jjjalljs

joined 2 years ago
[–] jjjalljs@ttrpg.network 8 points 9 hours ago

This topic is one of the things that brings up how people are emotional first, and sometimes only.

Like, I'll point out all the problems with golf, and all the better things we could use the space and resources for, and the pro-golf person will respond with "but i like it" as if that means a fucking damn thing.

The fact that some people "like" golf is not enough to justify the poor use and allocation of resources.

(Yes, I realize I'm holding onto a years old argument I had with a peer and that's not especially healthy. But I feel like this argument comes up all the time. I'll be like "We can't keep building for cars-first. It's bad for the environment, bad for the neighborhoods, bad for the economy, bad for the people in the cars" and they'll just go "But I like my car" as if that refutes anything at all)

[–] jjjalljs@ttrpg.network 2 points 18 hours ago

How I feel about mana depends largely on how quickly it regenerates. It can be just a reskin of spells-per-day or spells-per-encounter, or it could be something more interesting.

DA:O had unlimited mana potions, which meant essentially you spend a small amount of time to refresh mid fight. Not very deep tactically, but more or less fine.

I don't think resource management is really a thing most people actually enjoy. Most people don't like timed missions, so you probably don't want to use that to prevent people from resting a lot. You don't want to soft-lock players by letting them blow their resources too soon, so they can't win the fight but don't have a way to restore. The dark souls style "you reset at the checkpoint but so do the monsters. Keep trying until you get it right" works for me, but a lot of people hate that.

There are so many ways you could do magic, and it's a bummer that vancian magic takes up so much space.

DND just isn't as good and universal as people think it is, but it's hugely influential anyway.

Side note: DND is balanced around like 6 "medium" encounters per day. You're supposed to slowly trickle down your resources. Turns out most groups do one encounter per day on average, and then the system doesn't work very well at all. There's lot of patches (eg: gritty realism) but the problem remains people don't seem to want to do that kind of cadence.

[–] jjjalljs@ttrpg.network 1 points 18 hours ago (1 children)

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 4 points 19 hours ago* (last edited 19 hours 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 5 points 19 hours ago (5 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 1 day 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 2 days 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 2 days 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 2 days ago

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

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

I never got far in stardew, so maybe?

[–] jjjalljs@ttrpg.network 20 points 2 days 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 2 days 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.

 

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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