
Made a simplified lore graphic. How accurate would you say this is?
To be honest, I just wanted to make that AC6 joke lol
it blew up and became mildly lore educational

To be honest, I just wanted to make that AC6 joke lol
it blew up and became mildly lore educational
This is sincere, not rhetorical, I like it, but by my look at least, it has some very good straight up at will abilities, unless I am missing something in its reqs:
At dedication, you can spend 3 actions out of combat to just be perpetually hidden, its not quite invisible, but being able to hid wherever seems very good. In combat it is a bit harder to repeatedly use efficiently at least
Contingency Leap seems to let you basically circumvent any ~30 foot gap? If you jump off, you can contingency leap to the other side easily. Though, your party still needs to follow at pace, but seems like a great scouting and escape tool. By my read, it should let you port up or down too as long as the ledge is within 30 of where you are falling from, so it seems to combo with Leaps and Jumps
Gossamer Blade feels like one of the better smites in recent memory, though it needs you to be hitting off guard, but 1d6/weapon die persistent and force looks pretty strong
Warp Path seems great especially on a fighter, its at least 1 action to move and strike 1/combat, but if you crit, you caan do it again, potentially in the same turn. It also doesnt have flourish so you could use other flourishes
Aerial Flash is great action compression, because its basically 2 30 ft moves, 1 strike, and then 2 more 30 ft moves, so like 5 actions for 3 actions. Its also at will, but granted having a 3 action activity is limiting when youre at level 12, I imagine you would prefer 3 individual actions or a 2a activity
So it does seem pretty strong to a fun degree rather than unfun, but my only concern might be contingency leap allowing you to get past gap based obstacles pretty well, better than flyers at this level
What do you guys think?
These are just examples, you could stick smiting trait onto a lot of different actions too like Mortal Harvest's reap the field, or the Burr Shield also from Impossible Magic
This is both to kinda fold together the "your previous action was a successful strike" terminology into a single trait, and to add a buff for when you wanna dump your whole action economy into dice
I don't think it's more powerful than striking twice with a striking weapon, because you're still limited by action economy, but it's definitely fun, and reliable, and on the times you're both hasted and have your whole 3+1 actions, you could dump three different smites!
I'm trying to get a start on itch.io since Steam needs the 100USD initial refundable fee
Researched and experienced just awful service with both Payoneer and Paypal, but those are the only two choices for itchio
How did you get your start?
It was a very old account that wasn't linked to any banks, and had pretty outdated contacts. I think I got flagged and locked when I tried to change the email address and phone too fast
Anyway, I contacted support, asked to have this account closed so I can just register a new account. Customer support assured me I won't have to deal with my new account getting insta-banned, but I did some quick research, and I don't really believe them lol
either way, the account is closed now, but would like to ask anyone who's experienced this, can you make a new account and not get insta-banned if your old account was deactivated?
I'm Cy, and the team participated in this year's GMTK 2026 Game Jam, and it was at least mine, and I think two others' first game jams. It was a fun experience and it left me wanting to dev more games.
I was the writer and game designer for our game, Code Athens. It was basically A Little to the Left, but as a VN spy thriller. Assemble and do stuff within the countdown. It reached #98 for Narrative (and scored decently for Audio #102 and Artwork #253 too, artwork was very competitive with some very good and unique styles this year! Audio was mostly because our composer made bangers, despite being very humble and/or self depreciating!)
But! I usually analyze things better with categories so:
Game jams are fun, and you can learn so much about the game dev pipeline if you try one! It basically covers every step:
I made a quick short for a very fun story from D&D Court, I mostly just wanted to try making a short form style edit to try the style out, hopefully this is alright to post here! (also hopefully the flair is right) (No AI of course, this is all made in da vinci resolve, captions included)
Credit, from: D&D Court: Dungeons, Doggos & DRAMA (w/ Aabria Iyengar)
14 attacks, 1/scene, but can sustainably do 9 attacks every round. or 11 every round if you wanna dump your reactor
-- GMS Everest @ LL12 --
[ LICENSES ]
IPS-N Blackbeard 3, IPS-N Raleigh 3, HORUS Goblin 3, SSC Atlas 3
[ CORE BONUSES ]
The Lesson of Shaping, Integrated Weapon, Titanomachy Mesh, Mount Retrofitting
[ TALENTS ]
Executioner 3, Duelist 3, Spaceborn 3, Pankrati 2, Skirmisher 2, Hunter 1, Combined Arms 1
[ STATS ]
HULL:6 AGI:4 SYS:2 ENGI:2
STRUCTURE:4 HP:28 ARMOR:0
STRESS:4 HEATCAP:8 REPAIR:8
TECH ATK:+2 LIMITED:+1
SPD:6 EVA:12 EDEF:10 SENSE:10 SAVE:16
[ WEAPONS ]
Integrated Weapon: Tactical Knife
Retrofitted Mount: Terashima Blade / Tactical Knife // Mount Retrofitting
Flex Mount: Chain Axe (UNCLE-Class Comp/Con)
Heavy Mount: Nanocarbon Sword
[ SYSTEMS ]
SEKHMET-Class NHP, Jäger Kunst II x4, H0R_OS System Upgrade II
you can see a similar build in action here: https://www.youtube.com/watch?v=JUs1V2OKxeE (Northstar)
On a perfect turn, you can do 14 attacks (5+1+2+2+2+2), and of those 14 attacks, 10 can benefit from critting and adding +1d6 from sekhmet (Rams and Grapples can indeed crit and add bonus damage if you have sources of it)
Breakdown:
5 weapon attacks (Barrage Tera/tacknife and Nanocarbon + UNCLE + Integrated TacKnife) + 1 ram or grapple from duelist III if you hit with either chain axe or terashima + 1 ram or grapple from titanomachy + 2 from missing with nanocarbon so you can execIII to an enemy, and backswing + 2 from an extra skirmish from Sekhmet (probably your terashima/tacknife for more attacks) + Overcharge for skirmish for another 2 + Everest Initiative skirmish for another 2. On any hit, you can use Spaceborn 3 to impose +diff, then your reaction to Jager Kunst II
After that, you can still do 11 attacks (5+1+1+2+2) despite everest initiative being on cooldown if you Overcharge
While this is optimized for number of attacks, the better build would probably replace Mount Retrofitting with Gyges frame for better threat, and better JKII duels. The attack number goes down, but higher threat is very practical
and something fair or at least fun to play,
I'm hoping to join my first game jam coming up pretty soon, and I wanna know about some best practices like this
Are rectangles and squares practical because they can more accurately lay out how a character looks and its hitbox? Would any other shape work better? Or is it dependent on what genre of gameplay you're deving (like a rectangle for a platformer, triangle for a top down game, etc.)?
Right now, looking into Time Mage archetype. Its prerequisite is a bit unique compared to other caster+ archetypes like Shadowcaster, Spelltrickster, Geomancer etc.
Those have "ability to cast spells/from a spellslot" as requirements, while Time Mage specifically says "You have a spellcasting class feature". Does that mean you can't take Time Mage archetype if you just multiclassed to get a basic spellcasting feat from a caster multiclass?
also, interestingly, seems this prereq is also present for War Mage, although I can't see why it would be. It's a Class Archetype for wizard, which should always have a spellcasting class feature anyway?
forgot about this guy, was just sitting on my drive. I intended this to mostly be a mech for PCs that somehow lose their mechs without being able to reprint them, but it can definitely be used by NPCs too, enemies or allies
Maybe you could use it in your games!
coming from Flyff, where having an alt FS ringmaster is pretty much the norm because their exclusive buffs are so useful, how similar is it for RO?
I played it a while ago, maybe 2009s, both on an official server and pservers, I remember acolytes and later classes had buffs that only they could cast, which is a similar situation to assists and RMs in flyff
is it necessary or useful to level up a full support before leveling up a main character? Does it just depend on the server?
I'm looking into potentially doing paid games for Lancer.
On the discord, I only really see paid games advertising on StartPlaying, do you have experience with that site? Or what other alternative sites could be good?
I got the rumble champ deck (I know rumble isn't highly competitive, I just like the mech synergies and potential for future mechs)
this video https://www.youtube.com/watch?v=de3d2Y2AYPk mentions recycling Ferrous Forerunner with Rumble Hotheaded like a wincon, or at least makes it sound that it's pretty strong.
From what I understand, recycling won't trigger Deathknell. Is it mostly strong because it's a 6 Might unit, so the mech you reanimate is highly discounted?
Just got one out of nowhere from a pack, and I generally like one drops that have impactful effects.
I have two W decks right now, a tokens isshin deck, and a wilson refined grizzly + flaming fist voltron deck that focuses on auras (it's sidegraded from virtue and valor)
Feels like it would make my isshin deck relatively "faster" if my opponents are slower, and my wilson might like the extra enchantment
is it worth to try to find a good slot for it in either deck? Not looking to in-depth reconstruct these decks yet, just wanted an opinion on if this card is worth it so I might do so
EDIT: thanks for the advice, everyone!
I ran a oneshot some weeks back to get some friends to try PF2e, there was a point when the sword and board Fighter went down to a lucky crit from a skeleton soldier (I think they didn't manage to Raise a Shield too). I told them they were immediately at dying 2 because of the crit, and even when they were Soothed back up, they needed to spend their whole turn picking up the sword, shield, and Standing.
While everyone still seemed to have fun from the session in general, maybe I should have gone a bit looser on those particular rules?
Now they're under the impression that PF2e is incredibly deadly, and they're in the group chat formulating plans and mentioning it might be more optimal to avoid using a heal to pick an unconscious character back up. I told them a reason to do it would be to avoid a character dying since that's harder to remedy in this system They all said they'd be fine with a more high death game and that they could just make a new character.
On one hand I've never seen them strategize to this degree outside of session time, during 5e which was our game prior to this, which makes me feel proud when they're discussing hypothetical tactics (like actually valid tactics like Readying maneuvers, Striding to better positions instead of attacking, etc).
On the other hand, I want this campaign to follow our previous ones with character backstories and in-depth roleplay, so I worry their perception is gonna lead them to spending less time making and getting attached to their own and each others' PCs since they think they'd just die.
Of course, I'll definitely talk to them, but do you think I should assuage their perception that it's a deadly game? What happened was purely RAW after all even if lucky, and the encounter wasn't meant to be difficult (Moderate with 2 Skele Guards and 1 Skele Soldier vs 4 level 1s) I don't think I wanna tone down to make every encounter Trivial - Low either.
Maybe I'm worried over nothing and they'll still naturally get attached to their PCs? One of their discussed tactics was immediately burst-healing an ally before they could ever get downed after all
First thing I thought of was Duskmourn for her survivor typeline and the zombies, but I don't really like the 80s style aesthetic for the humanoids in Duskmourn, at least for generic characters. But it's the only in-universe set that has survivor creature type
Another thing I thought was post-rebellion, pre-invasion New Phyrexia with a Mirran survivor and oil zombies. Just ditch the whole survivors type only being in Duskmourn
One more idea with Innistrad which is the most clear cut, though an interesting twist could be a survivor who learns to ghoulcall
Do you guys have other plane suggestions, or ones that could fit better?
Despite the card itself having an odd mv ({X}{R}, which just counts as 1), since its mana value on the stack is now even (2), does Obosh no longer double the damage it deals?
I don't think so, because it's specified within the fly action itself that it (counts as) difficult terrain flying upward.
But I just wanted to make sure, since it's another instance of vertical movement
If not, larger leap actions have some decent synergy with flyers!
EDIT: thanks for the help and answers, my thinking that big leaps and high jumps synergize with flying was kinda correct since if you can do a large upward motion, it avoids the upward difficult terrain, and then once there, you can start flying, so that's a cool interaction and a cool visual