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Aielman15

@Aielman15@lemmy.world

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Aielman15,
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Ehy guys, we saved the city! We are heroes!

Burning city in the background, people screaming and dying everywhere

Aielman15,
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I love this!

They also have great prices for commissions. Currently closed, unfortunately.

Aielman15, (edited )
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The game is still in beta, so things could change etc… I also haven’t played the game, my opinion is simply from what I’ve read - I barely play dnd nowadays, I don’t have time to learn and give a chance to every other ttrpg that gets released on the market.

But for the moment I’m not particularly impressed. The Hope/Fear system seems fun at first, but it’s more resources that the party and the GM have to manage. The fact that I, as a GM, should be forced to manage resources across an entire session (should I spend fear points now or keep them for the climatic battle?) is kind of annoying when I’m already trying to prep and run a session.

The combat system is… Odd. I get what they were trying to do - do away with turn based combat and allow for a more cinematic experience, where players can prepare combos and react to situations on the fly - but the free-form combat system doesn’t really allow that. It’s just yet another weight on the shoulders of the DM, who is forced to make sure that the spotlight falls equally on all players. A fun game still requires everyone to take their turns equally, and the lack of rules doesn’t change that.

The game also refuses to verbalize even the most basic of information. How much gold is in that hoard? How far does that bandit run? The game doesn’t want to answer those questions, because it doesn’t want to curb the players’ imagination. The reason for all these changes and mechanics is to allow the game to be the most cinematic ttrpg ever, and I kind of applaud the effort - I can see the free-form combat, the vague and generic quantities, the whiplash of hope and fear and their effect the session, allowing for epic and cinematic moments that will be recollected for decades among the players.

But it’s also not for everyone. It’s great for theatre-of-the-mind play where the narrative is much more important than the mechanics, but it needs a strong DM to put all those mechanics to good use, and a tight group to roleplay effectively without stealing each other’s spotlight.

Edit: forgot to mention, but of course this is just my own, personal opinion, and doesn’t necessarily reflect other people’s experience with the game.

Aielman15,
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Adrian is just giving Gus a taste of what living in the human world is like. You can’t be the president of the Human Appreciation Society without experiencing everything the human world has to offer.

Aielman15,
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It’s Thailand, not Taiwan.

(Taiwan already legalized it in 2019)

Aielman15,
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Ehy, don’t worry, mistakes happen. I’m sorry you got downvoted to oblivion.

[Bug] 'Hot' sort order in multicommunities not working correctly

If I sort a multicommunity by ‘Hot’, it will show all posts from community 1, then all posts by community 2, etc… kind of defying the purpose of a multicommunity at all. I solved it by sorting by ‘New’ instead, but I figured I’d mention it here because it took me a while to notice - I thought people were not making...

Aielman15,
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Click on the red square with the three white dots -> Create multicommunity.

Aielman15,
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Lemmy doesn’t deserve you.

Aielman15,
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Capcom is on a roll, almost every single one of their releases has been unanimously praised.

I’m happy for the fans of the IP, I have a few friends who loved DG1 and were waiting for the sequel. I’m also a bit curious about the claims that they improved on the storyline, as it was by far my biggest gripe with the first entry, so much that I never bothered to finish it.

Aielman15,
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I love Titan Luz, but damn, we really got robbed of something extra cool here lol

Let’s hope that King will be able to lend a portion of his power to others, like he’s now able to reproduce glyph magic!

Aielman15,
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Happy to see the Hexsquad going! It’s been a while.

The fact that these guys are adamant in following the dead blob of an emperor who tried to kill them all is… sad, honestly. Like, Adrian trying to fake the Emperor’s return and gain a following among young, unsatisfied citizens who didn’t really know him? That’s evil, but understandable (if you have evil standards, that is). But swearing fealty to a dead guy who betrayed you and tried to kill you with its last breath is just pathetic.

Aielman15,
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Last summer I got one year of gamepass for free with the MS rewards program (before it was nerfed into oblivion), and I played a grand total of… Three games on it. Maybe four? Gaming doesn’t excite me like it used to. It’s not that good games aren’t released anymore. I guess I just got older and my taste changed.

I bought Golf with Friends and gifted another copy to a friend of mine, just to spend some good time with them. Nothing else really excites me.

Aielman15,
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In a blog post, CIG chief Chris Roberts said 2024 will see the launch of Star Citizen Alpha 4.0 (yes, Star Citizen is still in alpha) […] However, there is still no release date or even release window for Star Citizen 1.0. CIG will share the roadmap later this year.

Lol. I wish I, too, was able to convince people to give me 600 million dollars to do fuck all for 12 years.

Aielman15,
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I appreciate the kind words!

Heroic Inspiration is just Inspiration, they gave it a new name in One DnD (supposedly to distinguish it from Bardic Inspiration). A few of the class and subclass features were lifted from One DnD, actually, including the new Indomitable.

As for the Green Knight, I copy-pasted the spellcasting progression from Matt Mercer’s Blood Hunter/Order of the Profane Soul, which is the closest we have to an official class with Pact Magic and third caster progression. Maybe I could give it a feature to replenish the spell slots once per long rest, or something like that.

Aielman15, (edited )
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Update v1.1

  • Added some more Fighting Styles, changed the level requirement of some of them.
  • Specified that the new fighting styles are not compatible with certain existing feats.
  • Moved Professional to 2nd level.
  • Added Tactical Shift at 5th level.
  • Improved Green Knight’s 18th level feature: It now lets you choose between benefitting from the Guardian of Nature spell, or replenish one Pact Magic spell slot.
  • Changed the name of some features because they were duplicates.
  • Replaced a few instances of mentions of the “fighter” class with the appropriate “heroic warrior” class.

Update v1.1.2

  • Merged Masterful Defense and Shield Master fighting styles, and added level requirement.
  • Charger fighting style is now limited to once per turn.
  • Dual Wielder now lets the user dual wield with non-Light weapons, like the original feat.
  • Improved Mounted Combatant (it has the same benefits as the Cavalier’s 3rd level feature).
  • Added Shield Bash maneuver.
  • Sweeping Attack is now limited to melee attacks.
  • Improved Green Knight’s 18th level feature: It now replenishes all Pact Magic spell slots, instead of just one.

Update v1.1.3

  • Improved wording on some Battle Maneuvers and Fighting Styles.
  • Added additional Pathfinder option for the Professional feature.
  • Green Knight’s Bond Weapon acts as a Druidic Focus.

Update v1.1.4

  • Momentum now requires the use of a bonus action, instead of being part of the same Attack action.
  • Fixed typo.

Update v1.1.5

  • Improved the War Veteran: the feature that grants it advantage on attack rolls when using Action Surge has been moved to 3rd level alongside the improved critical, and a new feature has been introduced at 7th level that mirrors the Samurai’s temp HP gain.

Update v1.1.6

  • Specified that Great Weapon Fighting allows to reroll the weapon’s damage dice, not all damage dice.

UPDATE v1.2.1

  • The archery fighting style’s +1 bonus now only applies if the target doesn’t have cover.
  • Observant (previously Attentive) fighting style’s level prerequisite has been lowered to 6 (it was previously 14).
  • Sharpshooter fighting style now also increases the damage when scoring a critical hit.
  • Added Vigilant fighting style among those available at 14th level.
  • The Unyielding feature has been moved from 14th level to 13th level.
  • The Valorous feature has been moved from the 13th level to the 14th level. Additionally, it has been nerfed to only work if the Heroic Warrior’s health is below half its maximum.
  • The Green Knight’s feature that allows it to reroll one missed ranged weapon attack now doesn’t require the use of a bonus action.
  • Specified that the War Veteran’s Conscript Training feature only applies to nonmagical weather conditions and environments.
  • War Veteran’s Fighting Spirit feature temporary hit points gain has been increased to class level + Constitution modifier (it was previously only class level).
  • Added new Psyker subclass, which seeks to blend the arcane powers of the Echo Knight with the psychic abilities of the Psi Warrior.

UPDATE v1.2.2

  • Improved Charger fighting style, and changed so it is a bit less abusable with some multiclass levels in Rogue.
  • Commander’s Warlord feature now grants resistance to saving throws against the Charmed condition as well.
  • Commander’s Bulwark feature now allows the user to move before making the attack, improving the feature and making it worth an 18th level slot.
  • Psyker’s Psychic Quill (previously Mind Buzz) now scales at higher levels.
  • War Veteran’s Relentless now also gives the ability to stand up from the Prone condition by spending only 5 feet of movement.
Aielman15, (edited )
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It’s not necessarily your fault because it’s the way it works in 5e, but I find the mounting rules are a bit janky: the dragon and the rider get to roll separate initiative, but match their initiative the moment the rider gets on top of the dragon, with some edge cases when the two get separated or the dragon gets mounted mid battle.

I propose a far more elegant fix: the two roll their own initiative and act during their turn, as usual; while mounted, the rider moves using the dragon’s speed, but during the second turn (either the dragon’s or the rider’s, depending on who went first in initiative order), the players must subtract from the dragon’s speed the movement it did during the previous turn (so, for example, if the rider moves 20 feet forward using the dragon’s speed; when the dragon’s turn comes, it can move 20 feet less than its total walking speed, because it has already moved 20 feet this round).

This way, you only need to keep track of the movement; turn order remains unchanged. I know it’s a divisive opinion, because some players may find it easier to move the initiative rather than writing down how many feet the dragon walked in a given round; but it could be worth having it as an optional rule. It’s how I run it in my games, and I find it a lot more elegant than having the mount’s turn swing up and down in initiative count whenever someone gets on top of it.

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