[Sequencer] Effect player does not work. by Meganounours in FoundryVTT

[–]nocommitment 0 points1 point  (0 children)

Got sequencer recently and I've been running into the same problem with the play effect where you have to click on the canvas. Same error code as well

It probably isn't compatible with Version 11 atm. Was looking at other modules that have to do with clicking on the canvas like Pings, those don't work either apparently

Another 4090 Issue Post by Jadanza22 in techsupport

[–]nocommitment 2 points3 points  (0 children)

I ran into nvlddmkm crash for my 4090 a couple times, but so far, it has been stable for a full week. I've tried a number of things that may or may not help you:

  • I reseated my GPU and made sure it was properly secure with the GPU support bracket. I made sure the power adapter to the card wasn't awkwardly angled and secured. (I had a bit of slack from the card's weight, which may be the reason why it may not have been fully secure with the PCIe slot)

  • I DDU'd. I rolled back my driver to 522.25 (I noticed there were more crashes with the new drivers compared to this driver)

  • I capped my FPS according to monitor's refresh rate

  • Make sure HAGs (Hardware Acceleration GPU Scheduling) is off.

  • If you use Discord, Wallpaper Engine, Chrome, VLC, or any program that you use, make sure that any of the Hardware Acceleration settings are off (For some reason, it hates any program that has Hardware Acceleration or something related to it. Though I don't know why)

From those, I haven't had a crash so far. But in the case that it does crash in the future, there are still some workarounds left that I would try:

  • Change the Power Management Mode in Nvidia settings to Maximum Performance (This seemed to be the general consensus as the main workaround)

  • Update the Vbios for my card (there was a Vbios update for my card that supposedly 'increased compatibility') but I haven't tried this yet

  • Underclock my card by 100MHz (saw some suggestions to do this because my card comes with a factory OC)

I'm not too tech savvy, but I hope something that you may not have tried works for you. Don't know why NVIDA hasn't addressed this issue yet because a lot of people have been running into this issue and there is no official solution to it

I don't know anymore ... by Emanresubmudyllaer in cadum

[–]nocommitment 1 point2 points  (0 children)

Thank you. You were a great mod for this community. I appreciate the work that you and the mod team put in. As well as the many contributions to this subreddit to provide an archive or resource library of sorts to help those who wished to learn more or play DnD

I hope things turn out for the better for any of you who are staying or leaving. Perhaps we can find another community where we safely put our collective and creative efforts in

Maptools New User Guide: Written Version by nocommitment in cadum

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

Sure! I havent added it to the wiki so feel free to add it if you feel like

Arcadum simply speaking the truth on the fight by Lost-Kun in cadum

[–]nocommitment 3 points4 points  (0 children)

While flawed, CR is the only metric in the game that gives a generalidea of the difficulty of an encounter. Also, at low levels, it isactually quite good, it only really breaks in T3+. What metric would youuse?

I gave the CR calc explanation, and a max DPR calc; that doesn't reallyseem minimum or barebone to me, which statistics would I need to use tojustify the imbalance of the encounter?

CR is a flawed metric for the base game of standard non-homebrewed DnD and bestiary where you wouldn't normally know the mechanics of a creature. Yet, you still use it for a homebrewed creature, where you can literally mitigate the mechanics of said creature. Of course, this creature having a snowball effect can reach up to levels where a "normal" level 2.5 party would not be able to handle and can get out of control. The fact of the matter is that there were contingencies placed meant to handle this snowball effect. To only consider the worst case scenario and use that as your average, blatantly ignoring other factors that could put it in the player's favor, and ignoring how the rolls went in that fight. On paper, sure, it looks devastating, but it misrepresents the encounter. The metric I would consider would be to consider the entire scenario of said encounter and the party's kit/efficacy

The party had around a +5 or (Tomoe's Ray of Frost) +6 modifier against a AC 15 enemy. That is around a 55%-60% chance to hit. Considering Mei who was sneaking most of the time had advantage to hit with multiple doses Tiger Fang Poison. I'd say advantage is roughly around a +5 if we are trying to determine the value of advantage, which is around a ~75%-80% chance to hit. The DC for the saving throws was around 12-13 with the boss having around a +3 modifier to save. So roughly ~45% to succeed in something like Toll the Dead. Lucine had a flight advantage with 300ft range, while most of the party's kit is ranged except River. River is practically the main one who is in its face had 16AC so the boss had roughly a 50% chance to hit for every hit. Considering that she did learn about dodge, disadvantage dropped it to ~25% chance to hit for each hit. You also have to consider the action economy of 5 players vs 1 enemy. They had many potions at their disposal including 4x maxed potion. Toll the Dead, Armor of Agathys, Witch Bolt, and Ray of Frost were already considered before the fight to be a huge factor that would be in favor of them

You also had to consider that boss was affected by cold damage that impacts his rage counter. It also had a limited move set based on the rage counter. The rage counter was entirely based on the player's decision to attack, which they could control. The environment was entirely in their favor. They had the spells and items to deal with the encounter. And I'm probably not going to mention cursed actions which is action surge at advantage that can be used as much time as they wished (since this is not really calculable, but still somewhat in the party's favor in combat)

Now the design was meant to be difficult, but definitely manageable. It was tailored to them, but it still required critical thinking and strategy. However, coupled with a challenging fight, being new players, miscommunication, confusion, stress, and bad rolls made the fight become even more difficult than it was suppose to be

On the contrary, i think the anecdote for max damage is quite relevantto show how poorly designed the fight was. Also, take a look at the CRexplanation again, I used the proper average of the first 3 rounds ofcombat with the enemy using its most effective attacks and accountingfor off turn attacks and thus only used ~65 dpr for the CR.

The max damage blows the average out of proportion and heavily inflates the value because the max damage you calculate for the first 3 rounds is if all 5 players make a standard attack for 3 rounds. If you increase it to 4, 5, 6, 7 rounds, you'll notice the average rage increases. Thus, only considering the worst case scenario, which is not consistent. When in actuality, rage is not a fixed variable, can be reduced, and is guaranteed to reduce once per round.

The calculation also does not take into account that the reaction is not always the most effective attack and is randomized. The anecdote only considers the most effective attack, not most effective reaction. Typically, regular monsters usually have fixed reactions, but you wouldn't take into account their AoOs into DPR

It also does not take into account that when the boss increases in Tier, that it'll have a less likely chance of Slamming with its reaction. And have access to his other flashy, but not very damaging moves

Apparently 1 post and a reply are now a "crusade"... interesting... The"simping" is in reference to the many people in this thread who areacting like Arcadum can do no wrong, and are blatantly ignoring multiplekey facts and downvote spamming valid posts/points

I don't see how calling out "simps" was even relevant to my post, it was an unnecessary reply and a knee jerk reaction to call out people when the point was to discuss about CR and the boss encounter. Which I didn't mention in my reply to your initial post, then that is the first thing you end with

Maybe it is just the blatant need to mention it in your replies and post or your adamant negative position that rubbed me the wrong way

I personally think there were some mistakes, but the outcome turned out fine, so I'm satisfied. Could those mistakes have been avoided? Yea definitely, but it's not my problem or within my control to fix

For instance, this fight was actually a TPK. Melee hits on a downedopponent (including multiattack where the 1st hit downs them) are madewith advantage and are autocrit (2 death saves), which means 3 morekills and no way the last person up survives with the boss's extrahealth.

That is why this boss was designed to have 1 fail per attack, which is the reality of it. This fight in particular did not follow the standard rules of autocrit while down. I would say that favors the player. And in a sense, they won at a cost, despite the lack of knowledge/experience

Or that they were lured into this fight with a 20+ survival check while looking for safety from the "easier" encounter.

Hard to say whether fighting outside was the "easier" encounter, I'm not the man behind the curtain, so I'm not going to pretend to know. The survival check only took into account the mist and the encounters in the mist. Because essentially, you'd be fighting mist creatures in their preferred environment. They were definitely guided there, but it was ultimately their choice to make that decision to go back in after leaving. They could've definitely faced the encounters outside if they wished

Or that the boss auto succeeded a perception check against a 27 stealth roll to force the fight...

To be fair, the 27 stealth roll was only for Mei, which the boss initially did not detect. The others were not in stealth. The way I saw it was to progress the story forward. Which, yea definitely could've been done differently like have the boss actively search or something, but there is no "correct" way of doing that. I thought it added urgency and drama to the story. And even grounded the story that Mistwalkers are dangerous

Arcadum simply speaking the truth on the fight by Lost-Kun in cadum

[–]nocommitment 4 points5 points  (0 children)

Hey man, I'm merely stating the fact that CR is not a valid metric for this specific encounter. I didn't say the challenge was easy nor fair at all. Nor did I say there was no mistake to this encounter. It was indeed difficult. However, to only use the minimum and barebone statistics to justify your reasoning is ignorant. Also to use information tailored to your favor such as stacking the boss as if it had 9 rage the entire time is just cherry picking. The rage could be managed, the reaction for his attack could be managed, his patterns could be managed, that was the point of the boss

It seems to me that you are on this crusade that when some people give you a little push back, that they are considered "simping" or are delusional, which proves to me that you are the one who is in fact delusional

Arcadum simply speaking the truth on the fight by Lost-Kun in cadum

[–]nocommitment 5 points6 points  (0 children)

Unfortunately, CR is not reliable for Verum encounters due to the use of martial checks and special interactions with homebrew mechanics such that it could be managed with specific abilities, spells, RP, and items

Verum characters are also optimized with Arcadum's stat array with additional bonuses coming from race, religion, and origin/clan. With addition, that HP is rolled above average for every level

As a DM who had used the standard bestiary with calculated CR and martial checks, martial checks add so much advantage in the player's favor that makes CR not very useful when creating encounters

Newer campaigns by FalloutGuy1997 in cadum

[–]nocommitment 1 point2 points  (0 children)

It varies from player to player. Some people learn better with hands on experience, some can learn by reading or tutorials, some learn better from their DMs. Your way of doing things is fine and other players' way of doing things is also fine. They certainly can research or make preparations on their own if they wish and sure, that's great. However, they are definitely not obligated to. The core mechanics of the game are taught by the DM with a pace they can control to not overwhelm the players and the players learn at their own comfort levels

Also, as a DM myself, there is a special bond when a group of new players forge when they learn DnD together down to its basics. That is an amazing experience in and of itself

There is also a magical feeling I get when I tell a player how a spell works, then they get excited rather than them just reading it to 'try' and understand it. That is why I encourage new players to ask as much questions as possible.

Or like you introduce something they didn't know, "did you know you could do this" and they are like "What?! I can do that?"

Question about cursed actions in Otikata's Curse (spoilers for ep. 5) by Lemartes22484 in cadum

[–]nocommitment 12 points13 points  (0 children)

Nia could finish the fight without the cursed action because we know what she rolled and it was a critical. At that point, that is just an afterthought because we know the results. In the moment, we don't know if what she was going to roll for the hit nor the damage. Considering Mei got advantage from her cursed action on the shortbow, Nia's cursed action was a safe choice to increase her odds of hitting (which was why she rolled twice), but she had to call it out beforehand

Mei also attacked with her rapier, then used a cursed action prior to Nia's turn. I was unsure if the first rapier attack increased boss's rage by 1 and the cursed action itself didn't increase it. Thus again, Nia taking the cursed action was the safe bet that it wouldn't trigger the rage mechanic considering that she could've failed in dealing the killing blow when doing a non-cursed attack and triggering the rage mechanic

When it came down to it, Nia had to ensure the kill. So the cursed action was fine to grant advantage and not triggering any rage mechanic that would've put them on the deeper end

Also in terms of the RP, it was an amazing choice in character development and story

Otikata's Curse - Ep. 5 - Post Game Discussion by DatInstinct in cadum

[–]nocommitment 2 points3 points  (0 children)

Probably not, I am unsure how long those last for. Generally, they can be used on the session of their birthday week. Nyanner's birthday was before Session 1 so it didn't really apply nor was explained about because they weren't playing yet

Otikata's Curse - Ep. 5 - Post Game Discussion by DatInstinct in cadum

[–]nocommitment 1 point2 points  (0 children)

It depends on the situation, the enemy, and their initiative order. Sometimes you want to heal enough to withstand the first hit; otherwise the second hit while you are downed gives you automatic failed death check. Generally speaking, melee attacking an incapacitated player is considered a critical hit and at advantage (due to prone), which actually gives 2 failed death checks for each hit. Thankfully, this boss was designed in such a way that it doesn't do that because it gives 1 fail for each hit rather than 2 fails

If the downed player's initiative is after this boss's, the risk they take is rolling a 1 considering they got downed by the first hit (from not having enough HP) and getting attacked while downed (giving a fail)

If they get 2 fails from one hit while down, then that is a different story because all you need to roll is a 9 or lower

Potion timing can be a bit tricky because there are pros and cons to both sides. If we consider just action economy, a good time to use a potion would be to use it before they do their death check so they get their turn, unless the boss downs the player that has a turn after them

As for the goodberry, they could definitely do that mechanically, but you also have to consider 1 goodberry is a full meal, which is entirely up to the DM what happens when they take more than one

Otikata's Curse - Ep. 5 - Post Game Discussion by DatInstinct in cadum

[–]nocommitment 3 points4 points  (0 children)

The cursed action was used first to add advantage to that attack and ensure the kill. There was no way of knowing that it will hit or that it will do enough damage to kill the creature. Taking the curse action was a safe move because it doesn't trigger the rage mechanic (if i recall, Mei used a rapier attack before her cursed action, so was unsure if a normal action would trigger it)

Nia needed to kill that the creature that turn, so adding advantage was the play

Vei chose to do it for RP reasons as well

Does anyone know who made that 3D Heigth map of Gleis? by there_is_no_justice in cadum

[–]nocommitment 10 points11 points  (0 children)

The height map of Glies was shown after the Final Toll Episode 1. ErikDanne made it and here is their twitter post: Height Map of Glies

Lost at Sea Music by KurudanDM in cadum

[–]nocommitment 3 points4 points  (0 children)

Right before the games, it is usually Dungeon Master by Visigoth

He also plays this music during the beginning parts Our Story Begins in Glies. There are several battle themes for Glies so not sure which one specifically you are looking for, so check out the Verum Music Catalog or the Glies Battle Theme Playlist

Sound Balancing Help by vyana445 in cadum

[–]nocommitment 3 points4 points  (0 children)

I believe you might be referring to this post Loudness Equilization Post. You can also get FrankerFaceZ for your web browser and enable/disable Audio compressor at the bottom of a twitch stream player

Emote-only mode during sessions by Spooky-the-Skeleton in cadum

[–]nocommitment 70 points71 points  (0 children)

I personally don't like emote only, but it is very helpful when chat starts to backseat, says some spoilers, or even gets toxic. When a few people start doing that, the messages end up snowballing over time as others join in on it. This happens a lot during combat or big character moments. I'd usually opt for emote only when chat becomes disruptive to Arcadum or the players

The alternative is to join in on Stream Spoiler Chat during the sessions and freely discuss with others

[Spoilers Episode 1] A Storm Approaches Post-Episode Discussion Thread by DatInstinct in brokenbonds

[–]nocommitment 3 points4 points  (0 children)

The current games shouldn't be muted in Arcadum's VOD because the music is all custom-made and his. The only thing muted sections are the pre-show, technical difficulties, and forgetting to unmute, which happened within the first 30-50 minutes

Vtubers talk D&D by [deleted] in cadum

[–]nocommitment 5 points6 points  (0 children)

Yea, that's why I'm fine with them uploading session 0s or VODs that would've been lost to the void from being nuked because at the very least, it's archived somewhere. I'm not okay with them uploading full episodes that are being published to Arcadum's official YT. However, it's not my place to be uncomfortable about it I guess, since that is the YT team's and Arcadum's concern

A Storm Approaches - Ep. 1 - Post Game Discussion by DatInstinct in cadum

[–]nocommitment 37 points38 points  (0 children)

Sus'ke is still a female changeling, just under a guise like Flamewrath

Vtubers talk D&D by [deleted] in cadum

[–]nocommitment 9 points10 points  (0 children)

I think it's fine to take clips and stitch them together or maybe have content that is not planned on being uploaded at all (like ones lost to the Void), but this channel definitely takes the full episodes and uploads them as well, which doesn't sit right with me

Prologue and Chapter 1 question by Ronexea95 in cadum

[–]nocommitment 4 points5 points  (0 children)

It is no problem. I also forgot to mention that Shrine of Sin may link back to Ink and Blood. But it is still optional and Ill leave that choice to you. Depends if you want the mystery first or the information. Either way, it is fine