but imagine the funny possibilities if it's not used maliciously. you're lost in the mountains, but your buddy Steve (who you call Steve PS) starts beeping because his husband used Find My Husband
yes, Steve is gay, it's why we got lost because I am too.
So my trainer’s bf cheated on her. She broke up with him. He’s holding her stuff hostage until she agrees to talk with him. Which she refuses.
She trains; for free mind you; three college linebackers, a college wrestler, two martial artists, a body builder, and… wait for it…. a Navy seal. We’re gonna go get her shit for her.
omg i got a buff in the patch notes (this joke makes sense to exactly 1 person and I'm reblogging him)
i've been thinking about redoing the alchemy rules for iron halberd. i already retooled them a while back to remove the null result (where you just waste your ingredients & don't get a potion) and you just get side effects if you fuck up instead. but i wanna take that further
during play i've realized i don't think it's actually super satisfying to fuck up making potions in the first place. i don't think the possibility of failure needs to be a part of this system, for the same reason i don't really like having to succeed on a roll to cast spells - it's one of those things that should probably just work
so instead you just get the potion any time you spend the ingredients to make one. this is a straight-up buff, but i think it's good for the game. really encourages players to actually bother with potion-making even if they don't have an alchemist in the party.
if you do have an alchemist, though, you get to make potions without having to be in your potion lab, and being in your lab gets you more and stronger potions instead.
it just feels more interesting to me than your alchemy bonus being a static "less likely to fuck up your potion-brewing roll" number. lately i've been questioning more and more why "roll to see if you fail" is the default task resolution & i want to extend that to some of the subsystems in this game
i'm pretty sure these rules also have a random roll to see whether you successfully harvest monster parts, but i forget to even use those 100% of the time anyway. i don't think i need an extra failure point, where you need to roll high to find ingredients then also roll high to make those into a potion. so the harvesting is probably gonna be an auto-success too
Small town culture is knowing that there are Old Folks with strange nicknames but never knowing the stories behind them.
Of course, I made the mistake of asking why everyone calls this one guy Brickaday and it turns out that he worked at a brickyard for 40 years, stealing exactly one brick every day and making no particular efforts to conceal the theft. Nobody thought anything of it until years later he was discovered to have built three houses.
His boss is said to have shrugged and made some remarks about the importance of coming up with a plan and sticking to it.
I‘m trying to arrange my face into an appropriate approximation of silent bafflement and failing miserably.
They’re basically a literary prank– the sentence starts out in such a way that you think you know where it’s going, but the way it ends completely changes the meaning while still being a complete and logical sentence. Usually it deals with double meanings, or with words that can be multiple parts of speech, like nouns and verbs or nouns and adjectives.
So we get gems like
The old man the boat. (The old people are manning the boat)
The complex houses married and single soldiers and their families. (The apartment complex is home to both married and single soldiers, plus their families)
The prime number few. (People who are excellent are few in number.)
The cotton clothing is usually made of grows in Mississipi. (The cotton that clothing is made of)
The man who hunts ducks out on weekends. (As in he ducks out of his responsibilities)
We painted the wall with cracks. (The cracked wall is the one that was pained.)