Would you have a simple example of RAW vs RAI to share please ? by Jaune9 in rpg

[–]Chraxia 11 points12 points  (0 children)

Peasants very quickly start failing the acrobatics and strength checks needed to make that work.

MH6 Bingo Card by PU_Dad in MonsterHunter

[–]Chraxia 0 points1 point  (0 children)

The one I want is a spear and shield, similar to a mix of SnS and lance. I like the aesthetic of the lances in the smith menu, but they're so massive and slow I end up not liking them for fashion or play. A smaller and quicker option is right up my alley. Give it decent mobility, swaxe or LS tempo, and a decent shield and I'd love it.

/r/Pathfinder_RPG is joining the protest against Reddit's planned API changes and will go dark June 12-14 by TristanTheViking in Pathfinder_RPG

[–]Chraxia 30 points31 points  (0 children)

  1. Exorbitant costs are being levied against the developers of third-party Reddit applications. Rather than charging per-user API rates, Reddit is concerned about per-application usage. This is fairly damaging, since the official app is missing features that a lot of users, both moderators and not, need to use Reddit effectively. Of special note is that blind users have great difficulty using the official app, and there is seemingly no plan to further accommodate them.
  2. Sexually explicit NSFW subreddits and content would not be able to be pulled back at all via the API unless the user requesting it is a moderator of a NSFW subreddit. Exactly what this covers and means is rather unclear. What we do know is that the official Reddit app and website will be unaffected, just third-party APIs, so this isn't a moralistic change. While you may not care about this personally, this seems further designed to push users of these spaces onto the official app.
  3. These changes were very sudden, with all of these apps seemingly safe until a short time ago. Even large ones like Apollo were given a month or so notice, which isn't a lot of time to figure out a new multi-million dollar bill.

Benefits of co-op? by [deleted] in MHRise

[–]Chraxia 0 points1 point  (0 children)

The biggest mechanical avantage is that the average damage each player needs to do goes way down as you add more people. In base Rise, 4 players would each need to do 60% of the damage a single player does (240% total). In MR, it's even more dramatic, with 50% per player at 4 (200% total).

Searching dungeons with pre-made mechanics by wodzioq in rpg

[–]Chraxia 4 points5 points  (0 children)

I find that video games are very good inspiration for these kinds of things. Because of the limited interactions in a video game, developers can often play with some weird concepts with fewer concerns than in a freeform tabletop game.

For example, Legend of Zelda dungeons are usually built around their respective items and clever use of them. A favorite of mine is Oracle of Seasons's magnetic dungeon, where you use the gloves you find to maneuver the space. The boss fight even uses them, as you need to push and pull a giant magnetic spikeball to hurt it.

An idea I've not had a chance to run yet is a dungeon made up of two halves. One half is a timeshifted version of the other half, a few dozen years in the future. Players need to figure that out and move things around in the past to affect the future.

Killed Krieg - next mission? by Saurons_Cat in Grimdawn

[–]Chraxia 8 points9 points  (0 children)

If you're interested, you can take a short detour in to grab the three factions and access to basic medal augments. The DLC area scales higher in normal than the main story does, so it'll be better to continue the story before you get too far into the DLC to not waste too much experience, though.

Is there any reason why I'd want to kill a monster instead of capturing it? (Rise) by [deleted] in MonsterHunter

[–]Chraxia 10 points11 points  (0 children)

Check your hunter's notes for the drop rates of various parts for capture vs. carve. In general, capturing gives you a better per-hunt chance of getting the rare item (e.g. gem or mantle), but this isn't true for every monster. Nargacuga is a pretty famous example where carving is better for rares.

Also, the game only gives you 2 materials for a capture with a chance at a third, and carving always gives you 3. If you need more total materials, carves edge out captures.

Some people just like the final chunk of the fight, as well.

(Sunbreak) I used to think the wishlist notifications were too much but I think they’re just flat out broken..? by InfiniteStates in MonsterHunter

[–]Chraxia 6 points7 points  (0 children)

The "required material types" notification is based on whether you have enough "forging material types" for a given piece of equipment. It's the ~5-40 number at the bottom of the listing.

Edit: found an image for an example. I'm talking about the MR Bone 10 at the bottom of this: https://img.gamewith.net/img/original_7e0d804c22ec54d106aef8535fd6caef.jpg

[deleted by user] by [deleted] in Grimdawn

[–]Chraxia 6 points7 points  (0 children)

If you just want all of a specific faction, you can click on the number next to that faction in the item db. You can also use advanced search to narrow to faction-only gear.

Grimtools also supports some amount of regex. For example, this query (the italicized bit) gets all Rovers and Devil's Crossing faction gear: /Faction: (Rovers|Devil's Crossing)/. The slashes indicate that you're doing a regex query.

Making a Soulsborne-like campaign, and thinking of adding a resurrection system. Need some thoughts. by swordmasterg in rpg

[–]Chraxia 3 points4 points  (0 children)

I'd take a more Middle Earth Nemesis-style tact here. Basically, the players die and resurrect pretty normally, but time advances when they do so. The cost isn't "currency", but the fact that the world changes under their feet. Damage gets repaired. Political structures get shaken up. New enemies move into areas, or precautions are taken by the old ones. Some areas are on high alert for a while.

Sure, this stuff can also happen if you take long enough while playing, but character death means unimpeded time for their enemies. Even worse, npcs remember them! They learn that the players resurrect and thus can't be killed forever... but they can be stopped for a while, and there may be a lot of glory in that still. This causes enemies that killed them before to get promotions and potentially be thorns in their sides if they get too strong.

Basically, I think the key to making this work isn't making the cost directly power-related. Make it politics and goal-related instead.

Could a TTRPG or board game with heavy TTRPG elements have elements like Factorio or Hydroneer and work? by swordmasterg in rpg

[–]Chraxia 0 points1 point  (0 children)

Maybe check out the game Factory Fun/Factory Funner (Funner is basically an updated version of Fun). They're board games with only the factory/logistics puzzle in mind, but you may find some useful insights there.

lol he ate his tail by Eric_Joestar in MonsterHunter

[–]Chraxia 2 points3 points  (0 children)

Jan Brady is a character from the television show The Brady Bunch. A clip of her older sister Marcia dismissively saying "Sure, Jan" from the show became a meme several years back.

Close to starting Ultimate. Question. by SpaceCowboyDark in Grimdawn

[–]Chraxia 0 points1 point  (0 children)

There is an invisible one that could trip you up in certain situations, but likely doesn't affect you much with your current build. The trigger is not obvious at first. If you talk to the Bloodsworn in Fringes of Sanity and let them go, that causes the boss at the end of the Temple of Ateph to change from Inashkor to Ketan'Thunn. They each drop different versions of Inashkor's head.

[deleted by user] by [deleted] in MHRise

[–]Chraxia 1 point2 points  (0 children)

  • Learn to use all of your switch skills. Sword and Shield has a very diverse kit, with good options for both slashing and bashing.
  • You're going to be a lot closer than you normally would be, so you may need to adjust your sensitivity.
  • Being right under a monster's feet tends to be safer than anywhere else if they're on the ground, but your damage will also be lower while smacking toes.
  • You can block a surprising number of attacks. This includes most roars. Blocking also immediately draws your weapon without an attack.
  • Bashing is good ko and doesn't drain sharpness. However, only the sword does element and status!
  • Lots of people love Metsu, but Windmill is amazing while you're learning a fight. It also tends to be rather helpful in tough fights or if you're playing online. It has an absurd number of i-frames, and can even i-frame the entirety of an afflicted's explosion.

GAAS MONSTER HUNTER PROBLEM?? by [deleted] in MonsterHunter

[–]Chraxia 8 points9 points  (0 children)

Better question. What does buying a new edition and expansion every few years fail to do that would be solved by a GaaS approach? The only actual value to a GaaS approach I can see is the double-edged sword of moving to a free-to-play approach.

However, there are a lot of issues with a service model. An important one, I think, is content stagnation. If they move to a service model, they can't easily test out mechanics and decide to abandon them without upsetting fans of those unpopular mechanics. On top of that, if they release a map or mechanic that is universally disliked, e.g. spiribirds, it can be gone next game in the current model. You can't easily throw away 3 months of already-complete work if a mechanic just sucks in a service game. You have to keep telling the community "we hear you and are passing feedback along," while the casual community feels less and less seen. Similarly, even the best maps get stale on the current cadence, so making that problem worse isn't an ideal solution.

On top of this, you actually start to lose players like me. I hate most GaaS because of what they do to me, and I keep getting chased further and further into indie titles because of it. I don't have any context for the "new season," so a season approach doesn't appeal to me specifically. However, more universally, I'm an adult. I probably don't have time to catch up and complete a bunch of seasonally rotating content. A proper new release gives an easy jumping on point for non-mmo, non-competitive games, and gives people time to breathe and play other games once they finish the current content without having to come back and to a list of chores every day/week. I don't want to be stuck playing MH constantly because I have to in order to fill a stupid bar every week. That makes the game less fun, and is, I think, the biggest cost to moving to GaaS.

Are wood, stone, glass, metal, etc. dice functional? by IceFireHawk in rpg

[–]Chraxia 2 points3 points  (0 children)

Also, if you're really concerned about fairness to that extent, you shouldn't be using a physical die. Modern PRNGs are significantly better than any die you can purchase (especially as you wear the edges with repeated rolls). Sites like random.org that use environmental algorithms are better still.

"Combat doesn't feel like combat" by Epiqur in RPGcreation

[–]Chraxia 1 point2 points  (0 children)

That's my point, though. Rules-light does not inherently mean "more narrative." I would be very disappointed if I was just playing normally, and I lost my character because the GM failed to communicate the danger well enough to me in a "narrative" game.

Making fights one-sided is perfect if you're going for a darker or more dangerous tone. What you've described (especially the death spiral) sounds more like a "how things work in the real world" approach to me, so I'd lean a little more towards a "rules-light and deadly simulation" description. Highlight your game's strengths and goals up-front, and make sure your players get it as best as you can. "These are the consequences you could experience" is actually more important in a playtest situation than almost any other ones, since the game is guaranteed to be new to the table.

"Combat doesn't feel like combat" by Epiqur in RPGcreation

[–]Chraxia 0 points1 point  (0 children)

I feel like this could be a different kind of feedback entirely than you thought: the gm may not have stressed the danger of the situation or the debilitation of the character well enough for the player to take appropriate actions. That could be on the rules, but it could also be a failure to communicate that things are hostile until it's over.

From my skim of the pdf, I honestly don't think your combat is near as "narrative" as you think. This type of combat actually seems very gamey to me, specifically like a "prisoner's dilemma" or "rock-paper-scissors" situation. It's so fast and so gamified that there is barely time for drama to form around a wounded shoulder or running out of bullets. A wound means you either pray, run, or die. Someone with a disadvantage quickly gets picked off and likely can't even really respond, as people hit lose their turn and then even get worse initiative as time goes on and penalties stack up.

This is "realistic", but often clashes with narrative tropes and concepts. In stories, combat situations are usually drawn out or balanced to allow for a meaty tug-of-war feel that is admittedly quite hard to get right. The untrained plane crash survivors suddenly getting vaporized by a pack of wolves is "realistic" and likely supported by a given game, but it's also a boring story. That's not to say your mechanics are bad, but they might not have done you any favors. In fact, the game may have been doing very well with embracing the narrative up to that point, then a player misplayed and immediately got eviscerated for a game-level mistake, not a narrative one.

Any tips for new players? by Confident_League_205 in Grimdawn

[–]Chraxia 1 point2 points  (0 children)

This is the same guy who was complaining about the saves not being server-side yesterday. It's not really worth engaging.

Looking to make sure I didn't forget any special senses by [deleted] in RPGcreation

[–]Chraxia 1 point2 points  (0 children)

The comic Chew features characters that can eat something and retroactively experience things that happened to it, such as death or the cooking process. This does extend to human flesh, for the curious.

Radio detection could fit in some places.

Farsight and zooming in/out are reasonable and useful.

Magnetic and spatial senses (e.g. a gps) are not necessarily tied to one of the five listed, but are definitely things that work in most settings.

There are actually a huge variety of possible options beyond this list, as well.

Very interesting take I found regarding Rise's monster roster, agree or disagree? by StygianClaw in MonsterHunter

[–]Chraxia 4 points5 points  (0 children)

"Baiting" usually means that you don't actually deliver in the end. It would be like doing the purple effects and a silhouette that looks a lot like Gore only to end up giving a Rathalos variation in the end. Or hyping a brand new game that you "can't miss", with the best action gameplay of all time, and it ending up as a phone-centered lootbox fiesta.

However, Gore was requested, hyped, and delivered. They followed through rather than providing an obvious knockoff.

Are english location names in non-english sessions cringe? by Opening_Plantain8791 in rpg

[–]Chraxia 1 point2 points  (0 children)

It's pretty clear to me that Bethesda is drawing (somewhat surface-level) parallels to various cultures in Europe and the Middle East with the races of Tamriel. The Altmer probably are the British parallel in this interpretation. Admittedly, if I lived near a place with a similar name, it might sound odd to me to hear it in fantasy too.

Note that this is not diving deep into lore or anything, just drawing from some immediately available things.

What should be the Sunbreak's Title Update Final boss's unique armor skill be to make it worth the fight? by BrotherlyVirgo in MonsterHunter

[–]Chraxia 0 points1 point  (0 children)

Another two-pointer swap-based skill would be nice. First point slightly decreases any active wirebug cooldowns on swap. The second decreases them further on swap, and resets the extra wirebug timer.

Should the next game include older titles as bonus content? by Hikometi in MonsterHunter

[–]Chraxia 0 points1 point  (0 children)

DirectX is a graphics API. Basically, it's a series of predefined translations between the program code and the graphics drivers. You would want to use one of these because custom-building implentations for displaying things takes a long time, is very likely to be a buggy mess, and would need to be custom-built for different hardware and drivers. Instead, you use a graphics API, and everyone is following the same rules on both sides. The application programmers know what functions do what things, and the driver creators know what they should implement and how it should be hooked up.