Skip Navigation

InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)KH
Posts
1
Comments
508
Joined
2 yr. ago

  • The biggest thing I'm looking forward to in the fediverse is integration like this, I'm not tech savvy enough to know if it's viable but open source software that's designed to communicate with other instances feels like a perfect place for things like this to develop.

    Ikeeo seeing things on Peertube, Lemmy and Masterdon that would suit integration with eachother, particularly when it comes to showing the Lemmy comment system under other parts of the fediverse.

  • I do feel that slowly, edition by edition, D&D is moving closer to it's recourse management being tied to it's round based action economy which I actually enjoy.

    As a player, it's already pretty easy to play this way, before counting subclasses, the rogue has literally no abilities that are limited by anything but once per turn, and if you pick some fun narrative spells as warlock and rely on invocations and eldritch blast, you can be totally effective without any resource management. Both of these exclude hitpoints of course but that is a pretty reasonable resource for a combat focussed fantasy game.

  • I'm a bag fan of bright effects that disproportionately impact creatures with dark vision. This could be a cool effect for an angels celestial light, basically pushing you to avert your eyes Vs a con save against blindness, with either disadvantage to darkvision creatures or perhaps an alternative effect (change that blindness to disadvantage on ability checks and reserve the blindness for the darkvision having creatures).

    I also think the fact that pitch black actually just gives a lot of disadvantage, keeping it to a room or two can be a lot of fun, if used sparingly.

  • I know it's the video title for clickbait but I'm not a fan of the language Treantmonk uses here by calling it 6e.

    The best thing about the RPG scene right now is the fact that so many companies are splitting from WotC's 5e content to make their own successors with a general common view of 'only pick this if you prefer the changes' and nobody is trying to take the stance of The successor to 5e, which is nicely respectful to eachother.

  • With GTAV, the original release was 2013, the next gen was 2014 and PC 2015 so I forsee it being the same and being even later.

    The upside was that the PC port was really good at release and I'm pretty indifferent to if I pick this game up in 2030 when it's actually a good value on PC.

  • A very simplified version would be this.


    Ring of uncanny defense Rare, requires attunement

    Once per long rest, when you are hit by an attack that is not a critical hit while wearing this ring, you may use your reaction to cause that attack to miss and all future attack rolls that are equal to the first roll also miss. This benefit lasts until you finish a long rest.


    This is a little stronger as it comes with an automatic damage negation, but it guarantees it will see use once per day if you use it. It also negates rolling dice which consumes a deceptively long amount of time if you introduce a lot of effects that do this

    Currently it seems to specify that you roll the 1d10+5 when you attune. If you know that your average enemy has a +5 to hit, the tactically smart choice is to keep re-attuning until you get a 15. However if you move that to be triggered as a reaction, then the tactical playoff is still waiting for a common value to come up but also potentially choosing to negate a dangerous hit on an attack that's unlikely to come back up like a 28 is a alternative tactical option.

  • I think this is joke that the invention of a new word is an example of the criticisms of the Unabomber's manifesto which was critical of technology and the socio-political ramifications it brings? The word rizz being a word that was quickly made commonplace by the internet being the example.

    Rizz may be my favourite new word in a while, the first time I read it I knew it was short of charisma, and the synonyms of charisma like charm don't quite mean the same thing, so having a short fun way to say it is good. I'm probably a bit biased because I think I may have accidentally had a convergent evolution moment where I was also using rizz as short of charisma because I play D&D where two of your stats are Wisdom (shortened to wis) and Charisma (shortened to cha), but I didn't like saying "ka" so I started saying rizz because it rhymes with wis.

  • I'm currently playing a trickery cleric 9 rogue 2 with a paladin and low Dex barbarian in the party and blessing of the trickster and pass without trace is absolutely my M.O. every time. If I'm saving spell slots I can still throw a guidance out too.

  • A really quick 5e port of this is "if a character makes an ability check and has expertise in it, they may grant any creatures who are also making the check advantage on the same check".

  • If you do make that change I'd really recommend playing a couple of oneshots between the switch with totally different systems. I'm finally exploring different TTRPGs now and it's made me realise I was doing the equivalent of only watching one franchise film series with all of cinema available.

    I've had a killer time with FATE, City of Mist and Blades in the Dark.
    I've absolutely loved narrative heavy oneshot games like Alice is Missing, For the Queen and Ten Candles.
    I've enjoyed collaborative worldbuilding games like The Quiet year and Microscope (or anything else made by Ben Robbins), although I do think these are best to build a setting to play in because they leave some specific itch unscratched.

    You know what your players like, I know mine are split between wanting to feel like they're devising a story that would make a good show and the other half are looking to be emotionally ransacked, so story heavy games that put the worldbuilding and decisions in the hands of the players is perfect for me.

  • Forged in the dark are games that use blades in the dark which is a powered by the apocalypse game, so you'll pick them up quickly. Blades is an amazing game so I'd absolutely recommend this.

    OSR games are definitely for a specific taste, they try to capture the early TTRPG era dungeon crawl tone over the very narrative forward modern TTRPG, which personally is the opposite direction from where my tastes have trended from 5e.

  • I paid for star citizen a decade ago and honestly enjoyed it enough for about 2 days. It always felt exciting to see how ahead they were of early Xbox 1 / PS4 games in their scope with volumetric effects etc.

    The trouble is, 90% of their innovative content has been long overtook by general game progression, they're making a game that could have probably launched with the PS5 and been innovative and are already falling behind there. I genuinely believe that they were Innovating their game slowly over time and there were amazing things in the works, but they missed the moment that it was exciting and new by so many years.

  • I stumbled across this the other week while trying to find the name of the book invisible cities and gave it a watch because the trailer reminded me of Disco Elysium.

    Without knowing the original novel, I thought it was really compelling and entertaining, with my only major critique being the pacing of the final episode, but equally 4 episodes is such an easy commitment that I'd absolutely recommend the show if you aren't in the mood to pick up a book.