KoboldOfArtifice

joined 1 year ago
[–] KoboldOfArtifice@ttrpg.network 2 points 3 months ago

Das Kommentar klang schon recht ernst und definitiv im Kontext angemessen.

[–] KoboldOfArtifice@ttrpg.network 1 points 4 months ago

It's not quite that simple. Crowdsourcing has many of the drawbacks that AI has too.

While it can have a higher reliability in detecting nonsensical inputs or inputs that it's simply unfit in processing, that comes at an intrinsic cost in scalability. Some tasks can't be effectively crowdsourced for, either because of volume or urgency.

Machine Learning systems learn to approximate decision making and thus can attempt at learning from crowdsourcing efforts. It is notable though that depending on the use case, model and training method, machine learning algorithms can potentially be better than the data it was trained on. Or much worse, it's very fickle.

It is definitely still the case that crowdsourcing is a really important tool and oftentimes machine learning relies on it's efforts. And it naturally can solve tasks that we don't have a viable automated approach for.

[–] KoboldOfArtifice@ttrpg.network 2 points 10 months ago (2 children)

Which crossword game is this?

[–] KoboldOfArtifice@ttrpg.network 4 points 10 months ago (1 children)

You should contextualise such claims.

[–] KoboldOfArtifice@ttrpg.network 10 points 11 months ago

Sadly this doesn't work if one of the parties is threatening to do all they can to break down the democracy before you get your chance to see the results at the next vote.

Something about that airship idea tickles my memories of playing Final Fantasy, so I can't say no to that. It's also something that would certainly garner massive favour, while not making the characters feel overly powerful beyond reason. Especially once the airship has plenty of limitations for being a prototype it's fully under DM control and still feels incredibly cool, I imagine.

Thanks for the idea, I think it's really shaping up.

That is an excellent idea. Together with the other stuff I read here, I think I know what to go for. I love the idea of the character trying to garner favour with the idol only to end up being ripped off when he is on the path to his grand goal. Thanks a lot for the idea!

[–] KoboldOfArtifice@ttrpg.network 1 points 1 year ago (2 children)

I agree with your statements, I've made the mistake of pre planning too much before.

What concerns me more is having a plan on how to set his character up for that journey of creating such an item. When they say legendary, they mean an item that would become renowned for having been created, maybe not necessarily truly legendary. The characters primary motivation is to prove themselves the equal of their long-standing idol artificer.

I guess what bothers me is the fact that I have a thorough idea for engaging character quests for all the other players. I have thought of personal storylines that each player gets to explore that will lead their character along some plot line based on their backstory. It's only the artificer that I can't think of something overly compelling for.

 

I will be DMing a DnD 5e adventure going from levels 1-12 starting this week. I am finishing up the personal quests for each character to help tie them in more into the adventure and give them something to look forward to for themselves. Most of the characters were pretty easy to work with, but I am somewhat stuck on the Armorer Artificer.

They have stated that their character's dream is to create a legendary item. Whether it be an artefact or just some other powerful magic item, doesn't matter too much to them. Handing out a powerful magic item as the final reward for a personal quest is very classical anyways, so I'd love to go with it.

The problem is, I can't think of anything fun to give an Armorer Artificer. They have lots of stuff to work with on their own, so neither a weapon nor an armor is really going to be of interest to them.

Have any of you homebrewed some fun items just for Armorer Artificers or have any idea for existing (be it Wizards stuff or homebrew) stuff to hand out? It should be a considerable reward for someone around level 10.

[–] KoboldOfArtifice@ttrpg.network 14 points 1 year ago (1 children)

The claim that tensions between those holding power in the capitalist system and the growing communist forces caused the second world war is a pretty hot take as someone who grew up in Germany. Do you have sources on professional dissemination of the facts that arrives at this conclusion? I'm genuinely curious because I hadn't heard of that interpretation yet.

My first leveled Tank was Gunbreaker, my first leveled DPS was Mechanist and I am myself now working on Sage to fill out my "shoot guns at it to solve your problem" Trifecta.

I find it unrealistic to not believe that a future in which we must not necessarily work a large part of our time to gain a living is possible, but believe that somehow you can halt the progress of technology. Instead of directing the outrage against your government and making them acknowledge that before too long automation will make any form of large scale employed a mere farce, you'd rather hope that corporations would be nice and not employ AI generated artwork to make their images.

This technology is on its way to benefit everyone unless you allow it to be monopolised by those who wish to do so. AI empowers their users to do what could have only been done by many people together before, for prizes that are relatively negligible. The fact that AI uses other people's art as input doesn't mean it just repackages other people's content. That's the same as saying that normal artists are just repackaging other people's content because they learned by looking at the art of other people and seeing what works.

The learning process employed in Machine Learning and the learning process that humans engage in is not fundamentally different. While it might not be the exact same set of mechanisms, in the end it just boils down to seeing what works and making things similar to that. That's what humans already do.

The model trained on all the data, if well trained, does not contain the data to reconstruct any of the images used to make it

Something that may be relevent is the application of completely self learned models. If an AI were to be able to learn making art without using human art (just human input on the quality and tagging of created pieces) would you feel better about that replacing artists? Because that is certainly something we will see in the future too. Back in the day when AI started beating the best Go players in the world the critique had been that it hasn't surpassed humans in skill, as it has learned from humans to be so good. So they made a version that only learned by playing against itself with no human input at all. There's nothing stopping art to be created in a similar way, as long humans give the input on what they like and what they don't.

I don't believe that the joy one feels during the creation of a piece of art necessarily is relevant to the qualities of the artwork. From the perspective of the end user, the artwork may look exactly the same, be it made by a person or AI (even if it had to be more advanced than what we have right now).

It is true that it would be a pity if the joy of self expression vanished as artists lost their ability to create art, but AI won't cause this. It will simply remove the ability to be paid for it and making something into your job tends to suck the joy from it more than it adds it.

The only shot there really is for artists is a future in which they don't need to work for a living and if that isn't a possibility then their chances are already gone in the long term. I'm not saying I'd enjoy any of that. But there is no reasonable future in which this technology isn't expanded and the industry refuses to use the incredibly improved methods of creating art.

Beyond that, you would be taking away the right of new groups of people to express themselves. People already are gaining access to a fork of expression they never had before through AI. Why do they not get the right to use AI in things they create? Even if it's as the basis for their own work or even if it's already the finished product.

 

I have been running a DnD campaign which is only getting longer and more complex as time goes on. Keeping track of every bit of lore, every NPC that is relevant to the party and major events that have happened is getting increasingly difficult. I am currently mostly trying to just keep everything in mind while taking notes here and there, but I am finding linear text documents to be hard to maintain and look through.

The thing that has made me especially interested in better tools is that I have been planning to do a homebrew campaign once this one has wrapped up and I would like to start planning it out.

What tools do you use to document info on worldbuilding, story and lore?

8
submitted 1 year ago* (last edited 1 year ago) by KoboldOfArtifice@ttrpg.network to c/askgamemasters@ttrpg.network
 

Combat makes up a decent chunk of most campaigns and the setup can make it either a blip that no one will remember to one of the most memorable parts of the campaign. I've been looking for various ways to make combat more fun in my campaign and was eager to see if people here have any ideas they'd like to share. I'm looking for anything that gives alternate win conditions, gives the players new ways to interact with the environment, forces special behaviour or anything to make a combat encounter unique.

I'll start with some of my favourites.


Battle Complications

Anything that makes combat more complicated than "kill this list of people". Special conditions and anything in that direction.

-- Ritual in Progress Someone is casting a terrifyingly strong ritual and it must be stopped by either destroying conduits, removing sacrificial materials or killing the casters. Typically this is something that allows enemies that wouldn't be very dangerous otherwise to have a far greater effect simply because the party can't focus them down, needing to spend their time on the ritual being stopped. If they fail, the possible punishment should sound quite bad, so that they feel a strong urge to stop what is happening.

-- Ritual-borne Foe Similar to the last one, but this time it's not a time limit but rather something that requires a novel way to defeat. An enemy that is incredibly powerful and dangerous to the party being kept alive or present by as summoner or necromancer of some sort, or alternatively by a contraption. Players must destroy or deactivate the source to defeat the opponent before it defeats them. This may be through directed combat or through a puzzle of sorts in the middle of combat.

-- Constant Reinforcements The BBEG is constantly calling forth fiends from another realm or some device creates more and more small creatures swarming the players. These elements make sure that the players can't just clear out the room, leaving the big bad guy in the middle helplessly overwhelmed by sheer action-economy. Instead, they have to either win quickly or alternatively do their best to disable the sources of enemies.

Environmental Hazards

These are difficult to design but great when they work out. Hazards in this case is taken in a very general sense.

-- Unstable Ground The ground that both the players and enemies are standing on is unstable and may break away easily. May it be as the result of some level being pulled, an attack hitting the ground or maybe just random chance. As long as the players have some chance to react to what is happening, this can include anything that can make ground unsafe to simply stand on. This makes certain types of ground that are stable very favorable and possibly worth fighting over. Bonus if the enemies have ways to contest ground, just like the players can.

-- The Floor is Lava The ground erupts in Flame, flashes of radiant beams hit the combat arena or meteors strike the area. Very similar to unstable ground, but more temporary, are occasional AoEs hitting the ground. Once again, these are best when the players feel like they can really work around them sensibly.

-- Bottomless Pit (Maybe with a bottom) A pit that people can be thrown into. This urges people to finally realize that shove is a thing. Don't make it too easy to fall into though, falling to your death into such a pit with little chance to safe yourself won't feel great. Make sure that they get a chance to save themselves or be saved if they do fall!


These are what comes to mind immediately. What interesting mechanics have you used to change your combat into something the party ended up finding really thrilling or memorable? I myself play DnD 5e, but I would love to hear your stories from other systems that I may implement in my campaign too!

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