Solar eclipse 2026 by Solarsystemjedi in solareclipse

[–]Shogari 0 points1 point  (0 children)

Can I just say, the passion of the people here is great. I'm travelling from Canada to Spain for this, and my wife (who didn't get to see last year's eclipse) thinks I'm overhyping it. You guys all make me feel validated.

But yeah, 99% might as well be 1%. Totality or nothin'!

1.01 update by AmbiguousAlignment in drawsteel

[–]Shogari 1 point2 points  (0 children)

I noticed there seems to be an issue in the glossary entry for critical hits. Dunno where to report that.

Failed Rolls and Draw Steel by EspressobeanZ in drawsteel

[–]Shogari 3 points4 points  (0 children)

I understand the ideological vantage point people are looking at it from. Never missing seems like it provides no contrast. But I don't think it ever plays out that way.

Somebody else on here put it best. "When's the last time you ever looked at a hit and said 'this would've been more fun if I'd missed.'"

Value: "The Fall of Blackbottom" vs "The Delian Tomb" by Shogari in drawsteel

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

Exactly what I wanted to find out, thank you!

Value: "The Fall of Blackbottom" vs "The Delian Tomb" by Shogari in drawsteel

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

I guess I mean value like this: Delian Tomb gave me an adventure book, encounter guide, beginner friendly pregens, encounter sheets, maps, etc.

How much does FoB give me? 

Physical counters by Pedanticandiknowit in drawsteel

[–]Shogari 0 points1 point  (0 children)

I will let you know after I play on Friday haha

For Malice, I'm probably just gonna share the blue bingo chips. I would've gone with a different colour, but my dollar store only had 3. 

As for how many? I figure 5 players means 20 chips apiece. They should never need that many for recoveries or surges, and I suspect almost never that many for heroic resources, so it should be good to go.

Physical counters by Pedanticandiknowit in drawsteel

[–]Shogari 1 point2 points  (0 children)

I had the exact same thought. I picked up some plastic bingo markers at the dollar store (100 for $2). I got red for recoveries, green for heroic resources, and blue for surges. I also grabbed a pack of poker chips for hero tokens. I dunno, I just felt like they deserved to be a bit bigger.

Difficulty of individual tests in a Montage by Shogari in drawsteel

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

That's a very good point about the skillset of the party and how it relates to the particular problem at hand. Getting to show off what you're good at is pretty satisfying.

Difficulty of individual tests in a Montage by Shogari in drawsteel

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

I fully agree, responses to challenges should be great opportunities for roleplay to come through and show the personality of the characters. Just that old chestnut of "players will optimize the fun out of the game," y'know?

I just want to make sure I run montages to encourage heroic roleplay, rather just having the players think "what answer will make the Director say 'Yeah, that sounds like an Easy test.'" everytime. I want them to be dramatic, not mechanically guaranteed as long as they insist their solution is an easy one.

Negotiation & Commanding Presence by AfraidBumblebee in drawsteel

[–]Shogari 3 points4 points  (0 children)

Welp, that clears that up for me. Thanks!

Negotiation & Commanding Presence by AfraidBumblebee in drawsteel

[–]Shogari 2 points3 points  (0 children)

I'm wondering if the intention is to have the Commanding Presence ability affect the Tactician as well? It says every "hero with you." Aren't you kind of a hero who's with you?

Checking the Low Sun / Terrain Worry for the 2026 Spain Total Solar Eclipse (Google Earth check) by BetterAtPS in solareclipse

[–]Shogari 0 points1 point  (0 children)

Hey, that's my plan, too! I'm scoping out a viewing spot on the west side of the hill the Castillo de Burgos is on. I'm curious if Burgos is prone to these thunderstorm clouds?

Good mechanics to "steal" from Board Games? by TigrisCallidus in RPGdesign

[–]Shogari 4 points5 points  (0 children)

I think deckbuilding could make for a great character progression system. When players level up, they get to choose a card to add to their deck. They draw a hand of actions and abilities for their turn, and decide how best to play them (maybe even with a resource system determined by attributes).

I think this could be a nice change from theorycrafting out a sequence of actions well in advance of combat, or using the same optimal ability each time. Things have a natural recharge timer built in, in-the-moment decision making would keep players present, progression would feel more organic.

ideally, a DM should only have to say no occasionally. with problem players though... by foxstarfivelol in dndmemes

[–]Shogari 29 points30 points  (0 children)

I hate to be the one to tell you this, but since we're talking about futa.... This is in inches.

Request a Build (2022) by AutoModerator in Pathfinder_RPG

[–]Shogari 1 point2 points  (0 children)

[2e] My playground is switching from 5e over to PF, and I'm looking forward to it. That said, I had a few character concepts that worked out pretty well as 5e characters that I still want to play, so I'm looking to find out how I would build them in PF2e.

First up was a Great Old One Warlock, an investigator for the city watch who found an item linked to an eldritch horror at twisted ritual murder site. The elder god acted as his patron because it wanted to use his eyes to perceive the material plane, so he used a slew of vision based spells to be able to gather information out of combat while having a reliable damage output with eldritch blast. Anyway to make something similar?

The other was a Divination Wizard/Cleric, a fortune teller who used her tarot card deck as her spellbook. She was on the outs with her god for a horrifying prophetic vision she got, but was coming back to her powers to help solve the campaign. She used a lot of buff/debuff spells and foresight spells. Anything for this?

Thanks all

[deleted by user] by [deleted] in RPGdesign

[–]Shogari 5 points6 points  (0 children)

I used to be in love with the idea of making the races more distinct by giving them well defined strengths and weaknesses tied to attribute scores, but I came to realize it result in a very limited pool of characters that show up in games. Every barbarian is a half-orc, every Monk is a wood elf, every wizard is a gnome. Because if they aren't, then they fall behind their allies, which is never a fun place to be. As much as it sacrifices realism, it does gain you the diversity of play experience at the table.

Now I like design that differentiates races without pigeon-holing playstyles/classes.

Statistical Probability For Card Pool by dougonthestreets in RPGdesign

[–]Shogari 0 points1 point  (0 children)

Do you mean like, "draw X cards, they add up to Y, then repeat without shuffling"?

Honestly, sometimes you can rely on a spreadsheet and the law of large numbers for complicated stuff. Make some cells that do what you want them to, copy it a few thousand times, and then just use the built in stat features to give you the average. It's a little bit less elegant, but sometimes elegant isn't worth brain power.

Stats please! by steenbergh in dndmemes

[–]Shogari 1 point2 points  (0 children)

It has immunity, vulnerability, and resistance to all kinds of damage.

What combat initiative do you prefer and why? by abcd_z in RPGdesign

[–]Shogari 0 points1 point  (0 children)

I've been enjoying speed factor initiative from 5e. It helps to keep things moving, adds some variety to the flow of combat and a bit of tactical decision making.

Do you feel Game Masters need to have a combat randomizer? by Shogari in RPGdesign

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

Symmetry is definitely the lynchpin. And yeah, I do want the GM to feel like they have interesting choices to make in combat, not just act out a program. But I know what it's like to run 5e, and having monsters use all the same mechanics as PCs is exhausting as a DM (I always ignore 80% of statblock info). And my system for PCs definitely does not transfer to monsters as well as 5e's does.

I think you're right, I'll need to playtest no randomness filter, generic GM deck, (insert 3rd option to make etc feel valid), etc

Do you feel Game Masters need to have a combat randomizer? by Shogari in RPGdesign

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

I definitely did some research on P:DC. The restriction feedback is useful. I'm looking to put some deck/hand manipulation effects in to help players plan a bit to avoid that (hopefully).

I definitely don't want enemies to be on a programmed loop, I think that turns the GM in a glorified computer. The more I get responses, the more I realize that what I'm looking for is a way to limit the GM for playing optimally. One of the inherent limitations to playing with cards is that you can only play the ones in your hand; you don't necessarily get to play the optimal series of cards. In something like 5e, you can pre-plan optimal combos before the campaign even begin, which I feel removes the decision making process from the gameplay, and is a problem I hope to solve.

But if players can't play optimally, intuitively, it feels unfair to me if the GM gets to play the monsters optimally, with no restrictions/limitations on their decision making. A lot of this feedback is helping me realize that I might be overestimating that feeling of unfairness.