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Joined 2 years ago
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Cake day: June 13th, 2023

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  • I do like how your first sentence is “I have no idea what this means” and then follow up with more text saying how I’m wrong than my rule took.

    You’re the one here advertising how much of a gigabrain move using your homebrew rules is, people are going to come with the assumption that it’s ready to use and understandable and you’re opening your creation to critique. People shouldn’t have to play 20 questions to figure out how to use your revolutionary homebrew rule, thus it is perfectly valid to criticize vaquely written rules.

    If you were wondering, 1 level means -1 on your d20s.

    Then why not just say that instead of the mess you wrote? Literally “you deduct your ‘exhaustion’ level from your rolls”. Also, which d20 rolls? Attack rolls, ability checks, saves, damage rolls, that one random roll your GM asks you to make to determine whether you run into a random encounter in the wilds, some of them or all of them? This is important so don’t leave your readers quessing.

    That’s because I take away the old system of exhaustion completely.

    So let me get this straight, it has none of the effects of exhaustion nor is it cured nor accrued in any of the ways already defined in D&D 5E? Then why is it called exhaustion when it clearly has nothing do with an already existing concept with the same name? This is needlessly confusing. Call new concepts new names.

    The short rest respite is only on the FIRST short rest of the day.

    And how are your readers supposed to guess this if you don’t write it out? There aren’t supposed to be any hidden rules. Besides, if you make it work literally like long rests, why not just tack it only on long rests? Rules saying there’s only one long rest in a day already exist, why not leverage that?

    Anything else to ask before dishing out a critic when you don’t really understand it in the first place ? I’m honestly happy to talk, I would prefer with people asking before dishing out thought.

    If your homebrew is supposedly ready for use, people should not need to ask. I’m not trying to be rude but honestly, this has a plenty of smells of a kind of “GMs first homebrew”:

    • Needless complexity: That’s hell of a lot text for a supposedly simple system and you’re already leaving stuff out. The longer your rules and the more people have to puzzle things out, the less tables are going to use it.
    • Reinventing the wheel: Why could this not work with the existing rules for exhaustion?
    • Leaving out important details and edge cases: The unstated limit on short rests, not defining what you mean by d20 rolls, do you take a death saving throw before your action, after it or at all?

    What if you rewrote all of this as simply “You can ignore the effects of being unconscious from being at 0 hp for one turn at the cost of one level of exhaustion”? You could leverage existing rules to a great degree and it would be easily understandable and digestible. It’d have minimal mechanical impact as people are almost invariably going to use their action to get more hp at which point they can just act normally. Dropping to 0 hp already renders you prone which already halves your speed or costs half your speed to get up, etc…


  • Exhaustion: On the d20

    1 = -1 2 = -2 … 9 = -9 10 = death

    I have no idea what this means.

    Recovery First rest shorts = - 1 Exhaustion Long rest = - 2 Exhaustion

    How does this interact with the existing rules for exhaustion that say you only lose one level of exhaustion per long rest? Do you have to track exhaustion from different sources separately? What is stopping the party from taking five one hour long short rests in one day to completely eradicate all exhaustion with little effort?

    This is fairly broken: The dying character can just use their action or bonus action to heal themselves, teleport away, etc. and since the short rest rule makes exhaustion trivial to heal there is barely any risk of death or even a cost for going down.

    I feel like this is an overly complex, not well-thought-out nor playtested “solution” trying to patch an issue that lies somewhere completely different. If your table is taking 30 minutes for a single round of combat, either you have way too many players at the table or someone doesn’t know how to run their characters. It takes some time when you’re just getting started out but eventually every player (and the DM running their NPCs) should be familiar with what their character is going to do in combat and most of it should flow quite automatically. Your players (and the DM) should be planning their move during the others’ turns and visibly displaying an initiative tracker letting players know when they’re up can encourage them to be ready on time. If someone is taking inordinately long, say their character is too indecisive to act and skip their turn, they’ll shape up in less than 5 minutes. Ban phones at the table, seriously.

    More great ideas to fix slow combat


  • Yeah, there’s a fine line here. The DM improvising something whimsical and funny on the spot can be enjoyable to everyone, but if the party is going out of their way to do their absolute best to derail and force DM to waste any and all prepared material they’re just dicks. The DM is still a player in the game doing it have fun too and doesn’t owe you a campaign that bends to all whims of the party without restraint.

    Also, a good lesson for GMs is to try and write any prepared material in a way that allows it to later be reused if players manage to miss it. Just because the party didn’t investigate that one cave with a goblin ambush in it doesn’t mean they can’t run into a goblin ambush later down the line somewhere entirely different.


  • There’s something really wack with the scale of things in the potion scene. Like, the potion bottles fit comfortably in GS’s hand, meanwhile they appear bigger than the rhea girl’s head who is basically supposed to be hobbit sized but not really smaller than that? Weird.

    Overall the art isn’t quite as crisp but it gets the job done, and at the very least there wasn’t any scenes with CGI Slayer (at least not yet, we’ll have to see once we get more action on screen) which is a huge win.




  • While I do often feel that way too, it needs to be pointed out that Anime Corner is a bit of a niche site and this reflects only the opinions of 5408 people. Their polls are known to have a bit wack results at times. If you look at other sites, MAL for example has had 25k people rate the list’s top entry, Sousou no Frieren. If you want to truly gauge something’s popularity, it’s worth looking at more than just one site.




  • I’m from a country with mandatory conscription for men, so yes, I’ve been in the military and I’ve seen the misogyny (among countless other varieties of bigotry) rampant in that system from front row seats. We had a handful of female volunteer conscripts, as well as one of my NCOs was a woman, and it was blatantly obvious they were not recieving the same treatment as the majority of us who were men (and not in a good way, if there was any room for confusion).

    Experiences like that are among the key reasons I’m not happy to see people keep perpetuating that kind of behavior, especially in other traditionally male-centric contexts like the IT industry and even here on this forum.



  • While true, there are some languages that are the wrong tool for every job. JS is one of them. I’ve dreamt of a future where web frontends switched to something sane but instead we got stuff like typescript which is like trying to erect steel beams in quicksand. For web frontends I can understand that historical reasons have lead to this but whoever came up with node thinking JS would be a great backend language has a lot of explaining to do.