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osakasshitpit · 4 months
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osakasshitpit · 11 months
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He is here. The number one member of the tauro fan club. its him.
but for real though, read Calips Diary. This old man gay as fuck swear to god
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tauro fans where u at
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osakasshitpit · 1 year
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by KEZIME@KEZIMEro 
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osakasshitpit · 1 year
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this mask should come standard issue for sisters of battle
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osakasshitpit · 2 years
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Its a gun comp.
you can summon demons with this bitch.
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osakasshitpit · 2 years
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osakasshitpit · 2 years
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osakasshitpit · 2 years
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Why you should play Sword World
If you knew me in real life, you’d know I do not like Dungeons and Dragons. I never did. I can never shut the fuck up about how much I dislike it and all my friends are sick of my tirades already.
In my opinion, 5e is the best edition so far, but it is not a good game. It’s merely okay. If you have fun with it, that’s fine, you do you.
I’m also of the firm opinion that it’s a terrible game for beginners.
I’d say what makes or breaks a beginner game is a) a simple enough rule system with not too many dangley bits but enough crunch to it so that beginners have some material to sink their teeth into.
5e has too many dangley bits, is too complex in some parts (especially when it comes to spells) and lacking in substance in other parts.
For more advanced players, character options are very limiting, which I think a lot would agree with.
In my mind, the only real reason I feel that 5e is so prevalent is brand recognition and accessibility. It’s just fucking everywhere, which is by and large due to hasbro’s big boy bucks.
So yeah, I have plenty of issues with 5e and DnD in general. DnD really kept me wanting for a fantasy RPG that I could actually enjoy... and by sheer coincidence, I found it:
Sword World 2.0, the greatest Fantasy RPG I have played so far.
Sword World is a Japanese tabletop roleplaying game that has been around for a long long time. SW1.0 originally released in 1989. Its setting was based on the Record of Lodoss War Setting. Lodoss War was originally a DnD B/X campaign the author of the book had. They released replays of the game in a magazin, then switched systems multiple times mid-campaign, before Group SNE and the Author developed their own system. That system was not Sword World. Sword World was developed alongside it, though.
Sword World was inspired by DnD’s basic premise, Tunnels and Trolls game play, and some other games such as Rune Quest and Battletech of all things.
Sword World 2.0 came out in 2008, updating the ruleset of 1.0, introducing it’s own original Setting (named Raxia) and a lot of very cool shit.
In essence, Sword World 2.0 does a lot that DnD 5e later tried to do, but in my opinion it does it way better and it did it for the last 33 years. Surprisingly, not all that much has changed with the base mechanics of the game, which I think is a testament to how great 1.0 was already.
Sword World is a 2d6 class-based system with a heavy focus on multi-classing.
Basically, classes in Sword World are a bit more slimmed down, for the most part consisting of some skill proficiencies and maybe a few automatically acquired feats or access to spells. There are also some classes where each level gives you a class feature you pick from a big list, all centered around the central gimmick of the class.
Compared to what a 5e class has, Sword Worlds classes are ultra-light weight.
Though, other than DnD where having just the one class is the default, you are heavily encouraged to pick multiple classes.
The idea is that you combine classes to create your own personal play style. This makes Sword World have a “build-your-own-class” kind of approach, which is great.
The core set comes with 15 classes, supplements introduced 9 additional classes. If I did my math correctly, that comes out to roughly 10626 combinations of 4-class-combinations, which is pretty mental.
From my experience so far, most class combinations are absolutely valid and playable, so just pick what looks cool together and make what you want to make.
The game comes with 3 different combat rule sets (Simple, Standard and Advanced), which allows you to customize the game to your group's tastes.
No grid combat, but advanced can be played very easily on a grid.
Instead of having a fixed list of skills where you pick what skill proficiencies you have and stuff, you just add an appropriate class level to your roll. Each class comes with a list of skill proficiencies that they inherently have, but you can use a class for more at the GMs digression.
Spellcasters are probably one of the most notable differences for people who play DnD, because there is no vancian casting.
No need to pick “known” and/or “prepared” Spells. No spell slots. No ‘spell levels’. None of that shit. Spellcasters in SW have a spellbook unique to their class, and just know all spells up to and equal that class level. Each spell has MP costs listed, and then you just pay the MP cost to cast that spell.
That’s it.
In short, Sword World is a more streamlined and easy to pick up system compared to 5e, while offering a lot of depth with its relatively simple mechanics.
If I had to describe the setting, I’d compare it to FFXIV A Realm Reborn.
It’s a classic fantasy setting, with elves and dwarves and goblins and all that good shit. It also has a lot of more unique races, such as Soleil (who are humanoids blessed by the god of the sun and can do photosynthesis) or flourite (who are basically living sentient rocks).
Aside from the usual fantasy sword and sorcery stuff, there is also magitech, which makes it very final fantasy.
There was the great catastrophe 300 years ago, toppling the mighty and technologically advanced Al Menas Empire. The world was thrown back into the dark ages, civilization is still trying to recover from the catastrophe. Players take the role of adventurers who hunt monsters, explore ruins of long gone civilizations and salvage artifacts of forgotten ages.
Now, sadly, there is no official western release of Sword World, and literally because of DnD’s stranglehold on the market, there are no plans to bring it over in the foreseeable future.
However, there is a very dedicated fan translation team working on SW2.0 with all of its supplements. Core rules are complete since early 2021, and a lot of the supplemental play material has been completely translated since.
The project is on-going, aiming to finish SW2.0 and then go over to 2.5.
Go check it out and experience one of the best RPGs I have ever seen.
Most of the rules translated are up on the fan translation wiki, with more being added regularly: http://swordworld.shoutwiki.com/
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osakasshitpit · 2 years
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Hatoful Boyfriend is the best game ever made. It makes you laugh. It makes you cry. It makes you feel emotions you didn’t think one game could make you feel. And it’s about fucking birds. The trigger list is not entirely inaccurate, but most of it is hidden away in the “true route” at the tail end of the game. If you want some funny bird related shenanigans, go play this game. If you wanna read some of the weirdest and somehow most gripping narrative experiences out there, go fucking play this game. If you can stomach it, of course.
I regret nothing.
found a twitter tweet that was like "oh yeah content warning hatoful boyfriend has a lot of gore and violence" and every single person in the notes/retweets/qrts/whatever the fuck terms twitter has was going "WHAT THE FUCK IT HAS WHAT" and i find that hilarious because. large amounts of gore and violence is a tremendous understatement about the amount of stuff that goes down in hatoful boyfriend
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osakasshitpit · 2 years
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That comic has a neat concept but it violates the 180° rule and it is bothering the shit out of me
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A Cut Above
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osakasshitpit · 3 years
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to be fair, she is a demon. If someone can pull off this kind of bullshit, its her. Plus, I don’t know if anyone noticed but her panties are ripped to shit and should just fall down. If there isn’t some black magic fuckery going on, then I don’t know what.
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Originally posted at: https://www.eschergirls.com/photo/2021/10/02/be-wary-seductive-sand-monsters-posing-human
Submitted by anon
It doesn't even look like she's doing a twist, it just looks like her torso formed from her hip.  Maybe she's actually a sand creature trying to pass as human on the beach.
(Card art of Rias from High School DxD mobile game, Marvelous Inc.)
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osakasshitpit · 3 years
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Aigis is such a comfort character of mine…
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osakasshitpit · 3 years
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Samurai job quests in ffxiv be like
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osakasshitpit · 3 years
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There are two reasons I wanna level bard.
1) I want my gf to play FFXIV with me, but she is put off seeing my hotbars since they are lined with skills upon skills (i use 4 hotbars of which 3 are actively used and 1 is for rarely used skills. Keyboard, btw.). She feels its really overwhelming. So, I looked up what class is the simplest to play. While minds are very much divided on the issue, many agree ranged dps like dancer and bard are very straightforward . So, to test the waters i level archer/bard.
2) I wanna learn to play shitty meme songs, stand in limsa and blast big chungus, And... and I guess undertale music because undertale has fucking amazing musicccccccccccccccc
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bard playing megalovania at the inn
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osakasshitpit · 3 years
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I love Final Fantasy XIV
So I’ve been playing Final Fantasy XIV, and after playing for around 180 hours, I haven’t even finished A Realm Reborn. Normally, 180 hours is an insane time frame for a game to manage and hold my attention. Persona 5 Royal was 180 hours of game time, and that was slowly outstaying its welcome. FFXIV must be doing something right, because just recently I went to a convention and bought a Y’shtola Keychain in a heartbeat. I haven’t had time to play XIV a lot prior to this, since I was stupidly grinding Praetorium for days and got burned out. I haven’t played much in 2 months, and Y’shtola only really has a minor role during A Realm Reborn’s Storyline. Despite that, I started in Limsa and Y’shtola stuck with me since then. I just had to buy that keychain. My girlfriend asked me about it and despite me staying away from the game after being burned out, I explained to her in great enthusiasm why I loved Y’shtola and why I loved the game so much. I think that’s the first time I really realized how attached I was to this world, these characters, this game.
I came to FFXIV after having played WoW from Vanilla through WotLK, after having barely ever touched a MMO since quitting WoW. Honestly, I was very skeptical of XIV but holy fucking shit did it ever win me over. They are completely different games, mind you, but that is a good thing in my opinion.
So here is the longest tumblr rant post I have written so far, I think.
To be fair, the first 20 levels or so were kinda slow. You get thrown into the deep end and get bombarded with lore and characters, terms and phrases that you don't understand. For fucks sake, the opening cutscene shows Louisoix fighting Bahamut front and center. Its this big, epic moment of sacrifice, but to someone who has not played 1.0 and who doesn't know anything about the lore, this just zips right past you. During the main story of ARR, they keep talking about Louisoix and how important he is, but you haven't even seen the guy because he died before the game even started. I only really realized this today, it took me 180 hours and a look at the wiki to connect the dots. It really is a slow burn, but that slow burn was okay because everything else was so fantastic.
While the world can arguably be more subdued than Azeroth in parts, there is still this distinctive style that I quickly fell in love with. It’s fantastical, but it still feels grounded. Part of that has to do with how the game introduces you to the world, and how the main story quests explain to you the lore bit by bit. I feel like much of the world design of WoW was down to “the rule of cool”. Now, I’m not saying XIV doesn’t have that, but I feel like XIV always goes the extra mile to explain why this cool shit is here. Everything you see out there in the world feels like it has a purpose, a reason to be there and an explanation on how it works. The factions make sense, the political conflicts you get entangled in are believable. I feel like I am kind of biased to be honest. What got me to play FFXIV in the first place was seeing that Viera are a playable race. I’m a sucker for Final Fantasy, not in short part to my memories of Playing Final Fantasy Tactics and XII. XII is still my favorite game in the series, and much of that has to do with the world, Ivalice. Viera were always my favorite race of the ones seen in Ivalice. Seeing as you can play a Viera in XIV, I just had to try. Thinking about it, XII and XIV have a lot in common when it comes to world building.
One of the weirdest things to acclimate for me was how FFXIV handles story. I was used to WoW, where story was basically non-existent and you did what you did to see numbers rise and to unlock now content you could do. You are basically never involved in the story of WoW, you are just kind of there for the ride. In FFXIV, you are the main character. You are involved in what happens at all times, and that is kinda strange coming from WoW. At first I thought I wouldn’t like it, but the game made it work in my opinion. I also didn’t expect there to be so much of story to begin with. Kind of ironically the moment I realized just how much there was to experience was when I went through Ul’dah and saw a blue quest. Now, blue quest markers mean there is some content you can unlock by doing this quest. A lot of these are kinda short, with a bit of dialogue and some bits of lore for you to enjoy and I thought this one would be no difference. After all, the hook is basically just to help this lady mourn for the death of a friend. What I got was a fabulous detective adventure that spanned over the entire continent, where in I had to help the worlds most manly detective uncover the secret behind a mysterious phantom thief. To say the least, this 21 quest long quest line brought be hours upon hours of joy and had me in stitches throughout. And it was completely optional. I don’t think I even remember a single moment from any quest in WoW that made me this excited for it, optional or otherwise.
Ultimately these are very different games that try very different things.
Dungeons and Raids were a different thing. I remember when I rolled a new character for WotLK and wanted to do karazhan because I used to like doing that raid with my guild back in TBC. I could not for the live of me find a group willing to do it, because everyone was way more focused on the new content, so they could get better gear. Regardless, it just wouldn’t have been the same experience anyways I fear, because the new gear from the new Dungeons outclassed the raid gear from TBC, so karazhan would be way easier and a much different experience. In FFXIV, every dungeon is level synced by default, meaning if a higher level character joins, they get basically downgraded to the level the dungeon was designed for. Couple that with the Duty Roulette feature and suddenly, there was always someone to do any given dungeon with. I remember when I had to do the crystal tower raids and thought “why would they tie main story progression to a raid, I will never find a group to do that properly” but low and behold, I found a group within 30 minutes or less and raided through the entire set of raids within a day. Dungeons and Raids are generally a very pick up and play thing in FFXIV. To be fair, dungeons got easier and more pick up and play in WoW too, but Raids were always the endgame thing where you had to gear up and learn to play. In FFXIV, much more lenient. No corpse walking required. I say this, but I have yet to do the Coils of Bahamut or any Savage Raids. I have only heard that there is plenty of hardcore raid content for those who want that.
That’s nothing to say about the actual gameplay. FFXIV is a tab-target MMO, like so many others, but it manages to keep this kind of gameplay fresh by introducing a lot of mechanics that make the game more active than the typical “I stand here and hit my rotation a lot”. For starters, most enemies have special abilities that you can actually dodge by moving out of the way. There will a area marker on the floor and everyone within that area will be hit. It starts out easy, but later dungeons really start kicking your ass with this mechanic. You really need to say on your toes. In addition, every class is extremely different. They all have special mechanics unique to them, special meters and resources they will have to manage during combat and so on. For example, a Red Mage (the class I’m playing currently), has two meters that fill up as you cast spells. They generally have two types of spells, white and black magic. Each type fills its respective bar. Once they are both full enough, you can go in and do a more powerful melee rotation. However, if one bar is fuller than the other, the other bar will fill up slower. Since you need to fill both, you want to balance that out. You get instant casts for spells after performing a damaging spell, and you have some spells with a short cast time and good damage output that you want to cast and then use the instant cast of to cast a more damaging spell that has a long cast time. But these short cast, good damage spells require a you get from casting a spell of the respective type. So, in essence, you want to balance your use of black and white magic, but you also want to use the proc you get from casting your white and black magic, which means you cast more of the type which inherently unbalances your gauges. It becomes this micromanagement game you play with your procs and instant casts, so you can go in and do the big, flashy sword combo. And that’s just the red mage at around 50. Every class has something like this, and it’s all unique to them. Learning a class is not just learning the rotation and spells you have anymore, it’s really learning how to effectively play your class. Also, positioning. Some abilities do more damage from certain positions, so you will have to dance around an enemy to hit all the sweet spots with classes like monks. These complexities get introduced slowly as you level up, so you have plenty of time to learn the mechanics. My favorite feature might be the class system itself, though. In FFXIV, you aren’t limited to one class for the entire duration of your characters career. You can, from a certain point forwards, choose any class you wish and level that up instead. You can freely switch between classes outside of combat, too. If you are dedicated enough, you can level them all up to max, even. This means if you don’t like a class or the direction a class is going in, you can switch. I for my part started as an arcanist, so I unlocked Summoner at 30. I played Summoner up to 50 but I was just not meshing as well with the direction the summorer went in. So, I switched to Red Mage and after some getting used to, Its now my new favorite. Arcanists are special, because you actually unlock two classes at 30, so I also unlocked Scholars. Scholars are healers and that became my main dungeon class, since queue times are way shorter for healers. This would be unthinkable in WoW, and love the fact this is a thing here.
If I had to describe it, WoW is an MMO with RPG Elements, while FFXIV is a JRPG with MMO elements. I didn’t know I needed that, but in retrospect, it makes sense. The thing that really killed my progress in WoW was that I didn’t have anyone to play with anymore. My friends all dropped from the game and while I generally like doing solo content from time to time, I’m pretty introverted, after all... MMORPGs are usually most fun with friends. Final Fantasy XIV is a JRPG first, an MMO second. There is so much to keep your attention as a solo player, its nuts. All my friends who play this game, play on a different data center, so I can’t even visit them. Despite that, I had a lot of fun in my time with the game.
My experience with the game was incredibly positive, and I don’t think it will get worse from here. Everyone keeps telling me how great Heavensward is. I just have to finish 16 more quests and I’ll be able to see for myself what the fuss is about.
Honestly, if I had to say anything negative, it would be how longwinded ARR is. I mean, its not bad by any means, but I can see how someone could be turned off by this huge storyblock. Worst of all is, after you hit 50 and reach the end of ARR’s story line, there are 80 quests before you can even start with Heavensward. Since everyone keeps going on about how great it is, it’s kind of annoying how long you have to work to even get to it. In retrospect, it kinda makes sense though. These quests are meant to be played over months and months throughout a update cycle and bridge the narrative gap between one storyblock and the next, but holy fucking shit why did it have to be THAT long. They even cut like 20 of the quests from this already insanely long quest line. What the fuck. This is supposed to be an epilogue to ARR and it feels like I played a whole fucking JRPG in between ARR and Heavensward. Oh well. Thankfully, they learned from this and made the post-story blocks shorter.
I will just say that I can recommend this game. You should give it a try. Just... try not to drop the game before it gets really, really good.
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osakasshitpit · 3 years
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replicant
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osakasshitpit · 3 years
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A Promise
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