Enby/Ace Panromantic. I make music for video games and game projects! My blog is pretty frequently memes/shitposts but I occasionally talk/vent about my work. I love mixing orchestral and electronic music.
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*paws at you* can we go beat up wild pokemon?
*paws at you* can we go beat up wild pokemon?
*paws at you* can we go b-
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I have friends with a frosmoth and absol oc so this is very entertaining to see.


3 vs 19
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“Thank you for catching the Outlaw. Please go blow yourself up.”
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How the fuck am I supposed to meet a fellow lesbian and then convince her to date me
Don't know anything about lesbians, but maybe if you walked around carrying a baseball bat that'd be really bad ass.
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No transphobes allowed, only transborbs.
Check out my stuff!
✧Read Namesake✧ ✧Read Crow Time✧ ✧Store✧ ✧Patreon✧
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my silly little jester costume for the play I’m in is so fire you all wish you were me
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@oneluckydragon HI :33
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New Move! [YT Version]
Still just messing around/practicing animation :3!!


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More about Hal! Realistically, neither of these two would have had names before becoming Hal, but this would be what they call eachother internally.
Neither of these two are fighters, but Keysmash is a lot more likely to front if it feels like it's unsafe.
I'll probably tweak Hal's design a bit to reflect these two.
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Cress figured out how to take pictures, but refuses to tell me what he did. I'm frustrated about that, but Gods, am I excited to share this image of his notes. For as much shit as we give each other, he is admittedly a fantastic artist.
It's... really hard to draw without thumbs. But most of you know that, I'm sure.
Actually, given how this PC is set up, it's clearly not designed for use by thumbless species. So... Maybe you wouldn't know?
Well, uh... be amazed.
It's really nice.
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ranger friend of mine in orre often works with this wild absol and this is what she sees when her absol buddy has a job for her
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Possibly the most impactful change that the PMDA system could possibly make is actually to its items, even moreso than its moves. Many forms of recovery through items actually got nerfs, while Orbs remained largely unchanged. Berries that heal statuses, by default, have a failure chance- though, there's an optional rule and several ways to overcome the limitation. Oran Berrie received a nerf, too, which was to be expected given its... Usual performance. It's brought more in-line with how they work in the mainline games. A nice heal to have, but hardly 100 HP. To balance this, besides there being items like Toxic Orbs and Leftovers now, there's heavier emphasis on healing moves that aid your other players, with a lot of them getting pretty sweeping buffs. Heal Pulse has been made Adjacent and scales on Special Attack, Milk Drink is a MASSIVE heal, Heal Bell hits all allies that can hear its song, Safeguard is total negative status immunity, and so on. In moving the balance from items to Moves, I've found it encourages at least someone in the party to take on a supporting twist, but in practice I've found it makes just about everyone pick up something to aid the team as a whole now that it's more punishing. Goodness knows the Elgyem is definitely looking forward to their Screens.
That aside, there's actually an entirely new category of items to PMDA: Medicine items! Generally more powerful and rarer than Berries, Medicine items show up in some places you'd not usually find items like Berries. Ruins, factories, old Human places and the likes. They're generally much more powerful than their Berry counterparts- with the exception to some aging Lemonade and the most basic of Potions- and have unique benefits unto their own, like granting an additional action on-use and even curing rare statuses like Perish Song in a pinch. They can also restore PP to a Move's entire PP Pool and permanently increase your stats! That's... That's just Vitamins, those were a thing before. I won't pretend that's too fancy.
Something I wanted to emphasize wasn't just that Moves are important to support your team, though. Indeed, item-based builds can work and are very good, especially with support from several Item-enhancing IQ skills. It's also a good time to point out that piercing thrown items still works in this system- for *all* item types. You can work out that engine if you've played a PMD game before. I believe that, while numbers are important in PMDA, the progression of options is far more impactful. Even now, some of my players are standing toe-to-toe with high-level Pokemon at level 20. A team of four can reasonably contest a level 80 Pokemon without dying.
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Lesbian vampires have permission to enter my home
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Is this thing on? does it still work at all? oh yeah the text shows up when i press the buttons that's neat
I heard a certain Absol in passing ( @omensfromaschimos ) was talking about ancient devices that could log your thoughts and adventures through something called a "Rotomblr" and that sounded really neat! I was lucky to find one after a little while, and it's in really good condition too, probably thanks to the clampearl-like shape to it, and it's kinda heavy. Looks like everything that's put here is public, so if anyone out there wants to ask me something, go ahead! Anyways i'll get the basics out of the way now:
In no particular order, Flare the torchic, Minus the Minun, Riptide the Totodile, and I, Widget the Elgyem, make up "Team Surge". we're a team of explorers, bounty hunters, and scholars that work under the same guild as "Team Omen" does, "Slurpuff's Slayers", and at the time of writing this, we operate at Gold-Rank status.
Anyways, i'd like to mess around with other things this "PC" thing can do, like whatever "MS Paint" is. Ancient technology is cool! Send post
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Oh, yeah. Metronome just got to be turbo-silly. You roll 3d6 and assemble them in any order using one, two, or three of the dice, then use the remaining dice to add or subtract to the result of the first value. So rolling a 6 a 6 and a 3 can be made into 63, for example. This is also designed such that the final Move ID list will have Metronome-blacklisted moves be in all the impossible-to-reach corners of the movelist like slot #290. That way you don't go pulling up the new Judgement or anything like that.
So when it comes to measuring out player enjoyment in PMDA, things boil down to a few discerning factors: • How much control did the players have over their fun? • How much of the fun (or un-fun) was due to a player choice? • If the possibility was there, why didn't the player realize they could have had more fun with another decision/why didn't they take it? Is this player's fun reducing other players' fun? • When the player was having fun, what did they do to achieve it? This is a majority of what mechanics are built and tweaked around for anything custom that has been introduced, like the system's changes to items or Moves. Let's use a couple of examples for how things have been impacted with two very important moves: Flame Charge and Copycat.
First, we'll start with the first two, because they're related but not quite the same. The first question is intrinsically about player decision, while the second is about GM decision. This is important, because players don't and probably *shouldn't* have perfect information in this system. Just because a player makes a choice doesn't mean it was informed. So, firstly, to use Flame Charge, my player Flare must have the Move (Which was learned, recently) and use it (Which takes an action). This is standard for moves. so that's fine. Flame Charge moves a character any number of tiles in one direction, which is some greatly needed melee mobility! So, of course, it's a great deal of fun by default (Importantly, even by the player's judgement. It's their favorite Move so far). Now, the player's choice in this instance is to engage into combat, presumably- it's not the sort of Move you want to use at a range. If you do choose to, you make the choice to expend an additional 1PP every 5 tiles. This always happens, you can't choose not to, and it always keeps going until you hit either an enemy or a wall, so it's risky to hit from too far away. Let's say for this scenario there was plenty of reason to, so the third question doesn't apply. Now, the group fun ideal makes this interesting- Flare is the team's sweeper, so she has a lot of damage to deal, but sometimes she gets a bit too far ahead of their wall. Bad news, if you're too far from the tank, they can't Cover you. A conscious decision that was made, and probably one that frustrated the tank a little, but there's an understanding that the tank is slow, and their sweeper is running a faster build, so that agreement is already had. Great. So what was the investment? It was as follows: 1x purchased Flame Charge TR 2+x expended Flame Charge PP (Or, roughly 1/10th) Close-range engagement (Opens up to counter on a whiff, can miss) Accepted potential of bonus PP being burned without dealing damage (Overrun after missing the target keeps going until a wall) So the player made the decision themselves to engage with Flame Charge. The alternative was to take a Basic Movement, which would have taken 2-3 additional turns to reach the mark. The costs were as seen above, in addition to the assistance from their tank. After weighing the options, risks were successfully taken to get big damage and a great burst of mobility. Wonderful! Going fast is part of their fun, and they've invested in doing just that.
Now, let's have a look at Copycat.
When using copycat, you can use the last move a Pokemon adjacent to you just used. Friends and foes alike. Now, that's already a great deal of fun in concept, and incredibly versatile. It was also learned naturally by the team's supporter, Minus, so let's go over the balancing. Firstly, Copycat doesn't have a lot of PP. 20 is still a decent quantity, but it's seriously worth considering using another option if it's available. Secondly, it isn't free access to all your friends' move pools, it's the last one used. This can be useful for things like following up Supereffective moves with a one-two-punch, or even copying a friend's Agility, such as from Flare, to empower your own Speed as well. It's versatile, but not consistent. As a result, the player actually doesn't have much control over their fun outside of opportunistic use. This is counterbalanced by how useful it is- it's always an option, and there's a minimum of 3 choices to work with at all times. This in itself can be fun, especially when you see an enemy with a move that's as problematic for them as it is for you. In terms of control over their fun, again the Move was something the player chose. They receive it on level-up, so they can have it naturally once they hit the threshold for it. Having learned it at level 22, they get it at right about the point everyone else got their most interesting moves- so now, they get to share in that. The decision making would have to be on-the-fly by the nature of the move, so this one is difficult to balance for reactive fun-having.
So how does everyone else at the table feel about it? Well... Pretty awful, actually, and that surprised me. But when they explained it to me, I understand why it could be problematic. Copycat, in concept, gives the person using Copycat a pretty healthy portion of someone else's gimmick. From Agility Speed stages to Flame Charge mobility, anything you can do they can do at least as well- sometimes better, thanks to this Minun's speed and the fact they can set Electric Terrain.
So what can I do about this? Well, I've juggled a few possibilities. Just restricting it to enemies seems like a poor decision, as it does away with one of the core tenets of the Move, and I don't want to make far changes like that. It should still be fun in itself, but without trampling other players' fun. So I've also considered giving moves it pulls up some kind of disadvantage. A fail chance seemed like the obvious choice, but that makes the Move too random to consider. The inability to Copy the same move twice in a row sounds like a fair concession- it'd let you support and use your friends' moves without picking a favorite and making one person obsolete, so same move or same ally consecutive triggers might be disallowed. Another possibility to float is that the move doesn't get Speed benefits- you only roll the Move's base accuracy. Almost a fail chance, but now buff and support moves aren't affected, which keeps up the supporting idea pretty well. Another way- which is a buff instead of a debuff- would be to make the person you use it on *also* use the move being copied again, and that would be... Beyond broken, but also very fun and interesting. It'd also warrant reducing Copycat to 5PP for the affect on the action economy. Spitballing, spitballing. Ultimately, I think I'd like to give the Move a side-grade rather than a raw nerf, but it's hard to do that and actually achieve the goal of making disgruntled players happier.
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So when it comes to measuring out player enjoyment in PMDA, things boil down to a few discerning factors: • How much control did the players have over their fun? • How much of the fun (or un-fun) was due to a player choice? • If the possibility was there, why didn't the player realize they could have had more fun with another decision/why didn't they take it? Is this player's fun reducing other players' fun? • When the player was having fun, what did they do to achieve it? This is a majority of what mechanics are built and tweaked around for anything custom that has been introduced, like the system's changes to items or Moves. Let's use a couple of examples for how things have been impacted with two very important moves: Flame Charge and Copycat.
First, we'll start with the first two, because they're related but not quite the same. The first question is intrinsically about player decision, while the second is about GM decision. This is important, because players don't and probably *shouldn't* have perfect information in this system. Just because a player makes a choice doesn't mean it was informed. So, firstly, to use Flame Charge, my player Flare must have the Move (Which was learned, recently) and use it (Which takes an action). This is standard for moves. so that's fine. Flame Charge moves a character any number of tiles in one direction, which is some greatly needed melee mobility! So, of course, it's a great deal of fun by default (Importantly, even by the player's judgement. It's their favorite Move so far). Now, the player's choice in this instance is to engage into combat, presumably- it's not the sort of Move you want to use at a range. If you do choose to, you make the choice to expend an additional 1PP every 5 tiles. This always happens, you can't choose not to, and it always keeps going until you hit either an enemy or a wall, so it's risky to hit from too far away. Let's say for this scenario there was plenty of reason to, so the third question doesn't apply. Now, the group fun ideal makes this interesting- Flare is the team's sweeper, so she has a lot of damage to deal, but sometimes she gets a bit too far ahead of their wall. Bad news, if you're too far from the tank, they can't Cover you. A conscious decision that was made, and probably one that frustrated the tank a little, but there's an understanding that the tank is slow, and their sweeper is running a faster build, so that agreement is already had. Great. So what was the investment? It was as follows: 1x purchased Flame Charge TR 2+x expended Flame Charge PP (Or, roughly 1/10th) Close-range engagement (Opens up to counter on a whiff, can miss) Accepted potential of bonus PP being burned without dealing damage (Overrun after missing the target keeps going until a wall) So the player made the decision themselves to engage with Flame Charge. The alternative was to take a Basic Movement, which would have taken 2-3 additional turns to reach the mark. The costs were as seen above, in addition to the assistance from their tank. After weighing the options, risks were successfully taken to get big damage and a great burst of mobility. Wonderful! Going fast is part of their fun, and they've invested in doing just that.
Now, let's have a look at Copycat.
When using copycat, you can use the last move a Pokemon adjacent to you just used. Friends and foes alike. Now, that's already a great deal of fun in concept, and incredibly versatile. It was also learned naturally by the team's supporter, Minus, so let's go over the balancing. Firstly, Copycat doesn't have a lot of PP. 20 is still a decent quantity, but it's seriously worth considering using another option if it's available. Secondly, it isn't free access to all your friends' move pools, it's the last one used. This can be useful for things like following up Supereffective moves with a one-two-punch, or even copying a friend's Agility, such as from Flare, to empower your own Speed as well. It's versatile, but not consistent. As a result, the player actually doesn't have much control over their fun outside of opportunistic use. This is counterbalanced by how useful it is- it's always an option, and there's a minimum of 3 choices to work with at all times. This in itself can be fun, especially when you see an enemy with a move that's as problematic for them as it is for you. In terms of control over their fun, again the Move was something the player chose. They receive it on level-up, so they can have it naturally once they hit the threshold for it. Having learned it at level 22, they get it at right about the point everyone else got their most interesting moves- so now, they get to share in that. The decision making would have to be on-the-fly by the nature of the move, so this one is difficult to balance for reactive fun-having.
So how does everyone else at the table feel about it? Well... Pretty awful, actually, and that surprised me. But when they explained it to me, I understand why it could be problematic. Copycat, in concept, gives the person using Copycat a pretty healthy portion of someone else's gimmick. From Agility Speed stages to Flame Charge mobility, anything you can do they can do at least as well- sometimes better, thanks to this Minun's speed and the fact they can set Electric Terrain.
So what can I do about this? Well, I've juggled a few possibilities. Just restricting it to enemies seems like a poor decision, as it does away with one of the core tenets of the Move, and I don't want to make far changes like that. It should still be fun in itself, but without trampling other players' fun. So I've also considered giving moves it pulls up some kind of disadvantage. A fail chance seemed like the obvious choice, but that makes the Move too random to consider. The inability to Copy the same move twice in a row sounds like a fair concession- it'd let you support and use your friends' moves without picking a favorite and making one person obsolete, so same move or same ally consecutive triggers might be disallowed. Another possibility to float is that the move doesn't get Speed benefits- you only roll the Move's base accuracy. Almost a fail chance, but now buff and support moves aren't affected, which keeps up the supporting idea pretty well. Another way- which is a buff instead of a debuff- would be to make the person you use it on *also* use the move being copied again, and that would be... Beyond broken, but also very fun and interesting. It'd also warrant reducing Copycat to 5PP for the affect on the action economy. Spitballing, spitballing. Ultimately, I think I'd like to give the Move a side-grade rather than a raw nerf, but it's hard to do that and actually achieve the goal of making disgruntled players happier.
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Now's a great time to mention that I DO take asks! If there are any questions about PMDA, its systems, or its worldbuilding, I'll gladly answer them!
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