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A non-D&D game you *need* to play: Ironsworn (FREE)

Why you need to play Ironsworn:

Ironsworn is a Viking themed low fantasy game it's completely FREE and you can play it in a group, with or without a GM or completely solo.
I give the game a glowing recommendation and if that's enough for you here is the link. For those of you who need more details, I go into them below...

More Details

Ironsworn is set in the Ironlands, a gritty low fantasy wild frontier. The Ironlanders settled here a few generations ago after a cataclysm drove them out of the Old World. The Ironlander live in small settlements and villages or nomad and are constantly threatened by the things that lurk in the dark. You are an Ironsworn, one of the few people brave enough to venture wild for glory and adventure.
The setting is fully customizable. There is a setting book that comes with pages on major setting elements like "communities" "religion" or "magic". These pages have 3 different options for what to do with the set element as well as a plot hook to go with it. You can choose one of these options or create your own using the setting elements as guidance. Creating a setting is quick, easy and engaging.
You are an Ironsworn, a badass adventurer that travels the land fulfilling oaths called "Iron Vows." The game is human-centric, it assumes you are human but you can choose to flavour your character as a different race. Character creation is freeform, characters are made out of stats and assets.
Stats: There are 5 stats: Iron (stcon), Edge (dex), Wits (wis/int), Shadow (stealth/deception), Heart (cha).
Assets: PC's start with 3 assets. Assets are cards with 3 abilities tied to a specific theme, you start with one of these abilities marked and can spend XP to gain more of an asset's abilities or get new entirely (there are 70+ assets to choose from). These abilities generally aren't just number bonuses they are meant to give your more gameplay options or make you feel more like your character. A few example assets: Alchemist, Infiltrator, Archer, Swordmaster, Cave lion companion, Raven Companion, Divination ritual, Awakening ritual.
The game revolves around the action roll when you do something risky you roll 1d6 +stat vs 2d10s. There are 3 different results to a roll, unlike D&D binary system. If the d6 is higher than both d10s then you succeed, if it's only higher than 1d10 you succeed but at a cost or consequence, if it isn't higher than either then you fail and something bad happens. If you roll the same number on both d10's then its a critical success or failure. Only the PC's roll, how NPC's react depends on the result of your roll.
The game gives you specific guidance on what to do through a system called moves. Moves are a chunk of rules that tell you how to resolve a specific part of the game, like fighting or compelling people to do what you want. Moves give you specific guidance on how to resolve the situation in an interesting way based on the result of your roll and often give you choices on how you would like to move the story forward.
You can play Ironsworn with a GM, with multiple players and no GM or completely alone. Playing without a GM just works, everything about the game's rules facilitate GMless play. The moves substitute for a GM by pushing the story in interesting and unexpected directions, and the game features many random tables to roll on if you get stuck. You won't even feel the GM's absence.
Combat is fast fluid and dramatic and it places a heavy emphasis on tension. It is nothing like D&D wargame-like combat system. There no, turn order or action economy or complex rules. Combat flows like a movie scene, you describe your action, you trigger a move and roll dice then depending on your role the enemies react appropriately. The combat system is designed to create quick, adrenaline and dynamic fights. A fight that could take an hour or more in D&D could take 10-15 minutes in Ironsworn and be just as compelling if not more. Ironworn's combat is nothing like D&D's slow tactical combat, but It is still filled with depth and meaningful decisions. You also don't have to have to worry about NPC stat blocks, an entire encounter can be designed on the fly.
Ironsworn is likely, unlike any game you've played before, so you may need to see it in action before you fully understand it. If you want an in-depth reading of the rules I recommend Adam Koebel's "Ironsworn First Look." If you want to an actual play of the game I recommend "Ask the Oracle," it's an actual play podcast made by the game's designer Shawn Tomkin and I also recommend the youtube series "Me Myself and Die" season 2 by Trevor Devall, (you don't need to watch season 1 first.)
Thanks for reading those post I really hope you give my favourite game a try :)
submitted by ElendFiasco to mattcolville [link] [comments]

The Challenges of Designing a Modern Skill, Part 3

Okay, Wendy’s or Walgreens or whoever, I don’t care who you are, you’re listening to the rest.

Introduction to Part 3

Welcome back one last time to “The Challenges of Designing a Modern Skill,” a series where we discuss all aspects of skill design and development. In Part 1, we talked about OSRS’s history with skills, and started the lengthy conversation on Skill Design Philosophy, including the concepts of Core, Expansion, and Integration. This latter topic consumed the entirety of Part 2 as well, which covered Rewards and Motivations, Progression, Buyables, as well as Unconstructive Arguments.
Which brings us to today, the final part of our discussion. In this Part 3, we’ll finish up Section 3 – Skill Design Philosophy, then move on to chat about the design and blog process. One last time, this discussion was intended to be a single post, but its length outgrew the post character limit twice. Therefore, it may be important to look at the previous two parts for clarity and context with certain terms. The final product, in its purest, aesthetic, and unbroken form, can be found here.

3-C – Skill Design Philosophy, Continued

3-12 - Balancing

What follows from the discussion about XP and costs, of course, is balancing: the bane of every developer. A company like Riot knows better than anyone that having too many factors to account for makes good balance impossible. Balancing new ideas appropriately is extremely challenging and requires a great respect for current content as discussed in Section 3-5 – Integration. Thankfully, in OSRS we only have three major balancing factors: Profit, XP Rate, and Intensity, and two minor factors: Risk and Leniency. These metrics must amount to some sense of balance (besides Leniency, which as we’ll see is the definition of anti-balance) in order for a piece of content to feel like it’s not breaking the system or rendering all your previous efforts meaningless. It’s also worthy to note that there is usually a skill-specific limit to the numerical values of these metrics. For example, Runecrafting will never receive a training method that grants 200k xp/hr, while for Construction that’s easily on the lower end of the scale.
A basic model works better than words to describe these factors, and therefore, being the phenomenal artist that I am, I have constructed one, which I’ve dubbed “The Guthix Scale.” But I’ll be cruel and use words anyway.
  • Profit: how much you gain from a task, or how much you lose. Gain or loss can include resources, cosmetics, specialized currencies, good old gold pieces, or anything on that line.
  • XP Rate: how fast you gain XP.
  • Intensity: how much effort (click intensity), attention (reaction intensity), and thought (planning intensity) you need to put into the activity to perform it well.
  • Risk: how likely is the loss of your revenue and/or resource investment into the activity. Note that one must be careful with risk, as players are very good at abusing systems intended to encourage higher risk levels to minimize how much they’re actually risking.
  • Leniency: a measure for how imbalanced a piece of content can be before the public and/or Jagex nerfs it. Leniency serves as a simple modulator to help comprehend when the model breaks or bends in unnatural ways, and is usually determined by how enjoyable and abusable an activity is, such that players don’t want to cause an outrage over it. For example, Slayer has a high level of Leniency; people don’t mind that some Slayer tasks grant amazing XP Rates, great Profits, have middling Intensity, and low Risk. On the other hand, Runecrafting has low levels of Leniency; despite low Risk, many Runecrafting activities demand high Intensity for poor XP Rates and middling Profits.
In the end, don’t worry about applying specific numbers during the conceptual phase of your skill design. However, when describing an activity to your reader, it’s always useful if you give approximations, such as “high intensity” or “low risk,” so that they get an idea of the activity’s design goals as well as to guide the actual development of that activity. Don’t comment on the activity’s Leniency though, as that would be pretty pretentious and isn’t for you to determine anyway.

3-13 - Skill Bloat

What do the arts of weaving, tanning, sowing, spinning, pottery, glassmaking, jewellery, engraving, carving, chiselling, carpentry, and even painting have in common? In real life, there’s only so much crossover between these arts, but in Runescape they’re all simply Crafting.
The distinction between what deserves to be its own skill or instead tagged along to a current skill is often arbitrary; this is the great challenge of skill bloat. The fundamental question for many skill concepts is: does this skill have enough depth to stand on its own? The developers of 2006 felt that there was sufficient depth in Construction to make it something separate from Crafting, even if the latter could have covered the former. While there’s often no clean cut between these skills (why does making birdhouses use Crafting instead of Construction?), it is easy to see that Construction has found its own solid niche that would’ve been much too big to act as yet another Expansion of Crafting.
On the other hand, a skill with extremely limited scope and value perhaps should be thrown under the umbrella of a larger skill. Take Firemaking: it’s often asked why it deserves to be its own skill given how limited its uses are. This is one of those ideas that probably should have just been thrown under Crafting or even Woodcutting. But again, the developers who made early Runescape did not battle with the same ideas as the modern player; they simply felt like Firemaking was a good idea for a skill. Similarly, the number of topics that the Magic skill covers is so often broken down in other games, like Morrowind’s separation between Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration, Enchant, Alchemy (closer to Herblore), and Unarmored (closer to Strength and Defense). Why does Runescape not break Magic into more skills? The answer is simple: Magic was created with a much more limited scope in Runescape, and there has not been enough content in any specific magical category to justify another skill being born. But perhaps your skill concept seeks to address this; maybe your Enchantment skill takes the enchanting aspects of Magic away, expands the idea to include current imbues and newer content, and fully fleshes the idea out such that the Magic skill alone cannot contain it. Somewhat ironically, Magic used to be separated into Good and Evil Magic skills in Runescape Classic, but that is another topic.
So instead of arguments about what could be thrown under another skill’s umbrella, perhaps we should be asking: is there enough substance to this skill concept for it to stand on its own, outside of its current skill categorization? Of course, this leads to a whole other debate about how much content is enough for a skill idea to deserve individuality, but that would get too deep into specifics and is outside the scope of this discussion.

3-14 - Skill Endgame

Runescape has always been a sandbox MMO, but the original Runescape experience was built more or less with a specific endgame in mind: killing players and monsters. Take the Runescape Classic of 2001: you had all your regular combat skills, but even every other skill had an endgame whose goal was helping combat out. Fishing, Firemaking, and Cooking would provide necessary healing. Smithing and Crafting, along with their associated Gathering skill partners, served to gear you up. Combat was the simple endgame and most mechanics existed to serve that end.
However, since those first days, the changing endgame goals of players have promoted a vast expansion of the endgame goals of new content. For example, hitting a 99 in any non-combat skill is an endgame goal in itself for many players, completely separate from that skill’s combat relationship (if any). These goals have increased to aspects like cosmetic collections, pets, maxed stats, all quests completed, all diaries completed, all music tracks unlocked, a wealthy bank, the collection log, boss killcounts, and more. Whereas skills used to have a distinct part of a system that ultimately served combat, we now have a vast variety of endgame goals that a skill can be directed towards. You can even see a growth in this perspective as new skills were released up to 2007: Thieving mainly nets you valuable (or once valuable) items which have extremely flexible uses, and Construction has a strong emphasis on cosmetics for your POH.
So when designing your new skill, contemplate what the endgame of your skill looks like. For example, if you are proposing a Gathering skill, what is the Production skill tie-in, and what is the endgame goal of that Production skill? Maybe your new skill Spelunking has an endgame in gathering rare collectibles that can be shown off in your POH. Maybe your new skill Necromancy functions like a Support skill, giving you followers that help speed along resource gathering, and letting you move faster to the endgame goal of the respective Production skill. Whatever it is, a proper, clear, and unified view of an endgame goal helps a skill feel like it serves a distinct and valuable purpose. Note that this could mean that you require multiple skills to be released simultaneously for each to feed into each other and form an appropriate endgame. In that case, go for it – don’t make it a repeat of RS3’s Divination, a Gathering skill left hanging without the appropriate Production skill partner of Invention for over 2 years.
A good example of a skill with a direct endgame is… most of them. Combat is a well-accepted endgame, and traditionally, most skills are intended to lend a hand in combat whether by supplies or gear. A skill with a poor endgame would be Hunter: Hunter is so scattered in its ultimate endgame goals, trying to touch on small aspects of everything like combat gear, weight reduction, production, niche skilling tools, and food. There’s a very poor sense of identity to Hunter’s endgame, and it doesn’t help that very few of these rewards are actually viable or interesting in the current day. Similarly, while Slayer has a strong endgame goal it is terrible in its methodology, overshadowing other Production skills in their explicit purpose. A better design for Slayer’s endgame would have been to treat it as a secondary Gathering skill, to work almost like a catalyst for other Gathering-Production skill relationships. In this mindset, Slayer is where you gather valuable monster drops, combine it with traditional Gathering resources like ores from Mining, then use a Production skill like Smithing to meld them into the powerful gear that is present today. This would have kept other Gathering and Production skills at the forefront of their specialities, in contrast to today’s situation where Slayer will give fully assembled gear that’s better than anything you could receive from the appropriate skills (barring a few items that need a Production skill to piece together).

3-15 - Alternate Goals

From a game design perspective, skills are so far reaching that it can be tempting to use them to shift major game mechanics to a more favourable position. Construction is an example of this idea in action: Construction was very intentionally designed to be a massive gold sink to help a hyperinflating economy. Everything about it takes gold out of the game, whether through using a sawmill, buying expensive supplies from stores, adding rooms, or a shameless piece of furniture costing 100m that is skinned as, well, 100m on a shameless piece of furniture.
If you’re clever about it, skills are a legitimately good opportunity for such change. Sure, the gold sink is definitely a controversial feature of Construction, but for the most part it’s organic and makes sense; fancy houses and fancy cosmetics are justifiably expensive. It is notable that the controversy over Construction’s gold sink mechanism is probably levied more against the cost of training, rather than the cost of all its wonderful aesthetics. Perhaps that should have been better accounted for in its design phase, but now it is quite set in stone.
To emphasize that previous point: making large scale changes to the game through a new skill can work, but it must feel organic and secondary to the skill’s main purpose. Some people really disliked Warding because they felt it tried too hard to fix real, underlying game issues with mechanics that didn’t thematically fit or were overshadowing the skill’s Core. While this may or may not be true, if your new skill can improve the game’s integrity without sacrificing its own identity, you could avoid this argument entirely. If your skill Regency has a Core of managing global politics, but also happens to serve as a resource sink to help your failing citizens, then you’ve created a strong Core design while simultaneously improving the profitability of Gathering skills.

3-16 - The Combat No-Touch Rule

So, let’s take a moment to examine the great benefits and rationale of RS2’s Evolution of Combat:
This space has been reserved for unintelligible squabbling.
With that over, it’s obvious that the OSRS playerbase is not a big fan of making major changes to the combat system. If there’s anything that defines the OSRS experience, it has to be the janky and abusable combat system that we love. So, in the past 7 years of OSRS, how many times have you heard someone pitch a new combat skill? Practically no one ever has; a new combat skill, no matter how miniscule, would feel obtrusive to most players, and likely would not even receive 25% of votes in a poll. This goes right back to Section 3-5 – Integration, and the importance of preserving the fundamentals of OSRS’s design.
I know that my intention with this discussion was to be as definitive about skill design as possible, and in that spirit I should be delving into the design philosophy specifically behind combat skills, but I simply don’t see the benefit of me trying, and the conversation really doesn’t interest me that much. It goes without saying that as expansive as this discussion is, it does not cover every facet of skill design, which is a limitation both of my capabilities and desire to do so.

3-17 - Aesthetics

I don’t do aesthetics well. I like them, I want them, but I do not understand them; there are others much better equipped to discuss this topic than I. Nonetheless, here we go.
Since the dawn of OSRS, debates over art style and aesthetics have raged across Gielinor. After all, the OSRS Team is filled with modern day artists while OSRS is an ancient game. What were they supposed to do? Keep making dated graphics? Make content with a modernized and easily digestible style? Something in-between?
While many players shouted for more dated graphics, they were approached by an interesting predicament: which dated graphics did they want? We had a great selection present right from the start of OSRS: 2002, 2003, 2004, 2005, 2006, and 2007. People hungry for nostalgia chose the era that they grew up in, leading to frequent requests for older models like the dragon or imp, most of which were denied by Jagex (except the old Mining rock models). But which era was OSRS supposed to follow?
Jagex elected to carve their own path, but not without heavy criticism especially closer to OSRS’s conception. However, they adapted to player requests and have since gone back and fixed many of the blatant early offenders (like the Kingdom of Kourend) and adopted a more consistent flavour, one that generally respects the art style of 2007. Even though it doesn’t always hit the mark, one has to appreciate the OSRS artists for making their best attempt and listening to feedback, and here’s to hoping that their art style examination mentioned in June 2020’s Gazette bears fruit.
But what exactly is the old school art style? There are simple systems by which most players judge it in OSRS, usually by asking questions like, “Would you believe if this existed in 2007?” More informed artists will start pointing out distinct features that permeated most content from back in the day, such as low quality textures, low poly models, low FPS animations, a “low fantasy” or grounded profile that appeals somewhat to realism, reducing cartoonish exaggerations, and keeping within the lore. Compiled with this, music and sound design help that art style come to life; it can be very hard on immersion when these don’t fit. An AGS would sound jarring if its special attack sounded like a weak dagger stab, and having to endure Country Jig while roaming Hosidius suddenly sweeps you off into a different universe.
But coming back to skill design, the art, models, and sound design tend to be some of the last features, mostly because the design phase doesn’t demand such a complete picture of a skill. However, simple concept art and models can vastly improve how a skill concept is communicated and comfort players who are concerned about maintaining that “old school feel.” This will be touched on again later in this discussion under Section 5-2 – Presentation and Beta Testing.

3-18 - Afterword

Now we’ve set down the modern standards for a new skill, but the statements that started this section bear repeating: the formula we’ve established does not automatically make a good or interesting skill, as hard as we might have tried. Once again, harken back to the First Great Irony: that we are trying to inject the modern interpretation of what defines a skill upon a game that was not necessarily built to contain it. Therefore, one could just as easily deny each of the components described above, as popular or unpopular as the act might be, and their opinion could be equally valid and all this effort meaningless. Don’t take these guidelines with such stringency as to disregard all other views.

5-0 - The OSRS Team and the Design Process

If you’ve followed me all the way here, you’re likely A) exhausted and fed up of any conversation concerning new skills, or B) excited, because you’ve just struck an incredible skill idea (or perhaps one that’s always hung around your head) that happens to tick off all the above checkboxes. But unfortunately for you B types, it’s about to get pretty grim, because we’re going to go through every aspect of skill design that’s exterior to the game itself. We’ll be touching on larger topics like democracy, presentation, player mindsets, effort, and resource consumption. It’ll induce a fantastic bout of depression, so don’t get left behind.

5-1 - Designing a Skill

Thus far, Jagex has offered three potential skills to OSRS, each of which has been denied. This gives us the advantage of understanding how the skill design process works behind the scenes and lets us examine some of the issues Jagex has faced with presenting a skill to the players.
The first problem is the “one strike and you’re out” phenomenon. Simply put, players don’t like applying much effort into reading and learning. They’ll look at a developer blog highlighting a new skill idea, and if you’re lucky they’ll even read the whole thing, but how about the second developer blog? The third? Fourth? Even I find it hard to get that far. In general, people don’t like long detail-heavy essays or blogs, which is why I can invoke the ancient proverb “Ban Emily” into this post and it’ll go (almost) completely unnoticed. No matter how many improvements you make between developer blogs, you will quickly lose players with each new iteration. Similarly, developer blogs don’t have the time to talk about skill design philosophy or meta-analyse their ideas – players would get lost far too fast. This is the Second Great Irony of skill design: the more iterations you have of a lengthy idea, the less players will keep up with you.
This was particularly prominent with Warding: Battle Wards were offered in an early developer blog but were quickly cut when Jagex realized how bad the idea was. Yet people would still cite Battle Wards as the reason they voted against Warding, despite the idea having been dropped several blogs before. Similarly, people would often comment that they hated that Warding was being polled multiple times; it felt to them like Jagex was trying to brute-force it into the game. But Warding was only ever polled once, and only after the fourth developer blog - the confusion was drawn from how many times the skill was reiterated and from the length of the public design process. Sure, there are people for whom this runs the opposite way; they keep a close eye on updates and judge a piece of content on the merits of the latest iteration, but this is much less common. You could argue that one should simply disregard the ignorant people as blind comments don't contribute to the overall discussion, but you should remember that these players are also the ones voting for the respective piece of content. You could also suggest re-educating them, which is exactly what Jagex attempts with each developer blog, and still people won’t get the memo. And when it comes to the players themselves, can the playerbase really be relied on to re-educate itself?
Overall, the Second Great irony really hurts the development process and is practically an unavoidable issue. What’s the alternative? To remove the developer-player interface that leads to valuable reiterations, or does you simply have to get the skill perfect in the first developer blog?
It’s not an optimal idea, but it could help: have a small team of “delegates” – larger names that players can trust, or player influencers – come in to review a new, unannounced skill idea under NDA. If they like it, chances are that other players will too. If they don’t, reiterate or toss out the skill before it’s public. That way, you’ve had a board of experienced players who are willing to share their opinions to the public helping to determine the meat and potatoes of the skill before it is introduced to the casual eye. Now, a more polished and well-accepted product can be presented on the first run of selling a skill to the public, resulting in less reiterations being required, and demanding less effort from the average player to be fully informed over the skill’s final design.

5-2 - Presentation and Beta Testing

So you’ve got a great idea, but how are you going to sell it to the public? Looking at how the OSRS Team has handled it throughout the years, there’s a very obvious learning curve occurring. Artisan had almost nothing but text blogs being thrown to the players, Sailing started introducing some concept art and even a trailer with terrible audio recording, and Warding had concept art, in game models, gifs, and a much fancier trailer with in-game animations. A picture or video is worth a thousand words, and often the only words that players will take out of a developer blog.
You might say that presentation is everything, and that would be more true in OSRS than most games. Most activities in OSRS are extremely basic, involve minimal thought, and are incredibly grindy. Take Fishing: you click every 20 seconds on a fishing spot that is randomly placed along a section of water, get rid of your fish, then keep clicking those fishing spots. Boiling it down further, you click several arbitrary parts of your computer screen every 20 seconds. It’s hardly considered engaging, so why do some people enjoy it? Simply put: presentation. You’re given a peaceful riverside environment to chill in, you’re collecting a bunch of pixels shaped like fish, and a number tracking your xp keeps ticking up and telling you that it matters.
Now imagine coming to the players with a radical new skill idea: Mining. You describe that Mining is where you gather ores that will feed into Smithing and help create gear for players to use. The audience ponders momentarily, but they’re not quite sure it feels right and ask for a demonstration. You show them some gameplay, but your development resources were thin and instead of rocks, you put trees as placeholders. Instead of ores in your inventory, you put logs as placeholders. Instead of a pickaxe, your character is swinging a woodcutting axe as a placeholder. Sure, the mechanics might act like mining instead of woodcutting, but how well is the skill going to sell if you haven’t presented it correctly or respected it contextually?
Again, presentation is everything. Players need to be able to see the task they are to perform, see the tools they’ll use, and see the expected outcomes; otherwise, whatever you’re trying to sell will feel bland and unoriginal. And this leads to the next level of skill presentation that has yet to be employed: Beta Worlds.
Part of getting the feel of an activity is not just watching, it but acting it out as well - you’ll never understand the thrill of skydiving unless you’ve actually been skydiving. Beta Worlds are that chance for players to act out a concept without risking the real game’s health. A successful Beta can inspire confidence in players that the skill has a solid Core and interesting Expansions, while a failed Beta will make them glad that they got to try it and be fully informed before putting the skill to a poll (although that might be a little too optimistic for rage culture). Unfortunately, Betas are not without major disadvantages, the most prominent of which we shall investigate next.

5-3 - Development Effort

If you thought that the previous section on Skill Design Philosophy was lengthy and exhausting, imagine having to know all that information and then put it into practice. Mentally designing a skill in your head can be fun, but putting all that down on paper and making it actually work together, feel fully fleshed out, and following all the modern standards that players expect is extremely heavy work, especially when it’s not guaranteed to pay off in the polls like Quest or Slayer content. That’s not even taking into account the potentially immense cost of developing a new skill should it pass a poll.
Whenever people complain that Jagex is wasting their resources trying to make that specific skill work, Jagex has been very explicit about the costs to pull together a design blog being pretty minimal. Looking at the previous blogs, Jagex is probably telling the truth. It’s all just a bunch of words, a couple art sketches, and maybe a basic in-game model or gif. Not to downplay the time it takes to write well, design good models, or generate concept art, but it’s nothing like the scale of resources that some players make it out to be. Of course, if a Beta was attempted as suggested last section, this conversation would take a completely new turn, and the level of risk to invested resources would exponentially increase. But this conversation calls to mind an important question: how much effort and resources do skills require to feel complete?
Once upon a time, you could release a skill which was more or less unfinished. Take Slayer: it was released in 2005 with a pretty barebones structure. The fundamentals were all there, but the endgame was essentially a couple cool best-in-slot weapons and that was it. Since then, OSRS has updated the skill to include a huge Reward Shop system, feature 50% more monsters to slay, and to become an extremely competitive money-maker. Skills naturally undergo development over time, but it so often comes up during the designing of an OSRS skill that it "doesn't have enough to justify its existence." This was touched on deeply in Section 3-13 – Skill Bloat, but deserves reiterating here. While people recognize that skills continually evolve, the modern standard expects a new skill, upon release, to be fully preassembled before purchase. Whereas once you could get away with releasing just a skill's Core and working on Expansions down the line, that is no longer the case. But perhaps a skill might stand a better chance now than it did last year, given that the OSRS Team has doubled in number since that time.
However, judging from the skill design phases that have previously been attempted (as we’ve yet to see a skill development phase), the heaviest cost has been paid in developer mentality and motivational loss. When a developer is passionate about an idea, they spend their every waking hour pouring their mind into how that idea is going to function, especially while they’re not at work. And then they’re obligated to take player feedback and adapt their ideas, sometimes starting from scratch, particularly over something as controversial as a skill. Even if they have tough enough skin to take the heavy criticism that comes with skill design, having to write and rewrite repeatedly over the same idea to make it “perfect” is mentally exhausting. Eventually, their motivation drains as their labour bears little fruit with the audience, and they simply want to push it to the poll and be done with it. Even once all their cards are down, there’s still no guarantee that their efforts will be rewarded, even less so when it comes to skills.
With such a high mental cost with a low rate of success, you have to ask, “Was it worth it?” And that’s why new skill proposals are far and few between. A new skill used to be exciting for the development team in the actual days of 2007, as they had the developmental freedom to do whatever they wanted, but in the modern day that is not so much the case.

5-4 - The Problems of Democracy

Ever since the conceptualization of democracy in the real world, people have been very aware of its disadvantages. And while I don’t have the talent, knowledge, or time to discuss every one of these factors, there are a few that are very relevant when it comes to the OSRS Team and the polling process.
But first we should recognize the OSRS Team’s relationship with the players. More and more, the Team acts like a government to its citizens, the players, and although this situation was intentionally instated with OSRS’s release, it’s even more prominent now. The Team decides the type of content that gets to go into a poll, and the players get their input over whether that particular piece makes it in. Similarly, players make suggestions to the Team that, in many cases, the Team hadn’t thought of themselves. This synergy is phenomenal and almost unheard of among video games, but the polling system changes the mechanics of this relationship.
Polls were introduced to the burned and scarred population of players at OSRS’s release in 2013. Many of these players had just freshly come off RS2 after a series of disastrous updates or had quit long before from other controversies. The Squeal of Fortune, the Evolution of Combat, even the original Wilderness Removal had forced numerous players out and murdered their trust in Jagex. To try and get players to recommit to Runescape, Jagex offered OSRS a polling system by which the players would determine what went into the game, where the players got to hold all the cards. They also asked the players what threshold should be required for polled items to pass, and among the odd 50% or 55% being shouted out, the vast majority of players wanted 70%, 75%, 80%, or even 85%. There was a massive population in favour of a conservative game that would mostly remain untouched, and therefore kept pure from the corruption RS2 had previously endured.
Right from the start, players started noticing holes in this system. After all, the OSRS Team was still the sole decider of what would actually be polled in the first place. Long-requested changes took forever to be polled (if ever polled at all) if the OSRS Team didn’t want to deal with that particular problem or didn’t like that idea. Similarly, the Team essentially had desk jobs with a noose kept around their neck – they could perform almost nothing without the players, their slave masters, seeing, criticizing, and tearing out every inch of developmental or visionary freedom they had. Ever hear about the controversy of Erin the duck? Take a look at the wiki or do a search through the subreddit history. It’s pretty fantastic, and a good window into the minds of the early OSRS playerbase.
But as the years have gone on, the perspective of the players has shifted. There is now a much healthier and more trusting relationship between them and the Team, much more flexibility in what the players allow the Team to handle, and a much greater tolerance and even love of change.
But the challenges of democracy haven’t just fallen away. Everyone having the right to vote is a fundamental tenet of the democratic system, but unfortunately that also means that everyone has the right to vote. For OSRS, that means that every member, whether it’s their first day in game, their ten thousandth hour played, those who have no idea about what the poll’s about, those who haven’t read a single quest (the worst group), those who RWT and bot, those who scam and lure, and every professional armchair developer like myself get to vote. In short, no one will ever be perfectly informed on every aspect of the game, or at least know when to skip when they should. Similarly, people will almost never vote in favour of making their game harder, even at the cost of game integrity, or at least not enough people would vote in such a fashion to reach a 75% majority.
These issues are well recognized. The adoption of the controversial “integrity updates” was Jagex’s solution to these problems. In this way, Jagex has become even more like a government to the players. The average citizen of a democratic country cannot and will not make major decisions that favour everyone around themselves if it comes at a personal cost. Rather, that’s one of the major roles of a government: to make decisions for changes for the common good that an individual can’t or won’t make on their own. No one’s going to willingly hand over cash to help repave a road on the opposite side of the city – that’s why taxes are a necessary evil. It’s easy to see that the players don’t always know what’s best for their game and sometimes need to rely on that parent to decide for them, even if it results in some personal loss.
But players still generally like the polls, and Jagex still appears to respect them for the most part. Being the government of the game, Jagex could very well choose to ignore them, but would risk the loss of their citizens to other lands. And there are some very strong reasons to keep them: the players still like having at least one hand on the wheel when it comes to new content or ideas. Also, it acts as a nice veto card should Jagex try to push RS3’s abusive tactics on OSRS and therefore prevent such potential damage.
But now we come to the topic of today: the introduction of a new skill. Essentially, a new skill must pass a poll in order to enter the game. While it’s easy to say, “If a skill idea is good enough, it’ll pass the threshold,” that’s not entirely true. The only skill that could really pass the 75% mark is not necessarily a well-designed skill, but rather a crowd-pleasing skill. While the two aren’t mutually exclusive, the latter is far easier to make than the former. Take Dungeoneering: if you were to poll it today as an exact replica of RS2’s version, it would likely be the highest scoring skill yet, perhaps even passing, despite every criticism that’s been previously emphasized describing why it has no respect for the current definition of “skill.” Furthermore, a crowd-pleasing skill can easily fall prey to deindividualization of vision and result in a bland “studio skill” (in the same vein as a “studio film”), one that feels manufactured by a board of soulless machines rather than a director’s unique creation. This draws straight back to the afore-mentioned issues with democracy: that people A) don’t always understand what they’re voting for or against, and B) people will never vote for something that makes their game tougher or results in no benefit to oneself. Again, these were not issues in the old days of RS2, but are the problems we face with our modern standards and decision making systems.
The reality that must be faced is that the polling system is not an engine of creation nor is it a means of constructive feedback – it’s a system of judgement, binary and oversimplified in its methodology. It’s easy to interact with and requires no more than 10 seconds of a player’s time, a mere mindless moment, to decide the fate of an idea made by an individual or team, regardless of their deep or shallow knowledge of game mechanics, strong or weak vision of design philosophy, great or terrible understanding of the game’s history, and their awareness of blindness towards the modern community. It’s a system which disproportionately boils down the quality of discussion that is necessitated by a skill, which gives it the same significance as the question “Should we allow players to recolour the Rocky pet by feeding it berries?” with the only available answers being a dualistic “This idea is perfect and should be implemented exactly as outlined” or “This idea is terrible and should never be spoken of again.”
So what do you do? Let Jagex throw in whatever they want? Reduce the threshold, or reduce it just for skills? Make a poll that lists a bunch of skills and forces the players to choose one of them to enter the game? Simply poll the question, “Should we have a new skill?” then let Jagex decide what it is? Put more options on the scale of “yes” to “no” and weigh each appropriately? All these options sound distasteful because there are obvious weaknesses to each. But that is the Third Great Irony we face: an immense desire for a new skill, but no realistic means to ever get one.

6-0 - Conclusion

I can only imagine that if you’ve truly read everything up to this point, it’s taken you through quite the rollercoaster. We’ve walked through the history of OSRS skill attempts, unconstructive arguments, various aspects of modern skill design philosophy, and the OSRS Team and skill design process. When you take it all together, it’s easy to get overwhelmed by all the thought that needs to go into a modern skill and all the issues that might prevent its success. Complexity, naming conventions, categorizations, integration, rewards and motivations, bankstanding and buyables, the difficulties of skill bloat, balancing, and skill endgames, aesthetics, the design process, public presentation, development effort, democracy and polling - these are the challenges of designing and introducing modern skills. To have to cope with it all is draining and maybe even impossible, and therefore it begs the question: is trying to get a new skill even worth it?
Thanks for reading.
Tl;dr: Designing a modern skill requires acknowledging the vast history of Runescape, understanding why players make certain criticisms and what exactly they’re saying in terms of game mechanics, before finally developing solutions. Only then can you subject your ideas to a polling system that is built to oversimplify them.
submitted by ScreteMonge to 2007scape [link] [comments]

[FO4] After loading a save during combat, cannot save at all anymore, not sure which mod is causing it

For some reason, if I die during combat and load a save up from there, all the save options will be greyed out for the rest of the time I play, and things like exit auto saves or saving on waits will also not work. I'm not sure what mod is causing it. Heres my list: Fallout4.esm
Unofficial Fallout 4 Patch.esp
Robot Home Defence.esm
Consistent Power Armor Overhaul.esp
AES_Renovated Furniture.esp
SOTS.esp Armorsmith Extended.esp
Binary Speech Checks V.4 Hard.esp
dD-Enhanced Blood Basic.esp
Eli_Crafting Shiz 9000.esp
Extended weapon mods.esp
Faster Terminal Displays (20x).esp
GR123 West Tek Tactical Gloves.esp
Homemaker - Streetlights Use Passive Power.esp
Homemaker - Unlocked Institute Objects.esp
Metro Gas Masks.esp
Multiple Floors Sandboxing.esp
Reverb and Ambiance Overhaul.esp
OCDecorator - No Experience.esp
Passive Camera Shake - Reduced.esp
Realistic Roads - Black Asphalt.esp
USP .45_by_tooun.esp
WET NAC Patch.esp
Vivid Fallout - All in One - Best Choice.esp
Unique NPCs.esp
Unique NPCs - Creatures and Monsters.esp
Brotherhood Power Armor Overhaul.esp
More Power Armour Mods.esp
America Rising - A Tale of the Enclave.esp
Some Assembly Required.esp
Ferals After Dark.esp
Glowing Animals Emit Light.esp
LOST Audio Tweaks.esp
SuperMutantRedux VIS Patch.esp
Unique NPCs - Creatures and Monsters_SMR_AE.esp
Synth Overhaul.esp
Eli_Faction Housing Overhaul - Prydwen.esp
The Sanctuary Bridge.esp
FO4 NPCs Travel.esp
AT - Atomic Radio RAO Patch.esp
Realistic Death Physics - ALL DLC.esp
Project Reality Footsteps FO4.esp
AT - True Storms and RAO Patch.esp
Fallout Suite.esp
chem redux.esp
Ambient Wasteland.esp
Unique NPCs FarHarbor.esp
Unique NPCs_SpecialSettlers_Robots_Synths.esp
AnS Wearable Backpacks and Pouches.esp
Companion Infinite Ammo.esp
DV-Very Durable Vertibirds.esp
More Where That Came From Diamond City.esp
PA-Quick Animations.esp
Tactical Flashlights.esp
Tactical Flashlights - Settings.esp
The Eyes Of Beauty.esp
Insignificant Object Remover.esp
CPAO - PAMAP 2.0 Patch.esp
More Power Armour Mods - Automatron.esp
Pip-Boy Flashlight.esp
submitted by CreamGravyPCMR to FalloutMods [link] [comments]

New Guide for Installing GW on Linux (May 2020)

Since this is a topic that's still generating questions, and since there have been some significant recent changes to the optimal setup, I've decided to write new guide to installing GW on Linux. This guide is current as of May 2020.
In this guide, we're going to:
Setting Up BiArch:
Most people who game on Linux or use Wine already did this long ago. In which case, you can skip this section. For those who haven't:

sudo dpkg --add-architecture i386 sudo apt update 
Getting the Steam runtime environment:
Protonified Wine builds are intended to be used with the Steam runtime. I'm not aware of any breakage if you don't do this (at least not on Debian), but I can't guarantee that, and it's easy to set up anyway.
Getting Protonified Wine:
Glorious Eggroll does a wonderful community service by integrating the Proton patches (plus some other gaming/performance patches) into the latest versions of Wine. It's the best of both worlds -- up-to-date Wine and Proton's enhancements.
Raising File Descriptor Limits for Esync:
Esync is a Wine optimization in protonified builds that reduces wineserver overhead for synchronization objects, which can substantially improve performance, especially if you're CPU-bound. Esync consumes a very large number of file descriptors, potentially exceeding the default per-process limit in some Linux distros. To raise the limit:

* hard nofile 1048576 

Setting Up A New Wine Prefix for GW:

export WINEVERPATH="/dist" export WINELOADER="/dist/bin/wine" export WINESERVER="/dist/bin/wineserver" export WINEDLLPATH="/dist/lib64/wine":"/dist/lib/wine" export LD_LIBRARY_PATH="/dist/lib64":"/dist/lib":/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_32:/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64:/uslib/x86_64-linux-gnu/libfakeroot:/lib/i386-linux-gnu:/uslocal/lib:/uslib/mesa-diverted/i386-linux-gnu:/lib/x86_64-linux-gnu:/lib32:/lib:/lib/i386-linux-gnu/i686:/lib/i386-linux-gnu/sse2:/lib/i386-linux-gnu/i686/sse2:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib export PATH="/dist/bin:$PATH" export WINE="/dist/bin/wine" export STEAM_COMPAT_DATA_PATH=~/.steam/steam/steamapps/compatdata 

export WINEPREFIX=/home//.wine-gw-protonGEd9vk 

export WINEARCH=win32 

Installing D9VK:
D9VK is a DirectX9-to-Vulkan compatibility layer. It generally offers better performance than Wine's built-in DirectX-to-OpenGL implementation. (For example, it improves my uncapped FPS sitting in my guild hall from ~220 to ~380.) As best I can tell, all of the bugs relevant to GW have been ironed out, so it should look flawless.

cd ~/.wine-gw-protonGEd9vk/drive_c/windows/system32 

rm d3d9.dll rm d3d10.dll rm d3d10_1.dll rm d3d10core.dll rm d3d11.dll rm dxgi.dll 

ln -s /dist/ d3d9.dll ln -s /dist/ d3d10.dll ln -s /dist/ d3d10_1.dll ln -s /dist/ d3d10core.dll ln -s /dist/ d3d11.dll ln -s /dist/ dxgi.dll ln -s /dist/ dxvk_config.dll ln -s /dist/ openvr_api_dxvk.dll 
Installing DirectSong and the Bonus Music:

sudo apt-get install libmpg123-0:i386 

 winetricks -q wmp10 
Run Windows Media Player 10 one time (from the same console with all those exports).

wine "C:\Program Files\Windows Media Player\wmplayer.exe" 

wine start /d "C:\DirectSong" "C:\DirectSong\RegisterDirectSongDirectory.exe" 
Actually Installing Guild Wars:

wine C:\\GwSetup.exe 

wine start /d "C:\Program Files\Guild Wars" "C:\Program Files\Guild Wars\Gw.exe" -image 
Installing uMod:
Creating a Launcher Script:

#!/bin/sh #set up environment variables to use alternate wine binaries export WINEVERPATH="/dist" export WINELOADER="/dist/bin/wine" export WINESERVER="/dist/bin/wineserver" export WINEDLLPATH="/dist/lib64/wine":"/dist/lib/wine" # set up LD_LIBARY_PATH the same as Proton does, except using our alternate wine libs instead of proton libs export LD_LIBRARY_PATH="/dist/lib64":"/dist/lib":/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_32:/home//.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64:/uslib/x86_64-linux-gnu/libfakeroot:/lib/i386-linux-gnu:/uslocal/lib:/uslib/mesa-diverted/i386-linux-gnu:/lib/x86_64-linux-gnu:/lib32:/lib:/lib/i386-linux-gnu/i686:/lib/i386-linux-gnu/sse2:/lib/i386-linux-gnu/i686/sse2:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib/i386-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/i386/uslib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/lib:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib/x86_64-linux-gnu:/home//.local/share/Steam/ubuntu12_32/steam-runtime/amd64/uslib export PATH="/dist/bin:$PATH" # this one's for winetricks export WINE="/dist/bin/wine" export STEAM_COMPAT_DATA_PATH=~/.steam/steam/steamapps/compatdata # turn on esync for improved performance export WINEESYNC=1 # The following two lines are not needed if you installed d9vk, so you can comment them out export __GL_SHADER_DISK_CACHE=1 export __GL_SHADER_DISK_CACHE_PATH=/home//.wine-gw-protonGEd9vk/drive_c/shadercache # disable IME keybindings so that game can use ctrl+space and such export XMODIFIERS="" export GTK_IM_MODULE="" export QT_IM_MODULE="" # disable debug messages for improved performance export WINEDEBUG=-all # set wine prefix export WINEPREFIX=/home//.wine-gw-protonGEd9vk # screen barf what we did echo "Set up environment variables for Glorious Eggroll build of Wine" echo "WINEVERPATH is:" echo $WINEVERPATH echo "WINE is:" echo $WINE echo "WINELOADER is:" echo $WINELOADER echo "WINESERVER is:" echo $WINESERVER echo "WINEDLLPATH is:" echo $WINEDLLPATH echo "LD_LIBRARY_PATH is:" echo $LD_LIBRARY_PATH echo "PATH is:" echo $PATH echo "Set up environment variables for performance" echo "WINEESYNC is: " echo $WINEESYNC echo "WINEDEBUG is:" echo $WINEDEBUG echo "Set up environment variables to disable IME keybindings" echo "XMODIFIERS is:" echo $XMODIFIERS echo "GTK_IM_MODULE is:" echo $GTK_IM_MODULE echo "QT_IM_MODULE is:" echo $QT_IM_MODULE echo "Set Wine prefix." echo "WINEPREFIX is:" echo $WINEPREFIX echo "Starting Guild Wars (uMod)..." #wine winecfg #wine start /d "C:\Program Files\Guild Wars" "C:\Program Files\Guild Wars\Gw.exe" -image wine start /d "C:\Program Files\uMod" "C:\Program Files\uMod\uMod.exe" 

chmod +x  
To update for a new version of Wine, just edit the launcher script to point to the new binaries. To update d9vk, update the symlinks to point to the new binaries.
  1. Q: Can I just use ordinary Wine?A: Yes, you can. Just ignore the sections on protonified Wine, the Steam runtime, and esync, and omit the export statements relating to them. If you want d9vk, you'll have to download the binaries.
  2. Q: Can I use Proton instead of some random person's protonified Wine?A: Yes, you can, but you will need to use Proton 5.0 (or newer) if you want DirectSong to work. Change the exports pointing to Glorious Eggroll's build to instead point to the Proton binaries, and use the d9vk/dxvk binaries that came with Proton.
  3. Q: Can I just use Lutris?A: Go ahead, but don't ask me how to fix it when some outdated install script sets something wrong or breaks things altogether.
  4. Q: Will this work on Mac?A: Sort of... The first major roadblock is that MacOS dropped all 32-bit system libraries as of Catalina. Presently, the only option for running 32-bit programs on Catalina is Crossover, the paid version of Wine. For older versions of MacOS, any version of Wine should be able to at least run GW. So far as I know, there are no protonified versions of Wine available for Mac. There is no Steam runtime because there is no Steam for Mac. D9VK will not work because MacOS has no Vulkan drivers. (There is a third-party Vulkan-to-Metal translation layer called MoltenVK that is not presently able to run d9vk, but might be able to in the future.)
  5. Q: GW is sporadically crashing on launch.A: This is an ongoing issue that comes and goes with new versions of Wine. I have no idea what's causing it. Just kill the zombie Gw.exe process from the task manager and try again.
  6. Q: How can I multilaunch?A: Just make multiple wine prefixes.
  7. Q: What about toolbox?A: Don't ask me; I don't use toolbox.
submitted by ChthonVII to GuildWars [link] [comments]

Altering/Removing Morality in Force & Destiny

Hey y'all, question for the hive mind.
My table is two players and the GM, both of us playing FaD characters. Mine is a self-taught Rebellion-era Jedi, my fellow player's is a Force-User with more fluid morals who grew up and was trained outside of the Jedi/Sith and Light/Dark binary.
We weren't happy with the way the Morality system worked. Specifically, there was absolutely nothing seductive or tantalizing about actually using the Dark Side. Flip a destiny point, then take both strain and conflict for every single dark pip? The times when a character will be most tempted to tap into the Dark Side are when they're already in a tight spot, low on Destiny and/or Strain (probably health, too), desperately trying to pull something off and needing that little push from the path to easy power in order to do it. Making it cost an arm and a leg for a relatively minor boon made it pretty easy to just never even consider that option and enjoy a rapid ascent to Light Side Paragon and a bunch of bonuses, instead.
So we made a change to the way it works. Specifically, you no longer have to flip a Destiny point and it no longer causes strain damage. The only thing between you and using all those black results is conflict, and the caveat that your morality score cannot go up at the end of a session where you used the Dark Side (it can stay stable if you roll the same or more than your conflict for the session, but no getting closer to the Light). We also felt it was a bit too easy to hit the upper echelons of the Light, so now characters who are above 80 Morality need to do things which are noteworthy in their goodness, earn a sort of nega-conflict (Harmony? Enlightenment? Never gave it a name) and roll against that in order to increase the score.
At first, this seemed like a nice improvement. Using the Dark Side was now actually a slippery slope; it's so easy to take advantage of the dark results in a pinch, and you tell yourself you'll make the points back next session, but then you use a little more and a little more, and it only takes a few unlucky rolls to see your Morality plummet.
At least, that's what we expected it would be like.
In practice, I'm still never tempted to use the Dark Side because I roll Force dice rarely, and the other PC uses it so frequently that she's gonna swan dive into the Dark Side range and all its attendant penalties without ever having done anything actually evil (as a social character with a lot of XP invested in the Influence tree, her primary use of Force results is converting them into successes and advantages on skill rolls, not activating powers).
It's now clear that although the variant we created would probably work well enough for a game populated exclusively by Jedi, it's not so good when there's a character who isn't an actual Sith or Dark-Sider, but who definitely flirts with the power it offers and comfortably fits the Legends concept of a Gray Jedi. What's worse, by making the dark results easier to access without changing how being a full Dark-Sider works, we've created a situation where a Light or Paragon character can use all the results on their dice very easily (at the cost of a bit of conflict) while a major foe like an Inquisitor, or even one of the Sith, can only ever use the dark results. It's off-kilter, and not in a good way.
We can't let everyone use all the dice results, that goes against the spirit of the system and the setting (and makes the characters a bit too powerful). But we can't keep it so Darth Sidious is gonna get fewer usable results with 8 force dice than any random Jedi rolling 4, either.
One suggestion is making the morality solely narrative. Light-Siders use white results, Dark-Siders use black results, and which side you fall on is based on group consensus. That's probably the best solution, but it does unfortunately remove any way to give in to the Dark Side in a moment of weakness or need (except saying as much and then using the black results, making it a roleplay exercise more than anything else). Maybe it's just me, but I think the corruptive allure of the Dark is an important theme in the setting, and I don't know if I trust myself to handle it entirely in roleplay.
Does anyone have ideas for how to fix this or remove the Morality system entirely without screwing up how Force dice work? Simple is preferable; when house rules go too heavy on the mechanics, they tend to start creating more problems than they solve.
EDIT: Clarifying point! The goal of this exercise is to make a change where Dark Side NPCs are not forced to act with one hand behind their backs, and a Dark Side PC is at least a functional choice (if not an ideal one) or much harder to become.
submitted by Julian928 to swrpg [link] [comments]

"How is PF2 different from 5e?"

Tomorrow, Paizo will officially release Pathfinder, 2nd Edition. Every time a new TTRPG system comes out, one of the most common questions asked is always “What are the differences from X system?” And those of us in a position to answer that question are too busy to just list everything that’s different so we give an accurate but unsatisfying answer like “It’d be faster to tell you what’s the same” or “The easiest thing is to treat it like it’s a completely different game.”
Well not this time. This time, I’m prepared, having come up with a giant list of what I consider, in broad strokes, to be the key differences between the 2nd edition of the Pathfinder Roleplaying Game and the 5th edition of the Dungeons and Dragons Roleplaying Game. So now, if anyone anywhere asks, “What’s the difference between 5e and PF2?” you can send them here! But first, a caveat:
I do not have the core rule book yet, but from my experience with the playtest and hearsay from people who received theirs early, I have been able to do my best Ediwir impression and stitch together this list. There will be inaccuracies. There will be omissions. If you happen to have your CRB early, feel free to let me know about any specifics I’ve missed.


The Major Differences that can be Felt Everywhere

  • Bonuses and Penalties. PF2 does not use advantage and disadvantage. They use a similar mechanic called Fortune and Misfortune, but much more sparingly, instead using modifiers for most of their bonuses and penalties. Luckily, most of the bonuses and penalties are categorized in such a way that two bonuses of the same category cannot stack.
  • Action Economy. Instead of the action, possible bonus action, movement, free item interaction, and a reaction that 5e uses, PF2 has 3 actions and a reaction. Use those actions to Strike (make an attack), Stride (move up to your speed), raise a shield, and more. Some activities require two or more actions to do on your turn, such as casting most spells. Everyone can make multiple attacks on their turn from level 1 onward, though attacks after your first take an increasing penalty.
  • Customization. Character customization is a much larger part of the player experience in 2nd edition Pathfinder than in D&D 5e. 5e has your race, possible subrace, background, class, subclass, and your ability score increases, and for most characters, those are the only choices a player will have to mechanically distinguish a character. In contrast, PF2 not only gives characters their ABCs (Ancestry {aka race, and a heritage aka subrace}, Background, and Class {and subclass if you’re not a fighter or monk}), but they made sure that characters of all classes have at least one choice to make at every level, often in the form of “feats.”
  • Feats, Feats, Feats, and Feats. Feats are different in PF2. Instead of using the term for an optional ability that can be acquired using an ASI like in 5e, PF2 uses the term for mechanical elements a character can take to give them abilities. In addition to class features, which are often fixed and gained at odd levels, there are 4 kinds of feats in PF2: Ancestry feats, which are tied to your ancestry (your race) and taken at levels 1, 5, 9, 13, and 17; Class feats, which are tied to your class (much like warlock invocations) and taken at level one (exceptions apply) and every even level afterwards; Skill feats, which are tied to your skills and taken at every even level (and your background grants a specific skill feat at level 1); and General Feats, which are available to everybody and are taken at levels 3, 7, 11, 15, and 19. With the exception of Skill Feats, which are a subset of General Feats, each category is largely self-contained with little overlap, though some exceptions exist, such as humans having ancestry feats that allows an extra general or class feat. Some people take issue with calling all of these categories of power-packages feats, and I can see where they’re coming from, but on the other hand, if it walks like a duck and quacks like a duck…
  • Grades of Proficiency. Instead of a universal proficiency score that applies uniformly to all applicable rolls, proficiency in PF2 uses different levels of competency, starting at untrained and rising to trained, then expert, then master, then legendary proficiency at different rates depending on your character-building decisions, largely based on class. For example, Fighters start at level 1 with expert proficiency in simple and martial weapons and scales all the way to Legendary, while, say, a Barbarian starts trained in those same weapons and rises to Master at higher levels.
  • Bigger Numbers. On the subject of proficiency, the bonuses it gives end up much larger than the proficiency bonus in 5e. Untrained receives no bonus at all, Trained gives 2 + your level, Expert gives 4 + your level, Master 6 + your level, and Legendary 8 + your level. And proficiency applies to your AC as well as your skill checks, saving throws, and attack rolls. This makes the numbers at higher levels much bigger than what you’d ever see in 5e, and it’s by design: the devs wanted to make high level characters feel worlds beyond low level ones. If you’re not into that and prefer the bounded accuracy of 5e but want to give PF2 a shot, the good news is that the addition of level to bonuses and DCs is applied so uniformly (it’s even applied to monsters in the same way) that it is incredibly easy to subtract level from the equation. I’m interested in giving that a try, myself.
  • Degrees of Success. PF2 has built-in degrees of success for almost all your rolls. If you beat the DC you’re aiming for, you’ll succeed; roll lower than the DC, you’ll fail. But also, if you roll 10 higher than the DC, you’ll critically succeed; and if you roll lower than 10 below the DC, you’ll critically fail. Thankfully, not everything has rules for fumbles (notably, attack rolls only have rules for failure, success, and critical success). Spells, in particular, make great use of this in combination with the change to conditions I’ll go into next. If a target of a spell makes a successful saving throw, they might still suffer a small debilitating effect but quickly shrug it off over the next turn. If they critically succeed, they might resist the spell completely, but if they critically fail, they may effectively be taken out of the fight. Combined with how most rolls and DCs increase with proficiency bonus and therefore level, you’ll find that you’ll be critting a lot more against creatures that are even a few levels below you.
  • Paizo’s Commitment to Open Gaming. While this isn’t a difference in the rules themselves, I still think it’s worth mentioning here. All the rules will be available for free from the SRD website, but at the same time, the players aren’t expected to have access to all the rules. Paizo imbedded a rarity system in the rules to flag what’s considered baseline and what’s considered OK with GM input. GMs might use uncommon+ mechanics as rewards, for example. If you see an ancestry, feat, spell, ritual, or item flagged as uncommon, rare, very rare, or legendary, talk to your GM before you add it to your character.
Those are the biggest differences, in my opinion, but that doesn’t mean that there aren’t other differences that change how games are played. Below are some more differences that I think are worth mentioning.

Some Smaller Differences: Character Building

  • PF2’s ability scores are more variable than 5e’s, in my opinion. Pathfinder 2 doesn’t use point buy or rolled stats (although rolled stats are an optional rule, I think), and instead each step of the character creation process adds boosts and flaws to the starting array of all 10s. First, most Ancestries give two fixed +2 boosts, one free +2 boost, and one -2 flaw. Backgrounds also give two +2 boosts, one free and one semi-fixed (your choice between two). Your class also gives a +2 boost to their key ability score, and you top everything off with 4 +2 boosts that you can apply as you see fit. You want a half-orc wizard? You got it, just remember that you can’t apply more than one boost to an ability score during any single step. That rule applies to your ability score increases at every 5th level as well. Those score increases will allow you to boost 4 different scores as well, though increasing scores above an 18 will only be half-effective, though there is no cap on how high you can make your scores.
  • I said that PF2 and 5e have similar core races and classes, but PF2 doesn’t have the Warlock or equivalent as a core class. In its place they have the Alchemist class. Also, Paladin isn't its own class, it's a subclass of the Champion, along with the Redeemed and the Liberator, with room for evil-aligned Champions in the future.
  • Half-elves and Half-orcs are heritages for the Human Ancestry rather than distinct races. Tieflings aren’t core in PF2, but I hear they’ll be added soon, likely as another heritage.
  • Instead of 6 different saving throws, PF2 reverts to the classic 3: Reflex, Fortitude, and Will, based of Dexterity, Constitution, and Wisdom, respectively.
  • PF2 also does character advancement a little bit differently. Instead of the ever-increasing amounts of XP required to reach each level, each level is a crisp, cool 1,000 XP, and encounters are rewarded relative to the party’s level and size. No murdering commoners just for the XP in this edition. Oh, and there are actual guidelines for rewarding players non-combat XP. Easy to track, easy to plan adventures around, and rewards more than just combat? Sign me up.
  • In PF2, multiclassing is done with special feats called Dedications, currently one for each class. Any time you gain a class feat after 1st level, you can elect to take a Dedication feat instead, if you meet the prerequisites. Doing so grants you some basic proficiencies and class features from the respective class and unlocks a whole suite of new feats for your use in the future, without giving up progression in your primary class. Add Druid spellcasting to your Ranger, take Fighter feats as a Paladin and become a whirring, unstoppable death machine, incorporate Alchemy into your daily preparations as a Wizard. It’s all good, but there are limits in that you can’t take a new Dedication until you choose 2 feats from your current one.

Some Smaller Differences: Abilities and Skills

  • The skill list is slightly different, with some additions like Occultism and some subtractions like Animal Handling (which has been folded into Nature). Notably, Perception has been divorced from the rest of the skill list in a weird pseudo-skill space. Paizo recognized how vital Perception is to the life of an adventurer, so everyone is at least Trained in perception, which is good because Perception is also PF2’s default initiative bonus. It makes sense: you have to know something’s happening before you can act towards it.
  • On the subject of initiative, the GM can change what kind of roll you make for initiative depending on the circumstances. Maybe the bard is distracting a group of guards while the rogue is sneaking into position for an ambush. The GM can have the bard make a Performance check and the Rogue make a Stealth check against the guards’ Perception to determine initiative, representing the bard lulling the guards into a false sense of security while the rogue catches them unawares. If the guards beat either, it’s because they notice something amiss that alerts them to your plans.
  • Interestingly, I don’t think there are any rules for surprise in PF2. Given how swingy it can make an otherwise routine encounter, I think that may be a good thing, Besides, if a group is caught completely unaware with weapons stowed, they’ll need to spend some of their precious actions to get battle ready, giving the ambushers an inherent advantage.
  • PF2 uses a simpler, abstract system to determine carrying capacity called Bulk (also used in Starfinder). A simpler system means it’s harder to justify ignoring, which makes Strength a stronger choice to boost, even for non-strength-based weapon users.
  • Overall, thanks to the reasons I listed above as well as the fact that Dexterity isn’t automatically added to damage rolls for ranged and finesse weapons, Dexterity is much less of the “god stat” it is in 5e (if you put stock in that line of thinking).
  • I think that recalling knowledge will play a much larger role in gameplay than it does in my experience with 5e thanks to an abundance of ability score boosts, the codification of recalling knowledge (it takes an action), and the ability to potentially use any skill check that might be relevant to the subject at hand.

Some Smaller Differences: Magic & Spells

  • PF2 doesn’t have class-specific spell lists. Instead, there are only 4: Arcane, Divine, Occult, and Primal. Wizards use the Arcane list, Clerics use the Divine list, Bards use the Occult list, Druids use the Primal list, and the list Sorcerers use is determined by their Bloodline (Origin, in 5e terms). There’s some behind-the-scenes justification for which spells go into which list, but don’t worry; spellcasters have ways to get “off-color” spells into their portfolios through expanded spell lists and focus spells (more on that later). For example, Druids have a class feat that allows them to learn the magic-bending techniques of the Fey, allowing them to prepare certain illusion and enchantment spells, despite most of those belonging to the Arcane and Occult lists and not Primal.
  • You’ll notice Paladins and Rangers are omitted from the list of spellcasters above. That is because neither has the spellcasting feature. That’s correct: Paladins are now pseudomagical (and can acquire focus spells like Lay on Hands) and Rangers are completely martial. That might disappoint some people, but in my opinion, Wizards could learn a thing or five from what Paizo’s done with the Ranger. They look badass. If you need your rangers to have spellcasting, though, check out the Multiclassing changes above.
  • I’ve mentioned Focus Spells a handful of times. What they are are special class-specific spells available to monks, paladins, and the 5 spellcasting classes that scale with level and require a resource, Focus Points, to cast. If you have spent focus points, you can spend ten minutes performing a class-related fluff activity to replenish them. Some of you will notice similarities between Focus Spells and short rest abilities in 5e and wonder why they’re used as powers for martial classes. I certainly do, but I can only guess that Paizo decided to use them for different reasons than chasing Martial-Caster parity.
  • Preparing and casting leveled spells do not work the same as in 5e, especially for prepared casters. In 5e, you match the spell to the spell slot at the time of casting. PF2 has continued with a more old-school approach that really accentuates the differences between prepared and spontaneous casters. If you’re a prepared caster (Cleric, Druid, Wizard), you must match the spell to the spell slot at the time of your daily preparations (ie in the morning). That’s a drag, but the tradeoff is that you can easily heighten (upcast) a spell by putting it in a higher level spell slot when you prepare. If you’re a spontaneous caster (Bard, Sorcerer), you don’t have to match the spell to its spell slot until the time of casting. That’s good, but the catch is that to heighten a spell, you must have the spell learned at that level (ie to be able to heighten fireball, a 3rd-level spell, and cast it at 4th level, a sorcerer must have that spell in their repertoire as a 4th-level spell). That’s a drag as well, even bringing relearning spells into account, but Bards and Sorcerers have a feature called Signature Spells which allows them to freely heighten some of the spells in their repertoire to take away some of that edge. If I’m being honest, this is one of my least favorite things about PF2, but I appreciate that it makes a real difference between prepped and spontaneous casters besides the size of their spell list, and I think Focus Spells might alleviate some of the pain. And maybe the inconvenience of true Vancian Spellcasting will make martials look even more appealing than they already do.
  • Rituals are not tied to the spellcasting feature, and are instead a skill-based way to perform magic that requires multiple practitioners to perform. All one needs to perform a ritual are the instructions for the ritual itself (granted by the GM as they’re all uncommon), training in the appropriate skill (Arcana for Arcane, Nature for Primal, Occultism for Occult, and Religion for Divine), the required number of assistants, and any additional components the ritual might need. So, while most ritual casters will be spellcasters, since they’re automatically trained in their appropriate skills, you could totally see a rogue who happens to be a religious historian leading an effort to raise the cleric from the dead.
  • Counterspell is not a spell, but a reaction that can be gained through a class feat for wizards.
  • 10th-level spells are a thing. I don’t know what’s 10th-level in the CRB, but in the playtest, 10th-level spells included Wish, Time Stop, Miracle, and Alter Reality...

Some Smaller Differences: Martial Combat

  • There are a lot more weapons in PF2, and a lot more weapon properties like Sweep, which reduces the Multiple Attack Penalty if you target a different creature than the first. This is great for people like me who like using equipment as an avenue for customization.
  • Two-Weapon Fighting as we know it doesn’t exist. Instead, some classes have class feats that require the use of 2 weapons, and the classic TWF weapons have properties like Agile, which reduces the Multiple Attack Penalty
  • Attacks of opportunity are no longer baseline (only Fighters and some monsters get them by default, and some classes like Monk and Ranger have class feats that act similarly), but if you do have them you can use them in more situations than someone leaving your reach, such as if they fiddle with a spell focus while casting a spell.

Some Smaller Differences: General

  • There are no ‘long rests’ or ‘short rests’ and there are no hit dice. Characters regain a set amount of HP determined by their level and constitution every 24 hours, but the players have many more avenues for regaining HP outside of that including spells, the medicine skill, alchemists’ elixirs, and potions. Max HP is determined mostly by Ancestry, Class, and Con Mod.
  • On a related note, as far as I can tell, balance is not predicated on having a certain number of encounters per day. The devs have pretty much said, “Yeah, the paladin can heal everyone to full given enough time. Working as intended.”
  • So now about conditions. Instead of being binary like in 5e, most conditions in PF2 can vary in intensity. For example, let’s look at the Stunned condition. If Larry the Fighter is Stunned 1, he loses one of his actions but can still use the other two; if Larry is Stunned 3, he’s completely unable to act. The varying degrees of intensity play into the degrees of success.
  • Death and Dying are a different experience as well. While similar to Death Saving Throws, the dying rules for PF2 are condition-based. Reach 0 HP and you get the Dying condition and start making flat checks each turn. Succeed and you survive a bit longer, fail and you get worse, with death at Dying 4. If you return to consciousness, whether by receiving healing or succeeding on enough flat checks, you'll then gain the Wounded condition, which makes it even more dangerous to reach 0 HP again. Combine with that the fact that resurrection is much, much rarer, and Death has its sting again.
  • Magic Items are considered baseline instead of optional, and there are a lot! Relic enthusiasts rejoice.
  • PF2’s official character sheets are horrid. The printer-friendly version looks much better.
These aren’t the only differences, of course. Classes are going to have different features, spells of the same name are going to work differently, etc., but these are what I consider the big changes. I hope people find this helpful and that it inspires some 5e players to give PF2 an honest shot.
submitted by coldermoss to Pathfinder2e [link] [comments]

Tribulation: Ancestries - A new twist on playing a race as a class

Hey all you cool cats and kittens!
Hope your quarantine is going well. I’ve lost all sense of time in the sensory deprivation chamber that I currently dwell in. Perhaps I’ll emerge once the virus has wiped out humanity as we know it, leaving only the morlocks, cockroaches, and remote freelance workers to inherit the earth.
Speaking of cockroaches, I wanna talk about bugs. Well actually, I’ll get to them later in a most circuitous fashion. What we’re really talking about are Ancestries.
For those just tuning in, this is part five of a series of posts about my ideas for a Heartbreaker RPG that I am dubbing Tribulation for now. The setting is kind of a fantasy western/WW1 thing with swords and guns and magic and mustard gas, but I want the system to be as lore agnostic as possible. You can find the other parts here:
So jumping right on into it, Ancestries are Paizo’s “pc” interpretation of Races, and I, for one, dig it. Race feels very binary, whereas Ancestry implies your character’s background is.... Soupier. It speaks more to the slight mutations from one member of a species to the next. Maybe not all tribes of elves see far. Maybe some have gills. Maybe your tribe intermixed with gnomes and you’re the cookie-making kind of elf instead of the arrow slinging kind. Maybe you’re a straight purebred elf, but were raised by orcs, and so you picked up one of their traits. It also extends the definition to cultures as well, leaving room for differences between humans from Cheliax and humans from Osirion. I live for that kind of stuff.
So Pathfinder 2e added a super cool system for picking and choosing ancestral feats, which I loved, but you can only pick so many and at specific level intervals. Which of course makes sense for game balancing purposes. You don’t want your players getting a buffet line of feats and abilities to the point that they outshine their own class. Right?
In certain editions of old school first edition D&D, your race actually was your class, as bizarre as that sounds. You had fighters and clerics and wizards, and then you had simply “elf” and “dwarf” right there alongside them. But it didn’t sound quite as outlandish when I thought about what it would be like to play as a monstrous race like a dragon, or a mind flayer, or a beholder. Most of their power comes from what they are rather than from any kind of class training, but because most ttrpgs revolve around classes, you typically won’t see such powerful creatures as core races. All the other mundane halflings and gnomes have to keep up with them after all.
In my system however, that’s not so much an issue. The system is classless and levelless, with all the features and abilities you could want available for purchase from the start using experience tokens. I’ll get into what serves as “class” features in a later post, but it’s worth noting that Ancestry Features draw on the same resources as class features.
What does this mean? If you’re a human, not terribly much. You may pick a couple of neat features and move on to building your preferred method of ventilating goblins. But if you play an ancestry that has a lot of advanced features, it means you can really go nuts with your ancestral features, but not become any more overpowered than your party mates, because the more resources you dump into that, the less you’re focusing on everything else. (Of course if you want to play as a human and dump all your XP tokens into becoming the most human human that ever humaned, by all means, yo. Become the Skyrim NPC of your dreams.)
So I haven’t yet decided how many Ancestries I wanted to add yet, but I definitely wanted all of the core D&D favorites. I had originally wanted to consolidate dwarves, halflings, and gnomes into one short people Ancestry, and then delineate them as Heritages (think subraces, but they can decide lots more than in core 5e or PF2e, like your size for instance), but everyone I’ve talked to so far hates that idea. So I’m still thinking about it lol. I definitely did have lore reasons for including trolls, orcs, and goblins under one goblinkin Ancestry.
Right now as I’m drafting the system, I’m loosely ripping all of the core races’ features from Pathfinder 2e, with the Feat Level simply being the cost in XP tokens of that particular feature. But with the other ancestries I’d like to include, I have to be a little less lazy and actually make some from the ground up.
Some Ancestries are kind of like templates that you can put over other Ancestries, like undead and planetouched. Their Heritages can include vampires or skeletons (who can later become liches with the right Ancestry Feats), and tieflings, aasimar, or genasi, respectively. The genasi in 5e in particular I thought were very underwhelming, so I wanted to make sure to show them the proper love they deserve. Sorcerer bloodlines are also gained and advanced using these template Ancestries as well, and in some cases the line between sorcerers as a class and sorcerers as a special ancestry can get quite blurry!
And then there are ancestries that are designed specifically to have a ton of features.
Golems - who start the game in a shape and material determined by their background, and then can mold themselves, cast themselves in different materials, and change their shape entirely as the game progresses. Base examples include straw golems (scarecrows), wood golems (nutcrackers or marionettes), and porcelain golems (fancy house servants who kinda look like lifesize porcelain dolls- have some basic spellcasting ability).
Beastfolk - Are anthro creatures and can use any ability that their equivalent animal can use in the bestiary, with the added bonus of being able to increase the effectiveness of such abilities. Rather than having Heritages when playing a Beastfolk, you just tell your DM what kind of animal you want to play. When I actually make the book, there will be a handful of examples each for mammals, birds, reptiles, fish, and insects, all your favorite flavors of furry. And if you want anything outside of those examples, then theoretically there will be a plethora of features available that you and your DM can use to cobble together your Tazmanian flying weasel or whatever.
For instance, do you wanna be Louis from Beastars? Here’s a handful of easy Features to slap on there to get you started as a deerfolk.
First the basic attribute buffs Your ancestry grants you 1d8 Heart. You gain a + to Perception or Agility You gain a + to Perception or Agility (repeated deliberately so you can double up if you so choose) You gain a + to any attribute
Next, a couple of basic features to get us started Antlers - You gain access to >> Antler Attack, a two action unarmed attack that deals 1d6 Piercing damage, as well as < Antler Disarm, a reaction that allows you to attempt to disarm an opponent that critically fails an attack against you. Hooves - Your feet are bony hooves. You gain a +2 circumstance bonus on attempts to trip or shove you. Vigilance - You have a +2 circumstance bonus to initiative rolls and can take reactions during surprise rounds.
From here, you can add as many additional features as you have XP tokens. Alongside antlers and hooves are upgrade paths for either of those, allowing you to make an Antler attack for one action instead of two, or upgrade the damage by a dice size, or allow you to equip horseshoes. For any mammal with fur, there’s an upgrade path that allows you to first grow it out long enough to gain a damage resistance to frost damage and better weather cold environment effects, and then the next step in that path is a damage resistance to physical attacks as it grows long enough to cushion blows.Vigilance has an upgrade path that allows you to take a move action as a reaction during surprise rounds. The sky is really the limit as far as what kinds of features can be added.
Oh! And my favorite features, some critters can hold items in their mouths, and later make weapon attacks with said items, while another ability called Run On All Fours lets you drop to your hands and feet and double your movement speed. If you invest in both of those features, you can go full Sif on your enemies, sprinting across the battlefield as a terrifying man-sized beast wielding a sword in its mouth.
But I’ve been playing a ton of Hollow Knight lately instead of doing anything, y’know, useful or productive, so I’m feeling bugs. So let’s build a bugboi.
To get in the Hallownest spirit, let’s name him Quirrel. I don’t really know what kind of insect Quirrel was supposed to have been, so let’s just pick a generic kind of bug. Like a… [frantically Googles ’generic bugs’] hemiptera? Sure why not.
Basic attributes: Your ancestry grants you a 1d6 Heart You gain a + to Constitution or Dexterity You gain a + to Perception or Intelligence You gain a + to any attribute
Basic features: Carapace - 1d6 Shield, Hardness 1 S/B/P. This tough exoskeleton is part of the body, but composed of tough proteins. It is restored during rests as though it were a Heart, but during exploration and combat, it can only be healed by means that would restore Shields rather than Hearts. Is expended before Hearts, but after any external armor or equipment. Limbs - You have an additional pair of appendages at the midsection which can hold an additional item each. This does not affect the number of actions you can take in a round. Open Circulatory System - You have damage resistance 2 to bleed damage, however critical hits landed against you will debilitate one of your Limbs on a failed con save. Compound Eyes - You cannot be flanked by less enemies than you have eyes.
Additional features: Carapace, Tough - 5 XP tokens. Your carapace upgrades from a 1d6 Shield to a 1d8 Shield, with a Hardness against S/B/P equal to your Constitution bonus (minimum 1).
Quirrel spent the rest of his XP tokens on features related to his background and weapons training (more on those in the next episode!) but he could very easily have opted for mandibles with a bite attack, a jump ability, some dope climbing speed, or any other bug stuff.
So all of that word count just to say, “Hey dudes what if there were race options that could optionally be played as a class?” What do you think? Awful idea? Interesting idea? Who the hell actually admits they watched Beastars? Hit me with your comments.
Maybe this whole isolation thing is starting to crack my fragile psyche. Maybe I’ll get around to posting my next topic sooner than not-sooner: Backgrounds that are more than just barebones backgrounds, but less than full fledged classes. We’re talking Occupations y’all. Also, curious as to why I listed "Perception" and "Agility" as attributes? Maybe a post on Tribulation's stat blocks is on the horizon. That one will be much shorter than whatever the hell this was. Pinky swear.
submitted by TivoDelNato to HeartbreakerRPGs [link] [comments]

Suggestion on Tweaking the Death XP Penalty

Edit:'s becoming pretty clear that a large portion of people are just glancing over everything I typed or just read the title, so I'll make something clear first. A lot of people are interpreting this as a plea to make the game easier - it is not. "Punishing" and "Hard" are not synonymous.
Dark Souls is a good example of a "Hard" game. Imagine if you only had one life in that game, and you literally had to start from the very beginning on your first death. It adds a massive layer of "Punishment". It does make the game harder, yes. But for most concerned, it's harder for all the wrong reasons. In this case, the actual combat has to become easier to balance things out, which I doubt anyone would actually want.
Well guess what? “Actual combat has to become easier” is exactly what’s happening with PoE. Unnecessary punishments removes options for games to be designed harder in the correct way. Do you want the XP penalty to stay the way it is and have content be easier, or change the XP penalty and make the content harder? This is why the Sirus nerf happened, when there was absolutely no reason for him to get nerfed in terms of the actual difficulty of the fight - the punishment for failure was too great.
I've posted this in another place and got some very positive feedback, so I felt I should post it here also.
Personally, I'm in favor of XP penalty on death. I've seen the games where there's no consequences. A lot of players have resorted to running into brick walls and chiselling the wall down to death instead of improving their character, only to find a bigger brick wall on the other side and quitting the game out of frustration thinking the game is stupid. I realize that some kind of penalty needs to be there. Players should be rewarded for not dying, and 10% experience feels fair.
...That is, if it's just 10%.
I've had a friend quit when he was moments from levelling, only to have a bad streak of events which ended up in him dying twice and losing 20%xp, started raging, went to some higher tier maps, and lost the entire rest of the xp bar. It's easy to say that's my friend's fault(which it kinda is), but I don't think this kind of thing should even be possible.
Right now, I have Sirus fight waiting for me and I have 30% into lvl93. I just can't take this fight for fear of losing 30% exp, so I have to wait until I level...and to me that is a very long time. So I'm taking the safe route unlike my friend and it still doesn't feel all that great either way.
So I asked myself if there's any way to keep all of the intended purposes of the XP penalty intact while also getting rid of these awful scenarios, and I've come up with a relatively simple one. What I'm suggesting is something like this:
1) Any experience you gain is there to stay forever.
2) When you die, 10% of your bar goes red. You have to recover that red portion to start moving the exp bar forward again.
3) Most importantly, 10% of your bar is the maximum that can go red NO MATTER HOW MUCH YOU DIE.
I would totally be okay with jumping into the Sirus fight under this scenario and taking the 10% exp loss. My friend wouldn't have quit. We'll still feel a little bad about those occasional deaths, but we can get over those. It's those huge chunks of XP loss that kills the player's will to continue fighting.
At the same time, it'll still keep players on their toes while mapping. If you're dying over and over and over, you still won't level so it's a good indicator that your build needs improvement.
In my opinion, this encourages a playstyle with the right balance between being careful, while also being bold and daring when it comes to pushing harder content. Right now, the most optimal way is leaning WAY too far into the careful side. I REALLY want to take this Sirus fight but I'll have to wait several days. It's been this cycle for a while now, with the cycle getting longer each time I level up.
This bit is just a little bit of extra so you can stop reading here if it's too long. I did post this in another place beforehand where another user replied that the current XP penalty is a 'relic of the past'. This statement got me thinking about whether the current system was ever better than my proposal. The answer seems to be yes.
Back in the old days, the answer to the question, "Can I do this content?" was rather binary, compared to now at least. Damage was really hard to come by, so if you couldn't do content, it was simply because you didn't have enough damage. People typically died because they literally ran out of potions due to not being able to kill things fast enough to recharge them. There were very little one-shot deaths, and the pacing of the game in general was way slower for absolutely everything. In those days, the current Death XP penalty system was well designed. If you died once, you were almost certainly trying to do content that's too high for you. In this case, you do need that extra, "Hey, you already died once. If you continue doing this, you're just gonna die again and lose even more EXP. Tone it down a little".
Let's go back to present day and ask the same question - "Can I do this content?" Nowadays, aside from "Yes" and "No", there's also the "Dangerous but doable". Metamorph bosses amplifies this 1000% with random rippy combinations of mods and skills. One or two deaths is not a good indicator at all that the content is too difficult for you due to the big DPS increases for both the players and the monster over the past few years. In this case, the current system could use a little tweaking.
On top of all of this, there's also a lot of random super-juicy encounters now. Let's say you're doing Tier14 maps because you correctly assessed that this is the limit. Then you find Zana, and she gives you a Tier 15 Elder Guardian mission, or even better(worse?), Cortex mission. Now what? You can't just pass Cortex, but you're almost certainly going to die a few times because you're not ready for it.
"Hey, you already died once. If you continue doing this, you're just gonna die again and lose even more EXP. Tone it down a little". This message would be a flat out lie now. The original intent of this system is outdated and incompatible with the current state of PoE. So yea, perhaps it really is a relic of the past. The only solutions that I can imagine are:
  1. Revert PoE back to the old days in terms of damage for both players and monsters. You'll also have to either remove all random encounters, or make them a pushover. Essentially, this means tweaking the game around the current XP penalty.
  2. Implement my proposal. This means tweaking the XP penalty around the current game.
  3. Find a better solution.
submitted by SushinTTV to pathofexile [link] [comments]

[FO4] Fallout 4 S.T.A.L.K.E.R. Build Guide.

Alright you dicks. This is gonna get long. (But it did go GOLD! thanks anon!) (putting this here to change the cover photo.)
I've seen a lot of posts asking how to make your fallout playthrough more akin to a "Metro" experience, or a "STALKER" experience. Well guess what...this guy is here, he's bored enough at work, he just bought a new keyboard, and hes fuckin ready to help you get your shit together. and just like some guy from the desert said...I never said it would be easy, I just said it would be worth it...and stable. we are really going for stability here
After playing STALKER COC periodically over the years and most recently for like 4 months straight (and even making a mod for it (shameless plug) I have walked over every single inch of that game and I can say that it not only kicks ass...but that compared to a Bethesda game it has all the bugs with half the content. I've done EVERYTHING in that game and most of its mods. And if you're like me, you're always looking for more people to murder, more loot, more guns, and more fun to partake in while wandering a post apocalyptic wasteland. Guess what, Fallout has a shitload of content, so you're in luck. Plus it's a great candidate for uploading an unholy amount of mods while maintaining relative stability. Which is exactly the right kind of environment we need for our particular crusade and the reason I installed it in the first place.
What Fallout 4 lacks is direction. It's like a 50's satire/post apocalyptic/shooterpg/serious/cartoony/silly/scary...thing. its all over the fuckin place. WE are going to give this game some direction
NOW before we go any further. I dont want to hear anyone bitching about it not being exactly like STALKER. of course its not. Theyre different games, that's why you paid money for each of them (hopefully). One of them is a russian sci-fi-horror masterpiece, the other is a quasi-50's nuclear survival mix up. Theyre inherently different. One of them is russian weird, the other one is 50's kitsch. and this is also personal preference for what *I* like (but i think you'll genuinely enjoy, and that you can tailor to your own tastes). There are a number of mods that you can add to get it more like stalker (armor, weapons blah blah) not going for stalker going for that FEELING you get when you play stalker. that FEELING like you need to shower and write home to babushka. So you're going to have to look past some of this shit and really focus on gameplay, or keep in mind that specific mods in specific categories can be swapped out to your liking. Dig it? Good.
First fuckin things first. We need to look at what makes Metro and STALKER the experiences they are (you can skip this shit if you want, but for me it was important to look at when making my game play the way I wanted it to).
STALKER is absolutely DRIPPING with specific things. It's more than "cheeki breeki" memes, russian pseudo-realism, and an unstable game engine ripe with funky glitches and crashes (in that respect its identical to Fallout).
If STALKER nails one thing right... its DREAD. It makes you feel the urge to explore but making you apprehensive to do so. You want to walk outside and see what kind of rad shit is out there, but you are constantly checking your inventory to make sure you have what you need, and always looking over your shoulder for those fucking snorks.
Its a masterclass in uncomfortable tension immersion. Everything about it is there to pull you in and make you feel like toasted shit. The music, the tone, the tonemapping, the atmosphere (find me a review that doesn't have the word "atmosphere" in it of STALKER and I' nothing but be surprised) buuut, it also makes you curious as to what's out there in the world. I still feel like im discovering new shit whenever I play COC, and I think that compelling mix of dread horror, exploration and a touch of non hampering realism mixes well into something fun and digestable. There's no faux-rpg nonsense, theres no "you cant fight this guy because you aren't the right level" bullshit. It's a matter of "do you have enough food, enough anti-rad, and enough firepower to not only make it there, but wade through the shit, and then have enough room in your backpack to haul back the loot?" Never once have I felt like it was hampered by any of it's mechanics.
SO, the things we need to pay attention to in recreating this in a different game:
--ATMOSPHERE - the main contributors to this iconic tension are the sounds (music is the biggest one by far...the music in STALKER set the entire tone, creaks, groans) the ominous fear of attack at any second, the look of the game (drop shadows from flashlights (in fallout if you want this add "bAllowShadowcasterNPCLights = 1" in your mygames\fallout4\Fallout4Prefs.ini), the tonemap (very grey and desolate) the rusted burnt out industrial areas, brutalist buildings etc) and the feeling of the unknown. that game is really interesting because you wanna know what the fuck else is out there. even when you think you've seen it all there is some weird curve balls thrown at you and it's a world you've never seen before (for the record...that last one is the hardest to recreate and until someone (im working on it) makes an anomaly mod for Fallout 4 it is something you're going to have to live without).
--GAMEPLAY - STALKER has unique gameplay where it's like a stripped down shooter, a stripped down RPG, an experiment in horror, and at the time...focused entirely on keeping you immersed. The vanilla gunplay is okay, the non-human enemies look ridiculous minus the bloodsuckers, and the snorks (snorks look dumb, but i'd be damned if they don't scare my britches off every fucking time i see one). The vanilla weapons aren't great, the firefights are okay. Buuuut. again, that feeling of wanting to explore. that feeling of wanting to get out there and see what the fuck is going on...thats powerful. because there are some games that are ripe with stuff to do, but i dont really want to go out and do it. im like "meh". but the discovery feeling is really important in STALKER, and it's also a feeling of overcoming your own fear, and the relief you get when you get back to your stash like "ah fuck...i made it". you should dread going outside your door and relish when you get back. You are also against enemies that are scary. They can be killed, there really arent any that are particularly hard to kill, but they pose a challenge in the way they kill you, or the circumstances you encounter them in (enemies that you need to run away from. well you just ran into one in a small room and now you're getting jacked). Also the gunplay feels relatively realistic as far as damage. Fallout is a bulletsponge nightmare. Stalker is headshots do we are going to need to overhaul the damage system
Now, Metro has arguably some of the best gameplay mechanics of any AAA first person shooter. they took the cliches and flipped them on their ass. The need to plan your gear as IMPERATIVE. The environment makes a difference on what you carry. The modularity of weapons plays a huge role in how you approach a situation and how you deploy. if you know you're going to be getting in long range skirmishes you loadout. if youre heading into a linear part...well buddy youll be packing a shotgun. they made ammo hard to get, they made health kits a strategy, and they made your gear and environment play in a way that if you leave your base without being properly prepared you WILL NOT succeed. Period. not to mention it does have many of the qualities listed in STALKER. but for me...STALKER works better. Metro is amazing, but STALKER feels more organic in atmosphere. but METRO feels more proper in gameplay. Also...Metro Exodus is a serious contendor for one of the best looking video games ever made. I was absolutely blown the fuck away while playing it. and this fidelity is possible depending on your hardware within Fallout. Not exact...but you can treat yourself to a graphical wonderland depending on your taste and specs. it is possible.

so things we need to recreate:
--GRAPHICS - What fallout does have is fluid visuals...unfortunately they are ugly, they look decidedly last gen, and they are unoptimized. its undeniable. but they do fit well together. Metro is also very fluid looking, it looks like ONE guy made the entire game in the same art style. its gorgeous. not to mention the fidelity is breathtaking. you can look at a texture through a scope and it still looks good. you can open a door and the entire room looks solid, fleshed out, and tended to. When we are modding the visuals of a game we dont want conflicting art styles in our texture packs, we dont want an ENB on there that clashes with the base game, and more than anything we want the entire game to elicit a mood. We want to feel immersed in a post apocalyptic wasteland that is actually serious...not a kitschy cartoon. If you enjoy that fine...but for me...i want dismal. I want heavy.
--GAMEPLAY - Metro has one of my favorite things that i've touched on multiple times throughout this long ass need to plan ahead. if you leave without being equipped, if you're lopsided in your equipment (too much ammo not enough health kits, or not enough filters) you will fail...or at the very last have a hard fuckin time accomplishing your goals. BUT it never reaches the point of impossible, and it never hampers the gameplay. It's not like Tarkov where any mistake absolutely beats the shit out of you. we still want to have fun. Not to mention the guns in Metro feel solid, they shoot hard, it feels like you're wrecking on shit when you're fighting...and fortunately for us Fallout 4 does have excellent base shooting mechanics...we just need to mitigate the bulletsponge and be sure that we are making both parties lethal. you want to question whether you should engage a target, or whether you should sneak by.
--STORY - Sorry buddy...Metro Exodus had a killer story and you're stuck trying to find your ugly ass baby. Not much we can do about that. No Anna either...that russian minx. buuut, Curie is kinda similar and shes just a good person (robot?) all around, give her a shot.

IN CONCLUSION: what we are looking to recreate is a highly atmospheric, lethal experience that looks great, plays great, runs great, and mimics the idea of a realistic, threatening, resource scarce, overwhelming nuclear wasteland as best as possible with minimal gear you may find laying around if shit hit the fan and you found yourself looting a body. to me that means real world tactical gear, real world weapons, survival options, scavenging and finding real world items. keep in mind I'm a huge military/gun/tactics nerd, so this might be a little tacticool for some...thats fine, but for me it really makes a great experience and I think you'll like it too.
We are limited to specific parameters. anomalies, no metro or stalker monsters, and no weird russian shit. but we can work with what we have, and while it wont be exact in every aspect...the feeling, mood, and experience is what we are looking to recreate here.


Recommended Mod Manager - Vortex. (but really, mod how you like. im not here to judge.)

Disclaimer: if you break your game...well. reinstall it. This setup has worked for me for over a month now solid. If it doesn't work for you or it doesn't fit your style, either add mods that fit your style, delete mods that dont, or dont follow this guide.



(What kind of STALKER playthrough would you have if you didn't have a good arsenal?
also...this is in no way exhaustive, you can add any weapons mods you want. im just sticking in the basics; rifles, snipers, smgs, shotguns. find whatever you want and throw them in, but these are guaranteed to not conflict or mess with game.)
AK-400 - (
AK47/74 MODULAR MOD (this is on because it does have ripped assets from Tarkov, but the work is incredible, and uses the AK400 as a base, but adds way more customization options and more real world weapons. its a must if you're a gun nut)
RU556 M4 - ( /
Winchester 1987 Shotgun - (
MPX (great submachine gun) - (
L96A1 ( (for the record, i dont use this mod anymore...the weapon is SEVERELY underpowered, and i think sniper rifles should be 120-150 HP per shot. if you know CK you can bump this up, but i dont use this mod, i just use the stock in game sniper rifle because its rad.)
Browning Hi-power pistol (
Browning hi-Power replacer (
Lowered Weapons with a button (
Shell Rain ( (not needed but for no performance impact...get it)
Muzzle Flash Shadow (
Basic Ammo Crafting ( (not needed, but for me...its a must.)
NOTE: There are holster mods for all of these weapons. You can find them if you want them. They're not needed hence not included for brevity (brevity...HA!)

(This will cover things like player armor, enemy armor, and NPC appearance for all your dress up needs).
AWKCR - ( (MOST mods need this, download it)
ArmorSmith Extended - ( (again...used by tons of mods)
High Speed Caps - ( ( ones)
CROSS Headset - ( (you dont want to go deaf buddy)
BF4 Armor pack (cant link this, its on, go find it. looks amazing).
Modular Plate Carrier (cant link this one either, found on search "asnavaro plate carrier")
Militarized Minutemen ( (makes them not lame looking)
Raiders in Rags ( (makes raiders anywhere from normal people just looking for a bite, to rust covered hard asses)
The Mercenary ( (adds a bunch of sweet armor for NPCs and character)
BF4 brotherhood of steel replacer ( (requires BF4 armor pack)
(2 mods...choose which one you prefer)
D.E.C.A.Y. (overhauls them completely with added shit. I like keeping my load as light as possible...sort of. So i use the next one, but this mod is GREAT).
More Feral Ghouls ( (Adds more variety to the ghouls but keeps them fast and creepy. Light, easy, performance friendly.)

(these will change things in game that will divert the feeling from Fallout to a more...not fallout feel. also just nice shit to have.)
ABSOLUTE MUST HAVE - Better Locational Damage - ( (I left this completely stock how it came and have had ZERO issues. it runs perfectly, and completely mitigates the bulletsponge that fallout 4 is famous for, turning this game from an "RPG" into a satisfying shooter).
Monsters to Raiders - ( (check whatever you want during the installer...i personally turned off all the fucking flies, and weird monsters because fuck those fucking things, why wont you die when i shoot you with a shotgun 12 times, why are you like this, what kind of sick joke are you playing, who programmed this, oh my GOD im going to kill someone, and pretty much only left super mutants, synths, deathclaws, and humans of course)
Endless Warfare - ( (this one took a fat minute to get configured right, and while I cant share my setup with you if you do use it be sure to change the Randomness of the spawnspots, otherwise youll have 20 guys spawning at random places all over the map fighting each other...not really what you're going for. It adds just the perfect amount of random fights, random ambushes, and most importantly...performance. it turns a simple walk to the corner for some aluminum cans into a paranoid ridden pain in the ass, keeping you on your toes the entire time.)
Survival Options - ( (this mod makes it so playing on survival mode, which you should be doing, is less of a pain in the ass...allowing saves during cell changes, sleeping, eating, whatever. Enabling fast travel, etc. Set it up however you want. but its a must. set it up according to your tastes).
Start Me Up - ( (lets you skip the intro).
Also mentioned by Nebuchadnezzer2 but never played with - Fast Start ( ) Skip the intro)
Gas Masks of the Wasteland - ( (seriously a game changer. I do not use the weather mod included, i use NAC which is included below, but this adds a really important mechanic on scarce resources, and really makes preparing all the more important. I have it set to only run when it rains/rad storms. All the time isnt really my cup of tea.)

(These will make your game gorgeous)
Enhanced Blood Textures - ( (performance friendly).
Werefull's realistic blood ( (makes the blood less corny.)
FlaconOil Retexture pack - ( (I run the 2k, looks fantastic).
Valius Texture pack - ( (i run the 4k pack because it is breathtakingly on point)
Vivid Fallout texture pack. - ( (2k all day)
-- Other visual overhauls.
Enhanced Lights and FX - ( (makes interiors gorgeous, dark and dynamic. Taxing.)
Boston FPS Fix ( (it...fixes...the fps in boston).
NAC weather mod - ( (this adds more weather but also flattens the image to a more realistic and dry look. An INSANE amount of options to tailor it to your experience. Darker Nights, Darker interiors, sscreen is hard to get down right, but once youve got it set it really can facelift your entire game. It can look a little pale, recommend coupling with a good ENB. (i will include a link to my personal setting that I think looks really nice. Desolate but realistic...its not too washed out, but also not too colorful. I think its got a great look and ran on a 660 FTW with SSAO turned off (since then has been turned on and tuned. it is the one included with NAC and i take no credit whatsoever. its simply my preset files).
ENB - choose whichever you like. if you are interested you can use my preset included below (edited NAC preset, i take no credit) BUT YOU WILL NEED TO DOWNLOAD THE ENB BINARIES FROM ( AND INSTALL THEM FIRST.
Pip-Boy Flashlight - ( ( as far as I'm concerned one of the defining features of STALKER when i first played it was the drop shadow from the flashlight. it absolutely blew my mind and how realistic it looked and to this day adds depth to scenes that some games still havent achieved. For a STALKER playthrough this is an absolute must have. relatively performance friendly too. BE SURE TO ENABLE SHADOWS. (also, if you know anything about CK you can change weapon lights to spotlights with shadows, completely changing the visuals of the game too, its super easy if you dare))
Honorable Mentions:
FO4 Enhanced Color Correction ( (this mod is an absolute win as far as I'm concerned. He corrected the colors of the game with ZERO performance loss and did it perfectly. It deepens the scenes and really touches up every shortcoming from the vanilla game with default shaders. IF YOU ARE RUNNING AN OLDER CARD (GTX 660 or below) THIS PACK IS A MUST. If you want a great looking game that runs well with lower specs avoid ENBs and give this a try. You'll be pleasantly surprised.)
Dynamic Lights and Shadows (VERY VERY TAXING. USE WITH CAUTION) - ( (Makes shit look absolutely bananas outside)
NOTE: People like to run grass mods. I dont run any. The performance impact even on halfway decent rigs like mine is just unacceptable for the looks it gives me. I think the default foliage is fine, its a little sparse but for consistent performance I've had to overlook foliage mods. If you want one, search for it. See performance notes below for possible issues when installing them. If any readers have any suggestions that dont break precombines please let me know.)

(These will make sure you never want to go outside again.)
MUSIC MODS (what would STALKER be without the music? seriously).
STALKER music mod - ( (this ones good but for some reason it never seemed to properly fit in the Fallout universe for me. So...i ended up using this next mod)
Spaceout Ambient Music Overhaul - ( (this mod just slays. the music works PERFECTLY for the fallout universe. interiors are creepier. Night time is scary as fuck. Daytime has an epic melancholic feel to them. This mod was exactly what I was looking for in a STALKER-esque music mod. You should give it a shot. If you dont love it, head back to the STALKER music mod, no harm no foul.)
HUD MODS (the Fallout 4 HUD is in your face like Vin Diesel. Lets fix that.)
HUD Framework - (you need this to run gas masks anyway, just be sure to install it before the next one).
DEF_UI - ( (lets you edit your own HUD, just follow the instructions. if you're not into that I'm going to include my preset with my ENB setup as well (again...all credit to the authors, these are just my edits.) if youre not into THAT, then check the requirements list on DEF_UI's nexus page and you can see the infinite list of other peoples presets. Find one that fits your taste.)
No More Cash Register Noise - ( (seriously who thought hearing that every 5 seconds was a good idea? NOTE, i think disabling the widget that pops up during XP gain in DEF_UI will make that noise stop. I dont have this mod installed anymore and my HUD turns off that maybe? Give it a shot on your own setup.)
Shut The Followers Up - ( (turned my experience of having someone follow me around just chatty kathy as fuck, acting like nothing was wrong during our disease ridden excursion through a desolate nightmare, with NPC firefights plagued by supposed to be hardcore ass wasteland badasses saying absolutely ridiculous shit mid fight, to a much more realistic experience composed of fights being a surprise without anyone shouting their intentions straight at their enemies. This mod is a MUST if you like followers or want more immersive combat. It really ratchets up the intensity with such a simple change.)
Realistic Death Physics ( (no longer will people fly across the room when you shoot em.)

LOAD ORDER FROM TOP TO BOTTOM (pro-tip, if you want this mod order, simply install in this order with Vortex...not needed but you could run into potential conflicts if installed differently).
(to be honest, i've only had to move around a few mods for this to work properly, namely pip-boy flashlight)
Pip-Boy Flashlight
Flacanoil texture pack
Valius textures
Werefulls Realistic Blood
Winchester 1897
Shut the followers up
Survival options.
enhanced lights and fx
shell rain
realistic death phyysics
raiders in rags
ru556 armory project
no combat music (added by BLD)
cross uni headset
better locational damage
basic ammo crafting
Gas Masks of the Wasteland.
BOS BF4 armor replacer (found on gunnetwork)
BF4 armor pack (found on gunnetwork)
Button lowered weapons
High Speed Caps (hats mod)
militarized minutemen
modular AK (found on gunnetwork)
more ghouls (called ghoulblood in vortex)
monsters to raiders plugins (theres like 9 of em)
BLD level lists
MPX weapon
Better locational damage
Armorsmith extended
enhanced blood
vivid fallout
endless warfare
boston fps fix
everything else related to AWKCR
(there are multiple plugins that i skipped over, but they are arbitrarily stacked in the load order, and if not listed they wont cause issues if they are loaded differently. this list is simply provided as a template if issues do arise in your game and you want to know where to put something. it is not an end all be all optimized list. my shit works good, so i included it.)
Look, this list isnt going to satisfy everyone. You're inevitably going to go down the mod rabbit hole just sticking completely useless shit in your game. That's half the fun. So heres some advice.
If you need to know anything about modding Fallout 4 is that it'll make you think it's running well...when you really just broke some shit that you'll run into six hours from now which either demands reloading an old save, or reinstalling the game. That said I'm going to make your life easier with some quick tips.
AVOID ANYTHING THAT BREAKS PREVIS/PRECOMBINES. Dont know what they are? Tough shit. Don't touch em. Mods that edit exterior cells (that dont include rebuilt precombines) will break them, and they will make your game run like shit. Bethesda's half assed optimization system is hanging on by a thin thin thread, and as soon as its broken its reload or live with it. Ask my 128 hour character how he felt about returning back to a 12 hour save because I broke downtown Boston and had to reinstall the game. He wasn't very excited. In fact his is now driving a bro-dozer blaming his problems on poor people like a complete idiot. Confederate flag sticking out of the bed, he hasn't shaved in weeks, smoking pyramids, its a disaster.
RULE OF THUMB FOR THESE. Stay away from exterior environment mods, flora overhaul mods and scrap mods (which sucks because i really like having a clean game). Texture packs and shit are fine, but mods that edit cells will degrade your performance unless you know how to rebuild precombines...which some people do but odds are you're not one of them. Things that change the size of grass aren't a big deal...but ReGrowth, Spring Cleaning, and shit like that? yeah. Messed my game right up.
OVERLY TAXING ENB'S. Look, you want your game to look good. I get that. But there are ENB's out there that have plenty of useless shit enabled that does nothing but bog your system down. Poorly optimized DOF shaders, SSIL with the quality set to high that isnt turned on enough to even be noticable. shit like that. You can make a performance friendly post processing preset that fits your style very easily...and you can probably find someone who did it for you, better than you can, that actually runs well. Avoid shitty ENBs, and be sure to check off any features that don't make a noticeable difference, or that are too taxing for your setup. nothing wrong with dialing shit back for the sweet 60
CONCERNING TEXTURES It is imperative that you texture you game according to your specs. if you have less than 8GB VRAM try all 2k textures, if you have less use 1k. prioritize what you look at the most. I personally want anything im really close to to look great, therefore I made sure the packs that affected interiors were higher resolution. 2k for the outdoors stuff. The work these guys put into their packs is insane...and to honest they all look great on any resolution. So just work around your specs and youll make a great looking game. my card is 8GB, and these packs coupled with the armor packs and stuff equals out to be about 7.6 gigs of shit on my card. and i rarely experience stutter (this game isnt perfect...and does stutter no matter how clean your mod list is), so if you have a 1070 or up, these texture packs are the perfect combination of looks and performance.)
NVIDIA USERS - have Geforce Experience optimize the game for you. It fixed some shadow shit for me and a few other things. I avoided it until like last week, and was pleasantly surprised at how well it made my game run. Once it optimized the game, I then went in and bumped some of the settings down, just because no matter what you're running, shadows in this game will beat your computer up. and for very little difference you can run them on medium and have great fps + visuals.
AVOID FPS OVER 60 - The game breaks over a certain FPS. Do what you want, but mine is limited to 60 in my ENB. Zero issues. "but my monitorrrr", stop. This game is poorly made. Either work around it, or play something else. (here come the "i run it at 118 just fine!" people. good for you.)
FEEL FREE TO UNINSTALL AND REINSTALL SPECIFIC MODS AT WILL. Texture mods, Audio mods, small changes that are only loaded resources...swap em in and out at will. Heavier mods like Gas Masks, and NAC, be sure to follow their uninstall instructions. You can potentially break you game. I mean...i fuckin uninstall random shit it all the time, but im a moron. Don't be a moron like me.
MY SPECS (provided to compare whether you can run this setup...if you dont meet these simply turn down the graphically demanding mods and you should be fine.)
I5-4670 3.4 ghz
16GB 10600 RAM
Samsung Evo 860 500gb
ASUS H87M Plus
Some 550w PSU.
Gigabyte G1 GTX 1070 8GB
Custom Ducky One 2 Mini 60% Keyboard (not that its really important...i just want you to know that I have one, and that it is in fact amazing, and I dont even know what a ForkKnife is.)
I did not install the Unofficial Fallout 4 Patch. I am sure this mod list would work with it just fine, but it's been running so well since i had to revert to another save that I haven't installed it. but normally i recommend Unofficial Patches to everyone. If you have issues with the patch installed please let me know
IN CONCLUSION - Fallout 4 is a fickle fickle...FICKLE asshole of a mistress, and thats even before you mod it. you will spend a lot of time tweaking an infinite number of things. Shadows mainly. You'll spend two weeks tweaking shadows. But if you take the time and mod your game responsibly you can have a completely different experience that runs smooth, caters to your taste, and gives you that excruciatingly ominous, foreboding, sketched out, melancholic, nightmare stricken feeling when you step into those STALKER boots, or when you pull down your METRO mask. It is possible. Just take it easy, install one mod at a time, make sure they activate, and as platitudinous as it is...have fun. It's not about the destination, its about the potentially frustrating ass journey. Right?
Here is a link to my ENB preset (edited NAC. again, I take ZERO credit)
Here is an obligatory Imgur album with screenshots of some sweet shit (please dont ask where I got the mods, its all contained in that 32222 character count wall of text -
reupload these anywhere, do whatever you want with them. I do not care. punk rock).
submitted by cortlong to FalloutMods [link] [comments]

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How To Trade 30 Seconds And 60 Seconds Binary Options

Online option and stock brokers A site for both experienced and novice equity option investors Home Uncategorized Does optionsxpress offer binary options zero risk strategy pdf binary option ... Simple, Easy and Powerful Binary Strategy - The Binary Destroyer 7.0 TheBinary Destroyer. Loading... Unsubscribe from TheBinary Destroyer? Cancel Unsubscribe. Working... Subscribe Subscribed ... Fast binary options have been popular for a long time. If you have already traded 60-second options, then you know more or less what you can expect. 30-second trades are built on the same ... IQ Option 60 Second Binary option spider strategy 1-minute (60 Second) 2018 If you pay by skrill/ Neteller, you will get discount.(Only discount apply skrill/Neteller payment ) you can use paypal.. Forex and Binary Options Signals, 30 seconds, 60 seconds up to 5 min binary option signals Plus 5-10 pip forex signals. This video explains you best strategy that can help you make best profits. I wish you goodluck. We as a team, put a lot of effort in bringing you the summari...