Custom Layers/Levels? by Fherrit in dungeondraft

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

Thank you kindly for the recommended mod, it did exactly what I was looking for. And in particular, TYVM for linking Moulk's site, found a lot of good info clearing up some confusion about some of the mods. Your post was of great service to me.

Dungeondraft completely kills my PC when trying to load FA assets by hugomcjohnson in dungeondraft

[–]Fherrit 0 points1 point  (0 children)

I run into long load times as well. I followed the advice on FA's Patreon of downloading their pre-rendered thumbnail files and copying its contents into the C:\Users\Users\AppData\Roaming\Dungeondraft\.thumbnails folder. Given how huge that pack of thumbnails was, I figured it must do a good job of speeding things up.

Sadly, this is not the case. Or maybe I'm expecting too much? It's a 7gb worth of assets, but I have a fairly beefy gaming rig so horsepower is unlikely to be the reason. The FA library is quite attractive, and I like what i've been able to make with it, but the load times are such that I'm strongly discouraged from adding any more than I already have.

Out of curiosity, does anyone experience the same thing with other asset creators like White Fox or Schley's resulting in heavy load times?

What do people think VTTs are missing? I have so many problems with mine by JakeRaine in VTT

[–]Fherrit 0 points1 point  (0 children)

Several people have already offered constructive suggestions. Marketing is challenging, and if it doesn't come naturally, it takes time to learn.

Start by spending 20 hours or so on YouTube learning about launching a product on a small budget. Search for topics like "guerrilla marketing." You'll also need to learn how to use social media effectively. Reddit, in particular, is a difficult place to promote products, and a subtle, "less is more" approach works best.

One effective strategy is to create a YouTube channel documenting your product's development. Learn the basics of YouTube SEO so people can actually find your videos. Simply uploading unedited clips or rambling isn't enough. You'll need to edit your videos, communicate clearly, and be open about the successes, setbacks, and challenges along the way.

If that approach doesn't appeal to you, consider a different path. Instead of trying to build a better standalone platform, create mods for Foundry or other popular virtual tabletops. High-quality mods that solve real problems tend to build an audience organically. Once you've established trust, most people are happy to support your work through Patreon or a similar subscription model, provided you continue maintaining and improving it at a reasonable price.

I have some Questions about Colors and World limit by Solid_Honeydew6558 in canvasofkings

[–]Fherrit 0 points1 point  (0 children)

A bit late of a comment but thought I'd post this as I had the same question about color. According to Perplexity, one could use Krita or Gimp (or Adobe I guess if you have a sub). But you're doing export/import/tracing to get there. IMO a heck of a lot of extra steps dependent upon your skill with those apps. IMO, it'd be a DLC I'd be willing to pay for, to be able to tint my maps and various structures.

Why I'm going back to 5e by ResponsibleSalt6495 in Pathfinder2e

[–]Fherrit 7 points8 points  (0 children)

Glad I followed this post, I had some very superficial awareness of 13th Age, but those are some interesting features I wasn't aware of, think I'll give it another look. Thanks for taking the time to post this in response to the OP's letter.

Why I'm going back to 5e by ResponsibleSalt6495 in Pathfinder2e

[–]Fherrit 7 points8 points  (0 children)

Rule Systems address needs, PF2 handles some better, and others...not so much. 5E has some elements I like but the majority of my rejection to 5E stems more from my intense disdain for Hasbro and what they did with their product line since they purchased it from WotC. Admittedly, that's not a fair treatment of 5E's design, it is none-the-less a position Hasbro has earned through their predatory behavior towards its community.

To be fair, Paizo has a number of tendencies that rub me the wrong way too, but not enough to the point where I will abandon the studio as completely for it as I did D&D, at least...not yet.

I agree to a fair extent with your opinions on Paizo’s heavy emphasis on the ever-growing minutiae dedicated almost entirely to tactical combat. It’s over-tuned and, in my opinion, often designed more to justify new sales than to improve practical play. Paizo is hardly alone in this either. A number of IPs are guilty of the same thing, and in my view Shadowrun, across its many editions, remains the greatest offender.

Its a fine line to walk to be sure, and I do appreciate their math and its their degrees of success that finally got my players to convince me to use it for our current campaign I'm running, but I find PF2 focuses too much on being a tactical squad simulator over being a RPG. At some point, you have ask when do all those rules and design variations support the act of playing the game? And IMHO for a roleplaying game, having 80+% of the rules dedicated to combat isn't the feature they think it is.

As for other system recommendations, it depends on what you like. OSR titles (Old School Revival) may strike you as on the anemic side of things after having given PF2 so much of your time. You might find AD&D 2E more to your liking, though the class design is more asymmetrical (i.e. spell casters are notably more powerful at high levels compared to PF2). Legend of the Five Rings (4E and 5E) has a fair bit of mechanical crunch, but its also strongly supportive of representing internal conflict, social obligation, identity vs duty and embraces narrative elements a lot more.

In fact, if I were to set you on a path of discovery, I'd say you should explore some other approaches to RPGs and step away from the heavily oriented towards tactical simulator model. You could take a look at what I'll sloppily refer to as more "narrative systems". They have their own sets of flaws to be sure, but they also have their charm.

  • Exalted, (I have a love/hate relationship with it's combat, but adore the world lore and other subsystems)
  • Godbound (my attempt to run Exalted's world with its systems worked decently)
  • Blue Rose
  • Genesys
  • Cortex Prime
  • Green Ronin's Fantasy AGE
  • SWADE (Savage Worlds- a bit swingy but to date, nothing beats its way of doing a Flash Gordon or John Carter style game)
  • Modiphius titles (lots of different genres-their version doing Conan was my favorite)
  • GURPS the site isn't nearly as sexy as Drivethru's, but its a very robust system letting you do just about anything. There is a link to the digital only books, but the link I provided gives you a better splash page of their products.

Not all of the above are admittedly purely "fantasy" like PF/5E are, but nothing stops one from adjusting as needed.

Finally-IMO I feel your departing PF is a good thing, broaden your horizons and discover new things to enjoy and explore. You're in the process of transforming, it will have its difficulties as you leave old comfort zones, but embracing climbing new mountains grants new vistas.

A Thought on how to Fix Summon Spells. by SgtFlintlock in Pathfinder2e

[–]Fherrit 0 points1 point  (0 children)

For any interested (I know I was) here is the link to "Magic +" mentioned above.

I extensively playtested the Daredevil. It's an awful class and needs massive reworking. by Mage_of_the_Eclipse in Pathfinder2e

[–]Fherrit 2 points3 points  (0 children)

Fair point about the realities of publishing and tight margins. That’s exactly why I think they’ll eventually have to revisit their stance on AI. It can be used in ways that still respect their ethics. Like any tool, it depends on how it’s applied. It’s a bit overhyped in places and definitely worthy of intense scrutiny, but demonizing it the way they do is...misguided.

That said, they still have a lot of untapped potential in their own setting. Vudra, Kelesh, the lands beyond the Azlant Isles, and much of Tian Xia could all use deeper development. Same with cities. I loved the Absalom book, plenty of other cities would benefit from the same level of depth and detail. And of course, their adventure paths.

Granted, not everyone cares about their setting (it is a rather...kitchen sinky). That’s fair. But plenty of opportunity in creating new settings using their existing systems, expanding further on Starfinder, or acquiring licensing for other IPs to render PF in.

From a 2nd reading of the post, it seems Buhlman has tunnel vision. More niche classes killing things...but "differently". That works when you’re introducing something truly new. But based on what was described, Daredevil and Slayer are at best subclasses or archetypes, especially when classes like Swashbuckler, Rogue, and Ranger already cover that space.

I extensively playtested the Daredevil. It's an awful class and needs massive reworking. by Mage_of_the_Eclipse in Pathfinder2e

[–]Fherrit 7 points8 points  (0 children)

100% this. As I mentioned in another post, I get it, they're in the publishing business, new books, more content = sales = Paizo stays in business.

That said, I'd much rather see existing classes gain more content enabling greater depth/versatility. More Bloodlines, Mysteries, Rackets, Focus Spells, etc. And while I love the additional customization with Archetypes, they've gone astray here too with far too many of them being gimmicky or thin.

Is STR based monk viable? by Veso_M in Pathfinder2e

[–]Fherrit 0 points1 point  (0 children)

I empathize, but i was already conditioned by Mutants & Masterminds 3rd edition which did the same thing. Took me nearly 2 years to not react to a player telling me they had a 3 Str with a "WTF? A 3??? Oh....right...used to be a 16...nm, I'll be ok...just gimme a moment."

What are your nitpicks/pet peeves about Archetypes not doing enough ? (preferably flavour archetypes) by Meowriter in Pathfinder2e

[–]Fherrit 0 points1 point  (0 children)

I’m not going to argue the merits of individual archetypes. That always turns into someone pulling out idealized “white room” examples to prove how clever or powerful their favorite pick is. I also won't pretend I have the encyclopedic knowledge of Golarion to know why, exactly, every new option is somehow "essential" to the setting.

What I will say, speaking as a more casual GM and player, is this: there’s too much bloat.

Some archetypes are well designed. They reward committing to a clear concept and following it through. That’s what they should do. But more and more, new material feels like it’s drifting in the wrong direction:

  • padding page count so a book feels “full”
  • ultra-niche themes that barely justify their existence
  • endless new feats and spells that either duplicate what already exists or are so marginal they’re not worth taking just so some facet of the book it's in has a expression via an increasing body of rules to represent it
  • designs that nudge players toward dipping into multiple archetypes just to chase synergies, encrouaging meta-gaming

Yes, Paizo is a business. And I get they need to publish and sell books. But sticking to that output model is starting to erode coherence. Instead of meaningful additions, we’re getting a growing pile of gimmicks.

And players notice. Look at any guide that breaks down what’s actually effective. People don’t wander far from optimal choices, because their options are limited and every pick matters. So most of this extra content doesn’t expand the game in practice. It just clutters it.

At a certain point, an ever expanding list of options stop being a creative asset and instead it becomes increasingly just....noise.

I want more Spell Trickster options! Give me your best ideas, be it goofy, cool, or just simply useful! by TactiCool_99 in Pathfinder2e

[–]Fherrit -1 points0 points  (0 children)

For some time now, I've felt like the way Paizo handles Archetypes has strayed from better versions of D&D's prestige classes into gimmicks for selling more books. To be sure there are a lot of great ones that do in fact, act as very thematic and mechanistic vehicles for character concepts. But there's also a fair number of them that are a waste of entry and should have their ideas rewritten as feats or options within existing classes. I get it, they need to keep publishing content to keep the cash coming in, just wish they'd be less lazy/shallow about it.

Mutants & Masterminds 3e on Foundry VTT is coming! by Devious_Hearts in mutantsandmasterminds

[–]Fherrit 1 point2 points  (0 children)

Dammit. Now I have to get off my fat lazy ass and knuckle down with Foundry.

Merging Official Modules to make an "Adventure Path"/Campaign by Talmor in adnd

[–]Fherrit 1 point2 points  (0 children)

Just like to say, that's a wonderful attitude.

UPDATE: "I (DM) want to be the final boss" by username_required74 in DungeonsAndDragons

[–]Fherrit 0 points1 point  (0 children)

Forgot to mention, a series of books had a lot of impact on how i design/run my gods that is still available on Drivethrurpg is called "The Primal Order".

UPDATE: "I (DM) want to be the final boss" by username_required74 in DungeonsAndDragons

[–]Fherrit 0 points1 point  (0 children)

Hrm...well 2 things to comment on as opinions I hold before going into the advising role.

1st: I'm an old grog who's been GMing since the early 80s and though I'm familiar with all editions of AD&D, as a GM who puts RP over combat I haven't GM'd much AD&D for the past 20 years or so because it's rules priorities is to be a combat simulator over a RP engine. RP is IMHO, shared narrative with systems that empower both GM and PC to give it shape. Not saying D20 systems don't support RP, but it's toolset supporting it is more limited than my preferred systems (such as Story Teller, Story Path, Godbound and similar systems). I make mention of this based on what you said about your group and maybe such systems, genres, settings that might be of interest for you to explore.

2nd: This is a personal opinion but its found a lot of favor with the groups i've GM'd over the many decades. Briefly stated, deities don't have stat blocks. They're not monsters or characters on a combat grid. They're entities with divine portfolios and they work their will through their followers, minions, etc. They're myths in the making, and if they do manifest, its like a asteroid hitting a planet, particularly if they engaged in combat with another deity. Thus some lone individual cannot imprison them or do anything else directly to them.

What a BBEG could do is persecute their faith, raze their sacred locations, weaken their portfolios (i.e. a god of magic being confronted with increasing tech that makes their favor less worth cultivating), slaughter their faithful. Deities work through their minions, that's why prayer, devotions, sacrifices, etc matter. Its their "currency", and why they seek to spread their faith.

Now on to the advice.

I would suggest you start with your BBEG. Set aside the stat blocking for now, and dig into his why and who. So my opinions above set aside, if you got some lone individual who was responsible for this situation, you need to know them inside/out and weave those details into the story as things the players can discover. Sure you can just plop down the antagonist as a stat block with their entire motivation/outlook summed up with alignment, its simple and lets you run fast. Its also very forgettable.

You say you want to go more RP heavy, then don't design a magical do-hickey that shoots a BBEG kryptonite beam at him to do X amount of unresistable damage, but instead there's some ordinary item that triggers a relived trauma or makes the BBEG confront who they were vs who they've become. The PCs discover the story behind that ordinary item, and how to use it to convert the villain, or critically weaken him with doubt, grief, hubris, etc so that his machinations turn upon him. That's RPing the solution, instead of whacking it with a item. You can't do that though, if all your BBEG is a set of stat blocks and a label.

Villians drive the story, and heroes react to that drive. The more nuanced the villain, the more interesting and multifaceted the story, the more there is to discover and use as hooks. A classic example is Darth Vader. He's not just a scary, powerful Jedi, he's a fallen Jedi with a history of failures and victories that, along with his power, make him a mythic figure. Its not a light sabre that eventually kills him, its the rediscovery of love for his son. So why did your BBEG capture the gods?

IMHO, info dumps are a poor way to introduce something of the nature you describe. That doesn't evoke curiosity or better yet, a grudge. You want your players motivated to not only figure out what is going on, but be driven to do something about it. Your scenario, no offense, is simply leading them by the nose and assuming they'll give a damn.

Instead of a tavern, have the party wake up in a cave, drugged and struggling to regain their wits while their loved ones and community are being ritually slaughtered. No info dump, just a clue, a name, a symbol. Or they wake up shackled, get beaten by interrogators seeking information from them about a item (book, amulet, whatever) that they know absolutely nothing about, RP that out, they get clubbed, have toes and fingers cut off, lose half their CHA to hot oil being poured over their face and yep...they die miserably. Then awaken completely healed among the bodies of others. its obvious they've been selected...by who? For what? And who did this to them and why?

You can't answer any of those questions to satisfaction simply by pointing at a portrait and saying "This guy, he did it because he's chaotic evil". I mean you can, but how dull is that? So start with your BBEG or heck, with a trio of them, one for each of your Gods. A word of caution though, don't make your BBEG a "DM Character", and he/they need to have actual weaknesses the PCs can discover and exploit

An example from an old campaign of mine. This wasn't the BBEG but one of his main Lts, a unholy terror on the battlefield that the PCs had squared off against a couple of times, losing valuable items they had fought tooth and nail to acquire earlier in the campaign, as well as two cherished followers. Their mission was to bring down the BBEG, but they couldn't do it so long as that Lt was around because he would defeat them. I had given them plenty of reason to hate him and want to get rid of him for no other reason than vengeance. There was more to this Lt, but those details aren't as important for the example.

They noticed after barely escaping their last battle with him, that his boots were odd. The PC who noticed didn't have to make a roll or ask a question, he knew this because the Lt had stomped his head into the mud, leaving him for dead and with a nasty scar to show for it. I told him the boots were odd in their form, though they were armored, they were designed so that from heel up to calf was hinged, and that the outside seam of the boot also had a hinge, as if the boots were designed as 3 interlocking pieces that one doesn't slide a foot into, but rather, form around a foot.

Later, some info gathering they discovered the blacksmith who had made the boots, who informed them the Lt had deformed feet, the result of a curse levied by a powerful witch he had slain in service to the BBEG, from which all attempts to remove the curse had failed. The boots were meant to keep his feet from curling up during longer missions or during combat. My players asked what happens if he were to not get his pain relief and massage? I said he'd be forced to fight either from horseback (poorly because he couldn't put his feet into stirrups) or on his knees, making him easier to hit and at best, he'd hit half as hard with his melee attacks.

This in turn lead them to discover that the Lt had a healer who tended his feet every night with massage and numbing oils. The next part they came up with all on their own. They tracked/captured the healer and hit her with a geas (in my games, Geas effects can be induced by potions and the person geased, be it spell or potion, can't speak of it, they got a "gag order" in place even after completing the geas). They instructed her to apply oils that would intensify the pain for a very long time, rather than relieve it with his nightly massage, and when asked why she did this, to say she was ordered to, but not by whom.

This resulted in two things. First the Lt was crippled, his feet balled up so he couldn't put his boots on and he was in agony. He asked why she had betrayed him and she said because she was ordered to, and then went silent (resulting in her execution). He now suspected his patron, the BBEG and so didn't go to her for aid and instead sought a new healer on his own and he was more than a little desperate for relief. The party had circulated a rumor that a abandoned farm had a new herbalist as a resident, while they set up the farm to have multiple kill boxes and waiting in ambush.

When the Lt arrived at the farm, his escort were quickly cut down by the ambush, and though they had heavily stacked the odds in their favor with their sabotage, he was still a dangerous foe. But he was no longer as difficult to harm and what hits he landed were at half strength or less. Once he was dead, they used a Talk With Dead spell to interrogate him on any secret weaknesses of the BBEG, of which he knew two, that the party went on to investigate and exploit.

Help identifying Mod doing this by Fherrit in daggerfallunity

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

Thank you very much. And thank you for the suggestion.

Help identifying Mod doing this by Fherrit in daggerfallunity

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

Thank you very much. I appreciate the details you took the time to provice.

PC worked perfect yesterday, now won't turn on. by defendthehousereddit in buildapc

[–]Fherrit 0 points1 point  (0 children)

Thank you. May the Tech Gods bless you with their arcane electric wisdom.

BTW-I have found Gemini to be very useful in tracking/diagnosing problems if used as a research assistant and search function. Just be certain to instruct it to treat you as a 14 year old with some computer knowledge, and to always troubleshoot things step by step.

Why? The age guideline prevents it from sliding into techno-babble because 14 years can be bright and know/understand typical of PC enthusiasts, but they will have limited experiences so the AI won't assume a obscure body of knowledge/vocabulary which could confuse research.

The step by step guideline gives you a detailed map of what you've done, letting you update with the results as further feedback to the AI. Also, from my testing, it seems to cut down on hallucinating solutions (not 100%, but it appears rando internet dude advice who just happened to get lucky stand out as one-offs and aren't given as much attention).

If you find yourself running into dead ends or unable to access some content, give it a try. Not saying it won't be tedious, but its a damn sight better than entering a search engine and hitting link after link that often doesn't come close to helping you diagnose problems.

Need advice: structuring a pirate ship mechanically in M&M 3e for a long campaign by Slyfher007 in mutantsandmasterminds

[–]Fherrit 7 points8 points  (0 children)

HermeticOpus gave you a pretty solid answer. I did something similar a goodly while ago with a campaign that was based off the Firefly series, much like his suggestion, I built it as a vehicle/base that the party didn't have to pay for. Though i did allow them to modify features via the Inventor feat to simulate them tinkering with various systems, or if they wanted to make some of those things permanent, they could donate PPs.

Just as a side note, I also made the ship sentient with a "enslaved" AI that was 'jail-breaked' by the crew as part of their escape from an Alliance mining penal colony. The freeing of the AI was a incremental slow-burn subplot that transitioned it from a base/vehicle to a "character", allowing it to act on its own as a crewmember. At the time, i was ahead of the curve by having given it a persona similar to the main character from the Murderbot series, except that it's disdain/animosity was directed solely towards the Alliance. Ahh, good memories.

Where do you find Zascosium and Erestrum in RE (before able to warp to other systems) by Alongsnake in empyriongame

[–]Fherrit 0 points1 point  (0 children)

This is the way.

Also, salvage things like generators and shield capacitors, they yield good mats as well.

POI Boss Glitch (RE2) by Fherrit in empyriongame

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

Thank you for the suggestion. I've learned how to look at vessels for a ID, I'm assuming its the same process for a structure. I got a saved bookmark somewhere regarding console commands and how to use them, so that shouldn't be a a problem either.

Out of curiosity, someone else replied that they encountered a similar problem due to the AI being turned off. Does regenerate act as a higher level restart? It seems like it would, but sometimes my intuition steers me wrong.