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Cake day: June 27th, 2023

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  • micka190@lemmy.worldtoRPGMemes @ttrpg.networkFight me on it
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    1 year ago

    You’re the one that decided an entire culture of thinking, feeling people are born objectively evil and can be killed en masse. And that’s fucked up.

    I think that’s where the issue falls apart. You want them to be thinking feeling people who can change. They don’t have to be. If an evil deity creates Goblins, and makes them evil for whatever reason, they can inherently lack the ability to freely think and evolve.

    And there’s nothing “fucked up” about it.

    Look at some villains who are just objectively evil. People point-out the Adventure Time Lich all the time, and that thing is just evil. There’s no point trying to argue with it. No point trying to convince it to right its wrongs. It doesn’t care, because it’s just evil.


  • micka190@lemmy.worldtoRPGMemes @ttrpg.networkFight me on it
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    1 year ago

    Why should a group defined by plundering travelers be more acceptable than a group defined by being short with green skin?

    Because in a fantasy world, where we can know for 100% certainty that gods created life, it’s not impossible for those gods to have made a certain creature type objectively evil.

    In some settings, Orcs are the way they are because their god is the last one to pick a place for them to live, gets pissy, and decides that “Fuck you guys! If that’s how you want to play it, my orcs are going to plunder the shit out of your guys’ lands!”

    In other settings, there has to be some kind of cosmic balance to things, and some gods are just evil because there has to be a natural counterpart to good, and so the creatures they create are just inherently evil.

    I think the issue is with this kind of debate is that that it’s referred to as “race”. We don’t really have a one-for-one on this IRL (because Goblins don’t exist) and we don’t refer to animals as “different races”.






  • I think it’s interesting that he believes that, personally.

    Dragon Age has 3 main things going for it:

    • The Darkspawn
    • Templars vs Mages
    • Whatever the fuck Solas is doing

    While the Darkspawn could work for TV (it’d just require a bunch of makeup and we’ve seen shows like The Walking Dead pull-off the whole zombie thing), it’s pretty hard to do anything low-scale with them, since they’re either small bands attacking small villages or a large invasion force during a Blight. Game of Thrones and Lord of the Ring pulled-off large-scale battles, but they also had rather large budgets by that point.

    The Solas arc doesn’t really work for TV because of the budget it would require for all the insanely high-level and trippy magic stuff that would be needed. And also because anyone who isn’t already of fan of Dragon Age would be confused as fuck about what Solas is doing.

    I could see a series about a smaller part of the Templars vs Mages working, personally. Unlike Solas and the ancient Elves, most “regular” magic is pretty low-level and tame. Blood Magic shouldn’t be as expensive as some of the ancient Elves’ magic worlds and Demons would probably need to be adapted to look differently than they do in-game, but it’s got potential. Not sure if I trust most network to handle the writing of it, though.

    Also, they made Dragon Age: Absolution, which was pretty damn bad and felt like someone tried to smash 3-4 seasons-worth of plot into 6 episodes. The characters were walking tropes, the villain went from one of the most brilliant minds of the Tevinter Imperium to an obsessive weirdo, and it had some of the most forced romance and comedy bits I’ve seen in a while. In my opinion, the show also does an awful job with their portrayal of Tevinter, essentially contradicting a lot of established lore from the game for no apparent reason.

    Not sure how many people in the community actually remember, but back in the day they made Dragon Age: Warden’s Fall with Machinima to setup the events of Awakening (haven’t watched it in forever, but I remember liking it). It’s dark and gritty like Origins and Awakening were, and less “witty” like Inquisition’s writing.










  • So, RAW here is how a round with a spell is supposed to work:

    1. Character A announces that they are casting a spell. The name of the spell, and other information such as its level are not mentioned.
    2. There is a short pause to allow someone to use a Reaction.
    3. If no one uses a Reaction, Character A either rolls or tells people what they need to roll.
      • Side note: This is where someone could technically cheat by changing their spell slot level, and is one of the many reasons why Counterspell is a terribly-designed spell.
    4. After this roll (and any effect that would apply to those rolls), Character A describes the effect and can optionally state what the spell was:

    You all take 36 Fire damage, as an explosion of flame blooms at your feet from my character’s 6th-level Fireball.

    RAW, Counterspell would occur during that second step. The creature that casts it has no idea what the spell they’re countering is, beyond context clues (i.e. they’ve seen that armored spell caster has been casting spells that heal their allies earlier).

    As you said, there are rules to identify a spell. They were added by either Tasha’s Cauldron of Everything or Xanathar’s Guide to Everything. A character can use their Reaction to identify the spell. This usually means you’ll need 2 spellcasters working in conjunction for Counterspell to work with an identified spell.


    As for how I run it at my table: I don’t. I really don’t like it. It’s anti-fun, and the awkward pause and wording that’s required to cast spells in case someone wants to counter it. There’s some equally awkward metagaming thats required if someone accidentally blurts out the name of the spell, and it plays really poorly with how most VTT software handles spells (most just spit them out in the chat for everyone to see). It is just so un-fun that I just ban the spell outright at my table and it makes everything much simpler.

    Having said that, if I do play at a table where it isn’t banned, we usually go about it as I described above. The Reaction needed to identify the spell is an intentional design decision to prevent spellcasters from identifying every spell cast their way before deciding to counter them, and needing 2 spellcasters to work together to “cleanly” cast it is perfectly fine, in my opinion. Spellcasters are already bonkers in this game, there’s no reason to empower them further by letting them save-up their Counterspells until they’re absolutely critical.

    It’s just important that every player is on the same page and doesn’t blurt-out their spell names whenever they cast a spell.