@ChristianMartinez I'll just toss in crazy character concept as halfling wild magic sorcerer. Double bonus points if, during your adventures, you find and attune to a wand of wonder
(and had a rash of engine trouble as a result, culminating in having to land back at origin on a positioning flight -- and oh, this was a year and change ago)
When the beneficial chemical acts as a contaminate to the engine control system, yeah, a tweak is probably needed. (We had some odd issues with PRIST (deicing agent) for fuel in a few of the aircraft I flew. IIRC, something about certain batches or certain variants not to put into our aircraft. (Been over 30 years, sorry))
@Shalvenay huh, the amazing reliability and efficency of the modern turbo fan brings with it really tight tolerances and margins. 😎
(see the Qantas A380 in malaysia about a decade ago, and the lost power turbine wheel)
(by the way, nice job by the crew and the folks on the ground in sorting that one out)
but on this one G-POWN’s fuel tanks were treated with approximately 38 times the recommended concentration of Kathon uh, is it really the chemical that's the issue? 😮
@KorvinStarmast yeah, it was a reminder that what's obvious to you and me (like what "ppm" means) isn't something that's obvious to everyone under the sun. personally, I think part of the failing lies in DuPont specifying that Kathon be dosed by volume
I DM for my brother’s four kids. Their ages are 14, 13, 12, and 10. they’re asking questions that I didn’t even think that they’d ask. What am I supposed to do in this situation? I try to answer their questions, but it’s kinda tricky.
They ask questions like (if they’re in the woods) Can I go 20 ...
How silly - most of the ones I've ever done don't use as many as 10 colours.
I suppose it's a difference in style. You get those ones that are more like paintings using the stitches like pixels in a digital photo and with shades of colour, and then you get the ones that are more like an old-fashioned sampler which are the kind I used to do. Apparently whoever made the converter in Wolfram Alpha hasn't heard of the latter style.
Presumably if you put a smudge in the corner for it to interpret as several different shades of white, that might fix it?
I’m DM in one of my D&D games and I want a NPC to be a Wood Elf, Ranger, is it possible to make that NPC on a character sheet? Just like a player would build their characters, so I can keep stats and the weapon’s bonuses and things?
Asian Devs Together #StopAsianHateJam jam hosted by Mike Ren, Pammu, DrChrisP. In celebration of AAPI Month (Asian American and Pacific Islander Heritage) in May, we’re inviting developers of Asian descent to submit a game that highlights their marginalized experiences.
A Dragon Game by Chris Bissette. A game about dragons and subterranean adventuring Now with annotations!
Kazumi Chin wrote a twitter thread about Verbs/Aesthetics/Procedures as the designer equivalent of the Gamist/Narrativist/Simulationist pyramid for players.
Galactic 2E Jam! Jam hosted by riley rethal. This is a jam for making supplemental material for the game Galactic 2E.
I would say the Aesthetic of a game (for me at least) is strongly tied to the Verbs I/my character has access to, and the Procedures I/my character takes part in. But I wouldn't say I'm a 'gamist' or 'simulationist'
If I'm completely free to cast spells, and the world responds in a certain way that makes, I guess 'Narrative', sense to me then it gives the world an aesthetic
but I'm still really tied to Verbs and Procedures, despite me enjoying the narrative they create, not really the verbs or procedures for their own sake. I couldn't have one without the other
I mean, it's Riverhouse Games, the author of the absolutely revolutionary We Are But Worms and the shockingly practical Six Spells To Help You With Your Curse.
How To Write A Roleplaying Game is more on the We Are But Worms end of things, though: smart and cutting but not especially practicable.
Every game of theirs I've read, I've gotten something out of, but very few are what one might call.... traditionally playable. How To Write is in that same vein.
@AncientSwordRage I'm not the person to ask, none of those kinds of category conversations make any sense to me except in a very abstract "I believe this helps other people" way.
There's a bit in The Bad Place, where the two main characters initially portray a certain demeanour, and discuss their interests (styles of music, and loony toons vs disney), and at the end one of them has an epiphany about how they really are and then relates it back to what seemed like throw away lines about music and cartoons
The book is very squicky, before you go look it up, and I forget how well it's done but that idea stuck with me
of how they finally at the end of the story had a way or actually describing who/how they were at heart
I want to make a game where a character's core stories are their core "stats," and their relationship to those stories changes based on their experiences and their interactions with others.
A story might stay central to our identity, but our relationship to it might change dramatically. (Are you Luke, or 3PO? Is Luke a hapless bystander thrust into a war he doesn't understand, or a pivotal instrument of destiny?)
Sometimes we add new stories to our understanding of the world, often by seeing how those stories help other people navigate the world and understand themselves.
Sometimes we abandon stories as no longer useful, if our relationship with them has changed too much.
This reminds me of the background-making game I was spitballing a while back, which BW inspired
> “The anthropologists got it wrong when they named our species Homo sapiens ('wise man'). In any case it's an arrogant and bigheaded thing to say, wisdom being one of our least evident features. In reality, we are Pan narrans, the storytelling chimpanzee.”
> Think about stories you, the player, are familiar with in real life. Stories come from many places, including but not limited to pop media ("Star Wars"), cultural inheritance ("David and Goliath"), and family history ("the time Aunt Claire picketed the Post Office"). Choose three of these stories and write them down: these are the stories that inspire your character when making tough decisions.
The interesting thing is that different people take different things from the same story, and both interpretations are correct.
Could you get the player to, after using the story 1-3 times take an attribute they see in that story, to use later?
If you take Faith from David and Goliath, you can invoke that later on, and you might have more affinity for stories that you interpret as relating to Faith later on
@AncientSwordRage Exactly! One thing I want my system to support, is going "I like your story, I'm going to make it mine" but then using it in a totally opposite way.
@AncientSwordRage That flavor text on the forest tickles something in my brain, but for the life of me I can't place it, and now it's gonna bother me all day >:/
> Guam's highest point is Mount Lamlam at 1,334 feet (407 meters) above sea level.[16] If its base is considered to be nearby Challenger Deep, the deepest surveyed point in the Oceans, Mount Lamlam is the world's highest mountain at 37,820 feet (11,530 m).
But don't let the size fool you. We've got more people than Savannah despite the military annexing up to a third of the land. Rivers, waterfalls, caves, reefs, grassland, jungles, cliffs, several different kind of beach. Visibly large populations of at least five distinct ethnic groups. More species of fish than Hawaii. Distinct cuisine, language, and culture.
Small size doesn't reduce complexity or nuance; if anything, it intensifies it.
Like if you say something and I need to mull on it for a while before I have a good thing to say, I'll pull out my satchel that has all the stuff that goes into make pugua --betel nut, pupulu, afok-- and wrap a chew or two while I'm thinking.
But yeah, it's one part of cultivating a culture of comfortable silences, where being quiet is a sign of respect (listening) and wisdom (not speaking until you have something to say), rather than a sign of disrespect (ignoring) and ignorance (not having anything to contribute).
Most TRPGs I've encountered, participation and talking go hand-in-hand. If someone doesn't talk much at the table, their participation is seen as reduced or absent. I'd like to explore alternatives.
@ThomasMarkov It's not as 'sharp' as tobacco and the leaf wrapping adds another flavor profile and texture to the chewing. I found the flavor much better than chewing tobacco (or my memory of chewing tobacco from 30 years ago.)
I'm fascinated by the tradition of it. Some of my best memories in college are sitting around a tin of copenhagen with my friends just enjoying company and the buzz.
I feel like I shouldn't ask a "Does an ability that does X exist?" question when I know most of the options and rules... But I do actually want one now, hmmm
Per the below rules, it looks like that a PC can only knock a creature out with a melee attack:
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. Th...
@BESW iirc in our amaterasu campaign we developed toward getting used to that some of us just didn't speak up as much and that was okay. i'd definitely be more interested in ways of normalizing that being okay, as well as giving space for people to think like you say!
like a super simple thing someone could do is pretend they're "consulting the cards" or "reading the bones" or whatever, soothsayer style, in order to know what to say.
but that needs a layer of safety around it to prevent interruptions of "skip that and stop wasting our time, just tell us what you're thinking"
@AncientSwordRage In 5e, when an NPC goes to 0HP, they just die, unless the DM is using death saves for that NPC (typically not common unless they're important), or if whoever brought them to 0 used a melee attack and also specifically chose to not kill them
Yeah, technically death saving throws are presented as default, but the book does pretty straightforwardly suggest ignoring them for monsters when not deemed important
@AncientSwordRage but to expand to what RevenantBacon said, IIRC there is an option in DnD 5e to knock someone out instead of causing a lethal wound when reducing them to 0 hp with an attack.
I can't recall the exact conditions anymo... wait, it was just linked a bit up
@ThomasMarkov there was much more that needed to be done about that q and leaving it as a tag edit doesn't feel like a substantial edit in that context.
Even if you are three posts away from that shiny badge, you should still care for the whole question.
What is included
community-wiki posts
tag wikis and excerpts
What is NOT included (only applies to Strunk & White and Copy Editor)
edits to your own posts
edits to tags
To count for S&W/Copy Editor, the edit must cover the title, the body or both.
> What is NOT included (only applies to Strunk & White and Copy Editor) > edits to your own posts > edits to tags
I'm not clear if the more recent tag badges also apply the same logic
When I edit a post and see that somebody else edited it, it makes it complicated. It sometimes happens that I click through, but usually I will abort an edit if somebody else is working on a post.
I also wouldn't find weight any more useful of a unit at all since a pound of flour less chocolate cake and a pound of angel food cake are very different
I think it's more a "How can I change the spell so it stays on the same power level as before but actually works for my campaign where food does not come in volumes"
The Eldritch cannon is a magical object created by an Artillerist:
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an abil...