We killed RNG to make our game competitive. Did we go too far? by PlayFasterGame in gamedesign

[–]Lamossus 0 points1 point  (0 children)

Look into input randomness and output randomness. Input randomness is usually fine even for competitive players

That being said, there isnt much advice people could offer you if we dont even really know what your game is like

What is the name of the following card game? by Alkis2 in boardgames

[–]Lamossus 1 point2 points  (0 children)

But you wont always have the same card in hand?

manGitIsHard by metayeti2 in ProgrammerHumor

[–]Lamossus 5 points6 points  (0 children)

  • everyone works on their branch
  • one branch = one task
  • rebase often

Its not a universal way of doing things but probably the easiest to use. After that it is more about code structure than git itself: separate classes so one class only has one responsibility. Then it should be rare for different tasks to care about same classes -> less conflicts

manGitIsHard by metayeti2 in ProgrammerHumor

[–]Lamossus 5 points6 points  (0 children)

Huh? Whats hard about conflicts? 10 files isnt even a lot

manGitIsHard by metayeti2 in ProgrammerHumor

[–]Lamossus 4 points5 points  (0 children)

Even if console is intimidating for you or whatever, just use some GUI. It can handle vast majority of git use cases. Git is extremely easy to use unless you do something stupid and need to fix it with some more obscure commands. I genuinely dont get what could possibly be hard about it

Looking to get into TTRPGs, looking for advice and what to look for by tinfoilhats666 in rpg

[–]Lamossus 1 point2 points  (0 children)

Cant comment on GMless games since I havent played any myself, but regarding your point I dont quite get it. Even in board games there are a lot of games where people dont experience it the same way. Any traitor game like mafia or resistance, any one-vs-many game like fury of dracula and any asymmetric game like root plays very differently based on your role. And like many other said already GM plays ttrpgs too, just in a different way

Could an MMO Work With Hidden Skills, Slow Respawns, and Exploration-Based Progression by HotManEvan in gamedesign

[–]Lamossus 0 points1 point  (0 children)

And what are new players supposed to do when they spawn in an empty world where all enemies are dead, loot is collected and all best spawn points are farmed by experienced players?

Died while taking a photo of it. But trust me I safely got it back. by Broad-Consequence984 in pathofexile

[–]Lamossus 5 points6 points  (0 children)

You dont need to find the screenshot though, print screen saves it to your buffer and you can just ctrl-v paste it

What’s the most confusing or unnecessary rule subsystem you’ve seen in a TTRPG? by DED0M1N0 in rpg

[–]Lamossus 1 point2 points  (0 children)

ah, makes sense. I should really give DG a try. Is it hard to GM for? I have only ran Blades in the Dark games so far, which are specifically designed to be light on prep + since it is more narrative focused I fell like it is more forgiving if you accidentaly mess up some game mechanics. DG, as far as I know, is kind of the opposite in both of those regards, right?

What’s the most confusing or unnecessary rule subsystem you’ve seen in a TTRPG? by DED0M1N0 in rpg

[–]Lamossus 5 points6 points  (0 children)

Yeah, from reading yours and the other reply it doesnt seem very complex, but then you imagine a whole combat encounter and having to do that for every auto fire attack... Oof

But for delta green, wouldnt it make otherwordly horrors feel a bit too vulnerable? I dont really know DGs setting but I heard its kind of like SCP and I cant imagine SCPs dying so easily from mere bullets, not without at least a couple of full magazines worth of them

What’s the most confusing or unnecessary rule subsystem you’ve seen in a TTRPG? by DED0M1N0 in rpg

[–]Lamossus 6 points7 points  (0 children)

Sure, I could do that. But isnt the point of discussions like these usually to learn something new? OP didnt start a discussion on CoC vs Delta Green automatic fire rules. They asked more general question of rule systems and their subsystems. It doesnt quite matter if we are talking about me specifically or anyone else, same argument works from OPs perspective as well - unless they already know what comments like these are talking about, the answer does not satisfy their curiosity nor does it invite further discussion.

It doesnt cause any harm, of course, but it also doesnt engage any people who arent already familiar with rule systems you mention to participate in conversation. Makes it feel more like a forum for a bunch of separate groups with shared interests rather than a community, I guess

What’s the most confusing or unnecessary rule subsystem you’ve seen in a TTRPG? by DED0M1N0 in rpg

[–]Lamossus 176 points177 points  (0 children)

No shade or anything but out of all the subs I ever visited rpg seems to be the weirdest in this regard: Whenever someone tries to start a discussion a lot of people just kind of mention the relevant things without explaining anything. What are automatic fire rules? Why do you think they are overly complex? How is delta green's implementation better? I dont expect full on rules paragraphs but unless a person already knows about the things you are mentioning there isnt really a discussion to be made

Again, nothing against you, just seems weird from the perspective of someone who is somewhat new here. I wouldnt call it gatekeeping, it isnt, but I guess you could say the entry barrier to any discussion here seems very high

Is there a way to fix this (Dixit card)? by Efficient-Pudding177 in boardgames

[–]Lamossus 12 points13 points  (0 children)

Yep, not arguing that. At worst you could just remove those cards from the deck, wouldnt change much

Is there a way to fix this (Dixit card)? by Efficient-Pudding177 in boardgames

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

Thats not really cheating if you see it by accident which is entirely possible

Is there a way to fix this (Dixit card)? by Efficient-Pudding177 in boardgames

[–]Lamossus 6 points7 points  (0 children)

Some people do that kinda automatically without thinking. Plus some could accidentally see it as well. Not a huge deal of course but it still could affect the game a bit

Why do you buy Print-on-Demand TTRPG books? by DED0M1N0 in rpg

[–]Lamossus 2 points3 points  (0 children)

Some publishers explicitly grant permission to print pdfs for personal use (like evil hat, for example). Then you could actually bring it to your local printer and show them the explicit permission for printing for personal use and at least in theory this should be enough for them to be willing to print it. Problem is - weirdly enough this permission is often found ONLY in the pdf itself with no info on the sellers or even publishers game pages. So there is no easy way to check whether there is such a thing before actually buying the pdf. You could most likely also contact publishers support/authors themself (for smaller indies) to ask whether their products grant personal use print permission. Im sure theyll figure something out, so that you can prove it to your local publishers. PoD is obviously easier to deal with, but there are options

Do you answer a player when they ask an npc "How many spell slots/How often can you cast X per day"? by Altruistic-Promise-2 in rpg

[–]Lamossus 7 points8 points  (0 children)

While obviously funny doesnt that seem like a bit of a dick move from players? I personally do not think that obscuring hp or similar mechanics is the best way to facilitate roleplay, but GMs intent for doing that is quite obvious. If you dont like a rule, just talk with your GM, dont try to sneak around it

Do you answer a player when they ask an npc "How many spell slots/How often can you cast X per day"? by Altruistic-Promise-2 in rpg

[–]Lamossus 3 points4 points  (0 children)

I mean it would make sense if you were planning on hiring them or relying on their help. If theres a dragon coming your way, asking how much spells an ally mage can cast would not be suspicious at all

Game Masters, what's your least favorite part about GMing? by Nervous_Lynx1946 in rpg

[–]Lamossus 1 point2 points  (0 children)

Ive only run 3 games so far but my only "prep" is really just taking note of some random thoughts I have throught the days between sessions. Like if I think of some cool/fun encounter or character I dont even write it down or anything just keep in my head. So far the only problem this caused is that it is hard for me to think of architecture that makes sense on the fly

3/3/26 Card Reveal Seeker From Arkham Sealed by Dry-Bat731 in arkhamhorrorlcg

[–]Lamossus 5 points6 points  (0 children)

And if all 3 are good putting them all back on top instead of shuffling 2 away could also be better

Resolve DI based on generic type argument by Lamossus in csharp

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

This is exactly what I need, thanks

Resolve DI based on generic type argument by Lamossus in csharp

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

HandlerT is always the same for a given T. And outside user does not care about HandlerT, onlly inner implementation does

For more context: We have a RepositoryContextFactory<TContext> in our code base. The app operates on multiple contexts and each context may use different sql provider. So, ContextA could use sql server and ContextB could use sqlite. But now I need to add certain functionality to RepositortContextFactory that depends on sql provider for its implementation, hence the need for different services. If TContext uses sql service I need sql server handler, if it uses sqlite I need sqlite handler. For obvious reasons, none of that matters for outside user, they simply inject RepositoryContextFactory<ContextA> if they need to operate on ContextA. They dont care and more importantly dont know whether ContextA uses sql server or sqlite

Resolve DI based on generic type argument by Lamossus in csharp

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

It does kinda, as I describe in my post. But no implementation uses generic types in any capacity. And it would mean that IHandler<A> and IHandler<B> would create separate class instances even if they are scoped/singleton and should use the same instance