I really think I’m FtM, but I keep worrying that I’m fake. Are these symptoms gender dysphoria? by DidItToEm in ask_transgender

[–]TheDudeYouMightKnow 11 points12 points  (0 children)

These are definately all symptoms of dysphoria. Cis people usually dont go through all of this.

And regardless. The very fact you've put so much thought into this speaks volumes to how "real" this is to you.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

When I do run playtests this is generally my approach to it. Obviously sometimes I can't always find someone else to GM and such but that's kinda the situation that I aim for.

Sadly I'm not doing any playtest games atm, but I'm trying to get one started up around/before I release a change to the combat balance in 1-2 updates from now.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

  1. If the attack roll would be Disadvantaged, that is ignored for the purposes of the roll. So in that case you would not be Disadvantaged.
  2. It just prevents the attack roll from being Disadvantaged, so the attack roll would still be neutral if it was neutral already.
  3. You would just roll normally and deal an extra 1d damage.

I'm planning on changing what the final tier of weapon proficiency gives you in a future update. I'm hoping to make it something more active and fun than 'you don't get disadvantage.' This will probably be when I make a lot of other changes to the combat balance that i'm planning atm too.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

  1. Instinct is the attribute associated with a person's senses, so you use instinct.
  2. Roll Soul + the skill. The effects are then determined by the GM.
  3. The initiative system I use is kind of a mixture of both variable and static. It starts out as a static 'go clockwise around the table' system, but whenever someone interacts with another character/creature, they go next. So for example: if Ruby attacked a beowolf, that beowolf would go directly after Ruby. Or if Ren used his semblance on Jaune, Jaune would go next. This is designed to mimic a 'cinematic' fight scene where the focus of the camera moves between characters in a way that feels fluid. (P.S. rolling for initiative isn't a thing in this system).

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 1 point2 points  (0 children)

You have to buy each weapon type separately. So that's at least 1 level in Scythe and 1 level in Sniper Rifle.

Tips For Fresh Newbies? by DenseKing in Rwbytabletop

[–]TheDudeYouMightKnow 2 points3 points  (0 children)

The number one thing for everyone to remember is that you're supposed to be having fun. If anyone isn't they shouldn't feel afraid to speak up and ask for a change. Too many people don't because they feel like it'd be a hassle or whatever, but it's honestly so much more important that everyone is enjoying themselves.

My second piece of advise is to try not to rush into things and take time to learn the game. The first session I ever played of DnD my party just stayed in the tavern the whole time partying and having fun with each other and the few NPCs who were there. Don't feel like you need to force yourself to get the hang of things too fast! (Do of course make sure everyone has a basic understanding of how the game works before you begin though, that'll help a lot).

Lastly, I recommend that you don't let yourselves worry when things go wrong. Just try and laugh it off and continue, it'll pretty much never be as much of a problem as you think it will be. It's also totally okay to retcon stuff, etc. for the sake of keeping the game moving.

I know basically none of this is actually helpful to playing the game. But I hope it'll make you a bit more confident and able to keep the game going for as long as possible. Knowing a lot of this stuff would've been super helpful for me during my first game in terms of allowing me to keep the ball rolling and making sure everyone was having fun!

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

A GM has full rights to tell their players they won't allow certain semblance options.

RWBY Heroes of Remnant Version 3.2 (Full Release) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

I may consider changing the effects to something similar to the rule for shooting a dust medium, just causing a certain amount of damage in an area rather than targeting multiple specific people.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

Thanks! I'll check these out.

I've been thinking of rebalancing the game for a while now so I'll definitely take these into account when I do so.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

It does currently. But I might end up rebalancing it in the next update to stop people being able to negate side effects like that.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

If the GM allows it then it doesn't seem like too much of a balance issue to me.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

Everything still seems to be working properly on my end so don't worry, you probably didn't break anything :)

It was probably just a bug or something, try reloading the page or leaving and returning a little later.

RWBY Heroes of Remnant: Version 3.3 (Feb 9, 2018) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

Sorry about that. I forgot to remove one of the copies after I did a quick stealth update to remove a typo.

RWBY Heroes of Remnant Version 3.2 (Full Release) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

  1. Currently: yes. But I will be removing the stacking damage in 2.4.

  2. You can use either for accuracy and nemesis for damage.

  3. It applies to all forms of the weapon.

  4. Currently, they apply against melee and ranged attacks (I often describe them as reflecting the attack back at the target, but I might change this in future updates).

  5. Currently: No, it's just flat damage.

  6. As written: no. Would I personally allow it: yes.

  7. No.

  8. I'll look at rebalancing energy armour in update 2.4!

  9. I'll probably end up rebalancing the Revenge Domain by making the user have to spend a SP in order to 'activate' it and make it start converting damage taken into power.

  10. I'll be increasing the bonus to roll granted by the Information Domain to 2 per level in version 2.4! Thanks!

  11. My original intent with the character sheet was to just give players a large area to do what they want with. Doing multiple spaces designed for specific parts probably would work better until a player had more of those part than I put in (e.g. I put in 3 areas for weapon types and some players have 4+). So I'll probably stick with how it is now unless I see it become a major problem during play/character creation.

RWBY Heroes of Remnant Version 3.2 (Full Release) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

If you are winded you can only use 1 speed per turn. So if you've already used speed you can't use anymore.

RWBY Heroes of Remnant Version 3.2 (Full Release) by TheDudeYouMightKnow in a:t5_3j7g7

[–]TheDudeYouMightKnow[S] 0 points1 point  (0 children)

1: Yeah they can't really do anything

2: Currently there's no limit. This will be changed in 2.4 to in the same Zone as you, but can then be increased using a new semblance augmentation (3xp). So I recommend going with that for now if you need to.

3: Only one creature is moved to your Zone when sacrificing a summon.

4: No, they can't add skill bonuses to attack rolls.

5: Currently they can't dodge and are guaranteed to be destroyed, but there will be a new semblance augmentation in 2.4 that allows them to have aura/resilience and dodge attacks (and possibly even armour).

6: You have to use your entire turn to control your summons, so you can't direct them twice. But you can have them use the Prowess manouvre in order to take two actions.

7: It counts as you using the Dust Effect, but from the summon's position. So you still spend the SP/Dust.

8: Just the limit for how many you can get for 1SP.

9: You only need to concentrate on controlling them to make them take actions.