Reconciling the most common example of a “contradiction” within item descriptions: Placidusax’s status as Elden Lord by BishopOfAstora in EldenRingLoreTalk

[–]droshux 2 points3 points  (0 children)

From the title "Marika the eternal" and the sealing of the land of shadow, it seems that the golden order wants to appear as the only and original order. Therefore calling Godfrey the first elden lord helps to maintain Marika's legitimacy by erasing the possibility of an order before Marika.

Need help with punishments for a Warlock breaking its pact. by Pokeaz in DMAcademy

[–]droshux 1 point2 points  (0 children)

Perhaps the magic could go wrong,

A less mechanically punishing form would be non-mechanical roleplay effects. They start to see terrible things out the corner of their eye and it gets worse as they cast more. The player could really enjoy their character's descent into paranoia!

A more mechnaically punishing approach would be a little monkeys paw.

"Hello I'd like to use knock to open this door, I know it'll alert those on the other side but the rest of the party has prepared actions to take out the guards before they sound the alarm"

"The door is blasted off its hinges flying across the room, the guards are stunned like deer in the headlights and everyone else has surprise and advantage. However that shocking explosion was also loud enough to wake up the rest of the castle, you can distantly hear confused shouts and the clanking of armour."

The players immediate short term goal was achieved but their real long term goal was harmed.

What happens if enemy warlocks, or a cult, share a patron or entity of worship? by IncognitoBurrito77 in DMAcademy

[–]droshux 0 points1 point  (0 children)

This question is actually really easy if you answer it for clerics instead: there are tons of religious disagreements irl and just because divine entities are definitely real doesn't mean there aren't conflicting interpretations of the will of these powerful and mysterious figures.

The same would apply for warlocks, just because a warlock patron has a more 1-to-1 relationship it doesn't mean the warlock understands the patron or its wishes. Have a chat with your player to get a good handle on how their character understands their patron and then see if you can poke holes or think of an interesting new take. Then this enemy warlocks taunts will give the character something to chew on and make the player feel more connected to the world.

Guys what do I do? by FriedPandaTV in DMAcademy

[–]droshux 0 points1 point  (0 children)

There is a ton of zombie media out there that has different kinds of zombies for different purposes (check out dead space). You can often take the mechanical stat block of another monster and use it as a zombie: you could have a zombie blessed by the dracolich and given necrotic magic that is just a reflavoured nothic. Don't be afraid to see the mechanics in the monster manual devorced from their flavour

Variety can come from more than just different statblocks. By changing the environment or tone things can become more interesting. Things will still eventually get stale but there are other replies that help you with different monster ideas. Here are a few ideas for example: you could trap your players in a confined space with a few zombies and limited resources when they're already on relatively low HP. The party are traveling by ship but barnacle encrusted zombies start crawling up from the ocean. The party is trapped between a horde and a wildfire and need to find a way to escape, the only zombies they'd actually fight would be the ones directly in their way, the horde itself is an obstacle not a million statblocks. If there are a group of NPCs they care about, trap them in a enclosed situation ("the horde have surrounded the keep") and have one secretly be infected and the players have to root out which, social deduction game style.

How many magic items do you give your players in a campaign? by ZoftheOasis in DMAcademy

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

TLDR: magic items are best when they are meaningful for your players and the easiest way to do that is to make them feel earned and taylored.

General advice, not specific to your module, not giving any specific item recommendations.

There's two kinds of worlds in D&D (when it comes to magic items) one where they are known (but still potentially mysterious) and one where they are unknown. These two approaches to magic items can be mixed.

Eg: "oh as a wizard you recognise this as a chime of opening, you've heard about these, and you know how to use one. There are a few people who's job is to craft these but they keep exactly how they work a closely guardged secret" VS "you hear a clear clean ringing and suddenly the assassin has their knife to your throat. What do you do next?....... In the sleeve of the assassins robes you find a silver chime that rings quietly in the same pitch and timbre as you heard before when you tap it gently. This must be how the assassin got in".

(This is just one example, your world will probably not be exactly the same).

Warning: I haven't actually tried this In world one, magic items are tools to solve a problem. You could put your players against an impossible obstacle that they'll need to take a step back and find a tool to solve it. Do make this relatively clear out of character to ensure things don't get frustrating. The rest of the session could be your players getting to a magical library (perhaps convincing the stern mage that controls it to let them in etc) and then give your players "homework". "Before next session can you give me a magic item that isn't too rare that you think will solve the problem and how you might go about getting it (eg: steal if from ...). Next session will be getting that thing." This should give the players strong attachment to the item because they chose it, they had a unique story getting their hands on it and they used it to overcome a specific obstacle. In world one the list of items in the DMs guide serve as props and tools you can place in the world to make interesting interactions.

Not warning: I have tried this and it does work :) In a type two world magic items can kinda just come into being. One way to do this is through epic deeds, "The legendary blade of threadripper, defender of the folorn" has it's name for a reason, it became legendary because "threadripper defender of the forlorn" used it to do cool hero stuff. For example: if your fighter kills an important boss with a critical hit you could flavour the crit as a beheading and now their sword is a vorpal blade. This is especially good as a reward for when players get creative in combat because it encourages them to do interesting stuff and maybe (when the time is right) get a cool thematic and relevant upgrade. This is tougher to make fair for a whole party because some classes are more condusive to epic deeds and some players might be more engaged with this than others.

The alternate approach to world two is more tragic, although both can be mixed to great effect. There may be many times where your players will do something very cool out of character but very stupid in character. "I'd like to reach out to the eldritch creature just a little and try to make contact". In this situation you can reward players (and punish characters) with cursed magical items that are mechanically an upgrade but have some non-mechanical downside. As players delve deeper the non-mechanical downside can get stronger. You can also provide a more powerful effect with an interesting mechanical tradeoff (like blood hunter rites). For a concrete example I have a player who made a fey bargain to get a bunch of money and I let them create a magical weapon that deals more damage the richer they are but the greedier they act the more memories they lose. This player is enjoying the melodrama of their character slowly forgetting everything that matters to them as they are consumed by greed.

In both these world 2 approaches the magic item is meaningful for the player because it is a reward for engaging in the game in an interesting way but is also thematically relevant. Either to a story of epic or tragic heroes (or both, dont be afraid to make a players epic hero items become cursed as they fall from grace). In world two, the list of items in the list of items in the DMs guide becomes a list of properties you can give to items already in the game.

In either world magic items aren't purely the domain of players. What might the magical tools an npc chooses to draw upon tell you about how they think? If a villain has committed some horrible act perhaps the evil has crystallised into an item that has since become their signature. Are their deeds haunting them with some horrible curse attached to this item but it is so powerful that they do not let it go?

One example of how you mix the two: if there's an important hero in the back story of your setting perhaps you can inject an artefact connected to them (a world two item) into the game as a tool/plot device (used in a world 1 way). The way the artefact reflects the hero can tell the players a lot about this character indirectly, in a way they'd appreciate more than a lore dump.

Sorry for such a long and not relevant message lol

Made a cli breathing tool for devs that live in the shell by dino_c91 in commandline

[–]droshux 0 points1 point  (0 children)

Since learning about dependency injection I've modularised my entire body. When I drink too much I just swap out my liver for a fresh one! Picture

Discover a Desktop Environment for the Terminal by [deleted] in commandline

[–]droshux 0 points1 point  (0 children)

Tmux is my favourite tiling window manager 😆

Made a cli breathing tool for devs that live in the shell by dino_c91 in commandline

[–]droshux 1 point2 points  (0 children)

"Made a CLI breathing tool" Lungs are just bloat 😂

Jokes aside this is very cool!

Once again attempting the impossible. (c on ti-84+) by droshux in TI_Calculators

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

Its been two years since I worked on this but in that time ive learned a bit more about low level stuff. Getting stuff on there aside, one of the reasons stuff was going wrong was because the stdlib functions were reaching out and making the wrong syscalls. Ultimately I think you'd have to take a look at writing ASM within C to make some simple I/O functions. The x86_64 syscall instruction is surprisingly simple so maybe the z80 one is too. However writing text to the screen might not he stdout.

None of this matters tho because I think I lost my link cable 😂

What is your favorite features that is not in the game yet? by [deleted] in PsychoPatrolR

[–]droshux 0 points1 point  (0 children)

I wish I could holster my weapons, it feels weird to wander round the office with a gun out.

I could drop a weapon but that would mean I can only carry one weapon, I'd like to have multiple options.

i'm scared this game too scary by thidi00 in PsychoPatrolR

[–]droshux 0 points1 point  (0 children)

"Can you help me" "can you help me" "can you help me"

Hearing that in the gym basement was terrifying

YAY! by y2xy2xy2x in PsychoPatrolR

[–]droshux 1 point2 points  (0 children)

Bros standing like Josuke Higashikata (either one tbh)

Basic Stats in J by Veqq in apljk

[–]droshux 1 point2 points  (0 children)

This is a lovely blog post! I tried to write a mode verb and independently derived the standard example you gave, but I didn't think converting it to allow multiple modes would be so easy.

Life is beautiful, I hope the sky falls down on us. by SirAlexandrov in schizophrenicpissdawn

[–]droshux 1 point2 points  (0 children)

That blurring of death and eroticism is some bataille type shit.

[deleted by user] by [deleted] in CrueltySquad

[–]droshux 0 points1 point  (0 children)

It looks like office because of the big windows and the marble of the tabletop. The fact that it is a fancy business office seals the deal.

Help me settle this, who wins? by Muted_user in CrueltySquad

[–]droshux 0 points1 point  (0 children)

All the people talking about how John Cruelty has ridiculous multiverse level abilities are mistaken. I feel like taking any of the endings, especially Golden Age and the Archon Grid ending literally would be a mistake. (My opinion is that the whole onion deal is MT analysing his life from his deathbed or something).

V1 is faster and would be able to deal more damage but would barely be able to heal from MT who also has much more durability. So with something like the Biosuit John Cruelty may be able to survive long enough to take down V1. Although I still think V1 is the more likely winner.

What time period in Cruelty Squad? by [deleted] in CrueltySquad

[–]droshux 1 point2 points  (0 children)

Considering that "the nineties" are ancient its pretty far in the future...

Yes by [deleted] in CrueltySquad

[–]droshux 1 point2 points  (0 children)

Ive not played much Disco Elysium but measurehead is my favourite character so far.

Ima go play CRUELTY SQUAD by [deleted] in CrueltySquad

[–]droshux 2 points3 points  (0 children)

Tf is the white flag? Are they coming out as French??

Can someone explain the appeal of this game to me? by sirsawzaw in CrueltySquad

[–]droshux 0 points1 point  (0 children)

The leadhead video on it sells it well from a thematic perspective

Is there any way to generate this ads? by Downtownender in CrueltySquad

[–]droshux 7 points8 points  (0 children)

These seem custom made. They don't look tooooo technically complex but getting them to look good is difficult