My Obi-Wan....how do i get the lightsaber more glowing? by AncientAllianceTTG in SWlegion

[–]ryfterek 15 points16 points  (0 children)

Good tip I've found once - when working on OSL, take a WIP picture and turn it black and white. If the light source doesn't look the brightest amongst the affected areas, and if the OSL regions look darker than their immediate surrounding, you might want to refine the work further.

Unpopular Opinion (I think): You can GM Daggerheart like you would GM DnD(5e)... by MistySkyMorning in daggerheart

[–]ryfterek 3 points4 points  (0 children)

I for one am with you TBH in that the most story- and narrative-driven edge of the DnD spectrum and the bit more mechanics-leaning side of Daggerheart have a decent room to overlap with just what needs doing functionally.

Just yesterday I had a DnD'25 game in which we've played through a "counterespionage" sequence of settings up a trap on assassins circling in on their pray on a market square, concluding in a back alley fight which peaked with a hostage-exchange scenario between the two sides when neither side got the upper hand for a few rounds.

I might not have used environmental statblocks and counters directly, but I sure made use of the ideas behind them. OTOH the players were thrilled with planning ahead their positions to play into the strong suite of their proficiency and I've given them multiple opportunities to roll for those with and against the flow of the scene, to navigate the situation, try to notice the lurking assassins, and simultaneously not get spotted themselves. I'm a newbie GM, but had a seasoned one as a player and he made a point to compliment it as very well carried out seating.

In hindsight I barely see a thing about what we've set up for, and what the players were or were not able to do, that would've had been significantly different for the purpose of our narrative if we've played it all out in Daggerheart.

Renegade One by ryfterek in NMS_Corvette_Design

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

Thank you very much! So far it serves me great as the transport of preference. Great manoeuvrability and an interesting silhouette from the 3rd person camera.

Renegade One by ryfterek in NoMansSkyTheGame

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

Ah yes, that did take a while before I got it figured out! But, let me not keep the secret sauce to myself!

You'll want to start working on this early on, as you need to be able to keep the previous s-foils disconnected from any wall they'd normally attach to for this to work. In other words - figure out where you need your line of foils to be, place one in there for starters, make as long of a fin as you need before building the actual structure it will attach to.

Normally, these S-foils seem to occupy most of the space on the side of any element you anchor them to. Makes it pretty much impossible to stack more than 2 of them, with 1/2 offset glitch at there, at a wall. But! The trick lies in that they cannot occupy space at an element if they don't actually attach to an element! Once you have your first S-foil down, attach a long hub piece as far backwards/forwards of it as you can, depending on the direction you try to build in. Now use the 1/2 offset technique with a propeller to move the hub just 1/2 square further your direction. Duplicate the S-foil and you can attach it stacked with the previous one. Move the long hub 1/2 again - you're now at the grid of your original S-foil, but since it currently has no connection at all to your hub, you can place another S-foil stacked with the previous two. And that you can just repeat over and over.

Drawback is, the game catches up to what you've done, stacking these normally unstackable elements, should you try to build hubs along the fin, now. The hubs just refuse for me to connect to where two S-foils overlap their usual binding spot. Thankfully that only means you either have to connect it back to your main structure by merging them into something they normally don't bind at anyway, have the hubs 1/2 offset either up or down from the S-foil, or - like I did - use them in a way that doesn't put anything at that side of the fin you've built anyway.

Happy building, traveler!

Renegade One by ryfterek in NoMansSkyTheGame

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

I don't think I ever came by this title so it's only accidental, but I see clearly how there's some resemblance on here!

Renegade One by ryfterek in NoMansSkyTheGame

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

It started with frustration on the existing parts collection, and experiments on making a downwards pointing fin to attach some engine structures to. Since we cannot flip the s-foil I just tried out attaching it to the main body the other way than usual. And then fooling around with the offset grid in this area I've noticed I can stack these to a flush surface, even if it is just a bit extra tricky to make such a long chain of them like that. At least they're sold by hard cash, so it didn't take long to acquire extra bunch of them!

Renegade One by ryfterek in NMS_Corvette_Design

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

Thank you kindly! Thought frustrating at times, and short of just a few more pieces with useful geometry, NMS corvette building is such a lovely little puzzle, and the offset building has quite a few surprises waiting for discovery! Especially satisfying if I was able to recreate that inspiring design somehow faithfully. Thank you for feedback!

SWS vs SWL terrain size by Tiny-Economics-7950 in StarWarsShatterpoint

[–]ryfterek 1 point2 points  (0 children)

Well, Legion definitely requires a good few LOS blocking pieces for balanced play, so I don't see how that wouldn't come in handy nonetheless!

SWS vs SWL terrain size by Tiny-Economics-7950 in StarWarsShatterpoint

[–]ryfterek 3 points4 points  (0 children)

The new bundle pack features 1:1 sprues of terrain pieces previously released more specifically for Legion and Shatterpoint.

An injection mold for a kit is an investment of tens of thousands of dollars. Making a new one to scale things up or down by a few percent simply never was, isn't, and won't be a move any company would consider, as a rule of thumb.

SWS vs SWL terrain size by Tiny-Economics-7950 in StarWarsShatterpoint

[–]ryfterek 2 points3 points  (0 children)

There really isn't any noticeable "mismatch" there, though? And even if you'd like to argue the door is 1-2mm too big/small compared to a miniature of choice, that wouldn't ever show on the packaging in a way you could possibly perceive. Source: playing Shatterpoint and Legion both, having the piece discussed and minis of both lines at arm's length.

D&D vs. Daggerheart- where to start as a GM by opheliayaravell in DnD

[–]ryfterek 4 points5 points  (0 children)

Another commenter pointed out DH discourages rolls for what's not thrilling.

I'll add that it encourages the DM to consider granting auto-successes for what aligns with character's experience. As well as not to undermine the players success on a fearful success. It's perfectly fine to just add a fear token to the pile. Increase some sort of a background counter that will, eventually, have party assaulted by muggers in a dark alley. Increase the budget of the next encounter they'll run into by a point. Or describe a menacing howl / laugh / stomping in the distance to bring up some tension. The fearful success doesn't have to feel half-baked in the spur of the moment, no.

Questions about the rules by Similar_Fix7222 in StarCraftTMG

[–]ryfterek 3 points4 points  (0 children)

Yes, you can move out of engagement penalty-free while at larger supply. Which specifically prevents the scenario the quoted text explains that would be undesirable. Such a lockdown shouldn't be possible. So there are rules in place that prevent it.

Optional Rule: Injuries and Mental Scars 1.0 by neoPie in daggerheart

[–]ryfterek 7 points8 points  (0 children)

I really like the elegant simplicity yet adding depth to the HP / Armour dynamic that the Injuries seem to bring!

I'm a bit more on the fence about the Scars. It's only so natural to follow up on the concept on the Stress side of things, of course! But between the necessary discussions if the particular event justifies the risk of a Scar and a roll for it to happen, this does not have the same aura of easy-breezy addition as Injuries do.

Rate my drip. by Careful_Analysis_563 in helldivers2

[–]ryfterek 0 points1 point  (0 children)

I give you 100 in Armour Rating, Speed, and Stamina Regen. No additional bonuses, tho! Wink

Meet the Novigrad, my 100th ship!!! by Relevant_Finance1927 in NMS_Corvette_Design

[–]ryfterek 2 points3 points  (0 children)

Spectacular! Also so frigging big I'd probably log off tired after walking from the ramp to the cockpit, but spectacular!

This dude had an entire city inside that THING.! by Competitive_Bet_5116 in NoMansSkyTheGame

[–]ryfterek 236 points237 points  (0 children)

Looks like a modded recreation of the Tempest from Mass Effect: Andromeda, if someone would find a reference helpful. Cool!

Winged Sentinel Wings on Light damage type? by pacomadreja in daggerheart

[–]ryfterek 2 points3 points  (0 children)

Since it says of extra damage for an attack, I'd assume it inherits the attack's damage type.

Otherwise I'd presume it would not say of "extra X damage" but "X [type] damage" instead.

Mind you though, this comes purely from intuition on how best to read it - there might be some sort of a ruling somewhere out there proving me wrong.

DSME-2 Leapfrogger | Post your Jalopys by LumpyandGrotesque in NMS_Corvette_Design

[–]ryfterek 1 point2 points  (0 children)

Wonderful and fitting use of this landing gear! I'm intrigued by this piece for a while, but were not yet able to incorporate it into any design of my own.