#i used stat items i had the first day to get his exp up entirely for the refilled energy so i could keep grinding his impression lol
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soo close
#i kinged him sunday i think? almost to dreamboat. doing pretty good#i used stat items i had the first day to get his exp up entirely for the refilled energy so i could keep grinding his impression lol#i used a couple dove feasts the other day but i didn’t want to use all of them lol#i can be patient just the slowly creeping towards capped is driving me crazy#LET ME CLAIM ALL IN HEAT LIONESSES!#lioden
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Pokéchronology, Volume I: Yellow
Day 4
Wasn't sure if I was going to make much progress today, since school ended early for me today as a side effect of Labor Day this week and I decided to watch Bleach for most of the rest of the time I had. But after sitting around for a while, unsure of what to do with my evening, I talked myself into some more Pokémon.
Spoilers for Pokémon Yellow and such.
S.S. Anne, continued
There were a lot more battles in this boat than I thought. I didn't even realize there was an upper floor at first and the deck had a couple battles as well. During all these battles, I learned that Voltorb and Magnemite can be pretty tough Pokémon to go up against. They typically know Sonic Boom, which always deals 20 damage no matter what and isn't affected by resistances. I don't have any moves that are super effective against Electric, so my Pokémon end up taking quite a bit of damage. At least Prinzessin knows Body Slam now, which is so strong that it makes up for this.
I also ran into Gary yet again here, it seems he still hasn't learned his lesson from Prinzessin sweeping his entire team. He gets spanked and I go on to receive the HM for Cut from the captain, after which I leave and the S.S. Anne sets sail.
Vermilion City exploration
Now that I'd gone through that whole sequence, I took the time to properly explore Vermilion City. I taught Cut to Mycoboss, and got the Bike Voucher and the Old Rod. Seems Vermilion City has a lot going for it; it's opened up so many options.
While riding around on the bike, checking for places I can use Cut, I caught a Venonat and named it Gnatman. I also bought some items in the Vermilion City shop. Finally got some Super Potions, and I picked up a couple Repels and Ice Heals as well. Not sure if they'll end up being useful, but it never hurts to be prepared. I'm also pretty loaded on cash now. I've got a good 20k Pokédollars thanks to all the trainer battles I've been doing and selling that Nugget, which I only today realized serves no purpose other than to be sold of a bunch of money.
Vermilion City Gym
It's time to face Lt. Surge. I actually left Lemon, the Sandshrew I caught, at the daycare because I realized that Prinzessin is Ground type. I thought I'd have to train a whole bunch to fight Surge, but apparently not. All the same, I decided to use the HP Up I had on Prinzessin, and used two Rare Candies on Mycoboss.
The trainers in the gym, unsurprisingly, have Voltorb and Magnemite, who Prinzessin is still my best counter to. I made sure I was healed up after dealing with them, and proceeded to challenge the leader.
Lt. Surge is... a joke. He literally just has one Raichu, and that's it. It's a level 28 Raichu with some strong non-Electric moves, but it's still one Pokémon. I softened it up a bit with some of my weaker team members, just to give them a little EXP and to make it easier to finish off. All I had to do was not field any Pokémon who were vulnerable to Thunderbolt and I was fine. Prinzessin comes in to seal the deal with just a couple of moves, and Surge is defeated with little difficulty.
I'm finally rewarded with a good TM for once, one that teaches Thunderbolt and that will ensure that BIG RAT demolishes everything that's weak to Electric from now on. Ominous also fittingly evolved after the battle with Surge and has a MONSTROUS Attack stat now. Looking forward to using a Gyarados in battle for the first time when I come back to the game. Sucks that it doesn't immediately learn a Water type move in Yellow, though. For some reason. Doesn't matter though because I can teach it Bubble Beam, and it'll learn Dragon Rage soon enough, which is like Sonic Boom, but twice as strong, although it is affected by resistances.
I've got some pretty powerful team members now, but I'm not sure where to go from here. I'm sure if I evolved some of the Pokémon I've caught, they'd become pretty strong, but I'll have to see about that.
#rapifessor rambles#nerd shit#long post#pkmn#pokémon#pokeblogging#pokemon#pokechronology#pokechron#classic games#retro gaming
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i just beat the reaper at level 70 and it only took me 5 tries
so because i feel like hot shit, here's:
Ryouhei's Guide to Beating the Shit out of Death, While Severely Underleveled:
i accidentally beat him earlier, at level 62 or so, cause it was flu season and he came into the battle in despair and succombed after three turns. i later found out that was an intentional exp farming tactic that more epic gamers than i had been utilizing quite a bit. i unfortunately only found out that i could continue using his despair to my advantage over and over after i passed the last flu season day tho so. if you're just looking for cheap exp don't be dumb like me!! farm the reaper on flu days!!! (also this apparently doesn't work on royal)
but if you want to beat him For Real, either for a sense of accomplishment or just cause you missed the fucking flu days like i did, i went through so much trial and error so you dont have to!
first step, pay your entire life savings for two personas: yoshitsune and uriel. you could do this with just uriel, but i recommend getting yoshitsune anyway because he's extremely powerful, extremely sexy, and my poor little meow meow. you gotta finish your strength confidant for this, because these are both in their 80s when you fuse them, and igor won't let you pay for personas above your level unless you maxed out the girls first. so i guess that's your actual first step.
my yoshitsune had brave blade, charge, mediarahan, ali dance, ziodyne, and elec amp. this is crucial; i also gave him a skill card of thermopylae. uriel had megidolaon, repel curse, angelic grace, and bloodbath. i also gave him thermopylae and null phys. if uriel doesnt come pre-loaded with repel curse, you have to give it to him somehow. i was lucky enough to be able to pass it down in fusion.
my party consisted of morgana, yusuke, and ann. each party member was equipped with an item to help them either avoid or reduce damage from their weak point. it's important to note that reaper can null resistances, so if your party member has a move to cover their weak point, he can null it. he can't null items though. i also gave akira an evade curse item.
if you defeated death before, in a previous game file for ng+ or using the flu trick, do not equip the divine pillar to akira!!! don't do it!!!! it looks tempting, but not being able to evade means joker cannot evade mudoon. and he will die. ask me how i know.
it may seem counterintuitive, but you absolutely have to let the reaper ambush you. if you fight him head on, he will have two actions per turn, but if you let him sneak up on you, he only has one. also then you can utilize thermopylae to your heart's content.
i started the battle with yoshitsune. joker rotated in three turns of thermopylae, charge, brave blade. brave blade when charged deals 180+ damage to death, which is a hell of a lot compared to the 60ish that your party members' dyne moves would deal. remember to keep thermopylae refreshed every three turns because it helps so much. on turns where futaba charged or upped your stats for you, i subsititued my thermopylae/charge turns for ziodyne, which also does a good amount thanks to yoshitsune's elec amp.
morgana was the main healer, but on most turns i just had him hitting with garudyne. i found i only really needed to use his mediarahan every three turns or so, but samarecarm came in handy once the reaper started using mudoon and hamaon. it was tempting to use miracle punch, but death is immune to criticals, so it sorta just wastes time.
you can probably substitute yusuke for anyone else, because i just had him using his highest phys over and over since it hit harder than bufudyne. i just adore yusuke and cannot bear to remove him from my party. make sure to keep him healed up because phys attacks cost so much hp....
ann was a pinch healer, but she only has diarahan so it's best to use morgana. my ann also has both fire boost and fire amp, which do stack, so she was dealing +75% with every agidyne. morgana can't live up to that with his wimpy ass garudyne so just use morgana for healing and ann for ass blasting.
before the halfway point, switch to uriel. yoshitsune does not block curse, and death is gonna start using mamudoon like crazy. remember to keep refreshing thermopylae every three turns, and switch to megidolaon twice in a row in between. like i said you could use uriel the whole battle, and truthfully his repel curse and angelic grace covered my ass, but yoshitsune's charge/brave blade combo dealt about as much damage as two megidolaons, with a significantly lower sp cost, so yoshitsune is the more economical choice in the first half of the battle, when you're not as worried about mudo.
for items, make sure you stock up on homonculi, renew-alls, and sp items. haru's carrots are my new favorite item and they're easy to acquire loads of if you do her confidant to the halfway point and remain diligent about getting them right when they're ready and having her plant more immediately. whenever an item is needed, i substituted morgana or yusuke's turns, since they don't deal as much damage as joker or ann.
if you keep at a good pattern of being mindful of your health, refreshing thermopylae, and dealing as much damage as possible, you should be able to whittle him down. don't be afraid of his affinity breaks, make sure you block or repel both bless and curse, and it shouldn't be too hard.
just absolutely do not, at any point, on any character, for any reason, apply makarakarn or magic ointment. ask me how i know.
#once i got the strategy down i didnt have many problems at all!#i would do it again for extra exp before i take on the twins but uhhh i used like half my renew alls and those bitches EXPENSIVE#and i have No Money after fusing personas like a mad man#its the last day before the final palace so i gotta level grind as much as possible#and hope and pray to god itll be enough to destroy the girls#and also not leave me absolutely devoid of items right before i really need them#aauughh im so mad i didnt think about farming the flu days......#persona 5#p5#long post
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SIEG! His name was sieg, I just remembered. -HNK Anon
hi hnk anon! im using this second ask of yours because its shorter, and putting your other one under the readmore to answer more extensively! X)
Okay. So I just got through the prologue, and I have a few things to say.
1. I’ve only had mash kyrielight for a day and a half, but if anything happened to her I would kill everyone in this and then myself!
youre absolutely RIGHT shes such a good girl! i love her and she only gets better and better as the same goes on! speaking of ‘better’ as it goes on, the game starts kind of slow? okay, so- the company that started fgo unsupervised, and they were making a cash-grabby game with less effort than it deserved... around the fourth singularity, though, nasu, the owner of the ip, saw the state of the game, stepped in and went like “nope, youre making this good, or youre not making it, period”, so... yeah he stepped in, put quality standards, lowered the saint quartz cost, added third skills to a lot of lower-star servants that didnt have them, reworked some other servants... also every milestone they include a quality of life change! earlier this year they increased the saint quartz you got from daily missions, then a retroactive change to interludes that gave me like, 100 pieces of it all of sudden... its good, i actually really appreciate them for that X)
2. The leveling up is a bit confusing for me.
yeah, the levelling up is, gacha levelling up, it was a bit weird at first, buuuut:
there are a few different things with exp in the game! you have your mystic code (your clothes, which have special skills), and your master level, both of which increase by just, doing any quest at all! master level determines your ap point limit, how many friends you can have, how many servants and ces you can have in your team at a time, etc... the mystic code level increases the effectivity of your mystic codes skills
theres bond level! this is how ‘close’ you are with your servant, and you raise it by fighting with those servants in your team! levels 1 through 5 unlock new information about them and new flavor text while theyre in your room! levels 6 through 9 give you rewards, like extra saint quartz, apples, etc... and if you get to level 10, you get a specific craft essence! some are like, “as long as the servant has it equipped, everyone in the team gets a buster buff”, but theres specific effects like, heracles gets a stack of 3 guts- which is insaaaaane
theres craft essences! theyre basically ‘buffs’, and levelling them up gives you some extra hp or attack, but ultimately theyre proooobably the least like, necessary thing to level up? still, you get spare craft essences out the wazoo so you probably want to feed the ones with effects you use a lot... anything with default np charge is GREAT for example, as it lets you charge up nukes all that much easier
and finally we get to servants! so you have the normal servant level up, THIS is what youd consider the classic ‘rpg level up’, but instead of levelling them up by fighting, you need items! specially, embers... feeding a servant embers and other spare servants you dont want (low rarity, pls dont feed people gold servants-), you level them up! this is a basic increase of all stats, but theres a level LIMIT! once they reach the level limit, you can ‘ascend them’ to their next stage, usually accompanied with unlocking new skills, and new cool outfits! you can ascend them up to four times, and once theyre at max ascension and max level, you CAN technically feed them holy grails (palingenesis), to break that max level limit to eventually reach 100... this is mostly unnecessary? but if theres a lower-rarity servant you REALLY like, that can put them on par with 4-stars, for example, or giving them a well needed extra boost to hp and attack
finally you have np and skills! skills are just that, servant-specific abilities! evades, healing, debuffs, buffs... levelling up skills reduces their cooldown at level 6 and 10, and generally increases their effect! np level up needs you to have multiple copies of the same servant, you can boost their np to be more damaging or to give you stronger buffs, depending on what it is
so basically, fighting will increase your master and mystic code exp, and your bond level! to actually level up servants, you have to feed them embers (you can farm them in the chaldea gate quests, or simply get them from story missions and free rolls)! to ascend them or level up their skills, you need special materials, which can drop in some free quests in singularities, be sold/drop during events, or drop from other chaldea gate free quests! not all materials are available from the beginning, so i suggest just, going through the story and upgrading your characters as you can, rather than obsessively farming to get them super high up before continuing with it
3. What’s the deal with the unregistered spirit origin currency? Because they are blocking me from getting the servants I want. That leads me to—
oh yeah no, dont worry about that, you are never, ever EVER going to use that X) basically, if you get 5 copies of the SAME 5-star, that is, if you get them to np level 5, and you get a SIXTH copy, which, again... insane odds? you will be given an unregistered spirit origin currency! basically its the way the game has of saying “sorry you keep getting this same servant so much, here, you can CHOOSE which one you want instead”
basically, insurance so you can never get a useless extra 5-star after fully upgrading a previous version of them
you gotta roll the gacha to get servants! its random! there is NO ensuring which one you will get, you just gotta try! well- there ARE occasionally events, like, twice a year, where you get to PICK a free 4-star actually
4. There are currently six servants that I want, everyone else doesn’t matter at the moment. The first is mash (so that’s one down) the second is artotia, third is Jeanne d'ark. Fourth is Jeanne alter, and firth Lancelot! And sixth- I SAW A MAID ALTER WITH A SNIPER RIFLE- WHAT? THATS COOL/FUNNY AS SHIT! I WANT THAT! (Maybe astolfo and uhhh... what was his name with the gray hair, he’s a caster- but that’s for later, the ones I listed are top priority,
lets see, six servants you want! believe me, you WILL get attached to more, but...
mash is obviously in your possession!
artoria is always, by default, in the summoning pool! theres occasionally ‘rate up’ banners, which give certain characters more weight, but ultimately, every saint quartz roll you do always has a chance of summoning her... specially right now, the more of the game you complete, the more servants you will unlock in the summoning pool, so technically shes at her highest drop rate right now
same with jeanne, shes part of the default summoning pool
jeanne ALTER is limited though! she does not appear normally, she can only be summoned when shes on a rate-up banner! i am not sure if she will be on rate-up before this, but the next banner i know she will for SURE be in is in may! oh! but- if you dont get her, there IS a 4-star, summer version that will be FREE this next summer, if you complete the summer event!
i think lancelot is also in the default summon pool!
maid alter is the summer outfit version of artoria X) i am unsure when she is available again honestly :o we had her event rerun not that long ago, so she may not be available for a while...
astolfo is in the default summoning pool AND theyre going to get a 5-star version this next year i believe! so, double stolfo!
sieg is, the free servant you get for the apocrypha event! it happened earlier this year, so i think that means theres a rerun of it still pending! eventually though, they will add a thing where you can replay events you missed and get the free servants from them, so while ideally youd wanna be playing while the event is up, theres a contingency in case you missed someone you REALLY want!
5. Please tell me how the start system works- I’m very new to this and I wanna be invested. Please help-
-HNK Anon
i think thats pretty much all there is! you get saint quartz through the story, by doing interludes, bond-levelling servants, through rewards, etc, as well as summon tickets, and you use those to roll the gacha! free friend currency only gives 3-star and under servants, while saint quartz can give you pretty much anything
theres almost always a ‘banner’ up, which offers ‘rate-up’ servants! the normal summoning pool has all the default servants and the story-locked ones you have unlocked, but the rate-ups can bypass the locks entirely! some servants are limited, so if they seem cool in a banner, you may wanna try to roll!
even if you dont get the servants you want- and believe me... it WILL happen... you WILL get more and more and more cool servants so, dont worry about that X) also a lot of lower-rarity servants are actually really good and can be used for a lot of things, so if you have a favorite, do not be afraid to level them up!
but yeah thats kind of the loop? you do stuff, get sq... roll the gacha for characters you like, level them up, do events... i honestly play mostly for the story, the main story gets really good, and the events are all charming and nice, but id be lying if i said i didnt want some specific servants... most of which are alter egos-
yeah sorry im rambling X) just... ask me anything else you may need! :D
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Final Fantasy: The 4 Heroes of Light review: that which died so that Bravely Default could live
Ah, Bravely Default, Square Enix’s unexpected, but pleasant, little gift to the 3DS, an RPG meant to be a throwback to the days of the SNES, about a bunch of dorks bumbling their way into saving the world. With its great characters, fantastic music, downright gorgeous art design, and innovative battle system, it, and its sequel, Bravely Second, make for some of the best RPGs on the 3DS. I’m not here to talk about those, though, at least not quite yet. I’m here to talk about the Final Fantasy spinoff on the original DS that inspired them. This is Final Fantasy: The 4 Heroes of Light, itself a throwback to older RPGs, and easily one of the most obscure spinoffs in the series. Does it measure up to the standards of its spiritual successors?
Short answer, no. But since nobody reads these for the short answers, buckle in your seat belts, because this’ll be a ride.
Story:
The game follows 4 teenagers from the kingdom of Horne: Brandt, Jusqua, Yunita, and Aire, who, after defeating the local witch, Louhi, who kidnapped Aire, the kingdom’s princess, are branded to be the Heroes of Light by the planet’s guardian, the Crystal, who warns them of a darkness that threatens to destroy the world. Upon returning to their home, they find all its inhabitants turned to stone by the curse of the witch. Unfortunately, the Crystal could not have picked a worse group of people to task with saving the world. Brandt is an insecure idiot who blindly dashes ahead to try to become stronger, Jusqua is a lazy jerk adverse to putting in effort, even when it’s a good cause, Aire is a greedy spoiled brat of a princess concerned mostly with keeping herself well off, regardless of the consequences to other people, and Yunita is a knight with severe self esteem issues, which wouldn’t be too damaging on its own... if not for her companions treating her awfully and ditching her at the drop of a hat. Needless to say, these are not attractive qualities in a hero, and they split up immediately after discovering what happened to their home, and while Brandt and Yunita do try to find a solution to their home’s predicament, with Jusqua and Aire essentially giving up and taking refuge in a different town, most of the plot boils down to them wandering around trying to fix problems they themselves caused, while trying to fix the problems of all the towns they come across, swapping between themselves in parties of two, and picking up and dropping guest party members. It gets more than a bit frustrating after a while, and feels quite aimless, until things get a lot more interesting once they reunite in the floating city of Spelvia.
Major game spoilers from this point on, just as a warning
The city of Spelvia is home to the original hero of light, Rolan, who saved the world three hundred years before with the help of his dragon companion. After doing so, his father, the chief of the town Invidia, ordered him to create an empire in Spelvia. His dragon having died in the battle against the darkness, and left alone to create his empire, Rolan became filled with bitterness and resentment, refusing to help the new heroes despite being the only hope to save Horne. The heroes try to help him by freeing his soul of his darkness... only to, as usual, completely mess up and cause the darkness to cover the entire world, somehow causing time to roll back to 15 years in the past. As it turns out, however, this was the best thing possible, as the troubles of the various kingdoms, including Rolan’s own darkness. are revealed to be the work of 7 demons, Asmodeus, Belphegor, Leviathan, Lucifer, Beelzebub, Mammon, and Satan. After defeating them all, they traverse to the source of the darkness and destroy the mastermind behind it all, Chaos (this definitely isn’t familiar at all, huh).
While the plot definitely has interesting ideas and cool moments, it’s still not a great success. The plot for the first half of the game is rather thin and meandering, and the characters just aren’t memorable, with the lack of interaction between the main cast being one of the biggest flaws. Still, it’s an interesting effort, if nothing else.
Gameplay:
The 4 Heroes of Light is uses a turn based battle system that is somewhat reminiscent of its spiritual successor, Bravely Default, though still quite different. The main similarity is the use of AP. All your party members have a max of 5 AP they can store. One is given automatically every turn, and choosing to defend will give an extra one. AP is used for everything, from using abilities, to casting magic, to simply attacking, to the point there isn’t even MP. The stronger the abilities, the more AP they take to use, with high level spells using 4, and the most advanced abilities using 4 or 5. However, compared to Bravely Default, there’s a few major problems with this system. While not having to worry about having to keep your MP up seems nice, the trade off of having to use more AP for stronger abilities is actually rather damaging. If you, say, wanted to attack with Firaga, you’d need to defend twice just to build up enough AP to cast it once, essentially only being able to go once every three turns, which isn’t very efficient, especially when high level spells like that are one of your only methods for hitting multiple enemies, not to mention the problems healers face.
While using a lower level spell may seem like the obvious solution, it’s not that simple. TFHOL (I cannot type out that whole name everytime) uses a customizable ability system where, in addition to the basic three commands of attacking, defending, and using items, you have 6 free ability slots that can be filled with either job abilities, of which there are 4 each, and magic, which anyone can freely use. While this may sound fine and dandy, it’s actually a pretty restrictive number. Even aside from the job abilities, most of which are quite valuable, the sheer amount of spells available means a lot of spreading them out between your party members, who will likely be less effective at magic than others, and have duties to focus on besides magic. Even worse, in a move I can only call utterly baffling, there is no way to manually target in battle. Physical moves always hit the enemy in front, to the right, and magical attacks always hit the enemy in back, to the left, while healing and other support magic just goes to whoever the computer thinks needs it from a pure numbers standpoint. This can result in your meathead healing your paladin at low health for piddly amounts, while your dedicated healer heals your bard that already got off all their buffs off just because they now had a bit less HP, not to mention a dangerous enemy remaining in battle longer than you’d like just cause they’re in a spot that the auto target refuses to go for. There is absolutely no reason they couldn’t put in manual targeting. Aside from magic specifically, though, the ability system is flawed in how utterly restricted you are without it. For instance, the simple ability to run from battles, one of the most basic things in an RPG, is restricted to one specific job, one that’s rather poor offensively, to boot. Yes, if you get into a random encounter without said job, you’re forced to fight it, no way around it.
As mentioned many times, this game uses a system where your different characters can switch between various jobs. These range from the traditional white and black mages, the dedicated healers and offensive magic users, to bards and musicians, with job abilities to provide buffs to the party, to the more traditionally offensive rangers and bandits, to some very.... weird ones, such as the Salve-Maker, dedicated to enhancing the effects of items, to the elementalist, which manipulates elemental effectiveness and resistance, to, all things, the party host, which relies on psyching the party up, making them more effective in battle. They can get pretty creative, and they all have some kind of use in battle, regardless of how far in the game you are. They also all have passive abilities, such as the black and white mage reducing the amount of AP needed to use their respective types of magic by one, along with different stats that determine their effectiveness at certain things, such as using different weapons. The progression on getting them, however, is pretty slow. Other than the default freelancer, at first you’re only given the wayfarer, the aforementioned job able to run from battles, once you first assemble your full party, and afterwards, you unlock two jobs per city story arc, and while it’s not too awful a pace, it still takes a while before you’re given some kind of variety, though there’s a few that can only be gotten through minigames as well. This is only worsened by your party permanently being halved for half the game, or in some cases only being given 1 person to control. This limits your options even further. Trying to use more supportive jobs such as the bard can put all the pressure on your other party member, not to mention it’s a downer in general, having your creativity limited so.
Aside from the basic EXP leveling gained from defeating enemies, jobs can level up through gems dropped by enemies, unlocking new abilities. While fine in concept, in execution, it’s not well balanced at all. There’s 8 different types of gems, all of which are eventually needed to level up, and you need very specific amounts of each to level the jobs up. Additionally, gems are also your main source of currency for a while, since enemies don’t drop money, forcing you to balance saving them for strengthening your jobs, and being able to buy at least a few things. Gems aren’t guaranteed drops, and they can only drop a max of 4 per battle normally anyway, making it even grindier. Worst of all, the final type, the diamonds, are only dropped by bosses, which are obviously finite, with the exception of the respawning bosses in the bonus dungeons, which have their own problems, which I’ll get to in a bit. In the end, it’s just an unnecessary complication compared to enemies giving JP to level up your jobs like in Bravely Default.
No beating around the bush, this is a difficult game, and not for all the right reasons. Combined with the aforementioned difficulties such as no manual targeting, the encounter rate is pretty high, with enemies more than happy to wreck your day, and the game tries to do everything it can to spite you further. For instance, the inventory system works by each of your party members a limited amount of space to hold items. To equip equipment and spells, though, you need to physically keep them in said character’s inventory, which takes up quite a bit of space, and there’s no item stacking either; you want to have potions on hand, every potion you take is another space lost. While it generally doesn’t cause too many problems, from my experience, it’s still a pretty irritating wrinkle, especially when enemies can drop tons of items. Another, much more frustrating example, comes once you transition into the second half of the game, once the party reunites. The random encounters actually start scaling to your level, essentially meaning that your levels become meaningless. This is another detail that’s downright baffling to me, especially when them scaling means they give out more and more EXP as you level up, meaning you’ll hit the level cap pretty easily, and with barely anything to show for it. The bosses can also be huge roadblocks, especially the 7 demons, with special shout outs to Asmodeus, who has an attack that hits the whole party and has a chance of inflicting every status ailment in the game on your party members, including ones like stone, which pretty much kill them outright. Still, the bosses are also the highlight of the game, when they’re not making you pull your hair out.
You’re also restricted to saving at save points, which can be pretty annoying with how long and labyrinthine the later dungeons can get, especially with the final dungeon’s save point only being halfway through. You’re not even allowed to save on the world map. On that subject, the world map is extremely small and barren. While the early parts of the game sort of hide it with their extreme linearity, once you’re given free reign, and a dragon to ride, it quickly becomes apparent just how little there even is, with only a few optional locations, most of which are the bonus dungeons, which sane players are better off skipping. They’re 4 giant towers that go on for 100 floors, containing loads of random encounters, several bosses, and random equipment, and even jobs from the very last bosses. The problem is, everything except every 10th floor is a regular floor where you just have to find the exit, the problem being they get so utterly massive towards the end it can take half an hour to find the exit, not helped by the constant random encounters. Even with the rewards they offer, there is no word to describe them other than exhausting, and they’re easily some of the most miserable challenges I’ve gone through in a game. Even worse, you’re expected to farm these for gems and a special item that can upgrade your equipment. It’s a waste of time and sanity.
Overall, while the gameplay is a homage to older RPGs, it mainly captures the worst aspects of them instead. I’ve played many RPGs, and none have frustrated me anywhere near as much as this game.
Graphics:
The graphics of TFHOL are actually quite good. It was meant to have the feel of a popup book, and as a result, it has a bright and colorful feel to it.
It also has some pretty inventive location concepts, especially the final dungeon, the Star Chamber.
The biggest highlight to me, however, is the enemy designs, especially the 7 demons and Chaos. They tend to look inventive and distinct, and was even carried into Bravely Default, where it works even better.
Sound:
The music is simply fantastic in this game. It’s all in chiptune, and it works extremely well, even if it sounds a bit funny at first. From the blood pumping boss themes, to the creepy cave and dungeon themes, to quite a few that sound downright beautiful, like the dragon’s theme and Spelvia’s theme, being in chiptune does nothing to harm it. It also gets points for including night versions of every town theme, which sound beautiful in their own right.
Overall:
This is a game that does quite a few things right. The graphics, the music, even the story and the more climatic boss fights all work great. The base gameplay, however, is nothing short of a mess. I downright hated this game when I beat it, and while I’m not quite as emotional over it now, it’s still a very solid heavily not recommended. However, it did lead to the creation of Bravely Default, and for that, it deserves to be acknowledged. Till next time.
-Scout
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Pokémon Let's Go Review
![Tumblr media](https://64.media.tumblr.com/9fe17a202daa2f8c44d8fe52c522447c/tumblr_pilu1u3VZm1vq4z3u_540.jpg)
Well... this has been a contentious Pokémon game, hasn't it?
While fans were excited that Pokémon was going to be released on the Switch (even if some were disappointed that there would be no more main series games on the 3DS), knowing that the first would include Go elements put some off entirely. Which is understandable; it took about two years for the app to fully form, and its "gameplay" is rudimentary.
But I like Go regardless, and I was looking forward to Let's Go, especially after learning that it was a remake of Yellow (which desperately needed a remake, as the original is incredibly dated).
As for this? I love it. I've been playing it as much as I can since it was released, and I've been having so much fun.
![Tumblr media](https://64.media.tumblr.com/75100ae592dfae22d9dde94037a065ca/tumblr_piludcqQna1vq4z3u_540.jpg)
First off, let's talk about the Go aspect. Yes, you no longer battle most of the Pokémon you encounter, but they make sure you have enough of an incentive to catch them other than filling the Pokédex. And it all comes down to catch combos.
Catch combos are earned by catching one species of Pokémon over and over again (you can encounter another Pokémon, run from it and not break the combo). The higher the combo, the more candy and berries you earn.
Candy, which can also be earned by transferring Pokémon to the professor, replace the God awful medical based boosters from the other games which were so expensive and scarce to find in the wild. There are 6 different candy you can earn:
Health - raises HP
Mighty - raises Attack
Tough - raises Defence
Smart - raises Special Attack
Courage - raises Special Defence
Quick - raises Speed
These candy come in normal size (can be used on any Pokémon), large (only work on Pokémon above level 30) and extra large (only work on Pokémon above level 60). There are also Pokémon-specific candy (like Go) which raise every stat of that Pokémon and its evolutionary line (eg: Charmander candy works on Charizard), and the rare candy retains its main series effect of raising the level of a Pokémon.
With these, it's never been easier to unleash the true potential of your Pokémon. It's gotten me into competitive battling a lot more than I thought. And if any system needs to bleed into the main series, it's the candy system.
That said, if it does become a mainstay, it needs a tweak. While I'm not too fussed about grinding for the candy, using them can be incredibly tedious and unnecessarily time consuming. It takes, at most, 10 minutes to fully raise a Pokémon, and that's if you have enough candy to get it that far.
In Go these days, if you have more than one rare candy, and you want to give them all to one Pokémon, you can do so in seconds. It would be nice if that was possible with the Let's Go candy system too, especially with the Pokémon specific candy.
![Tumblr media](https://64.media.tumblr.com/dd34332f4dc2fe0f428dd6700a60ee96/tumblr_pilydlbCqk1vq4z3u_540.jpg)
Catch combos offer more benefits than just candy. The further along a chain you get, the more likely you are to find one with the best base stats. You can check these with the Judge feature, which is given to you once you catch 30 different species and talk to an aide on the eastern building out of Fuschia City (heading to Lavender Town). It's another feature that makes it so much easier to invest in getting the best out of your favourite Pokémon (and another feature that needs to be kept).
And, yes, chain combos make things easier to find shiny Pokémon. With a combo over 30, odds are slashed from 1 in just over 4,000 to one in 341. And these odds are made better if you set a lure off and (once you've registered every Pokémon in the Pokédex) the shiny charm.
Also, the higher the combo, the more experience your Pokémon get. While that's great, as is the even distribution of EXP for every Pokémon in your team, it's not ideal. Say you've built a team that you're not entirely happy with. You find a Pokémon you want to include, but realise it's at a much lower level. The only way to build that Pokémon up is to remove all of your current team and grind it up, which is the only major flaw with the catching mechanic. Fortunately, this could only be an issue with any future Let's Go games (if they make more of them).
Yes, some will say "just send it out first in trainer battles!"
You need your stronger Pokémon to support that weaker one, so all the EXP your weak Pokémon gets, your stronger one gets, too (actually, the higher level one gets more, I think). Y
Your team still shares EXP from trainer battles, so you have the same problem.
There aren't as many Trainers as there are wild Pokémon.
Whether they stick with Go catching mechanics, revert to normal, allow players to battle, beat then catch Pokémon (like they do with Snorlax, the Electrode in the Power Plant or the Legendaries) or allow players to choose the best option for them, chain combos should be kept, especially if they're wanting to double down on the competitive scene and allowing everyone a chance to get involved in it.
The catching itself is... alright. While I do like using the Poké Ball Plus, the gyroscope technology in handheld mode is also really good. That said, in a game made to be as accessible as possible, disabled people are abandoned by them.
As someone who is disabled, I'm incredibly fortunate to have little issue using them... for now. One wrong move, however, and I could probably never play the game again. Granted, that's a worst case scenario, but with my condition, that is also a possibility. For a full report on this, I'll refer you to this Kotaku article:
Seriously Nintendo, stop forcing us to accept motion controls! They utterly destroyed Star Fox Zero and they are restrictive as all hell for a series that's meant to be universal! Make them an option if you must, but for God's sake, motion controls should never be the only way to play on a home console!
![Tumblr media](https://64.media.tumblr.com/d625c88060772cbda89a817e539ec9ef/tumblr_pim5r5KaEb1vq4z3u_540.jpg)
With all of that out of the way, the story is... well, pretty much the same as the original Yellow version. There are some tweaks; your rival is friendlier than Blue was, Lorelei helps you with Team Rocket on route 10, you see the Cubone try and interact with its dead mother (the most heartbreaking scene in media since Up), you see Blue take over the Viridian City Gym after you beat Giovanni (explaining why you faced him in Gold, Silver and Crystal).
But on the whole, it's simple yet effective. Frankly, it's a better story than Black and White because it doesn't reek of hypocrisy (they're using Pokémon to try and push a message to not abuse animals) and never takes itself too seriously. Besides which, the twist of Giovanni being the Viridian Gym Leader as a means to boost his operation is so unexpected and well handled that it's never been matched.
But on the whole, you beat the Gyms, catch the Pokémon and be the best. It's a formula that works.
![Tumblr media](https://64.media.tumblr.com/4c9590ab3dda1837649c9d1378c85e12/tumblr_pim5r66JHb1vq4z3u_540.jpg)
Where the game truly shines, however, is the graphics. By the end of the game, I was thinking "why hasn't Pokémon been on a home console before now?" Sure, they wanted people to come together, which was more likely with handheld consoles. But frankly? It held the visual storytelling back so much. And this game is proof of that.
I've mentioned the Cubone moment before, but that whole subplot is the best, most heartbreaking storytelling the franchise has ever had to offer. But the only time that actually worked, and was properly felt, was in this game.
![Tumblr media](https://64.media.tumblr.com/baaa59f6787b5997f26f0f03815e2885/tumblr_pim5r6z3BK1vq4z3u_540.jpg)
The Gyms also got an upgrade. Most of them were slight updates, but two (Saffron and Cinnabar) have similar mechanics, but a much different feel. Cinnabar especially is so over the top with its quiz theme is just brilliant. I loved it. Saffron's, however, was just breathtakingly beautiful. It was also TARDIS-like in that it's much bigger on the inside. But it's another example of why the Switch makes the game look so much better.
That said, there were a couple of times where I experienced significant frame rate drops in handheld mode (I can't say if it's the same in docked mode as I don't play it that way). It mainly happens at the start of Viridian Forest when there are a lot of Pokémon on screen (be careful when setting a lure off there). I didn't experience any major bugs or glitches other than that, though.
![Tumblr media](https://64.media.tumblr.com/8981b9189e737706f46a7d1d213130d8/tumblr_pim5r4zTwd1vq4z3u_540.jpg)
And yes, your Pokémon can (finally) follow you around again. Some (Arcanine, Persian) you can ride on to traverse the world faster. And you can fly over the overworld on a Charizard or Dragonite once you beat the Elite Four (it's tougher to enter buildings though, so you have to spend a couple of seconds trying to land).
Hopefully this means that this feature will be a mainstay. Not only is it fun to interact with your buddy, but they also help you find hidden items in flowers or rocks.
![Tumblr media](https://64.media.tumblr.com/54f4bceee881bedd71522fc7b222e684/tumblr_pim5r5aO0N1vq4z3u_540.jpg)
The only Pokémon you can fully interact with is your starter: Pikachu or Eevee. It's similar to Pokémon Amie from X, Y, Sun and Moon, and... well, it's so charming. I often went in just to see her reactions and I wasn't disappointed. She danced, she got excited, she even gave me presents. It's just adorable! Hopefully this stays as well, only for every Pokémon that follows you around.
![Tumblr media](https://64.media.tumblr.com/749c5a32bb75b7cc06c49a980884e032/tumblr_pim5r7Xfzj1vq4z3u_540.jpg)
The menus are fine as well. But in handheld mode, it is rather cumbersome to use the buttons to navigate through them. The touchscreen can be used to interact with your partner Pokémon, so why it couldn't be used to navigate the menus I don't know. Maybe this is one of the aspects they intentionally stripped back? Either way, all us handheld players to use the touchscreen more for the next game please, Game Freak.
Also, the move selection boxes in battle seem... a tad small. It would be nice if they, and the font in them, were made a bit bigger in future games for those with poor eyesight. It's not like they're working with a small 3DS screen any more.
![Tumblr media](https://64.media.tumblr.com/cc0e3889d62bf68c6bc88ec1bdafaa0a/tumblr_pim8ukddUu1vq4z3u_540.jpg)
Overall though, I love this game. Yes, it is a stripped back game compared to Sun and Moon (no abilities, less moves). Yes, it has levelling issues. Yes, it has accessibility issues. But the things the game adds make them a fantastic entry point to the series, and competitive battling as a whole.
Plus, it was nice to experience Yellow with a fresh coat of paint. The hardware really helped to enhance the story (again, the Cubone subplot is heartbreaking), the return of travelling partners was great, seeing the Pokémon in the wild made the world feel more alive than it's ever felt.
I'm really looking forward to what they do with the franchise for generation 8. But to tide people over, this was a great instalment. I'd honestly go as far as to say it's one of my favourite Pokémon games ever, just behind HeartGold, SoulSilver, Omega Ruby and Alpha Sapphire.
Is Let's Go perfect? Absolutely not. But I've had more fun with this than I have with a Pokémon game since ORAS. It just puts you in the world and explore everything it has to offer. And for a Pokémon game, that's all I really want. It's a lot more fun than sitting through nearly an hour of cutscenes to actually do anything, only to do it again in "follow up" games that could easily have been sold as DLC rather than another full price release.
#pokemon#gaymer#gay gamer#gay nerd#nerd#gay geek#geek#gamer#video games#nintendo#pikachu#game freak#gaming#nintendo switch#pokemon lets go
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Red Velvet Reel 4.6: A Crabapple A Day
[Fic Directory]
Pairing: [Married] Spicyhoney (Underfell Papyrus x Underswap Papyrus)
Summary: Pancake finally gets their checkup through the Mini MeDi, a non-intrusive magic and soul scanner, and they're doing well. Undyne gives advice and then embarrasses herself.
Characters: Edge (Underfell Papyrus) & Stretch (Underswap Papyrus) & Red (Underfell Sans) & Blue (Underswap Sans) & Undyne (Underswap Undyne)
Contains: Mpreg/Skelepreg! Awkward & Anxious Swapdyne! Iatrophobia (fear of doctors)! Informational discussions of monster pregnancies including length & development phases, Non-intrusive prenatal diagnostic equipment and examination using videogame logistics, a lot of pseudo-magic-science fudging game aspects, a lot of headcanons.
Rating: Teen and up! (I guess?)
Note: Hello! This is still a queued post! I’ll try to edit the links as soon as possible, but since I only have mobile access right now, it’s a little tough… But I’ll get to it eventually! Thank you for your support! <3
Undyne passed the screen over for Edge to hold. He took it gingerly, looking at the interface with renewed uncertainty.
“This is the Magical-Medical Diagnostic Display, the MMDD, better known as mini MeDi! I designed it, and Allie built it!” Her gills flared and she sounded proud, excitedly leaning over to point at several icons. It seemed fairly standard, with icon demonstrating monster stats like HP, DEF, ATK, MGC, etc.
“It’s somewhat based off of a BATTLE interface, combining the CHECK command with soul and magic type readings. That’s why it’s all black! If I were to use it on you, your body would show up like a white silhouette and your soul would look black. Like so.” She moved his hands to hold the machine up, pointing it at herself. Edge supposed it did look like the magical barrier that occurred during a BATTLE that drained color of everything but magical attacks.
“The HUD...” Undyne crushed a hand to her mouth, gnawing at her knuckles for a moment, “Wait, let me back this up...”
“So, monster pregnancies are measured in percentages, so little Pancake is literally going to have a load bar showing how far along they are. For simplicity, we divide these load points into quarters- the first quarter is roughly 25%, second quarter is about 50%, third quarter is close to 75%, and the last quarter is 98% or so!”
Edge frowned, “Why 98%? That completely disrupts the pattern...”
Undyne blinked, surprised, “Um, yeah...” She looked at the floor, twiddling her thumbs, “Well, at 100% they’re- they’re done. Um, they’re born and we’d just... check them directly... I thought it was clever, but, um, you’re right in that it’s not even...”
Edge never had the same kind of patience Red had with Alphys, or Stretch had with this easily discouraged Undyne apparently, but he was getting tired of her insecurity. Maybe if he just yelled something positive at her, she would become inspired and stop being so gloomy?
Stretch gave his hand a squeeze as though he could hear his thoughts, and spoke before Edge had a chance to say anything, “I think it’s cool and I like it. So, Pancake’s probably closest to the 25% benchmark, yeah? What does that mean?”
Undyne perked up at the subtle encouragement, continuing emphatically, “Well, 1st quarter is the souling stabilizing itself and becoming their own monster. Although from the beginning the Souling has always been there, it’s not until 25% when they establish a soul signature that’s completely independent of its parent. So, when I use this machine on you, Mr- erm, Col- uh, Gen- uh, Sir! Pancake won’t appear as a separate soul signature quite yet. They’ll just be this… amorphous magic that’ll come up as an unidentified object with a little loading bar.”
That all seemed reasonable enough, but Edge still tensed when she made a move to take the machine. Stretch, ever sensitive to the shifting atmosphere (and the claws digging into the back of his hand,) cleared his throat, “How about a test run first, huh?”
“I’ll volunteer-“ Stretch started to stand up, but Edge reached out to grab the back of his shirt, grip tight to keep him from getting up.
Stretch didn’t miss a beat, “To operate it! Dyn-Dyn, I just point this thing at you and tap your body outline, right?”
“Uh,” Undyne clearly hadn’t been expecting that, but turned to face him anyway, “Yes, exactly!”
“Okie dokie.” Stretch held the machine up, pointing it at Undyne, glancing at Edge. His husband, almost reluctantly, tapped the heart quickly, jerking backwards as though he expected to be electrocuted. The screen readout changed, with Undyne’s silhouette becoming black and a variety of stats coming up.
“Oh, wow,” Stretch murmured to himself, “That’s really cool, I had no idea your soul signature was 20% Integrity, but that makes sense.”
“Yes!” Undyne looked pleased, “Soul signatures and magic are an imprecise science, but you’ll usually find at least trace amounts of all 7 major soul types. That’s why Monster souls appear white! It’s a fascinating area of study, and the actual makeup of your soul changes given your emotional state! Since I was just-“
Edge never thought he’d ever be bored in a doctor’s office, and yet... He focused on the little machine in front of him, poking Undyne’s soul directly a variety of times to no effect. If she wasn’t reacting at all, still talking about soul types, then maybe it really was just a diagnostic tool.
He looked up just as Undyne finished explaining something about green magic, turning the screen around so it faced her instead. It was with great effort that Edge convinced himself to finally let go, dropping it onto her lap in a way that had her scrambling to keep it from tumbling onto the floor.
Taking deep, steadying breath, Edge released his death grip on his husband’s fingers and the examination table, “You may proceed, Doctor.”
Stretch remained where he was, discreetly massaging his hand and flashing Edge a reassuring smile. Undyne held the machine up, clearing her throat as he finger hovered over the screen, “I’m going to hit this button so the machine will start scanning you, ok? Most monsters don’t really feel anything, but some monster’s report it feels like a prolonged CHECK. I promise it won’t be painful for you or Pancake. In 3… 2… 1… Moon time!”
“Moontime? Seriously?”
“I-! It’s-! YOU WOULDN’T UNDERSTAND!”
“I wouldn’t understand?! Who sat through that whole concert…”
Edge couldn’t help cringing, but true to her word, it didn’t hurt. It was deeply unsettling and uncomfortable, like someone was trying to peel back all the layers of magic, coding, and intent that made up his entire being- but it didn’t hurt.
“Agggh!” Undyne sounded annoyed, turning to the screen in front of her with a huff, “Stop distracting me! You’re making me look incredibly rude and unprofessional in front of Edge! It’s-”
“Oh!” She looked surprised, before immediately schooling her expression into something more professional. “That’s! Unexpected!”
“What is?” Edge’s voice was calm, but he bodily shoved Stretch off the examination table and towards the screen, keeping uncomfortably still for the machine, “Is something wrong?”
“No, no, no- nothing bad! It all looks really good!” Undyne relinquished hold of the machine to Stretch as she scribbled something down on the clipboard, eyebrows furrowed in concentration.
Stretch grinned, trying to resist running his finger along the display, “Pancake’s officially at 12.5%! They don’t have much in the way of stats yet, predictably, but they’re ‘In Progress’ and also PBST_NORMAL!”
Edge wasn’t sure what that meant, but normal was encouraging, and no special indicators meant nothing was wrong, right? He returned Stretch’s smile with a small, tentative one of his own.
“Exactly! You’re just a lot further a long that I was anticipating!” Undyne tapped her pen against her teeth, “How, um, long has it been?”
“3 weeks and 4 days,” Edge forced himself not to shift uneasily, even as Undyne continued taking furious notes, “I have it marked on my calendar, if you need a precise calendar date.”
“3 weeks? Hm... And 12.5% is half a quarter...” Undyne gnawed on her pen, “So your quarters are 6?”
She looked to Stretch, who was trying to hold the screen and take a picture with his phone at the same time, “Hm? Oh, 6.5 would be a closer estimate, no?”
“Then, with 4 quarters, that’s 46. Roughly 184 days.”
“184,” Stretch confirmed with a nod, before his face fell almost comically, “184 days?! That’s! So soon?! Edge!” He turned to his husband, “That’s like no time at all?!”
Edge made an educated guess, “Until Pancake’s at 100%?”
“Exactly!” Undyne took the screen back, typing something onto it as she glanced down at the paper several times, “I’m just calibrating the machine to these parameters, and if my math and your estimates are correct-“
“They are.”
“Then the full length of this monster pregnancy should be 184 days, about 6 months. But, magic is unpredictable, so it could be earlier or later depending on a couple of different factors.”
“Like what?” Stretch asked, looking a little nervous as he played with the strings of his hoodie, “Like LV and EXP?”
“No,” Undyne answered quickly, trying to smile reassuringly, but it came off as forced, “Queen Toriel was also concerned, but in the few observed cases, LV has not significantly affected the Souling. There haven’t been any cases or studies on the impact of a raise of EXP or LV on a Souling, but I wouldn’t, um, recommend it...”
“Is that all for today, Doctor?” Edge crossed his arms impatiently, the feeling of a prolonged CHECK starting to grate at his nerves.
“Yes-“ Undyne quickly turned the machine off, clearing her throat, “Overall your stats are excellent- but your DEF is unusually low, so that’ll definitely be something to keep an eye on-“
“Is there anything I should do to address that?” Edge cut in.
“Nothing in particular...” Undyne tapped at her cheek in thought, “There are consumable items that can raise DEF temporarily, but they won’t have a long term impact. Not unless you increase your consumption to a daily basis. You might want to consider equipping armor that has a higher DEF, at least +3, to neutralize it.”
Edge looked troubled, worrying at the ratty, frayed bandana around his throat.
“It’ll probably be fine without it though!” Undyne backpedaled immediately, glancing at Stretch in dismay, “It’s just a precaution- Soulings in their first quarter are still feeling out their magic, so they’ll initially mimic your stats. They end up balancing themselves out in the third quarter usually- well, there’s a slight chance they won’t- but they’re more sensitive to that in the second quarter anyway- but then again-“
Edge unequipped his bandana without another word, tucking it into his inventory. His face was inscrutable as he turned back to Undyne, “I will address that. Anything else?”
“Uh-Pancake’s development is coming along well, so I won’t need to see you until the end of this quarter-“ She said in a rush, unnerved by Stretch’s surprised expression, “Just, um, keep doing what you’re doing and it should be fine. Make sure to get as much sleep as possible.”
She took a deep breath, positively jumping as Edge stood up with a nod, “Thank you, Doctor. We’ll keep in touch.”
Undyne sat ramrod straight, clutching her clipboard to her chest, “Yes, ok, thank you, love you, bye.”
Edge smiled to himself as Undyne let out a mortified sound, half-collapsing onto the floor. He shared a glance with Stretch as he let the door close, careful to never once give either of them his back.
“Ohmygod-!” Undyne wheezed, latching onto Stretch and shaking his shoulders roughly, “Your husband is the scariest, most intense, sexiestmonster I’ve ever met?! It felt like he was going to eat me- but that I should thank him for the privilege? I’m 100% a lesbian in a loving and committed relationship, but damn!“
“Yeah, uh,” Stretch laughed, gently patting her hands, “He’s got that effect on people, heh. He’ll be flattered-”
“OH MY GOD NO!” Undyne’s grip got tighter as her face went pale, “You can’t say a thing! I’m going to have to face him in a few weeks! How can I when I know he knows I think he actually kind lives up to your hype?! WHAT IF ALLIE HEARS?! No, no one must ever know!”
“Ok, ok, Doc. Thanks for today, by the way- you’re my hero, the Undying Doctor.”
She blushed, pulling her hair over her face bashfully, “You didn’t know naming conventions between doctors and wrestlers were different back then either!”
Stretch winked, before becoming uncharacteristically serious, “But I had a few more questions. Specifically, what symptoms are coming up? And talk to me a little bit more about that DEF thing too... “
[Part 1] [Part 2] [Part 3] [Part 4] [Part 5] [Part 6 - Here!] [Part 7]
#spicyhoney#underfell papyrus#underswap papyrus#underswap sans#underfell sans#underswap undyne#redvelvetreel#fanfic#skelepreg
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with our request combine we left futaba and haru out... can you add they as well? dont need to Hurry, oh i'm Referring me about the blind s/o
I’m glad you guys enjoyed the first one, I’ll try my best to provide the same quality. I apologize if this took way too long to answer.
If anyone is interested in reading the first one, which includes S/O’s awakening as well, you can check it out here
Note: I went overboard with the Futaba headcanons, having two Navigators can drastically change a lot of things. there’s a lot of room for freedom and I genuinely enjoyed writing it down.
Futaba
She met S/O over the internet, with the help of S/O’s built in functionalities and the advanced technology, they were able to communicate on a reasonable level, and she discovered that they also live in Tokyo.
Although S/O always hid the fact that they were blind, and Futaba completely believed it. they were partners in some new MMO Rpg or an online multiplayer game, and they used to grind for EXP and Items together, even going as far as to cancel their plans for the ‘limited events’ that offered rare/legendary loot and a huge amount of money.
They slowly drifted off from playing online games to texting on the site, and eventually, they found themselves enjoying talking to each other more than playing a video game for loot; that doesn’t mean it wasn’t fun anymore, It’s just they grew a liking to each other.
Futaba spent months contemplating whether to confess or not, was she supposed to do this now? is everything going to be ruined? are they even okay with dating her, despite not being able to get out of her room that often? to her surprise, they confessed first.
What’s even more stressful than confessing, you ask? Meeting in person.
Although she was able to do it, she was astonished and bewildered upon discovering that her S/O was blind. Not because she had a problem with it, but because they were able to communicate and play normally. plus the fact that they’ve never told her; maybe because they were stressed out, or because they thought that their crush would ignore them just for that fact.
Seeing how strong they were, even though they were blind, caused Futaba to have a lot of determination in herself. whenever she looked at S/O and how smart, powerful and beautiful they are, she couldn’t help but feel her shell cracking a little as she gained an immense boost in confidence.
Futaba was more than happy to help them, she programmed specific apps and helped create even more functions by accessing their phone’s code. they were able to use the phone as any other normal human being, or even slightly better than any other human being.
Once they had their awakening, they were able to see Futaba for the first time. That long silky hair, the hair their hands enjoyed running through was finally visible to their eyes, or more specifically, to their Persona’s eyes.
Being a second navigator allowed the team to have a much more successful chance at winning, they were able to view the stats of two enemies. and what’s more than that, with the combined powers of Futaba and S/O, they were able to reveal an enemy’s weaknesses/strengths immediately.
They also, surprisingly, had damaging abilities. they were able to damage the enemies together by sending a mental shockwave, causing the shadow to have a disruption in their mind as they lose their true form temporarily. this can also cause the shadow to go crazy and eventually evaporate, never to find a body again.
Once their bond was strong enough, they shared the ultimate skill which was called “Mind is matter, matter is mind.”. the ultimate mind/matter technique. Scanners links shadows minds together and convertstheir matter to mental energy, then dissipates them to the surrounding environment
Haru:
Haru and S/O met each other during the gardening assignment that was handed out by their professor.
They weren’t supposed to interact with each other that much but, seeing as how S/O was blind, the professor made an exception and made Haru in charge. since she had the most expertise out of everyone.
Helping them pick the right tools and the using the correct soil, how to plant the seeds and what to do during certain days were interesting topics to S/O, who never tried gardening during their entire life. the more they inquired the more Haru fell for them, they were asking her questions even she never thought about, and she was surprised by how smart and observant they are.
Eventually, when the assignment was over, both Haru and S/O got full marks on it. however that wasn’t enough to keep Haru happy, she had thought this was the last time they could interact on a meaningful level.
That is until she built her own little garden on the rooftop, she was surprised by S/O visiting her one day and offering help, to which she blushed slightly. she didn’t completely understand what she was feeling and, since she was already engaged, she couldn’t help but wonder if this is what true love feels like.
She remained completely silent, S/O was aware of Haru’s situation with Okumura foods and they were saddened by the shocking news.
Once they discovered Sugimura, and how he is treating Haru, they couldn’t help but feel protective and slightly possessive. despite still being friends; it felt like they were much more than that.
After eventually standing up against Sugimura and canceling the marriage, she felt completely at peace, with an admirable person by her side.
She enjoys their extravagant use of words when describing the taste of her coffee, their other senses were much stronger than she expected.
Despite S/O being blind, she’ll still use words like “Look” and “See” as naturally as she does with anyone else, she doesn’t want them to feel awkward or even hurt because she’s avoiding the usage of these words, although it may seem like a minor thing, she realizes it could hurt them a lot.
After the awakening, Haru and S/O had shared a strong bond throughout their journey. causing their Personas to connect together much faster.
S/O discovers the slightly sadistic nature of Haru in the metaverse, however, they are fascinated by it more than anything else. and for some reason, this sadistic nature has become more visible ever since S/O joined the Phantom Thieves.
Akechi:
Working as a receptionist for the police department was quite a strange job, not everyone is to be trusted with the police’s files, and not everyone can handle this job, however, S/O earned the title.
Even though they already knew who Goro Akechi was, they didn’t bother him too much. S/O didn’t deny that they were a fan, however, they limited their interaction and had their focus on their job.
All of these signs fascinated Akechi, not only were they blind but they were more efficient than any of the other receptionist and they didn’t bug him as much, despite being the biggest fan of them all.
This pushed Akechi into getting to know them more, he just couldn’t help the feeling he felt deep down inside, was he intrigued? was he fascinated and entertained? was he charmed or perhaps captivated? or is it a mix of all? nobody knew the answer at the time. This lowered his overall quality of work, he couldn’t stop thinking about them.
After successfully getting to know them and taking them to a few dates, he realized how modest, nice and kind they are. they were perfect, he was their eyes and they were his everything.
He’ll have a specific way of talking with them, that still feels just as natural. he doesn’t underestimate them, but he feels worried about them and feels the need to protect and guide them wherever they go.
He realizes they are at a disadvantage, having such low vision causes them to miss out on a lot of the things that are happening at this very moment. which is why he’ll always talk about being “In the moment” and describing their surroundings in a very carefully worded manner.
He would be impressed by the fact that they were able to awaken, and all on their own, realizing how much he underestimated them.
Their independence and magnificent capabilities were more than useful to him and the others in battle, and he couldn’t keep focusing on the battle with how much style they had.
He couldn’t deny it, He was worried about them, and he’ll always worry about them. But that’s just him being slightly over-protective. however, Akechi’s good at maintaining his emotions and controlling himself. resulting in S/O being completely oblivious to his territorial behavior.
#Persona 5#P5#Persona 5 headcanons#P5 headcanons#headcanons#Futaba sakura#Futaba#Futaba x s/o#haru okumu#haru x s/o#haru#Akechi goro#Akechi#goro#Akechi x s/o#blind s/o#why must you all request Akechi I can't write him#someone help me learn him#I can't write Akechi and I need help#when people give you creative freedom and you're like#MmMmMM Double navigators
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Looking Back at the 2.0 Planning Doc
Since around the beginning of the year, I’ve been coming back to this old planning document (link) posted at the time of FFXIV Version 2.0′s announcement. I’ve intended to go through it and take a close examination at each item, seeing what hasn’t made it through, or what was planned for 2.0 and made it in late. I’ve kept putting it off, partially out of laziness and partially because I wanted to see if Stormblood would plug up any holes. I’ve waited long enough, and while we’re not exactly at the four year anniversary of ARR’s launch, we’re close enough that I think it’s a good time to take a look.
Note: At the very top of the document, it’s stated that “Details may change between now [October 14, 2011] and the time of release.” These were not promises made by the developers, simply plans they had for the game at the time.
Characters
Complete redesign of character creation screens and process.
Addition of Miqo'te males, Highland Hyur and Roegadyn females for version 2.0.
Creation of more character customization options (e.g. , hairstyle).
Ability to walk and view character in game environments and use emotes as part of creation process.
For the most part, the character creation process made it into the game as planned. You can compare the current version of character creation to the old one here, where you can see how few options there were compared to today, as well as how... text heavy(?) the character creation process was. If there was one sticking point I had to make, it’s that while the current character creator lets you view your character in different environments and use emotes, you aren’t able to run around in those fields.
Expansion of Armoury, focused on classes and jobs, prior to version 2.0.
Jobs to progress by clearing quests rather than gaining EXP.
Job-related quests, abilities, and job-specific gear planned for patch 1.21.
There’s not much to go into here. I’m not entirely sure what “expansion of armoury” means, but it might relate to the Armoury Chest - in the old version of the game, all your gear was stored in the same inventory as your general items (although you had 200 item slots to help ease the burden). Jobs were added towards the tail end of 1.0′s lifespan, and worked similarly to how they did at ARR launch, requiring a main class at level 30 and a sub class at level 15 to unlock.
User Interface
Complete redesign of user interface for version 2.0 currently underway.
Customization of both gamepad/keyboard and mouse/keyboard configurations.
Global standard for MMO UI when using mouse/keyboard to navigate in-game windows. Will not require a manual for explanation.
Drag and drop functionality, item name/icon display toggle to be added to gear interface.
It’s funny, and a little bit sad, to think about how these items made it into the planning document. The user interface for the original version of the game was notoriously awful, being cumbersome to navigate with a mouse and keyboard, and requiring server confirmation to operate.
Release of a "mannequin" system for one-touch changing of gear sets.
Gear equipped to mannequins will not take up inventory space.
Mannequins available can be increased via certain quests and battle content.
This is the first bit of content that isn’t in the game, and also a complete justification for my laziness. Had I made this post near the beginning of the year like I planned, I wouldn’t have been able to mention this question at the dev’s PAX East panel, where we learned that we will definitely see mannequins added to the game at some point in the 4.X series of patches. At the moment, we do know that the function exists in some fashion, as there are mannequins that are used to display gear in early Disciple of Hand quests, but it’ll be interesting to see if they stick to the “increased via certain content” bit.
Markets
Improvement of search function, release of auction house features, measures to stimulate in-game economy after patch 1.20.
Complete redesign of markets into a system incorporating retainers and auction house elements. Planned for version 2.0.
Not much to say here, either. The old Market Ward system, which required a player to physically go to a certain ward and examine retainers for the item they were looking for, was slowly improved over 1.0′s lifespan, and eventually replaced with the current Market Board system.
Enemies
Enemy leader and group systems to be removed before version 2.0.
Enemy "call for help" system released in patch 1.19, causing nearby enemies to link when called.
Release of a system to calculate enemy strength based on party size and member levels. Enemy "call for help" system to be adjusted in patch 1.20 so only appropriate enemy types link.
You’ve probably seen the current “call for help” system if you’ve ever gone stomping into a low level area on a max level job, or running around in a small party of friends - suddenly, you’re getting swarmed by five or six mobs after you give one a little love tap! This system probably mattered more when the overworld was more dangerous, but right now it’s just a mild inconvenience to higher leveled players.
New summoning ability available to certain jobs and classes after version 2.0.
New taming ability available to certain jobs and classes after version 2.0.
Release timing of the above abilities is to coincide with addition of new jobs and classes.
Summoned and tamed pets will not count as party members, and will develop over time. Release of a "companion" system for these pet NPCs to fight alongside PCs.
Obviously, we’ve had our hands on Arcanist, Summoner, and Scholar for a few years now, but it’s interesting to see that they were also considering a tamer-type class/job at some point early in ARR’s development. This is also the first time in the doc I noticed the “after version 2.0″ wording, which seems to imply that it was content planned to be implemented after the main 2.0 game released. Who knows what kind of development happenings shuffled Arcanist to the forefront while leaving the tamer behind, but hopefully we’ll see that tamer job return in some point in the future... as long as they fix a lot of the big issues with Pet AI first. It looks like they also walked back the idea of summons developing over time, settling on them learning new skills as the player character leveled up.
Incapacitation of body parts for boss fights, encouraging party members to focus on single targets for more engaging battles.
I never played too much of the original 1.0, but I do remember watching a friend play it and him talking a little bit about the incapacitation system in the game; using certain skills on certain enemies from certain directions would break parts of their body, changing skill usage, lowering damage dealt, and increasing certain drops. For example, striking a sheep-type enemy from the front with blunt attacks might break their horns. This always sounded like a cool system to me, but thinking about it it was probably very cumbersome to pull off. To my understanding, you were able to break Ifrit’s horns when they introduced his fight in the later 1.X patches, but aside from certain boss mechanics (Graffias’ tail in Toto-Rak, Amikiri’s legs in Shisui), this isn’t present in the current game, and may have just been reshaped into the boss phases we see in the game today.
Items
Examination of a system to introduce legacy FINAL FANTASY items.
Legacy items will have unique graphics and stats. Obtainable only by players fulfilling certain attribute requirements after first "applying" for them.
Requirements for obtaining classic items, as well as their graphics, to be altered in future updates. Appearance of items arlready obtained will change.
Planned for after version 2.0. Further details to be announced at a future date.
There’s this whole section on “Legacy Final Fantasy Items”, and an apparently complex set of steps they had planned for you to obtain them. This was eventually reshaped into the current Veteran Subscription bonuses, as well as the new continuous subscription campaigns they’re rolling out.
In-game Areas
Redesign of all non-instanced areas for version 2.0.
Everyone’s seen the map of The Black Shroud. I don’t need to tell you why they did this.
Planning to convert all dungeons into instanced raids. Release of content finder (see below) to help players find groups quickly and easily.
Two new dungeons to be added in patch 1.21. More dungeons to follow after version 2.0.
The conversion of dungeons mostly relates to the open-world dungeons that were in the game at the time - Shposhae, Copperbell, Tam-Tara, among others. The two 1.21 dungeons listed in the doc were Aurum Vale and Cutter’s Cry, two dungeons present in ARR that I know for a fact everyone loves to this day!
Release of treasure maps to be discoverable by Disciples of the Land. Planned for after version 2.0.
Maps to reveal location of chests and dungeons. Dungeons to be new content designed for a combination of classes from all Disciplines. Planned for after version 2.0.
Here’s some post-2.0 content that was actually implemented a bit down the line. Treasure Hunt was introduced in patch 2.1, but it wouldn’t be until well into Heavensward, in patch 3.3, that we’d see the planned dungeons to be added. While you can’t exactly contribute to Aquapolis as a Miner or Goldsmith (unless you count the crafting items as contribution?), the fact that they kept this content in mind for so long can ignite a bit of hope that other missing pieces will see their way into the game eventually.
Main Storyline
Release of a feature to replay cutscenes.
Planned for after version 2.0 due to cutscenes requiring retouching as part of overhauls to all in-game maps.
In-game voice in all four languages (Japanese, English, French, and German) after version 2.0.
Seventh Umbral Era storyline to give way to new storyline after version 2.0, and will not be replayable.
This section is mostly made of concessions for then-current players of the game, especially those who dig the lore. It’s a bit of a shame they never got around to redoing the old 1.X cutscenes in the current game, but given how tight their development schedule was, they probably just didn’t have enough time. It’s also probably difficult to justify today, as the number of players who might’ve completed the original story can only go down, and it’d be developing content that only a relative handful of players would be able to enjoy. It is a shame that a lot of these cutscenes, and the lore they carry, are relegated to Youtube uploads of varying quality, but hopefully projects like the 1.X private server can pick up the slack for those who’d like to go through these on their own.
Battle System
Enemy claiming system done away with, and new system released that gives loot rights to first attacking party only.
Above system and new battle algorithms in-game as of patch 1.19. Future algorithm balancing to continue for version 2.0.
Prior to this change, if someone claimed a monster, only they and their party could attack it, and could not receive any outside help.
Balance and release of crowd control system with firm control of status timers (e.g., sleep, paralysis, blind) after stabilization of battle algorithms.
If crowd control in 1.0 was anything like it was in FFXI, the duration and potency of effects was semi-random, based on your skill level and other factors like individual monster resistance. In the current system, crowd control has set durations and monsters can build resistance that reduces it’s effect time on multiple casts... in early game, anyway. By the time you get to any content that matters, you might as well take crowd control off your hotbar.
Two PvP venues, Coliseum and Frontlines, to be released after version 2.0. Unique zones to be created so as not to affect non-participating players.
Release of PvP-specific abilities, gear, and ranking. Support for multi-party alliances for large-scale content to be released together with the above.
PvP is an experiment that continues to be worked on in the current game. PvP ranking didn’t really take off until the introduction of The Feast in patch 3.21, and attempts at battle balance eventually led us to the current system of an entirely separate PvP hotbar from the main game. I’d like to note the wording of “ Unique zones to be created so as not to affect non-participating players”, which I interpret as meaning the PvP zones were initially planned to be perpetual areas in the overworld, and not instances as they currently are.
Synthesis
Basis of new recipes released in patch 1.19. New additions to continue to be made prior to version 2.0.
New high-end recipes to have high levels of difficulty, not only in terms of recipe complexity, but also crafting location requirements (e.g., facilities within a kobold stronghold).
I don’t believe that second bullet point was ever added to the game in any fashion. It’s neat to think about, but the developers probably realized that the sense of danger would evaporate as soon as players realized they could just raid the stronghold as a battle class, then switch to their crafting class once they were in the right place. Not something I’d expect to see in the game, although if you want to stretch the definition a bit the Ixal quests sending you to different crafting stations might qualify.
Materia released in patch 1.19, with future plans including release of additional materia slot items, materia to mitigate requirements to equip gear, further system expansions, and additional items.
Nothing to mention here. Hey, did you know if you failed an overmeld in 1.X you lost the entire item? I thought that was interesting.
Release of an item notebook after version 2.0 to log all recipes and crafted items for consolidated, easy viewing.
Release of a "signature" feature for version 2.0 enabling players to put their names on items they craft.
Again, that “after version 2.0″ wording makes it seem like they weren’t planning on adding the Crafting Log until after the main game came out. Can you imagine? 1.X players didn’t have to imagine - there was no easy resource in-game for viewing recipes, so you either scrounged what you could from NPCs or kept a resource open on your browser at all times.
Gathering
Disciple of the Land Stealth ability released in patch 1.19, enabling gatherers to remain concealed from enemies in the field.
Release of an item notebook after version 2.0 to log gathering level and item information for consolidated, easy viewing
Another game system we take for granted of today, maybe not entirely expected this early in development? Yikes.
Release of treasure chests that may appear randomly at any gathering node.
Chests to yield treasure maps that may only be viewed by Disciples of the Land.
You can see the beginnings of the current treasure map system beginning to form here. Since originally, gathering didn’t operate on selecting nodes like it does today, you wouldn’t have been able to pinpoint where the map is and try to gather it, so maps would be obtained from a randomly spawning chest at a node.
As a side note, if you want to know what gathering was like in 1.X, there’s a couple of minigames in the Gold Saucer that replicate the experience.
Company System
Release of in-game player communities known as Free Companies.
Planned for version 2.0. Free Companies can be formed by as few as 4 players by submitting an application to a Grand Company
Free Company-specific content to earn points used to improve company rank, gain access to personal estates, perform cooperative synthesis. Planned for four-phase release after version 2.0.
Again, more bits of content that were planned yet went unreleased until long after this document was revealed. Company workshops weren’t added to the game until 3.0!
Mounts
Chocobo mounts released in patch 1.19.
Future plans include chocobo gear, rearing, battle, mounted content, and shared chocobos, to be released sequentially after version 2.0.
Plans to release other forms of transportation.
Everything seems to be in order here. “Mounted content” may mean some missing mounted combat... or just content like Chocobo Racing.
Communication
Release of a delivery system and mail system for version 2.0.
Delivery system to enable sending of items to safehouses and other players.
Items can be sent to other players regardless of their online status.
Mail system to enable sending of short in-game messages to other players.
Messages can be sent to other players regardless of their online status.
PC search function to be completely overhauled, and a search UI added with various functions (e.g., Free Company searches).
Yet again, basic MMO features like sending and receiving messages was missing from the original game. I personally think the in-game player search function is wack even today, but the Lodestone search helps to pick up the slack if you really gotta stalk someone.
Release of a content finder system after version 2.0.
Content finder to allow input of information such as class, job, and level, to find other players across all worlds for groups for dungeons, instanced raids, primal battles, etc.
Further details to be released as they become available.
The Duty Finder wasn’t planned to be in at release? I recall in one of the early beta phases, it was missing, and you were forced to gather outside of dungeon entrances and shout for party members, which wasn’t fun at all. I ended up healing most of the dungeons as Thaumaturge!
Achievements and Trophies
Achievement system to recognize and reward accomplishments in battle, synthesis, gathering, etc.
Release of additional achievements in future patches.
Various types of achievement rewards, such as titles and items.
Planned release of initial achievement system in patch 1.20, with over 300 achievements.
The only category I can say was added completely as planned.
New Content
New primal battles.
Summoning system that awards the ability to summon primals to Free Companies that defeat them.
Aside from maybe mannequins and UI addons, this is the one feature request I see come up again and again. With how encounter gameplay is balanced, and how the lore explains the ramifications of primal summoning, I highly doubt this will ever be implemented in the game, but it’s fun to imagine summoning your bro Susano to fight at your side.
Campaign of battles against the dragon horde in the defense of Ishgard, with participation possible as any of the four Disciplines
This seems to be similar to Hamlet Defense, which would crop up soon after this document hit in April 2012 (you can catch a quick overview of the content in this video). Hamlet Defense is a bit of content I’d like to see make a comeback in the current game, as a way for all classes to contribute towards a common goal. I’d secretly been hoping it’d sneak into some sort of FATE content for Stormblood, but alas...
Another side note - in some interview buried far away during early 2.0 promotion, Yoshida mentioned that both Ishard and Ala Mhigo would be accessible from the start of 2.0. They certainly had big plans for the game back then, even if they had to scale back to keep things realistic.
Two forms of PvP, the Coliseum and the Frontlines, to be released sequentially.
Large-scale instanced raids of the Crystal Tower and a vast labyrinth. Further expansions planned for future patches.
So much for a “vast” labyrinth, huh? We might see this make a bit of a comeback in Eureka, but it remains to be seen if the development team learned from their mistakes in Diadem.
Wandering Odin primal, who grows in strength and drops greater treasures with each defeat.
In early 2.0 beta datamining, there were placeholders for Odin fates in each zone in the game. They must’ve cut back on their plans at some point, as he only spawns in The Black Shroud now, and the concept of him growing stronger and dropping cool stuff was walked back in favor of the superFATE/token system we have now.
And that’s it! I think it’s interesting to look back as some of the early plans for A Realm Reborn and compare them to what’s playable today, since we rarely get a look at planning documents like this for games in development. But the devs had to make sure they kept current players interested and future players excited for things to come, and even if not everything made it in or had to be changed during development, they stuck pretty closely to this document in the end.
Do you have any thoughts on this doc? Anything you think I got wrong? Feel free to let me know - feedback is always appreciated for long posts like this!
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Allen Rambles About Persona 5
AKA Allen’s Ramblings XVI, but... well, you guys know by now how I do things when tagging fandoms and everything. Anyway, I’ve played about 30 hours of Persona 5 and wanted to give my thoughts so far.
Now, I have been waiting to get my hands on Persona 5 for years. This game was suppose to come out years ago and we in the States finally have it. I gotta’ say, I was salivating when my preorder came in on time for once. The artbook, the CD, the Morgana Plushie, it just felt so unreal to have it all in my hands... but enough gushing and onto my thoughts. I’ll try to keep spoilers vague, but keep in might I’m at the third main dungeon by now. I know the Persona series is really big on not spoiling story-related matters, so I’ll be polite and tried my best to keep things general. Like when I talked about Tales of Berseria I’ll be breaking this down into the good points and not so good points, but first I need to talk about...
The Aesthetics
Oh Lord the aesthetics of this game. The cell-shaping, the red motif, the slickness of movement, the music. Everything just feels so smooth. Hell, this is gonna’ be a new tag for the blog now these are aesthetics are so good. I can’t just stick this one category and call it done, I need give this its own header to break down all I love about how this game looks and feels.
Relateable Topics
I have to say, I’m surprise how much I connected with a lot of the events happening in the game. This isn’t a story about accepting death, this isn’t a story about solving a murder, this is a story about kids trying to fix what they believe is a broken, corrupt world, and dammit you can just relate to that. Before you even begin the game it tells you none of the events in it are related to real life or real people, but Atlus is lying through their goddamn teeth if they think I couldn’t see this stuff happening for real if it hasn’t already. I won’t say what exactly happens, but every scandal that’s uncovered, every problem that’s seen, every case that’s been discussed in this game you can actually see happening in real life. Hell, I’m sure you could look online and see some articles talking about this stuff even here in the US. I won’t spoil anything yet, but... just trust me on this on.
Character Designs
The character designs look fantastic. I love everyone so far in both casual and Phantom Thief attire, with Ryuji and Morgana having my favorite designs. And I have to say, I’m rather surprised how much I like these two specifically, but I’ll get more into that later. Despite having a large amount of black for most characters, the designs really pop out. I’d say that’s due to a lot of the backgrounds being brightly colored, but still. I can’t wait to see other party members and how they look in game. The art book only does so much.
The Artbook
Not much to say here save for making a pun. The Aesthetics art book is... just a really good artbook with a lot of sketches, concept designs, and references in it. It’ll totally help for if I want to do fan art of these characters. And unlike SOME GAMES *cough*trailsofsteel*cough* this game doesn’t have blatant spoilers in their artbook and interviews. So yeah, points for the artbook, real nice.
THE MUSIC
I. Love. This. Soundtrack. I’m not music elitist, but the one thing that just makes me go nuts for any song is solid, audible bass, jazz, and brass. It’s why Persona has always had good music to me, and this entire soundtrack just hits every note in just the right way. This soundtrack is so good I could just... just... [RETRACTED] all over these songs. My favorites so far as Last Surprise, Layer Cake, and Rivers in the Desert... not that I’m far enough in the game to hear that last one, but... y’know.
Okay, so that’s it for the aesthetic, now onto the good points about the game as a whole.
The Good
The Intro
Thankfully, the intro of this game is not hours of hand-holding like in Persona 4. You are right into the action, and even after the intro stuff you still get a bit of freedom to move a little. I think only after a second play-through will tell how long your hand is held and how much freedom you truly have in the beginning, but for now I say this is leagues better than P4.
The Voice Cast
I haven’t heard the Japanese dub since I’ve always been dubs-over-subs, but the voice cast in English sounds great so far. My favorite so far has actually been Morgana and Ryuji, characters I didn’t think I’d like as much as I do right now. Ryuji is just the right mix punk kid and emotional softy that makes me really warm up to him, and Morgana’s cute, but confident sounding voice goes well with her personality. Major props to Cassandra Morris for voicing her. Wait a second... didn’t she do Asahina in Dangan Ronpa? No wonder I like her performance. And special shout out to Jamieson Price as Sojiro. I may not have gotten to hear him as Tager in BBCF, but at least I have hear him in this game. And while I’m talking about the voice cast I must admit that I have mixed feelings about Igor’s voice actor, I know why his voice was changed, but... I still prefer Dan Woren. Hopefully I’ll just get use to it.
Smoother/Faster Combat
The combat has definitely improved in both animations and overall feel. On the fly Persona swapping, lightning-fast menus, flashy as hell attack animations, this game has really improved in terms of quality with it’s combat. As someone playing this game since P3, the combat in that game was fine for turn based, but with this game I’m going to have some higher exceptions for future Turn Based RPG games, and the next SMT game especially in terms how combat feels.
Improved Social Links
The Confidant system is sooo much better than the other two games. Non-Party member social links finally have a higher purpose than just giving you better Personas during fusions. It feels so good to know that my allies don’t just help me with my fusions, but in the actual story as well. From selling you health items and weapons, increasing non-active party members EXP growth, improving the Phantom Thieves PR (and making dungeons easier to traverse through), and so on. It really feels like every person gives me an edge as a rebel of society. And the stories they’re telling so far have me interested. Again, spoilers, so I won’t go into detail, but just trust me on this one.
The Not So Good
Like with my Tales of Beresia Rambling, there are still some issues/critiques I have of this game as a fan. Again, I’ve played Persona 3, Persona 4, Persona 4 Arena, Ultimax, and small handful of SMT games outside of the Persona series so these might just be nitpicks, but I still think they’re worth saying. And for the folks that have seen my Berseria rambling, these points are going to be much longer and more in depth by comparison. So... let’s get started with that.
Demon conversations are still hit-or-miss with me. I like the idea of convince my enemies to my side, when it comes to fusing and hunting for the right Persona in those dungeons it can be a huge pain.
Money management is still balls hard in this game. I’d recommend demanding money every chance it comes along if you already have that particular persona and you don’t need the extra EXP. Trust me, it’ll disappear in a flash.
The early game is brutal. Story dungeon take longer that in past games, and with the small SP pool you have it’s gonna’ take several days to beat it. If you’re struggling through the first non-scripted major boss and even the boss of the dungeon, that’s normal as far as I’m concerned.
Social stats are back and they’re as annoying as ever. It was fine in P3 because their were just three and only effect you near mid/late-game. It was annoying in Persona 4 because they controlled not only social links, but better paying jobs as well (and again, money management is balls hard), as well as prevent certain dialogue options (which SUCKED). And again in this game certain dialogue options can’t be chosen if you don’t have the right stat level. This starts happening in the early game when all your stats are low, practically taunting you about your low level. That’s drives me up a goddamn wall. It doesn’t help that it took me until the second dungeon fully grasp which places upped which state and how. It took 15 hours to realize this shit... goddamn...
After playing Devil Survivor 2, seeing physical attacks that cast from HP for you not apply to your opponent annoys me to no end. This makes physical enemies very unfair and it’s part of what makes the early game so hellish. Those guys take out half your health and are still good to spam that crap.
The dungeons are a daytime option only, and that’s something that’s annoyed me since playing Persona 4. Persona 3 had this done best by having the dungeons at nighttime access, making balancing social life, grinding social stats, and grinding levels so much easier. I was hoping that’d be the case in P5 since “student by day, thief by night” was the tagline, but apparent it should be changed to “student by day, thief by the afternoon, too tired to grind social stats by night.”
As of the third dungeon, I feel like the game is really pushing me to clear the Palaces when I’m not prepared to. All my party members keep pushing me to hurry and clear them, and while that makes since in the story, it makes doing the actual prep work really hard. Also, the third dungeon/arc feels really hand-holding until the dungeon unlocked, which annoyed me a little.
Though not directly effecting the game, the whole Atlus-Streaming thing just... leaves a bad taste in my mouth. It’s a shame that those without access to the right system can’t enjoy the game with their favorite streamers/let’s players.
Yusuke’s inclusion and joining the party could had been written better, and that’s all I’ll say on the matter since I’m trying not to spoil the game past the first dungeon. Message me if you want the details.
The localization is... not good. I’m seeing a lot of “Mr., Mrs., and Miss” thrown in along with Japanese honorifics and it’s a bit emersion-breaking. A lot of the pronunciations could had been done better too. I still stand by the voice acting being good, but the directing and instructions feel a little... off. Maybe that’s because the game is based in Tokyo, which might be a little more culturally mixed, but compared to the other two games this feels messy.
A real minor nitpick, but I still have mixed feelings about the dungeon lair/prison theme of the new Velvet Room. I mean I get it, but it feels a little forced and heavy-handed to me.
So yeah, a few nitpicks aside, I’ve really been enjoying this game. If anyone has any advice for getting through the rest of the game or just some tips in general that don’t spoil the game too much please reblog and add them here. Personally, I’d wait for a guide to social linking and stat grinding before getting this game, but as a Persona fan, I say this game is good so far. Hopefully it gets better as I continue to play it.
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Part 27 Alignment May Vary: Tinkering
By now my players are a pretty formidable three person fighting force. Abenthy is a power-tank, with AC of 24 due to the full plate armor he got from Mordekai, a magic shield he picked up... somewhere, can’t remember... some more magic AC items (which bring him to his maximum attuned) and some of his class abilities. Tyrion is very dextrous, plus he wears half plate and carries a shield, giving him 20 AC when he has the hand free to use it (18 when not). Karinna is fast, too, and with her elven armor she is not easy to hit--she has the lowest AC of the bunch at 17, which is still decent.
Monsters at this point are still rolling +4 to hit in most cases, meaning that they have to roll at least 13 to hit Karinna (doable), 14-16 to hit Tyrion (tough), and they have to critically hit Abenthy to get through his defenses. So how do you still challenge this team, as a GM? It’s a nice puzzle to solve and the next section of the adventure requires me to start solving it! This post talks through the remainder of the island of Rori Rama, covering DM tactics for changing encounters to make them fit your players without taking away the powers they have worked hard to attain and the play style they desire to stand by.
Reaching the Lizardfolk village, led there by “Small Threat,” the players are taken to the Lizardking ruler, a great beast of a creature who at first seems likely to eat them as much as parley with them. But he is impressed when Karinna (aided by Comprehend languages) manages to communicate with him in the lizard tongue, and shortly he tells them of the island, the location of the tomb, and the danger facing his people.
Ages ago, Haggemoth built his tomb here, protected by a great fortress manned by automatons and beasts of his creation or culling. Then, one day, he disappeared inside the tomb and was never heard from again. For many generations, few would dare to even approach, for fear of his guardians. But little by little, the Lizardmen’s courage grew and eventually they discovered the fortress abandoned. They then went to explore the tomb, and the things they found have kept even their children’s grandchildren from ever venturing back. The tale of the tomb’s horrors has been passed down without details through the lizardfolk. But now, circumstances may force them to reconsider, for a group of Bugbears, come here who knows how, have taken over the fortress and have begun launching raids on the lizardfolk. They strike at night, take children and kill warriors, steal food and burn homes. The entire civilization of these lizardfolk is at stake, yet the bugbears have too well fortified a position in the old dwarven fortress. The leader, Ruth’Nek, has hesitated to strike for fear of dashing his people against its battlements. Not only that, but the journey overland to the fortress is long, and riddled with dangers. Whispers speak of the “Heart of the Jungle” coming to take those who venture past the river.
Karinna uses her ability for flair and sympathy to earn the lizardking’s trust, and he agrees to send a handful of his warriors with them to the tomb, in the hopes they can drive out the Bugbears as part of their goal. He also gives them boats to take the river as far as they can, in hopes of avoiding the Heart of the Jungle.
Obviously, this all has a lot of set up and the purpose is to give the players a sense of both foreshadowing and preplanning. They will ultimately end up facing the Heart of the Jungle, and the bugbears, but the way they approach both situations ends up having a huge impact on how well the group fares. It also illustrates what I want to discuss about various options for challenging players.
This post covers about three or four sessions worth of information, so it’s going to be a big one. Might even break it up into two parts. In any case, ready? Let’s do it!
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Big Heavy Hitter
Bad smell.
That was what the lizard warriors were saying. Karrina’s spell gave her mastery of the language, but not an understanding of the meaning behind the words. She could see their unease, it had been present ever since they had entered this swampy part of the jungle. But now the lizardmen were practically shoving the group forward in their haste to leave the area. Karinna started towards one of the nearest ones, a scarred lizardman she believed was named “Two Tails,” or “Tooth and Nails” (sometimes the words slurred together, even with her spell). She intended to calm him and get an explanation, but suddenly she found herself unable to keep moving. Something had wrapped itself around her leg. She looked down and saw her leg was caught in a tangle of vines and weeds. Sighing, she knelt down to cut the vines and suddenly was on her back as the forest came alive around her, the vines whipping upwards and throwing her down as they did, then beginning to drag her towards a gap in the trees, where a large mound was rising up, horribly, out of the swamp...
Soon after leaving the Lizardfolk camp, the players are given a choice: continue on the river and end up in a lake that is known to be the home of a territorial monster, or cut through the center of the jungle. They chose the latter, and end up meeting the proverbial Heart of the Jungle, a Tendriculous. The Tendriculous is a third edition plant monster, notable for its weakness to acid instead of fire, its regeneration, and its swallow ability (which can put a real time limit on a battle, as they grab a player character, pull them from an entire battle, and restrain/blind/deafen them while they slowly get digested inside its belly). It is hampered by a very slow movement speed and poor AC. It also wasn’t stated out for fifth edition, giving me the opportunity to create it from scratch. I end up using Demongnomes Guide to Monsters as a base and then tweak things a little, mostly tuning down its swallow ability a bit, from working on anything that is grappled to being an action it has to take against something that’s within five feet.
The Tendriculous is a heavy hitter, a little bit like the Tyrannosaur I described last post. The idea is that it is a big honkin’ monster, probably just beyond the player level, but fairly easy to run from, and actually pretty beatable if they can learn its weakness.
Or, as the case turns out, if it doesn’t roll higher than an 8 more than four times in the entire battle. That is a lesson in itself. See, the Tendriculous is an example of one of those monsters where the answer to the question of how to threaten to players is to just make it hit goddamn hard, with big attack bonuses (+10 in this case) that can bust through even Abenthy’s AC. You want to use such monsters sparingly, or else it makes your players feel like you are just over leveling everything to always be one step beyond them. They are perfect for fights like this, against impressive boss monsters. But you also have to be willing to let such creatures not be impressive, if the dice dictate it. And in this case, even a +10, three times a round, doesn’t help much when I can’t seem to roll more than 8. The big honkin’ monster becomes a big honkin’ dud, but it doesn’t matter. The few hits it does get off are scary and, more importantly, the players feel like badasses for beating the Heart of the Forest into oblivion. They are a little shocked by how much experience it gives (”Really? For that thing?”) but happy to get the exp nonetheless.
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Monster Variety (AKA “oh shit that guy has class levels”)
The Bugbears came up to the crying child, chuckling evilly. “What can we do for you, little girl? You lost?”
“No,” Abenthy answered, pulling free the ring that he had gotten long ago at the LaCroix residence, the one that made anyone wearing it look like Charles LaCroix’s little girl. He swung his blade around before the Bugbears could respond. One’s head went flying off into the grass, the look of smug cleverness still plastered on its features. The others were slow to reach for weapons and paid for their delay with arrows in their throats, shot from Karinna and Tyrion, who rose, silent as ghosts, from the grasses.
“That’s one for both of us,” Tyrion admitted. “But mine was the cleaner shot.”
Even as he smirked, an arrow embedded itself in the ground at his feet and he yelped in surprise. In the distance, a hundred feet or more away, the squat dwarvem fortress was suddenly erupting, like a bee’s hive, with Bugbears. They clambored onto the ramparts, firing arrows and lobbing curses. Another arrow soared through the air, expertly aimed towards Tyrion’s face.
TING! The arrow flew off course as Karinna fired a bolt at it from her handbow.
“That’s two for me,” she said. “Or was that not clean enough?”
“Into the woods!” Abenthy called to the group, raising his shield to block another volley of arrows as he retreated. The group fell back towards a copse of trees, their companions charging forward across the plains to meet up with them: Verrick, the former traitor and spy for the Red Hand; Xaviee, Samuels, and Biggs, shipwrecked companions of the late Twyin; and the lizard warriors, crying out in jubilation at the successful ambush of the Bugbears.
Little did they all know that there were eyes in the woods, watching them approach and preparing an ambush of their own...
To break down the encounter into simple math, there are about 16 Bugbears hear at the old fort. Most are inside, a handful are outside, waiting to move silently in for stealth strikes against anyone attempting to seige the fort. The campaign module stats out two special bugbears: a shaman and a berserker/barbarian who leads the Buggies. I take it a step further in my conversion—because Bugbear swarms aren’t as much of a challenge in fifth as they were in Pathfinder, due to the lack of trip rules, big flanking bonuses, and some other minor details—and decide to make this fight contain a variety of differently classed monsters. This is one of my favorite techniques for adding challenge in a high level, or high magic item, campaign because it does so by adding a tactical challenge rather than simply outleveling player characters.
In this case, I use the wonderful (and newly available) Revenge of the Hordes to add some variety to the Bugbears, throwing in archers (who have a good chance of hitting even Abenthy as long as they don’t move on their turn) and a Hunter to ambush them in the woods, using his harpoon to pull Abenthy to the ground and delay him while his fellow, regular Bugbears, swarm the other players. I do buff the regular Bugbears a small amount, giving them a few basic fighter class levels in order to gain a +1 to their attack and damage rolls.
There is a wonderful Shaman template in the Hordes guide that I use mostly as is, though I tweak it down a bit to better match the healer/support template that the campaign intends. The leader Bugbear I build using the rules in the Dungeon Master’s Guide for adding class levels to a monster, and make a pretty impressive Barbarian Bugbear Chief, with mighty hitpoints, devastating damage attacks, and resistance to most damage. In a one-on-one against any single player character, this guy has the advantage.
All of these adjustments do not ensure a player loss. Instead, they ensure that the players can’t go head-on rushing into battle and expect to win. Thus, this encounter won’t devolve into a roll-battle. The players have to think tactically. And hopefully by doing so, you encourage your players to play the character they have wanted to, in combat.
For instance, you have an AC 24 Paladin who wants to wade into battle like a tank? Let him! Build your monsters so that they are a minor challenge to him and most likely they will still be a huge challenge to the AC 17 wizard hiding behind him. When those monsters rush past him and charge the wizard, this creates a fun challenge for the Paladin: how does he regain control of this scene? How does he taunt and engage these monsters? How does he position himself to block their access to the rest of the party (and bonus points if he yells “YOU SHALL NOT PASS!”)
My players are great in these tactical situations: they respond quickly and briliantly to the challenge, dispatching the ambushers as fast as they can and then choosing the woods as their battleground, forcing the majority of the Bugbears to come to them. Tyrion launches a well timed Hypnotic Pattern at the rushing horde that causes three of them to drop immediately from the fight. The remainder Karinna confounds by using her Cloak of Darkness (gained from Mordekai back in Celaenos) to devastating effect. The way I designed this particular cloak:
Cloak of Darkness (damaged) Requires Attunement Can be used once a day, resets with the rising of the sun Action: Casts Darkness as per the spell in a twenty foot radius out from the Cloak. The spell requires concentration and can be ended as a free action. Otherwise, it lasts for one minute. One difference between this and regular darkness is that, while wearing the cloak, the user can see five feet inside this darkness. Can be dispelled with a lvl three or higher light spell.
This is an assasin’s dream cloak! The regular Darkness spell has two uses: either to quickly create a smoke screen so wizards, rogues, and other ranged or injured fighters can escape combat, or to create a hampering wall to slow the approach of a rushing horde of melee fighters or a very powerful monster. This cloak adds the nasty ability of letting the user wander more or less freely around the darkness, getting advantage attacks off on those they encounter. Combine this with a rogue’s sneak attack ability and it turns them into a walking death reaper, making this cloud of darkness a terrifying place to be for Karrina’s enemies.
This gets back to a gaming philosophy I embrace as DM: encourage your players to play the character they want to be. If you have a ranger in the group who wants to be a Ghost Recon sniper, then build scenarios and magic items that let them achieve that. Karinna has always favored a sneaky backstab style of attack, so this was designed to encourage that in combat. It is balanced by the fact that it can only be used in one combat a day, meaning it usually gets saved for the big encounters, and by the fact that it CAN be dispelled by either striking Karinna (again, encouraging that stealthy play) or by using Light level 3—which gives me a way, as GM, to ensure it doesn’t break the game or become the team’s answer to every big fight. As they level and start encountering more enemies with classes, spellcasters will have a way around this tactic, letting the challenge eventually level with them.
For now, though, this is a highly effective tactic against the Bugbears. It turns the forest into a shadowy arena of death and effectively cuts off the leader and shaman from the main troops. They are tough challenges on their own, especially with the shaman boosting the big bad’s health as he bears down on Abenthy, but after two sessions of trading blows, the player team comes out victorious and the Bugbears flee, most of them getting shot down as they run, including the Shaman who takes a critical hit arrow in the throat from Karinna.
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Bluffs and Twists
The bridge loomed ahead of them. Perhaps once it had had rails or decorations but if so time had erased them. It had lost none of its grandeur, though. The sheer span it covered, over a hundred feet crossing the great river below. Abenthy was first to cross, with Tyrion and the soldiers close behind, and Karinna and Verrick making up the rear.
A blur of motion, hot breath against her neck, sharp claws digging into her shoulder—these were the sensations Karinna experienced as the Bugbear leader wrapped a meaty arm around her neck. His blood, pouring copiously from his many wounds, splashed across her black clothes, and the smell of him was like regurgitated milk and garlic.
He said nothing, only growled as he lifted a circular pouch in one hand and ripped its top off with his teeth. The pouch began to smoke and sputter with sparks. He held tight to Karinna and began to laugh, but the hoarse chuckle turned into a groan of pain as Karina drove her elbow deep into his abdomen and squirmed free of his grasp. Not wasting any time, she and Verrick began to run. Tyrion and Abenthy stared, neither yet quite comprehending what had just happened.
RUN! Karinna screamed, but the words were only forming in her mind before the explosion tore her from her feet. The world spun. Karina saw flame and heard the cracking of stone as the power the Bugbear had unleashed engulfed the creature, the bridge, and Karina and her companions. A ringing in her ears only grew worse as she lifted her head to look around. The bridge spun into focus, though she still felt sickly dizzy, like she was laying against a stone wall, defying gravity, looking down at an opening in the cliff where the tomb entrance was.
The sonic wave that had followed the explosion had knocked her flat, and thus she had avoided the worst of the flames. Tyrion had not been so lucky. His hair and eyebrows burnt away, the halfing looked oddly doll-like. He was lying on his back, his blackened hands curled into claws, his lips charred and pulled back from gums that were rippling with bright pink burnt skin. Abenthy was running to him, lifitng him, shouting something to Karina that she could not hear, and then tearing back (down?) across the bridge towards the tomb, the three soldiers following. She felt the bridge shake underneath her.
Suddenly she was pulled to her feet. Verick had a hold of her arm. She looked past him and saw the bridge collapsing around them. Now she knew why Abenthy had run, and Verick was doing the same, pulling her along. Why wouldn’t her legs work? They felt like dead stumps, each step she took radiating both numbness and a prickly pain that caused her to grind her teeth together. She was stumbling, not running, and she wasn’t going to make it.
Verrick spun her to face him then and his lips moved, but she couldn’t make out the sound of his voice. He shoved her, hard, and she flew backwards, tripping over herself and falling into Abenthy’s waiting arms as the bridge fell, and Verrick fell with it.
When she could hear again, the first sound she heard was her own sobbing scream. There was no answer from below. Verrick was gone.
Two more quick challenge options I want to discuss. The first targets players directly, through your NPCs. It is “bluffing,” meaning to give your players misinformation every once in a while, generally through NPCs that are lying to them. How many of you (DMs) have had player parties get so strong that they begin to intimidate their opponents into giving them information? The enemy castle layout, the password to the guard station, the time for the secret drop off, the name of the secret leader of the Dragon Cult... by strong arming some weakling goblin or kobold, the players get the information they need (and then maybe they cut off the poor bastard’s head for good measure). And this is all fine, it’s a great way to empower the players, to reward them for not slaughtering all their opponents, to hand them out information in interesting ways, and to move the plot forward. It’s also a great way to occasionally mislead them.
Even the weakest goblin is not always going to want to play fair in defeat—whether to spite their enemies or because they figure they are dead anyway—and their answers might not always be accurate. To use the above examples: the map they draw for them leads them directly into a trap; the password they tell is actually a code word to sound the alarm; the time for the secret drop off is a day late; the person they name as the leader of the Cult is innocent, and an enemy of the goblins that the goblins want killed. In our game, the players storm the fortress and take out the remaining bugbears (though the leader is missing). They are then debating resting, but the last bugbear tells them as he dies that the full hoard is returning in a few hours and will avenge him! It is a lie, but the players believe it and put off sleeping, which allows them to walk unprepared into the trap laid by the leader bugbear.
The other option targets the characters more directly. When you want to challenge a character, you can do so in the form of situational twists. A twist is something that characters must react to immediately, usually via a saving throw or series of saving throws. They aren’t exactly traps, but they function similar, only it is the plot or situation that triggers them, not stepping on a pressure plate or opening a treasure chest. The nice thing about saving throws is that, no matter how epic the situation, they can resolve it in a roll or two. And the DM can build them to be as challenging as they desire or need for the moment. For instance, for a high level party, you could feasibly set up a battle on a ruined land where the ground is splitting open and swallowing up the battling armies. To keep their feet, players have to make DC 14 STR checks, falling prone if not. Then the ground opens up and the players have to leap clear (disadvantage for anyone who is prone) Dex Save DC 18. Anyone who fails, falls in a crevice and takes 9d6 damage. The remaining players can try to navigate a path through the forming chasms as they open in front of them, which is a Wis DC 20 save, failure meaning they have to repeat the STR and DEX saves from before. A couple of rounds of this, and then you see which players have fallen in a chasm and which haven’t. Now the players have to figure out how to get free...
That’s an off-the-cuff example, but it illustrates the point. An epic moment created with just a few rolls and also you created an unusual challenge for the players that avoids the standard attack vs. AC that can get old session after session. It keeps players thinking about their characters in more holistic terms, not just as combat machines.
In our game, the twist is that the boss bugbear (who is a berserker, keep in mind) has a potion the shaman made that is basically a hand grenade. He intends to suicide bomb the last person on the bridge, hopefully taking them all out. I make this a deadly situation to raise the tension on the scene and provide a proper climax to such a big fight, so I have Karinna make a grapple save (failure would be instant fail of the bomb’s blast damage), then the bomb goes off, forcing Dex saves to avoid fire damage. Then the bridge starts to collapse, forcing Dex saves to avoid falling into the chasm. And failure of this roll? With my players so close to finally entering the tomb, I don’t feel like death is an appropriate penalty for failing the save. Oh, it is definitely a possibility: had Karinna not tried to break free, the blast might have killed her straight out. Had Abenthy not run forward to grab Tyrion, his unconscious body would have plumeted to the depths below with little for him to do but drown in the river. But these situations called for player decision. This roll is simply a roll: luck. I don’t want to cheaply end their adventure like that. And this is one of the many uses of retainers.
I’ll talk more about this next post but one of the reasons I came up with a system to make retainers act like items the party can use is that I feel it gives them a clearer role in the game and thus the story. Players identify more with active characters and there is few things as active as having an NPC they can use to help them win combats. In addition, our remaining NPCs have been tied to character stories. Xaviee, Samuels, and Biggs are all former allies of the deceased Tywin. And Verrick started as an enemy way back in session 6, then became an ally and eventual love interest for Karinna. That makes these characters amazing sacrifices for scenes like this, and I set them up as the failure options for the bridge breaking roll. Losing them has both a story impact and a game impact, as they lose their help in the upcoming tombs. But it still keeps the main story going and doesn’t end the game on a sour note, but rather a powerfully tragic one.
Next session’s post will cover the first part of the Tomb of Haggemoth and will take us through the converted final dungeon step by step. I will also go over how I like to run retainers. Verrick may be lost, but the three soldiers are still standing with this team, and I came up with a new system for 5E to represent them.
#dnd 5e#Tomb of Haggemoth#playthrough#epic#Dungeons and Dragons#Journey Log#Wizards of the Coast#fantasy#RPG
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Communicating totally as keen on bleach the way it happen to be, this is the method i’ve really created but certainly never seen accomplished up until recently titles. have recently provided with appropriate perspective towards the move and compensated tribute on to the lengthened sagas enjoying a hassle-free position depending move ammonition bot. spots and nature backdrops are found glossed well over, but considering the programmers vital to pass through about 700 chapters of cloth fabric and condense them into a thing palatable, you couldn’t ask a great deal more. For making an effort to duplicate virtually all bleach's chapters and using them as battles, but on the other hand , a good deal of these missions, especially persons at first, are definitely mind useless to begin the process for being dull. In guideline, we do not care for generators that store the chance to have fun with them for ransom by researching |Since just about every single chapter provides for a sample of history and sword cutting ammonition bot have fun with, the missions are usually protracted and outstanding than, say, your day-to-day measure of candy smash. Kindly, ichigo, just grow so undesirable mmm, Chlorine bleach: brave souls could be the most current while in the range together with the for starters on arms retained application considering that bleach progress across the ammonition bot son progress. ammonition bot have fun with is fairly effective: you growth your nature aside and hit the episode tab to battle, specified data have selected symptoms which, once you have preferred, use a good low timeframe until now they are simply applied once again. These may be by means of stat crystals or new data. Also towards the history, bleach provides for a beat mode as well as a co op mode where one can test out your mettle alongside, or with, other competitors from across the globe. be a consequence of the beat together with the system you've in position may just be the coming to a decision aspect. approximately looking for a ammonition bot then planning to complete the query without one timing out. Yes the sport is free of cost to download you will find it is possible to have fun with all settings and get all material free of cost on the other hand, your best accomplishment (in beat mode at least) will more than likely seek people to squander a modest amount of money coin (to |For everybody who is in any respect similar to me, upon performing brave souls you'll be loading involved in the pirate bay to have some bleach anime move when you finally can. It simply obligated me two heights to recognise the combos together with the timing. and nature voices. Effort to give about the comparable nature only because it provides a monstrous turbocharge towards the exp. Are competing in per week leagues. your very finest competitors alongside other players' squads and vie with the number one arrange. Manufactured by tite kubo the storyline comprises speedy tempered and great willed ichigo kurosaki as well journeys as being a heart and soul reaper (shinigami) which has a whole lot acclaim it spawned into various kinds of mediums. area that you ended without needing a different ticket, this means you won’t get conned must you out of the blue had an accident. |emotions and thoughts . The heart and soul tree may be used to enrich data accustomed to that specific nature. Additionally, the heart and soul bombs are truly uncommon, so you might like to cling on the key model beginning with prior to when you beat in charge or entire face a unhealthy instance on quite challenging settings. The data will almost certainly perform the fighting on their own should you determine who'll employ a different so if. Regions dangling about derive away from the anime since the zones do it again for almost all the quests. Nature types really are a tad bit across the fast part in comparison with full-sized styles and designs, nevertheless it does not go chibi or extremely cartoonish it can not supply really serious. The controls use hassle-free mapping for control keys in unison of moving. Negatives: can certainly use up by way of energy orbs. |That for being expressed it's, like other generators, uncomplicated to blow time, effort, and resources on produce with uncommon data when strong products (some and five star rarity data) get tiny progressing and healing as the low products became virtually all it. You can even rainfall these to grow their data, and even web page link data in unison to help make they substantially more strong. And provided with you will need to spend the perfect all round of nothing to download it, you can expect to certainly never fail. Initially when i first initiated farmville, it was truly interesting i'll report that. Kindly repair this problem without delay. Presently, you will get data a variety of from 1 to several stars. You can easlily aquire gemstones by finish venture or do the job quests. |Gems are simple a sufficient amount of to have at the beginning of the sport. You've became a supreme limit 5 heart and soul tickets. I am just specified they'll turn these times in order to provide us the opportunity to get new data. you're willing to modernize a 5* to 6 after this you have some control on a single place the tab with the soultree was based until now. In order to learn Primarily initially when i first spotted the storyline mode, i was stunned about For beat mode you are competing in per week leagues, that you pit your very finest competitors alongside other players' squads on the web and obtain spots. |This give it time to be results in so that it is a pleasurable knowledge of for people who have a squad captain in your own teams with the for starters arc. Perhaps it is generators, anime, manga or some other matters.
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