• 4 Posts
  • 26 Comments
Joined 1 year ago
cake
Cake day: June 13th, 2023

help-circle


  • Random story on bows:

    One of the first DnD experiences I had I was told not to worry about counting arrows. We had an encounter down a long corridor where I had a particularly advantageous spot I could use my bow at. I got some great rolls, got sneak attack bonuses, and ultimately carried the entire encounter.

    The party was happy, the DM was not. Next session, I had to count arrows, none of them could be recoverable as they ‘always broke’, the DM ruled they no longer got a sneak attack bonus, and every merchant in town was always ‘fresh out’ so I could never restock.

    This was years ago and I still have never made another character with a bow.











  • A little disappointed - I wish there was a bit more variety in the communities. There are some smaller ones but there are very few people there, so it’s not much of a conversation.

    The only other complaint I would have is seeing an article and then 3-4 communities in each of the big 3-4 instances all talk about the same thing. So you’ll be scrolling and see over a dozen conversations about Linus, which is a little annoying.






  • These are all a little broad. Hand drawn like darkest dungeon, Hades, or like Cuphead? 3D as in realistic or low poly?

    Art style should go hand in hand with game thematics. Celeste’s precise platforming goes well with it’s pixel art style, and if they made another version with very high fidelity 3D graphics it would likely hinder gameplay. Likewise, Hollow Knight would lose much of its charm if it went 8 bit pixel art.

    All that being said, low poly art can look really good but can also feel really cheap. The same for low bit pixel art. Those aren’t deal breakers for me, but if I was judging purely based on art direction, I would (probably) vote those out.

    Edit: Almost forgot, I’d probably lean towards hand drawn for most desirable as it can look very, very good and is usually highly unique.