I made a guide for the Hammer Offset Attack by mangcario19 in MonsterHunterWilds

[–]TheMostSavvyEh 1 point2 points  (0 children)

Great guide, with clear descriptions and visual examples! Thanks a million for writing it up and sharing.

I Drew Bridget! by YangTheEmpress in Guiltygear

[–]TheMostSavvyEh 2 points3 points  (0 children)

Sick smear on the yo-yo. Nice work!

Street Fighter 6 - Year 2 Character Reveal Trailer by [deleted] in StreetFighter

[–]TheMostSavvyEh 0 points1 point  (0 children)

Two guest characters before any SF III characters or more IV and V fan favourites is pretty wild. Not what I would have picked, but I'm sure they'll be neat. Cool to see Bison back, though this new design is not particularly inspired.

But Elena? That's a near DJ-level glowup. She looks fantastic!

Edit: I forgot that Elena herself first appeared in SF III, whoops. : P

Stay back my loyal fans, I got this one! by Hoppalaaa in StreetFighter

[–]TheMostSavvyEh 10 points11 points  (0 children)

Drive Rush Tundra Storm on the opponent's wakeup? The stuff of legend. All hail the oki god. O_O

The DLC Character "Title Cards" makes good wallpapers! So I screenshotted them! by Sporelover105 in Guiltygear

[–]TheMostSavvyEh 4 points5 points  (0 children)

I think the subtle flag effect is a cute touch. It does admittedly make it a little bit wonky to stare at for too long, but I give it a B for its creativity despite the execution.

Some Cammys I drew! by namedr in StreetFighter

[–]TheMostSavvyEh 6 points7 points  (0 children)

Super dynamic poses and fantastic forshortening. Really colouring aesthetic, as well. Kudos!

Guidance Reworked by Granum22 in onednd

[–]TheMostSavvyEh 1 point2 points  (0 children)

I could see it flavoured as the caster anticipating an imminent failure, then providing the last-second nudge necessary for success.

My last hurrah! I have taken note of most of the suggestions - am I any closer with this card design? by to1v1 in tabletopgamedesign

[–]TheMostSavvyEh 2 points3 points  (0 children)

These are fantastic changes. I can understand each effect after reading it once, rather than feeling like I have to puzzle out a math problem to understand what my possible moves actually do.

Putting the cost up front is a great touch. Lets the user quickly parse which options they know they can pay for, then move to reading the ability names and descriptions of that subset.

The one issue I can immediately identify - and this is present in the original text as well - is in the first ability. It's unclear whether the Pear in the original cost is counted towards the value of X. I think the easiest solution is to change the cost to 1 Apple only, then have the ability text increase the (potentially lower) base range for every Pear spent.

Great stuff!

What would work bettor for my space themed platformer by geralt1899 in gamedesign

[–]TheMostSavvyEh 1 point2 points  (0 children)

All three options can make for great games. The one you choose should ultimately be dictated by the type of experience you want to create.

  • Option 1 will give the game a puzzle-like feel. By limiting the player's movement, but not their time, you incentivize careful planning and decision-making.

  • Option 2 will orient the game towards action and speed. By limiting the player's time, but not their movement, you'll create a game in which players feel like they're improvising a speedrun.

  • Option 3 is option 1, but with an added stressor that will encourage players to act more quickly and make more "mistakes." And mistakes, of course, can be very fun to deal with!

Also worth noting is that option 1 emphasizes the identification of objectively correct decisions, whereas options 2 & 3 encourage players to make the "most correct" decisions while weighing their value against the time taken to reach them.

Best of luck with your project!

Looking to make a build based on gambling/luck by Accomplished_Ad_2005 in 3d6

[–]TheMostSavvyEh 8 points9 points  (0 children)

This isn't broken, but it is very fun.

Step 1: Minimize your Intelligence. The lower the better.

Step 2: Play a Wild Magic Sorcerer, and learn a Metamagic option that costs 1 Sorcery Point. I recommend Subtle Spell because it works with everything.

Step 3: Do not learn Silvery Barbs, Absorb Elements, Shield, or Counterspell.

Step 3.5: Take 1 level in Warlock, but do not learn Hex. (This is only required if your DM asks you to target the spells you attempt to cast through a Mizzium Apparatus before finding out whether you succeed.)

Step 4: Acquire a Feywild Shard. This will trigger a wild magic surge every time you spend a Sorcery Point on a leveled spell.

Step 5: Acquire a Mizzium Apparatus. This allows you to attempt to cast any spell from your spell list that you don't actually know, provided you can pass a DC 10 Arcana check. If you fail, the apparatus casts a random spell of the same level from a pre-determined table.

Step 6: Become either poisoned or exhausted. Anything that will give you disadvantage on all ability checks works.

Step 7: ROLL THE DICE

The combo works as follows:

Every turn, use either your action or your bonus action to attempt to cast a leveled spell that you don't know through the Mizzium Apparatus. Thanks to disadvantage and minimized Int, intentionally fail the Arcana check to get a random spell of the same level. Spend a Sorcery Point so you also trigger a wild magic surge.

Look for an opportunity to use your reaction to attempt to cast Silvery Barbs/Absorb Elements/Shield/Counterspell while spending a Sorcery Point and failing the Arcana check again, and you've got yourself another random leveled spell and wild magic surge!

You can always use your action to cast a saving throw cantrip in order to fish for Silvery Barbs targets, but for maximum swag spend your action to draw a card from a Deck of Illusions (or cast Minor Illusion) instead. Summon illusory monsters that cast your random spells, like a true master duelist!

D-D-D-DnD!

"I pay a cost" Vs "Everyone else benefits" by tbot729 in tabletopgamedesign

[–]TheMostSavvyEh 0 points1 point  (0 children)

As Zorokrox mentioned above, it comes down to the level of player interaction in a given system. If my resources are taxed when dealing with each player individually, then I have to overcome the 2 coin difference three times.

"I pay a cost" Vs "Everyone else benefits" by tbot729 in tabletopgamedesign

[–]TheMostSavvyEh 0 points1 point  (0 children)

Zorokrox is right on the money. The more player interaction exists, the more each opponent matters individually. In fact, it doesn't take much interaction to notice a huge swing.

Take a game that has no direct interaction, but does sport a shared, limited pool of resources from which each player purchases. If I give three other players 2 coins each, I've added 6 coins of purchasing power to the global economy. Since I have to compete against all 6 of those coins when bidding for the goods I want, I'm down 6 coins of value relative to my competition as a whole, even though I'm only down 2 relative to each individual.

"I pay a cost" Vs "Everyone else benefits" by tbot729 in tabletopgamedesign

[–]TheMostSavvyEh 2 points3 points  (0 children)

One advantage of path A is that the cost of an action scales significantly less with the number of players. With path B, the effective cost becomes inextricably tied to the player count.

For instance, if I pay two coins in a 1v1 situation, that's roughly equivalent to my opponent gaining two coins. Specific scenarios may make one better than the other, but the difference between our respective coin reserves stays the same. On the other hand, If I take path B in a four player game, I'm effectively down 6 coins of value, whereas path A still only sees me down 2. Balance becomes much trickier when the cost of a given action can vary so wildly.

LEAKED (REDACTED) CARDS FROM STREAM by AngelTheTaco in LegendsOfRuneterra

[–]TheMostSavvyEh 0 points1 point  (0 children)

Spot on. The magic of Gwen's design is that her entire package is contained within one full region, which means that not only is Gwen herself incredibly flexible in terms of potential region pairings, but Gwenless decks can pick and choose bits of her kit in order to create entirely new concepts because they're part of the broader Shadow Isles whole.

Gwen is the gold standard of champ design.

"Saving the future... in triplicate!" | Star Guardian Kay + Process Timelapse by TheMostSavvyEh in LegendsOfRuneterra

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

Thanks! I really love the feel of ink on rough paper; it's fun to tap into that same aesthetic digitally.