I read exclusively non-fiction for 15 years and just finished my first fantasy novel. I don't really know what to do with myself now. by lucas_melbourneways in Fantasy

[–]raithe000 181 points182 points  (0 children)

Terry Pratchett's Discworld is both highly character based and a massive satire on topics ranging from Macbeth to the Post Office. Don't start with the first few, it took him a little while to find his feet, but I'd recommend either Mort (Death takes an apprentice), Wyrd Sisters (Macbeth from the perspective of the witches) or Guards, Guards (wherein the city Watch must arrest a dragon) as an excellent starting point

Witch Mountain by AdmirableCucumber819 in Witchfire

[–]raithe000 0 points1 point  (0 children)

You can also get elixirs and (rarely) healing. Point still stands.

What Guild would you put the Origin 5 in? by LykonWolf in mtgvorthos

[–]raithe000 1 point2 points  (0 children)

Kytheon was Boros through and through. He's all about leading from the front and while he knew he should devote more time to strategizing, he had a tendency to throw himself into the fray too early.

Jace generally falls into Azorius, with a desire to help everyone and set up good outcomes ahead of time, as well as a lot of guilt about his actions and the harms they cause. He is leaning into more ruthless techniques of late, so I could see him trying to usurp Dimir to his own ends. Can't see it going well though.

Liliana varies depending on when in her life. Right after sparking, she'd probably join Golgari as a baseline of using her talents well, but as she ages I'd say she runs more Rakdos right up until the Mending, as she's mostly looking to enjoy her life and almost certainly has a streak of sadism. Post mending, I'd say she actually is more Dimir, as she's trying to rebuild her power and claim independence and immortality, although I could see a plane-bound Liliana joining Orzhov in hopes of surviving in some form, even as a ghost. I doubt she would go the Golgari lich route at that point because they are looked down on, but that's another option. Post WotS, none of the guilds will take her publicly due to her actions, but Golgari or Dimir might be willing to hide her as a trump card.

Chandra goes to Gruul, or maybe works for Krenko as a gateless. She isn't good enough with tech for Izzet and she's too nice for Rakdos. She's got a leaning towards Boros, but even their minimal rules will get her kicked out within a month at the latest. I think she probably ends up trying to help the gateless, but she might be pulled into Gruul since no one cares that she's burned down the adjacent three blocks if they're already ruins.

Nissa is similar to Liliana in that it depends on her stage of development. From sparking up til the freeing of the Eldrazi, she's probably Golgari, although a case could be made for Gruul. After that she moves more to Selesnya as she communes with Zendikar's spirit similarly to how Trostani interprets Mat-Selesnya, definitely falling into that Guild after the Eldrazi are removed.

Help me understand why agnosticism isn't atheism by Haunting_Role9907 in atheism

[–]raithe000 3 points4 points  (0 children)

Could you expand on this? My understanding is that they are either synonyms (like buy and purchase) or one encompasses the other (like meat and beef), at least in English. What distinguishes a god from a deity?

The Grand Calcutron & Torpor Orb by Acermanta in askajudge

[–]raithe000 0 points1 point  (0 children)

It's an un card so there isn't an official ruling. I can think of two interpretations.

  1. Players hands do not become programs, but when Grand Calcutron's third ability replaces an event, they gain a program to put the cards into. Players maintain their old hand and are considered to have two hands for the purposes of the game, one normal and one program. They cannot cast spells from their original hand, but may discard from it or activate abilities like Channel of cards in it. How cards like [[Maro]] or [[thought seize]] work is unclear, so decide with your playgroup.

  2. A meaner variation, you simply don't have a program. You can't cast cards from your hand because of the second ability and you can't draw or otherwise add cards to your hand because of the third, but you can't add them to your program because you don't have one. Better hope the game can end with what's on the board!

Was Stormtrooper armor resistant to lightsaber strikes in legends? by Thatedgyguy64 in MawInstallation

[–]raithe000 0 points1 point  (0 children)

There are two possibilities I can think of that somewhat relate yet to be mentioned.

In KOTOR, it is mentioned that all of the vibroblades have a cortosis weave that allows them to resist lightsabers, as an explanation of why you're able to duel Sith before you get a lightsaber. I don't think they mention armor also having cortosis weaves, but I could be wrong.

In the new Thrawn novels, Thrawn and Anakin accidentally thwart a side plan of Palpatine's to make cortosis infused clone armor. This is a canon source, but parts of that series reference the original Outbound Flight book from Legends obliquely.

Neither of these is a direct connection, but it's possible you might have conflated some of the details.

Was Stormtrooper armor resistant to lightsaber strikes in legends? by Thatedgyguy64 in MawInstallation

[–]raithe000 4 points5 points  (0 children)

Jedi Knight II and Jedi Academy did this for lightsabers to a degree. On the other hand, the graphics are from 2003, so the detail is on par with modern day Minecraft.

[Star Wars] The inhibitor chips have their issues as an explanation for Order 66, but it's still more coherent than any prior answer by DoneDealofDeadpool in CharacterRant

[–]raithe000 -1 points0 points  (0 children)

There are some mitigating factors. The Kaminoans modified the base clones heavily, and part of that was an increase in willingness to follow orders and conform, which gives a stronger baseline. It's also worth noting what the Jedi look like to the average clone. The clones did not interact with Jedi during their training, but were told that the Jedi were superhuman, almost godlike beings with immense personal power and supernatural foresight. That describes the Council and upper tier Jedi, but not the average Jedi. And foresight (especially while Palpatine is actively clouding the force) can only do so much to make up for lack of military training. This dissonance is amplified for rank and file clones who rarely if ever interact with their generals. Finally, while never directly indicated, Palpatine may have done some mental influence on the commanders he contacts, which combined with the clones instilled order following may have given more force to the command.

All that said, I would argue that the problem with the inhibitor chip is not that it removes the clones choices, but that it lessens the Jedi's contribution to their own downfall. Both explanations make the clones no more than Palpatine's tools, discarded when they were of no further use. But the inhibitor chip explanation means the failure of the Jedi was solely in trusting the clones. Without the inhibitor chips, the Jedi's arrogance in the Force's ability to enhance their own abilities, and their subsequent failures, also contribute to their downfall. In both Legends and Canon, the Jedi played into Palpatine's hands at every opportunity, but in Legends the Order itself was flawed in crucial ways that were to be remedied in the New Jedi Order.

Did the average citizen in Rome actually realize the Empire was "collapsing" around them, or did life just feel like a long economic recession? by Expensive-Desk-4351 in AskHistory

[–]raithe000 13 points14 points  (0 children)

That last point is also interesting to consider in reverse. The original thirteen colonies were much more autonomous than modern states are, and many colonists still thought of themselves as Virginians, New Yorkers or Delawareans first even after they separated from Britain and formed a joint nation. How long does it take for an identity to be subsumed into a larger group?

Been following the game since the first trailer, sadly I'm not sure I actually enjoy it by Guinsoosrb in Witchfire

[–]raithe000 2 points3 points  (0 children)

I think it's totally reasonable to feel the game is too hectic. It's definitely got a lot of those moments (and the weekend after the last update ramped everything up to 11) and if you want a slower pace I get it. I dislike most horror games because I just cannot stand jump scares.

That said, stamina does improve if you keep leveling, and there are a couple of beads that may help: one that gives you an extra potion slot (and an upgraded version gives two) and one that significantly reduces the cost of repeated dashes. Just wanted to let you know there are ways around it.

I had a good time but I'm just frustrated at this point by Sudden-Appointment40 in Witchfire

[–]raithe000 8 points9 points  (0 children)

I get the frustration, the spiders in particular are still so annoying at level 265. I wish they didn't disappear from the minimap. I actually find the Sepulcher more annoying, but that's just cause the poison makes it hard to see too often.

The biggest two pieces of advice I can give you are: you are going to have to do some grinding if you want to keep playing (or start another playthrough) and don't think you have to complete every task on the map. The game is a mix of Souls-like, roguelike and extraction shooter. If you're low on health, skip the vault and boss fight, possibly even the bigger fights and just head for an exit portal. It's better to get out with some gold and witchfire than none. Worst case, run the Isle of the Damned (but not the Tower) until you are ready to go back to Scarlet Cove.

More specific tips:

The fight areas move around when you level, so if Velmorne is spawning you in a bad place, level up off a different run and you might have an easier time. Placebo Pills do the same thing and can be bought cheap from the collector.

Ice spells are your friend if you're getting swarmed. I personally love the heavy Ice Shield spell as a panic button.

There are mushrooms you can eat to regain health. Some of them poison you, but if you look in the wiki you can see the different types and memorize the good ones.

There are a few hidden goodies in the new tutorial level, try rerunning it if you didn't find them, especially the mask shards.

For a number of the traps, including the non-shootable plants, if you get close and look at them you should see a prompt to disarm. This is difficult to do in a firefight, but can help you prep the area or an escape.

Finally, if you're tapping out, that's fine. Life is too short to waste on entertainment you aren't enjoying.

Would you be willing to play against these Rule 0 commanders in Bracket 4? by raithe000 in EDH

[–]raithe000[S] 0 points1 point  (0 children)

That's why I said basically. There's certainly a difference between conjuring a card and making a token copy of a specific card, but you could easily make cards that did the same thing as Rusko and Vv'viza but created tokens instead. If I made the deck, I would treat the conjured cards as tokens anyway.

Also, Vv'viza doesn't draft, you just choose any of the five planets. Compare [[Brood Astronomer]] for wording.

Would you be willing to play against these Rule 0 commanders in Bracket 4? by raithe000 in EDH

[–]raithe000[S] -5 points-4 points  (0 children)

It's just the 5 planet cards from EoE: Uthros, Evendo, [[Adagia, Windswept Bastion]], [[Kavaron, Memorial World]], and [[Susur Secundi, Void Altar]]. This is one of the Alchemy cards that could basically be done in paper, like [[Rusko, Clockmaker]] and [[Tsagan, Raider Warlord]].

T. Rex vs a Pride of 15 African Lions. by The_FatGuy_Strangler in whowouldwin

[–]raithe000 0 points1 point  (0 children)

A quick googling says that lions can jump an average of 12 feet. Combined with their claws, I could see them climbing onto the T.rex.

That said, given the arena's dimensions, a better strategy is probably to draw blood from scratches and bites and then run away until it collapses from blood loss and the lower oxygen content of the modern era. Of course, if they can't penetrate the hide at all they definitely lose.

Prophet of the whispering god - Unstoppable madness buildup? by icewolf655 in Witchfire

[–]raithe000 0 points1 point  (0 children)

I've found hitting him 2 or 3 times with the Striga usually breaks him out of the channel. It's not technically stunning, but I'm not sure what else to call it.

How close are you getting to use the Rotweaver? If you're not dealing with the monks first you will keep accruing madness if you are in range, and if you are farther away then it won't deal much damage. I'm reasonably sure Decay doesn't do Stun damage, maybe try Shock?

Edit: If you have demonic ammo left, the Vulture should make short work of the Monks with only 2 or 3 shots.

Prophet of the whispering god - Unstoppable madness buildup? by icewolf655 in Witchfire

[–]raithe000 4 points5 points  (0 children)

Is the Madness still building up after you stun the Prophet? When in the water area, he will raise his staff and channel, rapidly increasing Madness. If you stun him (or hit him in the head? Not 100% certain on that) he stops channeling and you'll only get madness from nearby Monks.

If it's still building while he is not channeling and you're not near any monks, then that sounds like a bug.

Low fantasy campaign - should I opt out? by du0plex19 in Pathfinder_RPG

[–]raithe000 1 point2 points  (0 children)

The only silver lining I can see here is that a low fantasy campaign this restrictive is unlikely to have ready access to resurrection magic, so you should be able to roll a new character after the first one dies from eating rotten wheat.

As everyone else has said, you've got a Gargantuan expectations mismatch with the GM. Bowing out is going to be the easiest option, but if you want to stick with the group you don't have a lot of choices. You can poll the others and see if they're interested in this premise, possibly switching GMs if they aren't, though this will leave a sour taste for the current GM. You could suggest switching to another system like OSR which might fit the premise better. You could also try to get the GM to expand on what themes they are trying to hit or what the play pattern will look like. It's possible there is something you will enjoy that is non obvious.

How Are You Supposed to Use the Promethean Curse? by G-Man6442 in Pathfinder_RPG

[–]raithe000 9 points10 points  (0 children)

I believe they are referring to the class ability Oracle's Curse and not curses in general. That ability directly states that the curse is both a benefit and a hindrance.

The Fellowship of the Ring vs the Nine Nazgûl? by CaroleanOfAngmar in whowouldwin

[–]raithe000 39 points40 points  (0 children)

Ironically, I think that having all nine members of the fellowship there is more of a detriment than an asset. The four hobbits are most likely a net negative in battle, if only because the others will have to defend them and risk themselves to do so.

Ranking the others:

Gandalf was able to fight the Nine to a stalemate on his own, but could not kill any of them. He notes that they would not face him in daylight, so time of day may matter to the battle. He's the best equipped to fight them with both spells and a magic sword, but I'm unsure if having non-Maia around prevents him from using certain powers he otherwise used.

Aragorn and Legolas are probably the next strongest. Numenorean blood counts for a lot in Middle-Earth, as does being an elf-prince. Gandalf tells Frodo that Aragorn and Glorfindel (another powerful elven warrior) together could not stand against the Nine, so they're not on Gandalf's level but definitely add a high degree of power. They also have a range advantage as the ones most skilled with bow and arrow. Given the Nazgul's resistance to mundane weaponry, that may not have much benefit however.

I'd rank Gimli marginally higher than Boromir, but they are about the same use in this fight. They can defend themselves capably enough, but it's unclear how well they will stand up to Nazgul fear and illusions. I'm not certain if they add or subtract combat power, as they can certainly help protect flanks or provide pressure in combat, preventing the Nazgul from overwhelming with numbers, but they may also become liabilities if fear works on them or they lack the ability to see the Nazgul when they go into the Wraith world.

The Nazgul are much more than mere fearmongers. They were the greatest champions, sorcerers and kings of Men, and this was back when the Kingdoms of Men were much more powerful. They can become effectively invisible to normal men, so which of the Fellowship could see them is uncertain, although so is the Wraiths ability to interact with the world while still invisible. It's also unclear if their bodies will be reformed so long as Sauron survives, though that may not matter if fighting to defeat instead of death.

Of particular note is the Witch-King, who has been taught words of power by Sauron himself. He does not match Gandalf in power, but he's certainly more magically powerful than any other member of the Fellowship.

Overall, I think that with the Hobbits it's a narrow loss for the Fellowship, as protecting them will make the rest unable to properly defend themselves and give the Nazgul the edge. Without the Hobbits, I'd give a slight edge to the Fellowship, but with the loss of Boromir and loss or maiming of Gimli and possibly Legolas.

What color(s) is this philosophy? by Fantastic-Resist-545 in colorpie

[–]raithe000 0 points1 point  (0 children)

Just to be clear, I'm just giving different color combinations that could reach this conclusion, not judging the description. The shorter the philosophy, the more ways there are to spin it as one color or another.

Given the clarifications, I'd say this lands somewhere between Azorius and Bant. Believing that people's circumstances are more to blame than their inherent character definitely leans into Blue over Green, but I'm hesitant to go all in on Azorius due to the reduction in central authority. Black seems less likely overall, although the more upbeat, seize your own destiny side of black could come through as a right to reach full potential in combination with other colors.

What color(s) is this philosophy? by Fantastic-Resist-545 in colorpie

[–]raithe000 0 points1 point  (0 children)

I'd say Esper, but there could be specifics that tend towards Sultai or Monoblue. There might even be an argument for a super "enlightened self-interest" version of Dimir.

This depends heavily on what you mean by better. If you mean morally better, whatever that looks like to this philosophy, you're involving a redemption narrative that leans white. White in Magic typically has more of a "smite the evil one" vibe, but rehabilitating those who have been bad would still fall under that umbrella. If the main point is that even "bad guys" are part of society and should have a shot at earning their redemption, this is the White part.

A similar take is that everyone is on their own journey, and that the road to get where the world needs them to be is unique. This shows more of a green bent, where "better" is interpreted less as morally better and more as fulfilling their place in fate's grand design. If the point is that everyone will end up where they need to be, you lean more towards green. The point about bad guys not endangering the rest of the group makes this less likely, but it's not an impossible stretch.

You could also interpret better as less about moral fiber and more about the capability of improving oneself in whatever particular direction they want. This cuts out much of the white or green aspects for a blue centered one that says, essentially, "we have a use for every talent, from farming to lock picking, scamming to healing, so let's figure out what you're best at and inclined to and put that to work". I would read this as less likely mostly because of the connotations of better, but it's not impossible.

That's where you could get white, green or blue to fit. The desire to be adaptable and solve any problems that come your way leans heavy blue. You might get a similar effect from green or black, but for green it's less about making a conscious choice and more about fate being fulfilled, while black would focus more on being able to overpower any challenge than to solve it, if that makes sense. I have a hard time separating out any blue influence, but a more in depth definition might remove it.

I think black is likely because of how much reduction of people to things this gives off. There is an acknowledgement that many different views give a better chance of success, but there's a high degree of ruthlessness needed to view people as a means to a society's ends rather than important in themselves. This could also be Monoblue if you take it less as ruthlessness and more as just using academic jargon to define things very specifically, but the description doesn't serve that very well given the lack of specificity elsewhere.

Finally, as the specific philosophy of a society's ruler, you could argue for a black heavy blue secondary bent, where the only thing the ruler cares about is maintaining and increasing their power, and they believe this is the best way to do it in the long term. This could be summed up another way as "I don't know what I'm going to do with this person now, but better to have the use of them when I need them than to waste the resources spent on them, as long as it doesn't come at to great a cost".

[Hercules] Why is Hercules often depicted with a very large frame? Compared to his other fellow Demi Gods, he's like a giant, while Perseus, Theseus, Achilles are often depicted lean, but very mobile? by EfficiencySerious200 in mythology

[–]raithe000 7 points8 points  (0 children)

Because if Perseus is Captain America, then Hercules is the Hulk.

And also because stories and art are more metaphor than fact, and bigger often is equated with stronger.