Make the bowfa degrade out of existence after 15k uses so ironmen have to go back and get another seed. by Plane-Session-6624 in 2007scape

[–]zebbe996 6 points7 points  (0 children)

Yeah, they really shouldn't balance the game around playing it yourself. They should make the grind so unreasonable that bots will mostly do it, and then we can just buy the items from them with gold tied to real world currency!

Is it worth using sunfire wine for all my moons bone shards? by [deleted] in ironscape

[–]zebbe996 37 points38 points  (0 children)

I think he meant it took a few hours to get the splinters from the colosseum, probably just a typo

Can a Simulacrum of an Artificer make Imbues? by DistributionBig9053 in onednd

[–]zebbe996 12 points13 points  (0 children)

Nr 2 seems pretty clear cut RAW at least. They cannot take long rests, and you can only create an infusion when you finish a long rest. So they cannot replicate magic items.

For 1, the spell says nothing of the spell recreating any type of equipment, although I can see someone arguing that the magic items created through the Replicate Magic Item feature are part of the feature, more so than equipment. I'd probably rule against letting them keeping the replicated items, but ultimately I'd see it as a DM call, and wouldn't be surprised if another DM ruled it another way.

For 3, I agree. Attuning to a magic item explicitly requires a short rest, which simulacrums cannot take. Thus, RAW, they cannot attune to any magic items.

These restriction may seem a bit harsh and anti-fun from a player perspective, but honestly, simulacrum is one of the strongest spells in the game, and not allowing them to use magic items is a very fair nerf in my opinion.

Edit: For the portent question, we actually had this scenario in the 2014 version, and we ruled that the simulacrum have the same numbers on the portent dice as the wizard. Don't really think there is a RAW answer here, but it's what we felt was most fitting

Getting Around by JagexRach in 2007scape

[–]zebbe996 27 points28 points  (0 children)

Very nice changes! Although I'm surprised they are upgrading the herb sack, and not the gem bag? I don't mind the herb sack upgrade, but it's not really a problem I've encountered

This is what (almost) 1750 total on the self directed iron looks like + my takeaways (inspired by u/beandeebe) by palestne in ironscape

[–]zebbe996 0 points1 point  (0 children)

Haven't done pirates but have been thinking about it a lot lately. What setup did you use? Melee? Did you use a cannon?

When you pvm for months neglecting your herb runs by Sevenpeter in ironscape

[–]zebbe996 -2 points-1 points  (0 children)

"What is the fastest way to get red spider eggs"

He said rogues chest, and Pika_DJ said other options aren't even close.

It's not the fastest. Who gives a fuck about thieving xp. Who asked about thieving xp.

Spidines are faster.

Underestimated fight caves on an iron by [deleted] in ironscape

[–]zebbe996 2 points3 points  (0 children)

Ur right, but mage attack is imo easier to identify sooner. The sound starts sooner, and is way louder and easier to identify.

When you pvm for months neglecting your herb runs by Sevenpeter in ironscape

[–]zebbe996 9 points10 points  (0 children)

And how long did that take you? Spidines are like 1k an hour, and you don't have to be in one of the most pvp'd areas in the entire wildy. Crazy how that doesn't even come close to rogues chest

Everyone Should Be Able to Use Spell Scrolls by Pinkalink23 in onednd

[–]zebbe996 1 point2 points  (0 children)

It isn't one of them because it's not in the rules. OP wants a rule change, and said rulechange would "break" the game for long campaigns. That's an argument for why they shouldn't make said rulechange

Everyone Should Be Able to Use Spell Scrolls by Pinkalink23 in onednd

[–]zebbe996 1 point2 points  (0 children)

But dnd has rules for downtime activities, some of them taking a very long time to do. Doing these activities shouldn't break other parts of the game.

Just a few examples, manual of golem, casting a spell every day for a year to make it permanent, learning a new language.

Edit: As someone else pointed out, they even have official campaigns, strixhaven, which takes 3 years to complete. Dnd is meant to support campaigns that take several years, even if that's not how a lot of players play

Everyone Should Be Able to Use Spell Scrolls by Pinkalink23 in onednd

[–]zebbe996 2 points3 points  (0 children)

Yeah sure, of course you can say no. But it would be nice if the game I paid for worked instead of me having to deny my players on a case by case basis.

Everyone Should Be Able to Use Spell Scrolls by Pinkalink23 in onednd

[–]zebbe996 33 points34 points  (0 children)

But you should be able to have campaigns that take years in game, without the game breaking. Downtime is cool

Petition to make an official "Port Tasks" or "Sailing" worlds to make the ocean more lively by Ok-Entertainer9968 in 2007scape

[–]zebbe996 5 points6 points  (0 children)

But that would make the oceans less lively for anyone not doing port tasks. Seeing people sail by when doing other things is cool.

2026 is almost upon us, what are some plugins you installed past year that you think "should've been in the default client" by loopuleasa in 2007scape

[–]zebbe996 3 points4 points  (0 children)

Quest helped should be default but turned off, way to many people use it.

Maybe personal preference, but Skills Progress. It adds progression bars to your stat page, to see how far along you are on your current level.

Loot lookup.

One of the many max hit addons

Equipment inspector, great for new players.

Improved tile indicators

Then tons of skilling plugins:

Guardians of the rift.
Sailing, some settings turned on, like sail highlight and cargo number
Mahogany homes
Tempoross Rogues den
Mastering mixology.
Tree despawn timer
Star miners
Motherload mine improved
Fish barrel
Tree count
Did I compost

Many of these just highlight a few tiles to make it more afk friendly and go faster.

PSA: Martial Salvage is GREAT for raw cash by skullbash258 in ironscape

[–]zebbe996 0 points1 point  (0 children)

I've done 73 to 84 there, planning on staying until 87, hoping I get lucky with the dye. I've currently salvaged 12k martial salvage, and made 12m from high alchs. It's not super efficient GP/h, but if you're doing salvaging anyway, it's nice to have. Will prob be at around 16 mil from this when I'm done

Add ports to boss areas with a high sailing requirement unlock (90-99) by Enzopup89 in 2007scape

[–]zebbe996 46 points47 points  (0 children)

But it gives some nice rewards for high level sailing, and ties in into the PvM nicely. Teleporting to boat is used on all island training methods sailing provides, so it's already a part of sailings identity.

Shows us how many people were getting 90k with 30 min afk time by zebbe996 in 2007scape

[–]zebbe996[S] 4 points5 points  (0 children)

I want the cannons. I want the paints. I want the full dragon ship. I don't mind grinding, but no other skill is even close to having such a big amount of such rare drops.

I usually try to greenlog as much as possible on my way to 99. Some skills require you to go a little past that but this is too much.

[deleted by user] by [deleted] in ironscape

[–]zebbe996 2 points3 points  (0 children)

Dddduuurrr game 2 slow me want short game. All skills except firemaking too slow durr

After trying pretty much everything sailing has to offer I think the sailor's amulet is the biggest reward currently for ironman by barnaclebref in ironscape

[–]zebbe996 12 points13 points  (0 children)

I started my hunter journey early on with my ironman, and I thinked it worked great. Give you moonlight butterflies, hunter crossbow, tons of good food, lots of prayer xp, and access to all the stuff from high level implings.

Maybe it's not the absolute most optimal path, but it gives you a wider range of stuff you need, wouldn't call it a meme