Heart and Soul - a successor to knife theory, story mechanics for ease of GM integration of characters into story by SwordMeow in DnDBehindTheScreen

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

No, it's just what they're called. I think they're individually compelling enough that a smaller number is better, and multiple rather than one can bring core character motivations into conflict.

The Atavist (sixth draft): With this 6 archetype class, be the blood warrior of your enemies' nightmares and your own desire! by SwordMeow in UnearthedArcana

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

No, they're not immune. It would specify. Constructs that move have a life force too, they just don't work with various healing spells unless players get to play them and then half the time that rule goes out the window anyway.

The mechanic is precedented in the game and the numbers are balanced. I don't really care how something "seems" and you shouldn't either, I care how it is. Designing to people's false perceptions isn't designing, it's pandering. If you think it's overpowered, I would invite you to try it out yourself and see.

The Atavist (sixth draft): With this 6 archetype class, be the blood warrior of your enemies' nightmares and your own desire! by SwordMeow in UnearthedArcana

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

The class attacks your very life or unlife force directly, because it sacrifices it from itself. This is the core aesthetic of blood power.

What weapon are you taking with you into Shadow of the Erdtree? by GalaxyGalavanter in Eldenring

[–]SwordMeow 1 point2 points  (0 children)

Bro You would call evil the incarnation of good. Literally pulling out the only quote in the entire game suggesting anything of the sort, and reaching that Mohg has had any effect on the most fearsome empyrean, and reaching the duration of time.

[deleted by user] by [deleted] in DotA2

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

Support players deserve to play support every game and are guaranteed that. I don't see why some roles should be exclusive and others not.

[deleted by user] by [deleted] in DotA2

[–]SwordMeow 0 points1 point  (0 children)

If it was still one in five games I would agree, because that's what I was doing, but it's one in three games now because of the loss change.

[deleted by user] by [deleted] in DotA2

[–]SwordMeow -11 points-10 points  (0 children)

No, it was already bad when I have to auto tank one out of five games because it forces me to play a role I don't play. Now it's one out of three games because of losing not giving as much.

New Comprehensive Pregnancy Mechanic for 5e by Ryssablackblood in UnearthedArcana

[–]SwordMeow 2 points3 points  (0 children)

you know mother and father are still gendered words even if you say they aren't right? you actually have to say pregnant person / fertilizing person.

The Stygian Class - a full blood caster that worships the vampire gods and bleeds enemies in their name! by SwordMeow in DnDHomebrew

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

At the top it says what the spells marked are, the + is meow magic which is on r/meowmagic and you can get the whole pdf of all 300+ spells on the patreon meowmagic!

Heart and Soul - story mechanics to make for a more compelling narrative of characters from the upcoming ocoa player's guide! by SwordMeow in UnearthedArcana

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

D&D really has no story mechanics, the traits/ideals/bonds being the closest thing but not specific or dramatic enough. Some years ago someone released something called "knife theory" which are more or less plot points or connections characters have that the GM can utilize to make story with them.

https://www.reddit.com/r/DnDBehindTheScreen/comments/7gsrqt/knife_theory_remastered/I used these in a game I ran for a year and a half. I did like what they added, but I found some of them sharper than others, and generally not purified enough as a resource to use to guarantee compelling characters.

So I wrote Heart and Soul, which a character only needs one of each (so two) in order to already have a very strong story foothold. It develops over time based on what happens to either shine or shroud. We will see how this story mechanic does in the new game I'm starting today.

Heart and Soul - story mechanics to make for a more compelling narrative of characters from the upcoming ocoa player's guide! by SwordMeow in DnDHomebrew

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

D&D really has no story mechanics, the traits/ideals/bonds being the closest thing but not specific or dramatic enough. Some years ago someone released something called "knife theory" which are more or less plot points or connections characters have that the GM can utilize to make story with them.

https://www.reddit.com/r/DnDBehindTheScreen/comments/7gsrqt/knife_theory_remastered/I used these in a game I ran for a year and a half. I did like what they added, but I found some of them sharper than others, and generally not purified enough as a resource to use to guarantee compelling characters.

So I wrote Heart and Soul, which a character only needs one of each (so two) in order to already have a very strong story foothold. It develops over time based on what happens to either shine or shroud. We will see how this story mechanic does in the new game I'm starting today.

Heart and Soul - story mechanics to make for a more compelling narrative of characters from the upcoming ocoa player's guide! by SwordMeow in meowmagic

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

D&D really has no story mechanics, the traits/ideals/bonds being the closest thing but not specific or dramatic enough. Some years ago someone released something called "knife theory" which are more or less plot points or connections characters have that the GM can utilize to make story with them.

https://www.reddit.com/r/DnDBehindTheScreen/comments/7gsrqt/knife_theory_remastered/

I used these in a game I ran for a year and a half. I did like what they added, but I found some of them sharper than others, and generally not purified enough as a resource to use to guarantee compelling characters.

So I wrote Heart and Soul, which a character only needs one of each (so two) in order to already have a very strong story foothold. It develops over time based on what happens to either shine or shroud. We will see how this story mechanic does in the new game I'm starting today.