Eagle0600

joined 1 year ago
[–] Eagle0600@yiffit.net 38 points 7 months ago (1 children)

Some people really would say "nah, I'd live/I know how to do it safely, but I can't afford the fine."

[–] Eagle0600@yiffit.net 31 points 7 months ago

The moire pattern in the thumbnail is pretty nice.

[–] Eagle0600@yiffit.net 6 points 7 months ago

Hmm, not quite as bloated, especially in the nose, as he should be.

[–] Eagle0600@yiffit.net 1 points 7 months ago (1 children)

Just one. I've never had a compelling reason to have another, but if I did it would probably be just one more.

[–] Eagle0600@yiffit.net 6 points 7 months ago (1 children)

That's not a problem.

[–] Eagle0600@yiffit.net 5 points 7 months ago* (last edited 7 months ago) (1 children)

Just drawing the situation out, even roughly, is already an enormous step forwards from theatre of the mind, and is doing most of the heavy lifting here. It's also not "theatre of the mind," like the original poster is implying. It's a map, just one without grid-spaces or precise distances.

[–] Eagle0600@yiffit.net 71 points 7 months ago (13 children)

I like that this can be interpreted as implying that Heracles is a Disney villain.

[–] Eagle0600@yiffit.net 4 points 7 months ago

This works for situations where exact positioning isn't too important. When want to have AoE spells, move speed, flanking, and battlefield control, it generally because difficult to ensure that the GM and the players have the same picture of the battlefield. Even just drawing it out roughly can help a lot, but pure theatre of the mind really works best when you only care about distance rather than relative positioning and complex battlefield conditions.

[–] Eagle0600@yiffit.net 6 points 7 months ago* (last edited 7 months ago)

It did the moment Rogue Legacy came out and people who've never even heard of an actual roguelike described it as a roguelike.

[–] Eagle0600@yiffit.net 4 points 8 months ago* (last edited 8 months ago) (1 children)

Before I went to Paris, I thought the Eiffel Tower was just ugly.

I still think it's ugly, but now I know it also has a quite impressive physical presence when you're basically standing right under it that doesn't really come through in pictures. I still wouldn't want to live near it, though.

[–] Eagle0600@yiffit.net 3 points 8 months ago

I have never played Hypnospace Outlaw, but it sounds like a solid maybe.

[–] Eagle0600@yiffit.net 6 points 8 months ago* (last edited 8 months ago) (2 children)

That's not really what this meme is talking about.

Almost all games are about mastery in some way, in which you use knowledge to progress, or to make progression easier, but the games listed have knowledge as progression itself, which is different. Imagine if simply knowing how to perform the right jump let you skip straight from the first chapter to the final climb up the mountain, and furthermore that the game expects you to do precisely that, and that's the kind of thing this meme is about.

 

If your character's starting off at level one, they're really only getting started with adventuring. You can let that be reflected in their backstory.

If you want to play a badass, starting above level 1 is allowed, though probably not recommended for new players still learning the rules of whatever system you're playing.

 

As a 1e GM, I'd probably allow this, but I'd require you to take the Half-Dragon and Two-Headed templates and put you a few levels behind for it.

 
 

This is a guide to achieving durable total concealment in combat. Durable in this case means that the concealment does not end or degrade the moment you attack your opponent.

This guide is derived from a comment I made back on Reddit years ago, but I believe it would be appreciated here. I made the comment to answer a question about sneak attacking at range, and so it is mostly written from that perspective, but I have made some slight alterations to post it here and it could also be useful for other purposes.

Categories

There are four practical ways to become concealed from an opponent in combat in such a way as it will not wear off the moment you make an attack. They are as follows: Blind your target, utilise darkness, utilise obscuring conditions such as fog or smoke, or finally becoming invisible.

Blindness

Several spells can blind your opponents, including the 1st-level spell touch of blindess and the classic glitterdust. As a bonus, convincing a friendly mage to go this route should be pretty easy, since blinding your opponents is a great debuff anyway.

The dirty trick combat manoeuvre can apply blindness for a round. A familiar with the prankster archetype should be able to pull this off, though a friendly melee fighter can also build for it. Greater Dirty Trick is important here to make the blind last more than one round, and Quick Dirty Trick lets them do it in place of one of their normal melee attacks. Unfortunately, it is very difficult to reliably perform dirty tricks at range, so if you prefer to attack at range you will be relying on the melee combatants to do this for you.

Darkness

If your opponent doesn't have darkvision, but you do, a simple darkness spell (or other way to turn out the lights) will grant you total concealment. This is unreliable since so many of your opponents will likely have darkvision, but the night blindness spell can turn this off.

If you can get the "See in Darkness" ability, you can use deeper darkness to disable regular darkvision, which will work for almost all opponents apart from devils. Ways to get See in Darkness include the advanced rogue talent by the same name, getting a Rod of Shadows, or playing a tiefling and taking Fiend Sight twice.

Wielding a rod of shadows could be tricky. You could use a one-handed weapon or get an extra arm to hold it in. If you fight in melee, you could also use the spellsword spell, which has a good duration.

Obscuring Conditions

Very few creatures can see through effects like obscuring mist, so if you can get some way to see through such effects yourself, you can gain very effective concealment.

If you're playing an Ifrit, you can take the Firesight racial feat to be able to see through smoke, then find some way to fill the fight with smoke, such as using a smokestick, either on its own or as an alchemical power component for an obscuring mist spell.

Ashen path cast on you will allow you to see through not only magical smoke but also magical fog and mist and similar obscuring effects, while a Goz Mask will work for even nonmagical obscuring conditions.

Obscuring mist is the obvious way to create obscuring conditions here, but you could also get a Saltspray Ring (GM permitting, it is from an Adventure Path) and have as much mist as you want, and it follows you.

Invisibility

A very obvious option is to use greater invisibility, although that only lasts a very short duration.

If you play a ninja, the vanishing trick ninja trick will let you get one sneak attack as a swift action, and later invisible blade will extend it to the whole fight, letting you get full attacks with sneak attack on every hit.

An Amulet of the Blooded can get you Fey bloodline powers as a 9th level sorcerer, including the ability to use greater invisibility for 9 rounds per day. The action to do this is unclear; since it isn't stated, RAW it's a standard action, but based on the comparable Illusion Wizard school power, I believe it should be a swift action.

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