• 2 Posts
  • 98 Comments
Joined 1 year ago
cake
Cake day: June 30th, 2023

help-circle
  • I’m excited for Foundations, mostly for Llanowar Elves returning. But Day of Judgement, being a reliable 4-mana sweeper, is also going to be rough. Current sweepers in Standard include:

    3 mana:

    • Path of Peril (6 mana for full sweep)
    • Brotherhood’s End
    • Corpse Explosion
    • Temporary Lockdown

    4 Mana:

    • Depopulate
    • Ill-Timed Explosion
    • No Witnesses

    5 Mana:

    • Deadly Cover-Up
    • Gix’s Command
    • Burn Down the House
    • Unstable Glyphbridge
    • Sunfall



  • If it can destroy someone’s land and just really ruin their amount of mana available that turn (which means it can be done on someone else’s turn), it will usually make the incoming land enter untapped.

    Think Demolition Field and Field of Ruin, or NEO Boseiju.

    Krenko’s Buzzcrusher has the land enter tapped, but it’s usually being played at sorcery speed.









  • In FFXIV, it makes sense because that’s how video games work, and the mechanics of the game are designed so that some amount of failure is expected and OK, allowing players time to learn and adjust.

    In the TTRPG, it’ll depend on how the encounters are designed and how experienced the playgroup is, as well as how the GM narrates. If players have no clue what a specific marker/invoked spell does, they may not know to stack or split, for example, and leaving a healer with a stack marker to receive all the damage alone will basically spell the end of a run. The stricter adherence to job roles will also mean that if a tank or healer goes down, the likelihood of a clear also drastically drops.

    For playing through the in-kit scenarios, I’m likely going to let my group retry as many times as needed, even offering a version of the Echo if they need it (increased health and bonus to all ability checks depending on how far into a fight they got).

    If we ever get to homebrew scenarios or a longer campaign, I might have a squad get wiped, and then allow them 1 chance to “rescue” the original squad with a set of backup characters.

    The starter kit also denotes that death is a real status that can happen; it’s just up to you as GM whether you want to deal with adventurer death or not. Does it help tell a story? Or is it a hindrance to building any sort of narrative coherence?






  • It’s not breaking, but Monster Hunter’s sharpness system works really well.

    Every melee weapon (even the hammer and hunting horn) has a sharpness bar, broken up into smaller colored bars. It goes from the most sharp (purple), all the way down to red sharpness. Every attack that hits a monster will dull the weapon a bit. Higher sharpness will have a higher damage multiplier attached, while lower sharpness will penalize you. If an attack is too weak, or your weapon is too dull and is hitting a tougher part of a monster, then you’ll “bounce” off of it, interrupting your combo or attack flow and leaving you vulnerable to attacks. During a break on the right, you can use a whetstone for 4-ish seconds to sharpen your weapon again.

    I like it because as you’re crafting and upgrading weapons, the sharpness is a factor to consider. Do you want a weapon with a ton of green sharpness, or one that has a sliver of blue and then a little green, but it quickly drops to yellow? It also affects your armor choices, because there are armor skills that allow for faster sharpening, or reduced dulling, or increased overall sharpness, or the ability to never bounce no matter how still your weapon gets. And in a fight, you have to pick and choose your targets a little more carefully, and know when to back off to sharpen and come back hitting harder.