Where should I start again?
Skellymax @ Skellymax @lemmy.world Posts 2Comments 33Joined 2 yr. ago

As an old gen 3 fan, I recently played Black/White 1 for the first time and I see why multiple friends of mine called it peak Pokémon. It's the latest game that retains the same 'feel' in my experience. I bounced off of Sw/Sh and the Sun/Moons. Something just didn't hit right as a fan of the older games. My only complaint with B/W1 is that I'm not a huge fan of the starters, but there were a lot of mon in that game (the whole region is 100% new Pokémon BTW. No carryover from other regions/gens) that felt like they fit.
Start your first session by rolling initiative.
I've found the whole meet and greet song and dance of the classic tavern intro to be incredibly awkward, stressful, and unhelpful for establishing the game save for highly skilled and experienced DMs
Opening the first session mid-goblin attack though? Instantly engaging, diverting, and an excellent platform to introduce our heroes.
The only way I can see getting to the endgame is by starting at high levels. The idea of playing in a game all the way from 1 to 20 is the dream, but the circumstances in which that can happen are incredibly rare. I'm iffy on the subclass standardization, but I'm not too bent out of shape by it. Like, I can see merit to having some classes obtain their subclass at level 1 and there are a few classes that could benefit from having their progression reworked. I can see the advantage of all classes having new subclass features all at the same time though.
After thinking about it, I feel like there could be a nugget of good design in this idea. Obviously the RAW in this UA is simply too much, but if a limiter of some sort is put back on the bard I think there could be something interesting.
For example, if the bard's spell selection was limited to certain schools again. Or maybe if they returned to a spells-known caster. Even then, having access to all three lists at lvl 10 I think would need even further limitations. I'm much more approving of a 'magical secrets' feature more like the current base game, that only came at specific levels, only granted one spell, and was a permanent selection.
I just miss spontaneous casting, rather than all classes being prepared casters... T_T
The only thing that's getting me is the server instability. I assume those waters will eventually still, but in the meantime reloading and dropping replies is really aggrevating.
For me on either side the sentiment can be summarized by moments of "holy shit. That just happened..."
Plans going perfect, plans going awry, shocking acts of RNG, excellent performances of narrative or improv.
All the interviews with Tod during the Starfield showcases supported this. He even implicated that it might be his last game before retiring.
oof. I can't give actual numbers, but since a friend introduced me to the series half a year ago I've played several. When I stream or, in this case, play with a friend watching IRL-letsplay-style it feels awkward lingering or dawdling for too long on side content or mechanical systems so my playthroughs are fairly focused.
- XBC1: 1 co-p playthrough, and then later another full 100% playthrough. My favorite in the -blade series.
- XBC2: Played through roughly a quarter of the game couch co-op before my frustration with multiple aspects had me and my friend watching the cutscenes movie-style on youtube. That said, I don't hate the game and I want to do an actual playthrough on my own.
- XBC3: As with the last two, I did a somewhat focused playthrough with a friend and may sometime in the future come back for a full 100%. The DLC for this one was PARTICULARLY awesome.
- Xenosaga 1: Completed my first playthrough and really enjoyed it, despite how old the game is. I really miss turn-based games, and while this one is definitely crusty with age, the gameplay and story were still great!
- Xenosaga 2: Currently partway through. Despite multiple improvements, I don't think I'm enjoying this one quite as much as it's predecessor. I may end up watching the cutscenes like with XB2, but I'm not quite there yet.
The plan at the moment is to finish XS2, XS3, Gears, and then XBX. My goal is to be caught up with everything by the next game/DLC/installment.
Casual player who enjoys the gameplay, but is mostly here for the story. Currently unsubbed since Endwalker, but I still hang out with FFXIV friends and am super hype for the supposed next expansion announcement in the upcoming fan fest.
This is my outlook on prestidigitation, thaumaturgy, and druidcraft. To me they smack more of narrative abilities rather than functional ones and I both give them to my players for free and ask for them for free in games I play in.
I'm lukewarm on it. By my measure, the critical flaw in the monk's design is stunning strike. Any discussion on the monk that I've had has invariably been pulled to that singular ability.
It's an incredibly swingy ability that only costs one point. As a result all monks need to weigh all their point-cost abilities against it, and in combat either the monk is a mediocre contributor or they undermine the whole encounter by disabling key actors. SS was nerfed, but I'd like to see a version where it was removed entirely and it's power was distributed throughout the class.
A key compromise that I think would be healthy is to transplant stunning strike into a subclass. That way players who enjoy that playstyle can opt for it, and DMs who dislike running games for those builds can disallow them at their table.
As for all the other details, I'm uncertain. There are some improvements, but it's hard not to see the system bending over backwards and straining to fit around stunning strike.
I haven't. A lot of the expansions put in BW2 sound like things that do well for 2nd playthroughs, such as adding older gen pokemon to the region. I may sometime in the future though.