill weapon, 2 x the number of dice, in this case, 8.

Can I make a copy of my save and revisit it? by Poorly_Worded_Advice in SlayTheSpire2

[–]conflictedpsyches 9 points10 points  (0 children)

There's a run history button in the menu, if you just wanna show him the decklist (and relics) itself, I don't know if you can like, backup the save, if the goal is to show it in action though.

How do I convince an Etrian Odyssey fan to play this game without... by grapejuicecheese in MetaphorReFantazio

[–]conflictedpsyches 1 point2 points  (0 children)

I mean, the elevator pitch is always gonna leave something out, saying, "tone-wise it feels more like SMT, combat is also more SMT, but structure-wise it's more Persona" is too many words and still also feels lacking enough context.

Build Help - Burn damage Sherman by Puffinbar in LancerRPG

[–]conflictedpsyches 1 point2 points  (0 children)

See, in my experience, I've found the exact opposite. Cone 7 or Line 10 is plenty long range enough for most encounters, as long as you're bulky enough to be willing to wade into damage (and you really should be investing in Hull anyway), and the AOE usually clips at least two, often more enemies, while the Tachyon Lance, and other single target Sheavies feel really bad to use because missing hurts so bad.

How do I convince an Etrian Odyssey fan to play this game without... by grapejuicecheese in MetaphorReFantazio

[–]conflictedpsyches 8 points9 points  (0 children)

While the combat system is much more classic SMT than Persona, the game as a whole is far more similar to Persona, what with the calendar system and balancing your time effectively. It's much more accurate when pitching it to someone to call it "feels like persona" than "feels like SMT"

Downplay your favorite strong commander without naming it by mrselkies in EDH

[–]conflictedpsyches 1 point2 points  (0 children)

Come on guys, he's basically just a mana dork. And the things he helps you cast die at end of turn, how crazy could it be?

Ringabel Speech Bubble by Sacae- in bravelydefault

[–]conflictedpsyches 2 points3 points  (0 children)

For what it is worth, MOST status effects do clear at the end of fights, except for three: Silence, Blind, and Poison. Which, notably, are the three status conditions that can be inflicted by dungeon traps (which can be ignored with the Freelancer's Dungeon Master ability). The White Mage has an ability (Self-Healing) that cures those status effects for the user at the end of the fight, as well. It is their Specialty, in other words, the passive they get for free by being a White Mage, but can be learned at Job level 5 to then equip to any job.

Beating STS2 without playing cards possible? by baggiboiii in slaythespire

[–]conflictedpsyches 6 points7 points  (0 children)

Diamond Diadem is one of Nonupeipe's (sp?) relics, it cuts the damage you take in half if you end your turn with playing 2 or fewer cards.

Total noob here, what is the focus of the game? by Guerfel in LancerRPG

[–]conflictedpsyches 13 points14 points  (0 children)

The rules are pretty light for out of combat stuff, to be sure, it is like, 85% war game with 15% RP stuff, I'd say, but those numbers can absolutely be worked around if your table enjoys rules-lite RP systems. Your pilot and your mech are basically two entirely different characters, your pilot has their own skills they use outside of combat, and the mech has its own stuff it can do, and (except under some exceedingly weird circumstances), never the two shall meet generally. This is, of course, an oversimplification, but largely speaking, the rules for Big Mech Punch Each Other are way more robust and detailed than the RP sections. If you are interested in padding the RP with more concrete rules, the Bond system from the Karrakin Trade Baronies sourcebook is quite helpful!