[-] LoamImprovement@ttrpg.network 32 points 4 months ago

Only for attack rolls. Ability checks and saves do not crit fail (or succeed) and reliable talent treats rolls for ability checks that add proficiency bonus as 10 at the lowest regardless, so even if a 1 were a crit fail, it wouldn't matter.

[-] LoamImprovement@ttrpg.network 65 points 9 months ago

Vumans get a feat, which is arguably one of the strongest abilities. Base humans are notoriously weak though.

[-] LoamImprovement@ttrpg.network 36 points 9 months ago

Look at Mr. Fatcat over here eating out while we're on the verge of a recession.

[-] LoamImprovement@ttrpg.network 146 points 9 months ago* (last edited 9 months ago)

Good. Sorry to every mom and pop who treated housing like an investment, but at least you still have the house. Hope they slash the market 90%. Hope everyone who's been waiting for a decade gets a place to live. Hope opportunistic landlords choke and go bust when they can't pay three mortgages on their tenants' salaries anymore. Housing is a human right.

[-] LoamImprovement@ttrpg.network 77 points 11 months ago* (last edited 11 months ago)

"Anyone else think a lot of liberals feel this way?"

/r/Conservative, "Flaired users only."

...

[-] LoamImprovement@ttrpg.network 35 points 11 months ago

It was a running joke at Uni that Engineering was pre-business.

Source: Failed Pre-Business major.

[-] LoamImprovement@ttrpg.network 31 points 11 months ago

The thing I hate about this game, one of the biggest fundamental differences between it and any other BGS title is that it isn't compelling to go explore a planet that has copies of the content on all the other planets, and astoundingly little at that, the same way it is to just pick a direction in Skyrim or Fallout and walk, and end up stumbling on some shit going down in a cave or abandoned building just off the beaten path. Even if you remove the loading screens and add vehicles on planets to minimize the amount of time between engaging set pieces, it's still the same abandoned factory populated with the same pirates guarding the same generic fetch quest objective. It is such an aggressive, unrewarding waste of time with so few redeeming qualities that I'm a little shocked anyone at Bethesda thought this should merit any amount of hard-earned money, let alone seventy fucking dollars. Didn't they know? Didn't they know?

[-] LoamImprovement@ttrpg.network 37 points 11 months ago* (last edited 11 months ago)

They're efficient at maximizing profits for shareholders, usually at the dire expense of literally everyone else.

[-] LoamImprovement@ttrpg.network 31 points 1 year ago

This is how most supermarkets (Walmart/Kroger/Target, etc.) in the U.S. look brand new - they're effectively warehouses that sell product directly to customers. Smaller shops and boutiques have finished ceilings that hide the ductwork and such because they're meant to be more flexible commercial/office space, but large stores like this do not, except for specialized locations like electronics, jewelery, or pharmacy, that can be gated off from the rest of the inside of the building for reduced operation and security.

[-] LoamImprovement@ttrpg.network 38 points 1 year ago

Of course without committing a crime before and without saying anything else.

You will probably commit a crime or misdemeanor unknowingly on the way to the station. There is a reason you do not talk to the police, even if you think you're completely innocent.

https://youtu.be/d-7o9xYp7eE?si=ppgOcO6ZcOVPC0oB

[-] LoamImprovement@ttrpg.network 32 points 1 year ago

Everything wrong with this:

  • "Breakfast Pizza"
  • Pepsi for breakfast
  • "Medium" 64 oz drink
  • $4 for not a lot of value
[-] LoamImprovement@ttrpg.network 32 points 1 year ago

I wouldn't have even given it a second thought, but the addendum...

24
House Rules (ttrpg.network)

What kind of rule changes have you folks tried at your tables, and how have they worked out for your games? Good? Bad?

Two of the houserules I implement for every campaign I run:

  1. No multiclassing until after 5th level, and no further multiclassing unless you have at least 5 levels in all your existing classes. I do this for two reasons, the first being to ensure that every character has access to extra attack/third level spells and slots/some other equivalent before they start dipping elsewhere, and to keep the munchkins at my table from taking multiple 1-3 level dips into classes just to set up a niche wombo combo. Even then, I'm pretty stringent on what I'll allow from a storytelling perspective - I want to know what motivates your Paladin to dip into Warlock besides getting to use CHA for attack and damage modifiers.

  2. Instead of an ASI or a Feat, every ASI level gives a +1 and a feat. My players and I like this rule because it allows them to pick something fun at those levels instead of feeling obligated to dump straight into the primary stat, and encourages grabbing those fun half-feats like Actor or Linguist that would otherwise go by the wayside.

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LoamImprovement

joined 1 year ago