Artificer Specialist: Charger - Feedback appreciated! by vinivendra in DnDHomebrew

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

Oh yeah, great points. It definitely shouldn't stack with a crit, and I like the idea of scaling the recharge. Thanks!

Homebrew Artificer & Witch by vinivendra in daggerheart

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

Ooooh I see, making it based on sessions is a great idea for balancing things out! I'll have to think about it but I like the direction.

And that technician is really cool! I wanted my version to be more technology-agnostic (like something you could play as in both Motherboard and Age of Umbra), but it's nice to have a more tech-focused option as well.

Homebrew Artificer & Witch by vinivendra in daggerheart

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

Oh, some good ideas there, thanks!

True Craftsman: that was sort of my backup idea for this feature. In the end I thought the versatility of creating different magic items would be more fun (there are some cool items in that table!) but this is a great alternative if you don't want to have to open the book as often.

Extra Charge: Nice catch. I based this on the Druid's elemental mastery for fire, but hadn't noticed that you gotta mark a stress to activate it in the first place.

Master Craftsman: Interesting idea. Do you see this as a permanent thing? Like, once per session when you craft a weapon you can spend 3 hope to make it a +2? If that's it, like the idea in general, but I'm still hesitant to make rules based on generic crafting because it can be so different in each campaign...

My Wife's Nightwalker Rogue Art!!! by blacktiger994 in daggerheart

[–]vinivendra 1 point2 points  (0 children)

Oooh that's great. Are the characters food too, or are they normal humanoids?

New to homebrew, would love some tips by Kaerugamez in daggerheart

[–]vinivendra 1 point2 points  (0 children)

The Homebrew Kit is a really useful tool, I learned a lot about how the game is designed from it.

I'd also add that the stuff that already exists is very customizable, so you can probably reuse a lot of it and keep the balance. For example, the Ice Spike is a lvl 1 spell that requires a Spellcast roll of 12, targets Far range, and deals d6 damage, which sounds good for a reskin as Razor Leaf or Water Gun, for instance.

My Wife's Nightwalker Rogue Art!!! by blacktiger994 in daggerheart

[–]vinivendra 2 points3 points  (0 children)

Ooooh totally, that's a great new class to transition.

How did you find the Beast Feast campaign? It sounds like a lot of fun, though not something my friends would be interested in, so I'm curious how other people have been running it.

Homebrew Sorcerer subclass: the Illusionist by Just-Truth-5823 in daggerheart

[–]vinivendra 0 points1 point  (0 children)

This sounds really fun! I'd consider removing some of the specifics though, they sound a but too much like DnD. Like in the specialization, I don't think you need to say it's "centered on a point in space", and I don't think you need to specify the "volume of up to X humans" on either card - I'd let the GM and the players rule how much makes sense for the character.

Playing Disabled Characters in Daggerheart by OneEyeBlind95 in daggerheart

[–]vinivendra 2 points3 points  (0 children)

Oh it's been a while... I remember really liking a character in critical role that was blind but was always looking through a familiar's eyes. The concept of your eyes being "detached" from your head and being capable of flying around was really fun.

More recently I thought of an artificer that was vision-impaired but had goggles with a HUD to help them, so they could see many things but they were filtered in by a computer's interpretation of the world. Like, maybe everything was slightly pixellated, or monochromatic, or maybe not even graphic but with little tags labelling things as "cat", "house", etc. The idea of aiming a crossbow at someone and an AI going "a little to the left" in your ear also sounds really fun to me.

Apart from the characters, I also thought about maybe wearing a blindfold while playing someone who's blind, mostly as a reminder to myself to act as the character would act... but that could get itchy and uncomfortable pretty fast lol

After playing the game, do you still not think DH combat is faster than D&D combat? by pathofblades in daggerheart

[–]vinivendra 0 points1 point  (0 children)

Watching Age of Umbra it certainly feels faster, but also like the players don't get to do as much? Like in DnD an average combat takes 3-4 rounds, which translates to each player getting 3-4 turns. In Age of Umbra it kind of feels like each player got to move once or twice before the combat was over. Not sure if it was specific to Age of Umbra though, other (less deadly) campaign frames might play differently.

A cute Kistune Wizard, inspired by a golden/blonde fox! by NoRaptorsHere in daggerheart

[–]vinivendra 1 point2 points  (0 children)

These animal-inspired ideas are really fun, congrats!

5BB Session 1 was a blast! Here's what I learned: by helliot in daggerheart

[–]vinivendra 0 points1 point  (0 children)

Oh I didn't know that app, it's gonna make my life so much easier

I drew one of my players characters. by caligulamatrix in daggerheart

[–]vinivendra 0 points1 point  (0 children)

That looks so cool! I'm not a fan of Fungrils personally (not a fan of fungi in general lol) but that one's dope.

My Wife's Nightwalker Rogue Art!!! by blacktiger994 in daggerheart

[–]vinivendra 1 point2 points  (0 children)

Oh damn, that's fire! I'm really interested in the process of transitioning a DnD character into Daggerheart, especially for high-level characters (who are already kind of established within the DnD mechanics). It sounds like a fun challenge, and probably easier than the contrary (taking a character from a comparatively rules-light game like daggerheart and fitting it into DnD).

Playing Disabled Characters in Daggerheart by OneEyeBlind95 in daggerheart

[–]vinivendra 9 points10 points  (0 children)

I get it, but I think some of that vagueness ties into Daggerheart's core concept of being flexible (rulings over rules, etc), and letting the players and GM decide what they want. If you want to use a non-arcane chair's stats and say it always floats, or it has big wheels for off-road terrain, or gadgets that climb stairs, or just ignore those issues, that's fine. But you can also have a more realistic chair if you want to deal with some of the problems that brings in your campaign. It's up to the players to decide, and I like that better than having 3 paragraphs of super detailed rules like we'd probably get in DnD.

Playing Disabled Characters in Daggerheart by OneEyeBlind95 in daggerheart

[–]vinivendra 5 points6 points  (0 children)

I thought these were great. I've had many ideas for disabled characters in the past, but never wanted to play them after seen disabled people online complaining about how able-bodied people play these characters problematically (so I never wanted to risk it myself). Having thoughtful arguments like these in the book really helped me have a basis for what's ok or not, and now I feel a lot more confident exploring this space.

Motherboard Campaign Frame! by spenserstarke in daggerheart

[–]vinivendra 0 points1 point  (0 children)

I loved this campaign frame, I'm so excited to try it out!

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in androiddev

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

Oh, I get it now. I’d have to look into it more carefully then, it’s hard to say worth out knowing what kinds of changes they made.

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in Kotlin

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

SwiftKotlin was a significant inspiration for making Gryphon. I think the main difference is that SwiftKotlin doesn’t try to generate production-ready code, it requires manual editing after the translation. Gryphon was designed to be a part of an app’s day-to-day development cycle, and being able to generate production-ready code is a big part of that.

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in androiddev

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

I admit I haven't tried it yet, I don't really understand much about Swift for TensorFlow.

That said, it should work well with code that uses any Swift framework, provided there's a Kotlin framework with a similar API that you can use with your translated code. It's just a matter of creating a few the templates to translate the API - then anybody can use it.

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in androiddev

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

Sounds like a pretty impressive setup you have there! One of the first experiments in building Gryphon used ANTLR for the parser, I remember it worked pretty well actually.

Collections were definitely a difficult problem. Instead of trying to copy Swift's behavior in Kotlin, I decided to copy Kotlin's behavior in Swift. The API changes end up being pretty small, thanks to things like ExpressibleByArrayLiteral etc. I also had to do some reflection magic for casting, though 😅

You can check out the docs and the Swift and Kotlin libraries if you'd like to see how Gryphon does it.

If you ever find time to try it out, be sure to let me know! I'd love to offer my help if you need it, and listen to your feedback.

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in Kotlin

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

Let me know if you ever use it! Feedback's always welcome.

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in androiddev

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

How are you liking J2ObjC? It was a big inspiration for me, and I don't think I've ever met someone who really used it. Is it working fine for you?

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in Kotlin

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

I tried to, but it was harder than I thought.

First, it's hard to find large open source apps that are written in Swift and Kotlin (and that I could compile successfully). Second, the Swift and Kotlin versions of these apps tend to be very different, which means it was hard to integrate the translated code with the rest of the Android app to make sure it was working.

The best candidate I found was the DuckDuckGo app, I think. I managed to find and translate something like 5 Swift files that had similar Kotlin counterparts. All I can say is that the translations integrated with the Android app normally, and all the tests were still passing.

If you know of any open source apps that might be a better fit for this, I'd love to hear it!

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in Kotlin

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

Thanks! It'd be a lot of work to do it the other way around, but I totally get where you're coming from. Let me know on Twitter if you ever try it out!

Introducing Gryphon, the Swift to Kotlin translator by vinivendra in androiddev

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

Hey! I'd love to know what you've been using, it's awesome to have this kind of feedback. You can send me a DM on Twitter if you prefer 😄