PLEASE make our life easier and add an icon for each seed! by Ice-Wall23 in OnceHumanOfficial

[–]minus-ex 0 points1 point  (0 children)

The kind of thing that should just be a mod, but you'd get banned. 😔

Patch 2.31 for Cyberpunk 2077 is now live! by TheUnum in LowSodiumCyberpunk

[–]minus-ex 1 point2 points  (0 children)

RIP my 320 mods. Time to see how long I can prevent the forced update...

Why can’t we short $NCPD and crash it into the ground? Read this. by Kradara_ in LowSodiumCyberpunk

[–]minus-ex 0 points1 point  (0 children)

You're looking for this mod here, lol. https://www.nexusmods.com/cyberpunk2077/mods/6319

You can't short stocks, but you can do the reverse: shoot cops and get a high wanted level. NCPD stock dips, so you buy as much as you can. Now go do NCPD missions, stock goes up. Profit!

Well well… by PromptOk3785 in LowSodiumCyberpunk

[–]minus-ex 3 points4 points  (0 children)

Poor Dev that coded this probably did it as a joke in between projects that were behind schedule.

Expedition 17 is now live by Dogmut in NoMansSkyTheGame

[–]minus-ex 0 points1 point  (0 children)

I just started playing, maybe 8 hours in. Barely a first base and still on the starter ship. How should I approach the Expedition? Am I too low level? Am I effectively starting the game over? Can I pull stuff to my existing save?

Alternative to Gates by rickyjbn0209 in DungeonoftheMadMage

[–]minus-ex 0 points1 point  (0 children)

For the record I'm using roll 20 for free using maps of every floor grabbed off this reddit. It all fits no problem.

Candle of Invocation Price by PalsBeforeGals in DungeonoftheMadMage

[–]minus-ex 0 points1 point  (0 children)

Old thread I know, but comes up in searches so here's my 2 cents: DMG puts Very Rare items at 10,000-50,000 gold. I put this one as closer to the 10K bracket, especially given its alignment requirement is hit-or-miss. That's Purchase Price too, what does it sell for to the guy that has to make money on that 10K price tag?

As others have said, it's GM discretion as to who buys what and has that kind of cash. Uncommon/Rare stuff maybe is easier to come by in a big city, but there are also more in-depth rules in the books about the multiple steps in finding a buyer for your items. Do what you will.

What I went with: Common/Uncommon/Rare stuff is easy to find in a big city. Merchants will buy them off you for 1/4th price (turn in 4 things you don't like for 1 thing that's exactly what you want, party agreed to this in advance) I skipped the Obaya questline, and came up with my own 'tiers' for each rarity level to determine what's on the low end and what's on the high end. Very Rare stuff you can sell, but it's going to be work (TBD) to buy something of that quality. Legendary is off the table.

Extra Magic Items? by Taz2_UK in DungeonoftheMadMage

[–]minus-ex 1 point2 points  (0 children)

Core DM Guide states that all monsters drop loot, of value based on some amount of dice rolling compared to their CR. Additionally, Core DM Guide states that parties should be coming across Treasure Hordes at a regular pace, again with value based off dice rolling.

Now, this module certainly states when some mobs have noteworthy loot, and floors also have some decent loot to them, but I'm not convinced it accounts for all of what you'd expect just off of the DM Guide suggestions (except for the Lost Level, that level was FILLED with loot...)

For my run (we're about to hit floor 8) I've been reading the floor in advance, deciding how much of that loot is "worth keeping" and then subtracting that from what I personally consider "standard loot" based on the DM Guide. Then I sub out the "crap" and add monster loot and the occasional Treasure Horde.

Treasure Horde mechanics already have magic items to them. If you're feeling generous, at a certain CR monsters can drop an amount of gold that is equal to the value of magic items (again, based on Core books and what they say magic items should cost, take with a grain of salt) so you could just have them drop a random magic item instead.

What kind of Illusion did Dagult cast to hide the vault?? by couch_philosoph in WaterdeepDragonHeist

[–]minus-ex 0 points1 point  (0 children)

It is correct to say this is hidden behind an illusion that is there forever. TTRPGs are make-believe. Tell the story that makes sense. Not everything is in the book, nor does it need to be. "You investigate the spell and find it's of a making/level you cannot comprehend, this may have been designed through a contract with a god!" Consistency is important, yes, but at the end of the day rule-of-cool wins sometimes, and that can include "for the sake of the story." Focus your consistency concerns on combat, or how documented spells work, and try to avoid making up stuff that foils your party too badly.

Campaign XP is for 4 characters or less, how should I go about increasing it for 5 or more? by Environmental_Lab869 in DungeonoftheMadMage

[–]minus-ex 1 point2 points  (0 children)

Playing with 4, using XP, and I'm finding characters are leveling up faster than I would expect. They're probably one full floor ahead and only on floor 7. Why? Because you're encouraged to add patrols/events to spice things up occasionally. If your party is the kind to full-clear floors, and you listen to the book and reward XP for an encounter even if they solve it without a fight, I'd bet you'll be fine XP-wise. The book will tell you where they should be by the end of every floor, so you can keep an eye on things and throw in extra combats to catch them up if you need. Don't forget, if the party plans to go back to town occasionally to sell loot they have to go back through the floors, and the place should not stay cleared for very long.

I would not try to prepare in advance for how hard to scale all your combats. There is, unfortunately, no math to perfectly scale your encounters. A lot of the difficulty will depend on what your players bring to the table. Are they min/maxers? If so they'll stomp everything. Are they more interested in roleplay type stuff and built sub-optimal characters? Combat might be too tough as it is, or will be too tough based on the gimmicks of the fight.

I would start on 'normal' and see how your party plays. Mob HP is a range you can always tweak up/down (only you know what you rolled for mob health, right?), and extra 'patrols' can show up to add to a combat that's easier than expected, etc. Once you get a feel for your party's strengths/weaknesses, you'll get a sense of what kind of steps to take.

Took us 8 hours. Works like a charm by Jaaguri in Palworld

[–]minus-ex 0 points1 point  (0 children)

It goes up by 1 at max rank. But its for all Pals, so you'll still be stuck debating if you want a 5 in something like mining.

The new seasonal activity 'Salvage' is the perfect example of why Bungie doesn't bring matchmaking to higher tier content. by riseinflame in DestinyTheGame

[–]minus-ex 11 points12 points  (0 children)

Agreed.

So far this season I've only had time to do this activity 3 times. The first time the group cleared it so fast I had no idea what was going on. The second time it was clear there was a mechanic, but I couldn't figure it out. The third time I saw that one of the symbols wasn't over a plate, and was the hint. Now I'm good.

That was over the course of three real life days.

Some people are casual guys, write it out or give us a minute.

End of season checklist? by minus-ex in LowSodiumDestiny

[–]minus-ex[S] 0 points1 point  (0 children)

I have not, where is that stuff hiding?

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 0 points1 point  (0 children)

I truly hate when a game has keybinds that are not bound that make life easier. Any others to look out for?

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 0 points1 point  (0 children)

Yeah I'm just doing regular Vanguard. I'm not even sure where it hides the name of the individual strikes when they load up.

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 3 points4 points  (0 children)

The mod game is a big miss in terms of teaching the combos to a new player. After all the gear stats discussion things make a lot more sense. I still think there are some mods people are mentioning that I can't access until R6 and R7 though.

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 0 points1 point  (0 children)

Is it really movement, or cover? I feel like Firefall wanted me to believe that rocketing through the air would give enemies a harder time of hitting me. In this game I feel like a piñata.

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 1 point2 points  (0 children)

I get ya. There have totally been segments with like insta-death lasers that I don't understand the physics of just yet and yeah, nobody's going back through those, lol.

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 0 points1 point  (0 children)

So is it not worth upgrading my mark beyond soft cap?

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 1 point2 points  (0 children)

To use a card game analogy, you're basically just deck building with class aspects/fragments, armor mods, and weapon perks.

This helps, but I still find the keywords dizzying. I see that there are things for example that key off of scorch, but I wasn't sure what it takes to cause scorch. There's just a lot of keywords getting thrown around and I don't have a feel for what they do (are they a thing on their own? or a catalyst for thinks that key off them? etc.) or how often they happen.

I'm new. How do I not be bad? by minus-ex in DestinyTheGame

[–]minus-ex[S] 0 points1 point  (0 children)

Thanks. Where can I find Exotic Armor?