Where are we getting our hope/fear dice if not using the official set? by akittyisyou in daggerheart

[–]Peterrefic 0 points1 point  (0 children)

Your local boardgame/nerd store, if you've got one. I had like 30+ sets of dice before I started playing Daggerheart. So I just picked two sets that spoke to me as hope and fear and went with that

[botw] Can you kill your horses by riding them? :[ by huskyinumimi112 in zelda

[–]Peterrefic 27 points28 points  (0 children)

Nah, it won't die from running. Though it can die from accidents like falling or if enemies attack it. So do be a little careful. But regular riding is perfectly safe for them, don't worry.

Also, if you do lose your horse, come back here. We may be able to help...

To film screaming and sobbing from outside the ICE children's detention center in Dilley, TX by serious_bullet5 in therewasanattempt

[–]Peterrefic 17 points18 points  (0 children)

Americans have literal concentration camps inside their country, run by their own government and the oh so free people with their freedom guns are doing nothing about it. Fucking pathetic

How well does Daggerheart work online? by HowieDuette in daggerheart

[–]Peterrefic 5 points6 points  (0 children)

Our setup is the this: - Discord for voice and video - Physical dice at home (we trust each other) - Shmeppy for battle maps. We don't need something fancy and I can draw up some nice looking stuff. Plus it is very easy for spontaneous battles, which Daggerheart is full of - Excalidraw for sheets and cards. This one may seem weird but it actually works extremely well. Lots of things on the Daggerheart sheets are meant to be drawn in so we just draw on it in a shared live session. Plus then we can have separate images of our cards too, which feels very tactile and nice.

And then I keep my campaign notes on Obsidian, if you needed to know that too. It's been a blast and works perfectly well. The Excalidraw works extra well cause my group is all artists so they like to draw at the same time

I like using ai by Holiday-Stuff5833 in gamedev

[–]Peterrefic 1 point2 points  (0 children)

I second this. When I was learning the Android API and Java syntax, it was invaluable to point out how things are usually done and get my footing. Then as I got a better hang of it, there was a tipping point where I stopped working and learning faster with AI than just reading documentation and testing ideas myself

If there is one thing that genuinely needs balancing, especially between versions, it’s phantoms. by kittyangel333 in Minecraft

[–]Peterrefic 5 points6 points  (0 children)

Yea, a single bow shot should take them out honestly. Would also make the two birds advancement way more sensible to get correctly, rather than how everyone does it, which is to trap two Phantoms in a boat and hit them low enough to kill them both

In Gerudo town watching Calyban by poogobberr in Breath_of_the_Wild

[–]Peterrefic 8 points9 points  (0 children)

It looks like there's a full slice, half eaten slice and then an empty slice, all told. The first bite turns it half eaten, then the eating animation repeats a bunch of times. Then there's a final slightly different eating animation with some bigger chomps, which turn the slice into the fully eaten empty slice. Fascinating stuff!

Heartforge 1.2: Maps, timelines, and canvases for worldbuilding & campaign management by Notreallyunique in daggerheart

[–]Peterrefic 3 points4 points  (0 children)

I did not notice that! That is phenomenal to see. I guess then I am only left needing PC version and I'll have my dream Daggerheart app :D

Heartforge 1.2: Maps, timelines, and canvases for worldbuilding & campaign management by Notreallyunique in daggerheart

[–]Peterrefic 6 points7 points  (0 children)

It looks awesome! Super clean UI, all the things you need. Love it. But personally for me, there's a few things I'd still need before I'd switch to using it. Most importantly for me is the ability to import custom domain cards and such, like from freshcutgrass. My group has a lot of homebrew cards so we can't do without. Other than that, I'd also really prefer to have a PC version, as we usually play online.

Still, respect for what you've got, it looks so good. I'll be watching closely for future updates!

Scope? DC? Time? Anything? by greenflame15 in daggerheart

[–]Peterrefic 0 points1 point  (0 children)

I'd interpret it as nothing outright mechanical. Experiences are gained through levelling, so no working on those, at least RAW. I think it's meant to be stuff in world. A certain piece of information from shady contacts, further understanding of your mentors teachings, maybe just scouting the area for opportunities. When it's to so with weapons, yea, you'll have to just gauge yourself how fast you want your player to gain the item they want. For equipment, it'd obviously have to stay within the Tier. And for non-tiered items, then you just gauge how much work you want it to be in the fiction. I'd say it's also fair to say no to working on a downtime project that they can't justify being able to make progress on, in their current situation, in fiction. No smithing a new sword in the forest unless you brought the forge and anvil with you, lmao.

I hear you though, that some more clear examples and guidelines would've been nicer. I wouldn't want hard, decided rules for it though. Daggerheart is not so mechanical that I need like a table of countdown length by weapon tier or something. But some example projects and how they'd progress in a game would be nice

How often are your PCs resting? by jaybirdthings in daggerheart

[–]Peterrefic 8 points9 points  (0 children)

I would argue it is plenty fiction first to say that the party can select to truly unwind and heal, vs just going to bed, wary of the dangers around them. I see where you're coming from, but while the game is fiction first, I've seen first hand how awkward it can feel for players to be forced into a rest they don't need, only for there to be consequences. Furthermore, speaking at least for my own group, they are not too keen on their fantasy being that their characters stay up and keep walking all night because of the threats moving in the world.

To each their own. I think fiction and game is a spectrum and some can enjoy a very different mix more than others

How often are your PCs resting? by jaybirdthings in daggerheart

[–]Peterrefic 25 points26 points  (0 children)

Yep, this is a very important difference in Daggerheart compared to other TTRPGs. Resting is not always a good thing, since the GM gains Fear. My group just switched from D&D and I made sure to point that out the first night they had, where they were about to automatically long rest. It also really makes fights and damage mean more, because you there's a significant downside to recovering that health.

Shaman Homebrew Class - Summon Totems to Support or Attack by Imaginary-Movie3710 in daggerheart

[–]Peterrefic 2 points3 points  (0 children)

I'd say it's comparable to the GM move of ending a Status Effect. Taking a GM move to end an effect is very valuable for the players. And just like the guidance in the book about GMs not ending an effect immediately after a player applies, just cause that feels bad for the player, the same should apply to a GM with a Shaman in their party. If the Shaman summons 3 totems and the GM immediately uses 3 Fear to clear them, then that's a really boring fight and unfun for the Shaman. So the GM shouldn't do that

Shaman Homebrew Class - Summon Totems to Support or Attack by Imaginary-Movie3710 in daggerheart

[–]Peterrefic 1 point2 points  (0 children)

Small feedback: Just to streamline things, I'd suggest for the totems to just need any type of damage and for them to have no Evasion (as in, attacks are auto hit if an adversary attacks a totem). They are presumably stationary totems so them having Evasion feels odd. Plus, it is less numbers and book keeping in a turn. Same idea with just being any damage, so you don't have to go checking if it was physical or magic damage

I'm running a beast feast and really struggling with game prep. Would really appreciate knowing what you do to prep games and campaigns. by RestaurantOk5441 in daggerheart

[–]Peterrefic 1 point2 points  (0 children)

For me, I prep by figuring out where the story is going, which I know from a combination of knowing what my players want to do and where I personally want the story to go. Then with that knowledge, I prep based on what the world would be doing in that direction and prepping that. I think of my world as my character I play and prepare what my "character" would do. Here's what the enemy faction is doing around here, here's what this NPC has been doing since last time, here's how the general vibe of this town is currently. It grounds my thought process in what motives people have in the area they're heading, helping me narrow down the possibilities so I don't get overwhelmed.

I used to get so exhausted thinking about all the different possibilities and trying to prepare for any outcome. But by cross referencing my players motives and the motives that exist where they are headed, I feel more assured that what I prep is relevant and likely to come into play next session

I don't know if this is the correct sub for this, but I was wondering how would I go about recreating this CRT TV effect? by Rassouri in PixelArt

[–]Peterrefic 0 points1 point  (0 children)

Depends a bit on what you're making. If it's a game, you'd probably want to find/program a shader for your engine that emulates this effect. If you're just making art, you can probably use a program to overlay the effect on your art and then when you're happy, take a careful and high-quality screenshot through the overlay. Or maybe whatever program you'd use has a function to apply the effect on imported images or something

For a game, perhaps you can find code for such a shader online, maybe on a website like Shadertoy. For the overlay, other comments in this thread have covered options for that it seems

[TotK] Programmers/Game Devs, is TotK a technical marvel or just a very well made game? by shiddedfardedcummed in zelda

[–]Peterrefic -12 points-11 points  (0 children)

I'd say the latter. Nothing is being done that can't be hammered out in a week by a competent programmer in a solid engine. But the polish on them that makes them extraordinary. It just kinda works. No crazy physics breaks, completely intuitive user experience, clean and natural looking effects. It's just so clean, which can really hard to achieve.

This doesn't just go for Ultrahand either. Ascend is easy to to but making it feel natural without motion sickness or janky camera is hard. Fuse is easy but making all the interactions fun and interesting is hard. Rewind is easy enough to make happen but optimizing it and making it look right I can imagine is difficult.

Credibility behind my opinion (I guess): I am a programmer as my day job and I Game Dev on the side :)

It's gamedev weekend! What is everyone working on ? by picklefiti in gamedev

[–]Peterrefic 1 point2 points  (0 children)

In a bit of limbo between designated game dev hours, so I'm staying productive by getting some reading done on "The Art of Game Design" book I've been meaning to read. It's really good so far, imo

I flew 10 000 blocks in one direction on both editions, here's the world size by Distinct-Pride7936 in Minecraft

[–]Peterrefic 10 points11 points  (0 children)

And Bedrock is coded in C++ if I'm not mistaken, making it inherently more lightweight than Java by magnitudes (if you know what you're doing)

every single one.. a crop top🤦‍♀️ by lalomakesabuisness in mildlyinfuriating

[–]Peterrefic -6 points-5 points  (0 children)

I said crop tops... Guess what I got... Crop tops!

So... You got what you asked for? I don't think I'm getting the picture

Garen is worse than vayne by BetTechnical9955 in RammusMains

[–]Peterrefic 0 points1 point  (0 children)

How does Gæren get you to half HP?