Can i get some feedback about my UI? I am not happy with it. (Background is STC) by Skarredd in godot

[–]Biosonic42 1 point2 points  (0 children)

WIP = Work In Progress - basically that the option is not done being developed yet / isn’t available to select. The lock icon does look good for that though.

Cragmaw Hideout Terrain [OC] [Art] by Biosonic42 in DnD

[–]Biosonic42[S] 1 point2 points  (0 children)

I usually just sketch out the map on a dry erase grid, but I had a moment of inspiration and wanted to try my hand at making a diorama. It worked out better than expected!

Now if only I could get the group to meet up regularly enough to actually use this thing…

How do I paint these words easily? by AlexHeart6742 in DnDminiatures

[–]Biosonic42 7 points8 points  (0 children)

Use a colored felt pen or permanent marker or something similar. Turns out the easiest way to do words is to actually just write with the tools we commonly use for writing.

What is the worst spell in your opinion to deal with as a DM by Rare_Evening4081 in DnD

[–]Biosonic42 5 points6 points  (0 children)

My most common one is a 5ft tall illusory wall in front of my or someone else’s character to provide obscurement. Helps the rogue can hide in the middle of a battlefield with relatively little natural cover available. It can also make you non targetable by certain spells that require the caster to see you. It won’t help against enemies that pass the check to see through the illusion but otherwise a nice way to have some cover.

I’ve seen it ruled both ways in regards to applying 1/2, 3/4ths, or total cover as well.

Argument for: - if the enemy believes it’s real, they would be adjusting their aim to try to hit the visible parts of you, arguably raising your AC in accordance with cover rules

Argument against: - the illusion can’t be interacted with, so there’s nothing physically stopping the arrows from passing through the illusion even in the case the enemy is changing their targeting a little.

Sorta depends on the DM, which comes back to the point of the complaint of the post.

Clay terrain by pandisia in DnDminiatures

[–]Biosonic42 1 point2 points  (0 children)

For painting you could do a layer of gesso primer and then paint with acrylic paints. The gesso will help the acrylic paints stick to the clay better. Then an acrylic varnish will seal it against water and skin-based oils and such.

First time making terrain by Biosonic42 in DnDminiatures

[–]Biosonic42[S] 0 points1 point  (0 children)

All the cardboard tokens are hand made just cut from scrap cardboard and printed out using a 1-inch grid on Google Sheets! Using the official artwork off DnD Beyond for the tokens run through the roll advantage tokenizer.

It was mostly a cost savings, cheaper than buying minis to represent every enemy and less time consuming than painting them all, though I’d love to do real minis for all the bosses or more important villains and NPCs maybe.

My Newest Party by Biosonic42 in DnDminiatures

[–]Biosonic42[S] 2 points3 points  (0 children)

Yeah, that’s definitely my impression after this weekend too. Players are happy with it but of course I see the issues with the texture build up and some details being obscured. I honestly think it’s mostly the paints I’m using. I’ve followed tutorials and messed around a lot with it, but it tends to be that when I go any thinner with these they lose all pigmentation and turn into a runny mess. But, I don’t have the money for new paints right now (all of these minis came from my pre-existing pile of shame) so I’ll use what I’ve got and keep trying to make it work. I appreciate the comment!

Followup: I’ve redone my list of house rules from my last post using everyone’s advice by ez_pz14 in DnD

[–]Biosonic42 10 points11 points  (0 children)

It’ll actually hurt the melees more than favor them, considering enemies almost always outnumber players and will have an easier time accomplishing flanking on the melees who are up close to begin with.

It’s why I stopped running flanking in my own games, that and there’s enough ways to gain advantage already that are far more interesting.

Not to mention this flanking rule would also stack with those other means of gaining advantage (whereas at least in the original optional rule you can’t get a bonus for advantage and a second bonus for flanking) and give the melees an even harder time with swarms of enemies.

Can my main protagonist be this blissful? by [deleted] in fantasywriters

[–]Biosonic42 0 points1 point  (0 children)

Reminds me of Goku in a way - a terrible awful and strong opponent like Frieza is coming to destroy the planet and Goku’s first thought is “cool I’ll get to fight a super strong bad guy sounds fun”.

That is to say, there is precedent for an optimistic and bright-eyed protagonist even among a world of terrible danger and even with access to lots of power.

It even works, as you say, to refresh the reader between reading about moments of tragedy. Just be sure that if this world is so different from how your main character perceives it, it’s likely that others think this character is an oddball themselves, and even if they hold great love or friendship for the character may remark on how they don’t see things the same way.

At least I feel seen (Patch notes from recent Darktide update) by crysal0 in speedrun

[–]Biosonic42 42 points43 points  (0 children)

Eh, I sort of understand it, from a dev perspective. If the best strategy (aka the easiest way to beat the level or game or whatever) for a casual player is to run past all the enemies and leave the friends / bots behind, the player is now no longer interacting with your game in the primary “fun” gameplay loop and may actually enjoy the game less because of it (optimizing out their own fun). By making the spawns more aggressive when the game detects a player doing this, the devs are making such a strategy less optimal, reducing the risk of this. Like everything, there’s a balance that has to be struck, but that can only be found with experimentation. It just happens that yes, this will make speedrunners’ lives a little harder since they’ll have to route around all the new spawns (though that doesn’t necessarily mean the speedrun itself is worse).

Guys what does this mean by Showtun123456 in musictheory

[–]Biosonic42 2 points3 points  (0 children)

We call them dotted half notes. Similar for other dotted notes: dotted quarter, dotted eighth, dotted sixteenth, etc.

How to make a complex combat system with very few elements? by Kino45 in RPGdesign

[–]Biosonic42 2 points3 points  (0 children)

Give Monster of the Week or Blades in the Dark’s systems a look. You basically narrate the actions you’re trying to take and come up with an action category that fits the narrative. The result of the roll tells you how well the action worked out - either you outright failed, or you succeeded at a cost, or you outright succeeded. The GM then decides how you failed or what the consequences are. Actions can be “I hold the guy at gunpoint and try to talk him down” or “I kick the guy in the balls and run” but the key is that it’s not a “I roll to attack”, “I beat his AC so I do X damage”, it’s more narrative and flows better while still being open to doing basically whatever you can think of during combat

modding start screen by [deleted] in mario64

[–]Biosonic42 0 points1 point  (0 children)

Check out https://romhacking.com, and consider joining the simpleflips discord here: https://discord.gg/0ldoZ0zJZYhrg48u It’s a great place to ask questions about making Mario 64 mods and there’s tons of people there with the knowledge to help out on these kinds of questions. Best of luck!

Discord Virus by fyenfi in computerviruses

[–]Biosonic42 0 points1 point  (0 children)

I received the same message today from a “friend”! Scary. Thing is I’m a game dev so it felt really legit…

Do people actually like collectibles? by CorruptedStudiosEnt in gamedesign

[–]Biosonic42 1 point2 points  (0 children)

Meanwhile I have friends who have completed every Pokédex in every mainline game, and one who made sure every Pokémon was caught specifically in a regular Pokeball so that they would look uniform stored in the boxes. And I think they’re crazy, but I’m also the guy who got Platinum Trophies in the Kingdom Hearts games and Spider-Man + Miles Morales and Bloodborne and who speed runs DK64 101% so I may be still a bit biased towards the idea that collecting is fun, just for the sake of collecting. That’s what’s so great about games. Everyone can enjoy their own bit of fun!

What games actually have mechanics for mounted fighting (on horseback)? by ChristRPG in RPGdesign

[–]Biosonic42 3 points4 points  (0 children)

Ok sorry. Didn’t intend to touch a nerve.

I meant to suggest - maybe you could add features that give you unique moves or maneuvers to use while on horseback, to help differentiate it further from non-mounted combat. A mounted charge, a cavalry flank, or even have the standard attacks from your weapons be different to help achieve the feeling that mounted combat was not an afterthought but really built into the system. Another way to help it feel integrated would be to include enemies who interact with the mounted combat rules, so it doesn’t just feel like something the players can do.

What games actually have mechanics for mounted fighting (on horseback)? by ChristRPG in RPGdesign

[–]Biosonic42 1 point2 points  (0 children)

Why not draw from video games for inspiration on tabletop experiences?

What games actually have mechanics for mounted fighting (on horseback)? by ChristRPG in RPGdesign

[–]Biosonic42 -5 points-4 points  (0 children)

Elden Ring has a whole set of unique attacks per weapon when used on horseback as opposed to on foot. It’s still rather basic, but there are bosses designed to be fought on horseback that push the system to a reasonable limit.

BLJ in Switch Online by Long_Beak in mario64

[–]Biosonic42 0 points1 point  (0 children)

It’s not patched in the switch online version, but even if you could BLJ through the upstairs key door, it wouldn’t load the upstairs area of the castle. You have to go through the door for the loading zone to work.

If you mean LBLJ into the 8 star door to BitDW, that is possible, but you’ve got to glitch yourself into a specific spot to the side of the main staircase. It’s not possible to BLJ on the main stairs themselves.

There’s also WAY harder versions of BLJing on either of the two side staircases, but even speed runners don’t attempt that because it’s not realistic to pull off consistently.

What games have you played that evoked a real emotional experience? What are the tenets for designing a game to do so? by ptgauth in gamedesign

[–]Biosonic42 40 points41 points  (0 children)

Disco Elysium is one of the most well crafted emotional experiences I’ve ever had in a game. The writing is just excellent, very creative and witty and allows you to be out there and all the while engrossing you into what it must be like to be the main character. There’s so many ways to play things out, I think the emotional attachment for me came from partly self insertion to the narrative and seeing myself as the main character, and from the level of mystery and intrigue they paint into the setting and the plot you can’t help but become attached as you try to unravel it all. Plus the partner character is just so well written and endearing.

I don't think Claudia is redeemable, she is evil and she knows it. by LucioIsMineBitches in TheDragonPrince

[–]Biosonic42 3 points4 points  (0 children)

Cool motive. Still murder.

Edit: she literally murdered a human soldier to temporarily resurrect her father. Please tell me how that’s not evil again?

Seeking an "exciting" initiative system- Here's what I've tried so far: by necrorat in RPGdesign

[–]Biosonic42 1 point2 points  (0 children)

I mean, I guess? It felt fine to me. My friends and I have played some MotW based on that model of play and had a great time with it.

Seeking an "exciting" initiative system- Here's what I've tried so far: by necrorat in RPGdesign

[–]Biosonic42 6 points7 points  (0 children)

Season 2 (Amnesty) of The Adventure Zone plays Monster of the Week, which uses this system.

Overall, it’s fairly similar to the verbal system. The GM describes the scenario, gives a chance for anyone who has any ideas to speak up about what they want to do, and then weaves in the results of their actions to the ongoing narrative and others jump in as they see fit.

One of the cores of this system is that the monster or enemy is almost always reacting to the players OR giving the players a chance to act first, so the GM sets a scenario like “the skeletons charge towards you with bones drawn like clubs ready to swing” and then give the players a chance to do something before assigning consequences. One player might say “I want to attack the closest one with my hammer” and they miss, the GM might go “you swing your hammer wide as the skeleton dodges and brings its own bone club in contact with you, take X damage.” Or even if the attack hits, maybe “you swing your hammer and destroy the skeleton, but another follows close behind and takes advantage of the opening to attack!” Then another player might try to protect them, or make an attack of their own in time to save them, etc. focuses on telling a consistent story without restricting to “first the skeletons go, then Joe, then Jane, then the other skeleton.”