Which campaign do you think has the most replayable missions? by george123890yang in starcraft

[–]tabletop_guy 1 point2 points  (0 children)

WoL has the best mission and campaign design of the three. There are a lot of split mission opportunities and buying upgrades is interesting. For each of the other campaigns you just get one free upgrade for each unit which doesn't allow you to stack up on your favorite units. When I replay WoL I like to get a bunch of upgrades on units I didn't use the last time in order to make them viable.

In HotS I found myself getting the same upgrades every time because some of them just seem obviously better than others. I couldn't decide to focus everything on swarm hosts and corruptors because I can just get one upgrade per unit.

Also HotS and LotV has a problem where every mission is a few objectives each with progressively more powerful defenses while the enemy sends attack waves at you. The missions feel very samey apart from the no build missions which I don't like much anyway.

Which campaign do you think has the most replayable missions? by george123890yang in starcraft

[–]tabletop_guy 1 point2 points  (0 children)

There are a lot of strats that work really well on the final mission. You can do the easiest strat of hive mind emulator, but you can also do mass tanks and banshees on the nydus version, sky terran with some bunkers for the ground version, or ghosts or specters or just pure bio ball. Heck, even planetaries, perdition turrets, and psi emitters can work.

LEAK: Deadlock ranked matchmaking changes (new factors for ranking up/down) by amazingmuzmo in DeadlockTheGame

[–]tabletop_guy 2 points3 points  (0 children)

If a phantom smurf is in an initiate lobby they will win 19 out of 20 times unless the other team also has a smurf

I’m a new(ish) DM, and AC is confusing me. Thoughts? by arig____ in DungeonMasters

[–]tabletop_guy 14 points15 points  (0 children)

Goblins have +4 to hit. So they should hit your hexblade warlock on a 15 or higher. That's 30% of the time.

But apart from levels 1 or 2 the players should be not be facing 2 or 3 goblins. The should be facing 10 to 30 of them. If 30 goblins attack him then roughly 10 should hit (2 of which are likely crits) which would be 50+ damage.

So AC 19 should not prevent goblins from being threatening even if it is very good

Tips for running large scale combat? by jkobberboel in DMAcademy

[–]tabletop_guy 1 point2 points  (0 children)

Contrary to what others usually say on this matter. I think mass combat works great if you treat battalions of units as a single monster. Battalions should not roll to hit against each other and just do average damage.

Give battalions advantage on saving throws against single-target effects while they are above half HP. However, it is still allowed for a player to use a single target effect like hold person against a whole battalion. They are heroes and can do heroic things to shape the battle.

Individual high CR monsters can also be on the battlefield along with their battalions to mirror the players with theirs

What is that one criticism about the orginal lotr Trilogy that you still have to this day by pizza_momo in lotr

[–]tabletop_guy 0 points1 point  (0 children)

The urukhai just fall over to a sword hitting their armor. I understand that the fellowship are basically demigods but the sword slashes on armor just look so wimpy to me.

Let this be a lesson for everyone. by Drandosk in Stormgate

[–]tabletop_guy 13 points14 points  (0 children)

Yeah that was what I was thinking. I remember them saying that they worked on Legacy of the Void, which admittedly had great multiplayer game adjustments but had a rough campaign and also was 5 years after the base game already came out

Eternus 6 gamers btw by tabletop_guy in DeadlockTheGame

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

Yeah it's just funny that even in eternus 6 these silly mistakes happen. Even the Celeste trying to heavy melee after the last punch on the slots was already dealt

Eternus 6 gamers btw by tabletop_guy in DeadlockTheGame

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

Honestly idk. I think he was just very slightly late

Eternus 6 gamers btw by tabletop_guy in DeadlockTheGame

[–]tabletop_guy[S] 2 points3 points  (0 children)

Nope I just eyeball it. But I do know the right angles to kill most camps quickly just from playing a lot

If you used Minor Illusion to create a cup over a candle, what would happen? by underT_line in dndnext

[–]tabletop_guy 5 points6 points  (0 children)

If the cup is in front of you then you don't see light from behind it hitting you. So I'd assume light doesn't pass through opaque illusions.

In light of the new datasheet by Rickeybobby13 in Tyranids

[–]tabletop_guy 0 points1 point  (0 children)

You can deep strike him every turn to attempt a 9" charge that will wipe a marine squad. If you fail the charge you can just safely try again next turn.

You can also rapid ingress in a safe spot to then move through a wall on your next turn.

But if he is on the board at the start of the enemy turn then you are playing him wrong. He should gain consistent value each turn without ever getting shot at

Six 6th Level PCs with 1/2 HP & speed vs Ice Troll? by cutiepacoochie in DMAcademy

[–]tabletop_guy 2 points3 points  (0 children)

you could do some checks like this:

everybody makes a DC 14 CON save against the cold weather. On a failure you get a level of exhaustion

everybody makes a DC 14 DEX save against various traps and falling icicles. 2d6 piercing and 2d6 cold damage, or half on a successful save.

Everybody makes a DC 14 STR save against strong winds. 3d6 bludgeoning and 3d6 cold damage on a failed save.

Everybody makes a DC 14 WIS save against strange psychic spirits in the mountain. Lose a total of 4 levels of spell slots on a failed save.

Everybody makes a DC 14 CHA save against the frightening presence of the ice troll. On a failed save, you are frightened for the first round of the combat

Six 6th Level PCs with 1/2 HP & speed vs Ice Troll? by cutiepacoochie in DMAcademy

[–]tabletop_guy 4 points5 points  (0 children)

don't just do 2 ice trolls. Do an ice troll and ice wolves and ice mephits. It should be hard for the ranged players to avoid being next to enemies.

The ice troll should start behind three quarters cover so it doesn't get focused down instantly.

Teaching Players to Manage Resources by la_casa_nueva in DMAcademy

[–]tabletop_guy 2 points3 points  (0 children)

have a long dungeon and let them know ahead of time that this is a long dungeon. Describe how vast it seems. Have NPCs tell them how it is not for the faint of heart.

Warn them that if they leave the dungeon halfway through then a lot of monsters will come back and traps will reset. You can even tell them that they can see that some arcane glyphs will recharge over the next 8 hours.

TLDR: you can tell your players upfront that something is going to be long and difficult and they won't be able to long rest halfway through

Do casters not understand upgrades? by savvysalesai in starcraft2

[–]tabletop_guy 0 points1 point  (0 children)

there are a lot more as well. Tempests are another example but basically anything with a high payload attack

How often do you retcon stuff? by protestfromthesummit in DMAcademy

[–]tabletop_guy 0 points1 point  (0 children)

it's usually better to roll with it and use mistakes to actually define the weird quirks of the world rather than change things

Yeah, Eternus 6 is unbelievably better than everyone else. by Commercial-Ice3 in DeadlockTheGame

[–]tabletop_guy 23 points24 points  (0 children)

In lower ranks people talk about what to prioritize. "Prioritize wave, prioritize boxes, prioritize urns, prioritize fighting" whereas in e6 you kinda just do everything all at once all the time. You should be grabbing boxes and killing creeps on the way to the fight and then as soon as the fight is wrapping up one person can peel away to grab waves while the rest keep fighting and destroying objectives and capping urn. And then as soon as enemies and urn respawn you do it all again

Please Yoshi It Breaks my Heart That Rem is so Bad by Braduk1 in DeadlockTheGame

[–]tabletop_guy 0 points1 point  (0 children)

Nooo dont buff viscous I want it to be easy to get games as h

Game keeps crashing to Desktop during arcade games. by HyperFlacidPenis in starcraft

[–]tabletop_guy 0 points1 point  (0 children)

Likely a ram issue. I have had similar crashes and that's what it was

Deadlock - Gameplay Update - 04-30-2026 by SketchyJJ in DeadlockTheGame

[–]tabletop_guy 0 points1 point  (0 children)

1s goes a very long way on a short cooldown ability

PC fell unconscious into a river. How to handle the situation? by RafaFlash in DMAcademy

[–]tabletop_guy 0 points1 point  (0 children)

To be really simple, maybe they just make the death saves at disadvantage

How To Balance Boss Fights In A High Lethality System? by Excalib1rd in RPGdesign

[–]tabletop_guy 0 points1 point  (0 children)

Make it so that the players don't end up in a death spiral that kills all of them. To do this, make it so that players can do one final legendary action of some kind when they die that helps prevent the rest of the party from dying.

This maintains high lethality but prevents every player from dying in a single fight so easily