#STR Pinball
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holy freakiinh moly.
#STR WAR PINBALL MACHINE ☝️☝️☝️☝️☝️☝️‼️‼️‼️‼️‼️‼️‼️‼️‼️ HOOPLY MOLY !!!!!!!#gush:{🩻}#oh my freaking gosh guys he's literally there.#i also got a vader graphic novel +))!!!!!
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La Historia del Pinball (IV)
La Historia del Pinball (IV)
La Cuarta parte del viaje de la bola plateada a través del tiempo y del espacio hasta la actualidad en el siglo XXI. Continue reading

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#bally#bola plateada#historia#Jersey Jack Pinball#petacos#Quetzal Pinball#Stern#STR Pinball#Williams
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#popart#pop art#illustration#2015#str petre#ispirescu#pinball#pinball machine#pinball illustration#flippers#pop bumper#vintage#arcade#barcade#mancave#pinball life#have fun#love life#spread love
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What’s fasinating about the d&d movie is that it is all the fun of d&d removed from the rigid restraints of the the clunky game system: Thrills and laughs and hairbrained schemes minus the minutia of needless rolls or waiting for your turn in initiative to circle around. Part of this is idealization, but as someone who’s obsessed with making my favorite game system the most fun possible I can’t help but draw some comparisons.
Combat: Holga’s fight scenes were a highlight of the film for me, displaying a huge amount of kinetic creativity as she pinballed between different combatants swapping out weapons, bouncing off the surrounding terrain . This is a far, far cry from how being a fighter plays out at the table, as most martial characters are focused into doing just one type of attack as good as they can because it’s their only reliable contribution to combat. Try to model Holga’s fights in game and you’d be caught in a boring slog of dealing 1d4+STR damage to a bunch of guards whittling away at their hitpoint pools, a far cry from the lighting quick flury of smashing, bashing, and flips that make her the film’s action setpiece.
What d&d needs is a system for combat that exists alongside the traditional damage/HP paradigm: an additional layer of complexity for martial characters that encourages tactical thinking and lets those who do their damage up close feel just as cool and as clutch as casters. My mind’s already whirling thinking up something that revolves around stuns, suckerpunches, and positioning, so expect it later this week.
Powercreep: This might be subjective but I find it fascinating that the official stats put out for the party has them hovering around level 16, a point in character progression a)that most characters never get to b) by which the game’s difficulty systems have begun to break down. I suspect this was done in order to keep their on-screen abilities in line with how they are in the base rules, but I can’t help but feel like its odd for the “idedalized” dnd experiance to be playing around with toys that most groups will never get their hands on.
In my experience d&d is on a sliding scale of stakes V Shenanigans, with the exact ballance evolving over the course of a campaign: Your group starts out as a bunch of dumbfucks and at some point while you’re making making absolute fools out of yourselves you become a found family just in time for the consequences of your actions to circle back around and threaten the realm. First the characters start caring about eachother, then they care about the world, then they have to save that world. Level 16 is, for me, distinctly in “save the world” territory, despite the fact that the HaT crew are clearly still figuring out who they are and what they care about. It makes me wish D&D was more free with its shenanigan enabling magic/items/class features at lower levels to help fuel these kinds of antics.
Attunement: Perhaps the best “ oh I’m totally going to steal this” moment came from Simon’s attempt to attune to the helm of disjunction. Turning what was otherwise a rote game mechanic into an oppertunity for character growth was genius on behalf of the writers, though one I’d only really employ with items that were as necessary for my plots as the helm was for the heist. Just like Simon’s major flaw was self doubt, I could easily see delicious storytelling potential in throwing up other emotional hurdles depending on the situation: A hero’s sword refusing to attune to the haunted survivor until they’ve come to terms with what they’ve done, an otherwise altruistic character being forced to admit their sin and self interest by an evil-aligned artifact.
Over all, I really enjoyed the movie, though paradoxically It didn’t hook me as much because for me one of the biggest charms of fantasy is the feeling of discoverying a new world, and I’ve been living the d&d world for the past 20 years so it didn’t come of as wild and magical as it could have been, having hewn so close to established d&d material.
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