The IKEA Billy book case arrived!
I customised it with the optional glass shelves so I could get more rows in than (weirdly) their display cases.
I didn't end up using the top shelf as you can't see it at human heights. #warmongers
I may put in some LED light strips, but they can be kind of strong and high contrast for so close.
Its a shame the middle shelf had to stay in for stability, it would have been nice to have that as glass too.
When I become rich I will have custom shelves put into my creepy old mansion.
Once I have my space all cleaned up, I will take all the minis off and only put finished figures there.
This will incentivise me to finish off minis as my natural inclination is to sort them into sets.
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One peculiar thing about modern #DnD is ability scores are supposed to be super important, but they get crunched down into modifiers with such a short spread- essentially +1 to +4.
When your stat sways you, usually between -2 and +4- the dice has a hefty swing.
My instinct is to go to modifier only and widen the modifier range to +8
In today's #homebrewttrpg I will discuss the concept of clockwise bum order.
No seriously.
*queue theme tune and expensive CG opening*
So initiative is generally a dumb idea, and I have covered better ways to handle that mechanic in previous threads.
Clockwise bum order is how I have been organising my game tables since I was seventeen. Which was a few years ago.
Yep.
A few.
The concept is this, quick witted characters can see what slow characters are going to do, and can intervene, intercept, aid or involve them in their strategy.
I seat my players slowest witted to fastest witted in clockwise order around the table.
Today on #homebrewrpg I will be poking my game mechanic wand at the second ever RPG after Dungeons & Dragons- the delightfully old school Tunnels & Trolls.
Now this game is very dear to me, and taught me that I could hack DnD to be whatever I wanted...
So what I will be doing is making the system more maths lite.
At its heart, T&T is about addition. You roll two D6 and add your entire attribute, and have to beat a target number.
Statistics are classic "roll 3d6", so you have 3-18 to begin.
I came into T&T at third edition, and later editions added skills and other features. For this I will focus on the core mechanics alone.
Trans people: we have this horrible, crushing issue where our brains tell us we are the wrong gender.
Therapists: let us fix this.
Therapists: (several hundred years later): we cannot seem to fix this.
Trans people: this still sucks.
Endocrinologists: ok, our turn.
Endocrinologists: we can change the body to match the gender your brain is set to.
Surgeons: oooh, we can help too...
Trans people: wow, this is so much better... our suicide rates diminish, we feel functional and can have happy lives now with greatly reduced dysphoria...
TERFS: oh wow, this makes us super uncomfortable because we don't understand medicine.
Doctors: trans people exist and benefit from transition.
Psychiatrists: yeah, what they said.
Endocrinologists: yep.
Biologists: yes.
World health organisations: this.
Okay, so I have had a good go at #reddeadredemtion2 online and... I have notes.
So to sum my experiences so far it is... darn close but it done missed the heart.
So, I am pull it apart from a games developer point of view. There has been a lot of great work in this title, which is why it breaks my heart that it has some easily tackled flaws at the core.
I am comfortable with the x-men not being part of the main MCU, but rather part of the multiverse, only accessible to the Avengers universe through portal shenanigans.
Here is why:
Firstly, there would be a massive continuity issue regarding S.H.I.E.L.D and the Avengers project. Emerging mutants would have been high on their list.
Secondly it allows the Maximovs to exist as both Avengers MCU and in their place as Magnetos children in the XMCU.
This makes for interesting alternative universe drama as they can meet themselves and deal with questions about their place in the multiverse.