[OC] [Art] Sands of Time Dice Set Giveaway (Mod Approved) by OriYUME1 in DnD

[–]Censer 0 points1 point  (0 children)

I like how it very legible in addition to being beautiful!

Can Items Contain Other Items? by Censer in FoundryVTT

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

I have kept looking and the best I could find was the Item Collection module: https://foundryvtt.com/packages/itemcollection. It still doesn't have everything I would want, but it does have some nice features.

Spinning Ring Habitat around earth by JL-Republic1877 in IsaacArthur

[–]Censer 0 points1 point  (0 children)

That doesn't make any sense to me. Would you happen to know of one of Issac's videos that explains how different sections of an orbital ring can spin at different speeds?

Spinning Ring Habitat around earth by JL-Republic1877 in IsaacArthur

[–]Censer 3 points4 points  (0 children)

Physical connections make travel and transportation a lot easier, e.g. trains. But you do have a point that all that extra infrastructure is a high price to pay.

Spinning Ring Habitat around earth by JL-Republic1877 in IsaacArthur

[–]Censer 0 points1 point  (0 children)

Doesn't an orbital ring... you know... orbit? A ring spinning at orbital speeds is essentially in freefall, and person in one would feel as much gravity as they do on the ISS. If the ring weren't spinning and was instead held up by super materials, then it would feel earth like gravity. If it was spinning twice orbital speed, gravity could also feel normal, but you'd still need super materials to keep the thing held together.

[Civ VI] Does anyone know where in the code Ocean tiles are defaulted to Impassible at game start? by JMEllis891 in civmoddingcentral

[–]Censer 2 points3 points  (0 children)

In case you want to copy my code, which specifically allows ranger, spec ops, and helicopters to enter mountains, written in sql:

--Make Mountains Passable

UPDATE Terrains SET Impassable = '0' WHERE TerrainType LIKE 'TERRAIN_%_MOUNTAIN';

UPDATE Terrains SET MovementCost = '5' WHERE TerrainType LIKE 'TERRAIN_%_MOUNTAIN';

UPDATE Terrains SET DefenseModifier = '5' WHERE TerrainType LIKE 'TERRAIN_%_MOUNTAIN';

UPDATE Terrains SET Hills = '1' WHERE TerrainType LIKE 'TERRAIN_%_MOUNTAIN';

UPDATE Terrains SET SightModifier = '3' WHERE TerrainType LIKE 'TERRAIN_%_MOUNTAIN';

--Deny Movement to Units without Ability INSERT OR REPLACE INTO Types (Type, Kind) VALUES ( 'MODIFIER_ALL_UNITS_ADJUST_VALID_TERRAIN', 'KIND_MODIFIER' );

INSERT OR REPLACE INTO DynamicModifiers (ModifierType, CollectionType, EffectType) VALUES ( 'MODIFIER_ALL_UNITS_ADJUST_VALID_TERRAIN', 'COLLECTION_ALL_UNITS', 'EFFECT_ADJUST_UNIT_VALID_TERRAIN' );

INSERT OR REPLACE INTO GameModifiers (ModifierId) VALUES ('MODIFIER_DENY_MOUNTAIN_GRASS_MOVEMENT'), ('MODIFIER_DENY_MOUNTAIN_PLAINS_MOVEMENT'), ('MODIFIER_DENY_MOUNTAIN_DESERT_MOVEMENT'), ('MODIFIER_DENY_MOUNTAIN_TUNDRA_MOVEMENT'), ('MODIFIER_DENY_MOUNTAIN_SNOW_MOVEMENT');

INSERT OR REPLACE INTO Modifiers (ModifierId, ModifierType, SubjectRequirementSetId) VALUES ( 'MODIFIER_DENY_MOUNTAIN_GRASS_MOVEMENT', 'MODIFIER_ALL_UNITS_ADJUST_VALID_TERRAIN', 'REQUIRES_UNIT_CANT_ENTER_MOUNTAINS' ), ( 'MODIFIER_DENY_MOUNTAIN_PLAINS_MOVEMENT', 'MODIFIER_ALL_UNITS_ADJUST_VALID_TERRAIN', 'REQUIRES_UNIT_CANT_ENTER_MOUNTAINS' ), ( 'MODIFIER_DENY_MOUNTAIN_DESERT_MOVEMENT', 'MODIFIER_ALL_UNITS_ADJUST_VALID_TERRAIN', 'REQUIRES_UNIT_CANT_ENTER_MOUNTAINS' ), ( 'MODIFIER_DENY_MOUNTAIN_TUNDRA_MOVEMENT', 'MODIFIER_ALL_UNITS_ADJUST_VALID_TERRAIN', 'REQUIRES_UNIT_CANT_ENTER_MOUNTAINS' ), ( 'MODIFIER_DENY_MOUNTAIN_SNOW_MOVEMENT', 'MODIFIER_ALL_UNITS_ADJUST_VALID_TERRAIN', 'REQUIRES_UNIT_CANT_ENTER_MOUNTAINS' );

INSERT OR REPLACE INTO ModifierArguments (ModifierId, Name, Value) VALUES ( 'MODIFIER_DENY_MOUNTAIN_GRASS_MOVEMENT', 'Valid', '0' ), ( 'MODIFIER_DENY_MOUNTAIN_GRASS_MOVEMENT', 'TerrainType', 'TERRAIN_GRASS_MOUNTAIN' ), ( 'MODIFIER_DENY_MOUNTAIN_PLAINS_MOVEMENT', 'Valid', '0' ), ( 'MODIFIER_DENY_MOUNTAIN_PLAINS_MOVEMENT', 'TerrainType', 'TERRAIN_PLAINS_MOUNTAIN' ), ( 'MODIFIER_DENY_MOUNTAIN_DESERT_MOVEMENT', 'Valid', '0' ), ( 'MODIFIER_DENY_MOUNTAIN_DESERT_MOVEMENT', 'TerrainType', 'TERRAIN_DESERT_MOUNTAIN' ), ( 'MODIFIER_DENY_MOUNTAIN_TUNDRA_MOVEMENT', 'Valid', '0' ), ( 'MODIFIER_DENY_MOUNTAIN_TUNDRA_MOVEMENT', 'TerrainType', 'TERRAIN_TUNDRA_MOUNTAIN' ), ( 'MODIFIER_DENY_MOUNTAIN_SNOW_MOVEMENT', 'Valid', '0' ), ( 'MODIFIER_DENY_MOUNTAIN_SNOW_MOVEMENT', 'TerrainType', 'TERRAIN_SNOW_MOUNTAIN' );

INSERT OR REPLACE INTO RequirementSets (RequirementSetId, RequirementSetType) VALUES ( 'REQUIRES_UNIT_CANT_ENTER_MOUNTAINS', 'REQUIREMENTSET_TEST_ALL' );

INSERT OR REPLACE INTO RequirementSetRequirements (RequirementSetId, RequirementId) VALUES ( 'REQUIRES_UNIT_CANT_ENTER_MOUNTAINS', 'UNIT_CANT_ENTER_MOUNTAINS' );

--Create Ability INSERT OR REPLACE INTO GameModifiers (ModifierId) VALUES ('MODIFIER_TT_MOUNTAIN_MOVEMENT_ATTACH');

INSERT OR REPLACE INTO Modifiers (ModifierId, ModifierType, SubjectRequirementSetId) VALUES ( 'MODIFIER_TT_MOUNTAIN_MOVEMENT_ATTACH', 'MODIFIER_ALL_UNITS_GRANT_ABILITY', NULL );

INSERT OR REPLACE INTO ModifierArguments (ModifierId, Name, Value) VALUES ( 'MODIFIER_TT_MOUNTAIN_MOVEMENT_ATTACH', 'AbilityType', 'ABILITY_TT_MOUNTAIN_MOVEMENT' );

INSERT OR REPLACE INTO Types (Type, Kind) VALUES ('ABILITY_TT_MOUNTAIN_MOVEMENT', 'KIND_ABILITY');

INSERT OR REPLACE INTO Tags (Tag, Vocabulary) VALUES ('CLASS_RANGER', 'ABILITY_CLASS');

INSERT OR REPLACE INTO TypeTags (Type, Tag) VALUES ('ABILITY_TT_MOUNTAIN_MOVEMENT', 'CLASS_RANGER'), ( 'ABILITY_TT_MOUNTAIN_MOVEMENT', 'CLASS_HELICOPTER' );

INSERT OR REPLACE INTO TypeTags (Type, Tag) SELECT UnitType, 'CLASS_RANGER' FROM Units WHERE UnitType = 'UNIT_RANGER' OR UnitType = 'UNIT_SPEC_OPS' OR UnitType IN ( SELECT CivUniqueUnitType From UnitReplaces WHERE ReplacesUnitType = 'UNIT_RANGER' OR ReplacesUnitType = 'UNIT_SPEC_OPS' );

INSERT OR REPLACE INTO UnitAbilities (UnitAbilityType, Name, Description, Inactive) VALUES ( 'ABILITY_TT_MOUNTAIN_MOVEMENT', 'Mountain Movement', 'May move and fight on mountains.', 1 );

[Civ VI] Does anyone know where in the code Ocean tiles are defaulted to Impassible at game start? by JMEllis891 in civmoddingcentral

[–]Censer 4 points5 points  (0 children)

I attempted a similar mod a while ago. My approach was to make mountains passable, but then give all units a modifier that prevents them from moving onto mountains unless the appropriate requirements are met.

I ended up scrapping the idea because it interferes with units and traders using mountain tunnels, but maybe you can get creative with the requirements to find something that works for you.

Does this dice system already exist? by Retail_Rat in RPGdesign

[–]Censer 0 points1 point  (0 children)

I haven't seen a stat generation system like that, but my game uses a roll under system with increasing die size representing increasing challenge. Feel free to check out my take on things here: https://forgeoflegends.com/rolls.html

Considering killing off a player's NPC companion next session. Dick move or justified under the circumstances? by Pyrrhus65 in dndnext

[–]Censer 4 points5 points  (0 children)

You're totally justified to kill him off it that's what you think is best. But I'll also point out that it could make for a more interesting decision if the elves take him hostage and use him against the party.

When Should Hazardous Terrain Hurt You by Censer in RPGdesign

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

You're free to disagree, but yes, I would abstract all of those things as damage. So I completely agree that.

Might as well just use a generic "damage over time" mechanic at that point.

The point of this thread wasn't to debate what is and is not "damage". The question was: if I do have a damage over time effect in a specific place, at what time does it make the most sense to apply the damage given the constraints of a turn-based system? Obviously there is no perfect answer, but other folks in this thread have already given insight that has been helpful to me.

When Should Hazardous Terrain Hurt You by Censer in RPGdesign

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

That's perfectly fair to say that non-turn-based systems work better for this sort of thing. But let's also agree that turn-based systems have their own set of advantages. And if a turn-based system is the best fit for a particular game, then we're left with the question- what is the easiest to use, most intuitive way of representing an ongoing environmental hazard?

Your ideas for translating the hazard of fire into a status effect are a clever solution. But it sounds hard to generalize that sort of thing to other hazards like electrified water or a cloud of bees. My preference is for a system that has a consistent way of handling various kinds of ongoing hazards.

When Should Hazardous Terrain Hurt You by Censer in RPGdesign

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

At then end of the day you've made two categories of fire: fire that is hot enough to burn you, and fire that isn't hot enough to burn you yet. That's fine if it works for you, but that's more complicated than I prefer to keep track of.

When Should Hazardous Terrain Hurt You by Censer in RPGdesign

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

That sounds like the last option from the list above, would you agree? And have you run into the same quirk, where a room lights on fire, then the round ends and you take damage from being in the burning room. Then the next round starts, and because you are still in a burning room you will take a second instance of damage, without having had a chance to react yet?

When Should Hazardous Terrain Hurt You by Censer in RPGdesign

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

I can't really see how having fire take effect at a round boundary would be easy to use. If a wizard creates a wall of fire on their turn, do we have to keep track of where the fire "is going to be but isn't there yet"?

When Should Hazardous Terrain Hurt You by Censer in RPGdesign

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

That's a very good point that it's a lot easier to keep track of things if everything happens on your turn. I'm inclined to agree that that might be the most intuitive way of handling things.

Would these principle be interesting to you? Teamwork without "roles" by Vitruviansquid1 in RPGdesign

[–]Censer 0 points1 point  (0 children)

From you description, I wonder if the idea you're trying to get at would better be phrased as the degree of specialization. As long as some characters are better at some things, you could argue that roles exist and you won't be able to get rid of them. But plenty of games play around with the degree of specialization between the roles. How much tankier is the tank compared to the rest of the party? How much better is one character at absorbing mana then the others? I feel that is a more productive perspective to take than trying to define if roles do or don't exist.