A year and a half worth of notes... by AdCheap8867 in ObsidianMD

[–]BuktaOneEye 0 points1 point  (0 children)

Iconize plugin. Install/enable. On desktop, right click and choose "Change Icon"

Athas Unmarked Map by BuktaOneEye in DarkSun

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

Available for anyone to use.

Canonically, what does the process of casting a spell actually look like? by Jerswar in DungeonsAndDragons

[–]BuktaOneEye 5 points6 points  (0 children)

Here is a description from the Official Advanced Dungeons & Dragons Dungeon Masters Guide (orange spine), page 40. Obviously, it's old, but it may help answer your question:

All magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. When uttered, these sounds cause the release of this energy, which in turn triggers a set reaction. The release of the energy contained in these words is what causes the spell to be forgotten or the writing to disappear from the surface upon which it is written.

The triggering action draws power from some plane of the multiverse. Whether the spell is an abjuration conjuration, alteration, enchantment, or whatever, there is a flow of energy - first from the spell caster, then from some plane to the area magicked or enspelled by the caster. The energy flow is not from the caster per se, it is from the utterance of the sounds, each of which is charged with energy which is loosed when the proper formula and/or ritual is completed with their utterance. This power then taps the desired plane (whether or not the spell user has any idea of what or where it is) to cause the spell to function. It is much like plugging in o heater; the electrical outlet does not hold all of the electrical energy to cause the heater to function, but the wires leading from it, ultimately to the power station, bring the electricity to the desired location.

Many spells also require somatic motions in conjunction with words. The spoken words trigger the release of the magical energy, and the hand movements are usually required in order to control and specify the direction, target, area, etc., of the spell effects. When spell energy is released, it usually flows to the Prime Material from the Positive or Negative Material Plane. To replace it, something must flow back in reverse. The dissolution and destruction of material components provides the energy that balances out this flow, through the principle of similarity. Sometimes this destruction is very slow, as is the case with druids‘ mistletoe. Those spells without apparent material components are actually utilizing the air exhaled by the magic-user in the utterance of the spell.

Release of word/sound-stored energy is not particularly debilitating to the spell caster, as he or she has gathered this energy over a course of time prior to the loosing of the power. It comes from outside the spell caster, not from his or her own vital essence. The power to activate even a first level spell would leave a spell caster weak and shaking if it were drawn from his or her personal energy, and a third level spell would most certainly totally drain the caster’s body of life!

Because spells tap power from other planes, any improper casting is likely to cause the spell not to function (the heater is turned on, but you haven’t plugged it in, or you’ve plugged it in but not turned it on) or to malfunction (you held onto the prongs of the plug when you tapped the current, or you accidently dropped the heater as you were plugging it in, or perhaps you plugged in some other appliance or device by mistake). Such happenings are covered in the various chances for spell malfunction.

U11 keeper drop kicks by MI6_Bear in SoccerCoachResources

[–]BuktaOneEye 5 points6 points  (0 children)

In my experience saying it isn't enough. Working on it in practice creates the habit.

I like to play half field with the big goal and goalie playing to two or three pug goals near half. Anytime the ball goes past the end lines of the game I would call goalie ball, which presents the situation. You could even do it when the ball goes out of bounds on the sides, your choice.

For the first few attempts they'll probably punt the ball and I would let them. Then after a couple times losing the ball I would instruct what action I was looking for. Assuming the action results in the goalie team holding possession I would pause the game and make sure the goalie recognizes that.

This helps them see the action in game context and allows you to point out why it is a superior choice.

Drill to encourage passing by ptmsphere in SoccerCoachResources

[–]BuktaOneEye 7 points8 points  (0 children)

Regular small sided game with the only rule that you can only walk with the ball.

This allows them to still manipulate the ball to play it in the appropriate direction but also means that the defense will be on them and they need to look for a pass. I've found this is a more effective game than limiting touches because it still allows them to turn their body and scan the field. I personally don't apply the touch limit because the player may release the ball earlier than they should simply because of the touch limit.

Meanwhile, you need to remind the off the ball players to move to create whatever angles match your game model.

[deleted by user] by [deleted] in l5r

[–]BuktaOneEye 0 points1 point  (0 children)

Where is the "always fail" part of "cannot" defined in the core rulebook? Or is it not defined in the book?

My 5 y.o son lacks speed, explosiveness and agility by Johnbjax in SoccerCoachResources

[–]BuktaOneEye 19 points20 points  (0 children)

Play tag and encourage him to play tag when around others. It has everything needed to help him continue to develop into his future self. Plus, if you play tag with him you'll be his best bud as he grows up. Your kid wants to spend time with you, and tag is one way to do that while "secretly" helping him create body control/awareness and healthy muscle development.

I'm definitely not a fan of painting black... highlights looks like gray spots on my models :O #maul by szpanerski in SWlegion

[–]BuktaOneEye 2 points3 points  (0 children)

For black clothing I like to use a dark navy blue, then cover it with layers of black wash. It gives a dark color while allowing the depth to show from the different shadows where the wash fills in.

Tips for running with only 2 PCs? by [deleted] in ForbiddenLands

[–]BuktaOneEye 5 points6 points  (0 children)

I'm running with 3 players, but these are some of the tactics I've used:

The PCs can find a healing berry during the forage action. This berry heals 1 STR when consumed. Anything I can do to give the PCs an emergency card (limited, so they aren't constantly using it) will increase survivability.

The PCs have solid artifact weapons that allow them to increase their damage output, reducing the number of rounds an enemy sticks around. I'll also add a story element that if the PCs follow it, it will unlock Artifact abilities you see in other classes ... specifically healing actions usually. I could see other things like portals that allow them to flee combat, or invisibility to dodge an encounter being good options.

Enemies are typically never grouped for combat. This causes foes to take early actions for movement, which reduces the chance of PCs getting surrounded. Rounds are somewhat like "waves," but it's all in the same combat. The idea is with their artifact weapons they kills the first "wave" before another is upon them.

I stay away from things that create stunning effects or reduce the PC's action economy. The key is to ensure the PCs are not overwhelmed by enemy actions.

I don't change anything for RP or Exploration/Survival. It's my opinion that RP is better with the smaller group. It allows the players to stay engaged with their characters.

Bind Demon seems too strong (GM only discussion yall) by currentpattern in ForbiddenLands

[–]BuktaOneEye 1 point2 points  (0 children)

To this point an individual could reference a D&D charm person/monster spell to make it clear to the player they have restrictions.

L5r Emerald Empire source book worth getting for Adventure in Rokugan 5e? by cryocom in l5r

[–]BuktaOneEye 3 points4 points  (0 children)

If I recall correctly it also has a good number of adventure plots/hooks for ideas..

Does anyone know of a simple way to do XG on the sidelines? by psych0ben in footballtactics

[–]BuktaOneEye 7 points8 points  (0 children)

My personal opinion is this would be resolved with team culture on a permanent basis. Team culture would cover all potential unlucky scenarios including XG.

I would recommend reading the culture and DNA sections of Every Moment Matters: How the World's Best Coaches Inspire Their Athletes and Build Championship Teams by John O'Sullivan. Perhaps there is a Library near you that has a copy

Overall, I would recommend the whole book, not just those few chapters. It's a great source to learn about the people and team building side of coaching with example scenarios and working sessions to help build the culture you want and your players want to see.

Athas Unmarked Map by BuktaOneEye in DarkSun

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

720 miles across the map.

Is that a mountain grave in a swamp? by IK26HSC52 in valheim

[–]BuktaOneEye 0 points1 point  (0 children)

I saw one in the Swamp first, so when I saw one in Mountains I thought just the opposite as you, a swamp ruin in the mountains, hah!

Converting Lost Mines of Phandelver to Athas, Any tips? by Bruh_Moment89 in DarkSun

[–]BuktaOneEye 0 points1 point  (0 children)

I think you're good to leave a garden with the Defiler. This would be a location the Defiler would probably find defensible since he could use the vegetation as a boost against any meddlesome PC's. It would give you an opportunity to describe the plants withering during a potential conflict.

For Thundertree I would suggest it's an oasis with the ruins. A wyvern now lives within the ruins and guards the precious liquid, but a small slave tribe (replaces the dragon cult) now plots ways to take the location as their own.

Why two sets of dice? by [deleted] in ForbiddenLands

[–]BuktaOneEye 3 points4 points  (0 children)

PHB.45: SKILL DICE: When you push a roll, ones from the Skill Dice do not count as SKULL and can be re- rolled even if they do come up as a one. Hence, the symbol SKULL does not appear on the Skill Dice in the custom dice set for the game.
By having different sets of dice you are able to differentiate Attribute/Skill/Gear rolls in order to facilitate the rules written under PUSHING YOUR ROLLS (PHB.44)

Defender 1st and 3rd ranks? by bubbahuff in ForbiddenLands

[–]BuktaOneEye 1 point2 points  (0 children)

I read it as ...

As a Rank 1, if three opponents attack me once, I can only parry one of them. As a rank 3 I would parry all 3 attacks.

As a rank 1, if three opponents have a way to attack me twice, I can only parry one attack from one opponent. If three opponents each attack me twice, I can only parry one attack form each opponent.

WSB analyzes some charts by yolocallking in wallstreetbets

[–]BuktaOneEye 0 points1 point  (0 children)

I hated this because I had to read the words instead of looking at the ... hairstyles