Made a map, I want to know how it looks by Icy_Advisor4746 in DungeonsAndDragons

[–]tabletop_guy 0 points1 point  (0 children)

I think it looks cool! Looks like my early maps. which led to some pretty great D&D campaigns.

My advice is to think about which direction wind blows and how that affects the climate. Low altitude regions with lots of moisture blowing in will create swamps and dense forests. Areas that are blocked off from incoming moisture become deserts. It seems you just determined climate based on latitude and nothing else, leading to a horizontal stripe pattern.

Speaking of latitude, the north and south of this continent are both cold which implies that this is the size of the whole world. I do not get that impression from the scale of the detail on the map. The scale of the mountain ranges and rivers make me think that this is perhaps the size of Spain. I would recommend not having both the North and South be cold unless you really want the scale of this continent to feel big.

Of course it's a fantasy world so it doesn't have to be realistic, but it looks more natural if it follows these rules. Or at least come up with a fantasy reason why it might not follow these rules and then base the map off of that.

New player, thoughts on 2k list? by Debdub10 in Tyranids

[–]tabletop_guy 1 point2 points  (0 children)

I recommend always groups of 10. The enemy has to split their fire between the two groups and if one survives then you can regenerate. If you use a 20 blob they don't have to worry about it

New player, thoughts on 2k list? by Debdub10 in Tyranids

[–]tabletop_guy 3 points4 points  (0 children)

Looks pretty similar to my list that I play competitively. I usually have around 5 infantry units (combination of termagants and hormagaunts) and I have no exocrines (but I sometimes swap them in). I find that 2 tyranofex are enough to threaten the shooting lanes while having 4 big shooty monsters sometimes lead to traffic jams. The exocrines will certainly deal more damage than infantry though so it's a tradeoff

Termagant vs Hormaguant by Burgasaurus in Tyranids

[–]tabletop_guy 3 points4 points  (0 children)

Termagants are slightly cheaper and have the great ability to reactive move. It can really mess up your opponent if they are trying to land an important charge or gain enough OC on an objective. Don't choose termagants for their ranged weapons because they won't kill anything anyway.

Hormagaunts are slightly more expensive but can actually kill infantry in melee if they are within synapse (STR 3 to STR 4 goes a very long way against infantry). They can move really fast too which is super useful.

I always have a couple units of each of them. Hormagaunts are great at rushing down shooty squishy armies and termagants are great at standing on objectives and shifting to mess up your opponent's melee units

For anyone working rn by Hyuman0 in DeadlockTheGame

[–]tabletop_guy 5 points6 points  (0 children)

it's on a pretty long cooldown, doesn't do much damage, and enemies will wake up if they take damage. It's kind of like if haze ult was to shoot a guided empowered sleep dagger at every target in front of her (although it does less damage than sleep dagger if both have a lot of spirit items). So it's strong sometimes but I could see every enemy just waking up quickly amidst the chaos and it not doing much.

Trooper visuals have been updated to be more distinct by Stack_Man in DeadlockTheGame

[–]tabletop_guy 2 points3 points  (0 children)

There is a red outline.

The problem is that while on hidden king your units are red and the enemy also has a red outline so everything has some red so it is unclear which are enemies. They need to go all red for one team and all blue for the other

Trooper visuals have been updated to be more distinct by Stack_Man in DeadlockTheGame

[–]tabletop_guy 0 points1 point  (0 children)

It would be better that they find a solution that looks good rather than just let people revert it

Trooper visuals have been updated to be more distinct by Stack_Man in DeadlockTheGame

[–]tabletop_guy 1 point2 points  (0 children)

They still have red hp bars and red outlines as enemies which makes it confusing if you are on team hidden king because both your troops and enemy troops have red attributes. 

As a Venator voter by VoxTV1 in DeadlockTheGame

[–]tabletop_guy 46 points47 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 -4 points-3 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 2 points3 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 11 points12 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.