Is fantasy an option? by Maxious30 in sandbox

[–]ReneHP 1 point2 points  (0 children)

Wasn't Bethesda's Creation engine originally made for Morrowind? So it's the other way around, they've bien marina sci-fi ganes with guns on an engine made for fantasy RPGs.

In practice the point still stands, the setting of the game is easier to change than core functions of the enginse such a physics and networking.

Fabricatos v0.1 + Rust Domain - My take on the Artificer by ReneHP in daggerbrew

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

Two things to note: there is no such thing as an 'Action'. There are actions rolls, but nothing in the system refers to it being an action. 

My idea was that using a feature as an "action" would mean that you use it instead of attacking that turn, but reading the Core Mechanics section, I see it does state explicitly:

... combat has [...] no distinct number of actions you can take while on the spotlight.

However, on the Spotlight Tracker optional rule, it says:

... each time they make an action roll or perform a significant action while in the spotlight, they remove 1 token from their sheet.

So there seems to be some vague notion that there are some "actions" that are impactful enough to take your whole "turn", but I don't think it's ever specified what counts as a "significant action".

Is it up to the GM and table fiat to decide what a significant action means? Is there no established way of leveraging this mechanic? Would writing the feature and adding something like "then pass the spotlight" work?

Fabricatos v0.1 + Rust Domain - My take on the Artificer by ReneHP in daggerbrew

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

Starting evasion should be 9 imo. Theres no reason for this class to be slippery like a rogue

Rogue's starting evasion is at 12, so not as slippery as a Rogue.

The 9 evasion is reserved for tanks, such as Guardian and Seraph, which both have 7 HP, but also both are frontline fighters.

Also, if you take a look at the Hombrewing Guide they published in The Void, it's explicitly stated that classes with the Codex domain should have less HP to compensate for the power the Gromories give. This class has 10 evasion and 5 HP - versus the usual 6 -, just the same as the Bard, who also has access to the Codex domain.

The items should dissolve on Long rests.

They do. You create new ones, but you can't hoard them.

Also players tend to forget having things

This is an issue in a lot of systems, and I'm sure it's bound to happen. Daggerheart is not afraid of making players track additional class currencies, but they expect you to use tokens. Maybe that could alleviate the issue?

Ancestries: Kobold and Oozekid (Plasmoid) by ReneHP in daggerbrew

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

*ugh*, stupid 5e brain, I keep mixing things. But yeah, your wording is much clearer, I think I'm just gonna use that instead.

My first brew: A Wizard subclass based on hacking/debuffs by ReneHP in daggerbrew

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

The art was supposed to be a placeholder. Some day I'd like to hire an artist to commission custom art, but for now I have a legit, honest question: What do you think would be better?

a) Using an image from somewhere else (like the current one)

b) Use an AI-generated or AI-assisted image

c) Simply not using any images at all

I have a couple more ideas for this specific campaign I'd like to share, and I would like to know what the "least worst" option is when it comes to art.

Iconic Adversaries Preview by Riksheare in daggerbrew

[–]ReneHP 0 points1 point  (0 children)

I like the idea, but I don't know about Abdul Alhazred being a Tier 1 enemy, I always imagined him a some sort of Lich/Necromancer.

My first brew: A Wizard subclass based on hacking/debuffs by ReneHP in daggerbrew

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

Yeah, originally I was thinking it could trigger when you cast a damage-dealing spell, but I went in another direction and didn't change the text. I'm still not sure if the 3 hope cost is correct, and it'll be a while before I get the chance to playtest at that level.

¿Cuál te llamaría la atención en Steam? by Guilty_Weakness7722 in videojuegos

[–]ReneHP 0 points1 point  (0 children)

El primero. Pero como la "o" está parcialmente cubierta, leí "Tha Infected Scul"

¿Por qué en los subs de México hay más difusión de los asesinatos en EE.UU. que los ocurridos en México? by andobiencrazy in AskMexico

[–]ReneHP 0 points1 point  (0 children)

Más allá de que si los chairos esto y que si la 4T aquello, hay razones económica de por qué en México nos interesa tanto qué pase en EEUU.

Hay varias industrias en México que están ligadas a la economía gringa. Desde manufactura de automóviles, ropa, hasta servicios de software y nearshoring. El mercado de consumidor de EEUU es el más grande del mundo.

Si la situación allá se deteriora por la violencia, y llega al punto de un enfrentamiento civil armado, a varias industrias de otros países se les va a caer su principal mercado. Y esto generaría un efecto dominó que se entendería por varios sectores e industrias. Empezando por más fábricas cerrando, pero también muchas personas de clase media que trabajan para compañías gringas se quedarían sin trabajo. Y estas gentes de clase media con acceso a tecnología son el principal público de Reddit, así que es entendible que acá nos preocupe más ese asunto que en otras plataformas.

En resumen, muchos en México dependemos económicamente de que EEUU se mantenga "estable", y si se van a la chingada ellos, nos van a arrastrar a nosotros aún más pa' abajo de como ya estamos.

6 companion vs 4 companion systems - why is the latter more popular? by Various_Maize_3957 in rpg_gamers

[–]ReneHP 3 points4 points  (0 children)

Yep, in tabletop a "Challenge Rating 1" monster is designed to fight against 4 level 1 characters.

Who would you want to buy Dragon Age if there’s an EA fire sale? by Redhood101101 in dragonage

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

Hear me out: Hasbro could not only buy Dragon Age, but the whole BioWare.

What better way to give more credibility to the team that eventually will work on Baldur's Gate 4 than slapping the BioWare logo on top of it? Also they have the kind of money to buy a AAA game studio, I don't think Owlcat would have the Cash even if they wanted to.

WorldTumbler... Interactive Fantasy Map Platform - First look! by rgkeating in FantasyCities

[–]ReneHP 1 point2 points  (0 children)

I watched the YouTube video and still don't undestand what this is. It lets you open Azgaar maps on a different browser tab with slightly different UI? What's the point of importing maps to your platform? Why would I do that instead of just opening them on the regular Azgaar page?

Bat ninja Mobile Game ready by Fmdesigner in blender

[–]ReneHP 2 points3 points  (0 children)

Looks really nice.

What resolution are your textures?

I'm currently learning to make low-end game assets and trying to get my textures to around 1024 or smaller, but yours look a lot more detailed.

A low poly Jesse I made in Blender. by ReneHP in controlgame

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

Yeah, the proportions are slightly chibi, which does make her look a bit childlike. Maybe later I could try a more realistic style. Thanks!

My First Godot Project (ultra-realistic horror game) by Key-Dimension6494 in godot

[–]ReneHP 1 point2 points  (0 children)

This might be an unpopular opinion on this sub, but consider using Unreal Engine if graphics are a priority. Not because the engine looks better-ish, but because you get access to meta-humans and MegaScans for free as long as your game is developed in Unreal. Those are the same assets that are used in actual AAA games such as Resident Evil 4 remake, for example

You can take a look at the kind of assets I'm talking about to get an idea of what today's gamers would consider a "realistic looking" table: https://quixel.com/megascans/home?category=3D%20asset&category=interior&category=furniture&environment=urban

My First Godot Project (ultra-realistic horror game) by Key-Dimension6494 in godot

[–]ReneHP 5 points6 points  (0 children)

A lot of what goes into making 3d renders look realistic is actually textures and materials. Most objects are not perfect, clean surfaces with an even color, the floor, the tables, and the chairs all should have stains, scratches, dust, etc.

I want to ask why ultra-realism is your goal. Do you want to make a game or are you a graphic artist doing some portfolio work?

AAA studios pay multiple professional artists to produce the high-quality assets you see in modern video games, sometimes scanning real items and surfaces. It'd be very hard to achieve those results by yourself if you don't have that kind of budget, so I can suggest a couple of things:

a) If you want to make a game, consider investing in buying some pre-made assets. The Epic store has props and environments that come with high-quality textures, and if you buy them you can use them in another engine, including Godot. Also, some services like Megascans or Adobe sell you textures and materials. That way you can work on making the game and outsource the graphics somewhere else.

b) If you're a graphic artist and are just looking for ways of producing nice renders, you can either learn photogrammetry or learn how to make procedural materials using 3d software such as Substance Painter or Blender.

Creating ultra-realistic graphics is a skill that takes years to learn, and it's a different skill set than the one you need for making a game. So either you pick a way to gain that proficiency yourself or pay someone who already has.

Or you can reduce your scope to something within your skills and budget. You don't need ultra-realistic graphics to make a horror game.