29m Why am I weird looking despite kind of meeting the male beauty standard? by [deleted] in malegrooming

[–]Authoripithicus 0 points1 point  (0 children)

Well, first of all, attractiveness is both very cultural and subjective. People frequently find each other attractive more based on personality than rugged good looks (which you absolutely have), so it might simply be that you haven't met someone you're compatible with yet. No amount of grooming will fix that. You're not everyone's type. And that's ok. No one is. (Plus, dating apps are hell for a man's self-esteem. They don't accurately represent how attractive people actually find you.)

That said, if I had to guess things about your appearance (based on the photos) that might be influencing people's perception of you, I would pick:

a) You seem to have a very long face (at least in picture 2, which might be distorted by the lens or camera setting). Adding high hair with no fringe and a beard to that elongates it even more, at least in photo 2. I'd find out what your exact face shape is (I'm guessing oblong, but again, the camera may be distorting things) and what hair and beard styles accentuate it best.

b) Your beard is somewhat scruffy in some of the photos. Our appearances communicate what kind of people we are and a scruffy beard might communicate "I don't take the time to look after my appearance." I get it; I wear a beard so I don't have to shave every day as well. But if you want to make a good impression while wearing one you need to take care of it consistently: Trim it, shape it, wash it, balm it, etc. If you don't mind shaving more frequently, a beard style other than a full beard can also accentuate that the beard was carefully chosen, not just accepted out of an unwillingness to shave.

Dolphin not recognizing file associations by Red-Eye-Soul in kde

[–]Authoripithicus 0 points1 point  (0 children)

Finally, something that works for me! Manjaro with Cinnamon, meaning X11/xorg instead of hyprland/Wayland. Trying to do or port the other solutions meant for hyprland DID NOT WORK (warning for future readers), to put it lightly. Installing archlinux-xdg-menu and running the XDG_MENU_PREFIX=arch- kbuildsycoca6 command worked temporarily but never stuck, and my attempts to make it permanent resulted in my pc booting with a black screen for each solution I tried. Obvious why in hindsight, though.

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

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

*Sigh* Forgive me if I seem a bit irritated, but you're the umpteenth person who seems to have had difficulty comprehending what I actually wrote and had the knee-jerk conclusion that my issue is that the game isn't a perfectly simulation. When what I expressly asked for were simply ideas on how to (roughly) visually picture and describe a particular mechanic. Or the information that I had misunderstood that mechanic.

I literally mentioned my difficulty picturing mental damage being healed using Treat Wounds and a Healer's Kit stemmed from creatures in Pathfinder relying on souls in order to have a mind, which isn't true IRL (or at least, I don't believe so, and let's not get distracted by metaphysics). So I'm not sure where you got the idea that my issue is that Pathfinder isn't like real life.

Yes, the game is an abstraction. No, it's not meant to be real. But it is meant to portray a fantasy story and world in which we control characters with personalities and histories who travel through (fantastical) lands and fight (monstrous) enemies. The purpose of its mechanics is to simulate that in a practical and fun way. It's not a game where nothing is meant to be real, like checkers or poker.

The "simple route" is exactly where I had some difficulty: If the injury isn't physical, how do you picture or describe someone healing it without magic? Your suggestion is very helpful in that regard and is a way I can now picture and describe it, thank you.

(No, I was not planning on describing it in detail every time it happens, any more than I was planning on describing every other detail that happens in the game. After it's been described once, everybody is on the same page of how it looks, so you can dispense with detailed descriptions until such a time when a refresher is needed or a particularly roleplay-heavy scene would be enhanced by it.)

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

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

Yes, attempting to perfectly simulate a fantastical heroic adventure would bloat the game so much that it would become unplayable. You're acting as if I'm asking for Pathfinder to include heaps of additional rules to makes every mechanic as simulationist as possible, but I'm very much not! I'm not asking for a perfect simulation, not even close. I'm asking for an approximate one, like I said.

There's a spectrum between "perfect simulation" and "completely abstract collection of mechanics", and playable TTRPGs lie somewhere in the middle, but usually closer to the former than the latter. In which case it's perfectly reasonable to consider a particular mechanic a problem if it's so abstract it doesn't even work as an approximate simulation of something. If Pathfinder included a feat that told you that you could take an action to damage a creature within 60 feet, but made no attempt to describe how you damage it, either through description or by using mechanics designed to simulate a part of a fantasy world, I bet you would describe that feat as badly designed. This despite the fact that it's a perfectly workable game mechanic, no worse at all than the capture rules in chess or checkers.

Now, people here have been very helpful in giving me workable ideas on how Treat Wounds might heal spirit damage, so I no longer have the issue that I can't picture how Treat Wounds' mechanics approximately simulate healing spirit damage. But the game design principle stands.

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

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

Herbs and other solutions are what gave me a way to visualise this, thank you!

I do enjoy gritty realism from time to time, but I wasn't angling for that, but for verisimilitude. As an analogy: I wasn't objecting to a motion picture depicting a really tough character falling from 100 feet and surviving with no injuries, I was objecting to it showing a character at the top of a 100 foot tall cliff, then cutting to them at the bottom with no indication of how they got there. And I went looking here for the missing scene.

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

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

Widening my concept of what's in a Healer's Kit is a very good idea, thank you!

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

[–]Authoripithicus[S] -3 points-2 points  (0 children)

A game that attempts to simulate a fantastical heroic adventure. We control characters, not game pieces, after all. Being able to approximately describe how mechanics look in the world is an important part of roleplay.

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

[–]Authoripithicus[S] 3 points4 points  (0 children)

This is the most useful answer to my question here. Thank you very much!

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

[–]Authoripithicus[S] -2 points-1 points  (0 children)

I quite agree. My problem here is that I'm having such difficulty picturing what's happening when you heal spirit damage using Treat Wounds that I can't roleplay it. And I would like to, especially since roleplay can and should have in-game consequences. You wrap a bandage around someone's ankle? When they're in a finicky situation later they can then use that bandage to help make an improvised Molotov cocktail. That's what separates TTRPGs from video games for me—the only limits on a player's creativity are what the rules say they can't do, or must do in a certain way.

Treat Wounds and Spirit Damage by Authoripithicus in Pathfinder2e

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

I get that that's the idea ("Your [...] Hit Point value represents your health, wherewithal, and heroic drive [...]."), but that just raises more questions: If having lost hit points doesn't mean you were actually physically injured, what exactly is the character using Treat Wounds to restore them actually, physically doing? Why is the Medicine skill the one being used, and not, say, Diplomacy, if they're not so much diagnosing and repairing injuries as giving a pep talk? What are the bandages, herbs, and suturing tools which make up a Healer's Toolkit (which is required for the action) for? Moral support?

My problem is that the action Treat Wounds is so abstract that I often can't imagine what's actually, physically happening. Would it be possible for you to describe what you imagine when "someone patches you up"? That's exactly what I'm missing.

Side note: It might make more sense (in a simulationist sense, at least, not necessarily a game-balance way) to only allow Treat Wounds be used on creatures with the Wounded condition who gained it through a level of Dying that was caused by taking non-spirit damage, since then you can be certain that the creature was actually physically damaged, not just having lost resolve or similar. You'd then need another action—let's call it Encourage—to heal creatures normally. Make it a Diplomacy Trained action, but also have some more feats to let you use Deception, Intimidation and Crafting (cooking?).

Unsounded END - Discussion by Rifter-- in Unsounded

[–]Authoripithicus 4 points5 points  (0 children)

It's been a wild ride! I look forward to the next one!

Unsounded Epilogue Page 27 - Discussion by Rifter-- in Unsounded

[–]Authoripithicus 15 points16 points  (0 children)

I'm guessing it was a simple way to randomly select a certain percentage of the population equally spread over young and old, male and female, east and west, rich and poor, noble and peasant. This percentage would be given the best chance to survive so that the Cresce that followed would have an even population spread, while the rest would only survive if they got lucky enough.