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#3E-Flexibility
3rdeyeinsights · 1 year
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Yandere Psychosophy/Attitudinal Psyche
Inspired by yandere MBTI and yandere Big Five. Personality test/self-assessment for this Google document verison of this
Overview
This is a yandere typing system based on the original Psychosophy (also remade as Attitudinal Psyche) system. Originally, it was divided into four aspects: logic, physics, emotions, and volition/will.
These placements are divided into another four placements: 1st, 2nd, 3rd, and 4th. The 1st placement is characterized by absolute, possibly even arrogant, confidence in that aspect and feeling no need to improve or change it. It is very rigid and unchangeable. The 2nd placement, on the other hand, is the most flexible placement. It is characterized by confidence but not arrogance, feeling little weakness in this aspect. To the user of the 2nd function, it is comfortable and easy to use with others and develop further. But the 3rd placement is the opposite. It is the most uncomfortable to use, with a constant feeling of insecurity associated with it. There seem to be two most common approaches to this function: aggressively overusing it or the opposite, neglecting it. This is the placement that needs the most improvement. Finally, the 4th placement is the most underused and is seen by its user as either unimportant or better with a quick fix. These four placements form the foundation of understanding an individual's strengths, weaknesses, and areas for potential growth within this typology system.
In summary...
1st placement: Confident Function (1V, 1L, 1E, 1P) Strong, Aggressive, Monologue
2nd placement: Flexible Function (2V, 2L, 2E, 2P) Strong, Passive, Dialogue
3rd placement: Insecure Function (3V, 3L, 3E, 3P) Weak, Aggressive, Dialogue
4th placement: Unbothered Function (4V, 4L, 4E, 4P) Weak, Passive, Monologue
Yandere System
So what about the yandere system? It follows the same placement rules as the original system but uses its own aspects. The yandere Psychosophy system is divided into four four aspects, respectively: cognition (C), aggression (A), expression (E), and determination (D).
Cognition, equivalent to logic in the original Psychosophy system, reflects how a yandere processes information, plans their actions, and uses their intelligence to manage their obsession.
Aggression, equivalent to physics in the original Psychosophy system, evaluates how a yandere uses power, intimidation, or violence to get what they want or control their darling.
Expression, equivalent to emotion in the original Psychosophy system, focuses on how freely a yandere shows their affection and obsession for their darling.
Finally, determination, equivalent to volition/will in the original Psychosophy system, assess how either determined or fragile a yandere is in achieving their goals with their darling.
Placement Descriptions
Cognition (C)
1st Placement (C1): Exhibits absolute confidence in their ability to strategize and plan. This yandere is highly analytical and methodical, always staying several steps ahead. They see no need for improvement in their cognitive abilities and are often seen as calculating masterminds.
2nd Placement (C2): Confident and comfortable in their cognitive abilities, they can adapt plans fluidly and are skilled at thinking on their feet. They are open to developing their strategic thinking further and are effective planners who work well with others.
3rd Placement (C3): Struggles with insecurity regarding their cognitive skills. They might oscillate between overanalyzing situations to compensate for their perceived shortcomings or neglecting planning altogether. This yandere needs the most improvement in how they process information and strategize.
4th Placement (C4): Minimally engaged in strategic thinking, often relying on intuition or others for planning. They see detailed planning as unimportant and prefer quick fixes or spontaneous actions.
Aggression (A)
1st Placement (A1): Extremely confident in using aggression and violence to achieve their goals. They are unyielding and often intimidate or overpower others without hesitation. Improvement is seen as unnecessary as they view their aggressive approach as highly effective.
2nd Placement (A2): Uses aggression when necessary but with restraint and control. They are comfortable leveraging their power but prefer to balance it with other methods. Open to refining their approach, they effectively combine intimidation with strategic non-violent tactics.
3rd Placement (A3): Feels insecure about their use of aggression. They may either overuse violence in an attempt to assert control or avoid it altogether out of fear or uncertainty. Developing a balanced approach to aggression is crucial for them.
4th Placement (A4): Rarely resorts to violence or intimidation, viewing it as a last resort. They prefer non-aggressive methods and see aggression as unimportant or something to be avoided. They often look for quick, peaceful solutions.
Expression (E)
1st Placement (E1): Highly expressive, openly displaying their emotions and obsession with intense fervor. They are unapologetically passionate, showing no need to alter their expressive nature. Their overt emotional displays are a core part of their identity.
2nd Placement (E2): Comfortable and confident in showing their emotions, they balance expressiveness with control. They can openly share their feelings and are adept at adjusting their emotional displays to suit different situations. They find it easy to develop and fine-tune their emotional expression.
3rd Placement (E3): Struggles with expressing emotions, feeling insecure about their displays of affection or obsession. They may either overexpress in an attempt to compensate or hide their emotions entirely. Improving their emotional expressiveness is a key area for growth.
4th Placement (E4): Minimally expressive, often appearing detached or indifferent. They see emotional displays as unnecessary and prefer to keep their feelings hidden. Quick, minimal expressions are preferred, avoiding deep emotional involvement.
Determination (D)
1st Placement (D1): Exhibits unshakeable determination and willpower. This yandere is relentless and unwavering in their pursuit of goals, seeing no need to alter their approach. They possess a strong sense of purpose and are highly driven.
2nd Placement (D2): Confident and adaptable in their determination, they pursue goals with a balanced approach. They can persist through challenges while remaining flexible. Open to enhancing their resolve, they effectively combine willpower with adaptability.
3rd Placement (D3): Feels insecure about their determination, often fluctuating between intense bursts of willpower and periods of doubt. They may either push themselves excessively or give up easily. Developing a consistent and confident approach to their goals is essential.
4th Placement (D4): Exhibits low determination, often relying on external factors or others to drive their actions. They see strong willpower as unimportant, preferring to go with the flow or avoid direct confrontation. Quick, minimal efforts are favored over sustained determination.
Possible Types
CDEA, CDAE, CEAD, CEDA, CADE, CAED, ACDE, ACED, ADCE, ADEC, AECD, AEDC, EACD, EADC, ECAD, ECDA, EDAC, EDCA, DCEA, DCAE, DEAC, DECA, DACE, DAEC. (First letter is the first placement, second is the second placement, etc.)
Conclusion
That's all! Thank you for reading, and feel free to reblog with the type you think you are or maybe even type a character :D And feel free to send asks or comments if you have any questions.
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SWORDTEMBER '24, DAY 6: ENTANGLING
Item ID: 3E-2406 Item Name: Wiretrap Chainsword Category: A-4/B-6 Origin Point: Kha’xai’tian Sector, Malltaran Owner: Ockterr Delti Nyx (C), Arebisius Vahlen’de Nyx (O) Description: Approximately 75 cm in length, with a 10 cm handle and an attached vacu-container. Flexible tubes are used to transfer collected material into a processing unit, which rapidly breaks down and reuses inorganic material to create wire constructs. These can be deployed as either a tripmine, a net, or multiple can be used as a bola. Any organic material that gets caught is filtered into a separate section for safe disposal. The blade itself functions identically to a long chainsaw. Although the item is primarily intended for construction/demolition, the potential usage as a weapon resulted in its confiscation. It will be held in storage until the intended recipient fills out the required paperwork. WARNING: THIS ITEM HAS A THUMBPRINT LOCK, IF UNINTENTIONALLY ACTIVATED IT WILL ENGAGE SECURITY FEATURES. HANDLE WITH CAUTION. Cataloger’s Notes: Really wish somebody had warned me about those security features, instead of leaving me to figure it out on my own. At least I was able to add a custom warning to the file… Hopefully nobody else will have to deal with that little booby-trap.
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Less than ideal. That’s how Cynthia would describe the unfortunate position she’s found herself in today. Somebody had neglected to inform her of a potential hazard, which had been left out of the initial confiscation report, and now she’s stuck dealing with the fallout. More specifically, she’s entangled in wires made of recycled metal. Stuck in her spinny chair, her phone just beyond her reach, with her coworkers currently out at lunch. She had almost gone with them.
Instead she had lost track of time while trying to figure this oddity. Personally, she couldn’t figure out the original purpose of it, or at least she has difficulty aligning it with her own experiences. It’s not until this forced break shifts her frame of mind that she recalls some trivia about the item’s homeworld, Malltaran. Apparently, the planet is famous for mineral growths, which the locals use extensively in their construction. Giant spires of crystal get cut down to be sculpted into new forms. Something like this item, a recycling chainsword (that doesn’t accept organic material) probably makes more sense there.
Maybe. Oh well, she was going to have at least another fifteen minutes to mull over the possibilities before anyone would come rescue her. Then she’d get to give somebody an earful about neglecting safety protocols… after she gets her lunch break, at least.
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oswednesday · 6 months
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If I'm interested in Unknown Armies, should I get the 2nd edition book or the .. four(?) 3rd edition books? I see you've recommended 2e a lot, but I'm curious what your take on the differences are + why to choose one over the other. Thank you! (:
its sort of like how dnd 3.5e vs 4e like those are two vastly different games but the vastness is only really noticeable when youre playing them, like both updated systems the game mechanics entwine development in a way that people dont find very flexible which gives both these games more of a boardgamey feel and i think thats reflective of like really really specific categories of classes that were previously covered by like wider variations; in addition if your entry point into tabletop is like a fate system 3e will feel familiar it will feel less like the coc style game it is in 2e i think is the biggest thing For Me, 2e is just The Most Perfect d100 chance system out there
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bethanythebogwitch · 2 months
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Bee people in my D&D world
The Abeil are an obscure race of bee people from D&D 3e that I decided to make playable in my world and give some worldbuilding and lore expansion to. Stats at the bottom.
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The Abeil line in the continent of Rakada, which was originally part of its own planet before a magical catastrophe ripped a piece of it off of its world and deposited on my main campaign world. The piece that ended up on my world, the Lost World of Alvestra, is only a fragment of the original Rakada, whose fate remains unknown. The region of Rakada the Abeil originate from is known in Rakadan as N’Zar NiTotalu-i (N'Zar = land, Totalu = bones, i as a suffix = people, also seen in the Tabaxi (cat people) and Tlincalli (scorpion people), and Ni as a prefix = without) and in common as the Land of the Boneless People, for its primary occupants are the Abeil and the Kreen, both of which have exoskeletons instead of endoskeletons.
The Abeil mostly inhabit the outskirts of the Land of the Boneless People where rain is abundant, massive flowers grow, and the mighty wasp dragons dwell. They avoid the arid interior of the region, which is inhospitable to them and the homeland of the Kreen. An abeil resembles a humanoid bee, with a very human or elf-like upper body and face (though their eyes are compound and they have antennae). Their lower bodies are much more insect-like, with four narrow legs and a curved, flexible abdomen that ends in a venomous stinger. Two pairs of translucent wings emerge from their upper backs and their hand have three fingers and a thumb. The wings allow flight and can produce a droning noise that triggers drowsiness and unconsciousness in those that hear it.
Abeil are innately social beings, even moreso than other sapient species. While a human or tabaxi could shun company and go become a lone wolf, the Abeil are so innately social that being alone is extremely stressful to them. Lone Abeil will instinctively seek company and become highly attached to whoever they find. They are also biologically programmed to place the needs of the group over the needs of the individual. This is not to say that individualism is shunned, it is just a secondary priority to the health of the group. There are Abeil artists, Abeil games, and other things that do not directly contribute to the survival of the group, they are just not as heavily emphasized as in the societies of other species. Abeil are raised to understand that they are all part of the whole that is the community and everyone needs to support each other. Abeil build hive cities with hexagonal districts organized by what purpose they serve. These cities can be very difficult to navigate for members of flightless species, so there is usually at least one district built for trade and diplomacy with outsiders that is built accordingly. Smaller outlying communities such as farming or mining villages help support the cities. Trade with the other residents of Rakada (and more recently, Alvestra) is common. As with the other inhabitants of the Land of the Boneless People, Abeil tame and domesticate native massive bugs, using huge beetles as beasts of burden, dragonflies as mounts, and cat-sized isopods as pets.
Like the bees they resemble, Abeil have distinct castes: queens, soldiers, and vassals. Queens are always female, but soldiers and vassals may be of either sex. Queens are also not the only Abeil to reproduce, all Abeil can. An individual hive city will usually have one queen, with 1/3rd of the population being soldiers and the rest being vassals. The primary visual difference is that soldiers stand about about a head taller than queens, who stand about half a head taller than vassals. Queens act as the spiritual and authoritative leaders of their hive cities, usually with a council of advisors from the other sects. Soldiers are bred to take up martial roles as the warriors that defend the hive and scout out into unclaimed territory. Vassals fill all other roles, from laborers to traders to artists to scholars to clergy and everything in between.
Abeil are born as larvae who hatch from eggs. All larvae will grow into vassals unless fed a special diet. Abeil larvae are raised communally in nurseries and spend about a year as large grubs before pupating and emerging six months later as a young adult. The tenders of the nurseries will select the largest and most aggressive larvae to be fed the diet to become soldiers. When they finish pupating, the young Abeil are sent off to learn the tools of their future profession based on their temperament and the hive's needs. For example, an inquisitive Abeil may be sent to become a scholar and if their is a shortage of farmers, young Abeil will be sent to fill those ranks. There is usually only one queen, but if a hive city is growing too large, new queens will be raised and sent out with a portion of the population to found a new hive city elsewhere. If new queens are needed, the current queen (or council of advisors if the queen dies) will visit the nursery and take the most promising larva with them back to the palace. This larva will be fed a special diet of royal jelly that triggers maturation into a queen. This young queen will then be trained by the current queen or advisors in the skilled needed to become a leader.
As with most of the sapient species of Rakada, the Abeil claim to have been created by one of the divine Animal Lords, the Bee Lord in their case. As with the other Animal Lords, the bee lord has many aspects or masks, each of which can be thought of as its own god while also being part of the greater whole. The Abeil worship the various masks of the Bee Lord, with the most widely-worshiped one being known as the Queen of Queens, the Lawful Neutral mask of order, leadership, and society.
The Abeil are generally expansionist and their hive cities can be found in most of the wetter, coastal regions of the Land of the Boneless People. Attempts to expand into the arid inner regions of the region have mostly been thwarted by the native Kreen, leading to a great deal of animosity between the races. So far, political infighting between hive cities and the threat of retaliation by Thri- and Tohr-Kreen have prevented attempts to expand hive cities into the southern Tabaxi lands, but this state of affairs may not last long. There is no central government for the Abeil, each hive city acts as an independent, self-governing city-state. Relations between the hive cities are complex, with rivalries and alliances. In addition, hives may form alliances or trade agreements with the Tabaxi to the south or (in more recent years) Alvestrans. In particular, Abeil-produced honey is considered a delicacy in Tabaxi lands and fetches a high price.
Homebrew Abeil race stats for 5e (note: this has not been playtested)
ASI: +2, +1 or +1, +1, +1
Size: medium
Speed: 30 ft. Have a flying speed equal to walking speed, but cannot use this speed if wearing medium or heavy armor
Languages: common and 1 other
Sting: you have a stinger which counts as a natural weapon with the finesse property with which you are proficient. When you make an unarmed attack, you can choose to deal 1D4 piercing damage. When you successfully attack a creature with your stinger, you can force them to make a constitution saving throw with a DC equal to 11 + your proficiency modifier. On a failure, the creature takes 2d8 poison damage and is poisoned until the end of your next turn. On a success, the creature takes half damage and is not poisoned. You may use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Drone: you can use your wings to create a horrible, droning noise that can lull creatures who hear it into a deep sleep. As an action, you can force every creature within a 15 ft sphere centered on yourself that can hear you to make a wisdom saving throw (DC 11 + your proficiency modifier). Any creature that fails this check falls asleep for one hour or until they take damage or another creature takes its action to rouse them. Once you use this feature you may not use it again until you take a long rest. 
Caste: Abeil are born into one of three castes, which shape their physical features. When you choose this race, pick one of the following options:
Vassal: you gain proficiency with one set of artisans tools of your choice and one skill proficiency of your choice, picking from history, religion, medicine, or persuasion. 
Soldier: you gain proficiency in one weapon or set of armor of your choice and one skill proficiency of your choice, picking from athletics, acrobatics, survival, or medicine.
Queen: you gain proficiency in one weapon or set of tools of your choice and one skill of your choice, picking from history, persuasion, intimidation, or deception.
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talenlee · 5 months
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3e: The Missing Step
Okay, so it’s a known piece of gamer lore that in 3e D&D, the wizard, cleric, druid and technically-splitting-the-fare sorcerer were all head and shoulders above every other class as a Primary Spellcaster. The argument about which of these four is the best comes down to questions of usability and access and whether or not the real weirdo outliers get to show up like the Archivist and Artificer (which can famously do everything the wizard can do, with pre-planning, making it the Batman of the 3e set).
These four classes represent a polarising point of power in the game system they’re from, and you can tell because every player book had a whole chapter of new spells for them, whereas say, melee characters could sometimes get as much as a new page of possible weapons, of which none would be any good.
They even deformed the way their own player options worked.
The original idea here was that I was going to take a bunch of spellcaster prestige classes, and find the ones that were missing a single spellcasting level. The plan was to then talk about how powerful these classes’ features could be and the way that no matter what it was not worth taking them, because they were missing a spellcaster level. No matter what opportunity a prestige class offered a spellcaster, the lack of a spellcasting level was a death sentence for it.
I knew there were some good ones!
What shocked me was finding how how few there were.
There are some examples. In the Book of Exalted Deeds, there was Celestial Mystic. This prestige class does ask a few feats and skills, not nothing, but in return you get:
Immunity to mind control
Electricity resistance 10
+2 to saving throws against disease
Access to a whole new wing of spells
Self-healing
Immunity to death effects
The ability to turn any spell into a ranged touch blast attack
Spell resistance 20 and damage reduction 10/unholy
Fast healing 2 for the mystic and all the other characters around them, in a zone where undead under 10 hit dice cannot even approach
Bardic knowledge and immunity to surprise
That seems like a lot of defensive stuff! That’s really cool! I have never seen anyone even consider the Celestial Mystic, because the Celestial Mystic loses one spell level for this, right at the start.
But there aren’t a lot of prestige classes like this.
There are almost none.
There are more than a few prestige classes where the first four levels give you full spellcasting, and the fifth misses a spellcasting level. There are a few that lose a single spellcasting level at the final level.
There is the Eldritch Knight, in the Dungeon Master’s Guide, which is good. Nae, it’s great – it’s one of my favourite ways to play a thing that uses Wizard levels. I love the aesthetic of coming up with my own vision of a wizard, with a book, and a weapon, and how all those pieces can be flexible around a core, but also, I know that character is trading a lot of power for being okay in melee.
Thing is, the Eldritch Knight was good because it let you have something that the game treated as valuable, when it actively wasn’t. You can tell the Eldritch Knight was a rules patch because you can see how they wound up making these things much more convenient with the Duskblade and the Battle Sorcerer. That was when it was very clear that time spent fighting in melee is time not spent controlling everything the way a Wizard could.
Here’s the thing, though: They clearly knew this.
3e had more of this stuff. You can watch over time as spellcaster prestige classes started out with alternate spell advancement or even no spell advancement, like you could give up a few spellcasting levels to get some really cool benefit. Then you saw those benefits get better and better and the classes still weren’t being commonly used.
And then we got full spellcasting classes with benefits as well. Those got a lot of attention on the Character Optimisation boards. Back in 3.0 there was this class, the Incantatrix, which sort of became the template for this; 5 levels of Wizard, 10 levels of Incantatrix, 5 levels of Archmage. The Incantatrix had the amazing idea of easy metamagic, where all your metamagic costs were reduced by 1 level, to a minimum of 1. That is to say, for example, an Empower Spell feat doesn’t increase the level of that spell by 2, it increases it by 1… and that means that you could empower it by 2 levels and double the effect of your spell, instead of increasing it by 50%.
Towards the end of 3.5’s life with my friends, I tabled the idea that all spellcaster prestige classes lose their first level of casting. This idea was controversial, in that the players who were most invested agreed that this meant they’d not use any prestige classes. None. None were worth the change. And that right there struck me as a sign of a problem, right? Because if the Wizard prestige class category was something overwhelmingly supported with so many good options, but one spellcasting level meant none of them were worth it, then there was a serious problem with that power level. Some of these classes were getting advancement
I’d even go a step further if I had any reason to do anything today with this system. I’d say that all caster Prestige classes inherently increase your spellcasting level by 1. All of them. Yes, even the Sacred Fist with its full base attack bonus and good hit dice. But every single spellcaster prestige class eats one level of your spellcasting – the level 20 Wizard/Incantatrix/Archmage casts like a level 18 spellcaster, but those 18 levels include easy metamagic and spell power, making them more powerful at the spells they get, but knowing fewer at different levels…
And y’know what?
I think that serious power gamers wouldn’t bite on that.
Check it out on PRESS.exe to see it with images and links!
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pathetic-gamer · 4 months
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okay here's my hot take: D&D is a game about dungeons not the hero's journey.
Mechanically, it's about dungeons. This has been true from the very beginning, and remains true, regardless of what WotC says in their marketing. The culture can shift, and the goals and expectations players have when they gather a group and sit down to play can be anything under the sun and that's good, that's great, I want people to have fun!
None of this changes the fact that the rules of the game are designed to facilitate combat encounters (and traps and riddles and puzzles and such that you would find in a classic rpg dungeon). And it's not really a rules-light system in the first place ("smh noob, 5e has nothing on 2e with THAC0-" shhh, its okay. take my hand. let's make space vehicles in GURPS 3e together.), people just have a level of cultural familiarity that makes them think it is and thus that they can get by without reading the PHB when the extent of their knowledge is actually just "roll the big one to do stuff."
Of course you can tell a good story while you play! Of course you can have fun! It doesn't have to be nothing but rules and arithmetic all day every day - what I'm saying is just that vast heroic fantasy narratives are secondary.
So what do I mean when I say it's about dice-rolling?
I mean that the same thing that keeps combat interesting (a single d20 leads to lots of volatility and means crits are uncommon enough to be exciting, but common enough that someone at the table is almost guaranteed to get at least one in any given session) makes role-playing difficult sometimes (doesnt matter how persuasive your argument is - a nat 1 persuasion check is a nat 1 persuasion check).
I mean that at the end of the day, whatever funky character work you want to do has to work with the game's mechanics. As fun and interesting as it would be to play a sneaky little trickster of a cleric, you simply will not have the dexterity or charisma to successfully steal that plot-important key while seducing the innkeeper.
I mean that the mechanics of the game, especially for DMs who aren't professional actors or improve comedians, are meant to support and reward clever fighting, not clever debates. Skills, abilities, class features - all of these assume your energy will be focused on fighting. It takes a lot of flexibility, homebrew, and house-ruling to move around that.
There are other games that are meant to facilitate really good rp, though! There are rule systems that are elegantly structured around soft skills and encourage cleverly handling social encounters, or systems with much more class flexibility to enable something like a trickster cleric to exist from day one.
So anyway. I say all of this as someone who loves lot of different ttrpgs, D&D 5e absolutely included, but you'll have so much fun exploring the vast world of ttrpgs if you would just let a game's rules inform how you play, and find a ruleset that matches your goals.
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samueldays · 6 months
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Surely an overview or essay on RPG rulebook length "ecosystem" with regards to player effort exists somewhere already and I don't have to reinvent it. Does anyone know of such a thing to point me to? Searching turned up this D&D book size rules count by Alexandrian but it's not what I had in mind.
Big name RPGs tend to be several hundred pages. Exactly what constitutes "big" is fuzzy when the stats from e.g. roll20 report that the majority of games registered are D&D 5e and everyone else put together is less than that, including "uncategorized", so lemme pick a few examples I'm familiar with.
D&D 1e clocked about 500 pages between PHB, MM, DMG. A few decades later, Pathfinder has a merged corebook that runs to about 600 pages. "Most" of the game is in a sense in the PHB which is 300 pages for D&D 3e and 5e, the MM is almost all examples no rules, the DMG has skippable rules and non-D&D-specific advice, but the design expectation is that you have them.
Chronicles of Darkness (formerly World of Darkness) has a 300-page corebook, but the corebook is kinda weak, it expects you to be playing mundane humans meeting GM-customized horrors, what most people get this game line for is one of the supplements like Vampire that runs to another 300.
Legend of the Five Rings (4e) has a 400-page core rulebook, for what it's worth, but I'm a little unclear on the supplement status. Shadowrun has ranged between 200 and 500 pages by edition. Warhammer Fantasy Roleplay, 300 pages.
Mutants and Masterminds (3e) and Traveller (Mongoose 2e) are both slimmer at 200-page books where one corebook is all you need, the other supplements for the line are truly supplemental and not stealth-cores. However, they both pay for their combination of brevity and flexibility by demanding more player effort (including GM) in building, resolving, designing, rolling, and making decisions during set-up. As much as I love them, they have more time between reading and playing.
A few games squeeze down past that to 150ish, then my experience is that there's very little in the 20-150 range, and below 20 there's quite a bit of short indie games, Skyfarer being one I have to hand. (PDF reader reports 21 page count, but that's with cover page and copyright page so 19.)
There's several gimmick RPGs that run to as little as 1 page but they start to blur the line between "roleplaying game" and "improv theater prompt, with a dispute resolution mechanic". (IMO, since people sometimes resolve things by coinflip outside of games, putting a coinflip-tier mechanic in your improv theater is insufficient to be a game.)
I feel like what one usually gets from under-20-page RPGs is a system that optimizes for easy reading that won't feel like work to learn and remember, at the cost of working to make up content.
The over-300-page RPGs, on the other hand, are work to learn, but they are systems optimized for easy content where the player picks a class and a feat and a skill, rolls the die the book says, and compares to the target number from the difficulty list from the GM reference section.
The 150-300 range seems to be either specialized for a narrow type of specific easy content, or expects one-time set-up work to create some content but gives you tools for that content so you can still follow the book. Assemble-your-own-kit games.
Speculatively, the 20-150 range is so underpopulated because it can't do either sort of easy thing. It is too much reading to pick up the idea and run with it, and it's not enough content to lean on.
To rebut the common "just make shit up" suggestion: I have already made up several pages of stuff and making up more than that as I lose interest is work. I pay for fat RPG books partly because they have done that work for me. The D&D Monster Manual is in this category: very little rules, very much work done for the GM to save on monster-making.
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mono-red-menace · 1 year
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my favourite ttrpg system i've touched was mutants and masterminds 3e.
it had a lot of mechanics i wasn't into, and it was a lot more powerful than i aim for (it's a superhero system, so of course you'd be powerful), but the flexibility it provided while still maintaining mechanical complexity allowed me to create some of my favourite ttrpg character designs, literally majorly because i had so much freedom approaching the design.
overall it's been one of the largest inspirations for my system, and the only reason i didn't just hack the system instead was because i feel like i can find a good in-between of the things i like without directly copying from it or pathfinder 2e, another ttrpg which i enjoy the mechanics of, this time with less flexibility but a vibe i enjoy dearly.
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makeshiftcoop · 10 months
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Misfits - Core Tapes (or my first attempt at game blogging)
Disclaimer: I will update this text with some frequency, and it will be fixed here. I know it's a mess right now, sorry!
So, for a while, im kind of making a game.
Something that can mix my obsession growing up with comics and the newfound success of media that deals with powers and mutations and subverts the "Marvel Style".
So, Misfits is my Post-OSR-Resistance attempt to that. Inspired by stuff that i like from the OSR and Post-OSR corners of the ttrpg designsphere (like Bastionland, Mothership, Songbird 3e, Eco Mofos and Lost Bay), by things from Rowan, Rook and Decard and they Resistance games, and by a myriad of other influences on rules lite games like 24XX, Offworlders, Lumen and etc etc etc
I expect to post more about it here soon but, for now, those are the bones of Misfit. I have to shout it to the void before making other stuff. Hope someone enjoys it's initial vibe:
1. MISFITS MUGSHOTS (Character sheet):
Stats (1 point each and assign 5. No Stat can get to 6):
- Body (Physical experiences, agility, strength, throwing punches, jumping between buildings) 
- Vibe (Social experiences, charisma, etiquette, flirting, bluffing) 
- Weird (Unreal experiences, spirit, soul, sixth sense, your PWRZ, searching metaphysical insight, harming extracorporeal entities)
- Brains (Intellectual experiences, logical thinking, riddle solving, not falling for bullshit)
Moodboard: Pick a few and expand on it's vibe (coming soon, but it's basically a style section. it's important to look cool and pretty) 
Stuff: Important stuff to use or carry around. Things that cause harm have a stress die attached. Other stuff can be used contextually to gain an extra die, success on a action, clear stress, etc.
PWRZ: Cool powers. They usually have a stress (damage) tier, a flavor description and a mechanical effect. (Pick a passive PWR and one for each weird point) 
- Passive
- D4 
- D6
- D8
- D12 
- D20 
Quirk (Some different mechanics of the Mugshot):
2. ACTING
- When attempting an action with uncertain outcomes or where complications could be interesting, roll d6s with the most approriate stat (I think as ways of doing or feeling things).
- Always roll at least one dice. If in advantage or disadvantage add or subtract dice as seem fitting. If disadvantaged below zero, start to roll and pick the worst.
- Stats are meant to be flexible and open to creative problem solving.
- Misfits can throw a knife with their Body, their Brains or even with their Weird after using the knife for years, getting attached and naming it Poco.
- Stuff and people can have complex relations with Stats (seeing status as ways of feeling) that may allow creative interpretations.
- Nothing just fails. Something always happen in the world.
- If an action is too complex to be solved with a single roll or take space and time to develop it's a PLAN. A complexity will be defined in a CLOCK format between 4 and 12 segments, where the Misfit will be able to act to advance those segments until completion. Failing in actions related to the PLAN can start an opposite clock with consequences, expand it's segments or even collapse the entire PLAN with approriate (and possible disastrous) consequences (I see PLANS as a way of extending actions into sequences, helping to streamline the play and also raising the stakes. It's a way I enjoy to play especially solo)
3. DICE RESULTS:
1-3: A failure. But more than that, an outcome that didn't met the expectations. Some complications arrived, the competition was fiercer than it looked like, the stakes are now higher, the context changed. Stress can be suffered. 
4-5: A success with complications. A twist, new element or context can enter the situation as well.
6: Success. Clean success, the narrative moves forward as intended 
More than one 6: Critical success. More stress dealt, more favorable circumstances, sunshine and rainbows.
4. STRESS:
A track that goes to 10 that stores all the Misfit's misfortunes. Everytime you receive stress from any source unless your PWRZ (be it physical harm, a very embarassing interaction or mental overload from a paracausal entity) fill the track and roll a D10. If the result goes under the current stress value, the Misfit suffer a Strike. A concrete manifestation of consequences related to one of the stats. 4 Strikes and you are OUT. If the stress comes from your PWRZ you just fill the track withou rolling for strikes. Your PWRZ themselves can't take you out but they will make you frail.
5. HURTING THINGS (AND GETTING HURT) 
- The combat is dynamic, focused on player facing rolls. 
- The Misfits always go first, unless taken unprepared. 
- Enemies attacks come with results of Failures or Success with complications. 
- The turn goes on in Vibe order. Any action can be attempted. Failing actions in combat usually leaves the Freak exposed to being hurt. 
- Foes have particular behaviors as described on UNEASY THINGS (future zine with threats). When the resistence of a foe hits 0 it's dead. Most will not fight until that point. But some will.
6. THE EVERYDAY AND THE SANDBOX (It's in a new post!):
- What you do?
- Conspiracies and Happenings (to gain Fame)
- Spend FAME to create PLANS and make your Happenings, Factions and know more Faces
- PLANS: Complex actions that require time and multiple efforts (Flirting, Making Friends, Organizing a Party, Creating a Bowling Club, Investigating a Murder, etc)
- MESSY SCENES!: Complex moments with big stakes that deserve narrative spotlight. Like: A Chase, Fighting Big Things, Fucking, Karaoking, Dueling,
- The game can be played with as many complexities as wanted. Some PLANS and MESSY SCENES can be easily diluted to one rolling, simple combat or just roleplaying without dice. But i think those are nice procedures to Solo play and also for some types of Group Play, easing players into narrative control within their MESSY SCENES and framing clearly objectives with the PLANS
7. FAME (you guessed right, coming soon): 
- Solving Conspiracies and helping FACES out in Happenings grants FAME. 
- FAMOUS Misfits can really alter the Everyday, starting factions, throwing up legendary ragers, becoming marketable capers or even starting an revolution. 
8. CREDIT/GETTING STUFF
- Misfits always have enough to get by. Some start with a little more, as can be seen by their Mugshot or Moodboard.
- Credit is abstracted in 6 tiers that follow the PWRZ tiers and can be used to buy stuff, define "loot" and payments.
-Acquiring things that are into your credit tier is mundane and simple. Everything above your credit tier requires either some valuable stuff or you will be In Debt
- While In Debt you can't buy nothing above the misfit tier, and have to get some loot to sell, win some reward for a happening, or go to The Board and find some Job
-To change your Credit tier you don'thave to hoard riches, but get known. The only way to upgrade your credit tier is investing Fame.
TIERS: 1. Misfit/simple (resources with no die value. worthless in trading/selling) 2. Working class (D4) 3. Degree haver (D6) 4. Up and coming (D8) 5. Money mover (D12) 6. Filth rich (D20)
9. WRONGDOING - Every Misfit has already beem accused of some kind of wrongdoing. It can be true or it can be made up. Fact is, a Misfit can't really stay put and live a normal life cause they already have been stripped of the normality.
10. PATH - Also a future exploration here, but the idea is having another layer of personality and a goal beyond "live life, make friends, fight the system" for Misfits. My idea here is to eventually get to something like Beats from The Heart, turning Paths as ways of getting more powerful:
An exploratory list of Paths: - Hedonist - Communitary - Explorer - Revolutionary
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melancholia-ennui · 2 years
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Some thoughts on PF2e
Context: I played PF2e for ~2 years in two campaigns. Concurrently, I have been playing 5e since release, including running a 4yr continuous campaign from lv 1-20. I have a little experience of 3/3.5e from the NWN games, but never PNP, and I've dabbled in short campaigns in a few other systems, including Cypher and a system a friend was designing.
So, with everything going on (*gestures at WotC burning every last shred of good will they ever garnered from the community*), a lot of people are currently looking for a new TTRPG system to pick up. A fairly common piece of advice that I hear is "if you want something like D&D, try Pathfinder". While this statement makes sense in the grand scheme of all TTRPGs ever, and both systems trace something of their genetic heritage to the same original system (3e), it over looks the fact that the play feel and play style of these games are actually quite different, and I worry that it is setting some people up for disappointment if they don't understand the differences between these systems before going in.
So here's a little primer on the vibes key differences between these games, to help you gauge whether PF is actually the right choice for you if you're coming from 5e.
Disclaimer: I'll only be talking about PF2e here, as I haven't played the original PF - however, based on everything I've heard and read about it, many if not all of these points will apply equally to PF1e.
I've divided this discussion into sections so you can jump straight to the part of the game that most interests you. More could certainly be said on each of these points - my goal here is not to give a perfect understanding of the nuances of the game, but rather an overall "vibe" so you can gauge whether it's likely to be worth your time. If you're still on the fence about it after reading this, give it a try and see for yourself how it stacks up!
Overall
A Rule For Everything. Where 5e is often quite hand-waivy in the details of what you can and can't do, leaving a large part up to a mixture of GM discretion and interpretation, PF2e has a specific rule for most actions you would want to take in most circumstances. Pros: this results in fewer "falling through the cracks" moments where it's unclear how you should rule a particular action (in particular, you're not going to see the frequently botched "is an ability check an action, bonus action, or free" you get at many tables in 5e); good for supporting newer GMs who haven't developed the judgement need to make rule callings well in a rules-lighter system like 5e. Cons: offers less flexibility and GM freedom; I found that often questions which would be answered with "sure, give me a X check" in 5e were answered with "you don't have enough actions" or "you don't have the right feat" in PF2e; and if you've got a rules lawyer at your table, you need to expect a lot more rules-lawyering.
Finely Balanced. We all know that 5e is a little bawked - PF2e, by contrast, is a ruthlessly well-balanced system. While I'm sure experienced players have found ways to break it, I found that even extreme builds rarely feel outside of a narrow scope of variation. Those used to playing martials will especially notice the difference, as casters are much more closely pegged to martial progression than the "casters are better at everything" state of 5e. Pros: Very difficult to break the game; GM is very unlikely to be surprised by player capabilities; martials are much less overshadowed by caster. Cons: While it's hard to make a broken character, it's easy to make a bad one that lags behind more experienced players; can feel more "samey" (see discussion on Spellcasting below for more details); progression often feels slow, and it lacked the "oh shit I can do that now?!?" moments I've often had with 5e characters.
No Bounded Accuracy. What little balance 5e has is based around the system of Bounded Accuracy, which sets DCs at any level as falling between 5 and 30, on the assumption that 5 is the lowest roll you can make with proficiency and a positive ability score, discarding 1s, while 30 is the highest roll you can make with proficiency and a maximum ability score, except for 20s. PF2e has no such system. Instead of absolute values, PF2e has a sliding range of expected results that increases more or less linearly. As such, monsters and traps that are even a couple of levels higher than the party can become overwhelming rather than just difficult, and monsters much higher level than the party are untouchable. Pros: Can feel more realistic (as incredibly powerful dragon can't be taken down by a lucky commoner); numbers get satisfyingly big. Cons: Can feel less heroic (a commoner can't even touch a powerful dragon, no matter how lucky); much more subject to GM error and harder to adjust for "on the fly"; progress can feel slow with few "omg I can do that now?!?" moments (see Character Progression below).
Crunch. PF2e doesn't have the advantage/disadvantage mechanic, it has four levels of proficiency with different attached bonuses, many bonuses also use your level as a factor, floating modifiers don't abound like they did in 3e but are certainly more prevalent than they are in 5e, and in addition to all of that every DC needs to consider the +10 critical hit and -10 critical fail levels as well as the DC itself. You will be doing a lot more maths in PF2e than in 5e, on a turn-by-turn and level-by-level basis. Pros: Allows for a fairly high level of complexity, especially when it comes to how effects combine to give you bonuses to various attacks, saves and checks. Cons: If you find doing calculations slows play too much, well, this system has a lot more maths than 5e.
Character Creation and Progression
PF2e character creation and progression allow a great deal of customisation, creating a lot of diversity between characters.
To take just one example: where 5e has the single choice of a race/species/lineage, PF2e has several choices - your choice as first level is split between an Ancestry (broad categories like Elf, Human, Dwarf) and Heritage (kind-of like 5e subraces, but including the tiefling-type options, so you can play an Elf Tiefling, for example), and both choices give you access to a pool of Ancestry Feats that you acquire throughout your character development. While 5e races often feel more impactful from the get-go (especially when we consider races which have spellcasting or very powerful racial abilities such as Trance or Fury of the Small out the gate), PF2e ancestry and heritage choice well continue to affect you character till level 17, gaining increasingly powerful abilities as you go.
On the flip side of this, within the bounds of the tightly balanced mechanics of PF2e, the scope of "what a class feature/feat/magic item can be/do" is quite narrow. A significant number of your class progression features, feats, and even magic items you receive will be focused exclusively on keeping your numbers at the level of big they're supposed to be. This can be quite a culture shock from 5e where, unless you choose to take an ASI, you will more or less never have an entire level where the only advancement your character gets is "number get bigger".
I found this most frustrating when it came to magic items. In 5e, the bulk of magic items (especially in the earlier books) focus on expanding options with new ways of interacting with challenges (think the immovable rod or deck of illusions), with relatively few that focus on simple numerical increases (pretty much exclusively weapon +X and shield/armour +X). Importantly, because the few +X items go above and beyond the scope of bounded accuracy, getting one of these items always feels like the game is being rigged in your favour, so even these relatively bland options still come with a certain power trip and excitement. By contrast, in PF2e, players are expected to have certain magic items by certain levels - in fact, the system is balanced around this fact, so tightly that there even an optional rule to skip the items altogether and just make their bonuses part of your level up progression. As a result, at least in my experience, magic items becomes much more mundane - getting a new item feels less like a huge break and more like a necessary and expected part of your progression.
Further, because many feats have requirements of other feats or particular levels proficiency, PF2e follows 3e in that you need to plan your character more or less in full, as you'll often need to take particular feats or proficiencies several levels in advance if you want to pick up a particular later feat. This is in contrast to 5e, where planning a character is generally not required unless you are very committed to optimization - very few parts of 5e have any kind of prerequisites, and so you can generally pick up a particular feat or spell as soon as you hit the level it becomes available, without much forethought. For my part, I prefer 5e in this regard, as I like being able to adjust my character direction on the fly in response to events in the story, but while playing PF2e I found those possibilities were often gated behind earlier feat choices and whether or not I would be able to make those sudden changes in direction became very dependent on GM leniency over the retaining rules.
Lastly, although there are a lot of choices on the table, not all of those choices are equal, and PF2e has a bit of an issue with "illusion of choice" - cases where either both options are fundamentally the same (differing only in flavour or minor details), or else where one option is simply just better than another. For example, although in theory both Monk and Cleric have a couple of directions you can take them, I've been told that in both cases there's one or a couple of builds that are so head and shoulders above the others that choosing the other(s) becomes effectively playing with a handicap.
Combat
Where 5e uses the action/bonus action/reaction/movement action economy, PF2e has a three action economy: every turn, you have three actions, and most things you do use 1-3 actions, including moving, attacking, making checks, and interacting with objects.
In its defense, the three-action economy introduces a lot of opportunity costs that make combat feel tactical in a way that 5e often fails to be, and the restricted distribution on opportunity attacks (you have to have a feat, so not every creature and monster gets them) allows a lot more battlefield manouverability than some systems.
Unfortunately, it also has some issues. Firstly, due to the way the numbers work out, despite in theory having lots of options in combat, in practice there's often a single mathematically best option, which results in very linear and repetitious combat. (For a breakdown of the maths behind this illusion of choice phenomenon and comparison to 5e, see this video by Taking20.)
Secondly, because movement uses the same action economy as everything else, choosing to move always means not choosing to do something more impactful, like attacking, casting a spell, or even just raising your shield. This contributes to the problem of illusion of choice in the system, but it also has a problem all it's own: it makes fights incredibly static. In my experience at least, PF2e fights typically involve moving to a good position on your first turn and then repeatedly attacking or casting spells from that one spot until you're forced to move by a moving enemy or your target dying. By contrast, if you've got a DM who plays with cover and you're using the flanking optional rule, I rarely find reason not to move around for every possible advantage every turn in 5e. Similarly, where "can I leap off the balcony, swing on the chandelier, and attack the troll from above" is a very doable thing in 5e, you're likely making one attack max and not getting any of your ability benefits if you do that in PF2e - and that's if you're allowed to do it at all!
Now this final point is pure ~vibes~ - I haven't run the maths on it at all so it's entirely possible I'm just wrong here - but at least in my groups it felt like PF2e combat also lasted significantly longer. Most 5e combats are over in around 3 turns - but it at least felt like many of the PF2e fights I was in went to turn six or seven at least. This is good if you really enjoy Pathfinder combat, but as I say I found it less dynamic and even at times less tactical than 5e combat so it really felt like it started to drag in most cases, something I only really find in 5e when playing with new or inexperienced DMs.
Spellcasting
Now I'm a sucker for magic characters, and PF2e certainly has those.
As I noted above, PF2e spellcasting excels in its balance - it's pretty well pegged to the martial progression, so spells feel powerful but not so powerful they outshine the martials.
Mechanically, PF2e has a strong distinction between prepared and spontaneous spellcasting, with particular implications for upcasting. If you're a prepared caster (wizard, witch, etc.), you prepare spells each day for particular spell slots (this will be familiar for those who played 3e) - for example, if your Wizard knows fireball and enthrall and has two 3rd level spell slots, you can prepare two fireballs, two uses of enthrall, or one of each, but outside of certain class features once you've made the choice for the day it's set until you next rest (no swapping to a more niche spell when the moment comes for it!). Prepared casters learn each spell once, and can prepare it in any spell of it's level or higher. For spontaneous casters (e.g. sorcerer), you do not prepare spells each day, but instead you have a repertoire of spells you can cast, and you can assign spell slots when you cast the spell. However, you must learn each spell at each level you intend to cast it - you don't only need to know the spell to cast it, you must know it at the correct level, meaning valuable upcast spells may need to take up several slots among the few spells you learn.
This style of spellcasting requires a lot more forethought, and in this regard it arguably really centers the resource management aspect of playing a spellcaster.
However, in my experience at least, it feels very limiting after playing with the freedom of 5e spellcasting, and I often found myself preparing the same handful of generally useful spells every adventuring day.
Additionally, and this may in part be a problem of me just not having the time to look through the full spell list but it does fit with the wider design principles of PF2e, I found a general lack of spells that horizontally open up entire new modes of interacting with the world. Where 5e has spells like thaumaturgy, minor illusion, and command right out the gate, I found very few spells of this kind across the levels in PF2e, and those that did exist were always very carefully circumscribed with little room for originality in their use. On the upside, this is an excellent hedge against the classic 5e problem of overly cunning players with an under-prepared DM creating something game-warpingly broken with a low level spell slot, but I also felt I really missed the creative feeling of playing at the edges of barely defined magical effects and seeing what I could achieve with that.
As a final point in this section, where Scrolls are a pleasant but often rare part of a 5e caster's life, they are a core part of PF2e casters, so much so that - say it with me now - the system is balanced around the assumption you will have plenty available. (If you ever wonder why PF2e casters have fewer spell slots more or less across the board, this is part of the reason why.) If you are playing a caster in PF2e, buy and use scrolls often!
Exploration & Social Interaction
Without using third party expansions, 5e doesn't have either a proper exploration subsystem or a proper social interaction subsystem, which means your experience of these two pillars of play will vary wildly dependent on the DM at your table and how much (or little) they actually bothered to read the relevant sections of the DMG and supplementary materials.
By contrast, PF2e has developed subsystems for both - several, in fact, with the Influence, Reputation, and Leadership subsystems providing ways of navigating different scales of social encounter, and Hexploration and the exploration mode mechanics providing tools for exploration.
Of these, I've played in games using the Influence subsystem and the Hexploration subsystem, as well as exploration that draws more casually on exploration modes and various obstacles and dangers. I'll deal with each of the subsystems in turn, before giving an overview of how this approach differs from 5e.
Influence. This subsystem focused on tracking social encounters in a series of rounds, as party members uncovered the particular interests and weaknesses of their interlocutor and used those discoveries to help push through their persuasion. Cards on the table, I absolutely hated this system, as did our whole group, and we dropped it after a single session. I found it incredibly slow and clunky, with the constant die rolls and abstractions to the level of mechanics killing any possibility for meaningful RP. That said, I can also see the appeal for those who dislike the more structure-less or improv-style approach often taken in 5e games, and there are definitely aspects of the system I like enough to adapt to other uses (particularly keeping track of what topics or approaches will be especially effective for persuading a particular creature, and conversely which ones will likely cause it to close off).
Hexploration. This system involved moving around a hexagonal map in various steps, revealing the map as you went. I have fairly mixed feelings about this one. On the one hand, it was initially quite thrilling to have that "discovery" experience and watch the map slowly unfold. On the other hand, I quickly found it got slow and began to drag, as it became clear how many hexes we would need to traverse to discover as much of the map as we could.
The more casual form of exploration was closer to how I'm used to seeing it done in 5e, though with slightly better defined actions to be taken while traveling, which was welcome - although we often found everyone using the same handful (someone repeat casting detect magic, someone Scouting ahead to help with initiative, and most of the rest of the party Stealthing).
One thing that must be said is that all these subsystems are optional, and so if you don't like the rules of some particular system you can simply opt not to use it - although do take note of which feats players have selected, as some so specifically interact with particular systems. However, given PF2e lacks the bounded accuracy system, setting appropriate DCs for a given level requires at least checking a table, which is more work than the constant 5/10/15/20 baseline available in 5e. Additionally, 5e players should be prepared for the fact that many social or exploration things you might expect to just be able to do with some appropriate check are actually gatekept behind feats which you'll need to pick up over the course of your character progression if you want to do those things.
All told, the plethora of subsystems in PF2e will be very appealing to anyone frustrated by the lack of good rules for social interaction and exploration in 5e, though dependent on your play style you may find the more strictly regulated approach to these traditionally more hand-waivy and cinematic parts of play to be a bit stifling.
Conclusions
Everything I've said here is just my opinion, based on my own experience of the tables I've played at. That said, from everything I've heard being part of both communities, most of these generalisations hold up across the board.
I hope that I've managed to convince you that PF2e is not just a simple replacement for 5e - because if you went in with that expectation, it's definitely not what you'll find. That said, I still have a soft spot for many aspects of the PF2e system, and I hope that if you've seen something in here that's peaked your interest you'll be willing to give it a shot. (As an added sweetener to the pot, all the content for PF2e is available free online at the Archive of Nethys, so you don't even need to buy a single book to give it a try - WotC could never!)
On balance, I would say you're likely to really enjoy PF2e if:
You want a crunchy system with a rule for every possible action
You liked 3e/3.5e but wish there was something like it that was more streamlined without being "dumbed down" like 5e
You care a lot about balance and equality between different characters
You like planning your characters in advance
You like a lot of options, even if those options may be less impactful individually
You dislike the lack of subsystems in 5e
You dislike the chaos created by rules-vague spells and items in 5e
You like when number get bigger
However, while you might still get something good out of giving PF2e a try, you're much less likely to love it to bits if you:
Already find 5e too mathsy, crunchy, or complicated
Don't like memorising lots of particular details
Find items, feats and abilities that just increase your numbers a little dull
Enjoy flashy, cinematic magic even if it's unbalanced
Like making lots of your own homebrew and other to design it in a flexible system with a lot of give for over- or underpowered additions.
Are happy with fewer options but like every option you choose to feel like it has an immediate impact
Prefer gameplay that develops horizontally (more options) rather than vertically (better at doing what you can already do)
Prefer vague and poorly-defined magic for its creative potential
Hate rules-lawyering
If you're still on the fence, my best advice would be to just give it a shot - and if you find (like I did) that it's not really for you, then you can always just take the bits of it you do like and use them in other systems. Because that, really, is the joy of TTRPGs at the end of the day - we all get to create our own games, according to what we and our tables find fun!
Edit because apparently I somehow posted the wrong version of this and it was missing the tail end of the conclusion lol
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jamesvince9898 · 5 days
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At 3E Accounting Limited, we are committed to being more than just a service provider; we strive to be a strategic partner that contributes to your business’s success. As a Hong Kong company formation specialist and accounting firm, we offer a full suite of services that are essential for starting, running, and growing your business in one of the world’s most dynamic markets. Whether you need help with company formation, financial management, or broader business advisory services, we are here to provide the support your SME needs to thrive.
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Create Viral Quiz Videos Fast with TubeQuiz AI
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Welcome to my TubeQuiz AI Review post. TubeQuiz AI is the world's solitary simulated intelligence controlled viral video test manufacturer. Intended for advertisers, content makers, and virtual entertainment fans, it enables you to make drawing in test recordings easily. Whether you're focusing on YouTube, Instagram, TikTok, or different stages, TubeQuiz simulated intelligence takes care of you.
TubeQuiz AI Review: Key Features
Keyword-Driven Quizzes: Enter a keyword, and TubeQuiz AI generates hundreds of viral quiz ideas using its “3E formula” (Engage, Excite, Explode).
Multiple Choice and “This or That” Quizzes: Keep your audience hooked from start to finish with captivating quiz formats.
AI-Generated Quizzes: Let the AI work its magic – create quizzes with a single click.
Category Presets: Choose from nine preset categories or create quizzes from scratch.
Rich Template Library: Access pre-made templates and customize them to match your brand.
Bulk Video Creation: Generate multiple quiz videos at once from a single keyword.
Difficulty Levels: Cater to all users by selecting from five different difficulty levels.
Auto Storyboarding and Video Creation: Transform your quizzes into engaging videos automatically.
Customizable Editor: Fine-tune your quiz videos to your heart’s desire.
AI Image Generator: Automatically create images for your quiz videos.
Captivating Music Tracks: Add life to your videos with music.
Voiceovers: Easily include voiceovers with a single click.
Flexible Video Sizes: Create both long and short-form quiz videos.
Multilingual Support: Translate your quiz videos into various languages.
Instant Export: Use your videos wherever you want. Bonuses
Commercial License: During the launch period, get a commercial license to use TubeQuiz AI for client projects.
Live Webclass: Learn how to maximize TubeQuiz AI’s potential.
Quiz Channels List: Access a list of 30 quiz channels on YouTube and Instagram.
YouTube Views Case Study: Discover how TubeQuiz AI can boost views.
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Google Bard AI Prompts: Get over 3000 Google Bard AI prompts.
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govindhtech · 2 months
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Microwave 2T XMC-80D Wins iF Design Award 2024 & Red Dot
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Huawei Microwave 2T E-band XMC-80D Takes Home the 2024 iF and Red Dot Design Awards.
iF Design Award Vs Red Dot
Because of its innovative technology and cutting-edge product design, the Huawei XMC-80D, a next-generation 2T E-band outdoor unit (ODU), was honored with the if Design Award and the Red Dot Design Award. After the XMC-3E in 2021, this is the second time Huawei’s microwave equipment have won these two esteemed prizes.
Modern optimization algorithms on the XMC-80D significantly increase coding efficiency for greater spectrum utilization, and with dual-channel and dual-polarized transmission, a single box can supply up to 25 Gbps of bandwidth. Up to 50 Gbps of speed can be achieved with a single E-band link, nearly decreasing the amount of gear needed and providing an amazing 150% increase in capacity over existing E-band solutions. To fulfil the ultra-large bandwidth requirements of 5G and 5.5G, this capability more than suffices.
XMC
Because it allows service switching via the backplane, service traffic can pass through all of its primary control service interfaces. Furthermore, the product’s unified IDU design allows for flexible scaling up and seamless evolution in an incredibly economical manner. The device has ergonomic handles for convenient travel and installation, and a double-sided heatsink to maximize heat dissipation.
James Zeng, President of Huawei Microwave Product Line, said of the honors: “They show how competitive we are in the microwave industry. We’ll keep coming up with innovative, straightforward backhaul technologies that offer incredibly high bandwidth in all situations where massive backhaul is required for 5G and 5.5G.”
Red Dot Design Award 2024
iF Design Award 2024
The latest Huawei microwave, the 2T E-band XMC-80D, earned the iF Design Award and Red Dot Design Award for 2024. This two-fold award shows the product’s excellent performance, design, and telecom industry impact.
XMC-80D Huawei Microwave 2T E-band
Modern telecom equipment like the Huawei Microwave 2T E-band XMC-80D boosts network capacity. This device uses cutting-edge technology in the E-band spectrum, known for its high-frequency range and large bandwidths. It is crucial to today’s network infrastructure because to its innovative functionality and design.
Important Elements
The XMC-80D’s 10Gbps transmission bandwidth ensures quick data transfer and efficient network operation.
Advanced Modulation: 256QAM modulation boosts data rates and spectrum efficiency.
Robust Design: The XMC-80D can tolerate harsh environments with its IP65 dust and water protective casing.
Energy Efficiency: The XMC-80D reduces power usage and running costs using sustainable energy-saving technologies.
The Value of Red Dot and iF Design Awards
The iF Design Award and Red Dot Design Award recognize the XMC-80D’s innovative design. These awards honour products with superior design, functionality, and user experience.
iF Design Award
The iF Design Award, one of the world’s most prominent design contests, rewards creative, usable, and beautiful products. This prestigious prize was granted to the XMC-80D for its advanced technology and exquisite design.
What is Red Dot Design Award
Another prestigious award that honours exceptional product design and innovation is the Red Dot Design Award. The XMC-80D’s strong and effective design, together with its excellent performance, guaranteed its position as one of the best in the sector.
Effects on the Industry of Telecommunications
iF Communication Design Award
In the telecom industry, the Huawei Microwave 2T E-band XMC-80D’s release represents a critical turning point. Its cutting-edge features and superb design support the development of network infrastructure, facilitating quicker and more dependable communication.
Improved Network Efficiency
The XMC generates high-frequency transmissions that support huge bandwidths by functioning in the E-band spectrum, which is necessary for contemporary data-intensive applications. This feature is perfect for both urban and rural installations since it guarantees uninterrupted connectivity and improved user experiences.
Cost-effectiveness and Sustainability
The energy-efficient design of the XMC-80D not only lowers operating expenses but also complies with international environmental standards. Huawei supports the shift to more sustainable practices and helps the telecoms industry become greener by reducing power consumption.
Infrastructure Fit for the Future
The durable design and state-of-the-art technology of the XMC-80D prepare networks for future needs. There is a rising need for dependable, high-capacity infrastructure as data usage rises. These requirements are met by the XMC-80D, which guarantees that networks are ready to take on new challenges.
Client References
The Huawei Microwave 2T E-band XMC-80D has received high marks for performance and dependability from several customers and industry experts. Testimonials emphasize its strong design, simplicity of installation, and notable improvement in network efficiency.
Adoption and Global Reach
The XMC-80D has been embraced by telecommunications firms globally, as they have realized its potential to improve network performance. Its widespread deployment highlights its adaptability and efficiency in a range of settings and scenarios.
In summary
In the telecom sector, the Huawei Microwave 2T E-band XMC-80D is a ground-breaking device that has raised the bar. Its quality in design and usefulness is shown by its recognition with both the Red Dot Design Award and the iF Design Award. The XMC-80D stands out as a crucial component, promoting efficiency, sustainability, and excellent performance as networks adapt to meet increasing data needs.
Read more on govindhtech.com
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mariagarrote · 6 months
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Check out this listing I just added to my Poshmark closet: Johnston & Murphy Men’s Cap Toe Dress Shoes.
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respite-hrh · 7 months
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Principle 1: Equitable Use
The design is useful and marketable to people with diverse abilities.
Principle 1 Guidelines
The following guidelines underpin Principle 1:
1a. Provide the same means of use for all users: identical whenever possible; equivalent when not.
1b. Avoid segregating or stigmatizing any users.
1c. Provisions for privacy, security, and safety should be equally available to all users.
1d. Make the design appealing to all users.
Principle 2: Flexibility in Use
The design accommodates a wide range of individual preferences and abilities.
Principle 2 Guidelines
The following guidelines underpin Principle 2:
2a. Provide choice in methods of use.
2b. Accommodate right- or left-handed access and use.
2c. Facilitate the user's accuracy and precision.
2d. Provide adaptability to the user's pace.
Principle 3: Simple and Intuitive Use
Use of the design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level.
Principle 3 Guidelines
The following guidelines underpin Principle 3:
3a. Eliminate unnecessary complexity.
3b. Be consistent with user expectations and intuition.
3c. Accommodate a wide range of literacy and language skills.
3d. Arrange information consistent with its importance.
3e. Provide effective prompting and feedback during and after task completion.
Principle 4: Perceptible Information
The design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities.
Principle 4 Guidelines
The following guidelines underpin Principle 4:
4a. Use different modes (pictorial, verbal, tactile) for redundant presentation of essential information.
4b. Provide adequate contrast between essential information and its surroundings.
4c. Maximize "legibility" of essential information.
4d. Differentiate elements in ways that can be described (i.e., make it easy to give instructions or directions).
4e. Provide compatibility with a variety of techniques or devices used by people with sensory limitations.
Principle 5: Tolerance for Error
The design minimizes hazards and the adverse consequences of accidental or unintended actions.
Principle 5 Guidelines
The following guidelines underpin Principle 5:
5a. Arrange elements to minimize hazards and errors: most used elements, most accessible; hazardous elements eliminated, isolated, or shielded.
5b. Provide warnings of hazards and errors.
5c. Provide fail safe features.
5d. Discourage unconscious action in tasks that require vigilance.
Principle 6: Low Physical Effort
The design can be used efficiently and comfortably and with a minimum of fatigue.
Principle 6 Guidelines
The following guidelines underpin Principle 6:
6a. Allow user to maintain a neutral body position.
6b. Use reasonable operating forces.
6c. Minimize repetitive actions.
6d. Minimize sustained physical effort.
Principle 7: Size and Space for Approach and Use
Appropriate size and space is provided for approach, reach, manipulation, and use regardless of user's body size, posture, or mobility.
Principle 7 Guidelines
The following guidelines underpin Principle 7:
7a. Provide a clear line of sight to important elements for any seated or standing user.
7b. Make reach to all components comfortable for any seated or standing user.
7c. Accommodate variations in hand and grip size.
7d. Provide adequate space for the use of assistive devices or personal assistance.
--from the Centre for Excellence in Universal Design
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