Sure thing, done
Yeah, maybe there were some federation issues or something with a particular instance or two. I think Lemmy reaches out on demand to cache the thumbnail the first time it’s requested, but posts get federated over independently.
So if no one has viewed a post in the UI that’s been federated over, and the instance and ours developed communication issues between then, it’s possible that it fails to grab the thumbnail when someone is browsing in the UI
I’m not seeing that, I appear to see thumbnails and previews. Is this still happening for you? It could be having issues with specific instances if there’s federation issues
Yeah, we have a set day and time, and will only reconsider if 2+ people are missing
So my immediate thought given this context would be to make the new strain/miracle drug/whatever be something that combats the existing evil virus as a counteragent. So it would provide some amount of resistance/immunity to it, but i like the idea of a (probably unknown) drawback. Something like cordyceps maybe that slowly takes over and/or controls the person like you mentioned.
This could easily be told to the players through the NPC you mentioned who has control of the new strain/drug; he can slowly become more erratic/out of control, and his actions can start to get more suspect (along with any potential physical signs).
So basic idea for a campaign would be:
What, exactly are you trying to replicate from the show? The miraculous super drug the powers-that-be despise? The plot premise of running from the authorities with a secret? The main character himself? All of it? Something else? Depending on what aspects you like, you can do different things for your game (fyi I know little about EP specifically, but translating plot into games can be universal).
well, to be fair, almost no one used counterspells back then because of the many failure points, clunkiness, and the high chance of it being a complete waste of your turn. Better to just cast your own fireball first.
Thats pretty similar to what 3e (and iirc older) counterspell did. You had to cast the same spell in reverse to counter a spell. So to counter spell a fireball, you had to have a fireball prepared and “counterspell cast” your fireball. That said, there was some action economy problems in 3e that made it not worth it (you had to use an action to ‘ready’ a counterspell on a specific target, when the target cast a spell, you had to roll to identify the spell, and if they cast a spell you didnt know or have prepared, you were out of luck)
When the d&d session runs until 1 am.
Presumably, someone attempting to mug you would probably be a bandit (+3 to hit, +1 to damage), not another commoner
Looks like it expired last month so they had a 1 month grace period
yeah, i think that’s actually a setting on the lemmy side, you can restrict the size of uploads to prevent abuse and such. We’re using whatever the default is, i’ve never changed it.
Actually, reddit is not coming. That’s kinda the whole problem outlined above.
i second the comment that you need to consider why you want to do this. You generally need a pretty good reason to split your codebase into multiple languages.
As far as actually doing it, you have a ton of different options, some of which have been mentioned here. Some i can think of off the top of my head:
basically every approach is going to require you to come up with some sort of API that the two work together through, though, an API in the generic sense is basically a shared contract two disconnected pieces of code use to communicate.
Just like Pathfinder, OOOOOOHHHHHHHH!!!
nah, I’m kidding. But yeah, the video is kinda mediocre. The lyrics are ok, the delivery is meh, but like you said I appreciate the effort.
same. Ive played it for about ~10 hours on the steam deck so far, and i have my FPS counter turned on at all times; never seen it dip below 40, and i dont think ive touched any settings. On an original steam deck, not an OLED, though
for what its worth, the new (2024/2025) monster manual supposedly has spellcasting monsters with more “magical” actions built in. While they do still have a list of spells, they have more built in tailored “magic action” type things they would be using instead of spell casting in most scenarios, like having a “magic bolt” type attack for a mage or something. We don’t exactly know how extensive this is yet, since we’ve only seen previews so far, but it could make running spellcasting creatures a bit easier.
yeah, i could see using a mix of windows midi fonts and like a real crunchy sega genesis like soundfont if i were to make/commission music for it or something (i can’t make music in any way)
As far as the game master term, I’m using “Knight Commander”, it’s one of the early intro sections somewhere.
Thanks! I’ve been working on it off and on, but i think its turning out pretty good overall.
Yeah, looks like it got all jacked up when I posted it from my app. Gonna fix it