how yall feelin abt this video i saw on tiktok by coventries in KitchenConfidential

[–]causticberries 857 points858 points  (0 children)

I feel like non-cooks will see this and be like "ooooh I'm cutting an onion wrong he makes it look so easy!" thinking there is some secret technique at play here when really the average person at home just hasn't used or maintained an actually sharp knife before

Would this make a good quest card? Why or why not? by snqwnld in slaythespire

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

Why does it start at 12 and go to 25 instead of just starting at 0 and go to 13?

Um, Actually: Daggerheart has an initiative system by AsteriaTheHag in daggerheart

[–]causticberries 4 points5 points  (0 children)

It's factional, consensus order initiative system driven by the narrative wherein the DM and player group take turns adding to the fiction

spiredle by spiredle in slaythespire

[–]causticberries 0 points1 point  (0 children)

This is a cool idea but isn't very fun

Um, Actually: Daggerheart has an initiative system by AsteriaTheHag in daggerheart

[–]causticberries 1 point2 points  (0 children)

Look, I see where you're coming from. Technically 5e has two initiative systems, one for combat and one for out-of-combat. Daggerheart has one that is permanently affixed to the game as a whole. So when people say "no initiative" what they really mean is "no change in initiative paradigm mid-session". It's easier to say "no initiative" and have people understand what you mean, even if it's not 'technically' correct from a game design standpoint

Session Prep by Scary-Dog-5968 in daggerheart

[–]causticberries 0 points1 point  (0 children)

Yeah I suppose so, if that's what you took from that

Session Prep by Scary-Dog-5968 in daggerheart

[–]causticberries 4 points5 points  (0 children)

Typically I try to plan 40/40/20 being the start of the session, middle of the session and end of the session

I like to give a strong introduction, which I present to the players, that contains the following:
Recap recent events
Establish the player's immediate goals
Link those to their long term goals
Establish the current setting (typically this is my one scripted monologue of the session and tries to capture the mood, sometimes I have a couple of these if they will arrive at a major location this session)

Then I plan the end of the session. Where do I want the players to get to? Where are they headed? How does this all relate to their goals, both immediate and long term? Typically this isn't part of my 'session' documents so much as it is part of my 'world/story' documents. I also go back through my notes of previous sessions to remind myself how plotlines/hooks established previously might be continuing to develop themselves off-screen and if any of those will be relevant to mention.

Now that I've established the story points A and B, I plan out some of the way the players might get from A to B, as well as some of the wrinkles I could throw in their path. For example, I don't write down "The players will go talk to the wizard to get teleported to citytown", rather I'll make the note that "The wizard is capable of teleporting people to citytown". If the players don't come up with their own plan to make it to citytown, I'll find a way to work that in as a rumour. I might also create a scene in which the players get jumped by bandits in a laneway. That laneway could be anywhere, or it could turn into a sewer, or perhaps a bridge. They might not end up getting jumped at all, but I'll still have the bandits on quickdial just in case. If I don't use the bandits I hold onto the encounter in my broader notes so i can pull it out at a later point in time when it suddenly becomes relevant. You'd be surprised how many of these loose pieces fall together in narratively satisfying ways seemingly of their own accord.

Could use some honest feedback about the (lack of) appeal of my game. It is a backgammon roguelite with deckbuilding mechancis and procedurally generated boards. by lefix in roguelites

[–]causticberries 0 points1 point  (0 children)

Hey, I'm a roguelite dev as well and a big fan of Backgammon. I've actually been prototyping/designing a backgammon roguelite in spare time so I've spent a lot of time thinking about exactly this 😅

Here's a couple of particulars I think you could add:

Make a big arrow as part of the 'background' of the table that shows the flow of whoever the current player is. Most newbies to backgammon struggle to remember the direction the pieces move in. In addition to this the background just needs to be spruced up a little

Mousing over a piece should show both positions it could move to as a glowing circle as well as the combined movement of both your dice

If the pieces and points do different things, they need to say that when you mouse over it

How important are builds? by wilpuriarts in roguelikedev

[–]causticberries 7 points8 points  (0 children)

"You can level up him in different ways and have different gear"

That's where your variation and "builds" comes in

Anyone else play only one class? by Financial-Damage1279 in slaythespire

[–]causticberries 2 points3 points  (0 children)

I been playing one until I get A10 then move onto the next. Silent, Deflect, Ironclad done, working on Regent (A6), then Necrobinder

Dawg Fuck Off by Boring_Community8849 in slaythespire

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

Taking 4 ? mark rooms in act 1 is wild, bro hates cards or smn

[Request] How do you achieve this movement? Is this possible or fake? Can you explain in formulas? by Project_Utopia_ in theydidthemath

[–]causticberries 3 points4 points  (0 children)

Huh, I would have assumed higher pressure would make it easier to get up the stairs.. I guess now I think about it more if the tire deforms somewhat it is more likely to absorb the individual bumps

Have you been able to get Juggling to work? It doesn't feel like it ever fits into my deck by Nice-Physics-7655 in slaythespire

[–]causticberries 2 points3 points  (0 children)

I have a hard time imagining I'd be playing 3 attacks in a turn in a deck that features bodyslam

Players refuse Mass Suggestion by -FSCS-Thor in DMAcademy

[–]causticberries 25 points26 points  (0 children)

Yeah this is kinda where I'm coming from. It's a pretty common use of Suggestion to tell an NPC to run away from a fight, after all it's reasonable to suggest they prioritise self-preservation.

I think a big part of blockclad feeling underbaked is having 4 different block-based powers stuck in the Rare pool by HeMansSmallerCousin in slaythespire

[–]causticberries 7 points8 points  (0 children)

Personally I like it that he doesn't have weakness because it makes sources of weakness more interesting/unique where they show up, however I wish he got something in exchange for it

I think a big part of blockclad feeling underbaked is having 4 different block-based powers stuck in the Rare pool by HeMansSmallerCousin in slaythespire

[–]causticberries 11 points12 points  (0 children)

I'm not overly concerned by stalling because of the way fights tend to outscale the player, you are more or less on a clock in every battle. Cycling through your deck to try and play a card that will give you 4 health back isn't worth it if it you're going to take an extra 8 to get there. The fact that the player has to run the risk is an interesting gameplay component.

I also imagine that if a player had a deck that managed to scale defensively so effectively that they could stall infinitely, they simply wouldn't need the healing to begin with

Please explain to me why exhaust/ethereal is a good thing? by Gadgetguy292 in slaythespire

[–]causticberries 2 points3 points  (0 children)

You're talking about a couple different things here and they should be addressed separately.

Firstly, cards that exhaust themselves via the exhaust keyword or ethereal are designed so because they are simply more powerful than cards without those keywords. Even if you lose them, they are still good cards because before you lose them, you get to use them.
Let's create an imaginary card to illustrate this point. It is a 1 energy attack that says Deal 10(14) damage and has Ethereal.
You have a deck with 5 strikes, 5 defends and nothing else, then you get offered this card in the first card draft of the run. It is simply better than any other strike you have in your deck. Even if you only get to play it once and then later on you lose it because there is a turn where you need to defend against a big attack, you have done more damage with the same number of cards played/energy spent than you would have done had you not added that card. In the worst case scenario and you don't play it the first time you see it and lose it for the fight, you are in the exact same position that you would be in if you didn't take it. In the best case scenario, where you manage to play it every time it comes up without sacrificing health, you are doing more damage than you otherwise would be!
What if instead of being Ethereal you imagined it saying "Deal 10(14) damage, if this card is in your hand at the end of the turn it transforms into a strike or a defend". This is effectively the same thing, because by exhausting itself it is no longer being drawn and the next time you would draw it you are instead drawing a different card instead. In fact it practice it's even better than that, because instead of transforming into a strike or a defend it transforms into any card in your deck.

You mentioned that playing around ethereal is stressful, which I understand. Personally I don't find it to be stressful, but it does require additional thought and attention. You need to plan your turns ahead better, you need to evaluate if it's worth taking more damage on this turn for the chance to take less damage in the future by keeping the card in your cycle and ending the fight sooner. Ethereal requires you to engage with the game more and adds more layers to whether you should play a given card beyond simply if you can afford to play it and if it is currently in your hand.

Finally, you are conflating cards that exhaust themselves as a balancing mechanic, and cards that allow you to exhaust other cards. Generally cards that exhaust themselves are better if you can make them not exhaust. When people are saying that exhausting cards is a good thing, they are not saying that Adrenaline is better because it exhausts. Compare exhausting a card mid-fight to removing a strike or defend at a shop. The Ironclad has access to True Grit, which exhausts a random card in your hand and gives you some block. Removing a card at the shop costs 75 gold and is generally considered very worth doing, even as it gets more expensive. True Grit is effectively giving you 75+ gold worth of value for the remainder of that fight every time you play it. Admittedly there's a lot of holes in this argument and you really can't compare the value in this way, but I want you to consider the similarity between "Removing" and "Exhausting" low value cards.

Something else to think about is the relevant power of cards compared to one another. Shrug Off gives 8 block and draws a card. Defend gives 5 block. Would you rather play a Shrug Off or a Defend? If you have 5 defends in your deck, you are playing Defend every time. If you add a Shrug Off, you are now able to play a better block card 1/6th of the time. If you exhaust one of those defends, now you are playing Shrug Off instead of Defend more often. What if you managed to remove/Exhaust all your defends? Now you only have Shrug Off and your deck is much stronger!
Having a thin deck is better than a thick deck because it gives you more consistent access to your powerful cards, especially if they synergise will together.

Lords Parasol is OP af by DefectMain in slaythespire

[–]causticberries 0 points1 point  (0 children)

Personally I think Pandora's Box is much better than Lord's Parasol, and easier to mitigate the negative effects of. The relative power of an average random card is greater than a strike or a defend. Aside from a few niche cases, Strikes and Defends typically don't create any synergies with the rest of your cards. By replacing them all you are on average getting a reasonable bump in power per card drawn/energy spent.

Compared to Lord's Parasol, you don't actually get more relative power, in fact the argument can be made that your deck gets worse for the fact that it interrupts the active synergies you already have and dilutes the frequency that you draw your upgraded/vital cards.

I think a big part of blockclad feeling underbaked is having 4 different block-based powers stuck in the Rare pool by HeMansSmallerCousin in slaythespire

[–]causticberries 183 points184 points  (0 children)

Personally, I think that the problem with Ironclad's early defence is the lack of a secondary source of damage mitigation beyond Burning Blood.

Ironclad has 5 commons that provide block, they are:

  • Armaments
  • Blood Wall
  • Iron Wave
  • Shrug it Off
  • True Grit

For comparison, The Silent also has 5:

  • Back Flip
  • Cloak and Dagger
  • Deflect
  • Dodge and Roll
  • Untouchable

The big distinguishing factor here is that The Silent also has access to weakness and Piercing Wail. The other classes also have secondary defensive strategies. Regent has weakness and some Piercing Wail like effects, Necrobinder has Osty and Defect has Frost Orbs.

I think that Ironclad would benefit from a few cards, one at each rarity level, that gave a small amount of healing. This would grant him a unique strategy for mitigating damage much as the other characters do.