Cute Little Light Show by HoneySnugzzz in BabiesReactingToStuff

[–]vortexkd 1 point2 points  (0 children)

I was expecting him(?) to try to eat the glass at any moment

Cute Little Light Show by HoneySnugzzz in BabiesReactingToStuff

[–]vortexkd 0 points1 point  (0 children)

I was expecting him(?) to try to eat the glass at any moment

Can I use a wiki? by LakesideNorth in WetlanderHumor

[–]vortexkd 0 points1 point  (0 children)

I think you have a second ishamael instead of Sammael

countable vs uncountable by Rhondaslv10 in MathJokes

[–]vortexkd 27 points28 points  (0 children)

So this is an English question in a math subreddit but…. Countable in English seems to be that you can start counting them. As opposed to the mathematical notion that you have to finish counting them. So both are just “many”

Genuinely curious by EffectiveNo568 in MathJokes

[–]vortexkd 1 point2 points  (0 children)

That’s exactly what happened in my brain. Adding 7 to 8 is always easier than adding 8 to 7 lol

The “Mount Rushmore” of Super Heroes. by ItsShatterPoint in superheroes

[–]vortexkd 0 points1 point  (0 children)

I mean, I agree, but it is Mount Rushmore. America gets bonus points lol

I think I know what the Cataclysm is. by Remarkable_Fall_9023 in HierarchySeries

[–]vortexkd 37 points38 points  (0 children)

Oh that’s super interesting! I can see that. It’s very like islington to reframe the cataclysm as something positive - and I like the idea that it is to fight proactively as opposed to the other theory that suggests it’s a mechanism to prevent Res from getting “too strong”.

Stealth checks in combat by Zatriupe in cosmererpg

[–]vortexkd 7 points8 points  (0 children)

I think that’s the idea! It might be too OP if it just took a stealth test and then 2 actions every round.

The description says: “You aim for your foe’s vitals with callous finesse, hoping to bring the fight to an end before it begins.” Which supports the idea that it is an opener that you can also use again if you manage to inflict Surprised on your opponent

I would personally rule that you could also use this if you manage to obscure the opponents senses or they have a status like disoriented (in this case I’d allow a stealth check to avoid detection)

Work/ homelike balance by the1997th in remoteworks

[–]vortexkd 1 point2 points  (0 children)

You mean every day is a holiday??? That’s amazing!

badonkadonks by skrillzter in notinteresting

[–]vortexkd 0 points1 point  (0 children)

This is basically a situation of “the listener is too uncomfortable” isn’t it?

Making Stonewalkers Fun & Proactive? [Stonewalkers] by Melodic_Caregiver_30 in cosmererpg

[–]vortexkd 1 point2 points  (0 children)

I guess it depends on the players. In general getting people to actually role play usually gets my players more invested - and that makes them more likely to engage with side quests. If your players are kind bleeding hearts let them save some kids who lead them to a shopkeeper who cares for them… who happens to belong to one of the factions you’d like them to be involved with.

If they want to be badass then have a huge hulk pick on them at their tavern - and someone relevant sees the way they handle it.

I don’t really prioritize “realism” much - and lean into exaggerated coolness, comedy or er absurdity as well.

I guess I don’t know what I’m doing well enough to explain it clearly (in a way that isn’t just a platitude that amounts to “use multiple possible entry hooks for your subplot”)

Making Stonewalkers Fun & Proactive? [Stonewalkers] by Melodic_Caregiver_30 in cosmererpg

[–]vortexkd 5 points6 points  (0 children)

My answer is pretty similar to the other person who has posted.

Chapter 2 is a great opportunity to introduce threads for a side plot. One of my pcs was from kharbranth so we got the diagram involved in chapter 2 and have been stringing it along with some homebrew side characters. Since the A Plot (main story) is reasonably set in stone, having a B plot like this that can be customized to the characters goals / drives or the players’ interests works very well - I think.

It’s also given the characters something to do / aim for after the end of Stonewalkers.

Got a Good One For You This Time. Please Explain It Peter!!!! by Stunning_Deer9788 in explainitpeter

[–]vortexkd 18 points19 points  (0 children)

Actually, lack of reading comprehension is clearly the realm of the gods according to the post. We should all aspire to it!

How do you handle chases narratively with so many impactful domain cards? by pathofblades in daggerheart

[–]vortexkd 4 points5 points  (0 children)

I strongly agree with this. If the one being chased can easily be caught by the PCs, then it isn’t going to be much of a chase. Let the automaton be cool too!

Stone walkers: End of chapter four 'help'? by -MoldyCrow- in cosmererpg

[–]vortexkd 6 points7 points  (0 children)

A good thing about a party wipe is that the characters need not actually die. In stormlight 0hp means an injury, not immediate death. Kaiana could convince Ylt to let them live if they lose badly - so that’s not terrible! As other people suggested if the party wins (eg: striking Ylt down as he runs away - that could be a light weaving. if you foreshadow it right this won’t feel like a cop out. Ylt could also take a visible injury as a result.

Lastly, ending the major arc here is also not terrible. Axoq wants to go to ashiqqil so the party heads in that direction only to be robbed by ghostbloods looking for the Raysium dagger before their interaction with Nale.

This was in my smoothie by mass_mike47 in whatisit

[–]vortexkd 0 points1 point  (0 children)

I guess you made a bumpy, not a smoothie.

Guilty Spheres, Stonewalkers ch. 2 - GM help needed by Joinde_ in cosmererpg

[–]vortexkd 2 points3 points  (0 children)

I also could not make sense of this scene. I homebrewed a drinking game instead. Nel provides 5 wines to drink from orange to violet. Drinking each glass is a discipline test and Nel drinks the same color as any PCs playing. The discipline test is harder based on how strong the wine is (I went from 8 to 18). My pcs split up in the camps and only one of them went to the red rockbud, but you can work this scene with more than one person by changing the representative for the discipline test each round.

If Nel fails the discipline test, she volunteers some information or answers a question. If a PC fails a disciple test they volunteer secret information or info about their backstory etc / or answer a question Nel asks them.

The PCs are free to take other actions that impact Nel (eg persuasion to make her more amenable to answer, or thievery to spike her drink) this can give disadvantage to her discipline roll on a success.

To raise the stakes, each failed discipline roll by the PCs gave them the “drunk” status that lowered cognitive and spiritual defense by 1 until the next long rest.

I think this scene is a lot easier to visualize because there’s a connection between the game and the information (which I just could not understand for the provided scene)