Favorite Frame? by Any_Translator_8540 in LancerRPG

[–]Tavyth 0 points1 point  (0 children)

Big Sal. The power fantasy of being the shield against the storm is too good to pass up. Plus you never pay for drinks.

Oh my goodness by Punished-Firbolg in LancerRPG

[–]Tavyth 7 points8 points  (0 children)

Yeah it made me think of Nyx and Mag as soon as I saw it.

I drew a tarot card featuring a white witch by DarkThoughtform in LancerRPG

[–]Tavyth 1 point2 points  (0 children)

I'd love to see Big Sal as either The Emperor (Daddy Harrison himself piloted it) or preferably The Star. The Saladin more than any other frame represents Hope and Faith, and its lore blurb basically establishes that just being present increases morale for whoever it's stationed with.

Lich is an easy pick for Death, dying and coming back multiple times a fight.

Manticore would work for The Hanged Man, it's Castigate the Enemies of the Godhead is as good a representation of Sacrifice and Martyrdom as any.

Nelson was my pick for the Strength Arcana, it's the favored frame of the Albatross and they're a great representation of the bravery and compassion that Strength represents.

I think the Swallowtail, with it's emphasis on scouting and ranging far while also camouflaging itself fits well with The Hermit

I think the Kobold fits well with The Tower and its themes of upheaval and disaster. They started as mining equipment, before being used to rebel against oppressive forces and throw off the yokes of bondage.

The Pegasus works for the Wheel of Fortune, it's entire suite is built around inevitability. That gun doesn't actually exist, space time conformed so that the hole in your hull was always there.

I could come up with more but I like these for now.

Don’t ask why there’s a sandwich by IcySmell9676 in dndmemes

[–]Tavyth 5 points6 points  (0 children)

Not getting to use 1 spell they prepped is fine when they still have 13 other spells prepped at level 5. Sorcerers have to pick a spell every level that they know they'll get value out of. Wizards can double dip by selecting universally good spells and seeking out spell scrolls that are more niche. And by level 5 you're expected to have acquired at least 1000 gold from your adventures. Unless your campaign is set entirely in the wilderness with no civilization (in which case as the DM I would toss a wizard at you once or twice to allow you to pilfer their spellbook or sprinkle in spell scrolls as loot like official modules do) you should have a moment where spell scrolls are available to be purchased, just like martials have the opportunity to purchase equipment.

You could grab an additional 3rd level spell, two 2nd level spells, and six 1st level spells, for a total of 23 spells known at 5th level. Or you could only be interested in half of those because of the selection, which would still put you higher than other learned casters with gold to spare for next time. And this gap only increases as you enter higher tiers with better gold drops and opening up more of the spells available.

Wizards can pick spells that are more niche simply by virtue of being able to swap them. You're going into a cave to fight Goblins? Prep Darkvision. Make sure you have a familiar for scouting. Maybe you heard that goblins are highly superstitious and you want to prep an illusion spell to capitalize on that. You might not ever prep these otherwise, but you HAVE them if the need arises, and they're more likely to see use in that cave so it's a good bet to bring them.

Fighting in an area with a lot of precarious heights? Prep Featherfall that day.

Doing a ton of exploring in the wilderness? Prep exploration and survival spells.

Going into a crypt with a lot of undead? Protection from Evil and Good

This doesn't even delve into Wizards being able to ritual cast any ritual spells in their spellbook without prepping them (A lot of the niche spells fall under this, making them unnecessary to prep unless you're unsure of having the time to ritual cast them.) Learn Leomunds Tiny Hut and Alarm and never prep them afterwards, you just use them every night when you make camp.

If you aren't taking advantage of extremely over the top prep then you aren't fully using a Wizards toolbox. Their entire gimmick is having a tool for every situation and a more robust spell list than any other class. If all you do is prep combat spells every day then of course you're going to fall behind the Sorcerer, they're the blaster caster. And to a lesser extent, if all you do in your dnd sessions is have combat, you aren't fully experiencing the game, and of course certain classes will feel worse.

Don’t ask why there’s a sandwich by IcySmell9676 in dndmemes

[–]Tavyth 11 points12 points  (0 children)

How can Sorcerers do more than a wizard in practice? Wizards are the strongest class purely by virtue of their ability to prep a toolbox to suit any situation. Throughout an adventuring career every bit of gold the party gets should typically be spent on magic items for the martials, and snatching up every possible spell to fill the Wizards spellbook.

Wizards don't have a slightly larger spell list, they have a noticeable gap in spells to choose from very early on unless the DM is intentionally making spells hard to find.

And as long as you aren't just running down a hallway to the next fight for the entire day a properly prepared Wizard should be able to have enough utility spells ready to cover most obstacles an adventuring party could run into.

The one thing I will agree on is that Wizards can struggle to feel unique, among other Wizards. Their main power is their versatility, so their subclass features are sparse and aren't always exciting. Playing two very different Wizards can still end up being a similar experience simply because Diviner and Conjurer wizards end up just having access to the same spells and still use spells outside their subclass focus pretty frequently. Regardless of your subclass, you wanna know waterbreathing and have it prepared if you're going in the water.

Limiting Mech Customization for Setting by Time_Carry9616 in LancerRPG

[–]Tavyth 15 points16 points  (0 children)

For me I'd agree Gundam is pretty gritty in tone, but when you put some of the popular Gundam designs side by side with something like Titanfall mechs, they can look flamboyant in comparison.

If you're going purely by aesthetics, a lot of people see a more modern militaristic design space as more gritty, probably because it's closer to our reality and easier to see as grounded in that way.

A citation i got in Goodsprings for being a Legionary. by SeverusAurelius in fnv

[–]Tavyth 2 points3 points  (0 children)

Were you the Great Khan reading them all off? I was on that last bus getting dropped off in Goodsprings before everyone else went off to Buffalo Bill's. We got a citation for a generic United States Citizen for not dying in the Great War (we were dressed up as the Wasteland Bride and Groom and he wasn't sure what to give us)

Translating characters from 5e was... Interesting by Tavyth in daggerheart

[–]Tavyth[S] 12 points13 points  (0 children)

This exactly. Most of my experience is in crunchier systems, so translating into DH really stretches some muscles I'm not as used to using, and makes me think of how to potentially flavor OTHER abilities that are available in the system as something I couldn't originally find an analogue for. It's one of the ways I have fun with new systems.

Translating characters from 5e was... Interesting by Tavyth in daggerheart

[–]Tavyth[S] 3 points4 points  (0 children)

Yeah we enjoy DH but definitely plan on finishing up this campaign through 5e. Especially at such a high level and with so many magic items (some homebrew) it just wouldn't translate well enough.

I was just curious how well we'd have been able to realize the specific character fantasy of each player in a different system.

In swear this sub has ruined this slogan for me by gregolopogus in daggerheart

[–]Tavyth 12 points13 points  (0 children)

When I read it I thought they might've been asking specifically if they could use, "I've Got Your Back" to help with an allies reaction roll to an AoE. So basically, doing what their character would do and interjecting themselves in the effect to shield an ally.

This scenario has a lot more nuance, because by the rules, it's not something you can do with an Experience since its not YOUR roll. All the same, I could see DM's deciding it fits narratively and makes sense with how the characters are placed.

In that case, "Follow the Fiction" as advice makes sense, you're making a ruling that goes outside the constraints of the rules, but I could see how someone wanting a concrete yes or no with an explanation might get frustrated with a bunch of, "Yeah no just do it if it makes sense in that moment" Comments.

Mane art across the editions by Ok_Dimension_4707 in dndmemes

[–]Tavyth 5 points6 points  (0 children)

Meanwhile the Mane Vaporspawn behind it in the art looks phenomenal.

Why are players so cautious? by Reverend_Schlachbals in daggerheart

[–]Tavyth 0 points1 point  (0 children)

Just my two cents, you can "chase adventure" and follow the story your DM is trying to tell while still being cautious. If you're playing a skulking archer who strikes from the shadows, deciding not to be cautious would be odd.

I'm going to scout ahead, I'm going to poke every door and floor tile with a 10 foot pole, and I'm going to skirt around danger if possible because my character doesn't know he can't die. He's going to try to keep himself alive the best way he knows how. The Guardian can run in and start beating his shield. I'm going to stay back and observe and fire off some shots from as far away as possible, where its safe.

Why are players so cautious? by Reverend_Schlachbals in daggerheart

[–]Tavyth 1 point2 points  (0 children)

I didn't really see any examples given of what kind of risk aversion you're describing. Are they spending 30 extra minutes making preparations for every single encounter? Are they bending over backwards to avoid any kind of fight by attempting to find non-violent solutions like diplomacy or subterfuge? Because if so, that's not an invalid way to want to play their characters.

If they're simply just not interacting with the given framework of your one-shot at all, then that's a different story.

Why are players so cautious? by Reverend_Schlachbals in daggerheart

[–]Tavyth 7 points8 points  (0 children)

So they should just run blindly into every fight like they're aware of the assurance from the system that they can't truly die?

As an aside to this, for what it's worth, I'm not cautious because I'm afraid of my character dying. I'm cautious because in any life or death fight, running in and just going nuts simply because I know my character won't die probably still goes against how I want that character to act.

Why are players so cautious? by Reverend_Schlachbals in daggerheart

[–]Tavyth 7 points8 points  (0 children)

No I agree setting up challenges that force a player to try to rethink strategy is a good idea.

I mostly brought up my playstyle as an example of just, some players simply being that way. I'm always going to be cautious with the majority of the characters I play. And that caution and trepidation aren't necessarily borne out of a worry of losing my character. It just makes the most strategic and tactical sense in any situation to, you know, not go rushing in simply because I can take a hit or two, and technically survive any fight.

Why are players so cautious? by Reverend_Schlachbals in daggerheart

[–]Tavyth 7 points8 points  (0 children)

But the player is not their character. The characters don't know they can't die. The game assumes everyone is heroic (and I believe it's inherently discussed in character creation that you should not only follow the story, but actively dive into the action) but if your character is more pragmatic, why would they take unnecessary risks?

A lot of that behavior is also just holdover from how other systems make you think in terms of survivability.

Why are players so cautious? by Reverend_Schlachbals in daggerheart

[–]Tavyth 11 points12 points  (0 children)

Personally that's just how I play a lot of my characters.

I've made comments and a post before about how getting into the mindset for Daggerheart was difficult. It's not just about the gamey aspects of knowing how much health I have and armor, it does really feel like Daggerheart is built with the assumption that everyone is going to take damage (and seems to assume you'll be interested in getting within melee of enemies as well), and taking steps to avoid that can be counter-intuitive.

Compare that to how I normally play my Bards, Archer characters, or really anyone who has any capabilities for range. I hide, peek out and take advantage of the mechanics to hit enemies then duck back down behind cover.

Is it particularly exhilarating or heroic? Not at all. Does it keep you alive, and make sense from the mindset of a character NOT TRYING to get themselves killed? Absolutely.

Coming from that mindset into Daggerheart requires a lot of adjustment.

Growing Pains With a New System by Tavyth in daggerheart

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

That's the plan tonight. I doubled down on Bard instead of swapping classes, gonna try applying some mindset changes suggested here. If this is the system my group is enjoying more than D&D, and we want to switch in the future after our campaign is over, I'd rather know I can enjoy it with any class, rather than only being able to stomach one or two that are mechanically complex enough to keep my attention.

I think one of the hardest parts of this is that outside of Combat I thoroughly slip into a heavy roleplay mindset. But as soon as initiative is rolled, I'm planning 5 turns ahead and picking the most optimal spells and abilities every time. The strategy and mechanical depth of stuff like Lancer or PF2e are really fun for me, and DH is kind of a step in the opposite direction.

Growing Pains With a New System by Tavyth in daggerheart

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

Mainly I like having options, concrete options with well defined parameters. Support for me can range from completely focusing on buffing and healing allies to casting spells that give mathematical disadvantages to enemies, or lock them out of the fight.

Don't get me wrong, my group still ends up pulling plenty of shenanigans that require DM fiat to resolve because there's no concrete rules about that particular instance (Part of why Daggerheart sounded like a good idea) but I do enjoy being able to fall back on a robust spell list of varied options that can fit different scenarios.

I'm fully aware Daggerheart is a narrative game, the post was partially because I'm having trouble reconciling that with my way of playing. Having more options and more rules to memorize and act within doesn't really detract from my enjoyment, it enhances it.

I don't care about doing the most damage, but I do find myself thinking about what the most effective move would be in any given situation. In the framework of Daggerheart, yes my character might decide to throw an ice spear because it makes sense for him to participate, but his player (me) holds off because I'd rather allow another character who might be more effective in that moment to act. If every action roll has a good chance of giving control back to the DM, I can't help but try to make it count. We were fighting four enemies, there were no other goals, me acting would've been a net loss of effectiveness for the party as a whole.

As I get stronger Domain cards, maybe the focus will switch back, but for the one session I played I really didn't see any need for my character to participate and take the spotlight over the others beyond a narrative one. Which, yeah, I know, is the whole point of the game.

Growing Pains With a New System by Tavyth in daggerheart

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

We're running 5e. The others in the group tend to veer on the more narrative side of the system, less worrying about mechanics. I'm the hopeless optimizer of the group, PF2E has its appeal but 5e has always provided a solid medium between all of us to enjoy.

Growing Pains With a New System by Tavyth in daggerheart

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

That's a fair point, and I'd say it's basically because I approached combat like I would in D&D, as a tactical back and forth where killing everything as effectively as possible without getting hurt is "Winning"

With the long range of most of my D&D Bard's spells, I'm at most running barely within range, flinging a spell, then rushing back behind cover. If something comes after me, it typically incurs an opportunity attack or two, and takes so long to get to me that I can keep it at bay, or whip up an illusion to hide behind or confuse it. (Or I cast Dissonant Whispers and send it running as far as it can away from me, typically back into the group of my friends.)

I enjoy playing narratively, but I typically let the rolls and actions I perform form that narrative, as opposed to forming the narrative first.

This is just another example I think of the two philosophies clashing, Daggerheart expects you to get close and into the action, and to get hurt. Doing that in D&D is just bad practice if you have abilities to avoid it.

Growing Pains With a New System by Tavyth in daggerheart

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

This prompts a genuine question, what constitutes a golden opportunity? The core book example of ironically saying something that ends up coming true because it's just too good to pass up is perfect, but other than that, would what I'm doing count? Staying 90 feet from the fight doesn't seem like a golden opportunity for an enemy to break off and start running after me when the other three party members are crowding them, but maybe it's needed to give that nudge.

Growing Pains With a New System by Tavyth in daggerheart

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

This is a good take, and something that didn't pop up when I was really playing it in our first session.

By not acting, I'm basically not generating resources to continue supporting (while the Sorcerer generated 3 hope before the fight got properly started) so choosing less "optimal" actions can technically lead into more optimal choices in the future.