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Cracking Open The Difficulty Settings
since this is personal game, i think folks can be honest with themselves i don't see a need to put self-imposed external locks on character creation when we can just use self-imposed internal locks. i like the open system, because it allows me to use TASHA's optional stat rules and still play the game RAW. if they tie the RAW switch for the game rules into the character creator then it will mess up things...
since this is personal game, i think folks can be honest with themselves i don't see a need to put self-imposed external locks on character creation when we can just use self-imposed internal locks. i like the open system, because it allows me to use TASHA's optional stat rules and still play the game RAW. if they tie the RAW switch for the game rules into the character creator then it will mess up things...
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True strike and Guiding Bolt
My point isn't that the idea of making darkness a big deal was bad, I quite like it as a theme relfected in gameplay. My point is that it was a poorly implemented system because it didn't make dealing with it a big deal for everyone. It was unfair because only 2 out of the 8 playable races got the full brunt of it. It was clearly meant to be a core mechanic in Solasta,...
My point isn't that the idea of making darkness a big deal was bad, I quite like it as a theme relfected in gameplay. My point is that it was a poorly implemented system because it didn't make dealing with it a big deal for everyone. It was unfair because only 2 out of the 8 playable races got the full brunt of it. It was clearly meant to be a core mechanic in Solasta,...
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True strike and Guiding Bolt
The lighting mechanics weren't too bad in and of themselves, the problem was (on top of being poorly explained in-game) that it really only affected humans and island halflings because it was mostly countered by darkvision. That makes the mechanic disproportionally punishing for someone wanting to play with humans or island halflings in their party. I would argue that a system is poorly designed when it is meant to be central against certain types of...
The lighting mechanics weren't too bad in and of themselves, the problem was (on top of being poorly explained in-game) that it really only affected humans and island halflings because it was mostly countered by darkvision. That makes the mechanic disproportionally punishing for someone wanting to play with humans or island halflings in their party. I would argue that a system is poorly designed when it is meant to be central against certain types of...
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True strike and Guiding Bolt
I know I've said this a million times, but I'll say it again - this right here is how you build a proper challenge in tabletop. This change was literally perfect. Do not remove an advantage from the players, give complicating advantages to your enemies. That's how you let a player make a choice that matters, but still give them a challenge while doing so. Hmmm.. my previous DM may not agree with your opinion....
I know I've said this a million times, but I'll say it again - this right here is how you build a proper challenge in tabletop. This change was literally perfect. Do not remove an advantage from the players, give complicating advantages to your enemies. That's how you let a player make a choice that matters, but still give them a challenge while doing so. Hmmm.. my previous DM may not agree with your opinion....
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