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Cake day: June 7th, 2023

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  • WotC released D&D rules for Planeswalking at one point. IIRC, they’re literally just D&D characters that can planeshift at will, within the MTG multiverse.

    My suggestion beyond that is that each magic turn is one to five “combat rounds” in D&D. You’d have to experiment with how many rounds makes a good turn in terms of maintaining fun game play. Probably needs play testing. Maybe every second, third, fourth round or whatever, a Planeswalker PC (during their initiative) can either take MTG actions (I.E. play their turn) or D&D actions (initiate combat, etc). Playing an MTG turn probably eats up that characters round.

    If a PC blocks an attacking creature or attacks the NPC Planeswalker, they’re now in D&D combat. If two cards are just interacting, they resolve normally. And if a creature hits a PC planeswalker, they’re now in D&D combat, at least as far as the creature attacking and damaging the PC (instead of losing life).

    You could do almost the same thing with GURPS, which IMO, might be more suited for the diversity of stuff going on in MTG. Although it is a very crunchy game system, its probably still my favorite.

    If you wanted to like, make the character do stuff in order to be able to put cards in their deck (Like… they want to put Drizzt Do’Urden in their deck, they need to Planeswalk to the Forgotten Realms and actually meet him) that could probably work, but also it might be a lot to keep track of. Maybe I’d just do that with Legendary cards and nonbasic lands? IDK. You could make them explain themselves if they want to use cards from outside their Planeswalker’s primary color alignment or unique to a plane their character has clearly never been to. I probably wouldn’t be TOO MUCH of a hardass about that, but I’d also probably be like “C’mon guys,” if someone makes like a paladin and then puts a bunch of zombies and vampires in their deck.

    If they Planeswalk to Bloomburrow, now you’re running a furry game. If they Planeswalk to Sothera, suck it up and just run Firefly.





  • I’m working with a team where my business partner and I are external consultants, but they also have internal developers (who are mostly very junior and need hand holding with things like using git).

    Anyway, the CEO (without talking to us first) hired a pure vibe coder with no software engineering experience to build the user interface. Super nice guy, super easy to work worth, super eager to learn but OH MY GOD THIS CODE.

    A lot of my work is / has been in cybersecurity (mostly for the space industry / NASA adjacent projects, but also less recently for start ups and fortune 500 companies). This app is the worst I’ve ever seen. The AI writes things SO weirdly. 30k lines of typescript to do something we could have done in 6k. Reams of dead code. Procedural code to do repeatable tasks instead of functions / classes (10 different ways of doing the same thing). API keys / data base credentials committed to git. API Keys stored in .env but then ALSO just hardcoded into the actual API calls.

    AND no. At the end of the day, it wasn’t cheaper or faster than it would have been to hire us to do it right. And the tech debt now accumulated to secure / maintain this thing? Security is a long term requirement, we’re bringing a buddy of mine in to pentest this thing next week, I expect him to find like 10-12 critical vulns. Wow.

    tl;dr: If a project requires security, stability, auditability, or the need to quickly understand how something works / why something happens, DON’T vibe code it. You won’t save money OR time in the long run. If you’re project DOESN’T need any of those things (and never will), then by all means I guess, knock yourself out.