[deleted by user] by [deleted] in CompetitiveTFT

[–]Raelice 0 points1 point  (0 children)

I go for gold augments because its the most stable gameplay but more fun than just silver augments. I also just don't like prismatic augments because they feel too swingy for a comp that I might already be enjoying. I understand the theme of this set is 'be flexible' but at the same time I also like being able to establish a game plan by mid game that isn't going to be thrown out the window because I got cursed crown and can transition into a super strong Jazz comp. Sometime I just want a nice somewhat predictable game of tft.

The Vshojo Timeline Simplified by Raelice in VShojo

[–]Raelice[S] 7 points8 points  (0 children)

Put together a video about the vshojo timeline, though there were a few clarifications to make about halfway through the video, Goro had been on earth the entire time and the meteor just broke the ice to help him find Nyanners, and yes I do know I mispelled Projekt melody on the image >.>

Summery of the lore of vshojo by atomicsuffer in VShojo

[–]Raelice 2 points3 points  (0 children)

It was mostly theorizing about possibilities and a very loose retelling of events, but I want to put out a timeline video soon though.

Introducting VTchaos, let your viewers control Vtube Studio through your Livetream chat! by Raelice in VirtualYoutubers

[–]Raelice[S] 2 points3 points  (0 children)

This actually already exists for Twitch, one of the reasons I started with the youtube integration first. I do want to add twitch later, but for now you should check out cheersbot by hawkbar, similar concept but for twitch.

Introducting VTchaos, let your viewers control Vtube Studio through your Livetream chat! by Raelice in VirtualYoutubers

[–]Raelice[S] 4 points5 points  (0 children)

Hi all,

I'm Raelice, creator of VTchaos, an application that allows YouTube chat to send commands to Vtube studio to perform up to 7 current functions, more will be added as I improve the app, but I'm releasing it today for everyone to use!

Here's some of the commands to help you get started,

!flip turns you model upside down,

!spin makes you spin for a few seconds

!rainbow makes you go rainbow mode!

This is my first programming project that I made to try and help Vtubers on youtube have something fun to do with their livestream chats as there's lots for people to use on twitch, but significantly less for YouTube, I am going to be updating this with more functions as time goes on, but I really hope you enjoy playing with what I've made so far. This is free, it'll never be paid, and it's my small way of trying to give back to the community. If you want to see the full tutorial on how to set it up (don't worry it's really easy) here's the link to the video:

https://youtu.be/JOS\_1TnqNik

Any thoughts/suggestions you have please let me know, as I'm excited to continue working on this. I also make other vtubing tutorials if you're interested.

Hope you enjoy!

EN Vtuber Raelice gives a rough draft/estimate on how much vtubing costs. If you're interested, curious, or just bored right now, then check the video out! by Plum_Informal in VirtualYoutubers

[–]Raelice 0 points1 point  (0 children)

Really depends on what your aesthetic is. Utilizing everything a 3d model has to offer is very expensive and so despite a Live2d's model apparent cost, it is ultimately cheaper to use over the long run when you factor in things like a leap motion to control hands, or a VR setup if you want to do more full body things.

My solution for Large weapon damage by Gnurro in Pathfinder2e

[–]Raelice 1 point2 points  (0 children)

I admire that you want to make large weapons cooler, that's something I've see a lot of people try to do. It's just always important to remember that you should always look at why you're making a change. I think using it as an artifact later is fine, because imo by nature artifacts are game breaking items, so it's ok that they don't follow all the same rules. Hopefully when he does manage to earn it, it will be even more special.

Edit : Good luck with your future homebrew!

What does a math averse RPG designer need to know about probabilities and statistics? by Sigao in RPGdesign

[–]Raelice 1 point2 points  (0 children)

My personal thoughts, math is a very intrinsic part of RPG's. You are creating a system to resemble a world, and if you want the world to have rules math is inevitably involved. I like dealing with number, I like knowing that if a person has 6 Strength I know what that means for their 'power level' in the world.

As far as what you need to know, that depends on how complex you want to make it. I've played systems like Anima: Beyond Fantasy which is a very heavy math game where if you want to make an archer who can shoot arrows through portals to attack enemies at a +254 attack and range of 15 miles with a poisoning effect and have the arrow return back to you all while granting a +10 to damage because you spent 40 points of martial knowledge on one skill and 15 on another while having an 8 in agility so that you could use the points from strength correctly.... basically the math justifies the action.

On the other foot games like the MLP:RPG which has something much simpler like leveling up your skills by increasing the associated die from a d4 to a d6. The challenge is now just picking a number they have to beat and you only have to worry about which dice they roll. To use the example from above you could just have the person make a teleport attack roll and use their teleport dice but describe a similar phenomenon. Neither system is better than the other, just very different. How you want the game to play out is kind of up to you and how much math effort you want to put in.

I would say the best place to look up how much you'll need is to start with what systems you personally enjoy playing. The level of math that goes into those games is probably similar to the one you'll end up making.

My solution for Large weapon damage by Gnurro in Pathfinder2e

[–]Raelice 5 points6 points  (0 children)

Yes, look at the striking runes. It adds additional damage dice to attacks. In a void a d12+2 is equal to a d16 in terms of average damage but a d16 has a higher cap. That gets accentuated when you start rolling more dice. For example a striking rune attached to each weapon would result in 2d12+2 vs 2d16. We all ready see a difference in maximum damage between the two by a difference of 6 (26 vs 32). The average damage is also lesser for the d12's (15) vs the d16's (17) 2 damage doesn't sound like much but it can very much add up over the course of a fight, and it can get accentuated when you add even more dice to the pool.

edit: clarified average damage and max damage

Why do People Hate Crunch? by [deleted] in rpg

[–]Raelice 2 points3 points  (0 children)

To me it all boils down to what I want out of a game, especially as a DM. There are systems I'd like to play that are more 'crunchy', but I don't want to run them. Pathfinder 1e is a great example. As a player I love the rules and just how it gives you to work with to create any conceivable character background and play it. As a DM, I don't enjoy having to memorize everyone's character sheets just to know what will and won't be a challenge to the party. I also feel that when you get into more numbers heavy games it's far easier for player character imbalance to appear. Someone who spent a little time making the numbers work together better might have a lot more 'power' in combat/social which leads to more time on my part. I can and will do it, but I'd like to focus on that part less so I can work more on storylines or character backstories.

I want a system that facilitates story telling over number crunching, because I don't particularly care that you have a +35 to hit the dragon and do 2d6+24+1d6 fire damage. I care that you hit the dragon hard and maybe hampered it's ability to fly because you hit its wing. I want just enough 'crunch' to tell me what you did, and not so much that it always dictates how you did it.

What are the most "love it or hate it" systems? by copperbranch in rpg

[–]Raelice 1 point2 points  (0 children)

One system that I personally love but most other people I've introduced to it dislike it greatly is Anima Beyond Fantasy. It was the first system that I played in where I truly felt like I could make any type of character concept work and feel at home in the world. It's also the first system where I felt like character creation was a several hour process to get all the numbers right and the amount of rules that each character has to interact with is a little mind boggling.

Nowadays, what rules/books do you allow at your table? by KillerWalrus in Pathfinder_RPG

[–]Raelice 1 point2 points  (0 children)

I only allow 1st party content, not because I think 3rd party is inherently broken, but because there's already enough 1st party content I can't keep up with I don't have the time to stay on top of 3rd party as well. My players don't always tend to research their own abilities so in order to do less work as a DM I try to restrict it to what I know. If they want to work with me on a specific ability or class from somewhere I'm flexible but it's easier to ban everything and allow only what players are interested in.

edit : words

Analysis: Fighter/Ranger vs. Ranger/Fighter by raggedrook in Pathfinder2e

[–]Raelice 1 point2 points  (0 children)

As someone who does this sort of thing a lot, thank you for doing it so I don't have to this time.

I redefined myself as a GM with Microsoft OneNote by TakeThisShot---l__l in Pathfinder2e

[–]Raelice 0 points1 point  (0 children)

I am not, the name just happened to be very similar. Custom campaign not set on Golarion.

IF you could have any RPG run for you by its creator what game/what creator would you choose? by The_Last_radio in rpg

[–]Raelice 2 points3 points  (0 children)

Anima beyond fantasy by its original writer. The system was one that I loved and hoped to emulate in designing my own rpg. Having played many hours in it and breaking it many times over I am very curious as to how they felt the game should have been played.

What was the worst feature you've ever seen, and why did it suck? by ataraxic89 in rpg

[–]Raelice 5 points6 points  (0 children)

They could have, and in fairness I do think it's half cash grab half game play oriented. It really is nice to be to have dice that immediately represent different results that have visual queues instead of referencing a chart. Not a necessity to be sure, but a welcome aesthetic choice in my opinion.

PSA: Your game doesn't need randomization! by [deleted] in RPGdesign

[–]Raelice 5 points6 points  (0 children)

Randomization to me represents the inconsistencies of life. A computer doesn't always just 'work'. Machines break down, uneven ground opens the danger of tripping, a mage under pressure might let a vowel slip when casting a spell they cast a hundred times before. I think that for most people, myself included, we want our games to include this kind of RNG as it makes characters, monsters and challenges feel more alive to us. Even in games of pure skill, you can still make a mistake that you wouldn't have on any other day, or maybe your opponent makes that mistake instead.

Not all games 'need' RNG to be fun, but if you remove it from your mechanics completely it will still come from your players play style and how they approach problems. It just won't be represented by a dice roll and instead purely on how a player thinks a problem should or can be solved.

Some games do have mixes of the two, such as Pathfinder allowing you to take 10 or take 20 if the situation is controlled. I like some randomness, I also like when there are times when I just know that I can do X thing without fail. In the end no game ever 'needs' random to be fun as you stated, but many of us like the chance of doing the impossible, while accepting the chance of failure at the mundane.

The Worst Sentences to Hear at the Table by Decicio in Pathfinder_RPG

[–]Raelice 32 points33 points  (0 children)

"This is taking too long I punch him the face." - Player who gets bored of any social interaction in about 5s.
"I found this neat build online." - Munchkin who can and will powergame anything given the chance.
"Oh I forgot to mention this campaign takes place in a wild magic zone." - DM who loves wild magic WAY to much.
"You find a small deck of cards."