jjjalljs

joined 2 years ago
[–] jjjalljs@ttrpg.network 1 points 6 minutes ago

I meant how in poe1 and 2 might (the stat) is 3% more damage per point, so it's hard to feel the difference between might 10 and might 15. Does +15% of 10 damage make a meaningful difference? It's probably the same as +12%, right, or is there decimal damage too? I guess when multiplied by power levels it's a bigger deal, but that's kind of opaque.

Also "like proficiency bonuses on crack" is deeply funny to me as someone who played DND 3e. Base attack bonus every level, skill ranks up every level, oh so many memories and not all of them good.

[–] jjjalljs@ttrpg.network 1 points 47 minutes ago* (last edited 45 minutes ago)

The other day I said something about how maybe people will rise up, and someone responded with a quote from "they thought they were free"

Go on. Have a read: https://fedia.io/m/history@lemmy.world/t/1432476/An-excerpt-from-They-Thought-They-Were-Free-The-Germans

(Edit: that URL isn't making a nice link for some reason)

https://en.m.wikipedia.org/wiki/They_Thought_They_Were_Free

[–] jjjalljs@ttrpg.network 2 points 57 minutes ago (2 children)

I really liked poe2 and would play a third one.

I really liked that they made powers per-encounter instead of per-rest. Per-rest really doesn't work well despite DND trying really hard. It especially doesn't work well without a human steering to prevent things like "you killed everyone in the castle, now go rest for 8 hours before opening the final door to the boss". Or you can programmatically enforce that, but players don't like that. Mostly because it sucks to do like an hour of stuff and realize you're too low on resources to win, and have to reload.

I'd probably prefer the stats to be coarser or more meaningful. It's hard to get a feel for "3% more damage". Especially when the base damage is like 5-15.

[–] jjjalljs@ttrpg.network 24 points 15 hours ago

This guy should be, at the very least, removed from office. I don't care if it's handcuffs or a body bag.

Fuck. I just want to thanos snap away all the republicans. The absolute worst people.

[–] jjjalljs@ttrpg.network 2 points 1 day ago

I do this.

I also will delete someone's number and archive the messages. If they text me, it'll pop up. But it makes it harder for me to initiate contact.

[–] jjjalljs@ttrpg.network 3 points 1 day ago

Remember when all those internet duds were mad that Dragon Age 2 was "sHoVinG tHe gAy aGeNdA dOwN oUr tHroAts!!!!!" because the NPCs would romance the PC regardless of gender? And they absolutely lost their shit that Anders might express interest and, if you're not interested, you'd have to politely turn him down once?

Those are the worst sort of people and I frankly wish them ill.

[–] jjjalljs@ttrpg.network 24 points 1 day ago

I dunno. problems, mysteries, and war aren't usually portrayed realistically in video games, either.

[–] jjjalljs@ttrpg.network 1 points 1 day ago

I never got far in stardew, so maybe?

[–] jjjalljs@ttrpg.network 20 points 1 day ago (4 children)

I think that you can just give them gifts until they're horny for you is like the quintessential example of poorly done video game romance.

[–] jjjalljs@ttrpg.network 20 points 1 day ago (6 children)

Half-assed sex scenes (no pun intended) are probably worse than ones that are well done.

I still think a lot about one of the beats in a DA:I romance. But like... all the ones from DA:O were kind of bad. But also the one I played in DA:V was so PG-13 and sterile it wasn't any fun at all.

[–] jjjalljs@ttrpg.network 1 points 2 days ago

You're probably right. Dark days ahead.

But I hold out a little hope that people will fight back

[–] jjjalljs@ttrpg.network 24 points 3 days ago

An advanced technique: ask your players to make shit up.

Like, the players decided to go to the wizard university the wizard PC graduated from. So I ask him, "what's their entrance hall like?" and let him just riff on it for a while. Players feel more engaged with the world, and it's a little less work for me.

Warlock is trying to commune with his patron. I ask, "what is your patron usually like?" and the player is delighted to describe "the great sculpin" in detail. This then inspires me further.

Note that some players are very much "just tell me a story" and don't want any input, and won't like this. Some players are also shy and don't think well on their feet. And some players are just really bad at staying on theme. But if you know your players , this can be a powerful technique.

 

I tried it a bit with my reaper in pve and it seemed okay, but I wasn't doing anything challenging that really put it to the test. I haven't tried the others classes yet.

 

I'm looking for players for a weekly game of Fate. I'm thinking something like a mix of Shadowrun and World of Darkness, where the players are vigilantes looking to make the world better. It would start (and maybe stay) at the street level, rather than global or cosmic.

I've been playing and running games for 20+ years.

LGBT friendly. New players okay. Unreliable players less so.

Message me if you're interested. Include a blurb about yourself, your experience with games, with fate specifically, and a joke of your choosing.

 

Like I saw one that was titled "I wonder why rule" and had a picture about overpaid CEOs or something.

Why "rule"? What's the origin of this format?

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