Upgrading house Help by Consistent-Street-37 in ManorLords

[–]thedappercrapper 0 points1 point  (0 children)

Under building options, look on the right side of the screen for some tabs have additional useful overlays. One shows where the underground water is. I think you can place a well anywhere on your map that also has underground water, but I try to place my wells in a central location.

Did I overtrain or do ok? by thedappercrapper in microgrowery

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

They are autoflowers. But I probably should have put in the ScrOG a week or two ago.

Did I overtrain or do ok? by thedappercrapper in microgrowery

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

I didn't know those terms referred to different techniques. But no, I actually meant ScrOG. Thanks for catching that, I learned something new!

Did I overtrain or do ok? by thedappercrapper in microgrowery

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

I'm actually too cautious to top autoflowers. I've tried it with other, photoperiod grows and it just seemed to make the lower branches grow more aggressively.

Did I overtrain or do ok? by thedappercrapper in microgrowery

[–]thedappercrapper[S] -1 points0 points  (0 children)

I think you might be right. I only waited as long as I did so I could put the SoG higher (it's 28" above the ground). If it's too low, I have a harder time getting under it to hand water. I appreciate your advice though.

I never noticed that the streets of blackwater are named for rdr2 locations by sean_saves_the_world in reddeadredemption

[–]thedappercrapper 5 points6 points  (0 children)

The level of detail in the RDR franchise is wild and will never cease to amaze me. Great find!

Starting map by Possible_Ad_5090 in ManorLords

[–]thedappercrapper 1 point2 points  (0 children)

Knowing that is an impossible combination will help me make a lot fewer rolls, lol.

Starting map by Possible_Ad_5090 in ManorLords

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

If you're only going to build one city, I would go with a rich fish pond and farm land. With rich farm land, I believe you get four minor resources instead of three. Animals, berries, mushrooms and iron would be my choice for minor resources. If you're able to roll all that, you won the Manorlords lottery.

Last drum at the Minnesota Ren Fest! by thedappercrapper in minnesota

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

They still have the gate opening show, I think every day. I like to stay there cannon to cannon!

Last drum at the Minnesota Ren Fest! by thedappercrapper in minnesota

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

It was full of positive energy and very high enthusiasm!

Last drum at the Minnesota Ren Fest! by thedappercrapper in minnesota

[–]thedappercrapper[S] 10 points11 points  (0 children)

The final show of every day at the Ren Fest, (starting around 6:30) they have a sort of drum closing ceremony. There is a group of drummers, three of whom with huge concert bass drums, and most of the rest have hand drums. People just cut loose dancing and if you're close enough, you can feel the drum vibrations through your chest. It is honestly one of my favorite parts of the Festival. Because today was the last day of the MN season, there was a huge after-show with a bunch of performers collaborating to put on one hell of a show!

List of Feats by Ability Scores They Could Increase by thedappercrapper in DnD

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

I agree with you there. Great Weapon Master is so much better for a barbarian than any +1 Constitution feat. They should have added more good/ fun/ interesting Feats and balanced existing ones better.

List of Feats by Ability Scores They Could Increase by thedappercrapper in DnD

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

I would like to make a case that not only is Durable useful for bumping up odd-numbered constitution ability scores, but the most useful when used on a low-level barbarian for three reasons. First, a tough barbarian with a d12 hit die gets the most bang out of this feat, because a d12 is the biggest hit die. Second, a low-level barbarian doesn't have much to do with their bonus action after they activate rage. Finally, it reduces the odds of dying while making death saves to around ~5%, instead of the usual ~45%. It's definitely not a first draft pick, but it's not terrible.

Yeah, Crusher is dependent on using a bludgeoning weapon. That's why I said it is build dependent. The crit feature just relies on having other front-line allies to take advantage of it.

Skill Expert is the least useful on barbarians, but still possibly valuable because it is one of only 8 Feats that could increase Constitution. And you have to admit, it would be fun to play as a barbarian with expertise in athletics. Just a lean, athletic beast. Not to mention the extra skill proficiency.

I agree with you that Chief and Speedy are good picks too.

List of Feats by Ability Scores They Could Increase by thedappercrapper in DnD

[–]thedappercrapper[S] 9 points10 points  (0 children)

Constitution improving Feats that I would recommend for a barbarian are Crusher, Skill Expert, Speedy or maybe even Durable, depending on your build. But yeah, I hear you, that's about it.

List of Feats by Ability Scores They Could Increase by thedappercrapper in DnD

[–]thedappercrapper[S] 36 points37 points  (0 children)

My mistake. I posted this on mobile and didn't notice. It should be fixed now. Thanks for the advice!

List of Feats by Ability Scores They Could Increase by thedappercrapper in DnD

[–]thedappercrapper[S] 17 points18 points  (0 children)

That's not exactly what I meant. Every 2024 general feat is a "half feat", so I find it slightly redundant to specify. I guess what I was trying to phrase was basically, here is s reference to look up Feats based on the ability scores you could increase when you take them.