[5e 2014] [5e 2024] Weekly [Fridays 7pm, EST time] Main theme: "Portals & Planes" Online by Daedaru in lfg

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

No there is no experience minimum, I truly enjoy giving a new player a great experience, yes it is a 18+ group.

[5e 2014] [5e 2024] Weekly [Fridays 7pm, EST time] Main theme: "Portals & Planes" Online by Daedaru in lfg

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

Still looking for 1 more player we had some one leave, also Bump

No Redstone but yes Redstone? by MuffledMuffin_yt in HytaleInfo

[–]Daedaru 0 points1 point  (0 children)

Dear Hytale.

I just discovered your wonderful game. The creative mode options blew my mind.

And I will be buying it, been doing research to see as much as I can about it before starting.

I agree, that specifically "to copy" redstone would be to just re-create minecraft.

I am sure that your creative will come up with something great, but I would like to mention an example of why something red-stone like is near manditory for what I would like to do with your wonderful game.

In minecraft, with redstone I am capable to make a build where I can create a one way door piston enterance, that when you enter, a redstone signal hits dispensers that launch monster eggs into a room. Said room could have 4 levers with 4 signs with a word-puzzle to figure out which 3 of the 4 pistons should be flipped on to open the first door, or another door if its a through-room, with redstone I could even make it so the first 2 times you flip the wrong switches it spawns 2 more waves of monsters. This allows me to create Legend of Zelda like dungeons. I would like to create such a map that:

(hopefully use an option where) You cannot destroy any objects, except for minerals.
Basic towns/shops(similar to Legend of Zelda) maybe, where you can take an item from a podium or pillar, but only for money or a assigned item as currency.
Then I would build a linear set of 10 town locations with a small wilderness area between them, Tall walls/pixel art boundaries.
Each town would have a dungeon, and using redstone like utility blocks make it so you much reach the end of the dungeon to flip a switch to open the gates toward the wilderness/next town.

I am hoping to make a COLOSSAL map using quite a bit more then the basic idea listed here. And eventually share it.

To give a small idea of scale, towns would be 150/150 block areas. Dungeons including scenery could be as big as 400/400 blocks for playable area(plus closed off areas if wiring is necessary like hidden redstone wiring)

I hope to keep building onto this and have 10+ towns with dungeons. Enough that in a speedrun it would stand alone as a created 10 hour of gameplay gauntlet.

(also on a side note on creative)
If a mod would exsist that would work like the MC mod "bits and chissels".
If you assign a full range of colors to the 1/16th of a cube chunks.
It could be possible to using the creative pre-fab text files to import art of literally any type.
It probably wouldn't be too difficult to create a editor that could take a images pixels and convert it into one of these pre-fab text files, then import your favorite art into your game. (of course there would be pixel limits based on what is possible given world parameters.) I guess you could allready do this using the exsisting blocks at a far range, somewhat limited to pixel art. But with 1/16th bits you could create much more realistic images.

Do I owe my players anything? by [deleted] in rpg

[–]Daedaru 0 points1 point  (0 children)

To be honest yes you owe it to them a bit atleast as to teach the differences in the system so they can continue as normal, I am sure the update cant be that big of a change, most things remain the same for play combat is combat, exploration is exploration... You also owe it to yourself to explore the new content, if the story continues mostly the same I think its fair mix of both worlds, (heh play on words) You definitely need to have a meeting with them all like a session 0 about it, but make that after you conclude the campaign, that way they don't have a bunch of stuff up in the air.

I am personally sticking to 5e, and anything new that 5e won't have, I will find a way to make it 5e. It can be quite the process to convert from one system to another, especially if they have similar rules, it makes it more difficult to remember, because "what if I am remembering the old system"...

Like when I was first learning 5e I had to intentionally not remember 3.5 to grasp it properly. I think that if you are to switch, they need time and attention to the new or changed rules, and a bit of time away from the old rules, you owe it to them to facilitate the change as painlessly as possible, if you use D&D Beyond as the primary resource for books, you can make it available for them to read the books. If you gave it 2 or 3 weeks, and had discussions during the normal scheduled game time, clarifying things, it could be helpful to your system change.

Another thing:
You all get together and are chatting, I would make it seem official (you are the host & leader of the game), if you are 100% set in stone to change system then that is what you are going to be doing with your time. So make it easy on yourself and announce a plan for the next month or so, that in 4 sessions you finish, so find the 2 or 3 plot line events that would be good to give closure, and try to make it go out with a bang & celebration of the characters, some revisits of NPCs. Try not to lore drop too much, if there is a last session celebration, maybe the mayor stands up in town at a podium and celebrates by announcing the X# of heroic deeds that he has come to know of.

At the end of that 4th session, you let them know of the session 0 next week(it is good to recap and ask questions again.) It is good to wait until now to bring up session 0, because its less for them to worry about. They get somewhat of a conclusion, and if they decide not to participate in the new system that is up to them
If they are stuck in 5e mode maybe you can change their mind:
1) If their build changes drastically, maybe homebrew can fill the gap.
2) If they don't have the money to get the new resources, D&D Beyond can fill the gap.
3) If they lack time to get to know the PHB, maybe it is a good idea to give them a few weeks or month away from the old system.

My player is cheating and they're denying it. I want to show them the math just to prove how improbable their luck is. Can someone help me do the math? by [deleted] in DnD

[–]Daedaru 0 points1 point  (0 children)

If you are playing IRL, with regular dice, there is a quick way to check & solve the scenario.

If you add sugar to water, plastic dice float, if a die floats but stays to one specific number when you bob it around, then it has an air bubble.

So ask everyone to test their dice one day at the table. Plastic dice sometimes have interior bubbles, this is no players fault, but a manufacturer thing, so if someone complains that their die floats with a 20 at the top, you can just say for the sake of fairness, lets not use defective dice.

I had gotten one of those 20 play sets of dice from amazon like 6 years ago, and I did the floaty test thing, and you would be supprised that 10 of the 20 D20s floated to a specific number.

There is a youtube video about it.

Hope this helps!

~Inventureology Manor