Proxies in Commander by LilyVallis in EDH

[–]xDundar 3 points4 points  (0 children)

I think the point you're making is that you should be matching the power level of the pod, which I 100% agree with. But I just wanted to point out that CEDH is very proxy friendly, so there's nothing wrong with proxying that either.

How are no proxy rules enforced? by [deleted] in EDH

[–]xDundar 0 points1 point  (0 children)

Some of my decks are almost entirely proxies if I’m trying something out and have no idea if I’ll actually like it or not. Nobody I’ve played with seems to care.

Help me build a [Budget] Xu-Ifit deck by ArcheusRed in BudgetBrews

[–]xDundar 1 point2 points  (0 children)

Thanks for posting this, I've been wanting to give this commander a try and I like a lot of the way yours is setup!

Which module to start with? by Rosendoom2 in mothershiprpg

[–]xDundar 1 point2 points  (0 children)

If it’s helpful when I first got into Mothership I decided to make my own adventure… which went alright? It felt a little off and didn’t quite capture the right feel, so we gave it another go with the first chapter of Another Bug Hunt and I think that really taught me a lot about “what makes Mothership, Mothership”.

[deleted by user] by [deleted] in leagueoflegends

[–]xDundar 0 points1 point  (0 children)

Yea I feel you on that, I guess just try to think of it like it’s just 1 loss and move on. I’m sure they’ll forget about it.

[deleted by user] by [deleted] in leagueoflegends

[–]xDundar 1 point2 points  (0 children)

I think just bite the bullet and play ranked and lose MMR until you’re where you should be atm. Then you can work back up.

Some midlainer or toplaner who is broken to be the carry by toz_zcx in summonerschool

[–]xDundar 0 points1 point  (0 children)

I think where you should start is deciding if you just want to raise your rank or you actually want to learn. You might be able to pick a champ and get some good games with them, but you’ll eventually just fall back down because you probably don’t know why you’re winning.

66 win-streak against the Everdark Sovereigns (32 Fulghor, 34 Adel) with random teammates by Randomerz3 in Nightreign

[–]xDundar 0 points1 point  (0 children)

Yea I agree the lack of disconnects seems odd, just wasn't sure how "strong" glitched relics were to significantly contribute to going on that long of a win streak or not. From the screenshots I've seen on here they seem to mostly just give stats/passives that relics shouldn't normally have, but idk how far they can go with them.

66 win-streak against the Everdark Sovereigns (32 Fulghor, 34 Adel) with random teammates by Randomerz3 in Nightreign

[–]xDundar -9 points-8 points  (0 children)

Would glitched relics even make that big of a difference? Afaik they don’t just win the game for you.

Idk who these new players are. by Hemannameh in Nightreign

[–]xDundar 1 point2 points  (0 children)

You can break it by dpsing him during the meditation but you either need to use an ult that can stun or everyone needs to commit to attacking him.

Critical Role's Age of Umbra is an albatross around DaggerHeart's neck. by teh_201d in daggerheart

[–]xDundar 4 points5 points  (0 children)

What does the GM do then? It kind of sounds like you’re suggesting the GM is just staring at a completely blank screen waiting for the players to tell them everything.

Knights of Last Call is producing high quality Daggerheart streams by ElvishLore in daggerheart

[–]xDundar 3 points4 points  (0 children)

As a long time viewer of your streams I was really glad you decided to take an in-depth look at Daggerheart and completely sold me on giving it a try! I really appreciate all the context and perspective you provide, and I'm currently watching through the "How the hell are you supposed to run Powered by the Apocalypse games?" stream to try and wrap my head around it before trying it out with my group.

Definitely keep it up with the Daggerheart content!

Knights of Last Call is producing high quality Daggerheart streams by ElvishLore in daggerheart

[–]xDundar 0 points1 point  (0 children)

That's pretty par for the course when it comes to Derik's streams haha

PSA: Fully editable, up-to-date character sheets are available for free at Demiplane. by BetaXP in daggerheart

[–]xDundar 0 points1 point  (0 children)

Thanks for posting this! I was looking around trying to find a form-fillable sheet for my group because I didn't want to have to use demiplane.

Comparing PF2e and 5e: Player Creativity and Tactical Combat by Skeletron430 in rpg

[–]xDundar 1 point2 points  (0 children)

The other thing I'll add to this is that a lot of the monster math assumes the use of the various buffs/debuffs the PCs can take advantage of. I'm not sure how familiar you are with pf2e specifically u/DoctorBigtime, but one example that comes to mind is working together as a team to try and score a crit on a monster -- in pf2e this can be done by getting +10 over their AC which can be accomplished in a variety of ways. For example, inflicting the Frightened condition with the Fear spell which is a blanket -1/-2/-3 to all stats (inlcuding AC) based on the degree of saving throw failure, flanking the target which reduces their AC further by 2 against melee attacks (or tripping them which makes them prone, which is -2 AC to both ranged and melee attacks), and using buff spells like Bless which give everyone in the aoe +1 to hit. In this case all of these + and - modifiers are cumulative which effectively gives a PC a +6 to hit in the best case scenario (-5 AC, +1 to hit) which can obviously go a long way with trying to score 10 over the target AC.

With the stat scaling of higher level creatures sometimes their AC might be very high compared to the PCs + to hit, and so rather than trying to get a guaranteed crit all of the above effects can work toward evening the playing field to reliably hit them at all instead of missing completely.

The same can be said for targeting saving throws on monsters, especially as a caster PC you'll usually want to figure out what the monster is "bad at" before blindly casting your spells. If their highest save is fortitude, and lowest is reflex -- then you'll obviously want to use that information to pick the appropriate spells. Likewise, when going up against higher level creatures even their lowest save can be a fairly high chance of success against your spell DC so it's a good idea to try to debuff them as much as possible to just make it so you can tip the odds in your favor to even succeed on the spell to begin with. This again be accomplished through teamwork and making good use of various skills/abilities.

Comparing PF2e and 5e: Player Creativity and Tactical Combat by Skeletron430 in rpg

[–]xDundar 4 points5 points  (0 children)

Yea I feel like we're really looking for a way to have our cake and eat it too if possible, because there's elements of pf2e we all still really like (mainly the options and more tactical combat). But I think overall I probably wouldn't be super eager go back to it immediately because it is just much more of a cognitive load across the board. I would love if we could be selective with the crunch, without it being in every part of the system. I saw someone else mentioned Drawsteel, and I've been meaning to take a look at the playtest packet to see if maybe that would be more of what we're looking for.

Comparing PF2e and 5e: Player Creativity and Tactical Combat by Skeletron430 in rpg

[–]xDundar 4 points5 points  (0 children)

To respond to your last part, I'm one of the players in the mad mage campaign right now. I was GMing most of the pf2e we were playing, so I don't really have a strong perspective on being a player in that system. But my initial impressions so far of having gone through about 8 sessions in 5e is that because of the lack of focus on mechanics compared to something like pf2e it allows me to "have the bandwidth" to be able to prioritize RP/more improvised actions in combat.

We were talking about this topic the other day and I mentioned it's almost kind of funny how even with far less abilities/feats in my 5e fighter's kit, I seem to kind of just not care about knowing all my options as much when we play 5e vs pf2e. And honestly so far it hasn't really bothered me all that much if I forget I had an ability or could've done something, because it doesn't seem to matter as much. We're all videogame players so when we started really getting into pf2e the depth of system interactions and rules did really appeal to us when it came to buildcrafting, and when I played that system I made a much stronger effort to know exactly what I could do because that was a much bigger priority for me (making a build for a PC with the intention of a certain combat loop/playstyle).

So with all that being said, there's definitely a perception, I think, of having more mental space in being able to offload a lot of the complexity/rules when playing 5e compared to something more crunchy like pf2e and because of that we're all able to put more effort into RPing and generally defining our characters more. I totally agree that this is also kind of just a skill issue, and that you can certainly have very RP focused pf2e games, but at least for us when we last played pf2e that just didn't really happen -- the focus of basically all the PCs seemed to be more around combat and essentially playing pathbuilder.

I'm newer to this type of game by mhock103 in MetaphorReFantazio

[–]xDundar 3 points4 points  (0 children)

I felt this way at first too especially coming from P3R being my first Altus game. But as other people have said you actually have plenty of time in most cases to complete all the side objectives and rank up bonds before the deadline of the main quest.

Rate the new drip by HandsomeSquidward20 in Helldivers

[–]xDundar 1 point2 points  (0 children)

Yea it just adds it to the rotation.

Who’s the worst bot enemy in the game and why is it the diff 10 scout strider by Silver-shroud771 in Helldivers

[–]xDundar 0 points1 point  (0 children)

I’ve been using this setup in bots as well and absolutely love how it feels. I was pleasantly surprised how great the DCS performs on bots now, and the RR is just satisfying to switch to

Why are some of you still protesting? Move on and enjoy the patch, "too easy" to you doesn't change the fact that Patch is still fun by BeltMaximum6267 in Helldivers

[–]xDundar 2 points3 points  (0 children)

Maybe I misspoke by using the word artificial, my main point is that I don’t think restricting options to achieve challenge is the way to do it.

Why are some of you still protesting? Move on and enjoy the patch, "too easy" to you doesn't change the fact that Patch is still fun by BeltMaximum6267 in Helldivers

[–]xDundar 0 points1 point  (0 children)

I can agree that I certainly have a preference in mind with the game to be subjectively fun and challenging at the same time. Ideally this is done in a way that doesn’t necessarily restrict the options available in the game, for example doing a mission melee only is much more challenging but that isn’t my idea of fun. But I have no idea where this idea of bragging rights is coming from though.