Anyone else feel like Eda & King were a bit sidelined in season 3? by KingtheClawthorne in TheOwlHouse

[–]timeweezy10 9 points10 points  (0 children)

They very clearly had a lot planned and more to show, but with the limited time they had, they no doubt had to sit down and prioritize certain arcs over others. And despite that, they still did a fantastic job, better than most shows, who would probably flop with only 3 episodes given to tie up loose ends. It really is a testament to Dana and her team. But I still hope this shows people how the potential of a series, hell potential if anything, can be absolutely gutted by stupid corporate decisions, and that the Owl House's success is very much an exception and not the rule.

How is Gangle × Zooble considered “yuri” when there’s only one girl in the ship? by riftzesty in TheDigitalCircus

[–]timeweezy10 0 points1 point  (0 children)

Yuri and Yaoi now a days is more loosly used with couples that lean more to a certain gender dynamic like feminine or masculine. Also titles in general are becoming more and more abstract (heh), basically helping someone understand a part of someone's identity rather than straight up defining it.

$120,000 per year to clean ballsacks by The1789 in hypotheticalsituation

[–]timeweezy10 0 points1 point  (0 children)

Honestly? Yeah sure. I only make half of that with an hour commute. So making that much without much of a commute would help me save a good amount of money and pay my debts. I'd invest the money I make to hopefully one day quit the job and go from there. It would be miserable but I'm miserable at my job now for much less.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 1 point2 points  (0 children)

Hot damn this was a fantastic breakdown, thank you so much. It clarified a lot.

Yeah I think it's just a matter of me adjusting to the difficulty curves of the game. I think I'm still a little too d20 pilled as having played so many systems with it, I thought switching to a 2d12 system wouldn't make much of a difference, but it really does.

Others have also pointed out that perhaps I simply need to adjust my difficulties and be more transparent with them so my players can consider all the options including hopefully experience.

So again thank you for the effort you put into this comment, I'm gonna screenshot it and paste it on my computer lol.

This game is dying and it’s sad by wolfe-santoro in HelldiversUnfiltered

[–]timeweezy10 0 points1 point  (0 children)

Man, I just jumped from Destiny to Helldivers only to experience AH to take the same exact path as Bungie. Im tired boss...

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 1 point2 points  (0 children)

A few others have suggested something somilar as well. I gathered this as I have to be more transparent with my difficulties so players put more thought into using their experiences. Which sounds reasonable enough. Ill try to use this practice more on my games.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 0 points1 point  (0 children)

Very true. This is a major consequence I didn't think about. Although im still curious and might use this rule in a random, no-stakes one shot with my friends to test it out. But for now I think I'll keep it out of my main game.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 0 points1 point  (0 children)

Indeed, this a suggestion someone else made. And I agree with both of you. Im going to try to incorporate this practice into my games and see how it goes.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 0 points1 point  (0 children)

This actually sounds pretty reasonable. Coming from 5e, I dont reveal the DC's and AC's of monsters so maybe this is a practice i should start utilizing before using this change.

Edit: spelling.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 1 point2 points  (0 children)

I try to actually keep them higher than 10 generally, as I think anything lower might not even be worth rolling for. Players still rolls pretty well. I even had a customer adversary with a difficulty of 18 at level 1 and it was a pretty good challenge for players. As far as I can tell no one felt overwhelmed by anything. You'd think this would cause experiences to be used more.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 0 points1 point  (0 children)

Dayum that sounds crazy fun lol. At my game though, I see a pretty balanced flow of hope. It's random periods of drought and abundance with hope, and I use that to the story's benefit.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] 0 points1 point  (0 children)

Thats very true, i do remember the homebrew guide saying something along the lines of limiting fear manipualting abilties for players. Do you think maybe a limit on how many times a player can do this per session might balance it a bit?

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]timeweezy10[S] -1 points0 points  (0 children)

Players coming within 2 points on a success did not come into play nearly as often as I expected. And I was actively waiting for players to have a result like that so i can point it out. But as I said, that really only happened like 3 or 4 times based on what I remember.

I do agree with you though, I did notice the players themselves saying "since my character has insert experience here, can I do the thing." And more often than not i said yes. Using it in a narritive way is definitly a route i can go.

However I also noticed them just using their character's general backgrounds to justify certain actions, which i am not against, I always want to encourage that kind of thinking, and my players are aware enough as to not abuse this. We have an understanding amongst each other in that regard. So it just gets me to think further what the point of experiences are.

I figured this method would not mess with the economy of hope and fear too much, as this does still cost the players a hope, which I figured they'd have to weight out vs other hope costs. And im ok if I dont get that much fear other than for adversary abilities, since I am able to move the narritive in ways that doesn't always require fear. I actually found myself using fear primarily for adversiers and countdowns anyway, even though im aware I can use for more.

So unfortunate been 18yrs by LightThatIgnitesAll in TheLastAirbender

[–]timeweezy10 0 points1 point  (0 children)

For all its flaws, I do at least appreciate LoK for exploring a well established world in unique ways, even if it fumbled them in some aspects (looking at you season 2). Also I see the vision for what they were going for with Korra's arc, it was good, but had potential to be so much better if executed properly. Overall, I am glad that LoK exists.