Yeah, happening to me too. I think some of the comments are showing in reverse order, too, like the child before the parent.
jake_eric
Sure, but having fewer accounts is easier: that's the whole purpose of federation in the first place, isn't it?
It's fine now, but I haven't been on Lemmy for that long, and I don't want to have to make a new account every few months to see a new instance.
Sure, I'm aware of idiots on the internet, but if we tried to avoid idiots on the site we wouldn't federate with anyone. Lemmy.world is specifically billed as a "generic Lemmy server for everyone to use," I want the gates to be open fairly wide, that's why I'm here. Not for everyone, like I'm glad we defederated with exploding heads, but we still gave them a shot first and there was at least some more community discussion on it before that decision was made. That's what would make me feel a lot better about this.
I'm not really seeing it to be honest. That first bullet point there seems pretty clearly saying to their users to not be a problem so that they don't get defederated.
I'm sure you can find someone calling to brigade such and such on there somewhere but they have over 20 thousand users total. That's a lot of people to rule out.
Well yeah, I already said I know that's the go-to if you don't like one instance. But I'd still like to be able to express my opinions before doing that. It's not that big a deal but I'd still ideally rather not, y'know?
That first bullet is saying "don't do stuff that's going to get us defederated" to their users, no? It's a bit tongue in cheek but I feel like it's not as aggressive as some people are describing. The whole server came from a subreddit that was very memey/shitpost.
Well the server is described up at the top as a "generic Lemmy server for everyone to use," which feels like it's setting up to be a pretty neutral stance.
I'm gonna come out and say, even with the statement, I'm not in favor of preemptive defederation like this.
I know the admins of an instance are hosting us basically out of the goodness of their own hearts, and I appreciate that. And I understand they can do whatever they want, and we can move to a different instance if we want. I get it.
But I joined .world because I wanted a neutral instance that would connect with pretty much everyone unless they were particularly problematic. Could hexbear be particularly problematic? Sure, maybe. But I think there's a big difference between defederating in response to a problem and defederating in anticipation of a potential problem, especially since the users aren't given a chance to discuss it. Like, I know we're not technically entitled to give our input if we're not admins, but I think it would be nice, y'know?
If it was just some small instance of trolls that's one thing, but hexbear is actually quite a big instance, so this is a very impactful decision. I don't like it being made preemptively behind the scenes like this.
I take whatever Kobold gives me for extremely deadly and then multiply the difficulty by about three to actually have a difficult battle.
Yup, always go higher than the book says, especially with a high-level party. Tier 4 PCs have so much stuff they can do it's really hard to challenge them, so you gotta get nuts.
Well, somewhat. With the way healing works in 5E it's pretty easy to get people back up, and you can often have one PC be downed and still have the rest of the party doing pretty well. If I'm running an enemy that wants to kill the entire party, and the party is trying to kill the enemy, having one at least person go unconscious is pretty common to make it actually feel challenging. But that doesn't necessarily mean that the party is actually in danger of losing the fight.
Even with playing just the monsters in the book, high-level encounters in D&D will be incredibly swingy because there are a lot of abilities for both PCs and monsters where one character rolling well or poorly can completely change whether the fight is a near-TPK or a cakewalk. The party succeeded on the save against the cool boss ability, well they're probably gonna be fine. Or they all failed, well now they're fucked. The boss failed the save and now it's paralyzed, guess you've pretty much won. Or it succeeded, now you've wasted your turn. That kinda thing.
That's why making encounters with a bunch of swingy abilities can actually tip things back into being controllable. If your boss is getting whomped harder than expected, he gets desperate and breaks out the super-kill abilities. Or if the party is the ones getting clobbered, maybe the boss gets overcompetent and doesn't use their super-kill ability until it's too late.
I've found that at the end of the day, the PCs are generally expected to win, and they have a major advantage: when they hit zero, they get to roll death saves and can be healed, whereas the enemies usually just die. This is actually a huge factor in their favor, and explains partially why PCs can beat enemies that might seem way above their level. So honestly I don't worry too much about making strong enemies, my parties can usually handle them. And if they handle it too easily, it's not the end of the world.
Well, there's a 1st level spell that triples jump distance, so I figured it'd be fair. I could just make it double I suppose.