Kichae

joined 2 years ago
[–] [email protected] 5 points 1 day ago

You have to soft launch your fascist dictatorship. People need time to accept the possibility.

It took a lifetime to turn the Roman Republic into the Principate. You gotta ease into these things to keep peope from shanking you on the senate floor.

[–] [email protected] 5 points 1 day ago (1 children)

No, what my parents do has nothing to do with what I do, or what I am capable of.

That's not actually statistically true, though. Like, the biggest predictor of your life's financial outcome is the postal code you grew up with.

[–] [email protected] 9 points 1 day ago

This data allows you to see if children of sales assistants, restaurant workers, janitors, are underrepresented. It allows you to measure social mobility and meritocracy.

But can't the same thing be said about melanin levels? "There is no data suggesting there is a problem" is a door bad actors hide behind all of the time.

[–] [email protected] 4 points 3 days ago

Some things you need to know about LLMs:

  1. They are probabilistic text generators, which look at their training data (in a very abstracted way) and go "based on what's written here, what's most likely to come next?

  2. They treat numbers like any other word or phrase

This means, when using them for TTTPGs, they will treat everything like it's 5e, because 5e dominates the discussion, and that any numbers they spit out will only be right by accident.

[–] [email protected] 14 points 4 days ago

That would be interesting, since PM is elected by Parliament. What's he going to do? Argue that the honourable member from St. John's wasn't actually standing when counts were being taken?

[–] [email protected] 22 points 4 days ago (6 children)

Wow. That's about 43% of the total number of votes cast in 2021.

[–] [email protected] 5 points 4 days ago

This. Even if people have a basic understanding of how elections work in principle, in practice they vote for who they want to (or who they think will -- people love backing a winner) be PM.

[–] [email protected] 2 points 4 days ago* (last edited 4 days ago)

My home price has doubled since Covid, but so have all the others around me. The gains are fake. The only benefit is to the real estate agent, and my ego.

Drive the prices into the ground.

[–] [email protected] 16 points 4 days ago

Andrew Tate targets 14 year old boys

[–] [email protected] 71 points 5 days ago

"This is a dog shit comic" is not a critique, though, is the thing. It's just jerking off in public.

[–] [email protected] 12 points 5 days ago

They have it already, is what's wrong with it. This is a dog whistle saying they want to forego due process.

[–] [email protected] 9 points 5 days ago (2 children)

No, that's 'bitter'.

Better is an Italian firearms producer.

 

cross-posted from: https://wanderingadventure.party/post/28

I've spent the past few weeks kicking the tires on nodeBB, with the intention to use it as a federated blog and distraction from the PF2 discourse on Reddit. Originally posted yesterday to [email protected]

Hoping eventually to be able to directly dual-address PF2 relevent content so it shows up here, but that's not currently supported functionality.


Spend almost any amount of time below the fold of the Internet and you're likely to come across someone smugly repeating their junior high grammar lessons in front of the whole of humanity. They're telling someone they shouldn't've used “should of”, that it's not OK to use “its”, and that they're nauseated by people claiming to feel nauseous. Or that you can't start a sentence with a conjunction, even!

Large scale social media tends towards competitive spaces, where participants are jockeying for likes, shares, up-votes, or some other form of passive micro-validation just in order to get eyeballs on what they have to say and to feel heard. Ironically, this tends to limit what someone can say, boiling a discussion down to a few choice strategies for gaining social approval. 

One of these strategies is flexing their intelligence by being technically correct, something that leads to engage in prescriptive rhetoric, like such as over-correcting someone's grammar, even when everyone around understood what the original speaker was trying to say.

TTRPG discussion tends towards prescriptivism as a mater of course, since rule sets are, well, prescriptions for playing the game. Rules also – generally speaking at least – have a singularly defined intent behind their existence, which while sometimes debatable, are not usually meant to be open to interpretation. Or, at least, this is the common conceit of spaces dedicated to discussing said rules. As a “crunchy” rule set with a specific focus on balance – and therefore on math and numerics – Pathfinder Second Edition discussions are especially prone to this kind of thing. 

I mean, it makes sense, right? The game has a lot of rules! Clearly it wants to be viewed through a prescriptivist, mechanics-first lens!

Right?

But what if it doesn't? 

What if the more natural lens to view the game through is not the one that low-key paints it out to be an overly-needy and insufferable pedant? What if, instead, the designers knew they were making an imagination game built for co-operative storytelling, and not just Lord of the Rings X-COM with an atrocious frame rate? How might we interpret the the rules then?

While the prescriptive view of the rules leads to a mechanics-first understanding of the game, a descriptive view supports a fiction-first one, and smooths over a lot of the rough edges that new players who are more accustomed to a less rigid form of play experience when trying out the game for the first time. For instance, many players coming from 3.5 or 5e take issue with the game's ‘Action’ framework, where every thing that characters do in the game is filtered through pre-defined Actions such as Strike, Trip, Shove, Sense Motive, Seek, Take Cover, etc. They come across the fairly long list of basic Actions and see them as meaning that the game is finicky, and even demanding. Some even end up feeling that players are confined to only do things that are ‘pre-approved’ by the list.

You know, because game rules are ‘supposed’ to tell you what players are supposed to, or allowed to, do.

The descriptive interpretation of Basic Actions, though, is that they are describing typical play, and act as examples to the GM about how to handle rulings for the most common or useful cases, providing a framework for improvising actions in the process. Anyone familiar with other d20 fantasy games should quickly recognize that most Actions are just descriptions of skill checks, anyway, sometimes with a little rider or critical success/failure effect.  

The prescriptive, mechanics-first lens, then, has this tendency to make play sound very clinical, e.g.: 

> Player 1: “I use the Stride Action to approach the enemy, the Trip Action, and the Strike Action with my longsword.” > > Player 2: I use the Cast a Spell Activity to cast Fireball, and then use the Cast a Spell Activity to cast Shield.

even though this would sound totally bizarre and foreign to even most tactically invested tables. The fiction-first approach, though, sounds more natural (and also doesn't require the player to remember the specific names of the various Actions):

> Player 1: “I charge the enemy, trying to knock him to the ground before attacking with my longsword!” > > Player 2: I cast Fireball, and then… umm… cast Shield.

Here, it's up to the GM to decide what “knocking the enemy to the ground” means, but the most common ruling for this is going to end up being “roll Athletics against Reflex” or “roll Athletics against Fortitude”. The game defines Trip by the former, and Reflex is, in fact, the save that makes the most sense if you're trying to describe the reality of getting knocked off your feet – keeping yourself on your feet is usually more a feat of dexterity than it is of whatever “constitution” is! 

“But what if the GM picks Fortitude, like a stupid, uneducated philistine?," I hear you ask. "Doesn't that break the tactical element of the game?” And yes, it kind of does! It would buff the defences of low Ref monsters, potentially considerably. If your table is concerned about maintaining good tactical hygiene, it's important for GMs to either remember that Trip is Ref and Shove is Fort, or have a strong enough understanding of hand-to-hand combat to intuitively know what is a DEX-based save and what is a CON-based one. But if your table isn't concerned about tactical hygiene? 

Then it probably doesn't matter. 

And if your table is concerned about it, but it's somebody else's table that's running it that way, it definitely doesn't matter to you

I know this all sounds pretty pedantic so far. Really, what's the big difference between being more formal and stiff with describing your turn vs being more fluid and narrative? At the end of the day, the math is all the same, and the game ends up playing the same way, right?

Well, things start to diverge pretty quickly once you start pointing your descriptive lens at various elements of the game. 

The Game Expects…

It is sometimes shocking how demanding some people believe the game to be. Every time I turn around, it feels like someone is telling a new player or a struggling GM that “the game expects” this, and “the game expects” that, and every time I see it I'm left wondering if people bought very different books than I did, or if the Archives of Nethys are serving up very different pages to me, for it seems like they're playing a very different game than the one I engage in each week. 

“The game expects" is, of course, the catchphrase of prescriptivism. 

The most common topics subject to this line of thinking are things like: 

  • player conditions ("the game expects everyone to be at full health at the start of battle") 
  • loot ("the game expects you to have [x] gold at level [n]")
  • encounter size ("the game expects battles to have budgets of no more than 160 XP") 
  • character stat distributions ("the game expects you to have a +4 in your key attribute" or “the game expects you to have potency and striking runes by level [n]”). 

All of these statements regularly bring the system into conflict with new players and GMs – particularly those coming from 5e – and, importantly, literally none of them are true. But at this point, they're all practically dogma to the most vocal parts of the online Pathfinder 2e community.

The descriptive lens on these elements are that these are mostly – the first three, in particular – just signposts, or marked gradations that are useful for reference: If you build an 80 XP encounter, it will present a Moderate threat to a party of 4 who are at full HP; if your encounter has 120 HP, it will use significant party resources, and may even turn deadly, for a party of 4 at full health; etc. If your party is at half their max HP, however, the counters could end up being much more difficult! If you build a 100 XP encounter, it will be more dangerous than an 80 XP fight! 

Importantly, you do not need to decide on the difficulty of the encounter before you build it. You can, instead, decide that there's a Goblin raiding camp over this hill, and it just so happens to have 5 Goblin Commandos, 2 Goblin Pyros, and 20 Goblin Warriors in it, just come back from a successful raid. For a party of 4 Level 3 adventurers, this camp represents a 100 + 40 + 200 = 340 XP encounter, which is more than twice the power budget of an Extreme encounter. As a GM, you know that this camp is a problem for your party.

But the game is about finding solutions to problems, is it not?

The prescriptive lens says that this encounter is illegal – outside the bounds of the rules – since the encounter barometer caps off at 160 XP, but the descriptive lens just says “sounds like the party's going to get messed up right some good”. 

A similar thing plays out if we look at the Treasure by Level table. The prescriptivist view is that players must get 3 Level 1 consumables, 2 Level 2 consumables, 2 permanent items of both Level 1 and Level 2, plus 40 gold in coin and disposable treasure over the span of Level 1. They shall not receive less, and they should not receive more (within reason)! If the GM does not give them their allotted entitlement, then that GM is starving the PCs and depriving their players of the Proper Pathfinder Experience! And they're just running the game wrong!

But the thing is, this requires GMs to craft encounters that have just the right loot buried in them, or to create environments that have just the right amount of treasure for reasons beyond reasonable explanation. Shouldn't the environment the players find themselves in dictate how much loot, and of what kind, the players find? Shouldn't the amount of effort players put into actually looking for loot matter? The descriptivist GM would say so, but the (strawman) prescriptiveist would say that their Level 1 players find 40 gp and some healing potions for robbing a bank, and in the process they might only come across a couple of guards, throwing themselves at them black ninja style. 

Through the descriptivist lens, the Treasure by Level table just tells us where the sweet spot in the power curve is. At each level, a certain amount of the player's power budget is taken up by items and gear, and the Treasure by Level table marks off where the standard is for each level. A player who has significantly less than listed will be less powerful than the ‘Standard’ character of their level, and the one who has significantly more than what's listed will be more powerful. But being below or above the curve isn't a problem through this lens, it's just a description of the current state of the game. If players are under the curve, they may find 80 XP encounters a little harder than the ‘Moderate’ description, and if they're over it, they'll find them a little easier. 

And that's OK.

The Prescriptive Lens and Tactical Power Gaming

Things like battle budgets and treasure tables make sense as things people would see as dictated by the game, since they are directly part of the text of the rule books. Even though the game text does not come out and directly use the word "should" when discussing these topics, it's totally logical that a new GM is going to look at them and say "this is what the game recommends". And for a new table, these do a huge amount of the heavy lifting with respect to providing predictable combat encounters, which are touted as one of the major selling points of the system.

But where do these ideas around players being 'expected' to have full health, or 'needing' to have a +4 in their key attribute come from? They're not found in any of the rule books! At least, not explicitly. And they're not things that new players or GMs would necessarily intuit from reading the text.

Many argue that the the received wisdom of always having full health is a corollary of the encounter building system, since fights are bigger threats than advertised if players are significantly lacking in resources. For some reason, however, the only resource people seem to insist that players should not be lacking is HP, even though the designers will specifically call out Spell Slots, Focus Points, and even consumables when discussing the topic. The idea that player are entitled to full spell slots, free potions, or a flight of Alchemist's Fire just never seems to come up.

The real clue is in the rhetoric around the key ability modifier. Again, not something that comes up anywhere in the system's library, the received wisdom to maximize this value comes from the fact that it optimizes damage. And if you spend time observing the community's attitudes towards sub-optimal play, things really start to snap into focus.

The majority of online discussions about Pathfinder 2e are quietly, almost secretly, power gaming or optimization discussions, regardless of whether the people initiating the discussion are seeking optimization advice. Some fans have even argued that the expectation of optimization is baked into the game's core, built on top of the assumption that the game is really a tactical combat game wearing the skin of a roleplaying game. Power gamers and tactical combat game fans both love rigid systems and predictable math, and Pathfinder 2e provides plenty of the latter. The game can easily and much more reliably present what these groups are looking for than many other systems out there, especially if they also want in on that d20 fantasy lifestyle. But the idea that it's a roleplaying game second?

This is a thesis that I, personally, vigorously and wholeheartedly reject.

The game can be a rigid, tactical power game, if that's how you want to utilize the the tools in its toolbox. And if it is, more power to you. I'm really quite incredibly glad the game can be played in that way, both because I like a big tent, and also because I like the occasional tactical combat game (Mario + Rabbids Kingdom Battle is by far my favourite game I got from Ubisoft during my tenure with the company), but it can also be a lot of other things, depending on how you utilize those tools.

Because that's what the rules are: Tools to help you craft a gaming experience tailored to your table. And these tools work just as well, and make just as much sense -- if not more -- if viewed through a descriptive, fiction-first lens. And playing the game in a fiction-first way quickly highlights that Pathfinder 2e is a very flexible, kitchen-sink fantasy RPG that is just as good at being a collective storytelling engine as it is at being a crunchy, mechanics-first tactical sword and sorcery game.

It doesn't get nearly as much credit or attention for this as it deserves.

 

I dole out level-ups somewhat more sparingly than most, operating under more of an actual-play cadence of one level-up per 'chapter'. The adventure structure that has come out of this mini-boss midway through the adventure, mid-boss guarding the adventure goal, and then adventure boss after level-up.

This time, they beat the dungeon boss, gathered the treasure (a relic crossed with a spell heart, giving them access to higher ranked spells than they 'should' have), and now they're facing... basically all of the enemies (and potential allies) in the dungeon that they bypassed.

This isn't an easy fight. This is a custom-tooled run of the Forge of Fury. They wiped out the Orcs on the main floor, by bypassed almost all of the Troglodytes, and almost all of the undead.

They befriended the Duergars, at least.

I've given everyone control over the Duergars (9 in total), so everyone is playing 4 characters this fight. They got through a couple of rounds of combat last session just fine, and everyone was into it.

Then last night, one of the players -- my partner -- managed to roll a 1 on every. Single. Damage roll. Like, her dice just decided they could not stand the sight of her anymore. It got to the point where I started to let her just re-roll her first roll if it was a 1, and about half the time it still came up a 1.

So, near the end of the session, as this well established itself as a giant cosmic joke, I pitched cascading damage dice to everyone, triggering off of a 1. They all agreed -- though one of the kids was sharp enough to ask if enemies would get the same benefit (of course they would) -- and we finished off the session giving it a try.

My partner rolled a lot of additional dice in the last halaf-hour of play. I let d4s trigger a second d4, but didn't let the secondary die explode. The mood at the table lightened considerably. The damage output increased negligibly, as 1s begat more 1s.

I've never played with exploding or cascading dice before. I don't have the bredth of system experience to have come across it organically. I was pleasantly surprised with how it added tension to damage rolls, and everyone else really loved how it softened the disappointment of rolling strong on their d20 only to find that they actually struck their enemy with a wet noodle.

I'm looking forward to next week, where I'll get to see how this plays out over a longer period of time. I think the kids are going to get a lot out of it, if they ever start rolling 1s.

 

Dungeons are fun, but they are (sic) great at everything. Knowing why they were used and how they are useful can help you game elevate dungeons to what they should be.

I thought this was a fun, and interesting video discussing the role dungeons have played in TTRPGs, and what they've been inspired by.

https://www.youtube.com/watch?v=dKRXxCtVFgw

 

Jason Keeley, Senior Developer on Pathfinder Second Edition, talks to Polygon about this year's big rule book release, Battlecry! Includes a look at the cover, and the new Jotunborn (Giantborn/Goliath) ancestry.

 

So, I spend what is objectively too much time on Kickstarter. Every couple of days, I buzz the site, primarily looking for my next fix of bestiaries for my Pathfinder 2e table (I don't know what it is about physically bound monster stat blocks on glossy paper, but I apparently need that shit hooked directly up to my veins).

This January's been a bit of a lull period for that, though. It has seen a bit of a resurgence on the D&D 5e front, though, with a bunch of interesting projects having released recently. I thought I'd pass some of them along (as well as everything else I've seen in the last couple of weeks).

--

Launched w/in The Last 2 Weeks

Pip and Pawn - For D&D, Pathfinder, and Savage Worlds

  • A short ebook about in-fiction games in table top RPGs. Includes history, magic, monsters, and more!

    Product Type: GM Resource, Lore & Worldbuilding, Rules Extension

    Systems: D&D 5e, Pathfinder 2e, Savage Worlds

    Start Date: Tuesday, 28 January, 2025

    End Date: Wednesday, 19 February, 2025

    Funded: true

Glumdark

  • A beautiful, grim resource for dark fantasy tabletop roleplaying games.

    Product Type: GM Resource, Lore & Worldbuilding

    Systems: System Agnostic

    Start Date: Wednesday, 22 January, 2025

    End Date: Saturday, 22 February, 2025

    Funded: true

Mjölnir, a Norse Gods Adventure

  • Unleash the power of the Norse gods and forge your destiny—dive into a legendary quest to claim Mjölnir and shape the fate of realms!

    Product Type: Adventure, Adventure Path, Items & Equipment

    Systems: D&D 5e

    Start Date: Monday, 20 January, 2025

    End Date: Tuesday, 18 February, 2025

    Funded: true

Shards of Corruption

  • A tome of heroic adventures for 5E D&D – twisted tales of betrayal, vengeance, and redemption from indie publisher Eventyr Games!

    Product Type: Adventure, Anthology, Bestiary

    Systems: D&D 5e

    Start Date: Thursday, 16 January, 2025

    End Date: Thursday, 13 February, 2025

    Funded: true


Ending w/in the Next 2 Weeks

50+ Random Tables

  • What does that goblin have it its pockets? What's the name of that NPC? What's the MacGuffin for the next quest? Look no further!

    Product Type: GM Reference

    Systems: System Neutral

    Start Date: Monday, 2 December, 2024

    End Date: Friday, 31 January, 2025

    Funded: true

Blights, Catastrophes & Scourges on the Realm

  • A collection of global catastrophic events impacting society that can be incorporated into fantasy RPGs. Claims D&D 5e compatibility, but appears to be system neutral in practice.

    Product Type: GM Reference

    Systems: D&D 5e, System Neutral

    Start Date: Wednesday, 1 January, 2025

    End Date: Friday, 31 January, 2025

    Funded: true

100 Amazing Events for D&D 5e

  • A line-up of 100 Amazing Events, a DnD 5E supplement packed w/ 100+ unique moments, twists, and challenges to bring your World to Life!

    Product Type: GM Resource

    Systems: D&D 5e

    Start Date: Thursday, 2 January, 2025

    End Date: Saturday, 1 February, 2025

    Funded: true

Gods & Avatars, Norse Gods in D&D

  • 22 Norse Gods for DnD 5e. 44 Cleric Domains & Paladin Oaths. Priests, Temples & their Followers.

    Product Type: GM Resource, Character Options

    Systems: D&D 5e

    Start Date: Tuesday, 31 December, 2024

    End Date: Thursday, 30 January, 2025

    Funded: true

Crazy Companions - 32+ complex creatures

  • 70+ PDF pages with complex and unique pets, familiars, mounts and companions for your next Dungeons and Dragons 5e or other RPG session.

    Product Type: Character Options

    Systems: D&D 5e

    Start Date: Tuesday, 7 January, 2025

    End Date: Thursday, 6 February, 2025

    Funded: true

Carnival of Shadows

  • A thrilling D&D 5e adventure set in a mysterious, story-rich carnival filled with secrets and danger!.

    Product Type: Adventure

    Systems: D&D 5e

    Start Date: Tuesday, 7 January, 2025

    End Date: Thursday, 6 February, 2025

    Funded: true

Aphrodite/Hera Class-ified

  • Two DnD 5e Classes Inspired by the Gods of Greek Mythology: Aphrodite and Hera.

    Product Type: Character Options

    Systems: D&D 5e

    Start Date: Monday, 6 January, 2025

    End Date: Thursday, 30 January, 2025

    Funded: true

100 Amazing Events

  • A supplement packed w/ 100+ unique moments, twists, and challenges to bring your World to Life! Claims to be for 5e, but appears to actually be system neutral

    Product Type: GM Reference

    Systems: D&D 5e, System Neutral

    Start Date: Thursday, 2 January, 2025

    End Date: Saturday, 1 February, 2025

    Funded: true

100 Side Quests for D&D 5e

  • Over 100 pages of D&D 5E Side Quest content with Quests, NPCs, Challenges, and Hooks for your campaign!

    Product Type: GM Reference, Items & Equipment

    Systems: D&D 5e

    Start Date: Thursday, 26 December, 2024

    End Date: Sunday, 9 February, 2025

    Funded: true

Xerathor’s Grimoire of Dread

  • A D&D supplement filled with new dark species, shadow classes, forbidden spells, cursed items, dread monsters and a corruption system.

    Product Type: Bestiary, Rules Extension, Player Options, Items & Equipment, Adventure

    Systems: D&D 5e

    Start Date: Tuesday, 14 January, 2025

    End Date: Tuesday, 11 February, 2025

    Funded: true

The Plane Walker

  • Embark on a journey through time and planes in this 5e adventure for 3-5 characters level 5.

    Product Type: Adventure

    Systems: D&D 5e

    Start Date: Tuesday, 14 January, 2025

    End Date: Thursday, 30 January, 2025

    Funded: true

Unwrapped, A Victorian–Egyptian Horror Adventure

  • Unwrapped is a Victorian-era adventure for D&D 5th Edition, blending gothic horror with ancient Egyptian mysticism.

    Product Type: Adventure

    Systems: D&D 5e

    Start Date: Tuesday, 14 January, 2025

    End Date: Friday, 7 February, 2025

    Funded: true

Monster Vault 2: Deadly Creatures for 5E D&D and TOV

  • More than 300 all-new monsters, including dangerous demons and horrifying new undead. The monster book your players fear!

    Product Type: Bestiary

    Systems: Tales of the Valiant, D&D 5e

    Start Date: Tuesday, 7 January, 2025

    End Date: Thursday, 6 February, 2025

    Funded: true

Monsters at their Core: Monster Design Made Legendary!

  • 300+ pages of pure 5E monster mayhem! New and old monsters to terrorize your players and the all new monster core system!

    Product Type: Bestiary, Rules Extension

    Systems: D&D 5e

    Start Date: Wednesday, 15 January, 2025

    End Date: Wednesday, 5 February, 2025

    Funded: true


Recently Completed

The Ace of Spades: A D&D drop in casino

  • Gamble! Drink! Catch a band! Then heist 'em for all they've got. A drop in casino setting for your fantasy setting!

    Product Type: Adventure, Casino, Mini-Games

    Systems: D&D 5e

    Start Date: Tuesday, 10 December, 2024

    End Date: Saturday, 18 January, 2025

    Funded: false

A Fetch of Ferrets

  • An in depth guide to an amazing magical item and spell; an arcane bag full of magical ferrets. For 5e, and frankly all fantasy RPGs!

    Product Type: Items & Equipment

    Systems: D&D 5e, System Neutral

    Start Date: Wednesday, 25 December, 2024

    End Date: Friday, 17 January, 2025

    Funded: true

Renegade Realms: Raven's Reach

  • An endlessly expandable hex map for 5e, Pathfinder, Shadowdark, Forbidden Lands, Mörk Borg & other fantasy tabletop role-playing games!

    Product Type: GM Reference, Hexploration, Maps

    Systems: System Neutral

    Start Date: Thursday, 2 January, 2025

    End Date: Wednesday, 22 January, 2025

    Funded: true

Legends of the Ashen Shield - The Gathering Storm

  • A legendary campaign of knights, witches, dragons and valour!

    Product Type: Setting, Adventure, Character Options

    Systems: D&D 5e

    Start Date: Monday, 30 December, 2024

    End Date: Saturday, 18 January, 2025

    Funded: true

100 Unique Factions

  • A supplement packed with: Guilds, Clans, Cults, Orders, Houses, Leaders, 100 pages for your Campaign or Adventure! Claims to be for 5e, but doesn't appear to have any system-specific entries.

    Product Type: GM Resource, Lore & Worldbuilding

    Systems: D&D 5e, System Neutral

    Start Date: Saturday, 4 January, 2025

    End Date: Saturday, 25 January, 2025

    Funded: true

 

Over on Reddit, u/ThreeDaysGuy announced a new Godot-based combat manager that they've been working on for Pathfinder 2e. Unlike the vast majority of PF2e tools, this one's an actual, honest-to-goodness desktop application.

It's still rather young, and it's not feature complete yet. It's pulling creature data from the PF2 Foundry module, and is a few months behind on updating that.

The author has Windows binaries up for download on Itchi.io, but the program is platform neutral. They just don't have any pre-compiled binaries for Linux or Mac yet (you can build your own using the Godot compiler). The code repository can be found here: https://github.com/Zain-A-Abbas/PF2E-Combat-Driver

 

Trump calls the US-Canada border an "artificially drawn line", in what seems like one of the most dumbfounding statements the "build the wall" president could possibly utter.

But which probably isn't, because it's Trump.

 

I missed last week due to work and family commitments. I spent some time this week actually setting up a recording, storage, and filtering system for what I'm tracking, and it should reduce the amount of time it takes me to actually output stuff going forward, I it shouldn't be an issue again.

That said, last Friday saw a bunch of projects ending, as they rushed to get Print-on-Demand books out the door and in peoples' hands before Christmas. Things are a little slower this week, with only one Pathfinder-specific project of note coming or going: BattleZoo Ancestries: Titans.

Many projects are taking late pledges, though. I'm going to update things this week and try to list some of those going forward, starting next week.


New This Past Week

The D100 Encounters Collection

  • 100 adventure hooks for fantasy TTRPGs.

    Systems: System Neutral

    Start Date: 2024-12-07

    End Date: 2024-12-22

    Funded: true


Ending This Upcoming Week

BattleZoo Ancestries: Year of Titans

  • A book focused on providing players with new character options, focused on large (and larger?) ancestries

    Systems: Pathfinder 2e, D&D 5e

    Start Date: 2024-11-12

    End Date: 2024-12-13

    Funded: true

Vendors of the Vale

  • 30 different vendors with descriptions, backstories, plot hooks and a list of items they sell, including 240+ new items

    Systems: D&D 5e (Creatures), System Neutral

    Start Date: 2024-11-19

    End Date: 2024-12-19

    Funded: true

Fantasy World Design - Core Templates

  • 11 flexible worldbuilding templates, each covering different aspects of your unique and detailed world.

    Systems: System Neutral

    Start Date: 2024-11-19

    End Date: 2024-12-19

    Funded: true

 

So, I'm running the original 3e version of Forge of Fury, and my players are about to meet Idalla, the succubus. In the 3e version of the dungeon, Idalla is bound to the room, and just wants to leave. If she's attacked by a Good aligned character, she is free to leave... for some reason. Or, if she's granted permission from a Good aligned character, she's also free to leave.

I'm not at all sure how to run this. I foresee her explaining to the party that she's been magically bound to the room, and that the spell is broken just by giving permission, and then the party just... does. And she teleports away.

That seems totally pointless.

I really like the idea of there being a powerful being trapped in this room, though. It serves my purpose to have some sort of unexpected guardian in this space, and a filter that allows Good aligned characters through is really convenient in its own right.

Clearly, the solution is how I play the character, then, but I just cannot get myself inside her head. How do I make this interesting, and last longer than a single back-and-forth verbal exchange? The module gives her only real goal as being to leave, and I don't have a reasonable, interesting alternative.

Have you run this module before? How have you handled Idalla?

 

Hello! I'm new to Linux, and using Plasma 6.2, and I'm finding the Application Launcher incredibly finicky to work with. The primary issue is that the category changes on cursor pass-over, and so ends up requiring some surprisingly precise mouse or touch-pad movements to avoid changing the selected category.

Is there a way to change this behaviour? Digging through various settings panels hasn't unearthed an obvious toggle or set of options, and Google hasn't unearthed the secret either. I'm starting to lose hope on this front.

Am I missing something obvious? Is there a way to make it so the category only changes after a hover of some appreciable amount of time? Or even a click?

1
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

The Kickstarter is just about to hit its halfway point, and so far they are just over 67% of the way to being funded. People feel somewhat optimistic about its chances, given the timeframe involved, but there's still a big gap between what's been pledged and what they need. If you're interested in a Pathfinder cRPG based on the 2e rules, and you haven't checked it out, the link is in the title.

And a friendly reminder that the pricing is actually in Canadian dollars, so most people will have a friendly conversion rate given the CAD's current value.

The developers have been doing some interviews, though their ground game doesn't seem to be particularly strong. I've collected some of their media tour below.

They've also posted a couple of updates to the Kickstarter page:

Update 1: Approaching 60% Funded!

Dear Demanders,

Today, we are happy to celebrate that we are a goblin's breath away from 60% funded with over 4,000 backers and nearly $300,000 CA raised!

Pathfinder: The Dragon’s Demand is our dream game. To all who have backed, THANK YOU for sharing our vision of a single-player, turn-based Pathfinder Second Edition CRPG that takes role-playing back to its roots with miniature-based characters and digital dice to recreate the look and feel of a tabletop RPG. With your support, we had a strong launch and were 40% funded in only two days!

To those who have not yet backed, we invite you to learn more on our Kickstarter page and in our interviews.

Looking for more reveals? We’ve only just begun. Don’t miss these interviews with Pathfinder: The Dragon’s Demand Product Director, Alan Miranda:

LIVE Q&A WITH DRAGON'S DEMAND DEVELOPER - PATHFINDER 2E VIDEO GAME with Nonat1s on YouTube Discussing Pathfinder: The Dragon’s Demand with Project Manager Alan Miranda of Ossian Studios with Really Dicey on YouTube

We have more exciting interviews in the days ahead!

Here’s a behind-the-scenes insight: For our in-game “props,” we partnered with Gracewindale Mini Scenery because we loved the style of their tabletop scenery and wanted to include it in our game Pathfinder: The Dragon’s Demand. Their entire line of 3D printable STL props are fantastic, so please check them out! www.gracewindale.com

Every Kickstarter needs its backers to amplify the campaign, so please share your enthusiasm with your friends and ask them to join the party. Your recommendation and word of mouth are invaluable. You can also shout out about us on social media–Kickstarter makes that easy. We’ve dreamed big, and we need your help to make this dream a reality!

In Gratitude, Ossian Studios

Update 2: Spread the Word With This Surprise

Greetings Demanders!

We've been busy getting the word out there for Pathfinder: The Dragon's Demand, doing interviews this week with PC Gamer, The Rules Lawyer, and Matt Chat (all soon to be posted). They're all super excited for this game! Being both video gamers and tabletop players, they could relate to the miniatures and dice, and were intrigued by the prospect of playing in a 3D cubic grid system where characters can do all kinds of cool things.

The vertical movement in a full 3D grid can take your character almost anywhere they want to go. You can levitate to a window at the top of a tower or climb down a chimney for undetected infiltration (mind the fire!). You can rain down volleys of arrows on your unsuspecting enemies from the cover of tree branches or send swooping monstrosities spiraling away with magical blasts of wind. This is a whole new dimension for tactical combat CRPGs!

And speaking of flying monstrosities, the grioths from the Dark Tapestry inhabit frozen, lifeless worlds in the blacks voids of space, and continuously seek out warm worlds to conquer by ritualistically tearing them away from their suns. But now, these bat-like humanoids have come to the small town of Belhaim with an inscrutable purpose...

https://2e.aonprd.com/MonsterFamilies.aspx?ID=240

So we'd like to bring these creatures to everyone who has backed us so far. In this update, we're giving the Grioth STL from our miniatures collection as a free gift via the link below! If you share the file, don’t forget to tell people where you got it. ;) Thank you all for your support and please keep telling your friends about the game to spread the word so we can reach our funding goal!

https://drive.google.com/drive/folders/1sjVYeMHYWE81tvjWSB47UWI8oLvlZaAZ?usp=sharing

(Printed and painted by our art director, Philip Lyon)

In Gratitude, Ossian Studios

Update 3: Weaving a Narrative

Greetings, Demanders!

We’re thrilled to announce the project is now 66% funded with a little over two weeks remaining. With your continued support and enthusiasm – and, if we may so bold as to ask, social media shares and word-of-word – we’re hoping to smash through the funding target and into the stretch goals with the force of Gorum exploding across the realms!

I'm Luke Scull, lead designer and writer for Pathfinder: The Dragon’s Demand, and I want to talk about our approach to implementing the game’s story and many colorful characters, as well as how we plan to grant the player agency in interacting with this beautiful world our artists have created.

Firstly, it is important to state that Pathfinder: The Dragon’s Demand is a deep, intricate computer role-playing game with all the narrative depth and dialogue complexity of the most celebrated titles in the genre. Players will experience a compelling new plotline that weaves the machinations of the Dark Tapestry into the high fantasy story of a town under threat from a wicked dragon.

During the adventure, the player will meet hundreds of NPCs that can be interacted with. How these characters respond to the party will depend on the player’s choices and the dialogue skills they possess. Do you wish to be a paragon of virtue and help the many colorful characters that dwell within Belhaim? Or would you rather take advantage of those you meet, and lie, cheat, and steal for profit, or to deepen your connection with the mysterious dark benefactor who haunts your dreams?

Every NPC in Pathfinder: The Dragon’s Demand has a story to tell. Unique dialogue options will show up depending on the player character’s ancestry, background, and class, as well as their reputation, for as the hero’s legend grows, the people of Belhaim will begin to react to their deeds. Harm too many people or loot too many houses and you may find yourself almost as reviled as the great scaled beast that threatens town. Go out of your way to do favors for folk and they will cheer your name as you walk by. Some may even gift you powerful items or show up to aid you.

The world of Pathfinder: The Dragon’s Demand is hugely reactive, with every choice the player makes changing how the story plays out, and deciding the fates of the hundreds of characters who call Belhaim and the surrounding environs home. No two players will have the same experience: in fact, the game will encourage multiple playthroughs with different character builds to fully experience the breadth of possibilities.

Allow me a moment to talk about companions. We plan to have a total of 12, of which the player can select up to three to travel with at any time, for a total party of four. Aside from the Iconic goblin alchemist Fumbus, these companions have yet to be announced, but each will have their own backstory, character arc, and associated quests. Companion relationships with the player character, as well as each other, will shift as the story unfolds. Upset a companion too often and they may leave the party permanently… possibly to show up later as a sworn enemy. Impress a companion often enough and new dialogue options will be revealed—perhaps even leading to romance, if Shelyn wills it…

These companions, as well as important story NPCs, will be voiced by experienced actors, bringing some of the best voice talent to Pathfinder: The Dragon’s Demand. With thousands of voiced lines and enough dialogue to fill several fantasy novels, my ambition as lead writer is to provide a deep world of incredible complexity and unforgettable characters that is every bit as engaging as the best tabletop campaigns.

Finally, I would like to say how excited I am about working with Pathfinder fans on incorporating their own creations into the game. Our higher reward tiers allow backers to include their own personalized magic item, NPC, bard song, or even quest in Pathfinder: The Dragon’s Demand. These would henceforth become part of official Pathfinder lore, to be discovered and enjoyed by players from release to ten or twenty years from now.

If you’ve ever had a beloved magic weapon from your tabletop campaigns that you wish to see included, or you’re a GM who would love to see a favorite quest you once wrote experienced by thousands of players worldwide, consider investing in one of these higher tiers. Your support will also help push the game towards its funding goal and beyond—maybe unlocking new stretch goal features to include even more of the magic of what makes Pathfinder Second Edition so special!

In Gratitude, Ossian Studios

 

cross-posted from: https://lemmy.ca/post/20694686

u/corsica1990 over on th'other site posted a survey a few days ago, trying to figure out how easily people could intuit creatures' worst saving throws (Fortitude, Reflex, or Will) based on just the creature's name and bestiary art.

How'd you do? Also, will you, too, forever have nightmares about jellyfish clam squids? Because I ain't ever unseeing that.

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