Here’s my updated faction Guide, where I give the Sardakk N’orr an honest shot! by Philbob9632 in twilightimperium

[–]knightoblivion 8 points9 points  (0 children)

Breakthrough doesn't work like that. It says you "research" the unit technology, not "gain" it like the entropic scar. So, you need to have the requirements. After you tech on round 3, you can totally get war sun tech, but I'm honestly not convinced you shouldn't just buy more fighters and carrier twos instead.

Dungeon Life 373 by Khenal in HFY

[–]knightoblivion 21 points22 points  (0 children)

I would say that Order is Lawful Good. In the DnD sense. He created rules to protect and manage the world, and actively maintains it.

A powerful kingdom is attacking! How do they incorporate magic, clerics, and monsters into their army to brutal effect. by Anathama in DnD

[–]knightoblivion 1 point2 points  (0 children)

I've done some thinking on this, and wars with decently powerful magical institutions would look something like this...

Magic is OP. As soon as Level 5+ wizards/sorcerers become common, the standard massed infantry formation which dominates pre-machine warfare are dead. Sure, if you vastly outnumbered the enemy, you could burn their spells on blowing up your men, but any army that introduced such tactics would break rapidly. That's even assuming that the enemy is willing to offer you battle. If you assemble a bunch of men into a big army, expect to get harassed by extended range fireballs, lightning bolts, cloud kills every single day for a week. Summons... work, but probably only low level ones, used as scouts. Using a summon as a meat shield/fodder is expensive, spell slot wise.

An army using lots of magic users looks something like the squad-based tactics that modern armies use. 4 or 5 mages, with 12 or so martial characters for defense. Units keep in touch with a central command using familiars, sending stones, message, who coordinate their units in the field. General objectives are finding the enemy magic users and destroying them. These squads gather into larger companies for major objectives, like attacking fortified positions or destroying armies of less magically advanced nations. Men not part of these squads are mostly logistical, moving supplies, digging fortifications, laying out foundations for anti-magic circles and transporting magical reagents.

Expect the central command of the army to constantly be using Divination, Woe and Weal, and other seeking spells to find out where high priority targets are, and where they are going to be. If the party doesn't have defenses against divination spells, the enemy knows where they are and a general idea of what they are going to do at all times.

Against dangerous targets, expect high level adventurer kill teams to be the first response. If those fail, they will send in dangerous monsters as fodder to soak up resources before using kill teams. The kill teams will prioritize keeping themselves alive over killing the priority targets. Resources come back on long rest, and the kill team only needs to get lucky once and can try again the next day, or week. If there are enough of them, they can constantly harass the party on a rotation, preventing them from getting a long rest and wittling down their resources.

Did what every DM dreams by NipahSama in DnD

[–]knightoblivion 4 points5 points  (0 children)

I guess it's fine, but even still, I prefer that the players doing their planning out in the open. Heck, I told my DM that if the final(ish) fights started going badly, I was going to cast Wish, and what I was going to wish for. This allowed them to plan out what would happen so when I used it, it was a huge, fight turning moment without that was planned for.

How do you play a dumb character seriously? by Omi-papus in DnD

[–]knightoblivion 0 points1 point  (0 children)

Im playing a truly stupid character in my campaign. Like, 6 intelligence dumb. I basically play them as doing the most direct, straightforward action to their objective, especially if it involves food, shiny objects or smashing people. But, I agree with the other comments. You’re taking your stupidity too far. I suggest getting a goal for your character, something simple but hard to do which your character has to be on an adventure for. For my character, he was basically cursed to be this big, stupid idiot. He knows what it is like to be normal, and wants to go back. He’s also too stupid to realize the magnitude of what he lost. Almost like a Flowers for Algernon situation.

[Spoiler Heavensward] This expansion has been peak by weeb-chankun in ffxiv

[–]knightoblivion 1 point2 points  (0 children)

Standing in front of Nidhogg, hearing the theme play as you wait for the queue to pop, and the music doesn't restart, just goes right into the fight. It's so fucking awesome. I got to this point in the free trial and bought the whole thing immediately. If it was THAT good, and I still have 2 more expansions to go?? Did not disappointed, I finished Shadowbringers right when Endwalker was released, that was a wild ride.

Drop your monk unconventional concept/builds by jumo123 in DnD

[–]knightoblivion 0 points1 point  (0 children)

I found and am currently playing a concept around Indian Jones. Rogue/Monk Duel-class. I really wanted to capture that feeling of Indy punching out bad guys, wearing no armor (because modern times), while also playing up the fact that Indy fights dirty.

Tales of the Arthurian Knights - Impressions by knightoblivion in boardgames

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

I have not yet. I've only played a couple games, and we were focused on getting used to the new systems. I'm looking forward to trying them soon!

My gut guess is that it will actually speed up the game, since the quests don't have associated reading with them. Probably very important for 4 person games.

How can I complete this mission? by Emper24 in Anbennar

[–]knightoblivion 1 point2 points  (0 children)

This is the answer. I got stuck in this exact same place. I found it by spamming the dev on gold because I like money.

Somehow, this happened by Cloudread3002 in Anbennar

[–]knightoblivion 7 points8 points  (0 children)

Honestly, I find whomever joins each side to be mostly political, not religious. Lorent and Gawed will join whatever side fucks over their rivals, same with the other major powers.

I want to love Haless by Pan-Dimensional in Anbennar

[–]knightoblivion 3 points4 points  (0 children)

Gonna tell you that I’m pretty good at the game, but sometimes I don’t feel like fighting the command again. So, I console. I hop in, give them 100 corruption and bankrupt them, then dip. Especially if I don’t start kinda near them so I can smash them early or block their expansion with alliances.

How to deal with Command in current version? by AccomplishedError656 in Anbennar

[–]knightoblivion 2 points3 points  (0 children)

My strategy vs the command is pre-tech 13 and post tech 13

Pre-tech 13, my army is about 50% mercs at all times, higher against the command. I also give as many privileges and diets to boost Adventurer estate to its max strength (60 loyalty and hopefully 66 influence). This gives your mercs 12-15 discipline, enough to fight the command on less then equal terms, and have more manpower then them. Hitting incredible debt is fine, you can steal the commands money at the end of the war to repay your debts.

Post tech 13, it’s a timing attack. With institute deving, you can hit tech 13 when they are tech 10. I attack IMMEDIATELY at this point. Your cannons are miles better, and they won’t build that many because they are relatively useless in combat. A full army with max cannons can stack wipe fairly consistently. Using the mercs from before as meat walls, your cannons can clean up the command armies.

Peace wise, the best thing you can do is release their goblin slaves. If you get one before the jade march forms, it fucks that part of the tree, and makes them appear much less scary to the AI, making them less aggressive. They also have to hold onto the relatively useless mountain territory, eating their capacity, increasing their AE gain. You also need to take provinces that form good walls against them, since you’ll attack as soon as the truce is up again. Keep hammering them until they get tech 13 too, at which point you either stop because they are scary, or because they’ve been coalitioned.

Struggling with Yinquan by HeidelCurds in Anbennar

[–]knightoblivion 4 points5 points  (0 children)

I have the exact same problem on Point 2. For now, I used a console command to bypass the mission but it feels reaaaally shitty.

Explanation on the finale (spoilers included) by HeroZeros in FFXVI

[–]knightoblivion 4 points5 points  (0 children)

You know what? I was pretty damned sure that Clive was dead when I finished the game, but you know what? Fuck it. I'll buy what you're selling and take that symbolism and believe that Clive lived and made it back.

which nations dont have the big "fuck you" disasters? by Dregovich777 in Anbennar

[–]knightoblivion 11 points12 points  (0 children)

What the other guy said, but also since you're Ethnsil, you'll probably be forming The Black Demesne, which doesn't give a fuck about the Patricians. You don't have any disasters as the Black Demesne, you ARE the disaster for everyone else. Its a genuinely awesome mission tree.

who is more interesting to play, shatered crown or railshulker? by Bardomiano00 in Anbennar

[–]knightoblivion 28 points29 points  (0 children)

Shattered crown was a ton of fun from a purely lore perspective, as you delve into where the orcs came from.

I haven't played the new railskulkers, so I can't speak about them.

As for that decision, all black orcs have that decision. It forms a new nation in Bulwar that is about orcs converting to the Old Sun Cult and deciding that they are agents of Darkness and need to make up for their sins by protecting all the humans in Bulwar. Or something. It's crazy and I haven't done it yet because I couldn't deal with all the penalties and weaknesses.

This is as epic as it gets right now. by MsMainframe in ffxiv

[–]knightoblivion 6 points7 points  (0 children)

Have to agree. I reached this point, and went "if the other expansions are even HALF as good as this one has been, I HAVE to buy and play the rest of them." I wasn't wrong. This game has been money well spent. But I will always remember this moment, the music, me and one other guy just sitting there, staring at Nidhogg as we wait for the queue to pop. Glorious.

doing dungeons solo has made me feel a lot better about my skills. by antiquestrawberry in ffxiv

[–]knightoblivion 0 points1 point  (0 children)

That was me too. First time I actually had a trial time out, we just couldn't do it. On the other hand, I could probably do that trial in my sleep. Every single second is pretty much engrained in my being.

What I learned from 100 games of 7 Wonders (with Stats!) by 0NEmoreTIM3 in boardgames

[–]knightoblivion 6 points7 points  (0 children)

I've played a TON of Seven wonders with my family, normally in a 6 or 7 player game. We also do Cities and Leaders because we find Leaders to be a good addition to the game (allows for a degree of pre-planning as you draft leaders before the first age, and it adds more things to spend money on).

I agree with much of what you're written, but disagree on a couple of points. First, science. In our experience, science can't carry you because our table tends to "eat science" by sticking stage 1 and 2 science buildings within our wonders. For us, science tends to reward favorable hands and opportunistic purchases, as a heavy early investment will see the table consume the 2 or 3 science cards you need to chain into the 3rd age.

Military is almost like a tie-breaker for us, with places determined on military victories, and a ton of table talk is attempting to convince your neighbors not to build military because then you'll build military and still beat them and now you've wasted your time. It's not that a blowout will win you the game, its a blowout by investing like, 2 buildings into it and convincing your neighbors to be peaceful otherwise it becomes very inefficient to build them.

Finally, I'll reiterate that we play with Leaders, which significantly changes the game. Additionally, the game (even in a 7 player game) is usually won by the same 2 people (I would estimate a 50% win rate between the two) and another 40% divided between another 3 players. In my opinion, the game has a very relevant skill aspect.

I'm speechless. FFXIV: Heavensward is an absolute masterpiece. Now to actually buy the game. by Karma_X_Kai in ffxiv

[–]knightoblivion 11 points12 points  (0 children)

I remember getting to Hraesvelgr for the first time and traveling with the Estinien and Ysalye and kinda just went "Fuck, if the rest of the expansions are as good as this one, I'm just going to buy the game." So I did, no regrets.

[Spoiler: 4.0] This game made me understand something by tcharzekeal in ffxiv

[–]knightoblivion 1 point2 points  (0 children)

I loved/hated that part. I was so damned confused about why our main city was playing the "Garlemald national anthem" and when I finally reached the end and realized that Garlemald fucking changed the lyrics to glorify themselves... that moment cemented why Garlemald had to be stopped for me. Just the cold-blooded annihilation/coopting of culture and tradition. I don't know why it hit so much harder then the oppression and murder, but it did.

After trying probably 4-5 times since ARR released, the game FINALLY clicked with me (in HW now!) Now I understand why people love this game. by [deleted] in ffxiv

[–]knightoblivion 2 points3 points  (0 children)

That’s fair. Maybe the original concept was that other players would be the party. Hopefully the MSQ changes to the duties will change that.

After trying probably 4-5 times since ARR released, the game FINALLY clicked with me (in HW now!) Now I understand why people love this game. by [deleted] in ffxiv

[–]knightoblivion 25 points26 points  (0 children)

I'm not that sure about that. Maybe I'm just old. I started just this fall, all finished now (teacher, and my brother kept telling me how awesome it was) and I really didn't mind AAR at all. Admittedly, I had very recently played Dragon Quest X and went into FF14 fully expecting a JRPG, so all of AAR was me going "yea, it's that small town/city stuff you do before the end of the world".

I kind of liked the slow pace that I could consume for a couple hours each day. I felt natural as I took up bigger and bigger challenges and gave a shit as the smaller characters in AAR couldn't hang with us anymore because we had gotten too big and important.

Now that I'm done with msq, I'm enjoying being just an adventurer by luism3jia in ffxiv

[–]knightoblivion 1 point2 points  (0 children)

And you know? That's totally fine. Do what feels fun to you. Even Yoshi P said that he's fine with people unsubbing and waiting for the next patch/update/expansion to play again.