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12:25 AM
Here's a great thread about "swinginess" in RPGs from @amr on Twitter
There's so many great threads on the #TableTopChopShop hashtag!
Ajey Pandey wrote a twitter thread "about complicated formulas in RPGs."
@BESW So many! I have only barely had time to dip a toe in.
Vince Smith wrote a twitter thread about "what swinginess transforms into wrt narrative in TTRPG's, ebb and flow, and heroic competence."
1:15 AM
Q: Can I interact with my spiritual weapon, (say a quarterstaff) and use my bonus action to move US 20 feet?

JoeASay I create a spiritual weapon in the form of a (horizontal) quarterstaff. Can I grab it and use the bonus action to move it (and myself) 20 feet. Say move me across a pit, or allowing me to take the rest of my normal movement, or even avoid introducing and attack of opportunity. My character ha...

1 hour later…
2:24 AM
@BESW I can live with constant narrativium, but that sounds terrifying
@BardicWizard the thing did not happen.
It should work, but something is happening with stack snippets
2:52 AM
I mean, between being killed by the no-story-zone and being stuck in a constant story I'll take the constant story, but under extreme protest
it doesn't sound great
@trogdor You might be "lucky" enough to become Fey, which means you retain your identity and actually gain the power to warp reality: instead of being at the whim of whatever stories are happening around you, a Fey playing into their chosen character tropes compels the people and things around them to fit themselves into the Fey's story.
(But even Fey can't survive in the most chaotic worlds, just like dragons can't survive in the very most orderly worlds.)
it sounds like I would be forced to be pretty controlling to survive that way though
(Fey call chaotic worlds, "spheres of virtue." The more a world/sphere enforces narrative, the more virtuous a Fey considers it.)
and that's the opposite of what I prefer to be
Oh yes. Fey generally treat everyone else (including other Fey) as props in their own stories.
3:01 AM
@BESW twilight 2000 has three levels of crunchiness in the rules
At the crunchiest your damage on guns relies on marking a stat on the x-axis of a graph, and marking off the value from the y-axis
I can't find a picture, but it's definitely an extreme in one sense
3:17 AM
@BESW I don't imagine the dragons in the story are much better
@trogdor The Library considers Dragons to be... less actively toxic to get involved with, but no less dangerous, and discourages allying with them.
@AncientSwordRage darn.
@BardicWizard yup
@BESW seems fair enough
3:37 AM
@trogdor it's good advice
hey now, don't go saying people shouldn't make alliances with me
I'm going to have to do something about that XD
@trogdor hmmm, people should be cautious at least
I've heard talk of burnininating
It's no surprise that a library opposes dragons. Libraries aren't too fond of burnination.
We read too
4:03 AM
4:44 AM
I’m in a Very Good Mood for some reason! How is everyone else doing?
5:21 AM
Holding it together, mostly
I certainly wouldn't classify myself as in a good mood but I'm not too bad considering everything going on
5:42 AM
I am Doing An Art.
1 hour later…
7:02 AM
Q: Can a Wizard cast a Ritual Spell as many times as they want during the day?

JoeI'm a newbie D&D5e Wizard player and was intrigued by the Ritual tag and its major benefits for Wizards. I'd like to ask if a Ritual Spell in my Spellbook can be cast multiple times a day, without the need for a rest, assuming I have plentiful components to cast said spell?

7:29 AM
@BESW oooh
Trying to get back into Doing Arts more regularly, inspiration or not.
the only art I make at the moment is Kerbal Space things XD
8:01 AM
Porting my vector shapes from Affinity Designer to Procreate to use my new hatching brushes.
1 hour later…
9:30 AM
@BardicWizard holding up. This is what I was trying to do: meta.stackoverflow.com/questions/400063/…
9:52 AM
> if you are losing 19 familiars in a day please be more careful with them - this is why we can’t have nice things!
[ SmokeDetector | MS ] Pattern-matching website in answer, potentially bad ip for hostname in answer (79): Can a Wizard cast a Ritual Spell as many times as they want during the day? by hamidi on rpg.SE (@Rubiksmoose)
it spem
Hmm, I wonder where they're getting that copypasta from.
10:07 AM
@Carcer Wait, it's all spem? Always hes been
@BESW it's a new ragu flavour
@AncientSwordRage I think some of the time Smoke Detector does false flag something
but it's definitely usually spam
@trogdor space spame?
1 hour later…
11:10 AM
Wow, I nce more looked into the Bête thing, unearthed the Nagah stance (which is plainly WEIRD) but I am still locked with not being able to write more XD
@Trish is that in reference to something?
@AncientSwordRage yes, I have one answer that literally broke the cap of how much I can put in an answer, leading to me writing an extended answer in a google-doc...
@Trish Oh I saw that!
Hecking comprehensive answer
Yes, Nagah love is strange to say it simple.
I think... I miss only... lemme see...
I never got into W:tA, I only briefly played V:tM at school (what would have been middle/highshool)
11:16 AM
Ratkin and Gurahl, and the extinct ones.
@Trish I will take your word on it!
Not sure I will find anything in the two, but I am sure I won't find a lot on the extinct.
@Trish so from my cursory research when I was but a teenager, I thought all the werewolf tribes were strongly tied to human ethnic groups (which felt weird and slightly wrong). Is that true, or am I really misinformed?
@AncientSwordRage yes and no, actually a good question to ask. All are patterned after some groups, but not necessarily ethic ones. Black furies are female activists, but the tribe has greek origins. Silver lords are designed to be the rulers, but are stereotypical russian. Get are dedicated warriors, but stereotypical nose/germanic. Bone Gnawers are not ethnically bound, but often homeless...
@Trish right, so the way I read it was, if you were germanic, and became a werewolf you would become 'Get', russian -> silver lords
11:26 AM
Silent striders are supposed to beof egyptian, north-african and arabian descent, but are less bound to be so. Red Talons are of no human descent at all.
@AncientSwordRage no, that's the wrong way around. you don't become a werewolf, you are born one. You could be of nordic heritage, but your mom or dad was a Silent Strider bloodline (who just dropped you off somewhere) and then you are taught by a Glasswalker, so you are Glasswalker.
@Trish right, when I say become I mean more have your first transformation.
your tribe is not necessarily genetic, it is partly... actually, that's another good question. "What decides the tribe of a freshly emerged werewolf?"
@Trish Happy to ask that
but I don't have much interest in W:tA, so it maybe a hollow question
It's somewhat complicated actually. I mean, technically, after the first transformation you have just 2 aspects, unless you are metis: Your breed (homid/lupus) and your auspiece (when did you change). The tribe is who accepts and taught you and bound you to their tribal totem
Riiight, so in say vampire, which I'm more familiar with they only have two
11:33 AM
the typical way is that your parent or one of their tribe teaches you, but as the Black Spiral Dancers and the male, not metis Black Fury born show (which are given to other tribes to care for) show, you can be genetically hailing from one tribe, but you are introduced into another.
@AncientSwordRage in vampire you are what your sire is (unless you are a gargoyle)
@Trish yup and you then pick a clan/ follow your sire's clan
I could be mixing V:tR and v:tm
@AncientSwordRage Pick a clan?
Clans are mostly hereditary (by siring).
Wrong word maybe, it's been a while
There are cases where one can branch off into something different than one's sire's clan, but those are exceptions.
in VtM you don't pick... (safe for the path of assamite...) you are what your sire is/was.
11:37 AM
the word I'm looking for is sect
ahhh, camarilla/Sabbat/anarch... that is your choice, but also not: your sire teaches you (hopefully) as part of one.
in V:tR there're 5 sects
@Trish yes
VtR is not WoD, it's CoD
I'm more familiar with CoD, which is what I'm leaning on to understand WoD via loose analogy
23 mins ago, by AncientSwordRage
I never got into W:tA, I only briefly played V:tM at school (what would have been middle/highshool)
I did get into V:tR in a big was at one point, and all the other CoD splats
so if I'm going to understand/discuss WoD splats, it may have to be via analogy to their CoD equivalent
CoD werewolves are totally different from WoD ones.
11:45 AM
Oh yeah, the werewolves in Call of Duty are really--wait.
@Trish yes, which is why my approach may not work... :'p
12:01 PM
@AncientSwordRage The degree to which it works will vary by game line. For a game that is heavily leaning towards a reboot, like VtM<-->VtR, I guess it'll be good enough. For a game whose design principle is 'let us trample and burn all the iconic stuff about the spiritual predecessor!', like CtL's attitude to CtD, this will be a false friend.
@BESW lol, I mean I'm pretty sure they did a game with zombies in it?
@vicky_molokh-unsilenceMonica the fact that it's inconsistent is wahts confusing
It's not necessarily outside the realm of possibility? Even if it's not very probable
@BESW dog soldiers
12:08 PM
@AncientSwordRage They're two different settings. Them not being consistent amongst themselves seems to be normal.
@vicky_molokh-unsilenceMonica I never had an attachment to them, and the way they organised the splats to all be 5x5 really makes me happy
@vicky_molokh-unsilenceMonica oh absolutely
I think me transitioning from V:tM to V:tR has left me with the impression "Why not do the same transition for all splats"
@AncientSwordRage The pentaphilia can make a setting look less naturalistic . . . even if it's convenient to have a same splat matrix recurring everywhere. Because of how regular and convenient it is.
@vicky_molokh-unsilenceMonica I don't find it off putting in the least
12:10 PM
@AncientSwordRage What do you generally consider the appeal of having CoD as a second setting when WoD already exists?
@vicky_molokh-unsilenceMonica I have the same question of whats the appeal of the 20th edition games when CoD exists? I know there's story baggage, but having never engaged with that, it's never been a pull for me
@vicky_molokh-unsilenceMonica To answer plainly I prefer the mechanical system
@AncientSwordRage Mostly mechanical streamlining and compendiumification of lore of an already-loved setting.
@vicky_molokh-unsilenceMonica that sounds good to me, but it felt weird personally, that CoD already does a really good job (IMO) of mechanical streamlining
it felt like Python 3 vs Python 2 (no idea if that analogy hits). Yes Python 2 feels more like a scripting language, but the benefits of Python 3 outweigh that
@AncientSwordRage Some people do advocate using Storytelling System in place of Storyteller System where the mechanics fit into otherwise compatible 'slots'. Which is mostly the two Mage games.
But I don't think there would be any compatibility in, say, Changeling.
@vicky_molokh-unsilenceMonica I always lose track of which is which (-ing, vs -er)
@vicky_molokh-unsilenceMonica Mage is probably the loosest in terms of the powers
12:15 PM
Storyteller is the WoD system. Storytelling is the CoD 1e. I'm not sure if GMC formally counts as a subset of Storytelling.
so it makes sense there's a lot of compatibility
@vicky_molokh-unsilenceMonica I think so, if you separate the core from the 'extras'. Integrity works better than morality etc, imo. Conditions are great.
@AncientSwordRage Mage is one where the powers are the most freeform of the bunch, in both settings, despite vast lore differences. Freeform magic demands flexible, almost-setting-agnostic mechanics. And flexible, almost-setting-agnostic mechanics are easier to port.
Each splat having things like touchstones etc
@vicky_molokh-unsilenceMonica yeah, it's one of my favourites, despite running/playing being a pain
Thus the mage mechanics are more mutually portable.
So long as you port the rest of the core, of course.
But Changeling? Yeah, good luck with porting that one, you're gonna need it, because from what relatively modest knowledge I have of the two Changelings, they are so distinct that trying to force-port the mechanics of Lost onto Dreaming would stop Dreaming from feeling like Dreaming at all.
Because of course most of White Wolf mechanics are written setting-rigidly.
@vicky_molokh-unsilenceMonica changeling is one of the WoD splats I have the least knowledge og
@vicky_molokh-unsilenceMonica not sure if it's most
probably more true of WoD than CoD
12:23 PM
@AncientSwordRage Well, consider this: Storytelling and Storyteller don't have a generic splat-agnostic fast-acting mechanic that gets slightly modified to produce the variants existing throughout splats with some cost adjustment resulting from the differences. Instead, vampires have Celerity and werewolves have Rage and werespiders have blood-point-powered-extra-actions and each of them is a basic building block.
Each of them is carved out of stone as a singular thing, tailored to a specific splat, built from the ground up without any internal transparency of the building process.
Wait no, stovepipe may not be the right analogy.
@vicky_molokh-unsilenceMonica that is definitely one issue, and one I would love to see resolved, but they seem committed to playing the splats separately
@vicky_molokh-unsilenceMonica no it is
Or at least the page I linked to seems to be describing the antipattern differently than how I remember it, so I removed that part.
@vicky_molokh-unsilenceMonica I initially thought you meant, for instance vampire powers come from blood, werewolf from spirit worlds, mage from twisting reality
all of those can be ported/tweaked to suit a setting
but changling seems like it wouldn't work from what I know
@AncientSwordRage Source of power doesn't matter much. How it works is what's important. But there's no general implementation that gets customised for each variant in transparent ways, piece by piece. Instead, each time a new splat gets some sort of super-speed power, the new power gets carved from scratch out of a single block of stone.
@vicky_molokh-unsilenceMonica a storytelling toolkit would be nice
it would be a lot to ask, but I can imagine aligning the splats wouldn't be impossible
12:30 PM
@AncientSwordRage It's not impossible, it just requires building the common base first, including the framework for customisation-compatible powers. Then splats need to be built using those building blocks.
Also note that this is not panacea.
@vicky_molokh-unsilenceMonica I think you could find some constants (speed ability), rework those to be consistent, and then pull a common base out of that rework
@vicky_molokh-unsilenceMonica no, but it sounds fun as a thought experiment
For a worked example of the benefits and flaws of such an approach, consider how GURPS 4e (not 3e!) built its supers, its sorcery magic (but not other types), its monsters for Monster Hunters (vampires, shapeshifters &c.).
It's imperfect, sure.
GURPS is a monster, not sure which edition I played
GURPS front-loads a lot of complexity. Which means it is indeed a monster, but also establishes frameworks for handling many things later with more coherence. Note more coherence, not perfect coherence. There's no such thing as a perfect system.
@vicky_molokh-unsilenceMonica it's a strange balancing act
12:36 PM
Also, this is a thing that got much better in 4e than 3e.
@vicky_molokh-unsilenceMonica 4e seems like a solid edition for many systems :D
Back in the old days, a lot of new stuff got carved out of a rock ad hoc.
@vicky_molokh-unsilenceMonica this is bad
4e is by no means perfect, partially because the establishment of a solid framework didn't go far enough, partially because reverse-compatibility comes at a cost, partially just a case of things not working out as great as hoped for.
@vicky_molokh-unsilenceMonica backwards compatibility always feels like more of a burden than a boon most ofthe time
Adding new abilities and allowing people to play with all old abilities seems like diametrically opposed asks
and if it's a mix, they can jsut be folded into the new way of doing things
12:41 PM
@AncientSwordRage Oh, it's not that kind of reverse-compatibility. But things like maintaining some naming conventions because they're familiar. Or keeping the largely similar pricing structure, even though there are issues with the curve produced by the ratio of competence breadth vs. competence pricing per level.
@vicky_molokh-unsilenceMonica right, hold overs more than actual functional compatibility. I can see the pull to increase buy in/reduce edition shock
Many of the abilities are actually written up OK IMHO.
if I get the opportunity, I'd gladly play it
An awkward example is Rcl ('recoil'), which in 3e behaved as gun recoil, but in 4e behaves more like overall bullet spread during rapid fire, but is still called Rcl/recoil, which can be misleading.
Overall, 4e autofire rules are one of the things where redesign wasn't fundamental enough, resulting in autofire behaving very weirdly for anything other than human-sized opponents shooting at each other within typical engagement ranges with typical handheld small arms.
@vicky_molokh-unsilenceMonica that just sounds bad wrong
12:45 PM
It's not bad if you run typical modern action games. It gets awkward when the same rules get used for handling spaceship-to-spaceship missile barrages and point defence against the latter.
Oh wait, wrong reply target. Removed reply marker.
@vicky_molokh-unsilenceMonica I can see how it would be hard to scale the rules in that way
@AncientSwordRage The GURPS Discord community is pretty vibrant, you can try out the LFG there.
@vicky_molokh-unsilenceMonica the opportunity to play is more based on my freetime/focus than availability, but if that changes I will hit them up
I'm currently working on my own system which is pulling from things like WoD/Cod, mouse guard, smidgeon of DnD and hearing how GURPS had handled being suitably generic is very helpful to the thought process
@AncientSwordRage I've been trying to make a system of my own, inspired largely by GURPS, FATE and EABA. It's not a self-evident process, but I think I found a promising pathway. Transparent (even if complex) scaling formulae, like the deciBel progression, provide opportunity to better control the results one's rules achieve, but this still requires plugging in the right numbers into the variable slots. But . . . at least that makes fixes easier.
@vicky_molokh-unsilenceMonica interesting
This is my current quandry
Aug 2 at 0:31, by AncientSwordRage
My question was, how do you balance enabling different builds having equal agency over how their powers function Vs making different builds feel unique?
12:59 PM
Jan 4 '18 at 9:33, by BESW
Ah, yes: Making Superman Truly Invulnerable describes how to avoid the "Superman always wins" problem by reinforcing the "paper world" feeling. Superman doesn't get physically hurt, but bad things happen around him.
@AncientSwordRage At some point the progress stalled, but my attitude was to focus less on uniqueness of builds within a given specialisation, and more on ensuring differentiation between specialisations.
Mechanical homogeneity with narrative differential is a powerful tool.
Whether one opens doors with a Knock spell, a sonic spanner, or a set lockpicks is largely secondary concern.
All three should be handlable by purchasing competence in lock-opening, perhaps with some modifiers if the detail level supports that.
Or, simply don't tie agency to powers at all. The 1985 Doctor Who Role Playing Game already knew that trick.
Though do note that my leaning has more to do with understanding I as an amateur TTRPG designer lack the skill, crew of assistants, and the time required to produce something with the degree of detail GURPS or EABA have.
It's not that I don't appreciate a system that has multiple, mostly-balanced and distinct ways to build a specialist of a given profile. It's that this requires more work than something where a single specialisation is always built around the same mechanical core with a minor refluffing and/or minor mechanical adjustments (such as applicability to certain situations).
1:08 PM
@vicky_molokh-unsilenceMonica I think differentiation between specialisation is closer to what I mean by uniqueness of builds
@BESW I love this aspect of Superman
@BESW broken link :(
@AncientSwordRage I'm using it more as 'specialise in opening locks', 'specialise in mêlée combat', 'specialise in electronics warfare', or (on the weirder side) 'specialise in combat against a single opponent'.
@BESW yay
It's also an example of making narrative truths do the heavy lifting without bringing in specific mechanics to describe each truth.
Having five ways to build a mêlée fighter, all comparable in terms of competence achieved per units of chargen currency paid, is something that can be enjoyable, but I think it's reasonable to sacrifice that when there is a scarcity of TTRPG-design 'resources'.
A huge consideration about evaluating the price of competence is how often it is relevant throughout the campaign.
There are . . . different approaches to handling that consideration, all with trade-offs.
1:14 PM
@vicky_molokh-unsilenceMonica I think I'm close to answering the point @BESW raised a short while back about identifying what I want my system to achieve, in that I want a strong coupling between character personality/behaviour/motivation to their mechanics
so rather than having strength, characters have 'Brute', which might be brute forcing a door or brute forcing the password an encrypting harddrive
@AncientSwordRage I've got notes toward a system where the PC's stats are the stories (media, family, history, etc) they use to understand their world and themselves.
But what you're describing sounds a lot more like Fate Accelerated's approaches.
@AncientSwordRage Damn, that exact phrasing is very close to what I found frustrating about FAE Approaches and how I expressed that.
May 30 '16 at 8:15, by BESW
Approaches are "TV logic," where a Forceful character is equally good at bashing in a door or pushing through social niceties, while a Clever character is equally good at programming and linguistics.
(The differentiation comes in the narrative permissions granted or revoked by aspects.)
The base roll modifier is unchanged for Forcefully breaking a door or Forcefully convincing a client, but your aspects give you permission to try things, or say that things can't be tried; or increase or decrease the difficulty of you achieving those things (change your target numbers); and aspects also give you and your opponents hooks to hang fate point currency on when things get rough.
@BESW it's odd that I've not really looked into Fate Accelerated
(Just like you can have +5 Lockpicking but still not be able to pick a lock if you don't have your picks, or it's an electronic lock, etc. Narrative justifies access to mechanics.)
1:23 PM
@vicky_molokh-unsilenceMonica Weird! I was thinking of giving each stat a knack, so that while yes you might be more motivated to brute force a physical door, so get a small bonus, you have a knack for computers so that is where you excel
@AncientSwordRage That's stunts in Fate.
@BESW am I re-inventing fate without realising it
Littttle bit.
@BESW your intonation makes me think it's closer to a lottle bit
You haven't re-invented the point system yet.
1:25 PM
@BESW ok, well don't say that yet
@AncientSwordRage I personally think (after some playing of FAE and comparing) areas of competence are best for always-on stats, with things like motivation or style being better suited to more 'optional' and/or 'on-and-off' 'bolt-ons' like Aspects (invoked a limited number of times per session by spending Fate Points) or Stunts (often customised on a per-character basis).
[rummages for a good example]
I was thinking of cribbing the conflict system from Mouseguard, and where you roll your stats (e.g. that 3d12 had two success and totals 25) you can (depending on the conflict type you pick) convert or spend some of that total to limit break tokens to spend later
That would be different, yeah.
...I was going to use a Fate of the TMNT character but I forgot they're aspect-only.
@BESW TMNT you say
1:28 PM
You might like aspect-only, it's even more "just your character."
@AncientSwordRage Might be worth unpacking that. Do you have a draft of what the conflict framework of yours looks like, mathematically?
Is it a problem that no one is actually answering the querent's question here?
Leo gets +1 to his rolls for each aspect that's relevant to the roll.
@vicky_molokh-unsilenceMonica I think I like the idea that your characters are almost fables/avatars of ideals, so having them work like aspects (?) seems apt
And then he has his stunts, which give him specific bonuses or rule modifications under certain circumstances.
1:31 PM
@AncientSwordRage Your sentence looks like how I've seen Exalted Fair Folk implemented by someone, and I suspect inspired by Three Rocketeers. But maybe I'm mistaken.
@BESW sounds great
@vicky_molokh-unsilenceMonica exalted is an influence, but I never played with/interacted with fair folk
I'm guessing one of Donnies is 'Does machines'
@AncientSwordRage Using the Core/Condensed framework, I mean. Not the native system.
@vicky_molokh-unsilenceMonica I don't, that description is possibly closest I've come
@BESW I will head-cannon that middle ability as 'does machines'
@vicky_molokh-unsilenceMonica it's been too long for me to recognise the difference
1:34 PM
These are from a series of blog posts for a game drift called "Fate of the TMNT." It takes The Three Rocketeers as its starting point.
@AncientSwordRage Combined with his Clever stunt, yes.
@BESW I've never heard of that last one, Three Rocketeers
@AncientSwordRage It's one of the many Worlds of Adventure for Fate that Evil Hat made via their Patreon funding. Each World manual assumes you're familiar with Fate Core or Accelerated, and then proposes changes and additions to modify the system for a particular setting/campaign conceit. Three Rocketeers is basically "What if Three Musketeers but with jetpacks?"
Lots of mechanics for buckling swashes, which Fate of the TMNT borrows for differentiating turtle combat techniques.
@BESW It's a good line to take, why not jetpacks indeed
@BESW nice
Fate of the TMNT also has this cool "two-sided aspect" thing first described here which defines a truth about the setting that both the PCs and the NPCs can use to their advantage, and access to it wobbles back and forth over the course of the session to create an extra layer of pacing.
@BESW hmmm nice
1:41 PM
@BESW lots of the worlds seem to ask questions of that format, and it's great. "What if cats but magic?" "What if laser fantasy but archeologists?" (Or what if archeology but laser fantasy?)
(or just "what if fantasy but lasers")
@BESW the first paragraph of the blog is me to a tee
@AncientSwordRage Well, point is, not the Storyteller system.
@doppelgreener Still waiting for that "What if archaeology but repatriation" game.
@AncientSwordRage My primary exposure is the 2012 animated series.
@BESW that is my least favourite
[shrug] The first two seasons drag a bit but I really like where it went.
1:47 PM
@vicky_molokh-unsilenceMonica I mean core/condensed vs native
@AncientSwordRage Well Exalted's native system is a variant of Storyteller. Meanwhile, the implementation I saw was seemingly inspired by Three Rocketeers. What I remember is that Aspects were assigned ratings (like Skills or Approaches); I don't remember whether Rocketeers had such ratings too or not.
@BESW the 2003 cartoon is good for the first 5-6 seasons then they randomly jump to the future for NO REASON beyond executive medling
At the end of season two the writers proved they were willing to lay down stakes that matter, and pay them off by dramatically altering the status quo. They spent a significant portion of season three doing an extended version of the "lowest point" farmhouse beat from the movie and the show really grew its beard during that time. And they just hit the ground running after that, leaning into the most ridiculous gonzo bits of Turtle lore and shaking things up dramatically at least once a season.
@AncientSwordRage I recall liking it, yes, but had stopped following it by the point they future'd themselves
@kviiri you were spared
@BESW similar low point beats in the 2003 show
1:51 PM
I didn't even mind that they had David Tennant doing a rather lazy "technically not the Doctor" version of Honeycutt.
Anyway, bed now. ttfn
@BESW ttfn, maybe I will get some work done today after all
2:04 PM
Q: With shillelagh, do you have to use your spellcasting modifier?

wearedevoShillelagh states (emphasis added): For the Duration, you can use your Spellcasting Ability instead of Strength for the Attack and Damage Rolls of Melee Attacks using that weapon, and the weapon's damage die becomes a d8. Does this mean you have to use the spellcasting ability, even if Strength...

2:56 PM
@GcL Can I get your eyes on a potential overreacton from me?
@NautArch I missed that
no worries! You were deep in convo.
Asking if it's a problem nobody is answering the OPs question seems odd in the middle of a Fate conversation, but not an overreaction. I'll go look at the question in question.
Better answers have come in, but I'm not sure how to handle the original two. They don't actually answer the question at all - in either a frame challenge or the question itself.
Not an overreaction
2:59 PM
@GcL Ha, not where I asked, but the question itself :) Was I being too hard on the answerers?
Is it flagworthy as not an answer?
or just let it go and stop being so ornery?
Comments on the divination wizard seem fine. The OP comment said what needed to be said, "not applicable here"
RIght, so we have a not applicable answer.
isn't that not an answer?
It's an answer to a different unasked question.
Some amount of answers are more useful to people without the exact question as the op
You'd have to look at the timestamps. The OP added in the bladesinger part around when the answers came in.
I assume as a reaction to the answers and realizing they'd left out a crucial requirement for their question.
Sure, but then after the fact they still didn't update to answer. I guess it just feels like an answer to a question that isn't asked now. They could have added an actual answer as well, but they both just left it as that.
It as actually asked in comments to the question what school they were.
3:05 PM
I would delete the last comment on Sam's question.
Why? It's asking them to actually answer the question, no?
OP wants to change criteria after you've spent time building a product answer ... I can understand not changing the answer. I do not like when reqs change.
Yet people naysay me for trying to get a better understanding of reqs.
My first thought when reading the original question was what school are they.
Answering before knowing that isn't helpful.
and it wasn't.
But now the answer is up and details provided, but no adjustment to answer.
@NautArch "Well, it is there, " doesn't come off as a particularly friendly opener. The "Well" is superfluous and makes it hard for me to read the comment in a bouncy friendly voice in my head.
I half expected a request to talk to the manager to follow.
@GcL True, and that wasn't great. But the original response was also a not great response (in my head)
3:09 PM
Yeah. They'll get downvotes for not answering the question while the OP won't get downvoted for pulling a bait and switch by changing the requirements after the answers are in.
I don't think it's a bait and switch. It was missing info and people made assumptions and answered.
But I deleted my previous comment and added in a friendlier one (i think)
New comments seems like a reasonable request.
Sounds like flagging isn't appropriate here, either. It is what it is and better answers have come in.
ALthough those don't currently answer the question in any way.
Flag the OP. I don't like it when people ask how fast a stock from the dealer car can go then come back and specify, not a sports car but a compact hatchback.
I'm happy to let the now non-answers accumulate downvotes.
@GcL I would be, too, but they got upvotes after my comments. /shrug.
3:14 PM
They're not bad answers to the original question.
absolutely true on that.
DIvination was the first thing I thought of (Because I am mostly ignoring ravnica/eberron/wildemount)
I don' think there's much in Eberron that could help either. Ravinica and wildemount offer more non-standard offerings.
At least for spells.
well, thinking about Sam's answer specifically regarding chronurgy
For some reason, those sources still feel very UA to me.
Yeah. Wildemount has some edge case making material.
I told my group not to bother with that book. I didn't want to deal with it as a +1
yeah, although I am open to some of hte magic items from those sources.
One player want the documancy satchel from Acquisitions and I'm okay with that.
3:20 PM
I totally forgot about Acquisitions Inc. Luckily, I think my players have too
Yeah, so have i :)
part of my ravnica/wildemount/eberron grouping
of "these don't exist in my world"
not game world, my actual world
3:50 PM
Oh, like the Matrix sequels that never got made. Just out of my world. Awww.. now I want to go back and play Out of this World.
@NautArch not my downvote btw
@Carcer totally fine, I think you're right, though.
downvotes don't bother me anymore:)
but i still want to believe in my own answers
fair enough
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