No hp tante sophia

Original Theosophy

2020.09.28 20:01 Doctor_of_Puns Original Theosophy

The purpose of this subreddit is to discuss and promote the study of the original teachings of Theosophy, i.e. the works of H. P. Blavatsky and William Q. Judge. The writings of B. P. Wadia, Bhavani Shankar, Robert Crosbie, Damodar K. Mavalankar, and T. Subba Row are also accepted.
[link]


2024.05.04 08:25 306Bushcraft Homebrew DND 5e, 25+, Wed or Thurs, online, RP heavy campaign, Looking for 5 players.

The Lands of Temrielle have been ravaged by years of war, resulting in an uneven stalemate between the realms powers. Each constantly seeking new means of power to get an advantage over the others.

Tyal a small artic city has found a way to save its people by mysteriously closing off the mountain pass, filling it with a strange fog. With this recent development, Tyal has been secluded and unreachable by land, leaving the only avenue of approach, is the freezing and treacherous iceberg filled waters.

Queen Sophia Berkley battle weary and grief stricken with the loss of her husband and son in the battle with the Sanguine Empire. She is the sole leader attempting to bring peace back to the lands and end the senseless violence.

True to their nature Bane, Bhall and myrkul have thrived in recent years. Capitalizing on the death, chaos and greed that extended war brings. With this expansion cultists have grown in scale and number to compete with the major centers of worship ,stretching further the already occupied paladin orders to their limit and striking fear into the hearts of the common people.

DND 5e, Homebrewed world, Voiced on Discord and played on Roll20 for battles, character sheets, and rolls. Age: 25+, Fun, and respectful to everyone at the table. RP Heavy and focused, Takes Notes and want to be with the party.
Setting: Dark and gritty content. R rated. Any sexy times are "Faded to black."
Game time: Wednesday or Thursdays 6:30 pm (Saskatchewan time zone) typically play 4.5 hours. Aim for weekly games ( I know life happens)
Seeking: Fun and respectful Role players who actively engage with NPC's, want to be with the party. Wants to participate in a collaborative story with others. Combat is fun and will be an integral part of my campaign, however murder hobo's, edge lords, and hack and slashers need not apply. I really want to form a group that is heavy roleplaying, engaged on discord and engages in social scenes.

Looking for 5 player please only apply if your actually free Wednesday or Thursday evenings. Looks to see which day works for folks.


Character creation will be done roll20 on session 0 in which you can roll for stats or take the basic array. Single Class characters only for this campaign. No Monks, or artificers, Elequence bards.

Races
-Players handbook + Goliaths & Genasi


Little info to help me choose adventurers! If you're interested in the campaign DM me and please add a bit of info about yourself and gaming style, see below:
1. Name
  1. A little about you, do you have any experience?
  2. What character would you like to play?
  3. Thoughts on roleplaying, interacting with NPC's and collaborative story telling? Do you do a voice for your character?
  4. How often can you make the sessions?
  5. What are you hoping this campaign will have?
  6. What are you hoping for in your fellow dnd party?
  7. What do you bring to the group?
  8. Do you make characters that want to adventure and be in a party?
  9. Are you active on discord outside of sessions (such as character chat)
  10. Do you take notes and engage in the campaign?
  11. Pls send this in a DM



MAGICAL ITEMS
Casters are plenty, however magical items in the campaign are rare. I am incorporating master craft weapons/armor to push the importance of NPC craftsmen and make uncovering rare magic a bit more meaningful.

Banned spells
-Silvery barbs
-Tiny Hut
-Teleportation circle
-Magnificent mansion
-force cage
(spells that neutralize adventure or combat and makes the game less fun)

Books used in campaign and subclasses available using:
Players handbook
Sword coast adventures guide
Tashas cauldron
Xanathars guide to everything

Leveling up
I use the milestone method and then players will need to seek out trainers to expand their skills and powers to add a roleplaying element.
I'm hoping to be running this campaign with your party for a couple years, with this in mind, I don't speed run XP to players to level them up fast. I find that it ends the campaign quicker. I use a story driven approach and key points in the campaign.

Campaign Setting





House rules
Rules

1

Game is meant to be a fun ROLEPLAYING vs roll playing game, in a good aligned campaign, please be respectful to other players and the group. No need for power gaming, purposely derailing or sowing conflict and chaos on the group to cause drama and mess with everyone's fun. Eg. stealing from other players, killing other PC's NPCs for no reason than to be cruel, interrupting a PC's spot light time, and avoid meta gaming!

2

No arguing with the GM. I will hear you out, you may make a case for xx. when I make a ruling lets move on. I am human and may make mistakes and we can respectfully talk about the event post game. Let's not Hold up the table and disrupting the flow of the game to argue xx.

4

Don't power game. This is meant to be a fun roleplaying game. You don't need to WIN D&D by trying to use broken spells, skills, feats etc.... No peasant rail guns etc... to try to break the game... Its not fun and messes with everyone's enjoyment. Your Characters will be powerful, have strengths and weaknesses etc...which add to the enjoyment. you don't need to make a 1 man army.

5

Try to stay in character for as much as possible. It creates a better gaming atmosphere and encourages roleplaying. this is a collaborative story, its more fun for everyone if you engage and roleplay with the NPC's and fellow players to create more interesting social encounters and the world in which you (the players) call home.

6

Ties in with Meta gaming. If you make a skill check and fail, such as detect traps and roll horribly. You as a player know this not your character. To your character it looks clear. unless there is a reason for a second check I may not allow a second roll. trying to move a boulder and failing, 2nd, 3rd, 4th etc... attempts are not an issue as its clear you didn't succeed.

7

Taking 20..... does not exist. Players can't just take time and get a nat 20 on a check.

8

Passive perception will be rolled by the GM and not a constant #. EG d20+wis mod vs constant 15.

9

No Monks or Artificers - gm total bias, I just hate the class's for my sanity pls don't make.
No Elequence bards (the +10 is completely debalancing)

10

Character creation Race selection:
- Goliath

11

Character's Creation will be at session 0 on roll20.
We'll roll stats live with everyone. Or you may take the standard array
Character class No multiclassing please pick a class you will be happy to run for the length of the campaign. No Monks or Artificers or elequence bards.

12

Healing potions. Taking an action to drink a healing potion results in max healing vs using a bonus action in which basic roll rules apply. This does not apply to pouring a potion down an unconscious persons throat.
PC-PC interaction
Pc's can Nope attacks from other PC's. Eg. player 1 decided to punch player 2.... player 2 can Nope and the attack fails.(GM may allow attacks PC-PC if warranted eg. Player 1 insults player 2s momma LOL and the response is relative to the cause of conflict) dont fire ball and kill a PC for a momma joke, however a single black eye may suffice) however if in combat the mage casts fireball at enemies and other Pc's are in the way dmg applies normally. Essentially allows PCs to stop Jerk behavior effecting their PC. Same applies for Stealing from other players. Remember, good campaign, group cohesion, pls don't be an ass.
Players trying to convince/deceive other PC's using skills can roll and verbally make their case to other Pc's to see how effective they are, allowing for PC to PC roleplaying. However if the player really doesn't want to, they can NOPE. ( this is solely intended for rare use as the hole point is more about fun and roleplaying. allowing your character to be manipulated/tricked etc.. can at times be fun and create interesting sessions. However, sometimes characters may have issues do to a back story, moral oath etc... that may conflict with the desired effect. essentially again... remember its a good campaign, group cohesion, don't be an ass.

Dying and Medicine.
Death saving throws are made privately. This way the other players don't know the results or condition of their comrade, creating a sense of urgency.
Nat 20 on a saving throw automatically revives the player with 1 HP (character prone), a Nat 1 cause 2 death saving throw failures.
Characters with proficiency in medicine or have a healers kit, can stabilize a downed character. If a character without the medicine proficiency or kit attempting to stabilize a character and failing the DC. the result will be 2 failed death throws.
Player input
Open to other players input on other homebrew rules they think would be good or have used in the past.
Table expectations


Actual Death
The Fading Spirit
This resurrection rule set is designed to add an element of party roleplaying and narrative to the resurrection attempt, as well as the creeping threat of permanent death to a character. Any of the following DC modifiers are easily adjusted to fit your campaign needs. Resurrection Challenge If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be. For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

Resurrection Check
After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost. Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual, should you allow it.

Quick Resurrections
If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.
Currently Group Composition:
-1 Human Paladin
Hate to say but "DM Application", looking for the right players that will mesh well, engage and RP.
submitted by 306Bushcraft to lfg [link] [comments]


2024.05.02 01:21 LordXamon 42

This is an exhaustive ranking of isekai wormfics, according to my totally unbiased, objective, and clearly superior opinion. Enjoy.

Great vegetables

Queen's Circle, Dresden, Post-GM. Taylor was living a normal life as a college student in an alternate Chicago when she met Harry and got introduced to the supernatural world. Because being Harry Dresden is suffering.
This is excellent. Two buddies agaisnt the evils of the city, their team, and the way the story handles the crossover elements. So good. And then there's Derdriu, best girl.
The Sanctionedverse. Great comedies, more details are in the link.
Administrative Mishap, Supergirl (DC), Post-GM. QA gets isekaided to the Supergirlverse, has to live in Taylor's body, and develops a personality.
Addy is a terribly likable main character. Her headspace and worldview are very entertaining, and her personality is lovely. The other characters are also nice, and I love The Live Wire.
The drama is good, there are many moments of well written tension, or comfort, or emotional tiredness, etc. As expected by her other works, you can tell the author is good at feelbending.
On the other hand, the action is often dull and repetitive. Not always, but more often than not, the action is a drag. People has boring and generic powers, or they forget some of their own powers, or don’t use their powers to the fullest, etc. DC is just not a good setting for this kind of story, not without the audiovisuals making up for its glaring flaws.
Forgotten, Forsaken, Kancolle, Post-GM. Taylor reborns as an Abyssal.
I just love the tone. It is very dark, some arcs are straight up misery porn. But the story is also capable of pulling out some of the most wholesome, decompressing scenes I've read. How it can shift from torture and despair to cathartic bliss in only a few chapters, I have no idea, but I like it.
The world building is also fantastic. People, events, factions, places, the magic system, etc. The world just feels so vast, and the fanfic does such a good job exploring it from the eyes of a newcomer. This one is a must for world building enjoyers.
Oh, did I mention this is shipgirl fiction? That part is cool too.
Tower of Adamant, Dresden. Alexandria isekaided to Winter.
Very cool isekai, especially if you discover the setting along with her. In a constant state of intrigue, Alexandria must discover all she can about where she is and how this new world works without giving out how lacking her knowledge is. If you know nothing about the Dresdenverse, this is the fic you should start with. The characterization was top notch, probably the best Alexandria in the fandom?
Asphyxiation, Dresden, Post-GM. College student Rebecca Costa-Brown is tormented by dreams of white halls, golden light, and insects down her throat.
Arana, Bleach, Post-GM. Afterlife is a hell where everyone loses themselves and ends up eating each other. And they prey on the living too! Taylor's determination keeps her from slipping away and she remains close to Lisa.
Holy shiiiiit, what a read! It was fantastic, I loved the tone. A setting even more depressing and fucked up, a lot of good escalation and a Homura-esque relationship, what with going against the natural order of the universe for the person you care the most. It was very great and I ship them. The third arc was a bit wordy, but aside from that I loved the whole fic.

Wonderful reads

A Name to Conjure By, snip, Otherverse, Post-GM. A practitioner reads Worm and decides that Taylor would make for a great coworker, so he wills her into reality.
SCP-3108, snip, SCP, Post-GM. Taylor is secured, contained and protected.
All My Sins Remembered, Superman & Lois (DC), Post-GM. Taylor is the English teacher of Superman's kids.
A story overflowing with potential. It’s also one of the few isekais that remains connected to the wormverse.
Memoirs, Pale, Post-GM. Taylor moves into the small town of Kennet, and her presence doesn't go unnoticed.
Game of Monarchs, Game of Thrones, Post-GM. Petyr Baelish watches as a hole in the sky drops an unconscious girl.
You won't believe how well this story works. What the hell.
Taylor Hebert and the Army of Acromantula, snip, HP, Post-GM. Taylor reincarnates and goes to Hogwarts.
Intercession, complete, HP, Post-GM. Contessa gives Taylor a new life on another Earth. A decade later, her son Harry receives a letter.
While the story didn't stick the landing, it is still an excellent read all the way through. The author did promise a second version fixing the issuese, and indeed you can read the updated (and much better) versions of some important scenes in the extras, but unfortunately the final work never materialized.
The Berserker, Fate Zero, Post-GM. Taylor summoned on the Holy Grail War as the worst class she could get slotted into. Good thing she's used to major setbacks.
Skittering Shadows, Naruto DoS, Post-GM. Taylor is reborn as an Aburame (ninja that does bugs).
Died before any meaningful cross could happen, so might as well count as a normal Naruto isekai. Nonetheless, a wonderful and dead story.
Scarab, snip, RWBY, Post-GM. Pyrrha has a troublesome teammate.
Escalation City, Yu Gi Oh, Post-GM. Pegasus dreams about GM and draws Taylor’s card, which ends up summoning her in his dimension.
A dumb story, but in that charmingly delighful way. Damn I can't believe this how well this cross works.
Remnant of a Worm, RWBY, Post-GM. Taylor wakes up in a hospital in Vale and runs away.
This has a very good and unique characterization, in which instead of ignoring or time skipping away Taylor's traumas, it works with them. And the story doesn't pull any punches either, it almost goes full on misery porn for a few chapters. The action and slice of life scenes are very enjoyable as well.
TWNY, RWBY, Post-GM. Taylor gets isekaided to Ozpin’s desk, she’s a moth-girl now, and Yang has hots for her.
Well written racism and a ship with chemistry, in this fandom full of puddle-deep nazis and cheap femslashes? Oh, yes. The plot looks promising too.
Reprieve/Reform, Marvel, Post-GM. Taylor gets inserted in the Parker family. She lives a normal life until Peter gets superpowers, which prompts her to get back to the cape game to take care of her "big brother".
A few problems with the prose aside, it is a fantastic story. The action is pretty good, and mostly kept to street levels. The slow fusion of the settings is interesting and something we don't get to see often. And the character writing is great, Peter and Taylor have one of the best dynamics in fanfiction. That mix of awkwardness and sibling love is super engaging.
This Is Your Only Purpose, Destiny isekai/fusion, Post-GM. A nameless girl resurrects in a post-apocalyptic future.
The action is fantastic. It is very well written and easy to follow, more in line with something methodical like spec-ops rather than a chaotic street gunfight. The enemies always have superiority in either numbers, raw power, or both, keeping the girl and her teammates on their toes. And is full of variety, with many different situations or environments.
But the story itself... It's fine. It is not bad, in fact the way this fusion works is very interesting, and there are some very memorable moments. But the pace is very slow, and the characters don't have a lot going on. It's clear where the strengths of this fanfic lay.
Exodus, complete, BH6, Post-GM. Hiro and Baymax rescue a dying, mysterious girl, and they bond upon subsequent visits to her rehabilitation.
Holy shit, an actual rehabilitation arc for her brain injuries. That was nice. The action is very nice too, with a shoutout to the crowbar scene in particular, which was super epic. And enjoyable character writing as well.
This is story is far from perfect, and it has a good amount of flaws, some of which actually piss me off a bit. Nonetheless, t pulls off a competent redemption arc for Taylor.

A decent time

Necrofantasia, snip, Touhou, Post-GM. Gensokyo has a new resident.
Tattered Capes Under a Shattered Moon, RWBY, Post-GM. Defiant and Dragon land on Remnant with no way back home.
Exile, snip. Something goes wrong during the bank heist, and Lisa and Amy get isekaided to a barren planet.
If you like it and want more, the first part Kim Possible fanfic Alone, Together is not only a similar take, but one of the best fanfics I've ever read. It beats everything on this post. The second part sucks tho.
The High Priest, Dresden. Eidolon is isekaided to a random street, on a random city, on a random alternate Earth. And for the first time in a long time, he can be a real hero.
Paradise Lost, and Found (1, 2, 3), snip, MHA. Eden gets isekaided to MHA as an amnesiac child.
I've only had Child!Eden for a day and a half, but if anything happened to her, I would kill everyone in this room and then myself.
Our Retirement Academia, MHA, Post-GM. Taylor and Sophia are married and own a café.
Aside from the out of character couply parts (which I like, btw), there's a lot of small and reflective moments.
Night's End, Days Begun, MHA. Taylor, Lisa, Amy and Vicky get isekaided during the bank heist. 15 years later, they work at UA High School. Himiko gets adopted by Pillbug.
Isn't therapy an amazing superpower? This is a nice fixfic, even if some fixes are too forced. Most of the narration are POVs of characters natives of the setting, which was enjoyable. More isekais should do that. The tournament arc was too long, I did not like that.
One Hell of an Afternoon, Young Justice (DC), Post-GM. Taylor isekaided to Gotham. She also has brute powers now.
The first quarter of the fic is solo vigilantism in Gotham, which was very fun. Then she joins the young justice as an instructor, which isn't as fun. I just don't really care about these kids. It's probably more enjoyable for a DC fan.
Aspects, HP, Post-GM. Taylor, Blake, Sylvester and a few other people get isekaided to the Potterverse.
Familiar, Otherverse (Pact). Taylor dies during Cell. A few dimensions away, she rises as Molly's new bogeyman.
Not gonna lie, I find the relationship between Taylor and Molly way more interesting than dealing with Scion or fighting some goblins. I wish it had ignored the action or the Worm side of the crossover, and focused exclusively in these two. We just don't have many stories with intrigue and suspicion in this fandom.
Butterflies in my Stomach (1, 2), snip, MCU. After something goes wrong during the Echidna fight, Skitter and Clockblocker find themselves in some desert.
WannaBee, Hazbin Hotel, Post-GM. Taylor ends up in hell. Literally. And Alec is here too!
Witch, The Witcher, Post-GM. Lisa and Victoria go out drinking and somehow wake up in a forest in the middle of nowhere. They get mistaken for witches.

Meh. Didn't like it, didn't dislike it.

Breathe, snip, Demon Slayer, Post-GM. Taylor is resurrected as a demon by Tamayo.
Fucking Tinkers, SAO, Post-GM. Taylor gets plugged into SAO.
Boring beguinnings, but the latter parts are actually thrilling. Too bad that it takes too long to get there, and then it dies.
Paradoxical, Destiny, Post-GM. Taylor works for a different kind of alien queen.
Damp Detours, snip, Subnautica. Taylor finds herself dropped over an alien sea.
Salve, HP. A bunch of Death Eaters try to summon their Dark Lord, but instead they get Bonesaw.
A short and dead story with a lot of potential.
Woe Betide, APGTE, Post-GM. Taylor reincarnates and grows old in Creation.
It works as an introduction to get me interested in a longer story... but there's no longer story.
An Idiot's Guide to the Underworld. Taylor wakes as a god.
Same as the previous story. Good introduction, but unremarkable read on it's own. I did dislike that it narrates gameplay, for some reason.
Saving The World in 287 Steps, snip, Zelda. Contessa does a Breath of the Wild speedrun.
Is fun, but the joke runs dry by the end, specially with such a lengthy bossfight.
Spirit of Nature, original. The Undersiders and a few heroes get isekaided to a medieval world and are mistaken for deities.
A Cape in Konoha, complete, Naruto, Post-GM. TINO gets inserted in the body of Sakura Haruno.
Well Traveled. TINO is a Planeswalker who has adventures in random settings.
The first two arcs are really bad, but it improves from there. It never really becomes great tho, and it died when it was finally getting interesting.
These are the Voyages, Star Trek, Post-GM. Taylor’s career on the Starfleet is on the line because of an insubordination incident.
The First Light of Morning, snip, Dark Souls, Post-GM. Taylor gets isekaided to Anor Londo and becomes friends with a Fire Keeper.
Dungeon Warlord, complete, Danmachi, Post-GM. Taylor becomes a hybrid monster.
A decent read as long as you're willing to put up with some anime tropes, like the obsession with breast sizes (sigh). There's also that rushed train wreck of an ending, and the TINO characterization.
Ten Times, Post-GM. A collection of (mostly anime) TINO Post-GM isekai snippets/fics.
Mostly unremarkable, except a ocasional good one here and there. I guess each reader will have their own favorites.
I liked Four's a Party, Damed if I Do, and God Save the Queen. I used to like Chaos Theory, but then the author decided to turn Taylor's boobs into a plot element. I can't convey how much I fucking hate anime.

Post-isekais, characters returning home:

The River Keeps Running, complete. A tinkertech bomb goes off and sends Armsmaster and the Undersiders to another planet.
Godkiller. After a lustrum living as an isekai MC, Taylor retires and returns to Bet, where only a few days have passed.
Taylor is DOOMed, complete, DOOM. Taylor wakes up in Mars, and is full of demons.
The first part long and too repetitive, things get more entertaining once she returns to Brockton and fights the Nazis.
The Wonderful Adventures of Sophia Hess, Babysitter Extraordinaire, complete. Sophia and the kid she's babysitting end in a nightmare mirror dimension.
Miraculous Escalation, complete, Ladybug. When something goes wrong during the Echidna fight, Taylor finds herself in an alternate Paris, and has very poor first impressions with the local heroes.

TINOs, but they're fun so who cares

People just write a lot of out-of-character crossovers, for some reason. Alas, as long as they're good, I'm fine with it. And it turns out, there's a lot of that can provide a wonderful time as long as you overlook the TINO.
Felix Fortuna, HP, Post-GM. A de-aged and amnesiac Fortuna goes to Hogwarts.
Has a very adventurous feel, which is nice. The side character is from Flavia de Luce. I don't know those books, but I like her character. There's an Alexandria spin-off as well.
Undying Scarab, Warcraft, Post-GM. Taylor is raised as undead to serve Kel'Thuzad. Unknown to everyone, QA is there too, and she takes a very active role. With her help, Taylor becomes a magic prodigy.
Some action scenes can drag forever, and the prose is extremely wordy, but the plot and the magic stuff is cool.
Savage Khepri, Savage Divinity, Post-GM. Taylor first months in this new world are a fate worse than death. Fortunately, she's rescued by a tribe of powerful warriors.
My introduction to cultivation stories (chinese shonen). It's so good, it left me craving for more stuff of this genre.
Princess, complete, RWBY, Post-GM. Taylor spawns in Salem's home.
I liked A LOT the first half, and I reread it from time to time. The mothedaughter relationship, exploring the world, meeting people, Neo, taking over the criminal underworld just because, etc. So great.
The second half? It's bad. The author shoehorns the shipping so hard it turns the story into a fluffy lesbian harem monstrosity. It could have a pass if at least the characters had any chemistry or the author put a bit of effort into actually developing romance, but there was none of that.
A wand for Skitter, complete, HP, Post-GM. A very psycho Taylor gets isekaided to the body of an eleven years old muggleborn and gets sorted into Slytherin. So It Begins.
This story gets a lot of bashing because of its poorly written elements… which to be fair is mostly true. But, if all you're looking for is some shallow entertainment, oh boy it will deliver. This is so much fun.
Think of this story as a reverse slasher movie, an excuse to carnage the bad guys and not feel bad about it. Edgy as fuck and very over the top. Is great! As a bonus, this fic may just have the bestSimurghscene of the fandom.
I Woke Up As a Dungeon, Now What?, Post-GM. Taylor is reincarnated as a literal fantasy dungeon.
This one is so good, I would actually buy the book. Maybe someday the author will publish it, it's not like it would be too hard to edit out the Worm references. The plot is interesting, the characters are fun, the world building is decent and, a true rarity, it has well written LitRPG munchkin.
Ruk's collection, snip, Post-GM. A snip collection, some of which are isekais.
I haven't read the whole thread, but of the stories I checked out, the ones I rec are Jorogumo's (MHA) and The Consultant (Marvel). You can find them on the index.
Ship's Administration, Star Trek, Post-GM. Taylor becomes the personification of a Starfleet ship.
If it's your first shipgirl content, as was my case, you can find this story a bit weird. But it is nonetheless is a very entertaining story, so give it a try. Unfortunately, it died before fully merging these settings, which would have been cool to see. A Lisa subplot was also left on a cliffhanger.
Slouching Towards Nirvana, MHA, Post-GM. A troubled girl summons a spirit to possess her body and live her life in her place.
Surprisingly chill, even with the occasional action scene and the occasional problem to deal with. It really feels like some kind of retirement. A low stakes superhero second life.
I like a lot how the fic doesn't usurp the canon plot of MHA and makes up its own story within a small corner of this setting. I also enjoyed how it turned the language barrier into a story element, very smart.
Oogway's Little Owl, Kung Fu Panda. Oogway was meditating when perceives a girl in troubles, and decides to interfere. Now Taylor is an owl, and learns kung-fu.
I just can't convey how feel good the story is. Just pure distilled comfort.

Isekaided into the Wormverse:

Leaf, Cosmere. After getting lost during a Shadesmar expedition, Lift ends up stuck in Earth Bet. She proceeds by doing what she knows best: stealing food and hearts.
Vindication, Cosmere. Vin gets isekaided to the Leviathan fight, and gets knocked out by a tidal wave. She wakes handcuffed.
The post continues down here.
submitted by LordXamon to test [link] [comments]


2024.04.27 18:59 XuShenjian Guyver: Bioboosted Armor write-up/guide for new players joining for the collab

This guide is meant to serve as an aid to the players who are joining for the crossover hoping to play a game with Sho, Agito and Archanfel but don't necessarily know anything about Langrisser. It aims to help start the game with them in a viable way, as well as hint at the place these characters take mechanically and how they fit into the overall Langrisser meta (i.e. 'are they good' etc.) and an idea about how to leverage their strengths both in the short and long term (though without highly technical details that newbies can't leverage like best-in-slot equipment just yet), along with a light game-centric look at their mechanics.
This guide is not a substitute for general progression guides that better teach you how to play the game, but it can help lock in some first decisions to help create viable teams using the crossover characters.

A few quick bulletins about Langrisser:

How do collabs work?
Collabs tend to have two main portions:
A gacha banner featuring 2 crossover heroes exclusive to the collab. This banner is accessible in the summon menu, which has to be unlocked, but that will likely be within minutes of starting and earning the currency is the actual speed bump. You must use the collab banner for a chance at Sho/Guyver 1 and Archanfel, they cannot be pulled in any other banner or outside of the collab.
A side story event with some collab-exclusive profile rewards, which also features the 'farming' bits for a 3rd free character. While the story bits use loaners (units that don't belong to you, meaning your own power has no bearing on success - this is good for low levels), players need to have discovered the secret realm (it's not so secret and you will be forced into discovering it well before the next condition;) and be level 30-35 to access/be able to beat the lowest farming portions, which is very much feasible for a reasonably active player starting with the collab. Agito/Guyver 3 is earned from this place.

Reroll Marathon?
Langrisser is unfortunately not as user-friendly for restarting to reroll (Used names persist, long intro, moving parts etc.), but in turn I would say it prefers to be generous in its actual design over bribing you with tons of resources on first login. While this can be good in the long run (most don't consider rerolling a necessary thing to do in Langrisser), players who want to reroll until they get both Sho and Archanfel off the banner right away and then possibly even certain other SSRs (Tiaris for instance) may see a larger time investment if they want to try anyways. Having both is not that mechanically important this time around, but if you are a Guyver fan you might want to reserve some time for repeated restarts.
Relevant information would be that the first SSR you roll has a pity of 40, meaning if you roll 40 Trinity Voucher Summons - NOT friendship summons - the game will force an SSR if your own luck doesn't give you one first (2% chance per pull). The 2nd SSR's pity is at 70, and from that point onward, it becomes 100 and remains there. If you are luckier than your own pity, it will still progress to the next tier.
Also to note, if you started too close to the crossover event or in it, there's a chance you might miss either Sho or Archanfel (though you'll likely be able to nab at least one of either on top of your starters) due to them being in the gacha (Agito is earned if you just play the event, and there should be enough time to get him). In that case, or if you find this thread after the event; though it has become rarer as of late, Langrisser usually reruns collabs, and the time until then can be used for building up the pulls to secure the characters.

Heroes of Time
Langrisser has a faction mechanic that makes certain team compositions work better, especially with a limited character pool via characters belonging to thematic factions, with 'leaders' that are able to learn a very significant buff on one of their class paths that affects everyone on your team belonging to that faction - just make sure you actually go down the path that has it if you intend to use them that way, same with tanks and healer characters learning the tanking and healing skills necessary!
Heroes of Time is a faction that includes every crossover character, meaning all characters of the Guyver crossover would also be playable together: Angelica is a leader of the Heroes of Time, and a guaranteed character that the player typically unlocks at higher level (and fairly late for the scope of a new player) who can allow them to work together effectively, while the deluxe version comes in form of a character called Awakaned One who has her own special Gacha that comes by roughly bi-annually. Due to how late either of them arrive, it is recommended to focus on a coherent team rather than forcing all three characters together until you manage to unlock them. Note that you will only need them if you insist on combining Sho Fukamachi with either of the others or all 3 together.
Agito and Archanfel are both part of the Yeless Legends faction, making them easier to run together. Sho meanwhile, is in the Protagonists faction, which makes him alone overall more beginner-friendly. Sho and Archanfel do both belong to the Mythical Realm, but that one is highly prohibitive for newbies to build and is not recommended if you just started. Running them all together would require the Heroes of Time. At the end of the day, there are actually many ways to fit them together, but Angelica is a guaranteed character everyone will inevitably get. And while she isn't rated as very powerful, she has great synergy with the collab units this time around; neither the Guyvers nor Archnafel have alternate class options (they uniquely only have 1 class branch) and Angelica can temporarily switch classes around to finesse the Rock-Paper-Scissors nature of the 3 heavy classes. This can be especially helpful to cover the weaknesses of the two Guyver units, but isn't all that necessary.

Matthew's Class
Matthew is somewhat relevant if you wish to run a Sho Fukamachi-centric team at the start. If you prefer to start with teams centered around Agito and/or Archanfel, this becomes less important.
Progression:
For those who pull Archanfel, he can team up with Agito (he's the freebie) in the Yeless faction while Sho is an outlier. Agito also has a strong newbie-friendly faction to himself with Strategic Masters This means until Angelica is unlocked, it's best to pick either Agito alone or with Archanfel, or Sho by himself as the main set to first focus on while building the others little by little on the side. It won't seem necessary for the first 35 or so levels, but trust me, doing it this way will save you a lot of headache.
I'll also use this moment to explain that past content level 35, all enemy Cavalry units will cast Ram, which slows you. This is notable because slow disables the game's tanking mechanic if it's applied to a tank. Jessica has an ability called MDEF Support, which allows her to passively immunize tanks against the slow, which is why she is a recommended starting unit in all newbie-lineups. She can be replaced once you have an item known as the Sage Hat (it looks like a white pointy witch hat), which can duplicate the effect and is usually equipped on the healer. To make use of that ability, make the tank to first before Jessica or your hat-bearer, then find a way to end Jessica or your hat-bearer's turn adjacent to the tank and no other allied unit. This should force her to apply MDEF support on your tank, thus immunizing them to stun and slow for that turn.
Sho Fukamachi Starter (Protagonists): Sho is in the Protagonists faction, which is available right from the start because it's lead by Matthew. While usually somewhat bothersome to assemble or get a balanced team out of, having Sho right away greatly helps. He can also run in Mythical Realm, but that one is not recommended for newbies.
Agito Makishima Starter (Strategic Masters): This team is for if you want to run Agito Makishima (at least until you can run all 3). This is possibly the strongest starter if you secure Leon in the process, but you're likely focusing on the crossover instead.

Archanfel + Agito Makishima Starter (Yeless Legends) This is probably one of the most convenient starts for Yeless Legends in general, since usually Yeless Legends' roster is harder to access for newbies. Starting with 1-2 extra units from there solves that instantly.

The Characters themselves: Note that outside of the newbie part, I'm refering to the absolute state of these characters as of this writing, meaning it assumes they have unlimited access to all their classes (though that plural isn't necessary this time around), unlocks and any relevant gear for a framework of what you're getting. As a new player, some things like 3c "ultimates" are very far off and some concepts like PvP are not necessary to enjoy the game. Likewise, if you are a longterm player, a lot of advantages and disadvantages for newbies are completely irrelevant to the state of your account.
Sho Fukamachi (SSR, Obtained through the gacha): Sho is looking up to be the king of PvE units, and also probably a form of punishment from the devs to annoy inattentive players who can't be bothered to look at what buffs or debuffs they're suffering, because keeping tabs on that is needed to make his evolutions permanent (for the battle at hand). His slow start does him no favors in PvP, but for those long, PvE story-mode missions, you couldn't ask for a better unit than one who starts to grow on additional features that make him increasingly potent. Move increase? Range Increase? First Strike? Post-combat regen? This kind of stuff is premium on their own, but Agito can just have all of it... if the mission isn't already over before that and allows for their permanency. Again, this is very common in Story and Time Rift progression, or many a late-game PvE challenge. Some formats can deprive him of the necessary environment to evolve properly, and PvP players probably won't let you in the first place, but once the Guyver fully evolves, near nothing can stand in its way.
Archanfel (SSR, Obtained through the gacha): How do you balance a godlike being such as Archanfel? Well, you do exactly what the show did, force him to not be there for half the battle. For starters, Archanfel is demon class, which in Langrisser is usually associated with high stats but getting hard-countered by holy units... except Archanfel is not countered by holy units, because he chooses not to be weak to them, meaning he has no class weaknesses whatsoever, and also gets away with the HP pool of a frontliner while actually being a mage. Archanfel is an absolute beast whose presence on the field is immediately domineering - but only if he has the energy for it, and has to skip turns in order to regenerate said energy. This funnily enough makes him play a bit the opposite of either Guyver unit, who try to stay in the fight to build power over time. Instead, Archanfel has to either burst things down right away, or arrive at the 11th hour. He can also build in a way to just exist around menacingly to make his recovery turns slightly more bearable. His PvP toolkit is immediately impressive; the mobility to go from one map end to another in one turn, formation scrambles, and even a unique aura that prohibits attacks from beyond 3 tiles away! In Langrisser, range is a pretty big meta and with Archanfel, you will gain one of the only ways to deny it, and it's the only method of its kind right now.
Agito Makishima (SSR, Obtained through the event, you need to be level 30-35, which is achieved fast): Agito is the freebie so to speak. Some freebies are SR, but he's hopping on the SSR freebies trend alongside Excella Noa Aura, Ainz Ooal Gown, Van Arkride, and Parn who makes it into the list due to a technicality (he's SR, but turns SSR at 6 stars as an aesthetic effect). Typically the freebie is decent in PvE, but not ideal in PvP and will likely be ignorable within PvP Meta. Agito fits the bill, because the way he works requires him to farm kills to ramp up, meaning he can only thrive in environments where there's an ample amount of chaff units to farm and achieve his peak form and also maintain it - unlike Sho who can make evolutions permanent, Agito needs to keep getting kills. His best, luckily, is pretty damn good! First with 5 movement instead of the 3 of the average Infantry unit, then possibly 3 post-combat movement... this will sound very familiar to many Langrisser M players since it's what made Leon the often touted best unit in the early days. And to boot, Agito adds the power of a very spammable 3c that lowers its own cooldown on kills so he can blast his enemies at range with great power every other turn. Agito is going to handle like a charm through most PvE missions, especially across the story and time rift where he can ramp up and stay fully powered as long as you can get him those kills. But don't expect him to perform in the wrong environment, such as content that involves only a singular boss entity.
Team Composition:
Working together is kind of a complicated thing in the Guyver universe and it shows, Sho and Agito both just want to go out there and rip and tear and get kills, and while Archanfel has some support built into his kit, he can't take any of the cardinal roles of tank or healer. This makes them hard to run all at once if you really wanted that - and indeed, I actually recommend dedicating teams around them individually. But it can still be pulled off, and as for how to pull it off, that's what this guide is for!
Example teams:
Newbie Teams: This assumes you just got Angelica and care more about having your Guyver characters finally be together over being just that little bit more powerful.
Easy Full Guyver Roster:
Easy Guyver Suits Roster:
Deluxe Teams: These teams are examples of thematic or powerful teams to work towards, as well as how they play. A warning for new players however, that there is a character upgrade system called Bonds that cause characters to require you to own other characters in order to fully upgrade them - Crossovers don't do this, and many beginner characters also come with beginner-friendly bonds. This makes the Guyver characters themselves convenient, especially as they don't need Runestones. But while some of these teams might look like they can be rushed, it's not really recommended to do it right away. Players aren't expected to form these teams in any rushed manner - find your feet first with the newbie recommendations, then start solidifying with endgame characters.
Meme squads are just that, don't take them too seriously and only build them for fun after you've gotten your solid cast established.
Deluxe Heroes of Time (Full 'Guyver: The Bioboosted Armor' Roster):
A rare showing of Angelica being preferred over other leaders. Since you're using 3 slots on damage output, there's only 2 slots left for 3 cardinal roles. Angelica is the only leader who can take 2, plus she can swap the class of the Guyvers who are locked into being Infantry types. Kuwabara also doesn't really need a healer when he holds.
Deluxe General (2 out of 3):
If we force ourselves to slim down the Guyver cast by 1, we can make use of the fact that we live in the era of Lightbringer being able to haul a tank + Healer combo into absolutely anything and still be meta. This is also probably the ideal team to play the Guyver suits together, since both Guyver suits have more faction overlap with Archanfel than with each other.
Deluxe Mythical Realm (Mythical Realm, Archanfel and Sho Fukamachi focus)
The sane build. Also known as 'Oh look, I grafted two on-faction units to some of the most meta units known to the game, such genius and effort'. If you only like Sho or Archanfel, the other can also be sacrificed in favor of some other Mythical unit like Bozel, Bern, Apotheosis, Jayce or Oboro.
Ultimate Lifeform (Mythical Realm, Archanfel focus)
A team comprised of beings created to be the ultimate lifeform. Will run into major problems if it has to endure because all healing is tied to Jugler.
Super Robot Wars L(angrisser) (Heroes or Time, Sho Fukamachi or Agito Makishima focus):
Get on it, Banpresto.
Red Queen (Protagonists, Sho Fukamachi focus)
All the running you can do.
Deluxe Strategic Masters (Strategic Masters, Agito Makishima focus)
Basically, maximum support for Agito. Every kill renews Grenshiel's fusion and feeds Florentia stratagem points, with which she makes Agito gain extra turns for more kills, or just to mill through the off-turn on his 3c.
Thinking with Portals (Mythical Realm, Meme, Archanfel focus)
Imagine not being able to teleport to any point on the map at will. For when when you want to play Mythical Realm like Meteor Strike. Space is very relative, taking damage is a skill issue.
Descent of Twilight (Mythical Realm, Archanfel focus)
Archanfel just has to sleep until he's ready. The goal here is to through any combination of jumps and other positioning Shenanigans, create a chain for Archanfel. Since his Descent spell can be spammed to reach anywhere, he'll show up suddenly and rip any formation to shreds. This also allows Sword of Light and Shadow to just show up unannounced using him as a teleport beacon, and the ensuing result of injury and Despair lets Wehttam also teleport in from nowhere for more fun. There is no tank in this formation unless you count Archanfel using Descent's passive to force someone to protect him, it assumes your positioning shenanigans wins the game in a singular blitz or dies trying, and is slightly saner than the above portal shenanigans since you can actually recover and several units do not immediately 'die when they are killed', or are at least reasonably hard to oneshot.
submitted by XuShenjian to langrisser [link] [comments]


2024.03.16 09:14 DeCheshireCat I FINALLY FINISHED THE GAME (first playthrough) here’s my celebratory post, thoughts and questions for NG+

I FINISHED THE GAME! I chose to lie and was able to get two endings by backing up my saves. Honestly I’m just so happy I managed to defeat the nameless puppet after god knows how many tries. Didn’t use grindstones because I tended to take too much damage while using them and no throwables because I used them all trying to kill him in earlier runs and became broke. God it was so satisfying when I finally killed him. I’ll probably be going on to NG+ to try and get the last ending and hopefully get the plat trophy.
My Questions for NG+:
I was wondering if the prices in the shops of NG+ will increase and whether I should use all my ergo fragments and crystals now to stockpile up on everything or save them for NG+.
Also, how much harder is NG+? I found this first play through already fairly difficult and was wondering how much the difficulty scales. I heard that the HP of everything increases a lot even though our damage does not scale up the same amount. I’m kinda hoping to get a gauge and mentally prepare myself because it has been rough so far.
My Ramblings about the endings I got (HEAVY SPOILERS):
I got the Real Boy and Rise of P endings. Honestly, I feel like I kinda knew that Gepetto was sus af from the beginning. The way he was all ‘oh I’m sending u into danger and to kill things but I love you and you must come back as a GOOD BOY’ throughout the game ever since meeting him honestly kinda felt like gaslighting and brainwashing. I guess it is pretty accurate given his true intentions.
I hated the Real Boy ending because everyone who were friends became puppets, we no longer even play as our original self and I COULDNT find the cat. I hope it survived. I think I also really despise Carlos (the person we play as after getting the ending) because he just killed everyone without remorse, regardless of whether he remembered them as friends or not which I think is just messed up. Honestly I doubt that he’s even the real Carlos anymore. I find it kind of disturbing that we’re not playing as P and I don’t think we’re playing as the real Carlos. We’re just some puppet turned supposedly human killing machine impersonating Carlos.
Rise of P was great and I love that Sophia came back. She really deserved better and I hope she’s doing well. I actually got this ending after the Real Boy ending and it’s such a relief to see everyone alive and well. Being able to hug Spring felt so good too. I wonder what P will be doing after this ending and I hope that Krat will eventually be fixed up. Maybe P and Dorothy will meet and become besties or something. I think it’d be pretty cool.
submitted by DeCheshireCat to LiesOfP [link] [comments]


2024.03.07 13:20 KingWilliam1234 W/F/L.. also the user wanted her cow back...

W/F/L.. also the user wanted her cow back... submitted by KingWilliam1234 to AdoptMeRBX [link] [comments]


2024.03.06 04:50 31xsandra_ She got stronger....but at what cost?

She got stronger....but at what cost? submitted by 31xsandra_ to u/31xsandra_ [link] [comments]


2024.03.06 02:12 Armagon1000 She got stronger....but at what cost?

She got stronger....but at what cost? submitted by Armagon1000 to FireEmblemHeroes [link] [comments]


2024.03.05 22:51 MrMosty Feeling a little lost for what to do next, need some gentle nudges (spoilers)

I've been binging SVE lately and it's been an absolute blast. I'm not sure what content is left tho, and it's not super clear how to go about unlocking whatever it is I don't know about. I'd also appreciate the smallest spoilers so would prefer small hints and a point in the right direction. So far I have
I'm about stuck here. The Wizard's basement still has like 4-5 teleporter slots I haven't unlocked but unsure if all of those are functional or decorative.
Side note: am I missing any way to prepare myself for the powerful monsters in the desert? I'm pretty decent at combat, got Galaxy sword, level 10 HP boost + skull cavern boost, good rings etc but with monsters that can 2-3 shot you and have a chance to dodge attacks I've had a few deaths and many close calls. Is it just intended to be this brutal?
submitted by MrMosty to StardewValleyExpanded [link] [comments]


2024.03.04 14:46 RedditTraduction [Forum League Of Legends] Senna ADC me fait perdre comme soutien

Contexte:
Je joue au soutien dans Emerald Elo, cela ne me dérange pas de jouer contre les champions en particulier.
Cependant, j'ai eu du temps de schurf cool Tahm Kenches sur moi.
Quoi qu'il en soit, j'ai toujours une sorte de séquence de victoires et soudain, je reçois l'un de ces ADC impressionnants.
Le pire, c'est que certains d'entre eux sont de très bons joueurs, mais même si je les fais aller 5/0 et ils peuvent cultiver tout le jeu, lorsque nous atteignons 40 min, ils ne font aucun dégât du tout! Je viens de jouer à un jeu où j'ai regardé un veigar de 150 ch avec No, E, R ou Flash, jouer à ma Senna HP complète avec seulement Q, et elle a été nourrie dès le début.
En tant que principal, j'ai joué à Senna beaucoup et j'ai toujours pensé qu'elle était meilleure comme soutien. Depuis qu'ils l'ont fait tomber moins de piles si elle tue les serviteurs, je n'ai jamais sous-estimé ce champion de mobilité faible en tant qu'ADC.
Quelle est votre expérience avec elle?
Traduit et reposté à partir de la publication 1b48g77 de la communauté leagueoflegends. Pour retrouver la publication originale, insérez l'id de la publication après "reddit.com/"
submitted by RedditTraduction to leagueoflegendsFR [link] [comments]


2024.02.29 14:55 planetarial I finished Strikers and I feel pretty mixed on it

I just finished Strikers the other day and feeling kind of mixed about my opinions on it. Now I know this game is pretty liked game so I wanted to lay out my reasons why to explain my position.
So just fyi I am someone who enjoys action games! I played musou/warriors games before and enjoyed them. I played a buttload of Tales of games. I enjoy stuff like Bayonetta. The fact that this is an action game and not a turn based one is not something that bothers and in fact, should be a good fit.
Music - its fucking fire but you guys already know that
Plot - The first third felt kind of like it followed the same formula with dungeons but otherwise fine. Particularly the Sappro jail is nice with giving Haru more depth and spotlight. And the downtime bits are fun.
The second third that concentrates on Okinawa and Zenkichis family drama in Kyoto is easily the best part of the journey for me (even if it has the worst scene with hot springs). Okinawa had an interesting mystery and creepy atmospheric jail with the fun of the beach scenes as a contrast. Kyoto jail arc is tense af at the start and has some great shit for Zenkichi.
The last third is my least favorite part of the game. Its just too close to a retread of P5s plot but worse. Not helping on the gameplay front is the last two jails in Tokyo are really short and linear.
One aspect of the plot that I did think was funny in retrospect is how it ends up being a cautionary tale about the dangers of AI and chat assistant bots. That part of the plot aged like the finest wine really fucking fast.
Overall while I think the plot of Strikers manages to avoid the absolute lows that P5 had, it doesn’t have nearly as high highs and recycling the first games narrative with worse execution made it feel worse than what it actually is.
Alright so gameplay wise… its kind of a letdown.
So I think this game had mad potential as a game. While the gameplay features the standard musou formula of light attack chains and ending on a heavy attack, it mixes it up by giving all the characters distinct gimmicks and different combos that don’t use the standard musou combo, along with spells and being able to use parts of the environments to attack enemies.
Unfortunately there’s multiple flaws in it.
One is that SP management is just.. handled oddly. In P5, yes you had SP management to deal with but here, SP feels like it drains much faster unless you purposefully conserve it. But if you go to the overworld, you get a complete free HP/SP heal. They try to mimic how P5 does the same thing, but in that game, backing out of the Metaverse meant you had used up that time slot. Here time only passes when the plot does so uh.. why not just heal completely at checkpoints? There’s no reason not to and it makes the pacing way better.
Oracle Recovery and Spirit Striker help in giving you passive ways to heal SP but both give pitiful amounts back. Spirit Striker in particular is pathetic because for how late it unlocks it’s unacceptable how little SP it restores per proc.
SP issues mostly go away once you get enough cooking stuff going that you can cook a bunch of SP restoring items at least.
Now you’re probably going to say “dude you’re supposed to use combos to bring out spells without consuming SP and use spells sparingly”.
But the problem is any enemy in the game besides trash mobs lacks hitstun unless you hit their weakness, get off technical hits, or break their shields and the game doesn’t have something like dodge offset to allow you to dodge but continue your combos. So you can try to combo off them, but a lot of the time you end up having to dodge or get hit anyway and it interrupts your combo. You can try to stun them with a menu spell and then combo them, but a lot of the time you’re fighting in mobs where other enemies that didn’t get stunned can just hit you anyway.
Meanwhile doing damage using spells in the menu is easy, safe and they do way more damage than any combo spells can do (which is pretty important given how big the health pools are for important enemies). So once you get enough SP items around, the easiest and fastest way to beat important enemies is to just spam spells in the menu, effectively ignoring the action combat. Its just ridiculous and silly.
Combos do work when you just need to bring out a buff/healing spell, since you can just go to an empty part of the area and do it without fail, but its also feels silly to do it that way.
There’s a really well edited and cool combo video for the game but there’s a reason why the only enemies shown off in this game are the trash mobs, because they’re the only enemies you’re allowed to have fun with and make full use of your combos.
Not helping is that you are pretty unrestricted with using items. Even in Royal as easy as it is makes using items costs someones turn. Once you get the item train going, you can cheapen the difficulty by just spamming healing items. That being said, I would still keep the option to be unrestricted with using items so that people who have a hard time with action games can still enjoy it.
Gameplay wise I did appreciate just how acrobatic the PTs are in this. They’re almost as agile as Spiderman with how they can practically fly from object to object they can sit on and doing stuff like breaking through windows to stealth attack enemies is pure fun. And I liked fun gimmicks like the snowboarding parts.
Now for the characters - The PT group is all fine and mostly the same as they were by the end of the previous game. They don’t really develop, but I’m giving this a pass because they already had their character arcs and a lot of Strikers is just focused on them chilling out and having a good time.
Now for the two new additions:
Zenkichi - Based and great addition to the cast. It is so god damn refreshing in modern Persona to have a party member who is old enough to drink and have kids of their own. Its a cool turn of events to have him be a cop and have to slowly gain the PTs trust since understandably they don’t like the police at all.
Sophia - I didn’t care for her. I don’t mind her being around, but she was kind of a boring character who mostly existed to be a new cute girl to showcase for marketing purposes. Her character arc is super cliche, takes nearly the entire game to really go anywhere and Persona already handled a robot/ai arc a million times better with Aigis from P3. I can name like a dozen great scenes involving Zenkichi, but for Sophia I struggle naming any good scenes she had besides ordering off the dark web for the first time (and that was mostly carried by Ryujis actions) and the stuff that happens at the end of the game.
There’s a lot of opinions that Sophia is just Kasumi done better. Kasumi may have not been integrated into the cast well and is shoehorned as Jokers “canon” love interest, but at least her story is actually interesting when it finally happens. They’re both about the same for me really.
As a side note, about a certain character who isn’t playable in this game…
Akechi - Now I love Akechi as a character but I can understand why he wasn’t involved (beyond the matter of this game being in production at the same time as Royal). Nobody in the group except Joker likes him, they don’t want him around and it would have killed the vibes of it being a fun summer trip with friends. That said in an ideal world where this came out years after Royal I wish he could have been a noncanon playable character (sort of like how Tactica did it I think?) as I think his Black Mask form fits super well with musou. As well as the group suspiciously lacks any kind of curse element user besides Joker, when every other element (even almighty) is repped for non Joker party members. And who specializes in curse? Yeahhh.
And that’s my thoughts on Strikers. I know that this game is hailed as the best Persona spinoff and in high regard, but it just stumbles too much for me to rank it highly. I don’t think its bad and I don’t regret playing it, but it needs work.
submitted by planetarial to Persona5 [link] [comments]


2024.02.23 02:53 thebrainpal These Are the Best Founder Biographies and Autobiographies (the Book Recommendation Thread to End All Book Recommendation Threads).

The last part of the title is mostly facetious in nature. Anyways... book recommendations get asked about here all the time. I read a ton of business biographies and autobiographies.
I take solace in the fact that many other successful entrepreneurs are fans of biographies as well. For example, Charlie Munger called himself "A biography nut". I've run my business full-time for what will be 5 years soon (fifth anniversary is in March 🎉).
I found these books very helpful in starting and running my business. So, here are my favorite biographies and autobiographies by and for entrepreneurs. When I feel like it, I'll add a note on the book and why I like it. If you have any questions about the books, just comment or send me a message. :) I added Amazon links to make it easy for you to get info on the books. NO affiliate links used, of course.

My Personal Top 5

  1. Against the Odds by James Dyson - This was my favorite book that I read in 2023. By far the most inspiring founder autobiography I've ever read.
  2. The Autobiography of Benjamin Franklin\* - Franklin was a business founder before he was a founding father.
  3. The Autobiography of Andrew Carnegie
  4. My Life and Work by Henry Ford
  5. Copy This by Paul Orfaela - I particularly liked this book because like me, Orfaela has ADHD. In the book, he gives great strategies for using ADHD as what he calls a "learning opportunity" to get ahead as an entrepreneur.

Other Biographies / Autobiographies I Really Liked

These aren't in exact order of my recommendation level. However, they are in rough order of how much I like them. I'm by and large writing from memory, so the ones I like the most will cluster near the top. Additionally, if I think something should be near the top, I'll make efforts to place it closer to the top.
I will also say there are some historical figures who have what David Senra calls "founder mentality". These are people who have the qualities of successful founders (both in action and mentality). Accordingly, I'll list some of my favorite books on historical figures with founder mentality below.
  1. Genghis Khan and the Making of the Modern World by Jack Weatherford - This was my second favorite book I read in 2023. It covers the Mongolian Empire from the rise with Genghis Khan, the life and times of Kublain Khan, and through the fall of the empire. I think this is an underrated part of history to study.
  2. Alexander the Great by Philip Freeman
That's all, folks! For now :)
submitted by thebrainpal to Entrepreneur [link] [comments]


2024.02.21 20:22 Hellinfernel Sophia is an acceptable unit in the wrong game at the wrong time.

Today I am in the mood for a hot take, so let's talk about Sophia from FE6. She is widely considered to be one of the worst units in the entire franchise. However, I looked a bit into her stats with the bot from the reddit discord (very good tool for fe math btw, highly recommended), and I recognized that her growth rate actually allows her to hit the magic and res caps of her class. I would argue the real issue behind the perception of her as a bad unit come from the context in which she is put in.
So Sophia starts of as a level 1 shaman in chapter 14 of the game. Her base stats are... Not great, to be honest. She has actually nice magic (6) and very good res (8) for a level 1 unit, but every other stat is trash, including skill and speed. As a shaman, her weapons of choice are dark magic tombs. Those are essentially the axes of magic, high strength, but also high weight and low accuracy. In the context of FE6, this is very troubling due to the relatively strong enemies and the low accuracy of weapons overall. Her weapon of choice, flux, has only 70 accuracy, and because of low skill, she only ends up with 75 attack accuracy before avoid. She also has only 2 attack speed, but 14 attack. For a comparison, roy at the start with a iron sword has 10 attack, 98 hit before avoid and 7 attack speed. Considering she can attack from 2 range and Roy can't, that's actually not that bad. Due to double role RNG, as long as she remains over 50 percent hit, her actual hitrate is better than what is shown. Without avoid, she hits around 85 percent of the time. It's obviously not optimal by any means, but acceptable. For chapter 1. She joins in chapter 14. She will make some acceptable damage to most enemies due to low res, but will miss A LOT. So it's very understandable why many consider her to be bad. However, what happens when you take the time to invest into her? Then she can actually become a very strong unit, right? Well yes, but actually no. To really get a firm grasp, we need to compare her to 2 other units in direct competition to her: Raigh and Niime. Raigh joins 2 chapters earlier at level 12 and even if you train Sophia, if she is also at level 12, she will likely have the same magic as him, but with lower skill and speed. The only advantage she has is in res, and both compete for the same promotion item. This doesn't really change over the course of the game, at max level (40) Sophia has 1 more magic and 8 more res, but Raigh has 5 more skill and 4 more speed. This means you are investing more Exp into a less offensive effective unit. The other comparison, Niime, does actually look way worse if you train Niime at max level - 8 more attack, 2 more speed, 14 more hp, 6 more def and 11 more res - but, again, only if you train her up. Niime joins very late, but at level 38. You basically get a good dark magic and staff user for free. EXP are a Ressource, and if you invest your exp into Sophia, you pay the opportunity cost of not being able to invest those exp into a better unit - like Raigh, for example. However, the thing that really irritates me is, why did the developers packed this unit in this game? Think about it, most game don't give you that many dark magic users to begin with, but here you get 3 and 2 of them come in relatively short succession. Sophia is not an est unit, but she is also not really a growth unit because she comes at a time where she needs to come with either somewhat good bases or insane growths, neither she really has. She has good growths, but not insane ones and the res is arguably misplaced as long as she doesn't use Luna, which doesn't even exist in this game. If she would exist, for example, in fe7 at the start of the game, she would gain more accuracy from flux, has not as comparatively worse stats, would have access to the Luna tome in the late game for anti mage attacks, and her high magic is good against enemies like armor knights with low res.
Overall, I think Sophias Standing as one of the worst units in the game comes from the context she is put in, and honestly, it's kinda baffling how you can place such a unit in the mid of the game with this much competition.
submitted by Hellinfernel to fireemblem [link] [comments]


2024.02.15 13:42 soi_yuhh My journey as a sprout so far:

My journey as a sprout so far: submitted by soi_yuhh to ffxiv [link] [comments]


2024.02.03 16:06 Mako275 All that's left.

All that's left.
This is all I have left from my collection that started in 5th grade. My daughter is now super into collecting Pokemon but hindsight is 20/20. I'm glad I at least kept something!
submitted by Mako275 to PokemonTCG [link] [comments]


2024.02.03 14:58 Educational_Meal_439 Ajmal Hayba 80ml for 1200

Ajmal Hayba 80ml for 1200
I blind bought Hayba looking for a sandalwood scent on January but its not for me . Its Brand new i just sprayed it twice . Purchase from : Tira beauty ( invoice attached ) Price purchased : 1760 Sale Price :1200 + Shipping
submitted by Educational_Meal_439 to DesiFragranceAddicts [link] [comments]


2024.01.31 04:20 306Bushcraft DND 5E online Thursday 6:30 (Saskatchewan time zone) looking for 1 player for a RP heavy campaign

The Lands of Temrielle have been ravaged by years of war, resulting in an uneven stalemate between the realms powers. Each constantly seeking new means of power to get an advantage over the others.
Tyal a small artic city has found a way to save its people by mysteriously closing off the mountain pass, filling it with a strange fog. With this recent development, Tyal has been secluded and unreachable by land, leaving the only avenue of approach, is the freezing and treacherous iceberg filled waters.
Queen Sophia Berkley battle weary and grief stricken with the loss of her husband and son in the battle with the Sanguine Empire. She is the sole leader attempting to bring peace back to the lands and end the senseless violence.
True to their nature Bane, Bhall and myrkul have thrived in recent years. Capitalizing on the death, chaos and greed that extended war brings. With this expansion cultists have grown in scale and number to compete with the major centers of worship ,stretching further the already occupied paladin orders to their limit and striking fear into the hearts of the common people.
DND 5e, Homebrewed world, Voiced on Discord and played on Roll20 for battles, character sheets, and rolls.
Age: 25+, Fun, and respectful to everyone at the table. Takes Notes!
Setting: Dark and gritty content. R rated. Any sexy times are "Faded to black."
Game time: Thursdays 6:30 pm (Saskatchewan time zone) typically play 4 hours. Aim for weekly games ( I know life happens)
Seeking: Fun and respectful players who actively engage with NPC's, other pc's, and likes to roleplay. Wants to participate in a collaborative story with others. Combat is fun and will be an integral part of my campaign, however murder hobo's and hack and slashers may wish to look elsewhere as I really want to form a group that is heavy roleplaying and engages in social scenes.
Looking for 1 player. please only apply if your actually free Thursday evenings
currently have:
Rogue, wizard, fighter, paladin, cleric
Character creation will be done roll20 you can roll for stats or take the basic array.
Single Class characters only for this campaign. No Monks, or artificers.
Little info to help me choose adventurers! If you're interested in the campaign DM me and please add a bit of info about yourself and gaming style, see below:
  1. Name 
    1. A little about you, do you have any experience?
    2. What character would you like to play?
    3. Thoughts on roleplaying, interacting with NPC's and collaborative story telling? Do you do a voice for your character?
    4. How often can you make the sessions?
    5. What are you hoping this campaign will have?
    6. What are you hoping for in your fellow dnd party?
    7. Whatever you would like to ad
    8. Pls send this in a DM
Gold
I find in every campaign I have ever run, or played in. Gold quickly becomes meaningless as the written mechanics stream lines gold and gems into player hands quickly. While I aim to reward players I would like to attempt to rework the economy and make funds more meaningful. I would like to try using the following guidelines:
1cp = $1
1sp = $10
1gp = $100
1pp = $1,000
MAGICAL ITEMS
Casters are plenty, however magical items in the campaign are rare. I am incorporating master craft weapons/armor to push the importance of NPC craftsmen and make uncovering rare magic a bit more meaningful.
Banned spells
-Silvery barbs
-Tiny Hut
-Teleportation circle
-Magnificent mansion
Books used in campaign and subclasses available using:
Players handbook
Sword coast adventures guide
Tashas cauldron
Xanathars guide to everything
Leveling up
I use the milestone method and then players will need to seek out trainers to expand their skills and powers to add a roleplaying element.
I'm hoping to be running this campaign with your party for a couple years, with this in mind, I don't speed run XP to players to level them up fast. I find that it ends the campaign quicker. I use a story driven approach and key points in the campaign.
Campaign Setting
• R rated campaign. The campaign is a war torn setting. While we will enjoy light and comedic sessions. There will be r rated and dark aspects of the campaign with evil nations, cultists and monsters pursuing vile and evil goals. Not PG13. 
House rules
Rules
#1
Game is meant to be a fun ROLEPLAYING vs roll playing game, in a good aligned campaign, please be respectful to other players and the group. No need for power gaming, purposely derailing or sowing conflict and chaos on the group to cause drama and mess with everyone's fun. Eg. stealing from other players, killing other PC's NPCs for no reason than to be cruel, interrupting a PC's spot light time, and avoid meta gaming!
#2
No arguing with the GM. I will hear you out, you may make a case for xx. when I make a ruling lets move on. I am human and may make mistakes and we can respectfully talk about the event post game. Let's not Hold up the table and disrupting the flow of the game to argue xx.
#4
Don't power game. This is meant to be a fun roleplaying game. You don't need to WIN D&D by trying to use broken spells, skills, feats etc.... No peasant rail guns etc... to try to break the game... Its not fun and messes with everyone's enjoyment. Your Characters will be powerful, have strengths and weaknesses etc...which add to the enjoyment. you don't need to make a 1 man army.
#5
Try to stay in character for as much as possible. It creates a better gaming atmosphere and encourages roleplaying. this is a collaborative story, its more fun for everyone if you engage and roleplay with the NPC's and fellow players to create more interesting social encounters and the world in which you (the players) call home.
#6
Ties in with Meta gaming. If you make a skill check and fail, such as detect traps and roll horribly. You as a player know this not your character. To your character it looks clear. unless there is a reason for a second check I may not allow a second roll. trying to move a boulder and failing, 2nd, 3rd, 4th etc... attempts are not an issue as its clear you didn't succeed.
#7
Taking 20..... does not exist. Players can't just take time and get a nat 20 on a check.
#8
Passive perception will be rolled by the GM and not a constant #. EG d20+wis mod vs constant 15.
#9
No Monks or Artificers - gm total bias, I just hate the class's for my sanity pls don't make.
#10
Character creation Race selection:
- players handbook
- Goliath
- Genansi All
#11
Character's Creation will be at session 0 on roll20.
We'll roll stats live with everyone.
Character class No multiclassing please pick a class you will be happy to run for the length of the campaign. No Monks or Artificers.
#12
Healing potions. Taking an action to drink a healing potion results in max healing vs using a bonus action in which basic roll rules apply. This does not apply to pouring a potion down an unconscious persons throat.
PC-PC interaction
Pc's can Nope attacks from other PC's. Eg. player 1 decided to punch player 2.... player 2 can Nope and the attack fails.(GM may allow attacks PC-PC if warranted eg. Player 1 insults player 2s momma LOL and the response is relative to the cause of conflict) dont fire ball and kill a PC for a momma joke, however a single black eye may suffice) however if in combat the mage casts fireball at enemies and other Pc's are in the way dmg applies normally. Essentially allows PCs to stop Jerk behavior effecting their PC. Same applies for Stealing from other players. Remember, good campaign, group cohesion, pls don't be an ass.
Players trying to convince/deceive other PC's using skills can roll and verbally make their case to other Pc's to see how effective they are, allowing for PC to PC roleplaying. However if the player really doesn't want to, they can NOPE. ( this is solely intended for rare use as the hole point is more about fun and roleplaying. allowing your character to be manipulated/tricked etc.. can at times be fun and create interesting sessions. However, sometimes characters may have issues do to a back story, moral oath etc... that may conflict with the desired effect. essentially again... remember its a good campaign, group cohesion, don't be an ass.
Dying and Medicine.
Death saving throws are made privately. This way the other players don't know the results or condition of their comrade, creating a sense of urgency.
Nat 20 on a saving throw automatically revives the player with 1 HP (character prone), a Nat 1 cause 2 death saving throw failures.
Characters with proficiency in medicine or have a healers kit, can stabilize a downed character. If a character without the medicine proficiency or kit attempting to stabilize a character and failing the DC. the result will be 2 failed death throws.
Player input
Open to other players input on other homebrew rules they think would be good or have used in the past.
Table expectations
• Be polite and respectful to your fellow adventurers and GM. • Let players play their characters. No micromanaging other PC's. • Share the spotlight. • If you can't make a session, provide as much notice as you can. Let's be respectful of each other's schedule and time. • Aiming for a collaborative game. Engage with the story, each other and take notes. • Joke, flirt and have fun with NPC's we're all adults but any sexy times, will be "faded to black". • If 1 or 2 players can't make a session but the majority are free. The session will proceed. If party is in the middle of an adventure, the Missing characters will be NPC'd. If the setting permits, they will be off taking a break. • Sessions are Thursday nights @ 6:30 my time (Saskatchewan time zone) and session will run approx. 4 hours. • Aiming for a good aligned adventuring group. Don't make an evil character or actively make a character to go against the group as a secret BBEG. • Don't needlessly draw on the map or make random dice rolls as it bogs up the chat history and distracts everyone. 
submitted by 306Bushcraft to lfg [link] [comments]


2024.01.27 18:44 306Bushcraft D&D 5E online Thursdays 6:30 (Saskatchewan time) looking for 1 player Roleplay heavy group.

The Lands of Temrielle have been ravaged by years of war, resulting in an uneven stalemate between the realms powers. Each constantly seeking new means of power to get an advantage over the others.
Tyal a small artic city has found a way to save its people by mysteriously closing off the mountain pass, filling it with a strange fog. With this recent development, Tyal has been secluded and unreachable by land, leaving the only avenue of approach, is the freezing and treacherous iceberg filled waters.
Queen Sophia Berkley battle weary and grief stricken with the loss of her husband and son in the battle with the Andol Dominionm. She is the sole leader attempting to bring peace back to the lands and end the senseless violence.
True to their nature Bane, Bhall and myrkul have thrived in recent years. Capitalizing on the death, chaos and greed that extended war brings. With this expansion cultists have grown in scale and number to compete with the major centers of worship ,stretching further the already occupied paladin orders to their limit and striking fear into the hearts of the common people.
DND 5e, Homebrewed world, Voiced on Discord and played on Roll20 for battles, character sheets, and rolls.
Age: 25+, Fun, and respectful to everyone at the table. Takes Notes!
Setting: Dark and gritty content. R rated. Any sexy times are "Faded to black."
Game time: Thursdays 6:30 pm (Saskatchewan time zone) typically play 4 hours. Aim for weekly games ( I know life happens)
Seeking: Fun and respectful players who actively engage with NPC's, other pc's, and likes to roleplay. Wants to participate in a collaborative story with others. Combat is fun and will be an integral part of my campaign, however murder hobo's and hack and slashers may wish to look elsewhere as I really want to form a group that is heavy roleplaying and engages in social scenes.
Looking for 1 player that will enjoy and participate with a roleplay heavy group. please only apply if your actually free Thursday evenings.

Group currently has:
rogue, fighter(battlemaster), Paladin, Cleric, & Wizard.
Character creation will be done roll20 on session 0 in which you can roll for stats or take the basic array.
Single Class characters only for this campaign. No Monks, or artificers.
Little info to help me choose adventurers! If you're interested in the campaign DM me and please add a bit of info about yourself and gaming style, see below:
  1. Name 
    1. A little about you, do you have any experience?
    2. What character would you like to play?
    3. Thoughts on roleplaying, interacting with NPC's and collaborative story telling? Do you do a voice for your character?
    4. How often can you make the sessions?
    5. What are you hoping this campaign will have?
    6. What are you hoping for in your fellow dnd party?
    7. Whatever you would like to ad
    8. Pls send this in a DM
Gold
I find in every campaign I have ever run, or played in. Gold quickly becomes meaningless as the written mechanics stream lines gold and gems into player hands quickly. While I aim to reward players I would like to attempt to rework the economy and make funds more meaningful. I would like to try using the following guidelines:
1cp = $1
1sp = $10
1gp = $100
1pp = $1,000
MAGICAL ITEMS
Casters are plenty, however magical items in the campaign are rare. I am incorporating master craft weapons/armor to push the importance of NPC craftsmen and make uncovering rare magic a bit more meaningful.
Banned spells
-Silvery barbs
-Tiny Hut
-Teleportation circle
-Magnificent mansion
Books used in campaign and subclasses available using:
Players handbook
Sword coast adventures guide
Tashas cauldron
Xanathars guide to everything
Leveling up
I use the milestone method and then players will need to seek out trainers to expand their skills and powers to add a roleplaying element.
I'm hoping to be running this campaign with your party for a couple years, with this in mind, I don't speed run XP to players to level them up fast. I find that it ends the campaign quicker. I use a story driven approach and key points in the campaign.
Campaign Setting
• R rated campaign. The campaign is a war torn setting. While we will enjoy light and comedic sessions. There will be r rated and dark aspects of the campaign with evil nations, cultists and monsters pursuing vile and evil goals. Not PG13. 
House rules
Rules
#1
Game is meant to be a fun ROLEPLAYING vs roll playing game, in a good aligned campaign, please be respectful to other players and the group. No need for power gaming, purposely derailing or sowing conflict and chaos on the group to cause drama and mess with everyone's fun. Eg. stealing from other players, killing other PC's NPCs for no reason than to be cruel, interrupting a PC's spot light time, and avoid meta gaming!
#2
No arguing with the GM. I will hear you out, you may make a case for xx. when I make a ruling lets move on. I am human and may make mistakes and we can respectfully talk about the event post game. Let's not Hold up the table and disrupting the flow of the game to argue xx.
#4
Don't power game. This is meant to be a fun roleplaying game. You don't need to WIN D&D by trying to use broken spells, skills, feats etc.... No peasant rail guns etc... to try to break the game... Its not fun and messes with everyone's enjoyment. Your Characters will be powerful, have strengths and weaknesses etc...which add to the enjoyment. you don't need to make a 1 man army.
#5
Try to stay in character for as much as possible. It creates a better gaming atmosphere and encourages roleplaying. this is a collaborative story, its more fun for everyone if you engage and roleplay with the NPC's and fellow players to create more interesting social encounters and the world in which you (the players) call home.
#6
Ties in with Meta gaming. If you make a skill check and fail, such as detect traps and roll horribly. You as a player know this not your character. To your character it looks clear. unless there is a reason for a second check I may not allow a second roll. trying to move a boulder and failing, 2nd, 3rd, 4th etc... attempts are not an issue as its clear you didn't succeed.
#7
Taking 20..... does not exist. Players can't just take time and get a nat 20 on a check.
#8
Passive perception will be rolled by the GM and not a constant #. EG d20+wis mod vs constant 15.
#9
No Monks or Artificers - gm total bias, I just hate the class's for my sanity pls don't make.
#10
Character creation Race selection:
- players handbook
- Goliath
- Genansi All
#11
Character's Creation will be at session 0 on roll20.
We'll roll stats live with everyone.
Character class No multiclassing please pick a class you will be happy to run for the length of the campaign. No Monks or Artificers.
#12
Healing potions. Taking an action to drink a healing potion results in max healing vs using a bonus action in which basic roll rules apply. This does not apply to pouring a potion down an unconscious persons throat.
PC-PC interaction
Pc's can Nope attacks from other PC's. Eg. player 1 decided to punch player 2.... player 2 can Nope and the attack fails.(GM may allow attacks PC-PC if warranted eg. Player 1 insults player 2s momma LOL and the response is relative to the cause of conflict) dont fire ball and kill a PC for a momma joke, however a single black eye may suffice) however if in combat the mage casts fireball at enemies and other Pc's are in the way dmg applies normally. Essentially allows PCs to stop Jerk behavior effecting their PC. Same applies for Stealing from other players. Remember, good campaign, group cohesion, pls don't be an ass.
Players trying to convince/deceive other PC's using skills can roll and verbally make their case to other Pc's to see how effective they are, allowing for PC to PC roleplaying. However if the player really doesn't want to, they can NOPE. ( this is solely intended for rare use as the hole point is more about fun and roleplaying. allowing your character to be manipulated/tricked etc.. can at times be fun and create interesting sessions. However, sometimes characters may have issues do to a back story, moral oath etc... that may conflict with the desired effect. essentially again... remember its a good campaign, group cohesion, don't be an ass.
Dying and Medicine.
Death saving throws are made privately. This way the other players don't know the results or condition of their comrade, creating a sense of urgency.
Nat 20 on a saving throw automatically revives the player with 1 HP (character prone), a Nat 1 cause 2 death saving throw failures.
Characters with proficiency in medicine or have a healers kit, can stabilize a downed character. If a character without the medicine proficiency or kit attempting to stabilize a character and failing the DC. the result will be 2 failed death throws.
Player input
Open to other players input on other homebrew rules they think would be good or have used in the past.
Table expectations
• Be polite and respectful to your fellow adventurers and GM. • Let players play their characters. No micromanaging other PC's. • Share the spotlight. • If you can't make a session, provide as much notice as you can. Let's be respectful of each other's schedule and time. • Aiming for a collaborative game. Engage with the story, each other and take notes. • Joke, flirt and have fun with NPC's we're all adults but any sexy times, will be "faded to black". • If 1 or 2 players can't make a session but the majority are free. The session will proceed. If party is in the middle of an adventure, the Missing characters will be NPC'd. If the setting permits, they will be off taking a break. • Sessions are Thursday nights @ 6:30 my time (Saskatchewan time zone) and session will run approx. 4 hours. • Aiming for a good aligned adventuring group. Don't make an evil character or actively make a character to go against the group as a secret BBEG. 
Don't needlessly draw on the map or make random dice rolls as it bogs up the chat history and distracts everyone.

I will post once the slot has been filled.
submitted by 306Bushcraft to lfg [link] [comments]


2024.01.27 16:32 SpecificTemporary877 History of FE - Ultimate Weaponry (Part 3)

FE6 - The Binding Blade
Elibe. A brand new continent whos existence and conflict is one connected to the Divine Dragons. Well before the events of Eliwood or even his father Elbert's story, the control of the continent was one of peaceful but divided rule; one half ruled by humans and the other half ruled by dragons. But this peace would be overtaken by the hubris and bloodthirst of mankind, as they wagered war against the dragons. A long and bloodied conflict would be born from this act of aggression, known in history as The Scouring. For generations, there were sheer numbers of human soldiers fighting against the otherworldly powers of the divine dragons. It would seem like easy destiny for the dragons to win because of their powers, but the ever-growing human army proved to be too much for even them. The Fire Dragon tribe went to the Divine Dragons, who took a neutral stance to the war, and begged them for some form of aid, most notably a Demon Dragon. Demon Dragons are a corrupted form of Divine Dragons whose sole purpose is to create soldiers known as War Dragons, mindless and obedient soldiers whose only abilities are to fight, kill, or die. The Divine Dragons were disgusted by this request as they felt Demon Dragons were an abomination to nature and thus refused this request. In an act of warning and desperation, the Fire dragons kidnapped a Divine Dragon and forced her to become this abhorrent vessel. And in order to fully make sure she obeyed all commands, they destroyed her soul to make sure she would have no will of her own...a device made to create and destroy. This once Divine Dragon was named Iduun.
With a Demon Dragon on their side, the dragon army gained an upper hand in the war. But this was a fleeting victory as the humans combined all their highest forms of magic and arms to create their possibly last salvation: The Legendary Weapons of Elibe. Their power was so immense that they could easily pierce the scales of dragons and have the needed power to slay them. The wielder of these Legendary Weapons are known in modern recounts as the Eight Legends. These legends were the Archsage Athos, the Enigma Bramimond, the Champion Roland, Saint Elimine, the Berserker Durban, the Horseman Hanon, the Knight Barigan, and the Hero Hartmut. They wielded these divine arms with great might, pushing back the dragon armies out of Elibe and into enemy territory known as the Dragon's Gate.
But the creation and use of these weapons was not one without consequence. The clash of such superpowers was one that defied all laws of nature and physics, creating unnatural imbalances in the world in an energy-sapping, apocalyptic way. This is known today as the Ending Winter. The sudden drain of energy from the continent caused it to try and correct itself from getting energy from the universe, which greatly weakened the powers of the Divine Weapons, but more importantly the dragons. They could not keep up their draconic form like they once could, so they were forced to retreat back to their land or preserve their power into gems known as Dragonstones and adopt a human-like form called a Manakete. Since this severely weakened the dragons to a point where they could not fight, the humans considered it a victory and thus the Scouring was at an end. But the fear of the Divine Weapons causing another apocalypse loomed over the Eight Legends, which made Bramimond seal the weapons away across Elibe so that no one may access its power, even going as far as booby-trapping and setting up guards at each weapons location. If they were to be unsealed and retrieved at this point though, since they lost so much of their power, there was no real fear of another Ending Winter happening. And now we turn to many years later, where these weapons would once again see the very same foes they had once slain.
One notable distinction from the Divine Weapons vs the Holy Weapons is that despite the Eight Legends having clear ancestors in the modern day, they are not tied to specific users. With the exception of the Binding Blade, anybody can use the Divine Weapons provided they have the rank. Also all of these weapons are locked behind Gaiden chapters, which have specific reqs for access, so if you wish to get the true ending or just get as many S-Rank weapons, be reticent of said reqs.
Final note, if you want the true ending, MAKE SURE ALL LEGENDARY WEAPONS ARE INTACT! Even if they have 1 durability, keep it that way, as the 20 Durability is stupidly low (the only thing I hate about these weapons in general) and if you break the weapon, the game treats it as if you never had it and you will be very sad with yourself.
The Durandal, the Blazing Sword of Roland. This sword is actually kind of crazy. It is the 2nd strongest sword at 17 Mt, 90 Hit, and a manageable 12 Wt, has eff dmg vs dragons like all Divine Weapons, and grants +5 Str to the holder. It is also the first DW you can attain, via the always guaranteed Gaiden Ch. 8x. It is not easy to get an S-Rank sword user early, but your best bet for an early Durandal user is an insta-promoted and grinded up Dieck (hehe), which he will do hilarious overkill with this weapon, and is not recommended except for the lulz.
Armads, Lightning Axe of Durban. In a game of super mid axes, Armads shines through immensely. Easily the best axe in the game at 18 Mt, the highest Hit of 75 (believe me, this is a godsend), a super manageable 13 Wt, AND a +5 Defense boost, this is a great weapon to have if you need to tank a bit but also just one-tap dragons. It is acquired in Ch. 12x, which is available by completing Ch. 12 in 20 turns. Finding an early potential S-Rank axe user is more difficult, so just save Armads for lategame.
Forblaze, the Infernal Truth of Athos. It's just an overall really good Anima tome at 14 Mt, 85 Hit, 6 Wt (side note: tome weight in this game is ridiculously low for some reason, literally the tome with the heaviest Wt is 13, and that tome is unobtainable), a small 5 Crit, and a +5 Luck boost makes this just a good tome to have for big damage. This weapon comes from Ch. 14x, which is available by completing Ch. 14 in 25 turns AND keeping Sophia alive, which isn't the easiest for some. Your earliest Forblaze user will probably be Cecilia, but its better to wait it out and give it to a trained Lugh or Lilina if that's your style.
Aureola, the Glorious Ascension of Elimine. In the slim pickings of Light tomes, this is easily the best! 15 Mt, 90 Hit, 5 Crit, and a +5 Res bonus makes this arguably better than Forblaze. But there are 2 drawbacks: the minor one is that it has 9 Wt, not a huge deal, but the other one is that it is a Light tome. Light mages don't exist in this game except for the promoted Bishop class, so your options are having to raise up Saul or Elen to Lv 10, promote, and power-grind Light ranks OR wait till Ch. 21 until you get Yoder. Either you start from D-Rank, or powerlevel Yoder up to S-Rank as quick as you can to use the tome. It's not impossible, but know that this tome will be more of a struggle to use since it has those limitations against it. It is acquired in Ch 16x, available after completing Ch 16 w/ Douglas alive.
Mulagir, Tempest Bow of Hanon. Being a Bow itself inherently hurts this weapons standing since the archer curse is especially real in GBA FE, but on its own this bow is decent. 16 Mt, 80 Hit, 9 Wt, and a +5 Spd boost means you will be hitting relatively hard twice most of the time. But due to a major oversight in this weapons in-game development is that the eff dmg vs Dragons overtakes the normal flier eff dmg all bows have, meaning that it is the ONLY bow in the game to not deal eff dmg vs fliers. And that is the true niche of bows, and yes you can use a Silver Bow and kill them just as easily, but it still sucks that is a strength taken away from the Mulagir. It is acquired in Ch. 20Bx, which is the Sacae route. Sacae is available if the combined gained EXP of Sue and Shin is greater than Shanna + Thea, and the chapter is available if you beat Ch. 20B in 25 turns. Though if you took the Illia route, this will be in Yoder's inventory when he joins in Ch 21. You get so many bow users that you can raise up to this point, so this and the rest of the DW users is 100% up to you.
Maltet, Blizzard Spear of Barigan. Just a really good melee Lance with 16 Mt, 80 Hit (highest of all lances), 11 Wt, and a +5 Skill boost makes it good in any situation that isn't dealing with ranged attacks, but Javelins will suffice. Unlike the last 2 DWs I talked about, this doesn't have any major usage issues with this lance since the list of good lance users is more than flexible enough for your taste. And if all else fails, put this on Perceval after raising his Lance rank once and you'll have an even greater powerhouse on you! This is acquired in Ch 20Ax, which is the Illia route. The Illia route is available if the combined gained EXP of Shanna and Thea is greater than Sue + Shin, and the gaiden chapter is available by beating Ch. 20A in 25 turns. Alternatively, if you went Sacae, then this will be in Yoder's inventory when he joins in Ch 21.
Apocalypse, the Elder Revelation of Bramimond. The competition of Dark tomes is painfully one-sided in the Apocalypses favor. at 18 Mt, 80 Hit, 5 Crit, and a +5 Magic boost, this tome is the strongest spell in the game and can reach insane damage numbers with the right setups (like triple non-crit numbers). The +5 Mag doesn't just help with damage though, as it boosts the efficacy and range of your healing and utility staves as well, so enjoy higher heals and long range Rescues and Physics when you have this tome. There are 3 dark mages you can give this to, but let's be real, there's only one person who can use the Apocalypse in offense and utility, and that is Niime. If you raised a good Sophia or Raigh, then power to you, but Niime comes out the gate ready-to-use and she is great! It is acquired in Ch 21x, which is available if Ch 21 is completed within 30 turns with Miledy and Zeiss both alive and recruited.
The Saints Staff, the scepter of Elimine. While not a Divine Weapon, it is still one of great importance and usefulness. Upon use, it fully heals the HP AND statuses of every single ally on the map, including the user. Its only drawback is that it has 3 uses, but with this powerful of an effect that makes sense. Funnily enough, the best possible users of this staff are the same as the best (and only) candidates for Elimines other weapon! Elen and Saul have their whole playtime dedicated to being staff users, so they can reach S-Rank staves super easy. Or if you just want to use Yodel since he comes with S-rank staves, do that! You get this in Ch 21 as it is in Yoders inventory.
The Binding Blade, the ultimate sword of Hartmut. Said to be stronger than all the other divine weapons, it definitely lives up to that status in game. 18 Mt makes it the strongest sword and one of the strongest weapons in the game (tied w/ Armads and Apocalypse), plus 95 Hit, 10 Crit, 1-2 range, a +5 Def/Res boost when held, eff dmg vs dragons, a 30 HP heal when used like an item (but don't do this), AND the 8 Wt doesn't even matter since Roy will have 8 Con by the time he promotes and gets this weapon. There's a lot of damn strengths!! Unlike every divine weapon here, the Binding Blade is exclusive to the main lord Roy, and all these strengths are more than welcome for him. It is acquired either at the end of Ch 21 if you didn't get the gaiden chapter, or Ch 21x if you did meet the reqs. That and the 20 Uses make it the biggest drawbacks of this weapon, but tbh if you wanted to save your Hammerne for one weapon just to go ham against dragons, it is arguably the Binding Blade (though Apocalypse is a good candidate as well).
Ekesachs, the sword of kings. The second blade wielded by Hartmut, this weapon wasn't sealed after the Scouring like the others, but was elevated into a royal status symbol for the King of Bern and his future legacy. This is also an extremely strong weapon, at 15 Mt, 90 Hit, 5 Crit, 1-2 range and infinite uses, meaning that this weapon can use strong physical ranged attacks with no drawbacks. However the bad thing is that this weapon cannot be acquired in the main game, and is used against you in Ch. 22 in the fight against King Zephiel, the sole user of this blade. He is a very formidable opponent who is tanky and strong on his own, but he is on a throne so his defenses and self-sustain via throne heals make him very tough to take down via normal means. However, there is a way for the player to legitimately get this weapon in their hands, and that is via Trial Maps where you can use Zephiel as a playable character. However to unlock him, you have to beat the game a whopping 7 times. So have fun doing speedruns, LTCs, investing way too much time, or hacking the game, your pick.

FE7 - Blazing Sword
Let's rewind all the way back to Gran 480, roughly 4-5 centuries after the events of the Scouring. With the same historical backdrop of the creation of the divine weapons, the Ending Winter, and the resulting victory of the humans over the Divine Dragons, the Archsage Athos comes across a scholar in Nabata Desert, a man named Nergal. Both matching in knowledge and power, they quickly became friends and came across the village of Arcadia, where they had seen something unheard of in years: a place where humans and dragons coexist peacefully in the same area. They stayed in Arcadia together and studied for years the vast array of draconic knowledge within the libraries. However Nergal's studies took him down a different path, on the study of life force known as Quintessence. He began experimentation with small animals to figure out how to extract Quintessence, and upon success kept doing it and moving onto larger animals, eventually taking the life of a grown human. This angered the Arcadians and Athos who eventually had to put a stop to Nergals heinous actions and banish him from the settlement. And ever since then, his mind corroded with dark magic, began building his power as a dark druid and harnessing the power of Quintessence to create Morphs, and now we fast forward to Gran 980 where the conflict between Nergal and our three lords.
There 8 Divine Weapons in this game overall play less of a role in this game compared to FE6. In fact half of them are not in the game at all, 3 of them are relegated as PRF weapons, and the last one works normally. But what FE7 did do is add a slew of its own ultimate weapons that anybody can use that are meant to emulate the Divine Weapons (stat-wise), but they have no story significance, the start of a trend that will go in and out of the franchise. In the story only said 4 are unsealed by Bramimond, probably due to fear by Bramimond of causing another Ending Winter by opening all 8. Also there is something to be said about any weapon that deals eff dmg, and that they are not nearly as good as they were in FE6 because the international version of FE7 made eff dmg do DOUBLE might instead of triple, which is not a fun nerf to anybody. Also ALL of these weapons come in the last chapter, so that's an unfortunate circumstance you have to contend with.
Durandal, Blazing Sword of Roland. Quite literally the same, only change is that it is exclusive to Eliwood, it's acquired at the very end of the game (unlike FE6) and has a Wt of 16 which weighs down Eliwood considerably if you don't give him Body Rings so ultimately it is kind of worse. But it'll still put a dent into any draconic foe b/c of the effective 22 Mt (17 Mt + the +5 Str), so have fun.
Armads, Lightning Axe of Durban. Same as before, but has 10 more Hit, exclusive to Hector, acquired in the final chapter, and weighs more but that isn't nearly as much of an issue for Hector. It's still insane and is honestly your best bet for chunking the Fire Dragon at the end.
Forblaze, the Infernal Truth of Athos. The exact same, but exclusive to Athos, from final chapter, weighs more (not an issue), but in the end its still really insane since its the second strongest tome and it's in the hands of a powerful unit so have fun with it.
Aureola, Glorious Ascension of Elimine. Same stats, more weight (ew), final chapter, but NOT a PRF weapon! Anybody that has S-Rank in Light can use this tome freely, and since you actually get a Light Mage in this game, it's a normal possibility! Lucius will probably be your easiest bet for using Aureola (but his 7 Con when promoted won't be happy about the 14 Wt), or if you want the easy route, just give it to Athos.
Moving onto the other ultimate weapons, first is Lyn's Sacaean blade, the Sol Katti. Meant to be the stronger sister to the Mani Katti, as an ultimate weapon it is...painfully bad. 95 Hit and 25 Crit are great, but 12 Mt could be better and 14 Wt is laughably bad especially for Lyn, who gets a whopping 6 Con upon promotion, and lord knows you aren't wasting Body Rings on her. The +5 Res boost is barely useful, and the eff dmg against Dragons is also laughable since its double might and Lyn doesn't have enough Strength to put a worthwhile chip into the Fire Dragon, esp. when you have Athos and Hector as your main tank and DPS. Just not good, and honestly imo should've been the Mulagir as Lyn's weapon.
The Regal Blade is actually pretty comparable to the Durandal, at 20 Mt (highest Mt of all swords), 85 Hit, and only 9 Wt so even low Con swordies like Guy or Isadora can manage the weight of it well. Plus at 25 uses, you can comfortably use this against the rest of the morphs in the final chapter and do work. Also this game gives you so many good sword units like Harken or Marcus, so pick whomever
The Rex Hasta lance is also just really good, at a very impressive 21 Mt, 11 Wt, and decent 80 Hit, this is easily wieldable by anybody that's not a Pegasus Sister and be a good pick. This game gives you good lance units as well like Lowen, Vaida, or even Marcus, so have fun
Basilikos, put it on a high Strength axe unit like Hawkeye, Geitz, or even Marcus (at this point, mod the game to give characters multiple S-Ranks and give all 3 weapons to Marcus and make him the main lord), and watch the big DPS numbers. Very high 22 Mt (2nd highest) and decent 75 Hit, and 13 Wt which for prepromoted axe users is no problem but might be for raised-up ones, not much to say except its just unga bunga damage (honestly all of these weapons are like that).
Reinfleche. Arguably the worst of these S-Rank weapons just b/c its a bow. There aren't any fliers in the final chapter, so it loses that strength. At 20 Mt, 80 Hit, and 7 Wt, it can chunk characters up against the walls in the final chapter which is worth something. But realistically speaking, you will probably have better units that can do more damage or just outright kill some of the Morphs. Also the bow users in this game are just...not good. Wil, Rebecca, even Rath and Louise which are the "better ones", you have better units that can be deployed that can do the ranged job better with Hand Axes and Javelins. Also this weapon incorrectly states in the US version that it can strike twice like a Brave weapon. This is false, and I almost got tricked too.
Excalibur. Making its triumphant return all the way from FE3 surprisingly, this tome is kinda crazy. 13 Mt is hefty for spellcasters, but 18 Mt, 90 Hit, and 10 Crit is going to melt in the hands of a competent user. Honestly slap it on Pent, and have fun with the best sage with the best tome.
Luce. If you thought Excal would be the crit machine, here is this tome. Gonna say this though, 16 Wt on this tome is fucking PAINFUL to every Light user, including Athos. Like there is no way you are going to come close to nulling this Weight unless you pump Lucius full of Body Rings or something. But at 16 Mt, 95 Hit, and 25 Crit, if you got a unit with high Magic you can just drop a fuckton of damage on one enemy with a Crit. Practicality-wise it may not be the best, but for the fun factor it's pretty up there.
Gespenst. It has the merit of being the strongest weapon in the game at 23 Mt, and has 80 Hit. But this thing has 2 drawbacks: one is the abysmal 20 Wt that will incur atleast -10 Spd on Canas and Athos which is damn near unacceptable for a non-siege tome, and the other being that it is kind of outclassed? In terms of raw damage this trumps, but when you have Luna which is only C-Rank, has more uses and is more plentiful, a much more manageable 12 Mt, 20 Crit, 95 Hit, and the ability to negate enemy Res, you will end up doing more DPS with Luna than you will with the Gespenst. Yes Luna does rely on you having high Magic, so if your Canas gets Mag-screwed then its less effective. But hey, if all your mages suck ass, that's what Athos is for!
Also let's give a quick shoutout to the Hand Axe and Javelins in this game. They don't suck and are borderline necessities to where they are honorary ultimate weapons in my book.

Thank you so much for reading, this one was a lot of fun since Elibe/FE6 lore kinda goes harder than I expected. But next entry will probably be an FE8 standalone since I want to try to group games together for more cohesion. Let me know any comments or critiques, take care, and have a great day!
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2024.01.25 17:51 306Bushcraft D&D 5E Thursday evenings 6:30pm (Saskatchewan time Zone) online, looking for 1 mature player. RP heavy campaign. playing tonight.

The Lands of Temrielle have been ravaged by years of war, resulting in an uneven stalemate between the realms powers. Each constantly seeking new means of power to get an advantage over the others.
Tyal a small artic city has found a way to save its people by mysteriously closing off the mountain pass, filling it with a strange fog. With this recent development, Tyal has been secluded and unreachable by land, leaving the only avenue of approach, is the freezing and treacherous iceberg filled waters.
Queen Sophia Berkley battle weary and grief stricken with the loss of her husband and son in the battle with the Andol Dominionm. She is the sole leader attempting to bring peace back to the lands and end the senseless violence.
True to their nature Bane, Bhall and myrkul have thrived in recent years. Capitalizing on the death, chaos and greed that extended war brings. With this expansion cultists have grown in scale and number to compete with the major centers of worship ,stretching further the already occupied paladin orders to their limit and striking fear into the hearts of the common people.
DND 5e, Homebrewed world, Voiced on Discord and played on Roll20 for battles, character sheets, and rolls.
Age: 25+, Fun, and respectful to everyone at the table. Takes Notes!
Setting: Dark and gritty content. R rated. Any sexy times are "Faded to black."
Game time: Thursdays 6:30 pm (Saskatchewan time zone) typically play 4 hours. Aim for weekly games ( I know life happens)
Seeking: Fun and respectful players who actively engage with NPC's, other pc's, and likes to roleplay. Wants to participate in a collaborative story with others. Combat is fun and will be an integral part of my campaign, however murder hobo's and hack and slashers may wish to look elsewhere as I really want to form a group that is heavy roleplaying and engages in social scenes.
Looking for 1 player and will be doing a week or 2 of tryouts using one off mini runs to see if people are a good fit for the group.
Character creation will be done on roll20 in which you can roll for stats or take the basic array.
Single Class characters only for this campaign. No Monks, or artificers.
#11
Character's Creation will be at session on roll20.
We'll roll stats live with everyone or basic array.
Character class No multiclassing please pick a class you will be happy to run for the length of the campaign. No Monks or Artificers.
Character creation Race selection:
- players handbook
- Goliath
- Genansi All.

Current party make up:
rogue, bard wizard, cleric & Fighter
Little info to help me choose adventurers! If you're interested in the campaign DM me and please add a bit of info about yourself and gaming style, see below:
  1. Name 
    1. A little about you, do you have any experience?
    2. What character would you like to play?
    3. Thoughts on roleplaying, interacting with NPC's and collaborative story telling? Do you do a voice for your character?
    4. How often can you make the sessions?
    5. What are you hoping this campaign will have?
    6. What are you hoping for in your fellow dnd party?
    7. Whatever you would like to ad
    8. Pls send this in a DM
Roleplaying vs Rolls
I am seeking players that go above the dice roll and roleplay their actions, go into detail on how or why they're doing something. I also love the dice gods. I have the dice roll determine success or failure of an endeavor as most GM's. However, I reward advantage/disadvantage based on the roleplay or plan presented and may add or modify the results on the planning.
Gold
I find in every campaign I have ever run, or played in. Gold quickly becomes meaningless as the written mechanics stream lines gold and gems into player hands quickly. While I aim to reward players I would like to attempt to rework the economy and make funds more meaningful. I would like to try using the following guidelines:
1cp = $1
1sp = $10
1gp = $100
1pp = $1,000
MAGICAL ITEMS
Casters are plenty, however magical items in the campaign are rare. I am incorporating master craft weapons/armor to push the importance of NPC craftsmen and make uncovering rare magic a bit more meaningful.
Banned spells
-Silvery barbs
-Tiny Hut
-Teleportation circle
-Magnificent mansion
Books used in campaign and subclasses available using:
Players handbook
Sword coast adventures guide
Tashas cauldron
Xanathars guide to everything
Leveling up
I use the milestone method and then players will need to seek out trainers to expand their skills and powers to add a roleplaying element.
I'm hoping to be running this campaign with your party for a couple years, with this in mind, I don't speed run XP to players to level them up fast. I find that it ends the campaign quicker. I use a story driven approach and key points in the campaign.
Campaign Setting
• R rated campaign. The campaign is a war torn setting. While we will enjoy light and comedic sessions. There will be r rated and dark aspects of the campaign with evil nations, cultists and monsters pursuing vile and evil goals. Not PG13. 
House rules
Rules
#1
Game is meant to be a fun ROLEPLAYING vs roll playing game, in a good aligned campaign, please be respectful to other players and the group. No need for power gaming, purposely derailing or sowing conflict and chaos on the group to cause drama and mess with everyone's fun. Eg. stealing from other players, killing other PC's NPCs for no reason than to be cruel, interrupting a PC's spot light time, and avoid meta gaming!
#2
No arguing with the GM. I will hear you out, you may make a case for xx. when I make a ruling lets move on. I am human and may make mistakes and we can respectfully talk about the event post game. Let's not Hold up the table and disrupting the flow of the game to argue xx.
#4
Don't power game. This is meant to be a fun roleplaying game. You don't need to WIN D&D by trying to use broken spells, skills, feats etc.... No peasant rail guns etc... to try to break the game... Its not fun and messes with everyone's enjoyment. Your Characters will be powerful, have strengths and weaknesses etc...which add to the enjoyment. you don't need to make a 1 man army.
#5
Try to stay in character for as much as possible. It creates a better gaming atmosphere and encourages roleplaying. this is a collaborative story, its more fun for everyone if you engage and roleplay with the NPC's and fellow players to create more interesting social encounters and the world in which you (the players) call home.
#6
Ties in with Meta gaming. If you make a skill check and fail, such as detect traps and roll horribly. You as a player know this not your character. To your character it looks clear. unless there is a reason for a second check I may not allow a second roll. trying to move a boulder and failing, 2nd, 3rd, 4th etc... attempts are not an issue as its clear you didn't succeed.
#7
Taking 20..... does not exist. Players can't just take time and get a nat 20 on a check.
#8
Passive perception will be rolled by the GM and not a constant #. EG d20+wis mod vs constant 15.
#9
No Monks or Artificers - gm total bias, I just hate the class's for my sanity pls don't make.
#10
Character creation Race selection:
- players handbook
- Goliath
- Genansi All
#11
Character's Creation will be at session 0 on roll20.
We'll roll stats live with everyone.
Character class No multiclassing please pick a class you will be happy to run for the length of the campaign. No Monks or Artificers.
#12
Healing potions. Taking an action to drink a healing potion results in max healing vs using a bonus action in which basic roll rules apply. This does not apply to pouring a potion down an unconscious persons throat.
PC-PC interaction
Pc's can Nope attacks from other PC's. Eg. player 1 decided to punch player 2.... player 2 can Nope and the attack fails.(GM may allow attacks PC-PC if warranted eg. Player 1 insults player 2s momma LOL and the response is relative to the cause of conflict) dont fire ball and kill a PC for a momma joke, however a single black eye may suffice) however if in combat the mage casts fireball at enemies and other Pc's are in the way dmg applies normally. Essentially allows PCs to stop Jerk behavior effecting their PC. Same applies for Stealing from other players. Remember, good campaign, group cohesion, pls don't be an ass.
Players trying to convince/deceive other PC's using skills can roll and verbally make their case to other Pc's to see how effective they are, allowing for PC to PC roleplaying. However if the player really doesn't want to, they can NOPE. ( this is solely intended for rare use as the hole point is more about fun and roleplaying. allowing your character to be manipulated/tricked etc.. can at times be fun and create interesting sessions. However, sometimes characters may have issues do to a back story, moral oath etc... that may conflict with the desired effect. essentially again... remember its a good campaign, group cohesion, don't be an ass.
Dying and Medicine.
Death saving throws are made privately. This way the other players don't know the results or condition of their comrade, creating a sense of urgency.
Nat 20 on a saving throw automatically revives the player with 1 HP (character prone), a Nat 1 cause 2 death saving throw failures.
Characters with proficiency in medicine or have a healers kit, can stabilize a downed character. If a character without the medicine proficiency or kit attempting to stabilize a character and failing the DC. the result will be 2 failed death throws.
Player input
Open to other players input on other homebrew rules they think would be good or have used in the past.
Table expectations
• Be polite and respectful to your fellow adventurers and GM. • Let players play their characters. No micromanaging other PC's. • Share the spotlight. • If you can't make a session, provide as much notice as you can. Let's be respectful of each other's schedule and time. • Aiming for a collaborative game. Engage with the story, each other and take notes. • Joke, flirt and have fun with NPC's we're all adults but any sexy times, will be "faded to black". • If 1 or 2 players can't make a session but the majority are free. The session will proceed. If party is in the middle of an adventure, the Missing characters will be NPC'd. If the setting permits, they will be off taking a break. • Sessions are Thursday nights @ 6:30 my time (Saskatchewan time zone) and session will run approx. 4 hours. • Aiming for a good aligned adventuring group. Don't make an evil character or actively make a character to go against the group as a secret BBEG. • Don't needlessly draw on the map or make random dice rolls as it bogs up the chat history and distracts everyone. 
Actual Death
The Fading Spirit
This resurrection rule set is designed to add an element of party roleplaying and narrative to the resurrection attempt, as well as the creeping threat of permanent death to a character. Any of the following DC modifiers are easily adjusted to fit your campaign needs. Resurrection Challenge If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be. For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.
Resurrection Check
After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost. Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual, should you allow it.
Quick Resurrections
If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.
submitted by 306Bushcraft to lfg [link] [comments]


2024.01.07 21:51 Many_Mongoose_3466 Hero Guides

HUMAN
Alvarez
Natalie
Geo
Silsa
Mafalda
Andrew
Denise
Garuda (early/mid game)
BEASTSKIN
Fenixia
Avi
Chakiss
Dragonic
Calisto
Avilia
Andal
Anta
NIGHTFALL
Sparta
Kerridia
Cecina
Celina
TREESPIRIT
Sophia
Leylandor
Fagon
Nicole
Nocturne
Faerie
Edric
Sophia
GODS
Ocean Princess
Reincarnation
God of Thunder
God of Souls
Fu Hsi
VOIDER
Catherine
Meis
Twins
Faceless Man
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2024.01.01 21:59 miarrial L’enseignement mixte en Europe

L’enseignement mixte en Europe
Lien
Les écoles non mixtes se développent en Europe au début de la période moderne, puisqu’on présume alors que les garçons et les filles doivent mener des vies différentes et donc acquérir différentes compétences. À la fin du xixe siècle, féministes et pédagogues remettent de plus en plus en cause cette séparation, notamment lorsqu’ils découvrent la prépondérance de la coéducation aux États-Unis. La coéducation devient progressivement le mode dominant d’éducation en Europe au xxe siècle, pour des raisons à la fois idéologiques, pédagogiques et pragmatiques. Néanmoins, son taux de croissance varie énormément en fonction de l’âge des élèves, de la culture religieuse et politique propre à chaque société, et de la disponibilité des écoles.
La question de l’instruction séparée à l’école, V poriadke diskussii, Krokodil, no.21, 1950, 4. Cette illustration d’un périodique soviétique révèle la dimension pédagogique des débats sur la réintroduction de la coéducation dans les écoles soviétiques dans les années 1950. Traduction de la légende : « Comment deux écoles secondaires... deviendront deux excellentes écoles », grâce à la mixité.
Le mouvement de réforme protestant et catholique du début de la période moderne favorise la création d’un grand nombre d’écoles primaires séparant les garçons des filles pour des raisons d’ordre moral. Ceci avec l’idée corollaire que les femmes doivent enseigner aux filles, et les hommes aux garçons ; encourageant par conséquent le développement de carrières pour les femmes dans l’enseignement. Cependant, en réalité, les écoles mélangent souvent les garçons et les filles, notamment dans les zones rurales où les écoles sont rares. En Europe, les établissements de type secondaire, accueillant les classes sociales moyennes, sont presque exclusivement non mixtes ; ce jusqu’à la fin du xixe siècle, quand le premier mouvement vers la coéducation commence à se développer.

De la coéducation à la mixité

Au début des années 1860, les Européens dissertent sur les avantages et inconvénients d’éduquer ensemble garçons et filles, s’inspirant de ce dont ils sont témoins aux États-Unis, où la « coéducation » est courante. Comme par exemple le docteur Sophia Jex-Blake, femme médecin britannique pionnière qui, en 1867, voyage et propose un compte-rendu de cette pratique dans des collèges universitaires comme Oberlin dans l’Ohio, aussi bien que dans des lycées et des écoles normales. En France, Édouard Laboulaye et le pédagogue Célestin Hippeau attirent tous deux l’attention sur l’adoption américaine de la coéducation qu’ils considèrent comme impensable dans le contexte français. L’exposition universelle, organisée à Philadelphie en 1876, regroupe des pédagogues venus de toute l’Europe. Des informations relatives à la coéducation dans le contexte américain y sont diffusées, sans pour autant faire l’unanimité. Les pédagogues allemands, par exemple, condamnent la liberté morale que cette pratique semble susciter chez les jeunes femmes. Comme de nombreuses personnes, ils considèrent que la coéducation encourage une forme d’indépendance délurée chez les jeunes filles américaines, menaçant ainsi les rôles traditionnels dévolus aux genres.
La défense des écoles mixtes en Europe ne débute qu’à la fin du siècle. Des féministes, parfois des directrices d’école, utilisent souvent l’exemple d’écoles aux États-Unis pour plaider en faveur de débouchés plus importants pour les filles ; car l’exemple américain montre que les jeunes femmes sont capables d’étudier aux côtés de leurs camarades dans le second cycle, et dans les établissements de niveau universitaire. Les délégués du premier Congrès international du droit des femmes à Paris en 1878 adoptent une résolution en faveur de la coéducation à tous les niveaux de l’enseignement, mais cette dernière est fermement rejetée quand les Français créent le système public des collèges et lycées en 1880. Selon le promoteur de la loi, Camille Sée, la France est un pays catholique aux mœurs différentes de celles des pays protestants, où la coéducation des sexes est pratiquée. Les Pays-Bas font partie de ces pays où les familles des classes moyennes demandent au gouvernement d’admettre leurs filles dans les écoles du degré supérieur du secondaire (Hogere Burgerschool), et ce dès 1871. Même dans les pays catholiques méditerranéens « sous-développés », un nombre restreint de filles commencent à fréquenter les écoles secondaires de garçons, tout simplement parce qu’aucune opportunité n’existe pour elles ; c’est ce qu’un historien italien définit comme étant l’un des « avantages du sous-développement ».
Au début du xxe siècle, la généralisation de l’enseignement primaire, le développement de la scolarisation dans le secondaire, et les possibilités accrues pour les femmes de trouver un emploi dans le secteur tertiaire, fournissent aux pédagogues européens (Maria Grey en Angleterre, Marguerite Bodin en France, Don Francisco Giner de los Ríos en Espagne) un contexte favorable à la remise en cause de la séparation des garçons et des filles dans les salles de classe et les écoles. Les féministes continuent à défendre la mixité dans les congrès internationaux, mais dans l’ensemble, les éducateurs réformateurs plaident en faveur des avantages du regroupement des élèves en fonction de l’âge plutôt que du sexe. Cette organisation est non seulement jugée plus efficace, mais pour de nombreuses personnes, elle représente également un outil éducatif servant à promouvoir de meilleurs relations entre les sexes. Avec le développement de la connaissance psychologique de l’enfant et de l’adolescent, la Ligue internationale pour l’Éducation nouvelle considère la coéducation comme faisant partie de l’une de ses exigences fondamentales, lors du congrès fondateur de Calais en 1921. Durant la période de l’entre-deux-guerres, de plus en plus de pays envisagent la coéducation comme un moyen de pacifier les relations entre les sexes, plutôt que comme une revendication permettant aux filles de poursuivre les mêmes études que les garçons. Dans des sociétés où garçons et filles se mélangent de plus en plus au cours d’activités extrascolaires, et l’âge de fin de scolarité augmentant, l’apprentissage dans des classes mixtes semble encourager les filles à s’affirmer, tout en contrôlant les instincts plus brutaux des garçons. Dans la Russie soviétique, néanmoins, la mixité est clairement perçue comme une mesure égalitaire ; durant l’été 1918, l’État décrète que tous les établissements scolaires doivent appliquer la mixité dans un effort visant à éliminer les hiérarchies de sexe. Dans la pratique les différences persistent, mais la mesure encourage incontestablement l’augmentation des inscriptions des filles, notamment dans les écoles secondaires. Dans la période de l’entre-guerre, les écoles soviétiques mettent progressivement en place un cursus mixte et une pédagogie en quête d’égalitarisme entre les sexes. Pourtant, dans le contexte de la guerre, la décision est prise en 1943 d’établir une éducation non mixte dans les villes, afin de préparer les garçons à devenir soldats, et les filles mères. La mixité est restaurée en 1954, suite aux pressions à la fois des parents et des enseignants ; mais cet exemple, tout comme les débats contemporains en Europe et aux États-Unis sur la réintroduction de l’enseignement non mixte, souligne combien les idéologies genrées sous-tendent l’organisation de la vie scolaire.

Vers la généralisation de la mixité

Le passage à la mixité en Europe débute généralement dans les écoles primaires parmi les enfants pré-pubères. En France, par exemple, en 1933, une loi autorise la « gémination » dans les écoles primaires, permettant aux institutrices de prendre en charge l’enseignement des enfants âgés de six à neuf ans, les instituteurs s’occupant quant à eux des élèves plus âgés. L’âge, plus que le sexe, détermine alors l’organisation des salles de classe. La généralisation des écoles mixtes pour les adolescents apparaît bien plus tard, plus particulièrement dans les pays catholiques, étant donné la condamnation papale de la coéducation en 1929 dans l’encyclique Divini Illius Magistri. Cependant, dans l’après-guerre, l’émergence d’une culture jeune dynamique en Europe de l’Ouest et du Nord, et l’essor considérable de l’enseignement secondaire remettent en cause les principes idéologiques d’un enseignement non mixte. Dans un monde où l’on attend de l’éducation qu’elle offre des chances égales aux garçons et aux filles, aussi bien qu’aux pauvres et aux riches, les établissements non mixtes sont perçus comme renforçant les différences entre les sexes et les inégalités. En Angleterre, par exemple, avec l’essor de l’idéologie sociale démocrate dans les années 1960, l’éducation non mixte dans l’enseignement secondaire est de plus en plus décrite comme étant élitiste. Dans les pays catholiques, la mixité perd progressivement sa réputation subversive et amorale. En effet, en 1957 une Instruction sur la mixité propose aux pédagogues catholiques une série de conseils pratiques et de précautions à prendre ; la mixité se propageant également dans les écoles catholiques. En 1964, en réponse à un questionnaire, les directeurs d’écoles en Italie et en France indiquent qu’ils ne considèrent plus la mixité comme un anathème ; cependant, en Irlande, l’enquête révèle que l’opposition familiale reste vigoureuse. À la fin du xxe siècle, les femmes entrant de plus en plus sur le marché du travail avec des aspirations similaires à celles de leurs camarades, les établissements non mixtes répondent à une vision essentialiste des différences entre les sexes, et n’attirent plus qu’une minorité de familles en Europe. Néanmoins, dans certains cas, de tels établissements continuent de séduire des parents en raison du prestige associé à cette forme d’éducation, comme dans les écoles privées britanniques, ou les maisons d’éducation de la Légion d’honneur françaises.
Bien que des études révèlent que la coéducation n’encourage pas nécessairement l’égalité, la plupart des spécialistes féministes s’accordent à dire qu’il s’agit d’une première étape importante. Contrairement aux efforts pour promouvoir l’égalité sociale à travers une pédagogie différenciée, les pédagogues et administrateurs supposent que la mixité gomme « de manière naturelle » les inégalités entre les sexes, sans réaliser comment les stéréotypes sur le genre continuent à avoir des conséquences tant sur les pratiques pédagogiques, que sur le comportement des élèves.
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2024.01.01 21:53 miarrial Petite histoire de l’enseignement garçons-filles

Petite histoire de l’enseignement garçons-filles
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De leur apparition en Grande-Bretagne à leur essaimage progressif sur le continent européen, l’implantation des écoles dites « mixtes » a provoqué des réactions diverses, révélant les antagonismes politiques de chaque époque.

Le mouvement de réforme protestant et catholique du début de la période moderne favorise la création d’un grand nombre d’écoles primaires séparant les garçons des filles pour des raisons d’ordre moral. Ceci avec l’idée corollaire que les femmes doivent enseigner aux filles, et les hommes aux garçons ; encourageant par conséquent le développement de carrières pour les femmes dans l’enseignement.
Cependant, en réalité, les écoles mélangent souvent les garçons et les filles, notamment dans les zones rurales où les écoles sont rares. En Europe, les établissements de type secondaire, accueillant les classes sociales moyennes, sont presque exclusivement non mixtes ; ce jusqu’à la fin du xixe siècle, quand le premier mouvement vers la coéducation commence à se développer.
Au début des années 1860, les Européens dissertent sur les avantages et inconvénients d’éduquer ensemble garçons et filles, s’inspirant de ce dont ils sont témoins aux États-Unis, où la « coéducation » est courante. Comme par exemple le docteur Sophia Jex-Blake, femme médecin britannique pionnière qui, en 1867, voyage et propose un compte-rendu de cette pratique dans des collèges universitaires comme Oberlin dans l’Ohio, aussi bien que dans des lycées et des écoles normales.
En France, Édouard Laboulaye et le pédagogue Célestin Hippeau attirent tous deux l’attention sur l’adoption américaine de la coéducation qu’ils considèrent comme impensable dans le contexte français. L’exposition universelle, organisée à Philadelphie en 1876, regroupe des pédagogues venus de toute l’Europe. Des informations relatives à la coéducation dans le contexte américain y sont diffusées, sans pour autant faire l’unanimité.
Les pédagogues allemands, par exemple, condamnent la liberté morale que cette pratique semble susciter chez les jeunes femmes. Comme de nombreuses personnes, ils considèrent que la coéducation encourage une forme d’indépendance délurée chez les jeunes filles américaines, menaçant ainsi les rôles traditionnels dévolus aux genres.
« On objecte que les écoles mixtes seraient d’une surveillance difficile. Assurément. Mais il n’y a pas d’école, mixte ou non, qui n’exige, sous le rapport des mœurs, une sollicitude incessante. Il y a dans toutes des enfants vicieux qu’il faut tenir à l’œil et qu’on doit éliminer, sans bruit, sans scandale, si l’on perd tout espoir de les corriger. On craint que les garçons, que l’on imagine être plus précoces, ou plus hardis, n’aient hâte de renseigner leurs petites compagnes sur les choses de l’amour. […] J’irai plus loin, et j’ai sur ce point l’opinion d’un homme que je ne puis nommer, mais qui est très compétent dans la question : Moi, me disait-il, ce ne sont pas les garçons que je craindrais pour les petites filles ; ce serait, au contraire, des filles dont je me méfierais pour les garçons. Les garçons, en général, sont très timorés ; ils n’osent pas. Les petites filles, pour peu qu’elles aient dans l’esprit un grain de libertinage, sont coquettes, hardies et souvent perverses. […] Je vous jure qu’il parlait le plus sérieusement du monde. »
Extrait de l’article « Grains de bon sens », du journal conservateur Le Figaro, 8 décembre 1898
La défense des écoles mixtes en Europe ne débute qu’à la fin du siècle. Des féministes, parfois des directrices d’école, utilisent souvent l’exemple d’écoles aux États-Unis pour plaider en faveur de débouchés plus importants pour les filles ; car l’exemple américain montre que les jeunes femmes sont capables d’étudier aux côtés de leurs camarades dans le second cycle, et dans les établissements de niveau universitaire.
Les délégués du premier Congrès international du droit des femmes à Paris en 1878 adoptent une résolution en faveur de la coéducation à tous les niveaux de l’enseignement, mais cette dernière est fermement rejetée quand les Français créent le système public des collèges et lycées en 1880. Selon le promoteur de la loi, Camille Sée, la France est un pays catholique aux mœurs différentes de celles des pays protestants, où la coéducation des sexes est pratiquée.
À lire aussi : L’invention de l’école maternelle par Pauline Kergomard
Les Pays-Bas font partie de ces pays où les familles des classes moyennes demandent au gouvernement d’admettre leurs filles dans les écoles du degré supérieur du secondaire (Hogere Burgerschool), et ce dès 1871. Même dans les pays catholiques méditerranéens « sous-développés », un nombre restreint de filles commencent à fréquenter les écoles secondaires de garçons, tout simplement parce qu’aucune opportunité n’existe pour elles ; c’est ce qu’un historien italien définit comme étant l’un des « avantages du sous-développement ».
« Le système de la coinstruction n’a pas en France beaucoup de succès auprès des pédagogues et des familles, soit que l’on objecte la nécessité d’avoir, pour des intelligences différentes, des programmes distincts, soit qu’il semble dangereux, dans l’état actuel de nos mœurs, de réunir sur les mêmes bancs jeunes gens et jeunes filles. […] Il n’en est pas de même dans les pays anglo-saxons et scandinaves où, non seulement la coinstruction, mais encore la coéducation totale est vue avec beaucoup de faveur. Des expériences heureuses et multiples ont permis à ces pays d’adopter de plus en plus un système que beaucoup en France trouverait quelque peu hardi. […] L’Angleterre en instituant la première le pensionnat mixte réalisa la coéducation véritable. Elle fut aidée dans ce mouvement par la secte religieuse des Quakers. Ceux-ci admettent l’égalité des sexes et voient d’un œil favorable des relations de bonne et libre camaraderie s’établir entre les jeunes gens et les jeunes filles. »
Extrait de l’article « La coéducation en Angleterre », du journal socialiste Le Populaire, 14 janvier 1924
Au début du XXe siècle, la généralisation de l’enseignement primaire, le développement de la scolarisation dans le secondaire, et les possibilités accrues pour les femmes de trouver un emploi dans le secteur tertiaire, fournissent aux pédagogues européens (Maria Grey en Angleterre, Marguerite Bodin en France, Don Francisco Giner de los Ríos en Espagne) un contexte favorable à la remise en cause de la séparation des garçons et des filles dans les salles de classe et les écoles. […]
Avec le développement de la connaissance psychologique de l’enfant et de l’adolescent, la Ligue internationale pour l’Éducation nouvelle considère la coéducation comme faisant partie de l’une de ses exigences fondamentales, lors du congrès fondateur de Calais en 1921.
Durant la période de l’entre-deux-guerres, de plus en plus de pays envisagent la coéducation comme un moyen de pacifier les relations entre les sexes, plutôt que comme une revendication permettant aux filles de poursuivre les mêmes études que les garçons. Dans des sociétés où garçons et filles se mélangent de plus en plus au cours d’activités extrascolaires, et l’âge de fin de scolarité augmentant, l’apprentissage dans des classes mixtes semble encourager les filles à s’affirmer, tout en contrôlant les instincts plus brutaux des garçons.
École de culture physique pour jeunes filles en Angleterre, Agence Mondial, 1932
Dans la Russie soviétique, néanmoins, la mixité est clairement perçue comme une mesure égalitaire ; durant l’été 1918, l’État décrète que tous les établissements scolaires doivent appliquer la mixité dans un effort visant à éliminer les hiérarchies de sexe. Dans la pratique les différences persistent, mais la mesure encourage incontestablement l’augmentation des inscriptions des filles, notamment dans les écoles secondaires.
Dans la période de l’entre-guerre, les écoles soviétiques mettent progressivement en place un cursus mixte et une pédagogie en quête d’égalitarisme entre les sexes. Pourtant, dans le contexte de la guerre, la décision est prise en 1943 d’établir une éducation non mixte dans les villes, afin de préparer les garçons à devenir soldats, et les filles mères. La mixité est restaurée en 1954, suite aux pressions à la fois des parents et des enseignants ; mais cet exemple, tout comme les débats contemporains en Europe et aux États-Unis sur la réintroduction de l’enseignement non mixte, souligne combien les idéologies genrées sous-tendent l’organisation de la vie scolaire.
Le passage à la mixité en Europe débute généralement dans les écoles primaires parmi les enfants pré-pubères. En France, par exemple, en 1933, une loi autorise la « gémination » dans les écoles primaires, permettant aux institutrices de prendre en charge l’enseignement des enfants âgés de six à neuf ans, les instituteurs s’occupant quant à eux des élèves plus âgés. L’âge, plus que le sexe, détermine alors l’organisation des salles de classe. La généralisation des écoles mixtes pour les adolescents apparaît bien plus tard, plus particulièrement dans les pays catholiques, étant donné la condamnation papale de la coéducation en 1929 dans l’encyclique Divini Illius Magistri.
« La coéducation par la gémination des écoles n’est pas faite seulement pour les enfants de 11 ans, mais surtout pour les garçons et les filles que l’instituteur prépare au certificat d’études dans la première classe. Ces élèves des deux sexes sont réunis le plus souvent sur les mêmes bancs, côte à côte, et aussi en récréation, avec des “privés” communs. Déjà une pareille coéducation ne va pas sans danger moral : nous en avons pour preuve les billets échangés pendant les classes et surpris entre les mains de filles et de garçons, et surtout les confidences qu’ont souvent reçues l’entourage des enfants eux-mêmes et les familles. Mais ce n’est là qu’un commencement. N’oublions pas, en effet, qu’il est dans les desseins de M. Herriot – et ce qui est plus grave, des Loges et du radicalisme dont presque tous nos ministres de l’Instruction publique sont les valets – de prolonger la scolarité obligatoire jusqu’à 14 ans et, avec la scolarité, la coéducation. […] Cette fois, la coéducation met sur les mêmes bancs jeunes gens et jeunes filles de 16 ans, aux sens bien éveillés par la serre chaude de l’internat, car beaucoup de ces jeunes sont des internes. Mes souvenirs de lycée comme ceux qu’a publié M. Louis Bertrand, et qui concordent avec les miens, me rappellent tout ce qui bouillonnait de malsain, de luxurieux dans l’imagination et dans les veines de la jeunesse. La coéducation est-elle faite pour la calmer ? Hélas ! j’apprends que parfois il n’y a eu qu’un pas – un faux pas – à faire pour passer de la classe de philosophie à la Maternité. […] »
Extrait de « La lèpre de la coéducation des sexes », du journal catholique La Croix, 11 mars 1928
Cependant, dans l’après-guerre, l’émergence d’une culture jeune dynamique en Europe de l’Ouest et du Nord, et l’essor considérable de l’enseignement secondaire remettent en cause les principes idéologiques d’un enseignement non mixte. Dans un monde où l’on attend de l’éducation qu’elle offre des chances égales aux garçons et aux filles, aussi bien qu’aux pauvres et aux riches, les établissements non mixtes sont perçus comme renforçant les différences entre les sexes et les inégalités.
En Angleterre, par exemple, avec l’essor de l’idéologie sociale démocrate dans les années 1960, l’éducation non mixte dans l’enseignement secondaire est de plus en plus décrite comme étant élitiste. Dans les pays catholiques, la mixité perd progressivement sa réputation subversive et amorale. […]
À la fin du xxe siècle, les femmes entrant de plus en plus sur le marché du travail avec des aspirations similaires à celles de leurs camarades, les établissements non mixtes répondent à une vision essentialiste des différences entre les sexes, et n’attirent plus qu’une minorité de familles en Europe. Néanmoins, dans certains cas, de tels établissements continuent de séduire des parents en raison du prestige associé à cette forme d’éducation, comme dans les écoles privées britanniques, ou les maisons d’éducation de la Légion d’honneur françaises.
Bien que des études révèlent que la coéducation n’encourage pas nécessairement l’égalité, la plupart des spécialistes féministes s’accordent à dire qu’il s’agit d’une première étape importante. Contrairement aux efforts pour promouvoir l’égalité sociale à travers une pédagogie différenciée, les pédagogues et administrateurs supposent que la mixité gomme « de manière naturelle » les inégalités entre les sexes, sans réaliser comment les stéréotypes sur le genre continuent à avoir des conséquences tant sur les pratiques pédagogiques, que sur le comportement des élèves.

Rebecca Rogers est professeure d’histoire de l’éducation, spécialiste de l’éducation des filles, à l’université Paris Descartes. Elle fait partie du laboratoire d’excellence EHNE, où cet article est initialement paru.

Pour en savoir plus :
Albisetti, James, « Catholics and Coeducation in Europe before Divini Illius Magistri », Paedagogica Historica, vol. 35, no 3, 1999
Rogers, Rebecca (dir.), La mixité en éducation. Enjeux passés et présents, Lyon, ENS Éd., 2004
Thébaud, Françoise, Zancarini-Fournel, Michelle (dir.), « Coéducation et Mixité », Clio, Femmes, histoire et sociétés, 18, 2003
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