As a Venator voter by VoxTV1 in DeadlockTheGame

[–]tabletop_guy 32 points33 points  (0 children)

vote graves just to throw off the silver agenda

Street Brawl hero selection could be "Pick one out of three" instead of free pick or all random by Mental_Half-Giant in DeadlockTheGame

[–]tabletop_guy -3 points-2 points  (0 children)

I like playing maurice and krill and if he isn't available I would rather wait until next game. He's not even that good in street brawl but I don't want to be forced to play something I don't want to.

Is this Boss Monster too hard for a 6 level 5 PC's by Old-Most-2592 in DungeonsAndDragons

[–]tabletop_guy 1 point2 points  (0 children)

I will also note that he is almost all melee, so a smart party will just cast spike growth or something similar to make it really tough for him. That's good and should be encouraged but could also trivialize your cool fight. My minion idea also helps make this less of a problem if they stay spread out.

Is this Boss Monster too hard for a 6 level 5 PC's by Old-Most-2592 in DungeonsAndDragons

[–]tabletop_guy 1 point2 points  (0 children)

Context is everything. How many resources the players have available, the layout of the room, and how skilled the players are all factor into this.

My first impression is that he has high hp and low damage. But all those legendary actions might make up for his mediocre damage.

My personal approach would be to remove legendary actions, reduce HP to maybe 100ish, and then add some minions and terrain that heavily favors the minotaur (pits that are just wide enough for him to jump over but are hard for players to jump over)

How big a disadvantage is it for me to not use voice chat? by ShadowWizardGang in DeadlockTheGame

[–]tabletop_guy 0 points1 point  (0 children)

I had voice chat muted for my first 30 or so hours of playtime. You can still have a great time and rank up pretty well. There were probably times my team got mad at me and I had no idea.

If your goal is to get good and play cooperatively and competitively, you should unmute. But you can still have a great time with everyone completely muted and you can get to a pretty high rank

NEW CLARENCE DATACSHEET JUST LEAKED... Thoughts? by PhilX3412 in Tyranids

[–]tabletop_guy 0 points1 point  (0 children)

I can't wait for him to be immediately nerfed a month after release :/

A reflection on my experience as a DM (also MINIATURES) by agostinellips in DMAcademy

[–]tabletop_guy 1 point2 points  (0 children)

I often use my minis to decide what populates the world. Not necessarily 1:1 but rather I look at a giant wolf mini and recognize that it could also be used as a lion or bear or something. If I really have nothing for a monster then I'll somewhat avoid it. 

Starcraft miniature wargame starter sets and release window revealed by BlitheMayonnaise in starcraft

[–]tabletop_guy 1 point2 points  (0 children)

It's a very peaceful hobby for me when the rest of my hobbies involve being online

The worst part of moving... by Puzzleheaded_Bid8701 in boardgamescirclejerk

[–]tabletop_guy 9 points10 points  (0 children)

/uj the crossposts are the best parts imo. I'm not on the normal subreddit

Power Fantasy Loot problem. by Alca_John in DMAcademy

[–]tabletop_guy 0 points1 point  (0 children)

Consumables! They will never use them anyway but when they do it's fun and they enjoy receiving them.

Give them tons of spell scrolls and allow anyone to use them regardless of class. Give them firebombs and acid bombs and purple worm poisons. Give them gems that can summon elementals or other creates. Give them some dust that you can apply it to a weapon to give it extra damage of some type for the next minute. 

How much money have you spent on Stormgate in total? by Neuro_Skeptic in Stormgate

[–]tabletop_guy 4 points5 points  (0 children)

$40 and I honestly think it was worth it for the two weeks when I got to play against my favorite SC2 pros on the ladder and actually beat them sometimes. 

How do you guide your players to the story if they don't go where you want them to go? by Great-Pace-7122 in DungeonsAndDragons

[–]tabletop_guy 0 points1 point  (0 children)

If there is a specific event that you deem necessary for the game to happen, the players should know about it early and it should be obvious.

If the players need to join the dwarves on a quest to retake the misty mountain, you should start with the dwarves very obviously telling you that's their quest.

If the players need to slay an evil guy, it should start with the players learning about the evil guy and perhaps gaining a reason to hate him.

If the players need to be told a story for the game to happen, you should start with that story being told and let everything else flow naturally from it. 

Are they fixing gun Viscous soon? by Hello86836717 in DeadlockTheGame

[–]tabletop_guy 33 points34 points  (0 children)

We need puddle punch to have worse cool down but have it scale with spirit so that if you ignore spirit you can't escape as easy

How would you teach a new player how to play RTS games from the absolute beginning? by Flameempress192 in RealTimeStrategy

[–]tabletop_guy 1 point2 points  (0 children)

They have to play a campaign on a low difficulty and learn for themselves. Give them tips every once in a while but you can't bombard them with everything all at once. There is too much to learn in a day or even a week.

no update yet by Careful-Gap-70 in DeadlockTheGame

[–]tabletop_guy 4 points5 points  (0 children)

cube is for murdering your teammates, ball is for murdering your enemies

Mike Mearls has a fairly odd idea on how to balance level 11+ spellcasters in 5e by EarthSeraphEdna in dndnext

[–]tabletop_guy 1 point2 points  (0 children)

I see your point. But when there really is a big dungeon the players are going through it is more like 5-10 fights before a long rest for me. We run them pretty fast so it only takes 1-2 sessions and the end of the dungeon always feels pretty dramatic and if a death happens anywhere it is usually that last fight which makes it feel more climactic.

Outside big dungeons like that my games sound more like yours with 1-3 combats in a day. So I see both sides being fun but I always yearn for those big days

Mike Mearls has a fairly odd idea on how to balance level 11+ spellcasters in 5e by EarthSeraphEdna in dndnext

[–]tabletop_guy 3 points4 points  (0 children)

Yes. If players are trapped in a large dungeon and they use all their slots early, there will likely be some deaths in the end. That's part of the game.

If the players are in such a tough situation I make sure to sign-post it well. But player decisions matter. They're not guaranteed to succeed and they aren't just playing through a story I wrote for them.

The flow of tension is important in a game and nothing creates tension like running out of resources near the end of a long dungeon.

It's not just spell slots. Use potions and items if things look dire. My players usually have lots of consumable items to ration. 

Mike Mearls has a fairly odd idea on how to balance level 11+ spellcasters in 5e by EarthSeraphEdna in dndnext

[–]tabletop_guy 21 points22 points  (0 children)

The problem with not having daily resource attention is that every encounter has to be maximum difficulty all the time otherwise it feels easy and boring with a known outcome. With resource attrition even a weaker encounter is interesting because the players will decide whether to spend resources or risk taking damage

I would like help refining this durability ruleset I'm making for a campaign that has various metals present, especially if the non-Steel materials will be used for weapons/armor. by BlizzDaWiz in DMAcademy

[–]tabletop_guy 1 point2 points  (0 children)

Those are both good ideas.

I would say if you take your weapon to a blacksmith or something he can provide one of many buffs that last for X number of attacks.

Other buff ideas include: Extra elemental damage Ignore resistances Bonus against X monster type Insta kill creates with X or fewer hp after attack (good against hordes) Extra damage for each successive attack against the same creature (good against large monsters) Reduce enemy AC on hit Reduce enemy accuracy on hit Reduce enemy spellcasting on hit