#ive been adding a little bit of flair to each design which helps them all click
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Gourm my beloved!!! the silly!!
Their name is Pumpkin and their design is based on Outer Expanse, breadbugs, etc
edit: forgot to color the lines for the teeth
Notes transcript below the cut!
Notes transcript:
Left Side
whiskers are optional
relatively small paws
flowers are mementos from home
chunky tail!
scar on right cheek
short-ish muzzle
Middle
chin line
long claws
flowers can still close!
flower number & positions can vary, but there are usually some in mane & tail
Right Side
HUGE dewlap!!
back pattern
#raintailed's art#rain world#rw#rw gourmand#reference#downpour spoilers#ive been adding a little bit of flair to each design which helps them all click#rivulet has the funny fans#saint has the beard whisker things and the attuned form#and gourm has a mane and flowers!#also taking a break from art month bc im exhausted from funguary
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I Regret Buying Pokémon Shield
I told myself I wouldn’t do it. I’ve seen time and again the lack of innovation from main-series Pokémon games, and I insisted nothing would convince me to buy this latest atrocity. Yet here I am, reviewing the game I said I’d never purchase. I should have listened to myself. I KNEW BETTER! Strap in, ‘cause this one’s pretty long.
Pokémon has been around for a long time—like, a long, long time—and I’ve been around for every single new main-series game that’s been released since the franchise’s first arrival in North America back in 1996 with Red/Blue. I was not yet 10 years old, and I still remember the childlike excitement of finding rare, never-before seen creatures, the stress of trying to catch a wily Abra or elusive Pinsir, and the challenging first encounter with the Elite Four and the Champion, a 5-man gauntlet of trainers with powerful Pokémon rarely (if ever) seen in the game prior to that moment. It was exhilarating in a way that keeps me coming back for more, hoping to rekindle those same flames of wonder.
While the main gist of the games hasn’t changed much over the years, one of my favorite parts of playing a new Pokémon game is seeing the improvements each game brings to the series. Many of the initial sequels made huge leaps in progress: Gold/Silver introduced a plethora of new mechanics like held items and breeding; Ruby/Sapphire introduced passive abilities and was the first to include multi-battles in the form of double-battles; Diamond/Pearl was the first generation capable of trading and battling online and brought us the revolutionary physical/special split so elements were no longer locked into one or the other. These changes all had significant impacts on how players approached battles, formed their teams, and used each Pokémon.
Those changes, combined with the addition of new Pokémon to catch, regions to explore, and enemies to fight, were enough to keep me interested. But I know I wasn’t alone in imagining all the possibilities of taking the franchise off the handheld platforms and moving the main series games over to a more powerful home console. In the meantime, each generation that followed Gen IV highlighted a new, troubling pattern that became more and more prevalent with each addition to the series.
1. Gen V: Lack of meaningful gameplay innovation
By Generation V with Black/White, not only was Game Freak quickly running out of colors, they were quite obviously running out of ideas for significant gameplay innovation. The bulk of Black/White’s biggest changes were improvements on or adaptations to existing staples to the franchise: many new Pokémon, moves, and abilities were added, and the DS platform allowed for greater graphical quality where Pokémon could move around a bit more on-screen during battles, the camera wasn’t as rigid as it had to be in previous games due to machine limitations; perhaps most importantly, they FINALLY decided to make TMs infinite. Thank goodness. While the updates were nice, they were nowhere near as impactful on the game as previous generations’ changes were and served more as needed quality of life adjustments.
I would also argue Gen V also had the least inspired Pokémon designs (like Vanillux and Klinklang) with the worst starter choices of any Pokémon game, but that’s a discussion for another time. Excadrill and Volcarona were pretty cool, though.
2. Gen VI: Gimmicks as the main draw
Pokémon X/Y (See? They ran out of colors) continued this new downward trend in innovation. Mega-evolution—while admittedly pretty cool—wasn’t enough to carry the new generation into an era of meaningful improvement because it was equivalent to adding new Pokémon rather than developing innovative gameplay, ushering in a new era of gimmicks in lieu of substantial updates.
Though the gameplay innovation for X/Y was minimal, the graphic updates were substantial: Pokémon X/Y was the first generation to introduce the main series to a fully 3-dimensional world populated by 3D characters. However, since X/Y was on the 3DS, it was a ripe target for the 3D gimmick seen in almost all games on the console, which I personally used for all of 5 minutes before feeling nauseous and never using the function again.
Despite the fresh look of the new 3D models, the battle animations were, to be frank, incredibly disappointing. Pokémon still barely moved and never physically interacted with opponents, nor did they use moves in uniquely appropriate ways. To my point, for years now there’s been a meme about Blastoise opting to shoot water out of his face rather than his cannons. I was sad to see that they didn’t take the time to give each Pokémon’s animations a little more love. But I figured, in time, when or if the franchise ever moved to a more powerful machine, they would be better equipped to make it happen, right? I also convinced myself that the lack of refined animations were kind of charming, harkening back to the games’ original (terrible) animations.
3. Gen VII: Focus on Minigames
The main innovation (gimmick) that came with Generation VII, Sun/Moon, was the lack of HMs in lieu of riding certain Pokémon. Sun/Moon also added Ultra Beasts (essentially just new Pokémon) and Z-moves (just new moves) which only added to the number of gimmicks present in the games. These changes, which provide some mild adaptations to gameplay from previous generations, don’t fundamentally change the way players go through each game, the way that updates in the earlier generations did. I personally played through the entirety of Sun/Moon without using a single Z-move or seeing a single Ultra Beast outside the one you’re required to fight to progress the main story. Ultimately, these changes were not a significant enough experience to warrant an entirely new game that is otherwise full of more of the same stuff with slightly different creatures who have slightly different stats and occupy a slightly different world.
Though Sun/Moon was comfortably embracing the franchise’s affinity for gimmicks, it brought to the forefront yet another troubling trend: mini games. Between photography, the Festival Plaza, and Poké Pelago, the focus on and attention to detail toward mini games had grown considerably over the years. Pokémon games have always had minigames and other time-sinks—which is great! Don’t get me wrong, I appreciate having more to do than trudge through the main story. But it is apparent that, with each new generation, more time seems dedicated to development of these extras. Pokémon Contests, Secret Bases, Super Training, feeding/grooming; a lot of their larger innovations after Gen IV were centered on non-essential parts of the game, which results in diminished game and story quality overall.
Admittedly, Sun/Moon did have some of the best exploration moments of any of the Pokémon games, which I did very much appreciate. More on that later as it relates to Sword/Shield…
4. Generation VIII: You Can’t Be Serious
When Game Freak finally announced they were launching Generation VIII, Sword and Shield, on the Switch rather than a dedicated handheld console, I was beside myself with excitement.
And then I saw gameplay footage like this, and my heart sank.
What is the purpose of launching the game on a stronger console if they are going to continue copy/pasting their sprites and their animations? If they aren’t going to provide the Pokémon any unique flair or create more appropriate animations? It was disappointing enough seeing the same animations/models from X/Y for Sun/Moon, but that was sort of expected since the games were on the same console. But now that the game has moved to the Switch, this is unacceptable.
When I learned that they were significantly cutting the number of Pokémon available in the game, I thought for certain that would translate to more time dedicated to the ones that made the cut, to focus on adding animations and character to the critters to make them feel like real parts of the world, rather than avatars of a child’s imagination, unable to fully process how the world functions. Alas, what was I thinking?
I thought the Dynamax gimmick would be one of my biggest gripes because it’s so pointless, or maybe the Wild Area’s severe lack of organic belonging (all Pokémon are just wandering aimlessly, weather can change drastically after crossing an invisible line, trees look like they were cut and pasted out of Mario 64, you can’t even catch Pokémon if they’re too high a level) but honestly the most disappointing part of the game for me was the pitiful routes between towns/gyms. Previous installments of the game included routes full of trainers and puzzles you needed to defeat or solve before you could progress—in Sword/Shield, the only thing that ever prevents you from progressing are some Team Yell grunts barricading paths the game doesn’t want you to take yet, for literally no reason. It completely removes player autonomy and a sense of accomplishment earned through overcoming challenges—now instead of learning that you need to find an item that allows you to cut through certain trees to gain access to new areas, you simply follow the story beats and then, upon returning, the path will be open. It’s inorganic, it’s clunky, and it’s extremely lazy.
Speaking of lazy, the story itself was another massive disappointment for me. Pokémon games are not particularly known for having deep stories, but Sword/Shield takes it to a new low. Every NPC simply pushes you to battle in gyms, and every interesting story beat that occurs happens just outside the player-character’s reach. Any time something interesting happens, you are shooed away and told to let the grown-ups handle it while you just get your gym badges. There COULD have been some interesting story moments where your character gets more involved with helping fix the havoc occurring around the Galar Region, but instead we as the player are simply TOLD what happened, why it happened, and who fixed it (usually the champion, Leon).
I honestly think having the game focus on the story of Sonia, Bede, Marnie, or even Hop (was not a fan of this kid) would have been a much more interesting game, because those characters actually had some depth to them, some bigger reason for taking on the gym challenges than simply “I want to be the very best.” Albeit those stories would have required a tremendous amount of work to add depth and details, the potential for a better story is in those characters. There is just no story at all to the main character, who is ushered from gym to gym because…because? Because that’s what kids do? I’m not even really sure what the motivation is.
There are SO MANY exciting, interesting, innovative ways Game Freak could drive Pokémon into a new and exciting direction while still maintaining its charm and building on existing mechanics, but they instead choose to demonstrate their lack of interest in significant graphical and gameplay innovation. I imagine this is largely because the masses will eat up just about any Pokémon product produced so long as there’s a new bunny to catch, and Pikachu is still involved. I’m disappointed, and I wish the Galar region could meet the expectations of my 10-year old mind’s imagination.
When abilities were added, we suddenly had to consider whether our Earthquake could even hit the enemy Weezing and adapt to the tremendous changes the passive skills added, reconsidering how we faced each battle. When the physical/special split occurred, entirely new opportunities opened up and certain Pokémon who were banished to obscurity due to their poor typing and stat distribution, like Weavile, were suddenly viable. Some even became incredibly powerful, like Gyarados, who had been hit pretty hard by the Special attack/defense split. There were also already-powerful Pokémon (Gengar, Dragon-types) who became even more so through access to STAB moves that benefited off their strongest stats.
I want new games to include updates that feel as impactful as these changes. If you’re interested in how Game Freak can improve on the main gameplay, I have some fun ideas that will be fleshed out in another article: How to Breathe New Life into the Pokémon Franchise. That article will be dedicated to explaining what those changes are, why I want them, and how they can improve future games.
#pokemon#pokemon shield#pokemon sword/shield#game review#review#hilltop sunset#streamer#gamefreak#gen viii#gen 8
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Hey, pretty soon I'll be playing a friend of mine is gonna be DMing Tyranny Of Dragons for me and a couple of friends, and I can't decide whether I should play a Monk (probably Open Hand, maybe Kensei) or a Ranger (either Beastmaster or Horizon Walker), 'cause I've never played either of those classes, nor has anyone at the tables I've played. Can you tell me a little about your experiences with these classes?
The Ranger has been one of my favourite classes throughout the editions of D&D in terms of flavour, and I’ve had some fun with monks as well. In 5th edition, both took a fair bit of a hit in utility (individual and within group dynamics) and power at pretty much all ranges. The Ranger was propped back up a little bit in Unearthed Arcana in the revised ranger archetype, but both are still largely considered at best middle of the road classes, and at worst, the lowest tier of classes in the game in utility and character.
That’s not to say they can’t be fun and have a lot of flavour, and still find use. If you’ve watched Critical Role, you can see Vex and Beau weren’t useless by any stretch. No class is junk in 5e due to the improved parity compared to some past editions. So power and utility aside, if you feel drawn to any class/subclass, and you want to dive into its particular brand of flavour, then I say go for it. I would gauge the rest of the party’s makeup in making your decision, because group synergy is important, but you have to make yourself happy, too, right?
Anywho, I’ll break down my take on both.
When it comes to Monks, I like Open Hand the best. If you want to have a Monk-style gameplay with weapons, then Mystic or Fighter are probably better options with some more flair and utility involved than Kensei imo, but if that’s the route you want to take, it’d be alright. However, Open Hand has quivering palm, which is pretty incredible late game as far as damage and flexible timing from a single person through 3 ki pts and an action. If you do ever reach level 17, I would recommend multiclassing after that if you’re allowed, since the rest of the Monk’s class progression is kind of junk in comparison, and it could use some much needed utility from 3 levels of another class. Anywho, I like open hand not just for the flavor of being a class that’s capable of being an unarmed beast in battle, but also because of the way it can work in alignment with fighters who can also control the battlefield, like any fighter with a sentinel/polearm master. The ability to shove an enemy up to 15ft with one of your flurry attacks, launching them into the range of a fighter who gets a free opp attack against them and can from then on lock down their movement with a successful hit? That can be an excellent tag team. The Monk isn’t excellent for utility, but the Open Hand technique is probably the best at providing utility in combat among all the monk disciplines. Like, another option after hitting with flurry of blows is to steal all reactions for the opponent until the end of your next turn. This can be especially helpful against casters, as stealing reactions = preventing counterspells. And Monks can get a lot of attacks = lots of attempts to disrupt concentration of enemy casters, so the open hand monk is especially helpful at being a designated mage wrecker with having the mobility to reach casters and the ability to destabilize them. It’s arguably the one thing (aside from unarmed damage) that (this one kind of) monks do better than just about anyone else, arguably.
Now, to Rangers.
Honestly, I don’t like beast-focused Rangers. I think they’re a lot of work in order to get the mechanical payoff most other classes can achieve without a lot of thought or effort. Generally, any class that can let me focus more on flavour and RP is one I’m going to prefer, and beast master’s just…unwieldy. A lot of people say the class is junk, and if you run it without getting into the headspace for optimizing, it’s probably going to be more of a frustrating experience than you’d have hoped for. With BMs, you’re managing not just your character, but your companion, and you have to keep up with the different mechanics of both, you need to be 100% on top of choices made while leveling up, you need to have a strong understanding of battlefield control and your companion’s capabilities from the get go, and you really ought to be the kind of player who is happy to take a backseat to everyone else in and out of combat because the way you’ll shine is by helping everyone else do what they do with a little bit higher odds of success than otherwise. Personally, I like playing that sort of character, but I can do all of that with other classes a lot easier, and usually better, so this isn’t the kind of archetype I’d choose for a character myself. If you really want to, and think it’s cool, go for it, though.
The first thing I’d do is ask if you can use the UA revised ranger instead of the PHB ranger if you’re going the beast route (it’s “beast conclave” archetype in UA). If your DM allows that and insists you choose your companion from the list provided here, take the wolf (pack tactics is v helpful, same with 40ft speed and being able to send enemies prone after attacking) or ape (climb 30ft, melee/ranged ability, good stat baselines).
The second thing you’ll need is to lock down a quality companion, and that can take a bit of wheeling and dealing with your DM to let you use one of the supplementary books as a source, which is especially necessary if you’re not able to use the revised ranger class from UA. You do not want a hawk, mastiff, or panther, the PHB offers some shit examples out of the gate (panther and hawk are only conditionally good if you’re only ever going to have your companion rushing around the map using the ‘help’ action, or scouting to some extent, and the latter becomes less useful and reliable the higher level you become). Don’t choose a CR 0 companion, or one under ¼. If you absolutely must use a hawk for character flavor, then a blood hawk that at least has pack tactics would be a must. But if you are hoping for a companion that can do damage, look for something with certain damage if it hits, like added poison damage. Look for good AC if you want a tank. Look for versatility in mobility and senses. Look for special abilities (the boar having a relentless ability where it’ll go back to 1HP if it falls below 0; the wolf spider has web walk and web sense which can really help with casters using web if players don’t want to wade into the difficult terrain or are having difficulty finding enemies caught in the web; etc.)
But yeah, beast-focused rangers will be best when they’re spamming the help action with their beasts, using their beasts to get enemies out of cover, using their beasts to help control the field and give others advantage/take advantage, etc. You need to be quick mentally to know what you want to do with your character and your companion each time your turn comes around (most DMs, myself included, aren’t going to let you have as much time as you need to figure out what you want to do on both fronts, so if you can’t juggle two characters at once without losing a step, it might not be the archetype for you). This type of ranger requires you to know exactly what you want to be able to accomplish for yourself and your party right out of the gate, so you’ll want to gauge what your party members will be specializing in, what they want to be able to do, and see if there’s a way to shape your ranger to aid in that, particularly in choosing a beast that can be the most effective in ensuring that. Group cohesion is the name of the game with this form of ranger, so you’ll want to consider race selection a part of this process, too. I’ve had one player bomb hard as a BM and re-roll a different ranger, and I’ve had a friend who ran one who was the group’s unsung hero a lot of the time during their campaign. If you’re looking at Vex from CR as inspiration, keep in mind she had an excellent set of stats from lvl 9 onwards, and plenty of magical weapons to make up for much of any class shortcomings as characters scale up…look at how often Trinket was useful (very rarely) and understand that the bear was essentially just flavour for most of the campaign, and Vex would have been considerable underpowered compared to the rest of the party if not for some considerable DM intervention in ways that make things a lot trickier for DMs (adding magical weapons/items can easily unbalance a campaign, and it’s a matter of experience in knowing how to dole them out without throwing balance aside…Matt Mercer’s comfortable handing out flying carpets and multiple +2AC items and superpowered magical weapons by level 9, I wouldn’t give them out before level 14 or 15 and it would really only be if a player was severely struggling and refused to re-roll a more appropriate character while dying or nearly dying most combats). Other classes and archetypes have features and abilities that scale as you level, some earn specific spells as they level up that others can’t get, etc., but with beast conclave rangers, it’s their beast that slightly improves in a few meaningful ways. So if you’re going that route, you need to commit to a great beasts that’s a great fit for you and your party, and you need to commit to making the absolute most out of them and knowing how to make the most out of them.
Horizon Walker’s a simpler archetype that has some badass spells, but the flavour for the class can be a bit…strange in some adventures. It might not fit well with Tyranny of Dragons, I’m not sure how much planar travel’s involved in that adventure. Which might not be a problem for the DM, or you. I still prefer the UA ranger conclaves, but out of the PHB ones, this one’s probably the best of the bunch, even if it’s mostly going to lean towards being a melee build (which, again, check your party comp to see if that’s something that is workable).
Anywho, those are my late night D&D ramblings. You can take my words with a grain of salt if you’d like, and as always the rule of cool applies…if you think it’s cool and you really want to go with something, go for it and I hope the DM will find a way to help you make it work, but yeah, these classes can be a bit of an uphill battle, though I suppose potentially a rewarding challenge if that’s what you’re looking for.
Best of luck with the campaign, I’m sure you’ll have fun!
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