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a r(ule)ant about game design
  • Most games don't even try to be reasonable about stuff like that, so it's not really your fault. BG3 often enough fails that itself, but it clearly does it's best to consider stuff like that.

    Hope you have fun with the rest of the game, it's amazing fun. And trying to really roleplay a bit and get into the character interactions is rewarded a lot both throughout the game and at the end, so keep at it.

  • a r(ule)ant about game design
  • From the perspective of a DM in a real DnD game, the enemy would simply not have an incentive to follow you. It wants to guard the forge, not kill you at any cost.

    If you really wanted to, I'd have let you go that way, but I wouldn't just let the creature run into suicide or abandon it's only task for no reason, so I think BG3 does this fight really well. Especially because this is actually a fight where using the environment can make the fight much much easier and there are environmental clues before the fight that hint towards a weakness in the boss.

  • Wake me up when September starts
  • They are, but, even as someone who really enjoyed playing them without any nostalgia for them, I would have liked them all the more with a better combat system that is properly turn based and three-dimensional as the one in BG3 is.

    I know for a fact that there is a sizeable portion of players that don't think that BG3 is strictly or at all better, but at the same time, a lot of people can't get into BG1 because they really don't enjoy its combat.

    I'd absolutely adore a mod that gives us the BG1 story in BG3 and I think it would really boost accessibility. It would also be an enormous amount of effort to represent it well, especially in a way that tries to capture it in a recognizable form.

  • A cool guide to Epicurean Paradox
  • You make the claim that a will relies on some idea of chaos, which definitely requires some actual explanation.

    The amount of choices one has is irrelevant in the comparison to random chance. If the person uses reason to decide for one of several options, they, in the most common sense, clearly have acted out of free will. Assuming that a free will exists in a physical universe, but we're in metaphysics anyways.

    I am not sure what it even means to create choices where there were none. If you end up making a decision, then it clearly was an option to begin with, by the definition of what that word means.

    What pointing out the paradox here entails is that amongst the presumptions we made, at least one of them must be false. The argument used in the OP does not disprove the existence of some divine being at all and it's not trying to. It's trying to disprove the concept of a deity that has the three attributes of being all-powerful, all-loving and all-knowing. In the argument given, it is shown that at least one of these attributes is not present, given the observation of evil in the world.

    Your comparison to light being described as a particle and a wave is to your own detriment. The topic of this duality arose in the first place from the fact that our classical particle based models of the universe began to become insufficient to correctly predict behaviours that had been newly observed. A new model was created that can handle the problem. The reason this is a weak argument here is that no physicist would ever claim that the models describe the world precisely. Physical models are analogies that attempt to explain the world around us in terms humans can understand.

    In your last question, you make the mistake of misunderstanding the argument once again. You grant the person omnipotence and leave it at that. The argument is arguing about the combination of omnipotence, omniscience and all-lovingness. The last of these deals with your question directly, explaining the drive to make the changes in question. The other two grant the ability to do so without limitation.

    This chart isn't reducing that much at all. It's explaining a precise chain of reasoning. It may or may not be missing some options, but you haven't named any so far that weren't fallacies.

  • Egg Rule
  • Shops closing on Sundays in Germany is no workers rights issue. No one is asking workers to work 7 days a week.

    Germany as plenty of students, for example, who'd love to have a job on the weekend because they have the freedom to choose a bit better when they work and when not.

    The reason Sunday to this day is still a day when almost all shops have to close is mostly religious. There are restaurants and some other shops that are allowed to stay open and most of them choose either a different rest day or make sure that they have someone on any of those days. One workday on a Sunday is plenty to fill out a typical untaxed low payment job that are very useful to students and others looking to just get a bit of an income.

    Actual workers rights aren't telling people that they can never work on Sundays, they're guaranteeing people that they will never need to work too much.

  • Old Vortex Mod Rule
  • Seems like it recognized the mod somehow being installed but, as it didn't go through the normal process, it never set a proper date of installation. Instead it must have defaulted to 0, which in Unix time is the begin of the Epoch, in 1970.

  • Nuclear fusion reaction releases almost twice the energy put in
  • I didn't miss it, I just didn't search through your comment history to find your own arguments for you. Consider editing the actual top level comment if you want to use these arguments without retyping them.

  • Nuclear fusion reaction releases almost twice the energy put in
  • You seem to be implying that fusion is a gimmick of an idea by comparing it to Hyperloop which was nothing but that.

    Fusion is a mechanism which has been providing humanity with energy from the first moments in the form of the sun. It's a well known functional form of energy generation. The struggle isn't whether or not it could possibly work, but just to make it practical enough to make it work.

    This isn't even necessarily about a single company promising that they have an idea that may work, this is an example of it functioning in some capacity.

    Your comparison is simply arbitrary.

  • ‘A race against time’: Taiwan strives to root out China’s spies
  • Taiwan isn't exactly a rogue province. It's the holdover of the prior government of China that lost the revolutionary war and retreated there.

    It doesn't entirely invalidate the point, but it has to be said that the situation is markedly different from the one with Texas.

    It's more like if Texas overthrew the US government in a violent rebellion and the UK worked to support the holdover of the old US government that retreated to Puerto Rico.

    Nothing that happened since has invalidated truly the right of Taiwan to remain a sovereign state. It's in no sense a rogue province.

  • Minnesota panel chooses new state flag featuring North Star to replace old flag seen as racist
  • Historical accuracy is not racism. Choosing to identify yourself based on the racist actions in your history is.

    To drive it to the extreme, it would be like saying that Germany depicting Jews being gassed on their new flag isn't racist, just historically accurate.

  • Ask Game Masters @ttrpg.network KoboldOfArtifice @ttrpg.network
    Managing a large campaign

    I have been running a DnD campaign which is only getting longer and more complex as time goes on. Keeping track of every bit of lore, every NPC that is relevant to the party and major events that have happened is getting increasingly difficult. I am currently mostly trying to just keep everything in mind while taking notes here and there, but I am finding linear text documents to be hard to maintain and look through.

    The thing that has made me especially interested in better tools is that I have been planning to do a homebrew campaign once this one has wrapped up and I would like to start planning it out.

    What tools do you use to document info on worldbuilding, story and lore?

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    Ask Game Masters @ttrpg.network KoboldOfArtifice @ttrpg.network
    Special Combat Mechanics

    Combat makes up a decent chunk of most campaigns and the setup can make it either a blip that no one will remember to one of the most memorable parts of the campaign. I've been looking for various ways to make combat more fun in my campaign and was eager to see if people here have any ideas they'd like to share. I'm looking for anything that gives alternate win conditions, gives the players new ways to interact with the environment, forces special behaviour or anything to make a combat encounter unique.

    I'll start with some of my favourites.

    ---

    Battle Complications

    Anything that makes combat more complicated than "kill this list of people". Special conditions and anything in that direction.

    -- Ritual in Progress Someone is casting a terrifyingly strong ritual and it must be stopped by either destroying conduits, removing sacrificial materials or killing the casters. Typically this is something that allows enemies that wouldn't be very dangerous otherwise to have a far greater effect simply because the party can't focus them down, needing to spend their time on the ritual being stopped. If they fail, the possible punishment should sound quite bad, so that they feel a strong urge to stop what is happening.

    -- Ritual-borne Foe Similar to the last one, but this time it's not a time limit but rather something that requires a novel way to defeat. An enemy that is incredibly powerful and dangerous to the party being kept alive or present by as summoner or necromancer of some sort, or alternatively by a contraption. Players must destroy or deactivate the source to defeat the opponent before it defeats them. This may be through directed combat or through a puzzle of sorts in the middle of combat.

    -- Constant Reinforcements The BBEG is constantly calling forth fiends from another realm or some device creates more and more small creatures swarming the players. These elements make sure that the players can't just clear out the room, leaving the big bad guy in the middle helplessly overwhelmed by sheer action-economy. Instead, they have to either win quickly or alternatively do their best to disable the sources of enemies.

    Environmental Hazards

    These are difficult to design but great when they work out. Hazards in this case is taken in a very general sense.

    -- Unstable Ground The ground that both the players and enemies are standing on is unstable and may break away easily. May it be as the result of some level being pulled, an attack hitting the ground or maybe just random chance. As long as the players have some chance to react to what is happening, this can include anything that can make ground unsafe to simply stand on. This makes certain types of ground that are stable very favorable and possibly worth fighting over. Bonus if the enemies have ways to contest ground, just like the players can.

    -- The Floor is Lava The ground erupts in Flame, flashes of radiant beams hit the combat arena or meteors strike the area. Very similar to unstable ground, but more temporary, are occasional AoEs hitting the ground. Once again, these are best when the players feel like they can really work around them sensibly.

    -- Bottomless Pit (Maybe with a bottom) A pit that people can be thrown into. This urges people to finally realize that shove is a thing. Don't make it too easy to fall into though, falling to your death into such a pit with little chance to safe yourself won't feel great. Make sure that they get a chance to save themselves or be saved if they do fall!

    ---

    These are what comes to mind immediately. What interesting mechanics have you used to change your combat into something the party ended up finding really thrilling or memorable? I myself play DnD 5e, but I would love to hear your stories from other systems that I may implement in my campaign too!

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    InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)KO
    KoboldOfArtifice @ttrpg.network
    Posts 2
    Comments 32