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Cake day: March 20th, 2024

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  • If I was them (and in a way I am) I’d probably kill the witnesses and bail.

    So I totally get this conclusion, but I think it’s worth slowing down and considering whether this makes as much sense as it seems at first glance. The fact that magic exists means that simply killing someone simply doesn’t do much to shut them up, if a sufficiently powerful entity is willing to spend the resources. The fact that undeath exists means that killing someone has a very real risk of making them a bigger threat than they were in life–it’s not like you can just stab a ghost. Cultists, being familiar with eldritch powers themselves, know this full well. This means that keeping people merely out of communication might be the simplest way to achieve their actual goal with the minimum of fuss. They don’t need someone quiet forever, they just need enough secrecy to achieve their goals. Murdering every person who takes an interest in them is mission creep.

    Also, keep in mind cults generally exist for specific purposes, and people join them for specific purposes. These purposes aren’t necessarily overtly evil at the rank-and-file level, which is integral to their recruitment. The turnip farmer who wants to resurrect a dead harvest god to grow more turnips might be okay with some dodgy rituals the church wouldn’t approve of, but straight up committing multiple murder might take some working up to, if he can be talked into it at all.

    So in short, consider what your cult wants, and assume a degree of rationality and thoughtfulness (at least, when they’re not channeling horrors from another plane). What do they want, and how the party could provide what they want?


  • You get medals and requisition points from playing that you can use to unlock new stratagems, which includes everything from weapons to orbital bombardment. Medals get you new weapons, cosmetics, etc. You also find samples you can collect on missions, and these unlock permanent upgrades for stratagems. There are player levels, but these just unlock new titles once you get past the basics.

    The battle pass equivalent is Warbonds, which include new weapons, armor, cosmetics, etc. Unlike most games, warbonds don’t expire and you can find enough premium currency while playing to get them without too much trouble.

    On the whole, new warbond weapons tend to be different rather than obvious upgrades. The default assault rifle you get stays perfectly viable throughout the game.







  • Orbital stratagem timings make no sense, and are strictly a gameplay balance issue that *cannot* be realistic: the loading screen shows the first helldiver drops well outside the atmosphere and take several minutes to reach the ground, but turrets take 3 seconds to deploy?

    I assumed this was because equipment can endure acceleration that would make a person pass out, or at least be combat-ineffective on landing. A trip from the Karman line to the ground in a few seconds would involve some deeply unpleasant G-forces…in opposite directions, back-to-back.

    Come to think of it, this might explain why different gear has different call down times, as more fragile stuff might require a slower and (relatively) gentler drop.


  • For safety reasons, a magical museum might well want to avoid putting actual items on display, especially since Illusion magic makes it trivial to create simulated substitutes crowds can safely interact with. This also keeps security budgets manageable, since even a magical museum probably doesn’t have the kind of money to protect the arcane equivalent of a small nuclear arsenal.

    So the museum researchers might be happy keeping items on indefinite loan, as long as they know the borrower and have guaranteed access when they need it. This way the mage owning the item is responsible for keeping it safe, and arcane historians–who definitely didn’t spend all those years in magic academy just to play guard–don’t have to.

    As a bonus, this method gives the party a quirky but knowledgeable NPC contact who can give them clues or set up sidequests whenever you need.



  • I’ll preface this by noting that the sin of sloth has traditionally been understood to be a sin of omission, not just commission, i.e., you are insufficiently devoted to the things you ought to be.

    Which means you could, in theory, have a (reflavored tiefling) devil paladin so devoted to sloth he works against evil causes. He’s not interested in good per se, it’s just that advancing the interests of good and traveling with a good adventuring party has the best ROI for failing to carry out his evil responsibilities.

    Naturally, this has caused a fair amount of controversy among sloth devils, and there is a multi-century trial going on in the Hells about whether this ought to be allowed. This is not expected to be resolved in the foreseeable future because the advocates for both parties keep filing their responses well after petition deadlines expire.





  • FermiEstimate@lemmy.dbzer0.comtoPatient Gamers@sh.itjust.worksFallout 4
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    2 months ago

    Maybe a controversial suggestion, but my advice is to ignore the Minutemen stuff until late in the game. Just don’t even go to the museum until you’ve followed some leads and want something else to do for a bit.

    This is definitely not the intended way to play, but I promise the story flows so much better without it. Setting out to find your kidnapped son just to immediately get sidetracked helping some uncharismatic misfits set up mattresses is just an underwhelming start to an otherwise decent game.

    Doing all this stuff later on, when you’ve actually demonstrated you’re a badass survivor and the OP gear you get free from the Minutemen quest actually feels earned, just feels much smoother. It’s a great coda that they unf put two minutes into the game for some reason.