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About Ertrick36

  • Rank
    Creepity Creep
  • Birthday 03/28/1995

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    Wide range of games (e.g. Metal Gear, FE, Sims, The Legend of Zelda, Fallout), politics and themes in creative works, music, lets-plays/streams, friendly discussions, bad hacks or bootleg games, oddities, and sometimes discussions about PC hardware might peak my interests.
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    Zanzibar Island, 5 PM

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  • Favorite Fire Emblem Game
    Three Houses

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    Oboro (FE World)


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  1. You can actually change to an unplayable class easily enough with a save editor - you can even do so for characters that aren't Corrin. Sometimes this results in... very weird things (often characters' heads being attached to the model in ways that look very bizarre), but to my knowledge it doesn't crash the game. Might incur a shadow ban, though. Also, I think you'd have to use the save editor to give them a breath weapon. Never tried it myself, but I've heard enough from other players and seen that you actually can, in fact, change to a feral dragon in the save editor. As for the actual fundamental gameplay side of the challenge... Feral dragon has insanely high base stats and pretty good max stats. Endgame might be tricky, but most of the main game will be a breeze. That said, if the only limitation is that Corrin has to be a feral dragon, it's stupid easy because everyone else could make up for a feral dragon's shortcomings. It'd be more interesting to try to solo the game as feral dragon!Corrin. I don't believe you need the Yato to defeat Anankos. Might be difficult (or tedious), sure, but I'm sure it's possible.
  2. Hmm... depends on which character you want to see without a nose. It's no secret that the ending marriage reward is... basically a CG still of questionable quality (funny enough the CGs of the male partners are better done). And there's the ending narration/confession dialogue. It isn't like Awakening or Fates where choice in marriage has gameplay ramifications as well. In terms of the CGs, Annette and Ingrid's stills... well, they're not too weird-looking. Flayn actually looks like she has a nose, so she's one of the better-looking CGs. Same goes for Mercedes. None of them are quite like looking at Edelgard's... derpy CG face, I'll say that much. In terms of the actual content of the confession and endgame narration. Well, I can't really speak to it much. I like that Mercedes' story leads up to her choosing to marry whomever she wants instead of whomever her father wants her to marry, Annette's just simply very likable to me, and Byleth's one of the partners for Ingrid that won't make her give up her dream of becoming a knight. I would make comments about marrying Flayn, but if Seteth doesn't somehow manifest into a real-life person and snuff my life first then I know @Silafante will come around to the life-snuffing part in Seteth's stead in time. I think my recommendation would ultimately be Ingrid or Mercedes.
  3. I think they did a decent job balancing the weapons the way they intend for them to work, and it's in large part due to the durability system. Standard Weapons - The fodder weapons. In most RPGs, these weapons would have a progression system that worked like this: start off using the low-grade stuff, find mid-or-high-grade stuff part way through, continue using the low-grade stuff throughout because it's plentiful, use mid-or-high-grade stuff only when facing tough opposition, then mid-to-late game you switch to using the mid-grade weapons as your fodder weaponry and maybe even the high-grade stuff as fodder for the last stretch. To this end, Three Houses does just fine. Specialty Weapons - Niche weapons. Maybe not actually used in the ways they're meant, but interesting regardless. I feel like most people don't just use them willy-nilly, but are probably inclined to burn through their uses by demolishing strong enemies weak to them with combat arts. I think ultimately they didn't quite work out so well because most enemies that are weak to specialty weapons either come late game or are also weak to magic. I'll get to that later, but my point is that people probably won't be regularly bringing in maces and horseslayers simply because they're low on uses and have niche usage - they may use them infrequently enough that they'll even forget to bring a bunch of horseslayers to a map filled with horsemen. Magic Weapons - The hybrid choice. Only really good for a select few characters - Edelgard, Felix, Ingrid, Manuela, and Lorenz. If you try to make Annette efficient with axes, you either better train her in heavy armor to get that -3/-5 weight skill or enjoy wasting a unit's potential, and Marianne's not gonna see much use out of a levin sword unless the player wants to turn her into a flier. Sure, not many spells match the lethal levels of a bolt axe's 14 might, but considering its weight is 15 and that most mages won't be able to easily offset that, along with the fact that it only has 25 uses and thus would need frequent repairs, it just isn't really worth it for mages to use. And it sure as hell sucks to use for a physical combatant. Ever tried getting Raphael to kill an enemy with a bolt axe? It'd probably break before he was able to kill the enemy, and at that point it'd probably be a more efficient weapon anyway. Relics - What I said about standard weapons applies here, except these weapons pop up all throughout the story to be used by specific characters. Interesting that the relics only work to maximum effectiveness in the hands of certain characters, and also interesting that those that don't bear crests will get damaged when they try to use relics. They're high-grade weapons you will always want to save for a rainy day. Magic - Ho, magic is... well, it's kinda busted. Or at least, Lysithea is busted. The problem isn't that it's replenished after every fight, the problem is that a lot of enemies have lower Res than Def. That, and a lot of units that are weak to specialty weapons are also pretty weak to magic. Why use a hammer at all when you can just have Lorenz incinerate an armor knight from the inside? Why fight the Death Knight with a horseslayer when you can just dark spike him with Lysithea, who's enough of a nuke that she'd probably just one-shot him? In the right hands, magic is to Three Houses what scouts were to Valkyria Chronicles 1. White magic sucks for combat, but that's to be expected. I mean, it's goddamn white magic, it's not meant for offense. With that said, the white magic specialty class, the Holy Knight, is obviously inferior to other magic-wielding classes. When it all comes down to it, the thing that makes this balance work is the durability system. You aren't scared into never using certain weapons for fear of them permanently breaking. You can always repair a weapon, given you have the money and materials to do so. But you aren't permitted to use weapons with total reckless abandon, partly because of the cost to repair but mainly because they may break when you really need them. You aren't actively discouraged from using the Sword of the Creator - you can definitely make use of it without worrying about it becoming permanently unusable - but you also can't just use it all the time as your primary weapon because you'll blow through its 20 uses like it's nothing. Really, it's kind of a brilliant system, and it really makes you wonder why they stopped using it after the Kaga days until this game came around. It's not perfect, sure. But I think it's better than it's been in the past. I definitely prefer the weapon balance in this game to how it was done in either Awakening or Fates, the former which didn't do enough to discourage one's use of higher-tier weapons and the latter of which did too much to discourage the use of those same weapons while simultaneously doing nothing to balance the prf weapons, because everyone knows the lightning lobster king isn't broken at all with that thunder stick.
  4. I'm not sure... Reason I say this is because Byron uses a broken Tyrfing in combat if he's unfortunate enough to be caught by the enemy, so it isn't like NPCs are incapable of using broken weapons. I can't imagine if she had a broken thunder tome that it'd either auto-fix itself or that she'd get a replacement weapon for it, even if she had weapons in storage. Then again, broken tomes function differently from broken physical weapons, so I have no frickin' clue. I guess you get to be the first person to test this and report how it went, buddy, how lucky. Unless she somehow got a weapon that had a 50+ kill count on it, I wouldn't worry too much about Julia killing anyone. Hell, I'd almost propose trying to manipulate her AI into chasing down Seliph, because Seliph laughs off magic damage like it's nothing (assuming he didn't get RNG screwed in Res). Then again, if she actually ends up without the ability to use a weapon (because I don't think one can use broken tomes), her AI will probably instead try to head straight for the nearest player-controlled castle to attempt to seize it.
  5. Here's what I think would be a most ideal for a FE branching support system, and why I think it wouldn't work and a lot of this is unrealistic wish fulfillment. First, lemme just say that if branching supports were to apply to the series, they'd only apply to an avatar character - a main character that you create. You should not be able to decide what characters with pre-established personalities say to other characters with pre-established personalities. Duh, that's obvious. But more than it allowing you to pervert the personalities of characters you didn't make, it has the potential to absolutely ruin a character's development, as the player may incidentally make choices that backpedal on their development or else the supports would be made "on budget", meaning that two roads would give you the same end. Now, what I'd believe to be the best branching support system for an avatar... would be something out of an old-school RPG. I'm talking Fallout 1 and 2. You have lots of choices that aren't formulaic or systematic. To give an example, let's say you find Setsuna from Fire Emblem: Fates caught in a snare trap in a support. The conversation would start something like this: In the example above, you're given five very different starts to the conversation which could take it to different areas and gives you a lot of freedom to decide how you want to treat the character. One even includes a stat check based on strength to allow your stats to help flavor and better characterize your avatar. This would be the most ideal system, giving you seemingly limitless possibilities for how to define your character. You could even choose to stop the pursuit of relationships with characters prematurely if you don't like them, and it could give the player much incentive to play through the game multiple times. Now, the reason this isn't viable for the series may seem self-evident. Firstly, this would create a massive workload for the development team for something that's really only a fraction of the actual game - it'd be a tremendous waste of time and resources. Secondly, Fire Emblem has always traditionally had linear, book-ended stories - they start, proceed, and end in a predetermined way. This would clash with the open-ended nature of an avatar such freedom in support dialogue - and worse, it might cause inconsistencies between the character you make your avatar into and the character the game wants you to be. So with that said, I think it also stands as an example of why true-to-player avatars just aren't viable in Fire Emblem. We ask for an avatar that represents what we see in an avatar of our own creation, but that goes against Fire Emblem's tradition of telling a grand story with an ultimate destiny at the end. The best we get is Robin, who succeeds as an avatar-lite because they are only semi-present in the story and don't take the spotlight often - being presented as the second fiddle and support to Chrom, the actual main lord of the game - and has a personality that lends itself well to the ideal blank slate that's desired in an avatar. And they accomplished that with no branching dialogue whatsoever. Now, before I finish off, contrast the Robin approach with the Byleth approach. Like I said, Robin does not have dialogue choices - they have predetermined dialogue for the story, and they have predetermined dialogue based on the supports they accrue with their allies. Meanwhile, apart from some combat and level-up barks, Byleth only speaks in these dialogue branches - sometimes there's even only just one option. Byleth is not allowed to be anything more than binary breadcrumbs of a character scattered throughout the game, naturally resulting in an emotionally stunted character that not very many will connect to. There's obviously story reasons for Byleth being this way, but Byleth doesn't feel like an avatar because Byleth isn't really much of... anything. Byleth feels more like a body you've taken possession of. And perhaps they kind of wanted that, but it was the wrong approach... or it was a possessed body in the wrong way. Instead of feeling like I was inserted into the story, I just felt like I controlled a reanimated corpse that occasionally talked. Obviously not as grisly, but there was actually more of a disconnect with Byleth than there ever was with Robin. To qualify what I've just said, I do enjoy playing as avatars in Fire Emblem games. Despite what I may have implied, I do feel like an avatar connects me to the Fire Emblem worlds in a way that a predetermined character just doesn't quite do. So when I say this, I'm not calling for a complete and total removal of avatars. I'm just saying that while the idea of an avatar saying what you want them to say is nice, it strays too much from the focus of Fire Emblem games. Fire Emblem's narrative never was about freedom to do what you want, it was about going on an adventure with an army to conquer your enemy through tactical prowess. Even with the advent of the support system in Binding Blade, the main focus was still about building your armies to fight against those you don't trust. As such, Fire Emblem doesn't need to have a narrative element that can be controlled by the player in any way. So ultimately I think if Fire Emblem 17 is to have an avatar the avatar doesn't need to have branching supports. TL;DR: Cool concept, but wouldn't work out because it takes away from the focuses that make Fire Emblem what it is.
  6. I'd say start playing the main story first and then decide from there. Cindered Shadows starts about mid-way through - I think specifically it starts after chapter 4 of the main story. To your specific points... I'm not sure if it presents much in the way of spoilers. A couple characters do talk about something that might be kinda spoilery (something about someone's hair), but so far I haven't seen it reveal any of the big stuff. With that said, you won't miss out on the DLC features if you play through the main story first - at most, you'll miss playing with the 4 Ashen Wolves characters, but all of us managed perfectly fine playing the game without them, so I'm sure you can manage too. And no, the DLC offers absolutely no introduction to any of the mechanics, it'll only give you tutorials on the newer stuff. I don't know about your experience (playing a strategy game is leagues different from playing something like, say, a shooter or an action RPG), but I think even experience FE fans might find it difficult - heck, I have been challenged by the DLC at times. Going into Cindered Shadows without playing the main game is basically dropping you off in the deep end - from a difficulty standpoint, it'd be like starting the main game from Chapter 13. And I'm gonna say you should just let the game teach you. It's funner to figure things out yourself - particularly figuring out the best strategies for beating the combat segments - than it is to let someone else tell you how to play the game.
  7. I guess if I had to pick something, it'd be that I missed the classic Metal Mario battle you got in SSB64 with that killer boppin' music. I don't remember if there was a fight with a metal character in the latest Smash's Classic Mode, but I don't think it's with Mario in the Meta Crystal stage, though I do know the song is in the game (but not the stage, which itself is pretty cool-looking). Oh, and I miss the polygon/wireframe generic fighters. Sure, it's fun to pummel the crap out of a bunch of random OCs I made into Miis, but multi-man and the Classic Mode "horde fight" just doesn't feel quite as menacing if you're fighting a bunch of cartoony figures with goofy/familiar faces instead of an army of faceless entities. Melee and OG Smash just nailed the aesthetic best - a dark stage with a bunch of foes that look like something out of a dystopic digital sci-fi nightmare. Of course, the feeling is made much more intense in Cruel Smash where the enemies hit like trucks - with Mii Fighters, the feeling is akin to fighting Akira Toriyama's Arale.
  8. That didn't stop them from having Leonie's B-support with Byleth unlock at probably the worst possible time, lmao But yeah, I think it is to normally avoid characters talking about dead characters as if they were alive. And if everyone were to only ever talk about the few characters that can't die, then it'd be the same kind of protag-felatio experience that FE:Fates was, and almost nobody liked that. I wonder if the support system will ever change/evolve beyond the traditional C-A/S conversations system it currently is - and if they'll ever make it more dynamic.
  9. I think you can also recruitment-swap with save editing - it's a more powerful tool as well, as you can change the units' stats however you wish (so you could theoretically level or delevel them based on growth rates). The only problem is the possibility of getting shadow-banned, but I don't think you'll get banned so long as you don't tamper with the unit flag settings in the FE:Fates save editor. It isn't too difficult to accomplish - unlike with normal rom hacking, all you really need is an SD card with the save data on it and a save editor. Of course, the obvious best bet is using a hacked ROM to swap the rosters around, but that's for those familiar with ROM hacking enough to know how to install CFW. That doesn't require an emulator either, but it's not easy (I think it's even outright impossible on devices that have the most recent firmware updates).
  10. They have me in the second half, too. Don't you be dissin' the great and terrible Hilda lest you desire nearly two decades of emotional abuse.
  11. Ertrick36

    DM advice?

    For your two points: I'm sure a lot of people will give all manner of advice on how to streamline the combat - it's probably one of the biggest issues people face when playing DnD, especially for those who want to focus more on roleplaying or the more story-oriented aspects of the game. My advice is to ensure everyone knows full well what their most-used stuff will use (as in, what rolls will you make for X attack or for Y spell). This includes yourself. In fact, it especially includes yourself because the DM is a central driving force in DnD. Take breaks. Seriously, that's my advice. Whether it's simply short attention spans or interruptions, people are gonna find themselves getting distracted without breaks. Or they get stir crazy sitting in one place for 3 hours straight. If you aren't doing breaks already, do them. If you are doing them, maybe think to extend them by an extra five minutes or so. Other points of advice: Be the moderator. Put your foot down whenever someone steps out of line, set the rules from the start, make up any other rules you don't think about on the spot and only consider whether they're "right" or not after the session, and don't be biased beyond maybe your desire to keep the party alive. You are where the rules start and end, don't let others push you into accepting their judgments/explanations. Of course, listen to what they have to say if they must argue against a judgment of yours, but only legitimize it if it's genuinely good reasoning. Another point on being moderator; be the emotional anchor. If discontent starts to arise or people start yelling at one another, stop the game and take steps to resolve the issue. And resolve the issue in a cool, calm, and collected manner. Don't yell or put down someone, even if you might think they're in the wrong. Being angry in a critical moment like this might sow deeper discontent within the campaign/group, so you want to be the voice of calm and reason. If there's some outside shit going on (e.g. you have a significant other who's cheating on you with one of the players), make sure that doesn't get in the way. Schedule shit. This is just general advice for any group. Make schedules and stick to them as best you can. If someone's not making sessions, see if you can't reschedule or if maybe the person not making the sessions is the issue. Remember that the purpose is to have fun. As DM, you have a responsibility to the players to facilitate a fun environment. Far too many DMs prefer to just torture the living hell out of their players. In fact, I'd almost say the only reason DnD didn't die out entirely is because Matthew Mercer and other notable personalities showed you can actually have a DM who's not a dick, because otherwise a lot of people report that their DMs are blackhearted assholes who are supremely unforgiving and love stacking players against all manner of horrors. As a player, it's not fun to play with a DM who I know is deliberately trying to screw me over. Of course, there's a need to challenge your players, but there's a difference between planning to push the players' limits and planning to outright kill them. If nothing else, you should remember that the game ends with a party wipe. Obviously players can just make new characters, but when a party wipe happens you might as well just do a new campaign, and it's not fun to just constantly abandon campaigns because of party wipes. Also keep in mind that you are the eyes of the party. Without a description, players won't know what they're looking at. Are they in a meadow with deer frolicking about? A dank, dimly lit, narrow cave with trails of bone and dried blood? What obstacles and hazards are in the area? Chairs and tables? Endless pits and quicksand? Whenever you enter a brand new area, it's always a good idea to describe it, particularly if the players are gonna spend a decent amount of time in there. Don't underestimate the power of NPCs. They can give players motivations for doing what they're doing, or they can be used to explain things the player characters are too dumb to figure out. They can also be used to nudge players towards certain objectives/paths without you deliberately railroading them (or at least without it feeling like you're railroading them). The NPCs are friends, enemies, and guides for the players. Never be afraid of DM fudge. DM fudge is a special brand of bullshit - you can say something happens just because you're the DM. Let's say an execution is going on, and you want it to happen. The players, however, don't, and the spellcaster of the party will use hold person on the executioner to stop it. The railroader will say that you tell them to just let it happen. Others might say you just let them do that. DM fudge would enable you to say that, actually, there's a magical barrier between the audience and the stand where the execution is happening, so you physically can't cast spells on it. The catch here is that you didn't previously think to put the barrier there until a player threw a wrench in your plans - you just came up with it on the spot. DM fudge is, basically, improv bullshit - ass pulls that you can get away with because a player's never gonna question you. It takes many forms - perhaps you "change" a hidden roll because you didn't like your initial result for whatever reason, perhaps you add a new layer of BS explanations on top of something, it can be anything. But you should practice in moderation - remember that it is still a game, so you must surrender to chance or player decisions sometimes. Make sure the players feel like what they do actually matters. This ties into the DM fudge thing. Let's say the player characters are all imprisoned. Of course you can just have them freed through some deus ex machina, but chances are the players will want to find their own means of escape. Give them that opportunity, and don't rid them of that until the players have run out of options or things get dire. It can be frustrating as a player to come up with a grand plan only to realize that it didn't even matter. Alternatively, let's say X NPC is dying - they're low on health and they're poisoned or bleeding. But then a player comes up with a great idea for saving the NPC despite being ill-equipped - perhaps they make a makeshift tourniquet or find other brilliant uses for normally mundane items. It'd be a huge blow to that player if you let them have that opportunity but then make X NPC's death unavoidable moments later. Also make sure the players see the results of their actions as well after the exploration and fighting are done. Perhaps in the campaign the players came across a drow who was an enemy, but they convinced them to turn a new leaf; it'd be real nice if after their mission was complete they met that drow and saw that they, say, started up a legitimate business or became an honorable knight. This is all I have for now. I kept the more practical stuff near the top.
  12. Let's see... Darth Vader is a movie villain I'm familiar with. I'd create him as if he were an endgame/near endgame boss and/or NPC ally. Stats: Level 47 Mortal Savant, HP 70, Str 38, Mag 40, Dex 32, Spd 16 (he's a slow mother fucker, on account of him being encompassed in what is essentially a heavy life support suit), Lck 30, Def 45, Res 42, and Cha 50 (dude knows how to take on a commanding presence) Skill Strengths: Swords, Reason (lmao, calling Vader "reasonable"), Faith (specifically because of Nosferatu - a notable power of the Sith is the ability to siphon lifeforce from people), Authority, Heavy Armor Skill Weaknesses: Bows, Brawling, Riding, Flying (all of these because he has difficulty raising his arms above a certain height on account of severe permanent injuries and extremely heavy shoulder armor) Notable Skill levels: Swords A+, Reason S+, Faith A (he relies on his force powers a lot more than his saber, and he uses his powers only to hurt foes), Authority S+, Heavy Armor A Personal Ability: Force Savant - all magic range is increased by 2, unlimited magic uses Equipped Abilities: Commander, Counterattack, Wrath, Imperial Lineage (apprentice of the emperor and it just suits him to stand in place in a fight) Not giving him any combat arts because he's honestly a goddamn terrifying unit as-is. I would most likely hate fighting him, but I do believe Vader would just be this stupidly OP because that's just how Sith lords are. I'm not gonna bother trying to figure out a weapon from Three Houses he'd use because I put in enough time and effort figuring this other stuff out. He would attack with either wind or dark magic and heal with nosferatu.
  13. Your brother basically just made her a bit better at everything. Instead of being fairly fast and strong, now she's stupidly fast and strong; instead of being as durable as a wet noodle, she's now as durable as a blanket. Her main issue is durability, but in the GBA Fire Emblem games that's kind of meaningless when you have ridiculous speed because the 2RN system stacks the odds of hitting and avoiding heavily in favor of units like that (e.g. a displayed hit rate of 22% is actually a below 10% hit rate, and a displayed hit rate of 78% is roughly 90%). If you have the tactical know-how to place Lyn on a forest, mountain, or fort tile, she's basically gonna be invincible. Also while she's normally only kinda on par with Guy, the modifications made her basically better in every respect than Guy. The only real disadvantages she would have would be potentially crummy base stats if you skip Lyn mode and possibly a later promotion time than Guy (Guy can promote as early as Chapter 16, Lyn must wait until Chapter 24 to promote). But these are minor setbacks, especially the latter since you're not gonna be running into a lot of terrifying enemy units that outclass tier 1 units before you reach Chapter 24 (I can only really think of maybe 22x). What it mostly comes down to is if you think you need a speedy swordsman that will be able to use bows much later down the line. Like I pointed out before, such units are significantly more powerful in the GBA games.
  14. I mean, money is the most obvious thing. You know the saying, "Money makes the world go round". There's a lot you can do with infinite money, and the vast majority of people have big issues which money would instantly fix (debts, fines, bills, other such expenses, etc.). Here's just a small list of things I might do if I had infinite money: Buy a forever home Pay for all expenses for the rest of my life (groceries, car insurance, bills, etc.) Buy the most powerful PC I can possibly acquire Facilitate a strong following for any business I desire with limitless funding for advertisement (meaning I could pursue any business I desired - including streaming or video game creating) Raise a private army the size of an entire nation to take down the corrupt powers of the bourgeoisie and their vile cronies Create a new, self-funded nation with 0 taxes and where all travel to and from it is also funded so anyone can go there if they wanted to Create a sanctuary where every single cat and dog that has ever been abandoned to a shelter will go and be cared for by a legion of professional keepers Fund research into creating synthetic food so that we no longer have to slaughter creatures to eat meat - also fund research into cloning synthetic fibers for a similar reason Fund research into space travel and habitation of less-than-hospitable planets - the latter is not just to inhabit planets with unlivable conditions, but also to help preserve our time on Earth beyond what we've limited ourselves to thanks to climate change Fund every game company I like, because goddammit I gotta pay them back for granting me a hobby that actually gives me some modicum of a smile - also buy the rights to them because fuck getting into copyright battles Buy out every airliner in the world and make them not suck ass - bigger, more comfortable seats, no delays, no faulty aircraft, no shitty service that drags people out of their seats Buy advertising exclusive to millionaires that's just me raising a big, fat middle finger (literally, I'd have it injected with botox or something just to make it big and fat) and telling them how much of a waste of space they are - well, except for people like Bill Gates or Elon Musk, they're alright Every election cycle in the U.S., I'd buy political ads that'd just be me telling everyone why Mitch McConnel is a dick - even years later, after the guy's long dead (which, let's be honest, isn't much longer out), it'd still just be me with a friendly reminder that McConnel was the worst thing in contemporary history to happen to our Senate, just in case anyone forgot how much he sucked Hire someone specifically to tell me not to use the money for petty, spiteful bullshit such as ads that tell rich people that they suck - also to remind me of the nicer things I could use the money for, like helping the homeless or funding Planned Parenthood
  15. Maybe it's the OP's username and picture making me think of this, but... Somehow beating Fallout: New Vegas for Caesar with good karma. I mean, looking back on it now it's easy to do because most tasks you need to complete for the Legion don't actually net you negative karma - I think even stuff like helping the Omertas prepare to basically slaughter everyone on the Strip doesn't net you negative karma for whatever reason. But go all the way back to when I did it for the first time, it was when the game had only been out for, like, maybe a year or so, and of course I was a lot younger (probably even a teenager). I was like, "holy shit, I beat New Vegas as a bad guy with good karma". Also, any time I tried an entirely new franchise and loved it, such as when I played Fire Emblem: Awakening. Nothing beats the novelty of discovering a new gem, and it's especially so when you weren't expecting anything.
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