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Cake day: July 3rd, 2023

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  • Should be careful not to just shut down player ideas. If everything they do slams into an annoying problem, it can quickly stop being fun.

    I sometimes try to sync with the players and be like “hm do you think the 300 year old vampire has had to engage with the city before? What sort of plans and influence do you think he has?”. Then it doesn’t feel like I’m just screwing them, if they’re thinking about it too.


  • There are of course some weak points, and I’ll gladly expand upon them and any other points it if you’re interested. But I’ve really enjoyed my time in PF2e on both sides of the screen and consider it my TTRPG of choice currently, even as a 3.5 Grognard.

    It’s still mostly a spells-per-day game, right? You probably don’t lose the first fight of the day because you can go nova

    It’s been really interesting playing Vampire with a person who’s only ever played DND. We keep telling him “you can use your cool powers”. He keeps thinking it’s like a special move to save for a big encounter. No, you don’t have to come up with an elaborate scheme to get past the bouncer. You can just Dominate him. It’s a big shift in mind set!

    Personally I hate the “save your cool powers for later” mode of play. I think Pathfinder 2e is less of that, but not free of it?



  • I’m the kind of guy who will look stuff up. I think it’s really important to admit when you’re wrong and the other person was right. Don’t move goal posts or claim you misunderstood. Just own it.

    Like I was having a debate with my partner about if it was faster to go all the way up and over, or make a lot of turn-right then turn-left. I thought the ladder was faster because it approximates a straight line. She was like no that’s crazy. Eventually I found that’s called Manhattan distance and she was right, and I fully admitted defeat.


  • I think the best game I’ve done started as “it’s a DND world and you’re a band on tour”.

    It started with a simple “the bridge is out on the way to your next show”, then there was a battle of the bands, a sketchy record label, and then the players organized a recall of the mayor that was in bed with the capitalists. That game went great places.



  • The bit about avoidance might be insightful. Some people have anxiety about reading and writing, and the LLMs feel like they’re helping. But as this post says, they’re not. They’re making the anxiety worse in the long term.

    Many people legitimately are bad at reading and writing. You’ll won’t find a ton of them here, on a platform that’s mostly text, but they’re out there. Struggling though life, probably embarrassed. An LLM that purports to let them skip uncomfortably engaging with text probably feels like a godsend. But it’s a trap. It’s a tarpit they’ll get stuck in and never develop skills of their own.





  • There was a website where users could request something or other, like a PDF report. Users had a limited number of tokens per month.

    The client would make a call to the backend and say how many tokens it was spending. The backend would then update their total, make the PDF, and send it.

    Except this is stupid. First of all, if you told it you were spending -1 tokens, it would happily accept this and give you a free token along with your report.

    Second of all, why is the client sending that at all? The client should just ask and the backend should figure out if they have enough credit or not.


  • If I ever play D&D again, I think I’m going to spend a lot of time in session 0 getting on the same page about if we’re playing D&D as a resource management game, or as a wacky hijinks game. So many people want to play the latter, but expect a long rest to be as easy as it is in video games.

    “I’m out of spells! Can we long rest?”

    “You’re out of spells after casting nearly every single round of combat in the past 3 fights, and you want to chill out for 8 to 16 hours here, in the court of the evil duke’s castle, while he’s working on a ritual to summon a demon lord in a few hours?”

    I mean, I kind of get it. The game is set up so you have all these cool toys. Of course you want to use them. That conflict is why I dislike per-day resources.





  • Blades in the dark is such a monkey’s paw for me. I’m happy people are playing something that’s not dnd nor a close relative, but I don’t actually like it very much.

    It felt very downward spiral to me, which I do not like at all. I’ve got “and you’ll never fully recover” enough in real life. The book (or maybe just a quick start pdf the guy in my old group gave us) was like “horrible things will happen to your character! They’ll suffer and break! It’s going to be fun” and I was like no thank you.

    Also I didn’t really like the group I played it with that much, so that didn’t help.



  • More choices could allow you to make a mechanically strong character even with bounded accuracy. You could, off the top of my head, do more with the advantage system. It’s real close to being a dice pool system, so you could just give that a nudge. You could give players choices that result in “roll X times and take the best result” to make them more effective without breaking the bounds. Elven Accuracy already sets precedent for this.

    You could also do more with action economy. Have choices that result in extra reactions. Have choices that give players legendary actions.

    You could tinker with damage, because that’s not constrained by bounded accuracy. Give more options to change damage types, to exploit weaknesses, or just “reroll and take better”

    Just off the top of my head. There’s a lot of ways to increase character power and competence without giving bigger bonuses to the d20 check.

    However, I think they want to keep the game very simple because a lot of players aren’t, well, very good at rules.


  • I don’t love Pathfinder’s “a class for everything” design, but I think I like 5e’s “barely any choices to make” less.

    I recently came to understand that 5e’s shallowness is a strength. It’s hard to make a bad character in 5e. But it’s also hard to make a mechanically strong one. There just aren’t enough choices to make. But that’s really good for a lot of players who aren’t going to develop any system mastery, and many of them frankly don’t want to. They just want to sit down and play, and don’t want to worry about “I need 13 Dex so I can take combat reflexes so I can take improved feint at 5th level” or whatever.