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rope kid can we please have a bird companion as a ranger PC option instead of having it be NPC-specific? Even if it's a different bird. Don't need to allow us to use her special subclass either. I just like bird pets for rangers.
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# ? Sep 3, 2017 21:36 |
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# ? Apr 20, 2024 01:39 |
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rope kid posted:The changes are mostly for viability. I'm a bit confused because I was making a general comment about my personal preferences insofar as balance is concerned for PoE2, not changes to the multiclassing mechanics compared to what was announced, but that's good to know. I apologize if I expressed myself in a confused manner.
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# ? Sep 3, 2017 22:03 |
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Is Battle Brother is generally considered a good tactical combat game? I want to say I read a bunch of bad reviews when first came out but I might be thinking of something else. The graphics don't wow me, I generally feel if I'm not going to get a little animated dude I'd rather just have virtual cardboard chits, but I'm trying to broaden my horizons a little.
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# ? Sep 3, 2017 22:06 |
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Obsessing over "balance" in a single player game is kind of silly. Every class should have a purpose, and every class should be fun (for at least a decent chunk of players). Multi-classing makes this way harder, since usually the result is you either get, say, a fighter/wizard who is bad at fighting and bad at magic, or a situation like 2nd edition dual classing. I'm intrigued to see how Deadfire handles this. Yes, some players have a psychographic profile that essentially demands they play whatever the global optimum character is, and yes they should be designed for. However they're not the only players of the game. I'm curious, does Obsidian do any kind of market research along these lines? Obviously different people play your games for different reasons. Edit: One idea that's inspired by pulp literature is to have something like the aforementioned fighter/mage, but his abilities are basically limited to how he kits out. Does he put on full plate, gauntlets, and wear a sword? Well then his ability to use his magic is going to be highly restricted. Is he going out wearing light clothing and carrying a grimoire and 20 pound of material components? Well he might know how to ride a destrier and fight with a zweihander in full plate, but he's not going to win any duels against an armored knight while wearing a tunic. Edit edit: Fritz Leiber's Gray Mouser is a fun example of a "multi-class" mage/thief from pulp literature. Edit edit edit: Carrying capacity limiting abilities could be a "talent" system User fucked around with this message at 22:27 on Sep 3, 2017 |
# ? Sep 3, 2017 22:11 |
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User posted:Obsessing over "balance" in a single player game is kind of silly. Every class should have a purpose, and every class should be fun (for at least a decent chunk of players). Multi-classing makes this way harder, since usually the result is you either get, say, a fighter/wizard who is bad at fighting and bad at magic, or a situation like 2nd edition dual classing. I'm intrigued to see how Deadfire handles this. This is what balance is concerned with, though?
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# ? Sep 3, 2017 22:13 |
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Lt. Danger posted:This is what balance is concerned with, though? That's not the definition I use in my head. I think of something more like Starcraft balance. But if that's what you mean then we agree using your definition.
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# ? Sep 3, 2017 22:18 |
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I love casters in RPGs, and it's oddly specific, but I always find I judge the completeness of RPG class systems based on mages. Specifically, can I make a fully-featured and complete Necromancer (corpse and demon summoning + exclusively dots and debuff spell usage) and how many [Element] mages can I make that are viable using their theme element for 80-90% of their casting. Is it too soon to know if viable full Necromancers and/or fire/ice mages will be possible? edit: ^^^ since this is a single player non-competitive game, can't all the subclasses be identified and then simply granted an offense/defense multiplier or something to bring them as close to parity as they need to be? I mean, to me the whole point of having a class system should be less about choosing your viability and more about choosing the theme of your character. GreatGreen fucked around with this message at 22:35 on Sep 3, 2017 |
# ? Sep 3, 2017 22:18 |
bongwizzard posted:Is Battle Brother is generally considered a good tactical combat game? I want to say I read a bunch of bad reviews when first came out but I might be thinking of something else. The graphics don't wow me, I generally feel if I'm not going to get a little animated dude I'd rather just have virtual cardboard chits, but I'm trying to broaden my horizons a little. It's a pretty good game but very indy -- basically a computerized board game. I put a guide up on steam that should give you a good idea of the gameplay: https://steamcommunity.com/sharedfiles/filedetails/?id=902880552
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# ? Sep 3, 2017 22:22 |
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User posted:That's not the definition I use in my head. I think of something more like Starcraft balance. But if that's what you mean then we agree using your definition. I think it's also what Starcraft balance is concerned with as well, if you swap out the specific terminology - do all units feel equally effective at their role, are they fun to play with, do ill-conceived system mechanics like multi-classing/economy macro end up hindering gameplay, etc. Which makes sense, since Starcraft and Pillars are both "strategy" games at heart.
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# ? Sep 3, 2017 23:27 |
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I think Diablo is a better comparison that StarCraft. StarCraft is concerned with having every race be equally effective and using a Rock Paper Scissors type loop to give players ways to keep each other in check. Diablo is about giving you a set of useful tools with no class obviously much better than the others, but also with the general idea that some of the fun is looking for 'broken' builds (or team comps) that allow your team to just devastate the enemy. If the Necromancer class were 10x more powerful than the others, blizzard would do something about it, but if all the classes are within a band of one another, then it's all good. There's probably another factor that you want in Pillars, which is preventing parties from getting so out of hand power wise, that the game stops being fun or challenging towards the end. Diablo handles that by offering incredible scaling, but I imagine PoE will instead focus on capping power.
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# ? Sep 3, 2017 23:39 |
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Hieronymous Alloy posted:It's a pretty good game but very indy -- basically a computerized board game. I put a guide up on steam that should give you a good idea of the gameplay: You are a very useful fellow! Thanks!
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# ? Sep 3, 2017 23:44 |
I think Josh's pinned tweet is his treatise on balance in cRPGs for a reason. For anyone who has missed it: https://jesawyer.tumblr.com/post/161302725596/balance-in-single-player-crpgs posted:Someone on twitter asked me this question and I think it’s worth answering in a longer form than twitter allows. I’ve already answered this question in brief and in video form at various points, but I think it’s important to address here:
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# ? Sep 4, 2017 00:26 |
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One problem with the PoE patches is that, as I recall, there wasn't a way to respec. So you go from "I am the awesome Fireball dude" to "I am no longer the awesome fireball dude and it's not as much fun" without having a way to stop being the fireball dude other than starting over. (Or, as a friend of mine did, learning how to edit the spells back and turning off updates.) I think you can have meaningful balance patches, but you should give players a way to react and rebuild their character mechanically.
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# ? Sep 4, 2017 00:46 |
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Respeccing was added in a patch
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# ? Sep 4, 2017 00:48 |
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Ah, ok. It wasn't there when I checked, or I couldn't find it, but it's been a while.
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# ? Sep 4, 2017 00:49 |
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Subjunctive posted:Ah, ok. It wasn't there when I checked, or I couldn't find it, but it's been a while. It was added in one of the early patches, you can do it at any inn you can hire NPCs, or at the castle you get in the first act. And I think "being the fireball dude" is still a valid class option.
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# ? Sep 4, 2017 01:25 |
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I might not have still been playing, looks like it was August. Still, that is good to hear! Yay them!
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# ? Sep 4, 2017 01:27 |
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User posted:Multi-classing makes this way harder, since usually the result is you either get, say, a fighter/wizard who is bad at fighting and bad at magic, or a situation like 2nd edition dual classing. I'm intrigued to see how Deadfire handles this. Personally, I don't think approaching it from the equipment angle works well. In part, this is because post-2nd Ed. AD&D's mechanics don't consistently present "heavy" weapons or "heavy" armor as fundamentally superior to their lighter counterparts. You could, but in so doing you are implicitly suggesting that using anything but the equipment in those categories is mechanically inferior. The lightly-armored swashbuckler in leather with a rapier becomes an entertaining concept/roleplaying choice, not something you can realistically keep pace with in combat because the system's mechanics make plate armor and a great sword better in most circumstances. E.g. The Complete Fighter's Handbook for 2nd Ed. introduced the Swashbuckler kit. You specialized in stiletto, main-gauche, and rapier; got a whopping +2 bonus to AC when in light armor (i.e. leather or lighter) or no armor; and a bonus to interactions with the opposite sex. But ultimately you were a bad fighter, mechanically. +2 to AC could't make up for the fact that leather's base 8 is in competition with plate's base 3, field plate's base 2, and full plate's base 1. Being able to gain +1 to Parry with a basket hilt was in competition with a two-handed sword doing 1d10/3d6 damage. You could contrive situations where the heavily armored fighter with a massive weapon got into trouble, but it was just that: a contrivance. Once you moved to 3E, heavy armor no longer had the sense of being strictly superior. It had inherent movement penalties, inherent max Dex bonuses, etc. If you had a high Dex and no arcane caster classes, going with chain shirt was the de facto good choice. If you had low Dex, heavy armor. And medium armor was pretty much ignored. You could say, "Ah, but isn't it good that light armor is now more viable for fighting classes?" Sure, but heavy armor proficiencies are things that cost resources and heavy armor is a thing that arcane casters have penalties to use, implying that there's something inherently valuable about them -- when in reality, most classes have one or two optimal types of armor they can wear based on their classes and stats (i.e. Strength and Dex). In 4E, armor and weapon choices ossified even more. IME, if you were in hide armor at 6th level, you'd be in hide armor at 16th. You were just picking what type of hide armor you wanted to be in, which feels pretty boring, IMO. All of this is to say that you can't really have these things both ways. Either certain classifications or armor and weapons are designed to be fundamentally better than others or they aren't. If they are, you can design MC mechanics around limiting access to them, but those categories are always the optimal categories and selecting anything else is inherently bad unless you're restricted. If the weapons and armor are designed to have situational or build-specific trade-offs and not to be inherently superior/inferior, limiting access to categories only works if the restrictions are extremely tight, i.e. more is excluded than included. Otherwise you just build for the equipment you can use, which is designed to be on-par with what you can't use, and you have access to enough choices to adapt to any situation you come across. Subjunctive posted:Ah, ok. It wasn't there when I checked, or I couldn't find it, but it's been a while.
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# ? Sep 4, 2017 01:57 |
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rope kid posted:It was added in the 2.0 patch in August of 2015, which coincided with the release of The White March, Pt. I. Will Deadfire allow respecs out of the gate?
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# ? Sep 4, 2017 02:00 |
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Yes, though the costs increase much more as you gain levels.
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# ? Sep 4, 2017 02:01 |
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Excellent!
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# ? Sep 4, 2017 02:02 |
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Wait, when did we get three subclasses each instead of two? That's awesome.
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# ? Sep 4, 2017 02:14 |
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This game is super overwhelming at times but loving it; that said is there a way to edit a AI routine atleast on consoles? My priest won't stop running in to hit poo poo and all I want is him to heal etc
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# ? Sep 4, 2017 02:19 |
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Its a dirty method but just giving him a ranged weapon will atleast make him keep his distance.
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# ? Sep 4, 2017 02:26 |
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Rope kid since your posting here right now is the bug where traps are applying their Accuracy bonus/penalty twice ever going to be fixed? I know PoE is basically finished but it would be nice if this was fixed.
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# ? Sep 4, 2017 02:35 |
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rope kid posted:the heavily armored fighter with a massive weapon got into trouble, but it was just that: a contrivance. See, I entirely disagree. What you call a contrivance I call the essential nature of a tabletop role-playing game; A living breathing DM is sitting there to react to all the off-the-wall stuff players insist on doing. For a video game sure you're never going to get that level of reactivity so systems need to be designed differently, which is why I don't think much about the design of what makes a good collaborative tabletop game translates over super well to what makes a good single player video game. I think they are fundamentally different beasts.
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# ? Sep 4, 2017 02:45 |
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bongwizzard posted:See, I entirely disagree. What you call a contrivance I call the essential nature of a tabletop role-playing game; A living breathing DM is sitting there to react to all the off-the-wall stuff players insist on doing. I don't think a fighter wearing heavy amor and massive weapons should count as 'off-the-wall stuff' the players do that the DM has to account for. That's one of those situations that should be well handled by the basic game.
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# ? Sep 4, 2017 02:50 |
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bongwizzard posted:See, I entirely disagree. What you call a contrivance I call the essential nature of a tabletop role-playing game; A living breathing DM is sitting there to react to all the off-the-wall stuff players insist on doing. For a video game sure you're never going to get that level of reactivity so systems need to be designed differently, which is why I don't think much about the design of what makes a good collaborative tabletop game translates over super well to what makes a good single player video game. I think they are fundamentally different beasts. It is not the essential nature of tabletop gaming that the DM has to go out of their way to engineer situations where the Swashbuckler is worth having next to the plate+greatsword fighter. It's just a trap choice plain and simple. Much like how non caster level classes in 3E might as well not exist.
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# ? Sep 4, 2017 02:53 |
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bongwizzard posted:See, I entirely disagree. What you call a contrivance I call the essential nature of a tabletop role-playing game; A living breathing DM is sitting there to react to all the off-the-wall stuff players insist on doing. For a video game sure you're never going to get that level of reactivity so systems need to be designed differently, which is why I don't think much about the design of what makes a good collaborative tabletop game translates over super well to what makes a good single player video game. I think they are fundamentally different beasts. If a DM does that regarding a Fighter of all things playing optimally he's a douchebag
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# ? Sep 4, 2017 02:54 |
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frajaq posted:If a DM does that regarding a Fighter of all things playing optimally he's a douchebag Someone who insist on playing a collaborative game "optimally" is actually probably a douche bag as well.
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# ? Sep 4, 2017 03:01 |
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bongwizzard posted:Someone who insist on playing a collaborative game "optimally" is actually probably a douche bag as well. poo poo, better pick Swashbuckler or some other sub-class to be more flavorful in this collaborative game, oh wait the alternate options are terrible, now I feel useless in the party and no longer am having fun in this game
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# ? Sep 4, 2017 03:08 |
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frajaq posted:poo poo, better pick Swashbuckler or some other sub-class to be more flavorful in this collaborative game, oh wait the alternate options are terrible, now I feel useless in the party and no longer am having fun in this game I mean maybe my table top experiences were atypical, but literally every single time before we started a new game/campaign we would sit down and discuss what kind/style/favor of story we wanted to play and all made our characters sort of accordingly. Even more shockingly, if someone was really not having a ton of fun with the character they made we would do a record scratch rewind and let them tweak poo poo until they were having fun. Is this seriously not how most groups would play?
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# ? Sep 4, 2017 03:12 |
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That is how most groups play IME, but being (effectively) forced to remake a character because the fundamental concept isn't viable isn't particularly fun. Yes, GMs and groups should allow it, but it's certainly nice when the mechanics aren't full of traps/mechanically bad concepts. A few years ago, I played in a 3.5 game where someone wanted to play a charismatic talky fighter. Not a paladin. A fighter. The character was bad at talking and bad at fighting, full stop. Later, that player dropped out and I made a noble/marshal who was insanely good at talking, pretty good at fighting, and granted a bunch of bonuses to allies around her. The difference between us was that I knew 3.5 very well and the other player didn't. Powergaming the system didn't make me role-play the character any less than the other player. I was just role-playing a character who could mechanically bulldoze the old character in every way.
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# ? Sep 4, 2017 03:38 |
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bongwizzard posted:Someone who insist on playing a collaborative game "optimally" is actually probably a douche bag as well. You say "optimally", I say "having some narrative agency so the wizard doesn't do everything".
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# ? Sep 4, 2017 03:43 |
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bongwizzard posted:I mean maybe my table top experiences were atypical, but literally every single time before we started a new game/campaign we would sit down and discuss what kind/style/favor of story we wanted to play and all made our characters sort of accordingly. Even more shockingly, if someone was really not having a ton of fun with the character they made we would do a record scratch rewind and let them so what's the problem with a heavily armored fighter with a massive weapon again? if by coincidence that's the best way to play a fighter the DM needs to create contrivance for that player out of obligation?
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# ? Sep 4, 2017 03:47 |
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Sure, but what I don't understand about your anecdote, it's like why did no one tell this guy that there was a character class that fit his idea vastly better? Again, it's a collaborative game, I would think if one player had a more advanced level of system mastery they would share that info with everyone else. I mean obviously unless you're just doing freeform improvisational storytelling, a reasonably tight rules set is a great thing to have, but I don't understand the huge emphasis people put on system designed/system mastery for what is essentially a bunch of people telling a story together about killing a dragon and taking it's stuff. Video games are obviously very different, there is not a DM there to react to things and keep the game moving in a fun direction, rules be damned if need be.
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# ? Sep 4, 2017 03:49 |
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We did, and that combination of classes didn't fit his character concept, which was a poor nobody who learned how to fight and got by on his wits and charm. Paladin didn't fit, noble really didn't fit, and marshal didn't fit at all. He wanted to be a fighter and 3E/3.5 gives fighters a bunch of hit points, BAB, and feats but basically kicks them in the groin, skill-wise. Unless you're playing a 3E Swashbuckler (which we already had), Int and Cha are dump stats, you get 2 skill points per level, and most conversation skills are cross-class. The reason why the numbers actually matter is because the GM/DM needs to design content for the range of characters. If some players have incredible system mastery and others don't, it creates problems sooner or later. E: The gulf between the old character and new one was so vast that the old character could roll a 20 and the new could roll a 1 on a Diplomacy check and she'd still have a better total. The GM can't realistically design obstacles for that unless they're dynamically adjusting everything, which players catch on to. rope kid fucked around with this message at 03:58 on Sep 4, 2017 |
# ? Sep 4, 2017 03:56 |
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rope kid posted:We did, and that combination of classes didn't fit his character concept, which was a poor nobody who learned how to fight and got by on his wits and charm. Paladin didn't fit, noble really didn't fit, and marshal didn't fit at all. He wanted to be a fighter Well then that guy was either an idiot or someone with no imagination, just play the class that mechanically fits your idea and call it whatever you want? Edit: oh God, it's this line of thinking that start you down the path of story games and anime dating sims, isn't it?
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# ? Sep 4, 2017 03:59 |
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bongwizzard posted:Well then that guy was either an idiot or someone with no imagination, just play the class that mechanically fits your idea and call it whatever you want? You're going to be dating a pigeon in a year. (In a videogame, not real life).
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# ? Sep 4, 2017 04:02 |
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# ? Apr 20, 2024 01:39 |
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Skwirl posted:You're going to be dating a pigeon in a year. (In a videogame, not real life). Sure it starts with video games, but where does it end? I'm gonna start mixing a few Advanced Squad Leader chits in my breakfast cereal every morning, just to keep my grog levels higher.
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# ? Sep 4, 2017 04:11 |