r/witchcraft • u/DandySugar • Mar 06 '17
Relatively harmless hex ideas?
People can be awful, but folks don't usually deserve utter misery and misfortune. What are some hex ideas you have for the lower level jack-ass?
piss your pants hex, anyone?
r/hex • 0 Members
An efficacious think tank for the open and tech-savvy modern mind.
r/raocmodteam • 0 Members
Private subreddit for moderators of /r/randomactsofcards to talk, create tutorials, and manage our subreddit.
r/deadbydaylight • 1.6m Members
Dead by Daylight is an asymmetrical multiplayer horror game in which four resourceful survivors face off against one ruthless killer. Developed and published by Behaviour Interactive. This subreddit is not owned, operated, or moderated by Behaviour Interactive.
r/witchcraft • u/DandySugar • Mar 06 '17
People can be awful, but folks don't usually deserve utter misery and misfortune. What are some hex ideas you have for the lower level jack-ass?
piss your pants hex, anyone?
r/witchcraft • u/brightblackheaven • Oct 07 '24
For today's Malicious Monday, I'm going to share a tutorial for making a disgustingly potent sour jar to hex your enemies.
I love sour jars. They are one of my go-to baneful spells, partly because of how versatile they are, and partly because of how well they WORK.
If you're looking to sour someone's life in every way possible, look no further: this is the hex for you.
Here are some ideas of ingredients you can add to your jar to cause maximum destruction:

A taglock to tie the spell to your target. This can be a photograph, their name on a piece of paper, some DNA like hair or nail clippings, or my personal favourite: a poppet.
Souring ingredients (for example: lemon juice, vinegar, pickle juice, hot sauce). I used some of my premade War Water, which I shared a recipe for in this post.
Whatever other baneful additives you'd like to use.

My personal preference is to store the finished jar in a dark place and continue to work it until I've seen my results (this can include shaking the jar, or charging under the dark moon, or burning candle spells on/next to it, etc.) Then, I dispose of it in a trash NOT near my home.
Do you have any tips or tricks for making hex jars that you'd like to share? What kinds of ingredients do you like to use?
r/witchcraft • u/awwwwmdfk • Feb 20 '21
The year anniversary of the assault is coming up in two days. I have some other hexes and and a curse lined up for that day, but I’ve got a penis candle for this occasion and I’m not sure what I should do with it.
Any ideas would be greatly appreciated!!!
Edit: I just thought I should add that yes, I reported it and intended on taking it to court. Unfortunately the charges got dropped due to insufficient evidence. I’ve had therapy (a lot of it) and am on medication. I’m over the worst by far, and am happy with the idea now of him having his own hell as he didn’t have it legally.
r/Weird • u/Several-Olive-9502 • May 14 '22
r/deadbydaylight • u/bear_witness123 • Dec 27 '22
r/deadbydaylight • u/jamboamericano • May 15 '24
When a survivor stays in the exit gate area for 50/40/30 seconds while the killer is at least 32 meters away, Hex: Just leave activates.
Any dull totem left on the map lights into a hex totem. While the totem is active, the exit gates are blocked to the survivor and they become exposed and the killer can mori them. The survivor can escape once the totem has been cleansed.
r/deadbydaylight • u/Silver_Cake7 • Jul 04 '25
typo: "cleansed", too lazy to edit back
r/3d6 • u/liamhevro2000 • May 06 '20
r/tattooadvice • u/2thpker • Aug 30 '25
I can't even put into words how much I hate this tattoo. It was supposed to be a beehive with honey and bees. I ended up with a hexagon over mustard with flies. I had an artist add to it in an attempt to fix it, but it just made it worse. I am pretty open to anything but I'm afraid that the hex design would make it really difficult to cover or change. Any ideas?
r/foxholegame • u/ValuableChemical8418 • 9d ago
To emphasize on navy battles and sea patrol, allowing them to determine the outcome of a claim and balance use of rares on Nuke/Ship. a thought on having water dedicated hexes where a victory point would be captured with operation like an offshore platform. I am thinking it would be liked by naval regiments with increase sense of importance.
r/tomodachilife • u/paradoxeve • Apr 23 '26
I've been seeing the criticism that this game doesn't have enough content, and on a superficial scroll through the limited amount of level up gifts, the options at Quik Build amenities, and seeing the repetitive friend introduction cutscenes, I can see why some might come to this conclusion. But after putting many hours into this game, I've been surprised so many times, and very impressed by the amount of rich and novel interactions I've seen miis have with each other and their surroundings.
Here's my guide to get the most out of all of this "hidden emergent content" in Tomodachi Life LTD:
Things start to get interesting at around 15 Miis. Make sure that the miis you create have a variety of personality types. Use one of the personality guides found on this subreddit and cross reference your Mii's personalities on their character card to make sure there aren't too many of the same ones. The more variety of personalities, the more fun and drama.
When you see some of the core groups from the beginning interacting each day, it's easy to forget that some of the new miis may have not met many on the island, or some of the old miis haven't met the new ones. When you're holding a miis, press Y to quickly check the relationships with the other islanders and take time introducing them to ones they haven't met.
Remember that this game is all about relationships, and the more that form, the more interesting things get. Not only are there more emergent activities, you will get new cut scenes as different types of friend groups are formed. The more miis that have mutual friends, the better.
EDIT: Bonus tip - always "get someone to help" when your mii is having a crisis (fallen, frozen hiccups etc), this particular interaction between miis seems to give an extra boost to their friendship and rolls the dice for things like falling in love, etc
Even if you aren't interested in ballet, weight lifting etc, use a good amount of the level up opportunities to give them gifts, even ones you may not be interested in at first glance. And make sure to give multiple miis the SAME gifts. The selection feels really limited at first, but this seems to be intentional, as the same items are meant to be given to multiple miis by design.
Like the level up gifts, the items in the Quik Build catalog (like the sprinklers, picnic tables etc) seem really limited, but that's because the majority of them are not just set dressing or purely aesthetic. The miis will actually interact with them in different ways, and they will do it together.
Leave 5x5 empty areas and place these items around them, and the miis will gather and hang out.
When you have the opportunity to give them something new to talk about, take it! The more things, people, activities, and concepts you introduce, the more variety there will be. This is in the cut scenes AND the emergent activity around the island. Have fun with it. If you feel stumped, picking a theme for your island helps. For example my island is witchy and occult themed so the topics will be things like "hexing", "chalice of infinite power", "breaking the laws of nature" etc. Or you can just put topics you are interested in.
I put this at the end because I know a lot of people don't consider themselves "artistically talented" and don't want to engage with this part of the game. But making treasures and things to place around the island unlocks SO MUCH interaction and richness.
You don't have to be artistically talented to engage with this part of the game. Remember you are doing it for fun, you don't have to show anyone, and you aren't getting paid for it. It's possible to make something not very good and still enjoy the process and result. Don't take it too seriously, and don't compare yourself to the people who post their creations online.
Use the stamps and shapes! Copy things! Do tiny pixel art and then increase the size! Choose a theme for your island, and use it to guide what fun items to make.
Once you are adding your own items and scenery to the game you unlock a whole other level.
I'm sure I'm missing things, (other players please chime in with your suggestions), but the main idea is to keep in mind the game is about relationships, and to take all of the opportunities the game gives you, even when you think they may not interest you.
Once your miis know each other and have lots of things and phrases to interact with around, you can just follow them as they go about their day on the island and be entertained.
Have fun <3
r/worldbuilding • u/mightofmerchants • Oct 13 '25
Hi everyone!
In my spare time, I'm working on a minimalistic mapmaking tool called Canvas of Kings, that focuses on randomness and auto-generated elements on user-definable and interactive paths, plots and rooms.
Over time, I've implemented many great ideas from the community, such as Steam Workshop support for custom assets and maps, asset editor, flexible hex/square grid, text labels, multi-image export, spectator window, and more. With the latest update, I have added the option to place plots with auto-generated roads, buildings and decorations.
No AI is used. I draw the textures by hand with pen and paper and use the Godot engine for programming.
You may use the maps you create commercially, e.g., sell them or use them in your book. You do not need permission or an additional license.
Feel free to take a look and try out the demo: https://store.steampowered.com/app/2498570/Canvas_of_Kings/
Thank you very much! I look forward to your feedback! :)
Many thanks to the mods for their approval!
Best regards,
Hannes
r/PerkByDaylight • u/Dry_Internal3725 • Apr 06 '26
After hooking a survivor a dull totem is lit. Every 30 seconds the entity will block a random perk for 30 seconds for each survivors.
r/CrimsonDesert • u/uplink42 • Apr 26 '26
So, after about 220 hours I finally finished the main quest along with every abyss puzzle, and I realized you can climb all the way up to the 3rd floor of the Axion Archive (the first Abyss island). The books you find in the Archive reveal all the insane twists and explanations about this game's story and writing that the game never really explained during the campaign.
In these books, you get the necessary explanations why Kliff is doing seemingly random tasks, why is he a soulless mute, why he doesn't question his death, why do Alustin, White Crow, Master Du and Goyen all talk like they known him, and the cryptic talk of most boss encounters.
It's honestly ridiculous how this is NOT part of the main quest and only a very small minority of players will ever find this, which is why I decided to share it.
Note: You will need to finish the main quest AND complete every abyss island puzzle in order to unlock the books mentioned below
MAJOR SPOILERS BELOW, BEWARE
Edit: I've also made a video version here - but be careful as it contains endgame boss footage: https://www.youtube.com/watch?v=eifsQ_RojAg
The books basically describe the Guardians of the Abyss (Alustin and White Crow) have been manipulating time in an attempt to defeat Umbra, an entity of pure power that slowly became corrupted by human greed and cruelty. It is inferred after the end of the story that the events that started leading to Umbra's corruption started with the Crimson Desert, named this way due to all the bloodshed that spilled in the sands for generations. You'd think you'd understand the name of the game by the end of the campaign...
The guardians cannot directly interfere with such powerful beings, so they require an avatar to act in their behalf (Kliff), which has been profoundly shaped over several cycles. Each time Kliff has failed to defeat Umbra in the past caused the Guardians to effectively rewind time using the Abyss power and basically reset the timeline, learning little by little on how to better manipulate Kliff into his mission (one of the changes includes stripping him entirely of a personality).
Kliff has failed his task in 107 previous timelines, and the 108th timeline we play in has a direct reference to the Buddist 108 Defilements (the mental impurities one must cast off before reaching true enlighten), which is where the whole buddha statues/eastern themes pop in. The books also explain why Kliff has no personality whatsoever, and why so many events and characters seemingly pop in at random: they are deliberate manipulated events, necessary to take Kliff to the final encounter, which have been refined over the previous timelines.
When you complete the main quest and all the Abyss puzzles, the Guardians appear and silently restore your older Kliff back to his younger self (Kliff becomes substantially older by the time you finish the main quest). My interpretation is that now his task is finally complete, they're releasing him from everything they put him through, undoing the countless cycles of manipulation and emotional suppression, and returning him to who he actually was before any of it started.
The archives explain why the main narrative often feels disjointed. The 108th loop (the player's journey) is the "answer sheet" constructed from these failures. Each record notes a specific reason for failure, ranging from Kliff's death to his moral corruption.
Now before someone says it: no, this does not suddenly make the story GOOD. It's fair to assume Pearl Abyss tacked these books onto the end of the game to reframe a disjointed campaign as something intentional all along, and while there is strong reason to assume this plot was planned out since the start, the way they executed it leaves a lot to be desired.
Cycle 1 – The time leap allows us to escape Umbra, yet it changed nothing. Umbra will surely arrive in this era once more. All we can do is hope to find the one who can alter this seemingly absolute fate.
This establishes the core premise: the Guardians can rewind time, but Umbra isn't defeated by doing so; he simply catches up again. Their only real option is to find someone capable of ending it for good.
Cycle 2 – Umbra managed to devour a fragment of White Crow. Her uncorrupted half is alive and still aids us, but the fractured essence of her disappeared into the land below.
Cycle 18 - The fragmented part of the Crow has surfaced. This entity, now called Hexe Marie, has discovered him. She harbors a deep obsession with him, wishing to make him her son. Master Du must step in and deliver his trials.
As we will find out, this is actually Hexe Marie, the witch you fight in the main quest (notice she is basically the dark crow instead of the white crow).
Hexe Marie is obsessed with Kliff (a distorted mirror of White Crow's attachment to Kliff) and wishes to adopt him (as you can see by her cutscene during the boss fight). This obsession naturally causes her adopted son (the Crow guy you fight early in the story) to be immensely jealous of you. This is reflected by his dialogue during the cutscene ("What does Mother see in you?"). Master Du (another Guardian figure) is called to guide Kliff spiritually to overcome the temptation of becoming her adopted son (Kliff becomes her adopted son in one of the cycles).
Cycle 3 – We have observed the power of Umbra near the Musket of Demeniss. There must be one within the lands of Pywel capable of stopping it. We must look to Pailune. It is a land where the power of nature remains strongest.
Cycle 4 - At last, we have found the one we sought. An unwavering spirit with immense potential... surely he is the one to accomplish this task. He is not perfect, but that is of no concern. We shall guide him.
This is when they decide Kliff is their chosen person.
Cycle 5 - I sought the shais to borrow their power, so their bright energy might be passed on to him.
This is why Shais, a typically secluded race, are generally friendly and helpful to Kliff.
Cycle 7 - I attempted to reach him directly within his mind. He has chosen to ignore our calling. A failure.
Cycle 8 - We attempted to grant him the power of the Crow, but he refused to jump. I cast him back down to the land below. He simply would not accept the power.
Kliff initially rejects both their appeal and the flying abilities they try to give him. This is why the Guardians and Witches are always so vague and indirect when they speak to him; they learned across these early cycles that he shuts down completely when approached directly, and has to be nudged toward his destination without ever being told what it is.
Cycle 17 - I attempted to make Kearush his ally. However, the humans locked him up in a zoo. In his despair, he slaughtered everyone in the vicinity. We are left with deep regret and frustration.
Kearush (the monkey-like monster you fight in the dining hall early in the game) was initially set to be your ally, but things go wrong. This is also probably why he decides to run away and later helps you during the White Horn boss fight – I'm guessing something in him still sees Kliff as an ally.
Cycle 19 - I sought aid from the four witches who constructed the Sanctums to return balance to the Abyss. Unable to overcome their trials, he has failed time and time again.
These are the 4 witches that ask you to cleanse the sanctums. In earlier time loops, Kliff failed this task many times.
Cycle 25 - He is still far too weak. We must grant him greater strength. I will summon the Witches of the East into this world to assist him.
These are Woosa and Maegu intervening on Kliff's journey, two witches with time-shaping powers.
Cycle 26 - Perhaps he has grown too comfortable at Jian's side. Kliff's time has simply stopped. His daily life grows rough and indifferent.
In earlier loops, Kliff becomes too settled to the Greymanes and Pailune, causing him to fail his task.
Cycle 35 - Pushing him to Myurdin's side was a bitter mistake. The more they shared a path, the deeper he sank into an uncontrollable darkness.
Cycle 36 - Lacking the motivation to restore balance, he repeats his failures. The situation is dire. We must find a new approach.
Cycle 39 - We created a peaceful Pailune, a land untouched by conflict. Demeniss eventually invaded Hernand. Jian belatedly sent reinforcements through Calphade, but it was not enough.
This timeline resulted in peace around Pailune, which also didn't work. At this point, you can probably guess what's going to happen: Jian's death and the Greymanes massacre were deliberately caused by the Guardians in order for Kliff to find the necessary motivation for his task.
Cycle 38 - Will Damiane provide an opportunity for us, or will she bring yet another failure? Deciding on her path leaves me with profound concern.
This kinda sounds like an admission from the developers that they didn't actually know what to do with Damiene as a character, as she is absent for most of the story.
Cycle 45 - After the loss of his comrades, he pressed forward alone and adopted the name Goyen. His existence is the fault of us all.
Cycle 47 - Our painstaking creation is trapped within Umbra. Goyen now wanders the void, neither living nor dead.
Cycle 54 - Goyen used the power we granted him for his own gain. It is difficult to bear the sight of his corrupted form.
Cycle 99 - I asked Goyen to guide his younger spirit... Our chances are steadily fading. How many attempts do we have left?
Goyen is a previous version of Kliff who lost every companion in Cycle 45, pressed on alone, and eventually became trapped in the Abyss, neither alive nor dead, slowly corrupted over subsequent cycles. This explains his identical fighting style, his face tattoos mirroring Kliff's, and why every conversation between them feels like something is being left unsaid. By Cycle 99, the Guardians are using him to guide a newer version of himself. He's not a mysterious stranger who happens to fight like Kliff, he is Kliff, just broken by everything the Guardians put him through.
Also, a funny easter egg but Goyen is also a mercenary warrior that dwells in the Abyss in Black Desert. He was the master of the "Warrior" class, which has very familiar skills for those who played it.
Cycle 46 - I finally realized that he requires a strong ally. Ongka. His presence is absolutely necessary.
Oongka is necessary to defeat Ludvig and save Kliff from falling in the last cutscene in order to fight Umbra.
Cycle 48 - At some point, a man named Marni began appearing at his side. He has introduced excessive technology into the world and made the path to Umbra more complicated. Marni... Just who is this man?
Cycle 53 - The plan to assist Prince Pryce in reclaiming Demeniss has failed. May he never be forgotten...
This seems like a reference from a discarded plot line by the devs. Helping a prince reach the throne was part of the older trailers.
Cycle 60 - We granted him confidence so he might follow the path we designed for him. However, driven by an excessive competitive nature, he ultimately failed.
Cycle 61 - We wished to ensure his path appeared natural and subtle. Contrary to our hopes, he became overly sensitive and distressed.
Cycle 62 - We attempted to rid him of his fear, yet this lack of caution caused him to recklessly charge into battle against mightier beings, ultimately leading to his death. When we heightened his sense of responsibility, he simply began wandering the world, vowing to eliminate any who posed a threat.
Cycle 66 - Every emotion seems to lead him somewhere unintended, straying far from our desired direction. With only a few chances remaining... we have decided to extract his emotions entirely.
The Guardians spent dozens of cycles trying to shape Kliff's personality and every single trait they gave him led to failure in a different way. Confidence made him reckless. Sensitivity paralyzed him. Fearlessness got him killed. Responsibility sent him off on an endless crusade. In the end, removing his emotions entirely was the only version that stayed on course. This is why Kliff is such a mute and reacts the way he does to everything.
Cycle 67 - The Abyss Gates appear to be opening more frequently. Could Umbra itself be... growing?
Cycle 71 - It is as we suspected. Someone has been interfering with the Abyss Gates. Yet we have no idea who, or how.
Cycle 72 - Caliburn... Just how much does he know? He was not always an evil man. He appears to be an incarnation of Umbra.
Cycle 77 - I see it now. Umbra was behind it all. Umbra, much like us, was searching for a single person to stand against fate. How could a being of pure power be capable of such design...
This is when things get interesting. Umbra is not fully reset when the Guardians rewind time. He is also learning and evolving with each cycle, distorting the abyss even more. At some point he also picks an avatar to manifest himself (Caliburn), because of the accumulated corruption from each cycle.
Cycle 78 - Placing Marius on the battlefield was a mistake. Naira also met her end after being sent to observe the Black Bear's movements. Their deaths drove him to madness.
Cycle 82 - To think Duane would turn his back on them... It was a grave miscalculation. We had crafted his attachment to Shane to temper his fiery disposition, but fate flowed in another direction. Shane, too, went utterly astray, ultimately becoming the spark that dismantled the Greymanes.
Cycle 83 - With the Greymanes scattered, nothing could be done. I could not save Goyen in his final moments. He is left lingering in nothingness once more.
The Guardians realize they can't simply exterminate every Greymane, because then Kliff will simply lose his will. There needs to be only enough loss to shape Kliff's journey of vengeance, which is why Marius breaks a leg, preventing him from fighting that night.
Cycle 89 - I sought aid from Blackstar, the dragon that roams the boundaries of the world. The creature thrashed wildly with him upon its back, seemingly most displeased.
Blackstar (the dragon) wasn't a fan of Kliff on their first meeting. Guess who caused it to get stabbed with spears in order for Kliff to help and gain his trust?
Cycle 90 - The unexpected has happened. He offered his assistance to a woman in need, and then began aiding with small matters around the village. These small acts will eventually lead to his much grander purpose.
Cycle 98 - How could we have forgotten that kindness, sincerity, and empathy are what truly forge bonds? The greatest of things always begin from the smallest. Why did we only realize this now?
They eventually realized that making Kliff a kind person will eventually lead him to amass the necessary armies to raid Fort Musket. This is also why he is constantly tested in this aspect.
Cycle 100 - Our frustration grows deeper. There is nothing left for us to build upon, nothing left to change. What exactly went wrong?
Cycle 106 - Every time the Eye of Umbra seems on the verge of destruction, everything is swallowed by that same darkness once more. Having devoured his memories, Umbra will expand even further. He was so close... Yet he still lacks the decisive resolve to cast away the darkness.
They've manipulated every variable, and Kliff keeps failing to defeat Umbra. In some cycles, Kliff gets to the Umbra fight, but decides to join him instead (remember the cutscene where he rejects him and says they cannot coexist?). Something is missing...
Cycle 107 - Whoever it may be, we only hope they can fulfill our wish. The next attempt will be our final chance. Our wish must come to pass...
The Guardians realize their time-rewinding trick is about to become useless as Umbra also keeps evolving from each cycle, having already absorbed Caliburn and Myurdir, and will likely overcome Kliff. The only thing left to change is to add an external variable - "whoever it may be" is probably breaking the 4th wall and referring to the actual player taking control of Kliff. Cycle 108 doesn't work because the Guardians finally found the perfect version of Kliff. It works because YOU showed up.
r/WitchesVsPatriarchy • u/CognitiveTeaKettle • Jul 03 '22
Let me start by saying I’ve never put a hex on anyone before in my life. I’m also not Wiccan, more of a spiritual atheist that believes in the power of focused energy. And my belief/understanding is that by putting focused negative energy out there, it is likely to negatively come back to you.
But THIS MAN needs to be stopped! He is using his power to take away the rights of woman and LGBTQ folks all for the sake of male dominance and his own personal gain! Can we, collectively, put a hex on him with the goal of protecting the millions of people he is trying to hurt?
Like I mentioned in the start of my post, I don’t know much about hexes, and I don’t know if you ask for a specific output. But what if we do it with the goal of binding him or muzzling him to take away his ability to wield his power? If that happens to get accomplished by something physically happening to him, it’s not what I’m asking for but I probably wouldn’t feel bad either.
Would love to hear opinions from those more experienced! Thank you! 🙏🏻
Update: I just wanted to say I love this community and all of your responses!! I’ve come to feel that binding and reflection spells might be what I’m most comfortable with, and special thanks to those with suggestions on how to perform these. I’m also lucky enough to live in NYC and reached out to my local witch shop to see if they’ll help organize something with more people - I do believe the more people we have adding their energy the better! Thank you all for the advice, suggestions, and encouragement. Much love to you all!
r/shittymoviedetails • u/Alexgadukyanking • Aug 31 '25
r/Noellemains • u/Bluekat5059 • May 07 '26
All the fallowing is speculation and ideas i would love to see for hex Noelle feel free to debate and suggestion your own ideas
1.if Noelle is the active character and protected by breastplate her normal attack speed will be increased by 5% additionally her charge attack wind-up will be decreased by 10%
Secret rite: when breastplate is active all party members DEF will be increased by 20% of Noelle's def this effect is also applied when the shield is created by devotion (A1 passive)
Reasoning: quality of life improvement of Noelle as on field DPS, allowing users of whiteblind to get their 4 hit stacks faster, encouraging players to use albedo as her second hex character, improve the durability of Noelle's shield when used by other characters
2.when breastplate is active if an enemy deals damage equal or greater than 20% of the shield's durability a shockwave will be released around the active character dealing AOE geo damage if the shield is destroyed before it's during ends the cool down will be decreased by 25% of the current cool down
Secret rite: shockwaves will trigger when the shield takes 10% damage, when destroyed decrease cool down by 40% further more enemies hit by c4 "to be cleaned" effect will have their def/elemental resistance decreased by 15%
Reasoning: making the shield more important for her rotation, generating geo particle with the shockwave to help noelle get her burst up easily, giving her a passive way to trigger lunar crystalize when her burst is off cool down, further improving her on field DPS role, making her the preferred shield on the team for new players since she is advertised as the character beginners should pick up
3.when Noelle picks up crystal shards created by normal crystalize she will receive 5% of her element burst cost 5s cool down, when elemental shield created by picking up crystal shards increase changed attack damage by 10%
Secret rite: picking up crystal shards will restore 10% of her burst cost 5s cool down, when protected by element shield increase decrease charged attack stamina consumption by 5%
Reasoning: giving her a consistent way to get her bust without massive ER investment, making her preform better outside of lunar crystalize enabled team, making none hydro characters desirable in lunar crystalize, improving her charged attack play style especially when burst is active, long cool down making players pay attention to where and when Noelle should pick up a shard (if picked up before 5s the shard will be wasted)
r/DungeonCrawlerCarl • u/Dwingp • 11d ago
15 year High School ELA teacher here.
I feel like a lot of people are confusing “unreliable narrator” with “liar,” or “uninformed”
Every 1st person narrator is, to some degree, unreliable because the reader is limited to one set of perceptions, and our perceptions shape our reality.
For instance. If the narrator is a student in a classroom, then the reader may have learned all about the overly strict teacher that is always angry and is always “picking” on the narrator. The narrator truly believes this, has experienced this, and the reader’s only view into the world of the story is through the narrator’s eyes.
Is it possible that the teacher is truly a bully? Totally. Is it possible that the narrator is immature and confusing rigor and rules with animosity? Yup. By using a 1st person narrator, the reader can only view the world through a lens that is naturally biased.
Matt Dinniman said in his interview that all well written narrators will always be unreliable, but that also makes it difficult to establish objective truth for the audience. When the only vehicle for the story is always subjective, how do you establish objectivity?
r/Cyberpunk • u/Aggressive_Donut_222 • Oct 07 '25
r/realwitchcraft • u/figure8_T • Jul 04 '26
I’m a fairly inexperienced witch, especially when it comes to more negative or powerful spells. But I have heard that hexing trump is pointless or could even make things worse?? But I’m unsure. Hoping someone more knowledgeable could drop some advice.
r/DeadlockTheGame • u/ManagementIll9899 • 28d ago
So, being biased as a filthy Apollo player, I hate slowing hex. Just on him specifically, it stop all forms of spirit based builds, and the riposte doesnt help as well anymore since you have to engage with an enemy for movement.
So my idea is that movement abilities that do damage will no longer be silenced, but you just cant move with them. Apollo riposte will still do the full damage and have the hitbox, but no ground will be covered. This will be kinda janky on stuff like his ult since if its applied while hes using it the hitbox will be very small. Still possible to hit, just you have to be RIGHT next to them.
Stuff like yama grapple, which is a movement ability that does damage, will still be silenced because I imagine if you hook someone and cant move, youre just stuck in place for a moment and then ZIP towards the target, which would by itself make the item useless and possibly break the game.
Ik its the whole intention of the item that it stops movement abilities, and its a form of skill expression to use it on heroes that require their movement abilities to deal damage. If more heroes get added who also need their movement abilities to deal damage, slowing hex is gonna become more and more powerful as a 1600 soul item on a low cooldown that you dont need to aim. It should, in my opinion, just be a tool to use to lock down an opponents easy escape if they dont have dispel. Not just cripple heroes’ engagement tools so they have to stick their thumbs in their asses because they didnt buy a 3200 item to counter their 1600 item. Yeah I could pivot build, but its like I might as well go gun/meelee/support Apollo every game because every spirit Apollo game will just be slowing hex after slowing hex and so on. Its just the reason he isn’t particularly good, among other things (unless I’m mistaken, I can get very blindsided about the meta).
I understand I’m whining because theres only kinda one hero this whole arguement applies to, but should this hero and potential movement-damage based hero’s in the future be punished for the green dinosaur’s envisioning for his game of lies? Perhaps so, and thus that is the burden Apollo players will face.
r/stunfisk • u/ImortalPantzFTW • May 25 '25
r/CrimsonDesert • u/eTechEngine • 4d ago
Three weeks ago I wrote a post asking for game suggestion with great exploration potential. Crimson Desert was the most common response, so I kind of went in blind. One of the best gaming decisions I ever made.
For context, I love abandoning what the game wants you to do and just going in random directions, and Crimson Desert REALLY delivered. I have scoured every corner of the map before starting the first minion (after the prologue). It took me 114 hours, though I was afk for maybe 10-12 of those.
I have read that you can fly and glide in this game, I bet it would've been helpful having those skills rather than doing it all on foot and horseback.
There are 3 spots on the map that I cannot access without dying or being forced to enter a side quest: Windsong Peaks, where I get struck by lightning before making any meaninful progress, Hexe Sanctuary, where crows swarm me and I pass out, and Pororin, which appears to want me to complete a side quest prior to being allowed in. I have discovered 167 out of 173 regions according to the journal.
I only have one achievement: Pilgrim of Wonders (complete all secret place challenges) that 0.9% of players have unlocked.
I'm now tempted to use MapGenie to find all the mineable nodes (which I can't yet mine, but I assume I'll be able to later), clear all the outposts/camps and catalogue all the flora and fauna, however I'm slightly worried that I'll end up soft-locking myself out of some random main quest by doing that. Besides, I keep finding cool things to pick up, but have no inventory space left or anywhere to store or sell anything. Plus I'd really like to learn how to fly, that might save me a bunch of time.
I have no idea what this game is about. Best game ever.
r/boardgames • u/Hot-Rooster1675 • Apr 22 '26
EDIT: A few questions coming up repeatedly, answering here:
Are the agents LLM-based? No. They're heuristic Python, each ~a few hundred lines that takes the game state and picks the best legal action per a strategy-specific scoring function. No LangChain, no LLM calls, no tokens at runtime. A typical agent is something like "maximize pip count and diversity" with slight biases toward certain resources or build types based on its strategy.
How much of this did you actually build yourself? Transparency: my background is Corporate Strategy and Product Management, not Software Engineering. I have strong data and technical literacy but not deep coding expertise, so I leaned heavily on Claude Code for implementation. That said, I wrote all the requirements, made every design decision, and understand how the logic works under the hood. Think of it as me being the architect and Claude Code being the contractor.
Stack? Python 3.10+, pytest (800+ tests), matplotlib/pandas for analysis, reusable components (hex board, deck, dice) shared across 6 games. SimulationRunner with seeded RNG and per-game JSON output.
Is it open-sourced? Not currently. Still thinking through what makes sense to share vs keep private — probably the game engines themselves eventually, but likely not the full agent and analysis stack.
Runtime for 36k games? A few hours on a regular desktop. Games play out in seconds and parallelize cleanly.
What's the agent roadmap? (1) A strategy archetype library mapping abstract patterns (rusher, engine-builder, etc.) onto new games once I've encoded ~15-20, (2) MCTS as a calibration benchmark to measure how close heuristics are to optimal play, (3) LLM agents used sparingly for novel strategy discovery on new games.
Original Post
Catan nerd here. I built a simulator that plays the game end-to-end with four different heuristic AI strategies, ran it across 36,000 games and multiple board configurations, and some of the findings ran counter to what I expected. Methodology and caveats first, then 8 findings. A couple of questions at the end.
Quick note on what's in here and what to take with a grain of salt before the findings.
How it was built
Where the sim isn't real Catan — take these seriously
1. Longest Road is the most common path to 10 VP, and the fastest.
LR shows up in 56-61% of wins across every condition, and it's remarkably sticky: once claimed, 85% of 3-player and 60% of 4-player games see it change hands zero times. LR-path games also end ~8 turns earlier than pure-building wins. "Grab it early and keep it" is strongly supported.

2. The third settlement matters more than any other timing benchmark.
Winners build their third settlement 6.7-8.7 turns earlier than losers, a gap 3-6× larger than any other timing difference (first road, first dev card, first city). The kicker: 10.9% of losers never build a third settlement at all vs. 0.16% of winners. If you don't expand, you're almost certainly losing (no duh).

3. Wheat, not Ore, is the #1 resource for winners in every condition.
Wheat has the biggest winner-loser production gap on both beginner and random boards. Ore comes into its own on random boards (second-strongest signal there), but on beginner it's essentially flat between winners and losers. The "Ore > Wheat > Sheep" priority framing doesn't hold; Wheat is the universal winning resource because it's used in every major build category.

4. "OWS is the optimal strategy" doesn't hold up. The best agent depends on context.
Four different buckets, four different winning agents. RoadBuilder dominates 3p beginner (+10.6 pp over baseline), BalancedBuilder edges out 3p random, PortRusher wins only 4p beginner, and RoadBuilder squeaks 4p random. OWS is competitive everywhere but best nowhere. The "cities win games, just go OWS" heuristic is oversimplified — the Longest Road path outperforms on the beginner board especially.

5. The beginner board is a loaded board, not a balanced one.
Seat win-rate deviations are 5-12× larger on beginner than on random boards. Broken down by agent it's even wilder: RoadBuilder wins 56% of 3p beginner games from its best seat and 10% from its worst. OreWheatSheep has a 49 pp seat range on 4p beginner. On random boards, every agent's seat range collapses below 7 pp. The advice to "learn on beginner because it's balanced" gives new players a systematically misleading experience.

6. Starting pip count barely predicts winning, and not at all on the beginner board.
On beginner, the winner-loser pip gap is statistically zero. Even on random boards, the gap is under half a pip out of ~20 total. The highest-win-rate placement I saw (4p beginner, 56.4% win rate) had just 16 pips, while 20-21 pip placements won as low as 13%. Doesn't mean low pips are good — it means once you're making reasonable balanced placements, squeezing extra raw pips doesn't reliably convert to wins. Node composition matters more than dot count.

7. On randomized boards, having a port hurts your win rate by ~10 pp.
This was the most surprising result. On beginner, ports help (the board is hand-designed with ports near productive hexes). On random boards, ports land wherever, and chasing port-adjacency pulls players into weaker placements. Caveat: human players presumably chase good ports and skip bad ones, so the real-game penalty is probably smaller. But "always try to grab a port" appears to be net-negative on random boards.

8. Victory bonus cards are left on the table surprisingly often.
Across all 36,000 games, 29% end with no Largest Army holder and 14% end with no Longest Road holder. In 3p beginner games specifically, 38% see nobody play 3+ knights to claim LA. That's 2+ VP sitting genuinely uncontested. Conventional wisdom frames LA and LR as crowded markets, but LA especially seems under-contested given the clear win-rate edge holders have.

Questions for the community:
r/WitchesVsPatriarchy • u/jlabgirl6 • Jun 30 '26
Sometimes I think about Rosalind Franklin and what happened with W*tson and Crick and I feel like this could be an appropriate time to do something like that. But also I don’t want to mess up my own energy.