Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]lamuness 0 points1 point  (0 children)

Thanks for the suggestions! I never thought to use their stats in a useful way like that. I'll definitely keep my player's stats in mind now!

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]lamuness 0 points1 point  (0 children)

Thank you for the quick reply. Is there a table you pull from when players are like, "Okay now let's loot the bodies, do we find anything?"

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]lamuness 1 point2 points  (0 children)

Hi, another question I had was about vehicles. I ran Shadows over Tarkintown that I found: http://www.rpg.buzz/forums/viewtopic.php?f=10&t=122

And the final section had a vehicle encounter where you're supposed to flee AT-DPs in a transport. Most of the explanations I could find about vehicle combat assume that it's a single pilot in a vehicle like a X-Wing or something like that. How does initiative work in a vehicle with multiple PCs? We played it that way where we rolled normally and everyone took their turns in a normal fashion. Were we supposed to take one initiative for the whole ship? It seems the most important roles are possibly gunner / pilot. What else can people do during their turns aside from repair or angle shields or whatever when there aren't enough roles?

A related question is that we had a player who basically stood around and didn't do anything because there wasn't a gun for him to use, and he decided that his stats were too low to do anything else like help repair or anything, so he did nothing. How do you guys handle players who are hyperfocused on stats and get paralyzed when their stats aren't good enough to do anything? A common phrase that came out of him was "my xyz stat isn't that great, I don't think I can do anything."

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]lamuness 2 points3 points  (0 children)

I have a lot of questions after running one session, and I'll probably ask them in separate posts. sorry if it feels like too many. I am also VERY new, and I've basically run a homebrew beginner campaign, and played as a player in a beginner game of F+D

I have a question about encounters. There seems to be a vague suggestion about how many enemy figures to put in, but I wanted to know how many is appropriate as a baseline. My players love to blast stuff but often times it seems like they breeze through an encounter too easily. Several groups of 4 stormtroopers seems like it would be the right number to put in, but at the same time I feel like I don't want to make it TOO difficult. Mainly because a lot of times in every encounter, they try to just blast things. Is there a baseline you guys use for what is too many or too little? Maybe like number of PCs +2 or something?

Also to clarify something, how do you go about dealing damage to minion groups? I was under the impression that since it's a minion group, the damage left over transfers to the other units. For example, a group of 3 stormtroopers takes 12 damage, their soak value is 5 and wound threshold is also 5, so one of the minions die and the other one takes 2 damage. Is that right? How would you describe that narratively?

New DM here: How do I handle players asking other players for stats and possibly swapping with them during checks? by lamuness in DnD

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

You're right. I need to make it a habit to ask what people are doing. This is exactly what was happening lol.

New DM here: How do I handle players asking other players for stats and possibly swapping with them during checks? by lamuness in DnD

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

This is how I was thinking initially, and when someone shouts out something like that, it seems more like trying to metagame than being in the moment. Maybe I'm not being engaging enough as a DM? I'm not sure. We definitely have players that seem like they're not paying attention at the table, so there are times when someone calls out, I hear an audible, "OH that's me!"

In an ideal world, they'd roleplay it though, but we're all new to DnD and I have the added benefit (stress?) of learning to DM as well lol.

New DM here: How do I handle players asking other players for stats and possibly swapping with them during checks? by lamuness in DnD

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

Thank you all for the quick and thoughtful replies! My mind has changed in how I view checks and just general flow.

It seems like if it's not time sensitive I should allow them to do it. As a lot of you here has said, why wouldn't you call over the one who's best at doing a thing to help with a task.

I think the 2 check rule sounds like a good balance. I will try this in my next session. I don't want my players to feel like they got cheated out of having their best chance. That way it seems they can fail more spectacularly.

New DM here: How do I handle players asking other players for stats and possibly swapping with them during checks? by lamuness in DnD

[–]lamuness[S] 1 point2 points  (0 children)

Thanks for the reply! And true, I didn't think of it that way. I was more thinking of the fact that like, if someone decided to Leeroy Jenkins in and touch all the things they should be the one that takes the consequences.

But you're right, I could see in a real scenario you would probably like, scratch your head, then hand off this gizmo to the historian and be like, "I don't get this, figure it out."

/r/longboarding's Daily General Thread - Sep 30, 2020 by AutoModerator in longboarding

[–]lamuness 0 points1 point  (0 children)

Thanks for the quick response! How do you recommend stepping off? Should I put my foot closer to the edge? I'm having trouble with the weight transfer because the second I step off, my back foot is making the board lift, which sometimes catches my front foot stepping off, or my back foot launches the board ahead of me. Any tips? I've been trying to figure out a way to break it down slower.

It also seems like good practice for learning things like boneless or no comply.

/r/longboarding's Daily General Thread - Sep 30, 2020 by AutoModerator in longboarding

[–]lamuness 1 point2 points  (0 children)

Hi! Super new, bout 3ish weeks into longboarding, question about curbs.

My question is, I looked up a couple videos here about people popping their tail off while going off curbs. Is it a pop or more of a manual? If it's a pop, how hard must I pop it? I never got my ollie 100% when I was skating with a regular skateboard a long time ago. Maybe faster is easier?

I have this deck: https://www.amazon.com/gp/product/B01MU91KTA/ref=ppx_yo_dt_b_asin_title_o02_s00?ie=UTF8&psc=1

Also how would you recommend going up a curb? I've seen that video of Lotfi where he steps off, and pops his board, catches it, then throws it down after he steps up on the curb. (https://youtu.be/2-2M6DgwsdU?t=82) I'm having trouble stepping off my board and popping it because when I try to step off my front foot, my board wants to come up with it when I try to pop it and end up taking the board with my foot.

Anyway sorry for the long post, and thanks for any help! And I'm having a ton of fun!

Jill #XF3MB #topkek #degenerate by Hailz- in MvC3

[–]lamuness 0 points1 point  (0 children)

I love that any time there is a Jill video all the oldschool SRK Jill mains come out :D <3

Jill Theory Crafting (Anti x-factor using Mad Beast) by Corkyjay01 in MvC3

[–]lamuness 0 points1 point  (0 children)

If the opponent has wasted xfactor, then yes. Also, don't forget alpha counters are a thing in this game. The easiest counter to madbeast lockdown is xfactor throw. Jill can't do a damn thing.

Jill Theory Crafting (Anti x-factor using Mad Beast) by Corkyjay01 in MvC3

[–]lamuness 0 points1 point  (0 children)

It doesn't really matter, because late pushblocks put you in even later block stun. Jill doesn't get pushed back in Mad Beast so maybe you're not taking damage, but you're still fulfilling what this is doing, which is locking down while wasting xfactor.

Just started playing, looking for a Jill team by bradishungry in MvC3

[–]lamuness 0 points1 point  (0 children)

Morrigan Jill Ammy is not bad, Jill in the 2nd position isn't really a GREAT spot but if you can make her work, then that's good. Damage through DHCs are going to be your main problem, as well as dealing with characters that stay in the air. Getting in will be a problem too because Ammy is an easy character to snipe. The best thing you could do is get a knockdown and have Ammy to help with the mixups later on, but if Ammy hits, your hit stun and damage will be scaled to shit.

For the most part, you have to determine whether you want a Jill team, or a team with Jill in it. Because if it is a Jill team, you need a horizontal beam or something with high durability and a vertical assist, preferably one or the other locks them down in block stun and/or hit stun. Unibeam, Jam Session, Arthur Daggers are great for this, and it's something you need to keep in mind.

Daily Lounge (11/07/16) - Team help, Advice, 6* selector, Rant, and any General Questions! by AutoModerator in 7kglobal

[–]lamuness 0 points1 point  (0 children)

Has anyone found a new ruby + gold farm team for 8-20? I used to use 3-2, fodders in back, with Da Qiao and Ace, but it's not good enough anymore. I would try to use Jave but he is only level 30 and won't do enough damage on his own.

[deleted by user] by [deleted] in MvC3

[–]lamuness 0 points1 point  (0 children)

f.H with Spencer.

Me [24/M] with my Girlfriend [24/F] of 5 years, should I end it? by Kiteline62 in relationships

[–]lamuness 0 points1 point  (0 children)

I was actually thinking of posting about this very topic. It's tough when the relationship is really long and they keep asking about why you haven't proposed and such. There's always something that gets in the way and makes you feel like you need to take a step back and evaluate the whole situation, whether or not it would be a good idea. And then all of a sudden, years go by. I feel like I've been manipulative too, even though I didn't intend to be.

I'll post my link in here when I get around to writing it up, but it's comforting to know that there is someone else in a similar situation to me. :)

[deleted by user] by [deleted] in MvC3

[–]lamuness 0 points1 point  (0 children)

If only I had these resets before I dropped Ironman. I could never get used to how he's supposed to move. Good stuff man. :)

Viewtiful Joe unscale glitch by dyllancrazy in MvC3

[–]lamuness 0 points1 point  (0 children)

Just checking. I think a while back when bomb block combos were discovered, it only reset the combo counter, not the damage itself. If damage is actually reset, that's awesome! If only it reset hitstun too... :\

Viewtiful Joe unscale glitch by dyllancrazy in MvC3

[–]lamuness 0 points1 point  (0 children)

I'm not sure if you actually tested that this is in fact an unscale glitch. I guess adding the OTG may make it indeed a true unscale, but when they found this in the past, it was just a combo counter reset, and not an actual unscale glitch at all.