MoF's Hells Rebels

Game Master MordredofFairy

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Hells Rebels Tactical Map

Turns out there was more trouble than expected with migrating one of the servers, but we managed to deal with that today. I did start writing but I've been working close to 55 hours this week, and am too unconcentrated and sleepy. On the plus side, I will be mostly on standby tomorrow for any further problems, so I'll probably be able to finally get some posts in in the morning. (I WILL spend afternoon with my daughters, as they had precious little time with me in the last few days, but if not morning, then in the evening, we'll get into Book 2.
After this week, I'm done. I need this weekend to recover.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Sheesh, my adventures this week seem tame by comparison. Finding out my shed is actually on my neighbor's land instead of mine and wondering how the f@$& I'm going to pay to move the damn thing, and trying to get Fallout 4 to not be an endlessly crashing piece of shit on my aging potato laptop was the most exciting things to happen to me.


I know that at least some of you lot like the PC games, and I have a wonderful opportunity to direct your attention to one that I happen to particularly enjoy--it was my introduction to the Souls-like genre--for a grand price of $0.00 US (Steam key activation). It's called The Surge, and it blends zombies in powered exoskeletons, rogue AI, bosses that range from big to massive (mostly), and a combat system that relies on melee, timed blocks, and precision dodging. And a story that has your very first day on the job turn into a nightmare of survival and revelation.

To get your free copy of said game, you will need to the store page for Focus Entertainment and scroll down a bit. But there is a wee catch, to claim your free copy you do need to make a purchase on the store. But, there doesn't seem to be any kind of minimum purchase amount required, and it so happens that all of the DLC on a massive discount, one which is priced at $0.66 (US).

I pretty much suck at games of this type, and I still found it lots of fun. And for $0.66, I believe you could take a chance and give a try for yourselves. And if you do enjoy, then go ahead and get the two expansions as well.


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HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

You know, I might have to do a bit of a dip next level up, because I just learned about the Spellslinger wizard archetype. Which is basically the gunslinger but with magic.

Let's see, I'd have to have four opposition schools, so Divination, Illlusion, Necromancy, and Enchantment; Boros wouldn't give up the damage potential of Evocation, the protection of Abjuration, or the utility of Conjuration and Transmutation.

Use the granted gun proficiency for a rifle, and then the Arcane Gun class feature for the rifle and his existing pistol. The rifle would either be a cylinder rifle (for more shots) or an air repeater (for less powder use), subject to Mordred's approval. Since it'd be very much a secondary weapon, no feats spent to tweak it up (like Far Shot, for example). On the other hand, though, I could keep it short-ranged and go with something like a blunderbuss or (to keep pistolero benefits in effect) a dragon pistol.

Intelligence isn't his best stat, but sufficient for a dip. It'll still get him 5 1st-level spells of his choice, one of which will definitely be abundant ammunition. Then shield, magic missile, alchemical tinkering, and crafter's fortune. Via scroll, damp powder, fabricate bullets, longshot, and weaken powder. All of which he would be able to cast via wands too, so that's a nice advantage.

Even just the one level would be (IMO) a good dip, but I could extend it as far as level 5. It'd cost two combat feats for one magic feat (which would definitely be Craft Wand), the last tiers of Deeds, Nimble, and Gun Training, and True Grit (though I'd lose True Grit and a feat in any case for the single level dip). But I'd get a more spells/day and up to 3rd level as well. Some good utility spells there, along with the classics like fireball and lightning. And a surprising amount of gun-related (or -inspired) spells too.

Man, if this had been an option when I was making Boros, I'd have definitely picked gestalt as my creation choice instead VMC.


Hells Rebels Tactical Map

Personally, I don't like being 'stuck' when superior options present themselves. I've had elaborate workarounds to make something work, then a book dropped that made things much simpler via some new Feat or Archetype.

So I am not opposed to you swapping to the 3 Levels of Gestalt and dropping the VMC instead.(I don't think you made THAT much use of the VMC yet anyway)
However: You were not a caster up until now, so it'd be weird if you suddenly go around slinging spells, you'll have to express interest and get some in-game training.
Varuzhan has (Herb) Witch, Miranda is an Eldritch Scoundrel, Rexus dabbled with magic, Nezari is part Sorcerer(Eldritch Scrapper), and Kith is a alchemical scholar.
I think that kind of covers a variety of approaches, getting some lessons will not be a huge deal.
Usually a wizard training takes years of study, but since a Level 1 Wizard fresh from the academy can, after a decade of learning, level up to Level 15 within 3 months of adventuring, I think we can accelerate the process.
You'd still be 'retraining', but you can get 1 level of your gestalt wizard per game week if that is acceptable to you.
(So if you decide to go for it, you would now be Gunslinger 5/Wizard 1, then after the week and it's events pass, Gunslinger 5/Wizard 2, then another week later in your final version Gunslinger 5/Wizard 3.

Do think on it and let me know :)
PS: The same is, of course, true for others. I've had players who flip-flopped about their builds trying to change things every other month. I don't like that. But I've also had people come after 3 years of playing and tell that they felt the way they played differed from what they envisioned and would like to adapt the mechanics to the reality of what the character grew into. Which I feel is completely fine, and can warrant a complete rebuild without any delay or penalty in my book. Adapting some things in the build with sufficient time between instances is not a huge deal, imho.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Lots of early spells can't be shot by the gun. Just a head's up so you know >.>

They're a cool class though. If we live to 6th level spells you could have a diy disintegration gun :D

(If you have plans for that, you can pick up Myrmidarch for ranged spellstrike and then use disintigrate+named bullet to really vapourize someone. Or something!)

---

The offer Sam C. is talking about seems valid until october 4th. Also, you are playing as a member of CREO corp, which is also the name of a popular piece of software I'm using at work, so that's odd.


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HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Appreciate the offer Mordred, and I believe I will accept it. But I'm not going to make any changes to the character sheet until I 1) fully untangle the VMC Cavalier bits from the rest and make sure the numbers afterward are all correct before adding the gestalt Wizard bits on; 2) come up with a good in-game explanation for wanting to acquire wizard-y skills (not too difficult, given how dead useful it is and Boros being a pragmatist willing to use the tools he can get, but I have to balance that against the Alkenstar mindset about magic); and 3) work out where and how Boros gets a second gun (because remember that Thrune's goons took everything except Boros' personal piece in that raid); it would probably be built by Boros, since Gunsmithing does allow for it.

Oh, and also what kind of gun. Right now, I'm leaning toward dragon pistol for a scattergun-type weapon that will still benefit from TWF and his existing pistolero archetype, but an air repeater is mighty tempting for range and not needing powder. And, based on experience with actual air rifles, it'd probably be a whole light quieter to shoot than a regular gun, which opens the prospect of stealth)-ish) sniping with a scope attached :D.

On the subject of guns, I'm also still interested in modifying said personal piece to have more shots available. And I've got some rather interesting ideas thanks to a series called Forgotten Weapons on YT. One is a Colette gravity pistol, the other is a Guycot chain pistol. The latter might be pushing it for "early" in terms of firearms, but the former is definitely in the appropriate tech range.

@Miranda: I know about the lack of early spells, which is fine. I'd be more in it for utility spells and (if it goes far enough) Craft Wand. Because even without spells to shoot, I can feed spells into the gun(s) for enhancement bonuses and weapon abilities, and nothing says a wand can't supply the spells instead of me directly.

I don't know about getting spells past 4th level though, that'd require upping my Int score, and since I planned to dump my increases into Dex as they come--you know, the whole light armor/shoot-y gun/fineese-y blade thing--I don't know that dumping two of those points into Int is a great idea. Plus, it would require giving up a lot more gunslinger levels and their bonuses, at which point it wouldn't really be a dip any more.

With the gestalt being available, I could either cut off the dip with just two class levels at Wiz 5 (get my item feat then), push two more levels to Wiz 7 and get my lone 4th level spell, or go the full 5 levels that I'd been considering and (with the gestalt's 3 added in) get the full allotment of castable 4th-level spells.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Sadly you get pretty much everything you need from gunslinger by level 7 and you might as well pick another class afterwards.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Kith Jeova wrote:
Sadly you get pretty much everything you need from gunslinger by level 7 and you might as well pick another class afterwards.

Well, more combat feats, more nimble, more gun training (the pistolero version gives more damage instead of applying to more weapons), more deeds :D.

Though I suppose I could go Gunslinger (Pistolero) 8/Fighter (TW Warrior) 8/Wizard (Spellslinger) 3 (gestalt) + 4.

It would be a weird, weird, build.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Speaking as someone who has built a "Marksman 2 | Ranger (Woodland Skirmisher) 1 | Vampire Hunter 1 | Aegis (Trailblazer) 1 | Warder (Zweihander Sentinel) 1 | Warlord (Steelfist Commando) 1" it really doesn't seem that weird to me. :P


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HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

So I've been carefully picking apart Boros to get the VMC bits out of his sheet, and I'm surprised to learn that it didn't do a whole lot of anything for me. At this point in the game, all I got from it was +1 bonus to melee attacks (but only for allies) when threatening a target of a challenge (which I got to use a whooping 1/day).

In the (distant) future, I would have gotten two free teamwork feats that I could share the benefits of.

From adding wizard, I get a few new class skills but only Spellcraft matters, and no ranks in that just yet. BAB and HP are gunslinger, but I pick up a +2 increase to Will saves )Mordred, I know you want to stage the acquisition of the Wizard levels, but can I add the full save right off the bat to avoid any record keeping mishaps? Because I'm just about certain that we'll forget otherwise).

And for class features, I get arcane gun, the Gunsmithing feat (which I already have, so no benefit there), mage bullets (and lose all cantrips, but add read magic and detect magic to my list of 1st level spells known, and school of the gun (which makes Divination, Enchantment, Illusion, and Necromancy his opposition schools; this is a little funny because both of the two cantrips that he can cast as 1st-level spells are now in an opposition school, and by the rules not actually castable until he gains his second gestalt level and can pay the doubled slot cost :D.).

I also get a single 1st level spell per day to cast, and 5 1st level spells known, increasing to 2 1st level spells and 1 2nd level spell spell per day and 2 additional 1st level spells and 2 2nd level level spells known. Those spells known will be (in order chosen) shield, abundant ammunition, magic missile, alchemical tinkering, caster's fortune, fabricate bullets, damp powder, full pouch, and cat's grace.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Sorry, another pbp has just finished a branch in a somewhat sad way. I'll need to wrap up my thoughts on that. But I haven't missed that we got bright and shiny and plot filled posts. I will get stuff done here too! Eventually :p Hopefully by Tuesday at the latest.


Hells Rebels Tactical Map

RIP Ilvah.
Aye, pity it turned out that way. On the plus side, she very much had the chance to try and get help about her condition(not like she could have kept it secret) so chances are she was quite unwilling to be redeemed. Still sad.

@Boros: Yeah, take the full save bonus now, it's mostly about the spells.

@Shiny new posts: Am on a business trip today, not sure if I will have time in the evening. I'll try.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Like the private investigation angle. And, I'm guessing for stranded adventurers its either that, bar fights or being hired muscle that's available on the job front right now, so we might have some anonymity. Until Thrune passes a declaration against violent fun that is!


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

If they pass a law against violent fun, how will the devils pass the time? :P


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Nezari Neilrotti wrote:
If they pass a law against violent fun, how will the devils pass the time? :P

Obviously by selling licenses to have violent fun.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

There's an appropriately devilish thought.


Hells Rebels Tactical Map

*excitedly scribbles down notes*


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

...and they should hand out free drinks to all tieflings! That'd be devious. Yeah.


Hells Rebels Tactical Map

*.*scribble*..free drinks....poisoned.*scribble scribble*..tieflings...*


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

>.<

Can't they just make it electric or something? Just a little, so it only hurts lawbreakers trying to steal the free drinks. That's lawful and evil :p


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Well, I felt compelled to do a thing:
https://www.youtube.com/watch?v=kyE3NvshUfE
Feedback appreciated. 25 minute ramble tho.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Just clicking the link and seeing the title; was mildly worried paizo had committed some sort of horrible atrocities. Then "oh it's about 2e". Then again "oh ..."


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

It's nice that the topics are linked, so one can look it up.

(I'm not sure how relevant it is, but your camera seems to switch brightness a bit every time you turn your head. :p)

There are some umms. Not terribly many, I'd do worse for sure. It's a hard thing to fix!


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

It was an interesting listen. A bit vague, but yeah that's probably fine since it had homework attached to it. And tbh details are more morbid curiosity then something required for an overview video.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Thanks for the listen. I wasn't ready to launch the channel at all as I actually want to video edit and things rather than just do things in one take but I felt like I should address issues at the company.


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HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

Well, from a standpoint of sheer 'are you speaking well', you hem and haw, and approach everything slowly and delicately, and hesitate to speak. You make statements that hedge your bets so much that you seem to sound uncertain of your own points. This is not great from a "present the information" standpoint.

I think if you spoke more decisively, and just went through the issues without saying things like "I'm not sure how/if I should say this", the run time would be about half the length and you would sound a lot more confident in your beliefs.

If your goal is to make a well-edited to the point informational, you need to watch your video back again, write down a script, cut out the hedging on every issue, and go again. If this is meant to be a casual 'just a guy speaking his stream of consciousness as he thinks through things' type of presentation, it's fine as it is, even if it's not my personal cup of tea.

TL/DR: It was faster to read the sources than listen to you summarize them.


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Hells Rebels Tactical Map

I did listen to it, but to be honest, mostly out of courtesy.
With work, kids, and a passion for games, my schedule is quite full. I never watched any such channels, listen to no podcasts(no matter how often some get recommended) etc.
Basically, I am among the worst possible people to give feedback on this type of video, because I never usually watch this kind of thing.
So take that in consideration - I did notice some 'umms' as well(most noticable to me in the early minutes), and being more concise in making points would be welcome - basically both elements already mentioned by Nezari and Miranda.
Also, 25 minutes is a long time to hold the attention during a presentation. In professional settings, you would swap speakers/presenters every 5-10 minutes (a new voice and speech pattern helps refocus on the content) - Alternatively(if no other speaker is available), some fancy graphics or simple animations to underline some of the concepts - I know that is not equally suited to all topics, but again, it helps with focus(there is a reason powerpoint or comparable is the industry standard for presentations).
If there is only voice, then I don't feel compelled to watch a video of a guy talking, so I may browse imgur or check new posts, or read work mails - all things that distract me. By adding some graphic aspects or presenting parts of the information by making use of the video format chosen for delivery, I would be less likely to do other stuff in parallel. Alternatively, make a script and shorten it to a more digestable 5-10 minute stretch by distilling the points you want to make.

That said, that is offered as constructive feedback. I know that I would do a much worse job at that(which is why I don't even consider doing it), so please don't misunderstand criticism as negative. I couldn't do it any better, but maybe I can help you in some small way.


Yeah, I agree I need to be more energetic. Plus I need to brush up on my high school essay writing skills and put my point up top (Paizo upper management needs to get their act together) and repeat it at the end etc.

A fair bit of that comes with editing and some of it comes from subject matter that isn't well served by youtube energy hah. Hedging was important to me in a case where I'm only going by second hand information between two obviously hostile parties, corroborated though the events in question may be.

I might not create another video as honestly, no time, but, constructive feedback is what I need more than anything else and I really appreciate both of your times.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

I will say I agree with Mordred's point about fancy graphics. The times when I have watched things like this, it's typically been World of Warships related, where I listen to a guy stream of consciousness talk about stuff, but there's also a game of WoWs on the screen to watch and keep your attention.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4
Nezari Neilrotti wrote:
I will say I agree with Mordred's point about fancy graphics. The times when I have watched things like this, it's typically been World of Warships related, where I listen to a guy stream of consciousness talk about stuff, but there's also a game of WoWs on the screen to watch and keep your attention.

Yeah, I've seen those, hanging out on twitch style. Nah I think for the actual real purpose of the site I'd go down the better edited with powerpoint type videos.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

When/if you get to talk about the game, there's probably related things you can show. 2e isn't under the open game license is it? If it is/was just showing the relevant rule box is handy. And I wonder if paizo has a presskit or something with art to use when talking about it?


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Rules are fully OGL and the community use policy should cover a lot of art setting stuff etc.


So in non-campaign matters, f#%+ Skyrim, and Fallout 4 as well while I'm at it.

I've got a potato laptop that can, mostly, run both of those games. The caveats are that I have to dial the settings to the absolute minimum and tweak the resolution to the very edge of what I can still make things out on the screen with, but still have it small enough to squeeze what performance increase can be had.

I also have to keep my mods tightly restricted. None of the insane lists of graphical tweak mods, for one obvious example (I have two of those, one for the map and another that covers weather effects and skies). No heavy use of content mods (again, I have some, but they're all carefully chosen to maximize what they offer while minimizing potential conflicts and storage requirements).

Oh, and I fine-tooth comb my load orders and obsessively make sure that it's all patched up proper where needed, anything to squeeze to just a bit more performance and reduce the chance for f##@ery.

And, for the most part, it works well enough. Until it doesn't. Today, it very much didn't, to the extent that I ended up just completely flushing all of the Skyrim mods entirely, dumping my saves, and keeping the game vanilla (with absolutely no intention at all to play it) for the sole purpose of logging in to collection any Creation Club freebies on offer (and Fallout 4 entered that same status a couple of weeks back).

How did this happen? I was in one of the werewolf hunter camps, cruising along just dandy, and reached what I think is the final room. Well, there's a dude in there with nasty magic hammer who kept dropping me, so I had reload a few times. Still, I eventually figured out how to approach this fight and was about to do so when the game locked up. Had to use Task Manager to kill it.

And when I got back in, I learn that my game is f%#!ed in some arcane fashion; get a CTD within a couple minutes of loading, multiple times. Get a CTD when trying to save the game, then CTD when even opening a menu. Reload an older save, works well until I reach that room again, at which point the CTDs (after a few minutes, when trying to save, and then when trying to open a menu at all) resume. Leave the camp entirely, still get CTDs. Reload an older save, leave the camp, and CTD once more.

Reload a much older save, from before I even entered the camp. Hey, no more CTD! Oh, but now my followers are f&~&ed up. One of them won't wear the equipment I give them. Then they wear, but only some it. Then they wear all of it, but only in certain places. Ugh, reload another much older save, problem goes away. All is well, I'm playing and though I'm still on a low boil about the wasted hours and ensuing frustration, it's good. I'm cruising around Whiterun, doing the things.

And then I CTD again. Restart, load the save, play a little more. CTD. Restart, load the save, play a little more, open the menu to save. CTD. Restart, load the save, try to open the menu, CTD.

Thanks to the complete and utter lack of error messages, I can't even figure out if it's the laptop, if it's the mods, the game, or whatever. I mean, even it didn't lead me to a workable solution, just having something along the lines of "a fatal exception has occurred in module 'f$&%youfortryingtohavesomefun', would you like send an error report?" would help. But nope, nothing doing.

So f!$+ Skyrim and f@~@ Fallout 4. I really want to play them again but it's apparently just not going to happen until I can get a system decent enough where I know, beyond all f!$!ing doubt, that it's not my hardware at fault.

Anyway, anyone know what happened to Varuzhan? Has he been lost to us?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Random thought - any fruit, rotten or otherwise, that's poisonous to dogs?

A quick google search says the following shouldn't be fed to dogs:

Cherries contain too much cyanide and *may* kill them.

Grapes are apparently very toxic to dogs and may lead to acute sudden kidney poisoning.

Tomatoes/potatoes are kinda bad, but only really the green bits. And they'll need a lot.

Onions can lead to a whole lot of complications that may be fatal to an underfed dog.

Out of these options grapes - or grape derived things - may be our best option.

Or, you know, fruits laced with something more fit for purpose thrown where the dog can reach it. Actual poison or just a bunch of rusty nails. Maybe we don't want anything too quick though :p

Now I'm going to go ponder why I'm thinking about killing dogs on my spare time ...


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Also you have my sympathies on CTD. Especially ones without any sort of feedback. Really sucks :/


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Might be, at worst, signs of a failing hdd? Could be worth running those tests once or twice during some downtime, just in case!


Hells Rebels Tactical Map

@Skyrim&Fallout: I went through all of the games once, swiftly, unmodded, to 'get the storyline' out of the way.
Then I modded the hell out of them and simply considered it a fancy sandbox that I was certain would eventually bug out and break.
I'd enjoyed them while it lasted, maybe restart once to do something radically different, but then shelve them again. After the last time, I decided to wait for the next instance.
That was, what, 5 years ago? But Elder Scrolls seems to be stuck in a Skyrim-Loop, and Fallout decided to go full retard with the online thingie with a subscription model.
So, still waiting. Next PROPER instance gets another go.

@Miranda: Yeah, you could probably murder the dogs. They are ferals to begin with, though. It would certainly piss Thrune off, but that's if he is even told about it. (The Dottari encouraged throwing stuff at the prisoners, they may decide to try and hush it up rather than face the music if something goes wrong...then put new dogs there and change the rules so throwing stuff is forbidden and you can just go and give the convicts a paddling.)
In summary, you are probably better of not worrying about replaceable dogs :)


Miranda Greenblossom wrote:
Might be, at worst, signs of a failing hdd? Could be worth running those tests once or twice during some downtime, just in case!

Bite your tongue on that, lol, I don't need that kind of problem right now. But no, I think it's just a combination of low spec hardware, mod interaction, and good ol' Bugthesda's quality coding doing it's usual sterling job of shitting the bed at a moment's notice.

Mostly I'm just irritated because I had an almighty urge to play those two games specifically. Not 3 or NV, not Oblivion (all of which I have), but 4 and Skyrim. Oh well, leaves me more time to get stomped playing Wrath of the Righteous.

Speaking of which, I'd give the game a 6/10 right now. It loses a point for the bugs (which Owlcat is working steadily on quashing, so that'll come up). And the other points are for the gameplay itself. Specifically, the issue of spellcasting in a game where your core opponent group has: spell resistance, energy resistance (or outright immunity), and generally high saves that render a good chunk of the casting almost useless until you start getting the many (MANY) feats and mythic path abilities to overcome that.

Not that martials have things too much easier themselves, what with frequently high ACs to work against and high attack bonuses to suffer through. Oh, and the lovely little issue of most of your magic weapon loot/purchase choices being fundamentally worthless because you'll need either cold iron or +3 or better to actually make a dent in most demon hides (I say "most" because there's a few bastards running around with two different sets of DR, generally one for cold iron or magic and the other for good). But hey, now you've got a reason to make use of those four quick weapon slots now, you can slap a cold iron (hopefully masterwork or magical) weapon in one, then set the second for non-demons, a third for ranged, and then the fourth for whatever. And if you have a particular weapon, like an estoc or curve blade, that your main uses? Well, there's a reason that Owlcat added that one talking Swiss Army weapon to the game, because otherwise you'd be f%*@ed good and proper trying find a cold iron and/or magic version of those.

Basically, if you want to play at anything past the "just for fun" difficulty you'll need to A) tweak your difficulty settings (and forget about the achievements for playing any of the preset difficulties in doing so), B) min/max hard on both your main and all of your companions, or C) just get used to sucking and reloading a save.

Aside from that, however, it's a good game. I'm liking the companion plots--even if some the interactions are unintentionally hilarious, like when a character relates an emotionally-charged bit of their history, and then says something like "Thanks for talking with me!" when you exit their conversation--and having the mythic paths influence your interactions as well is a neat mechanic. The army bit has been okay, though it's kind of like one of those RTS games in that the first unit you get is the one you end up dumping all of your improvements on, because it's the one getting the job done, so you dump more improvements to tackle harder enemies and then you realize you've got this one monstrously developed unit that can only be one place at one time, and a bunch of odds and sods that'll die from nose bleed if they sneeze too hard :D.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Those games are too long. I backed them, but even on story difficulty I just don't have the time.

If demons are resistant to arcane magic basically then wouldn't they be vulnerable to good divine? All the smites and good based blasts should chew them up I would think.

Sorry combination of work being intense and Kith not having much to say means I'm not contributing on the main thread.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Kith Jeova wrote:
Sorry combination of work being intense and Kith not having much to say means I'm not contributing on the main thread.

You're an alchemist, do something alchemy-y. It'll keep you busy enough (in-game) to excuse your silence and get us something useful. Well, as long as you don't screw the Craft check :D.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

Given our circumstances with you being strapped for time between kiddoes and job, I'd like to ask before we decide on a course of action, which of these hooks you're prepared for us to follow through on. I don't want to follow some flavor text and end up needing you to homebrew a whole adventure arc.

As I understand it, here's where we could go:

Rescue people from doggoes.
Hellknight dissent in the ranks.
Investigate missing kids.
Investigate closed school.
Look into getting more space.
Look into smuggling through the docks.
Look into smuggling when the restrictions on trade lift so the people don't starve.

I don't imagine you have something prepared for ALL of these, so if you could narrow down the list to things you'd like us to engage with, I think the sacrifice in verisimilitude would be worth it for not having a several month de-facto hiatus.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Honestly, I rather suspect Mordred has options for anything he's mentioned. He may not have it fleshed out start to finish, but definitely enough to wing it depending on how we approach any given plot hook.


Hells Rebels Tactical Map

Both is true.

First, I am currently sticking closer to the original AP with some aspects, so that I can just run some things with very little preparation at all - I'm still giving it a spin and sticking with those things I altered previously. (and when I have more time again, will deviate more again, but for now I think it's best to stick closer to the published material simply for time efficiency).

Rescue people from Doggos: Prepared(altered from published)
Hellknight dissent: Prepared - there's also a lady wanting to talk to you about this. *hint hint*
Missing kids and closed school: Semi-prepared. Both are part of the rumors. Not everything in rumors is necessarily relevant at the time you first hear about it. I'll say that you can move forward now, and I'll roll with it, but in theory both of those plotlines would become relevant or be resolved at a later time.
Look into getting more space: Opportunities may present themselves if you do things. It is more of a push to be on the lookout for them rather than an attempt to force you to act now. So depends on your approach. Technically prepared but if you want to get involved in real estate dealings, I'll wing it.
Smuggling: You will want ways to leave and re-enter Kintargo. While most of the stuff takes place in the city, there are some destinations nearby we will want to visit. So yeah, prepared - it will also be a plot point in the near future anyway.(as you say, people are not happy about this).

Boros has the right of it that I did come somewhat prepared this time around :) There are also other plot points - the puzzle box, the looking glass, even the chest you purchased. But I figure those are all side stuff and I'll not push them right now so we don't get bogged down :)
(but not forgotten).


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Yeah I'm curious about all three of those last points. But let's save the sidequests for later!

I'd say we see what's up with the Hellknights - because that might just be a nice way to grow our rebellion and add motivated + competent people. Which may have contacts or skills to solve other things.

If we can make a mockery of thrune's dog-based executions that'd be great too.

Those seem like the most time sensitive things *we* actually have a duck in the race for. Since they're both directly rebellion related while the children/school is a delicious mystery but not currently for/against Thrune.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Puzzle box and looking glass (and I'm assuming you're using the telescope definition of the term, not the mirror definition)? I don't recall those.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

The magnifying glass was something Miranda bought as a divination focus from a pawnshop. She got a discount since it was haunted. The haunting seems to have a murderous sidequest to resolve :p


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

We acquired the puzzle box here! I'm fairly sure we did poke it a little afterwards but to be honest I don't recall much more either...


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Oh unless of course there's an telescope looking glass as well! In that case I'm just as lost :D


Hells Rebels Tactical Map

Na, you got it right, it was the magnifying glass. Sorry :)
Of course, there will be a looking glass in the mirror definition at some later point, too. But right now it's just your focus thingie.

And yeah, you poked the box a while but there were some parts that needed time and we had to 'wait' on that. Just saying we can pick that up and do one or two checks retroactively then, but for now I'd like to pick up some pace with plot again.

I just wanted to make clear that such things are not swept under the rug and forgotten, I am very aware of several things, it's just a matter of timing.

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