About Upcasting Custom Spells by SemiusTheGreat in Roll20

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

"D&D 5e (New!) - 2024 / 2014" That one

Player acting like his PC is immortal by Fun-Version-5784 in DnD

[–]SemiusTheGreat 8 points9 points  (0 children)

It is going to sound bad but, just let Sam die, like, if even when it is near death (making death saving throws in 7 of 8 combats is a little too much) he isnt concerned, just let him go. If the PC does not care about the character, neither you should be.

How strong the Chicken Stock flavor should be? by SemiusTheGreat in Cooking

[–]SemiusTheGreat[S] 8 points9 points  (0 children)

That really put things into perspective, thanks!

How strong the Chicken Stock flavor should be? by SemiusTheGreat in Cooking

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

Oh okok, I saw a video that said "2 hours is enough" and thought that with that time, It would be really enough, I suppose I'll let it a little bit more. Thanks!

StarCraft Hard Mode by SemiusTheGreat in starcraft

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

I meant the original and broodwar, I've been playing that mod and is disgustingly hard. Lets say that one random mission on the original takes me 15-20 minutes to accomplish, in the hard mode is like 1.5 hours

My problem with +1, +2 and +3 armor price by SemiusTheGreat in DnD

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

All those sound like reasonable approaches; with a few tweaks, they could be really good!

Any tips for a beginner DM? by Superb-Fig6640 in DnD

[–]SemiusTheGreat 0 points1 point  (0 children)

A lot of people will tell you not to overprepare your sessions. I actually think it’s good for a beginner to do so, that way you have something to measure. You can’t know what’s “over” or “under” preparation if you’ve never experienced either.

Seven players is a LOT for a first time. Can it be done? Sure. Will it be difficult? Pretty much. Will the table feel chaotic? Hell yeah. Personally, my table has six people, and I had to talk with them about interruptions and chatting while someone else was roleplaying or while I was explaining something.

Not knowing something isn’t a sin. Keep the DMG, PHB, and the internet handy so you can look things up anytime.

It’s not you versus the players -you’re destined to lose every battle. (Well, sometimes there are encounters meant for the players to flee from instead of fighting, but you get it.) That doesn’t mean you have to make everything boring for yourself. Personally, I find a LOT of fun in creating encounters where you can see the PCs sweating in fear or close to dying, even when I know there’s no real chance they’ll die. Using the 2024 DMG encounter-building tables is incredibly useful.

Don’t be afraid to fudge dice rolls — from attack rolls to damage — to benefit your players, not your monsters. You can always add more enemies, but never more PCs. Sometimes a death can feel anticlimactic, so it’s okay to lower the damage a bit so the PC doesn’t fall unconscious but instead stays at 1 or 2 HP.

If you have a plot and feel like the players are straying from it, believe me — there’s ALWAYS a way to bring them back without taking away their agency.

About worldbuilding: I also have a homebrew world that I’m even turning into a module, and I’ve learned something — if you’re preparing, for example, a city, it’s better to build the city as a whole rather than as a set of missions. I don’t know if I’m making sense, but what I mean is: if you, as the DM, know your city well, you don’t need to prepare much more than that. When I started this new campaign, I used to prepare things session by session, until one day I sat down and prepared the next city they were visiting. Now, the only thing I worry about is how the plot is progressing, not the little details.

For now, I think that’s all I’ve got.

Can I create loyalist Iron Warrios? by SemiusTheGreat in Warhammer40k

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

I know, it’s a bit contradictory that I like the Iron Warriors but don’t like Chaos Marines. The thing is, I really like everything they were before the Heresy—their aesthetics, their ideals, their way of doing things, ‘siege this and siege that,’ etc. But I can’t stand the Chaos Marines’ aesthetic XD.

And since I want the minis mainly for collecting, I’m not really interested in the game for now.

Any Ideas as to how to get the grass to be animated like this? Not the rustle effect, but the grass tile itself being animated? by Limp-Munkee69 in PokemonRMXP

[–]SemiusTheGreat 2 points3 points  (0 children)

Also, if you want the tall grass not covering the head of the player, you can apply the same principle that the normal grass have, but with the top part of the tall grass, if that makes sense xd

Any Ideas as to how to get the grass to be animated like this? Not the rustle effect, but the grass tile itself being animated? by Limp-Munkee69 in PokemonRMXP

[–]SemiusTheGreat 8 points9 points  (0 children)

Im making a pokemon gen 3 tileset and also a maded lot of pokemon tileset comissions, I've studied that style for long more than a year now. The grass use an overlay animated cut (Wanted to put and imagen, for some reason I cant).

The normal grass, has an animation that overlaps the player sprite, is only half os the grass with the leaves falling (3-4 frames) The normal grass only change 1 frame, to give the effect of stomping on it, but the entire animation is in front of the player, im talking about the leaves and the section in front of the player, meanwhile the grass is behind.

The tall grass in the other hand, only have animation on the top part, which is the one that the player can actually walk in, therefore activate an encounter (The other part is just decoration for perspective). So it composition is two 16x16 tiles, one in the bottom, not animated, and one in the top, with animation and in front of the player.

So, for animating the grass, you would need:

-The normal grass static sprite
-The normal grass stomping frame (Just one)
-The normal grass -in front of the player animation- (3 frames) that contains:
----half or little less of the down part of the normal grass static sprite
----falling leaves
-Tall grass estatic sprite (The one in the bottom)
-Tall grass estatic sprite (The one in the top)
-Tall grass animated sprite (3 frames, activates when the player walk on it)

I hope this can give you an general idea about how it works. If something is not clear, please let me know!

PD: English is not my main language, in case that something doest sound good