#ff6600

@mawei
AQI(日本)

コード: jpn_aeros

汚染物質: "so2"、"no"、"no2"、"o3"、"nmhc"、"pm10"、"pm25" 「4 - Yellow/Watch」 #FFFF00 (255,255,0)
「5 - オレンジ/警報」 #FF6600 (255,102,0)
「6 - 赤/警報+」 #FF0000 (255,0,0)
「3 - 緑」 #33FF00 (51,255,0)
「2 - シアン」 #00FFFF (0,255,255)
「1 - 青」 #0033FF (0,51,255)

developers.google.com/maps/doc

שוקו - Shokoshoko@tooot.im
2025-08-22

@hananc

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text-align: right;
margin: 0px 10px 0px 0px;
}

.header-left {
text-align: left;
margin: 0px 0px 0px 10px;
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background-color: #ff6600;
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:mastodon: 김지운thaumiel999
2025-06-25

The tricky part is that hashtags can sometimes be difficult to distinguish from things like hex codes or comment fragment identifiers in URLs — for example, (a color) vs -3066 (a comment anchor).
This overlap can lead to ambiguity in parsing or routing federated content, especially when relying on plain text or loosely structured data.

2024-11-26

sat. 30 november: michael hampe, nils röller, “time, image, book” – a dialogue

https://benwayseries.wordpress.com/2024/11/26/time-image-book-a-dialogue-online-conversation-by-michael-hampe-nils-roller/

Michael Hampe, Nils Röller, Time, image, book – a dialogue

Saturday: 10.20-11.00h
Panel 6 starts at 9.30h

Please register online beforehand: https://forms.office.com/Pages/ResponsePage.aspx?id=9-vx7-VzPU6-_VLWnnWSFGQ5MEEGGa1Ck1qMnmEcnDBUNlpERlBDSVk1MFAwWjhTS0VGVkdQTFFSQS4u

Time, Image, Book—a Dialogue, online conversation by Michael Hampe, Nils Röller
In a dialogue, we will examine the relationship of time with image and book. We understand image and book as forms that structure perceptions and judgements about time. The term image connotes a unity. It suggests a compact view of diversity at a glance. The understanding of a book traditionally means turning pages and thus a seriality that is co-determined by interruptions when turning pages.

the dialogue takes part in 

IN TIME? ENCOUNTERS
IN TEMPORALITY

Symposium

29–30 November 2024
Zurich University of the Arts / Hong Kong Baptist University
full program here

*

Michael Hampe is Professor of Philosophy at the Swiss Federal Institute of Technology. Currently, he is on leave for research in the context of the project Seeing Double: Totality and Liberation. West-eastern Transformations on Spinoza and Hwa Yen Buddhism in in Taipei, Taiwan. Recently, he published Tunguska or The End of Nature in 2015, What philosophy is for in 2018 (both with Chicago University Press) and The Wilderness. The Soul. Nothingness. About the Real Life with PalmArtPress New York in 2023.

Nils Röller is Professor of Media and Cultural Theory at the Zurich University of the Arts. A recent research project explores the Iconography of Consolation—for documentation see online journal KOKO-Text/Image Parergon (https://dev.koko-journal.net/spaces/text-image-parergon). Recent publications include the literary experiment Alpentram (Vienna: Klever, 2021) and the translation and essay: Massimo Cacciari, Ikonen des Gesetzes (Paderborn: Fink, 2018)

#262626 #book #dialogue #encounters #ff0000 #ff6600 #HongKongBaptistUniversity #image #MichaelHempe #NilsRöller #symposium #temporality #time #timeImageBook #urichUniversityOfTheArts

2024-11-20

How to Install Google Cloud AI Python client library to interact with Vertex AI

In this article, we will see how to install google cloud AI Python client library to interact with Vertex AI programmatically. If you are looking to interact with Vertex AI using python programming language then Google Cloud provides an AI Platform Python client library that you can install and use for this purpose. This client library would allow you to train machine learning models using custom training jobs or pre-built algorithms. It will also allow you to deploy trained models as REST […]

ubuntu-server.com/ubuntu/how-t

2024-11-16

How to Install Google Cloud BigQuery Python client library on Linux

In this article, we will see how to Install Google Cloud BigQuery Python client library in python environment on Linux. If you are looking to interact with Google Cloud BigQuery service using python programming language then you are going to need google-cloud-bigquery client library. This library helps you interact with BigQuery programmatically. You can easily manage bigquery datasets, tables and jobs using this client library. You can also execute SQL queries on datasets stored in […]

ubuntu-server.com/ubuntu/how-t

2024-10-22

Part Smart | Whole Stupid
The Relevance and Value of Cybernetics-Systemics in the 21st Century

William Reckmeyer

 today: October 22 at 7pm

LINK TO THE MEETING

Expectations about the rosy future of humanity in the 21st century have changed profoundly over the past 35 years, since the end of the Cold War and the beginning of the World Wide Web ushered in a new era of hyper-globalization that has raised important philosophical and practical concerns about the nature of human progress writ large. Humanity’s increasing cybernetic capabilities and activities have produced exponential improvements in living conditions for people in a relatively short period of time, but they have also precipitated a runaway combination of challenges that are jeopardizing the systemic well-being of both our species and our planet as whole. I’ve found that cybernetics (a universal meta-paradigm about purposeful phenomena) and systemics (a universal meta-paradigm about all phenomena) jointly offer a rigorous and powerful way to address these matters. In this session, I will discuss some of the critical lessons I’ve learned about the relevance and value of the cybernetic-systemic field for helping humanity transcend its historic myopia (part smart | whole stupid) about all sorts of complex issues. Key topics will include the early focus of the field on purposeful behavior in general; how it has evolved over the past 60 years into an emphasis on technology-centric cybernation rather than on people-centric / planet-centric cyberneticity, and some initial results from a substantial research project I’ve been conducting – Homo Cyberneticus: Creating, Understanding, and Managing the Anthropocene – that examines the science, history, and impact of humanity’s rapidly-evolving cyberneticity over the past 500 years and its significant implications for our collective future.

Dr. William J. Reckmeyer is Professor of Cybernetics & Systemics in the new School of Cybernetics at the Australian National University, where he is providing strategic support for reimagining cybernetics in the 21st Century, establishing SoCy as an innovative center for helping people learn how to navigate and shape major societal transformations, and connecting SoCy with the broader community of cyberneticians and systems scientists. He is also Visiting Professor of Systems Studies at the University of Hull; Professor Emeritus of Leadership-Cybernetics-Systemics at San José State University; Kellogg Global Fellow at the W. K. Kellogg Foundation; and Residential Global Fellow at the Salzburg Global Seminar. Prior to joining ANU in 2022, Bill spent his 50-year career as a professor and practitioner based in Silicon Valley and Washington, DC. His work has focused on developing and applying integrative-collaborative approaches to enhance strategic change, leadership, public policymaking, and technology management in a variety of organizational, community, national, and international settings. His primary expertise and experience are in the areas of cybernetics-systems, leadership, global affairs, and national security. Norbert Wiener Gold Medal, Life Fellow, and Trustee of the American Society for Cybernetics; Life Fellow of the International Academy for Systems and Cybernetics Sciences. 

https://slowforward.net/2024/10/22/today-22-oct-online-talk-by-william-reckmeyer-part-smart-whole-stupid-the-relevance-and-value-of-cybernetics-systemics-in-the-21st-century/

#000000 #BrunellaAntomarini #complexIssues #cybernetics #ff0000 #ff6600 #hyperGlobalization #neoCyberneticCrew #peopleCentric #planetCentric #systemics #technology #technologyCentric #WilliamReckmeyer #WorldWideWeb

2024-10-21

NUOVI CORSI centroscritture.it

In partenza domani

Iscrizioni ancora aperte ai primi corsi della nuova stagione 2024-2025.

Tutte le lezioni saranno registrate in diretta nel giorno e ora del loro svolgimento, e messe a disposizione degli iscritti il giorno seguente in una sezione dedicata del sito, così da poterne usufruire in ogni momento e senza limite.

da martedì 22 ottobre 2024 ore 18
Monografie, Amelia Rosselli

Nuovo ciclo di corsi monografici approfonditi su autori fondamentali per comprendere l’evoluzione della scrittura poetica nel Novecento italiano. Tra le quattro nuove proposte, Amelia Rosselli rappresenta un salto decisivo nella concezione stessa della poesia, dal rapporto con la musica alla configurazione dell’ordine testuale in una tensione costante tra rigore formale e inquietudine esistenziale, con esiti unici e insuperabili.

con Laura Barile, Francesco Brancati, Marilina Ciaco, Florinda Fusco, Giuseppe Garrera, Sebastiano Triulzi

INFO E ISCRIZIONE

*

*

da giovedì 24 ottobre 2024 ore 18
Problemi filosofici. Una mappa

“Lo sappiano o no, tutti gli uomini hanno una filosofia” scriveva Karl Popper. Il senso comune, il modo usuale di ragionare, e quindi di esprimersi e di agire, è intriso di idee filosofiche. La differenza la fa quando queste idee diventano problema. È allora che lo sfondo concettuale del nostro stare al mondo emerge – e tutto si complica. Ma in soccorso ci arrivano le riflessioni di coloro che in questa complicazione hanno cercato di fare chiarezza. Primo di due corsi in cui imposteremo e discuteremo insieme i principali nodi filosofici della contemporaneità.

con Valerio Massaroni

INFO E ISCRIZIONE

*

*

da lunedì 4 novembre 2024 ore 18
Canoni di poesia

In un contesto com’è l’attuale in cui la pratica della poesia è diffusa a livello di massa, e la produzione editoriale riflette una ricchezza ed eterogeneità di proposte senza precedenti, cosa merita di essere letto, e cosa di essere scritto? Il famoso festival di Castelporziano del 1979 segna un processo inesorabile di democratizzazione della poesia; il crollo del palco la caduta dei riferimenti forti e dell’autorevolezza pubblica del poeta. Ha senso parlare ancora di canone? Di fatto i tentativi di canonizzazione, pur diversamente orientati, esistono ancora, e le antologie restano il portato essenziale di uno sforzo tanto audace quanto necessario.

con Leonardo Canella, Claudia Crocco, Tommaso Di Dio, Giovanna Frene, Marco Giovenale, Giulia Martini, Vincenzo Ostuni, Daniele Poletti

INFO E ISCRIZIONE

https://slowforward.net/2024/10/21/iscrizioni-ancora-aperte/

#000000 #008000 #5 #AmeliaRosselli #antologie #canoneDellaPoesia #ClaudiaCrocco #corsi #DanielePoletti #ff0000 #ff6600 #FlorindaFusco #FrancescoBrancati #GiovannaFrene #GiuliaMartini #GiuseppeGarrera #ideeDiCanone #LauraBarile #LeonardoCanella #MarcoGiovenale #MarilinaCiaco #problemiFilosofici #SebastianoTriulzi #TommasoDiDio #ValerioMassaroni #VincenzoOstuni

2024-10-16

It’s time to look at something I wanted to dive into as soon as I received it, but work and evil humors in my body conspired to keep me from doing anything extra last week. But there’s no time like the present, so today we’re going to look at the first issue of Horizons, by Wildmage Press.

I mentioned this a few weeks ago, but to recap, this is a new fantasy RPG magazine from the Editor-in-Chief of MCDM’s Arcadia and some names that may be familiar from that magazine. This is going to be a quarterly outing, with three 5e SRD-based articles, and a fourth article from an additional fantasy RPG system.

Disclaimer

I received this issue of Horizons as a review copy. I have not had the opportunity to utilize or play with any of the material in this magazine, but I’m very familiar with 5e SRD games, both as a player and a DM. I am less familiar with the Pathfinder 2e Remaster rules. 

Horizons, Issue 01

Editor-in-Chief: Hannah Rose
Designers: Willy Abeel, Rue Dickey, Imogen Gingell, Erin Roberts
Additional Designer: Jessica Redekop
Editors: Sadie Lowry, Simone D. Sallé
Layout Designer: Clara Daly
Cover Illustrator: Anna Grinenko
Interior Illustrators: Allie Briggs, Jessica Nguyen, Veronica O’Neill, Zuzanna Wuzyk
Art Directors: Clara Daly, Hannah Rose
Alpha Testers: Kat Alysha, Anna Guimarães, Alex Hencinski, Roman Penna, Jessica Redekop, Parker Robins
Beta Testers: davidqshull, Félix Gauthier-Mamaril, Meg Hanna, Ada Hauser, Simon Irving, David Spring, Stefan Timmons, Alyssa Visscher, Aaron Flavius West, Patrick “007190pats”, Andrea Aloisi, Alpacnologia, AlpegioTheSorcerer,
Test Players:George Aspesi, Casey Bell, Rigby Bendele, JT Booth, Ed “Wandering Fox” Chivers, Nick “Clu2Clu”, Cassandra “Dig” Crary , Gina Devlin, Franklin H., T. Ashley Jenkins, Jethoof, Keraln, David Lucas, Hazel Margaris, Robert O’Connor, Chesley Oxendine, Tom Pelkey, RJ3thatsme, Ashton Sperry, Devon Stork, Alexander Swafford, Bennoni Thomas, WatchfulWizard, Robin Weber
Wildmage Press Staff: Clara Daly, Sneha Deo, Alice Gitel, Hannah Rose
Special Thanks: Dr. Victoria Condie, Meredith Gerber, Laura Hirsbrunner, Amber Litke, Vee Mus’e, Lauren Urban, Alyssa Visscher

On the Horizon

The PDF of Horizons Issue 01 is 41 pages long. Those pages include the following:

  • Front and Back Cover: 2 pages
  • Credits, Table of Contents: 2 pages
  • The Desk of Many Thoughts (Editorial): 2 pages
  • Articles: 29 pages
  • Resources: 1 page
  • Designers, Artist, and Staff Bios: 2 pages
  • Licensing: 1 page

The interior of the PDF looks amazing. Gorgeous borders, multiple full color illustrations for each article (including some glorious full color dragon illustrations), and some graphically impressive stat blocks in the D&D 2024 and Pathfinder Remastered style.

The Articles

This issue contains the following articles:

  • The Desk of Many Thoughts
  • Next Stop: Adventure
  • Look Up to Cuculan!
  • Draco Ex Astris
  • Atraxis the Crystalline

If you are the type that usually skips the editorials in a magazine, don’t. Hannah Rose and Clara Daly not only introduce their new magazine, but provide some interesting and provocative thoughts about the assumptions of modern fantasy, and how they contrast with fantasy assumptions of the past. 

Next Stop: Adventure

Our inaugural article details fantasy conveyances and mass transportation. The article is framed as information provided by Harper Tolly, a semi-retired adventurer. The two broad types of conveyances we see are Scrawlers and Loreriders. 

Scrawlers are stone conveyances powered by a variety of runes, which give them various properties. There are four different types of Scrawlers detailed, with variations on the number of passengers, carrying capacity, and individual quirks.

Loreriders are transportations that move along on magical, multi-dimensional legs. Paying for passage on a Lorerider costs the passenger a story, and the more substantial and detailed the story, the longer the amount of time the passenger can access the Lorerider.

The Scrawlers section of the article details five different runes that can be used to power and modify the Scrawlers. These runes can also be used on personal equipment to provide a different, related effect, and there are rules for what characters can learn to scribe these runes.

Both sections include tables for generating other passengers, as well as encounters associated with using that mode of transportation. The passenger tables include the character’s description and destination, and the Scrawlers include character secrets, while the Loreriders include what story the passengers told to gain passage. Scrawlers are geared towards transporting people from more remote locations, and often have other adventurers onboard, while Loreriders are often urban conveyances that may have a host of different passengers.

  • I am a fan of an expansive rogues gallery of unreliable narrators with a wide range of expertise showing up in various articles
  • I love how imaginative this article is, and the world building included in who uses each type of conveyance
  • The unique descriptions of the conveyances makes me want to use them
    I may be a little less able to drop this into my Curse of Strahd or Thrones & Bones campaign that I would a homebrew setting, a setting like Eberron, or a setting like the Forgotten Realms or Midgard that have lots of varied regions with room to introduce additional magical wonders
  • I may not want to throw the runecarving rules into every game, even though they are highly constrained, but I’d be willing to let characters that have different runecarving feats or talents from D&D or Tales of the Valiant supplement their abilities with these runes
  • I wish we had more traditional vehicle stats for the conveyances, but I also know that we don’t know what or if vehicle stat blocks will look like in the 2024 DMG.

Look Up to Cuculan!

This article introduces a cloud island called Nim, and a town located on that island, called Cuculan. We are introduced to the concept of Cloudstuff, solid cloud matter that can be worked like stone, and is able to float on the surface of regular clouds. Cuculan is meant to be a location that can be dropped into various campaigns, by virtue of being largely hidden from view from the ground.

Cuculan is populated by Aislynn, people made of cloudstuff itself, Balloon Gnomes, who navigate the island via their personal balloons, and Cerulean Dwarves, blue-skinned dwarves with beards and hair that drifts away like clouds being blown in the wind.

There are adventure hooks related to the town and other locations on the cloud island, and NPCs for the player characters to interact with. Several establishments are detailed, along with secrets and rumors that drift around the location. One of the recurring plot elements is the Terrible Crane, a mysterious bird that will show up and harass various people for inscrutable reasons. The crane is also cited as a means for GMs to provide assistance to overwhelmed PCs, as well as a means for land-based PCs to be transported to Cuculand. 

There is an interesting intertwined story that can become a major campaign issue, or that can be drawn out as a background element until the GM is ready to pull the trigger on the series of events that resolve the story beat.

There are stat blocks for the Terrible Crane, and the local rocs, which are raised by one of the locals. The stat blocks are in D&D 2024 format, with the realigned ability score section with bonuses and saves. 

  • This is easy to plug and play into most campaigns, and it explores something implied, but not often detailed, since we already know creatures like Cloud Giants have similar homes
  • The story hooks are great, and the local NPCs have a lot of personality
  • Your mileage may vary on how well whimsical gnomes using balloons to navigate a cloud settlement, but I’m already buying into people living on clouds, so I’m good with it
  • That said, I might not portray the titan detailed in the article as described
  • I wouldn’t mind more articles either about this island, or about other island settlements that might interact with it

Draco Ex Astris

As you might be able to glean from the title, this article is about dragons. In this case, the article is about Star Dragons, creatures that have a similar life cycle to stars, and who have different outlooks and personalities based on the constellations with which they are aligned. The article details 12 constellations and their guiding principles. The dragon’s lair and purpose will be modified by these constellations. The following stat blocks are provided:

  • Protostellar Wyrmling (CR 7)
  • Sequence Star Dragon (CR 17)
  • Giant Starwyrm (CR 27)

There are Lair Actions and Regional Effects which are the same for all three dragons, although some things, like the save difficulty of effects, change, depending on the age of the dragon. The Sequence Star Dragon and Giant Starwyrm both have Legendary Actions. I think this is worth noting, because the stat blocks are in D&D 2024 format, but these dragons don’t have the “multiple reaction” replacements for Legendary actions that we’ve seen overtaking Legendary Actions. I’m fine with this, since I’m not entirely sold on the multiple-reaction solution for Legendary creatures.

Various elements provide information on how to use these dragons in a campaign, from the various constellations that the Sequence Star Dragons seek to embody, to the adventure hooks provided at the end of the article. The Giant Starwyrm, however, is effectively its own story arc, by virtue of what happens when they reach the end of their lives. If a Giant Starwyrm dies, they have a feature called “Core Collapse,” which means ther is a chance that the Starwyrm will explode in a 20-mile radius. 

  • It could either be a feature or a bug that between WotC and Kobold Press, there are already Solar, Lunar, and Void Dragons, but I think Stellar fits right in
  • Now that I’m thinking of it, I really like creating some connection where Giant Starwyrms that don’t go nova somehow spawn Void Dragons
  • While we’re on a Tales of the Valiant kick, Giant Starwyrms are a great candidate for the “Colossal Enemies” rules from the Gamemaster’s Guide, but that’s also my Spelljammer nostalgia speaking, considering how big the stellar dragons were in that setting
  • These dragons are great content, but they are also something you aren’t going to put into a campaign casually
  • Once you pull the trigger on the PCs dealing with a Giant Starwyrm potentially leveling the countryside, it’s probably going to be a long time before you can repeat that plot point

Atraxis the Crystalline

Our final article details a unique NPC, an academic whose body has become suffused with elemental energies. Living in a settlement in a rift in the Elemental Plane of Earth, Ataraxis’ studied the frequencies of crystals, and was proposing ways of transmuting crystals to different forms. After facing pushback from more hardline traditional scholars, Ataraxis attempted to present their findings, but began to radically sprout crystalline structures from their body, and began transmuting their surroundings into different materials.

Ataraxis eventually created a crystal fortress to continue their studies, rarely leaving except when they needed supplies, or to study planar intersections that connect the Plane of Earth to other planes of existence. Ataraxis can cause different crystals to form around them based on their emotional state, often involuntarily. 

In addition to Ataraxis, there is information on the Hall of Light and Stone, the institution of learning where Ataraxis studied. Three of the scholars from that institution are detailed, each with a personal connection to Ataraxis.

Stat blocks are provided for Ataraxis, the Fork of Earthly Tuning, the Elemental Audience ritual, and Ataraxis’ Palace, which is statted up as the Emotive Crystal Framework Hazard. Ataraxis is has both the Orc and Oread tags, which in D&D terms (should you need the translation), they would be an Orc/Earth Genasi.

The plot hooks surrounding Ataraxis involve convincing them to help local miners, correcting an accidental environmental hazard Ataraxis created, convincing Ataraxis and the scholars to speak to one another about a phenomenon related to the event at Ataraxis’ dissertation, and recruiting Ataraxis to help with an impending planar rift linking the Plane of Earth with another plane.

  • I’m getting Elsa from Frozen vibes from Ataraxis, but I want to make it clear that I’m not saying that as a negative
  • I’m a fan of planar settlements to give player characters a “home base” when exploring the planes, and its interesting to have that settlement be tied to a school
  • This is a Pathfinder Remastered article, but most of the plot elements are universal, and play with themes that work with other fantasy RPGs with similar assumptions
  • I know the focus was on Ataraxis and their work, but I would have liked a little more information on the Hall of Light and Stone to broaden how easily I could attach this article to a campaign
  • That said, I wouldn’t mind a follow up article that revisited the location with a focus on other characters in addition to Ataraxis

Final Thoughts

Like the gaming magazines I enjoyed from the past, this issue put me in mind of how to integrate the material, what I would tweak, and what existing material would synergize well with these articles. As someone that doesn’t currently have much of a connection to Pathfinder Remastered, the expanded content still had value as inspiration for a location and for seeding potential plot hooks. 

The biggest downside to most of these articles isn’t any deficiency in the article’s content or execution, it’s only that some of these articles have a very strong footprint if they are used, making them less plug and play and more “carefully think of how to use a good idea to build a new campaign around, or to add to an existing campaign.” That’s clearly going to vary based on your campaign. If you’re running a Spelljammer campaign, the Stellar Dragons are going to be a lot easier to work in. If you’re PCs are going to a new part of the campaign world, it’s going to be a lot easier to find a region that has already implemented magical mass transit.

To be clear, some of the best material will be the material that inspires big ideas, and I love having big ideas to “bank” for those moments when it’s time to roll out something new. I think this was a strong first issue, and I am looking forward to other articles with the level of personality that these have.

https://whatdoiknowjr.com/2024/10/16/what-do-i-know-about-patreons-horizons-issue-number-01/

#800080 #DungeonsDragons #DungeonsDragons2024 #ff6600 #Horizons #Pathfinder #Pathfinder2e #PathfinderRemastered #rpg #ttrpg #WildmagePress

2024-10-14

Part Smart | Whole Stupid
The Relevance and Value of Cybernetics-Systemics in the 21st Century

William Reckmeyer

 October 22 at 7pm

LINK TO THE MEETING

Expectations about the rosy future of humanity in the 21st century have changed profoundly over the past 35 years, since the end of the Cold War and the beginning of the World Wide Web ushered in a new era of hyper-globalization that has raised important philosophical and practical concerns about the nature of human progress writ large. Humanity’s increasing cybernetic capabilities and activities have produced exponential improvements in living conditions for people in a relatively short period of time, but they have also precipitated a runaway combination of challenges that are jeopardizing the systemic well-being of both our species and our planet as whole. I’ve found that cybernetics (a universal meta-paradigm about purposeful phenomena) and systemics (a universal meta-paradigm about all phenomena) jointly offer a rigorous and powerful way to address these matters. In this session, I will discuss some of the critical lessons I’ve learned about the relevance and value of the cybernetic-systemic field for helping humanity transcend its historic myopia (part smart | whole stupid) about all sorts of complex issues. Key topics will include the early focus of the field on purposeful behavior in general; how it has evolved over the past 60 years into an emphasis on technology-centric cybernation rather than on people-centric / planet-centric cyberneticity, and some initial results from a substantial research project I’ve been conducting – Homo Cyberneticus: Creating, Understanding, and Managing the Anthropocene – that examines the science, history, and impact of humanity’s rapidly-evolving cyberneticity over the past 500 years and its significant implications for our collective future.

Dr. William J. Reckmeyer is Professor of Cybernetics & Systemics in the new School of Cybernetics at the Australian National University, where he is providing strategic support for reimagining cybernetics in the 21st Century, establishing SoCy as an innovative center for helping people learn how to navigate and shape major societal transformations, and connecting SoCy with the broader community of cyberneticians and systems scientists. He is also Visiting Professor of Systems Studies at the University of Hull; Professor Emeritus of Leadership-Cybernetics-Systemics at San José State University; Kellogg Global Fellow at the W. K. Kellogg Foundation; and Residential Global Fellow at the Salzburg Global Seminar. Prior to joining ANU in 2022, Bill spent his 50-year career as a professor and practitioner based in Silicon Valley and Washington, DC. His work has focused on developing and applying integrative-collaborative approaches to enhance strategic change, leadership, public policymaking, and technology management in a variety of organizational, community, national, and international settings. His primary expertise and experience are in the areas of cybernetics-systems, leadership, global affairs, and national security. Norbert Wiener Gold Medal, Life Fellow, and Trustee of the American Society for Cybernetics; Life Fellow of the International Academy for Systems and Cybernetics Sciences. 

https://slowforward.net/2024/10/14/22-oct-online-talk-by-william-reckmeyer-part-smart-whole-stupid-the-relevance-and-value-of-cybernetics-systemics-in-the-21st-century/

#000000 #BrunellaAntomarini #complexIssues #cybernetics #ff6600 #hyperGlobalization #neoCyberneticCrew #peopleCentric #planetCentric #systemics #technology #technologyCentric #WilliamReckmeyer #WorldWideWeb

2024-09-04

I think I’m going to start juggling around a little bit about how I present subscribed content like material released via Patreon, in part because the focus is a bit more on why these are or aren’t something you may want to contribute to month after month, based on content that is coming out. Effectively it won’t be too much different than a First Impression, but I’ll probably relate the individual release back to other Patreon content from that creator’s Patreon.

With all of those establishing words out of the way, today we’re going to look at the third release for the Vodari Voyages patreon, Skyborn. Just in case you haven’t read my previous articles on this Patreon, this is in support of the high seas swashbuckling fantasy setting Seas of Vodari, designed for the 5e SRD.

Disclaimer

While I have received review material from Angryfish Games in the past, I am not working from a review copy for this article, and am a supporter of the Patreon. I have not had the opportunity to play or run for anyone using these options in a game, but I am very familiar with the D&D 5e system as a player and a DM.

Vodari Voyages Issue No. 3: Skyborn–New Player Options and Gazetteer

Designer: Shawn Ellsworth
Editing: Brandes Stoddard
Graphic Design: Dave Jumaquio
Artwork: Mariam Trejo
Playtesters: Chris Markcit

This is an eight page PDF, including a cover, introduction, three pages of information on the ancestry, a two page discussion of the Skyborn town of Cloudreach, including a section with NPCs and adventure hooks. There is also a page of maps showing the multiple levels of the town, as it stretches upwards through different layers of trees.

First off, more Marian Trejo art. I love it. It is very interconnected with how I view the setting at this point. I’ve always liked how the Vodari products are laid out, and this one follows the same conventions as previous releases.

I’m a subscriber at the $5 tier, which gets access to the issue and the extras that are produced for it. In this case, the extra material includes the following:

  • Tokens, in two different sizes of PNG formatted images of parrot, macaw, heron, raven, and sparrow skyborn
  • Large size artwork in PNG format for the heron, macaw, and sparrow skyborn
  • A two page document of species traits for the Skyborn, which reprints the information inside the issue, but also has a version of the species made for the 2024 D&D rules

Bird’s Eye View

The Skyborn are a species of birdfolk with different expressions based on the type of bird they resemble. While there were references to birdfolk in the original Vodari campaign setting, my assumption at the time was that it was a non-IP way to refer to the birdfolk species that already exist in D&D 5e, like Aaracokra and Kenku. But, as it turns out, there was meant to be a Vodari specific birdfolk species, which didn’t make the cut when the campaign setting came out. 

There is material that gives them some setting lore, as descendants of inhabitants from the Elemental Plane of Air that accepted one of the setting deities’ invitation to live on the Prime Material Plane, but they gave up the gift of flight when making the transition. 

In the section giving the game statistics for the species for PC use, we do get some example names for individuals as well as flock names. That’s a nice piece of lore that’s missing in the 2024 rules for the standard options in the game.

While the current design trend is to avoid giving a species skill related bonuses, since that implies something about culture, and not just physical traits, several of the official species have had skil proficiencies added to them to indicate a physical adaptation that would make that skill easier, while others have been framed as a blessing from a divine being. In here, the Skyborn are given a choice between four skill proficiencies, implied to be a gift from the god who invited them to the setting in the first place. I would argue that three out of the four skills could still easily be based on a physical adaptation instead of a divine gift, but either way, it works out.

Somewhat like Kobold and Shifters from Monsters of the Multiverse, Skyborn have an ancestry option to choose when they are first created, from the following:

  • Hunter
  • Mimic
  • Nocturnal
  • Performer
  • Swimmer

There are various birds listed as examples under each of these types, so if you really want to play an anthropomorphic duck, Swimmer has you covered. These all contain a trait or two that fits the theme, but one of them employs a mechanic I wish got more use, that being adding a d4 to a specific skill check rather than escalating expertise all over the place. 

You also get claws, and the ability to glide. While you can’t fly, your glide does afford you a faster movement rate that, for example, the Hadozee from the Spelljammer release, and is a separate glide speed, versus tying it to walking speed.

In addition to providing species in the more commonly accepted format from current D&D 5e design, most of the Vodari offerings also have a section at the end of the entry that adds in some of the older material that used to be tied to species. For example, they give the average ability score that is typically higher among Skyborn, as well as the languages most often learned in Skyborn communities. This is basically there to establish a default, and isn’t binding. 

The entry also includes random height and weight as well as maturity and lifespan. While I can respect not wanting to constrain players too much, it’s always nice to see how the creators envision a species to mature and how long they live, rather than omitting those details like the current D&D entries for species do.

If you want flying Skyborn, they give you two options, either swapping out the gliding ability for flight, or allowing a species feat that Skyborn characters can take which allows the Skyborn to fly. One of these options changes a lot of the assumptions about the species, but allowing flight with a feat maintains the idea that it’s not common for Skyborn to have the ability to fly, and I like that. In the 2014 rules, as long as you don’t give your Skyborn some way of getting a feat at 1st level, that still means you don’t have the potential headaches of a flying PC until 4th level, which is only a level earlier than spellcasters might start using the fly spell.

Futureproofing

In the document showing the 2024 version of the species, there aren’t a lot of changes. There is some change in wording to match the presentation of the 2024 words, usually leaning to the utilitarian rather than the descriptive. The Flyer feat has the additional prerequisite of Level 4+, which is standard for the 2024 rules, to denote the difference between this feat and an origin feat or one that is meant to be available from the start of the game.

Nesting

While Cloudreach canonically exists in the setting, it doesn’t have a canonical location, but it is given a suggested one. The town exists in three tiers, the port level, the canopy level, and the treetop level, meaning that there are platforms above the ground level sections of town with more buildings, homes, etc. I like that even though the town is built to accommodate gliding species used to living in trees, there is a logical concession for the dock level, allowing for interaction with other species, especially in a nautically themed campaign setting.

There are a number of NPCs described, from the Chief Elder, an important local merchant, the town guard captain, a Dwarf that relocated to Cloudreach, the owner of a magic shop, a wandering performer, and the local criminal naer’do well.

Both the gazetteer and the adventure hooks make use of the NPCs introduced in this section, using the Chief Elder as a patron for jobs, various NPCs involved in covert activity, and a heist that may align the PCs with the criminal element in town.

I like that the dragon used in one of the hooks wants something thematic to the town, rather than just saying that a green dragon has arrived in the woods nearby. Not only does it feel like a draconic quirk demand singers as tribute, but it also makes perfect sense to demand from a town of Skyborn.

Because I’m old, I tend to judge gazetteers by the city entries in the AD&D 2e Forgotten Realms Adventures entries.  Not that it needs to be in that format, or that it needs to have all the same information those entries had, but what they often had was a named place for visitors to stay, the local wizard, the most prominent clerics, who’s in charge, any thieves’ guilds, and if there is a local sage and what expertise they have. While there isn’t a formal thieves’ guild, we have the most prominent local criminal, so the only thing really missing is the sage. I know, I’m fighting an uphill battle. Nobody has cared about going to a sage for research since AD&D 2e. But someday, they’ll want their sages back, and I’ll be here to welcome them with open arms.

Final Thoughts

This Patreon is continuing to be a good value, and doing exactly what I want it to do, and that is to flesh out a setting that I like, in smaller, meaningful ways. I like that we’ve evolved from a traditional adventure, to an adventure template, to a new species, as a means of keeping some variety in content.

When it comes to the specific species itself, I like the approach of having numerous birds under the umbrella of a single species. I’ve said that I think Kobold Press’ Beastkin are a little too broad considering the range of creatures that can fit under that heading, I think a similar, but more constrained, approach, like “birdfolk,” works fine.

While I realize some of the species mentioned in the Additional Race Options in the Seas of Vodari campaign setting book are essentially examples of where official D&D creatures fit into the setting, I am actually curious to see Vodari specific takes on Felines, elemental folk, giant-blooded, and even turtlefolk. I don’t think it hurts to put your own spin on the walled off portions of the D&D ruleset, especially if you have the opportunity to address elements of the official species that may not sit right with you (like giving a species the ability to grow to large size out of the blue because that’s the only thing you can think of to cement that they are related to giants . . . as a general example not referring to anything specifically).

https://whatdoiknowjr.com/2024/09/04/what-do-i-know-about-patreons-vodari-voyages-issue-number-3/

#003300 #ff6600

2024-08-20

cliccare per ingrandire

cliccare per ingrandire

Questa antologia raccoglie alcuni dei testi migliori di RicercaBO, il laboratorio di ricerca di nuove scritture ideato da Renato Barilli e Nanni Balestrini nel 2007 sulla scia del precedente RicercaRE nato nel 1993. 
Molti i nomi che vi hanno partecipato e che sono poi diventati noti. 
Tra le direzioni emerse, quella che vede più sfumati i confini tra prosa e poesia all’insegna della brevità e del comico, eredità delle avanguardie storiche e delle neoavanguardie, Gruppo 63 in primis. 
Accanto a questa linea la narrativa, con racconti e stralci di romanzo che offrono un quadro complessivo e aggiornato degli ultimi due decenni della letteratura italiana.

Gli autori:
(sezione narrativa) Andrea Bajani, Bruno Benuzzi, Sandro Bonvissuto, Chiara Bottici, Alessio Caliandro, Chiara Cretella, Maddalena Fingerle, Simone Giorgi, Giovanni Greco, Gian Marco Griffi, Antonio Guiotto, Paolo Marino, Luciano Neri, Matteo Nucci, Serena Patrignanelli, Maurizia Torza, Alessio Paša, Veronica Raimo, Giorgio Vasta, Grazia Verasani
(sezione poesia e scritture di ricerca) Gian Maria Annovi, Alessandro Broggi, Antonella Bukovaz, Leonardo Canella, Marilina Ciaco, Mario Corticelli, Laila Falà, Marco Giovenale, Mariangela Guatteri, Andrea Inglese, Anna Lamberti-Bocconi, Rosaria Lo Russo, Lorenzo Mari, Renata Morresi, Aldo Nove, Gilda Policastro, Mariella Prestante, Valentina Proietti Muzi, Carlo Sperduti, Silvia Tripodi, Michele Zaffarano

Il libro è acquistabile dal sito Manni:
https://www.mannieditori.it/libro/antologia-di-ricercabo

Una prosa di Leonardo Canella su Nazione indiana, per parlarne:
https://www.nazioneindiana.com/2024/06/12/lantologia-di-ricercabo/

Dialogo di Antonio Syxty con Leonardo Canella:
https://www.youtube.com/live/W9fquhyI55Y

Altre segnalazioni in rete:
https://slowforward.net/2024/06/12/esce-lantologia-di-ricercabo-laboratorio-di-nuove-scritture-2007-2023-piero-manni-editore/
https://www.notizie.today/post/l-antologia-di-ricercabo-398054.html 
https://www.rosarialorusso-poesia-performance.it/antologia-di-ricerca-bo/

https://slowforward.net/2024/08/20/antologia-ricercabo-tutte-le-info/

#000000 #20072023 #AldoNove #AlessandroBroggi #AlessioCaliandro #AlessioPaša #AndreaBajani #AndreaInglese #AnnaLambertiBocconi #antologia #AntologiaDiRicercaBO #antologiaLaboratorio #AntonellaBukovaz #AntonioGuiotto #AntonioSyxty #Barilli #BrunoBenuzzi #Canella #CarloSperduti #casaEditriceManni #ChiaraBottici #ChiaraCretella #EsisteLaRicerca #ff6600 #GianMarcoGriffi #GianMariaAnnovi #GiancarloGreco #GildaPolicastro #GiorgioVasta #GiovanniGreco #GraziaVerasani #Gruppo63 #lImmaginazione #LaFinestraDiAntonioSyxty #laboratorio #laboratorioDiNuoveScritture #LailaFalà #LeonardoCanella #letteraturaItaliana #LorenzoMari #LucianoNeri #MaddalenaFingerle #ManniEditore #ManniEditrice #MarcoGiovenale #MariangelaGuatteri #MariellaPrestante #MarilinaCiaco #MarioCorticelli #MatteoNucci #MauriziaTorza #MicheleZaffarano #NanniBalestrini #narrativa #narrativaEPoesia #NazioneIndiana #Nughette #nuovaScrittura #nuoveScritture #PaoloMarino #poesia #poesiaENarrativa #poesiaEProsa #poesie_ #prosa #prosaEPoesia #ProsaInProsa #proseInProsa #RenataMorresi #RenatoBarilli #RicercaBO #RicercaRE #romanzi #romanzo #RosariaLoRusso #SandroBonvissuto #scrittureDiRicerca #SerenaPatrignanelli #SilviaTripodi #SimoneGiorgi #Syxty #ValentinaProiettiMuzi #VeronicaRaimo

2024-06-07

I enjoy horror stories, and the idea that they explore the concept of what we are most afraid of, the things we can’t escape. Whether it’s literal or figurative, there is something out there that may consume the people around us, and we’ll either survive the experience with scars, or succumb like everyone else we’ve seen around us. But I also enjoy a good action horror/monster hunting story.

Monster hunting explores something different about us. It’s less about acceptance or survival, and more about facing an insurmountable problem, and still assuming there is a solution. Monster hunting fiction often teaches us that knowledge and the execution of that knowledge may help us to do things that no one thinks is possible. Monster hunters often end up battered and bruised, and what they do isn’t easy, but if they do it right, they stop something that seems unstoppable.

With all of that said, if you give me a protagonist that is a monster hunter, you’re going to get my attention. In D&D, the monster hunting role often falls to the ranger, and while that’s not a bad fit, rangers can be monster hunters, but not every ranger fits the archetype of the monster hunter. That leads to two results, when applied to D&D 5e . . . multiple monster hunting focused subclasses, or a monster hunting class (but I’m okay with both). With all of that said, I wanted to take a look at the playtest of Ghostfire Gaming’s Monster Hunter class.

Disclaimer

I’m not working from a review copy for this, I’m working from a playtest document, which you can access for .99 cents. I’m normally not a fan of playtest material being gated by a fee. Either you want outside input, or you have internal playtesters whose opinions you are going to trust, why charge people for access? That said, when I say this, it’s usually surrounding playtest material being gated behind a Kickstarter backing level, or with playtest material that is only available in physical media. The .99 cents reserves you a notification on an upcoming Kickstarter from Ghostfire.

I have played around with a Monster Hunter by running numbers in Roll20 in some simulated encounters, but not in an actual game with real, other humans. While I haven’t seen one outside of the “test environment,” I’ve got a lot of experience with D&D 5e, both as a player and as a DM.

Class Overview

The monster hunter class is what it says on the page. They are specialized in hunting various dangerous creatures. In addition to increasing the class’ ability to harm monsters, that also means that they gain abilities that help them research and/or just know things about monsters.

If you were to only have two things that you could reference to figure out what this class is and what it does, I’d say that interacting with anything based on the Witcher would absolutely point you in the right direction, and probably the 2004 Van Helsing movie. You are a monster hunter in a world where monster hunting is an established tradition, even if there aren’t many of you around. 

The Artificer is a class that doesn’t reveal much of what the class is capable of outside of its subclasses, and that’s probably not unfair to say about the monster hunter, either. While there are some signature class features, a lot of what they do in combat will be modified by what their subclass grants them. 

The core underpinnings of the class are:

  • d10 hit dice
    • Light, medium, and shield proficiencies
    • Simple weapon, martial weapon proficiency
    • Dexterity and Intelligence for their saves

I’ll admit, I like a class that appreciates intelligence outside of setting the DC for spells, even if Intelligence saves don’t come up that often. Leaning more heavily on dexterity for a d10 class is an interesting choice that reinforced the idea of precision over power. Let’s see if and how they follow up on those choices.

Tier 1 Abilities (1st through 4th)

Unsurprisingly, monster hunters get access to a fighting style, like fighters, rangers, and paladins. They can choose between archery, dueling, great weapon fighting, and two-weapon fighting. I am already indignant on the ranger’s behalf over that great weapon fighting option, but that’s not the monster hunter’s fault. This does mean they don’t get defense as an option, and they don’t get protection. Does that communicate a theme? Probably, which may be inferred as “you aren’t worried about your own safety and you protect others by killing the damn thing.”

The other starting ability is the monster grimoire, which is a big book of stuff you may need to kill, filled with notes. You pick two types of monsters that are covered in your book. Anytime you need to use an Intelligence check related to those monsters, you get proficiency, or you are treated as having expertise if you are already proficient with a skill that applies. You also pick up a language based on your choices. Because monster hunters aren’t dealing with all that philosophical stuff about humans being the real monsters, the only humanoids you can pick for this ability is humanoid (shape changer).

I like having a book of monster facts. It reminds me of the show Grimm. On one hand, this feature is pretty tightly focused, and if your DM is never making you roll Intelligence checks to learn things about monsters, it won’t get much use. On the other hand, it’s thematic, and it doesn’t limit the monster hunter to only being good at killing the things in their book.

What is pretty much your class’ signature move kicks in at 2nd level, which makes sense, because a lot of classes do that, however, this one is interesting. Despite being a d10 combatant style class, monster hunters don’t get extra attack. Instead, within a certain range, if an opponent makes an attack, and the monster hunter has a reaction free, they can use it to make an attack on that opponent. This has lots of interesting ramifications. It comes in three levels earlier than most extra attack options, however, while you may get to use this more often, it does mean in some of those circumstances you’ll be missing out on opportunity attacks, so you don’t have a net gain in number of attacks when that happens. If other classes or spells grant the ability to attack with a reaction, that’s just not going to do anything for you.

I always want abilities to be functional, but I’m much happier when things fit a narrative, and I do like the idea that a monster hunter isn’t being trained as a duelist or a tactician, so their extra attack comes from looking for an opening when something goes on the offensive. I don’t think I can definitively say “no, that’s too powerful for 2nd level” considering some of the instances where the monster hunter is missing out on attacks, but I don’t want to balance 2nd level on what higher levels don’t get. My gut feeling is to like it. Also, this means the monster hunter is going to be a good party member to have around when the whole party is surprised, because they’ll still get their studied response once their turn has happened, and they have a reaction again.

Your subclass comes in at 3rd level, which isn’t a think I’ll need to say nearly as much in the future since so many things are pushing towards that just being where subclasses start. Standard ASI at 4th.

Tier 2 Abilities (5th through 10th)

Your very first class ability in tier 2 is expert strike, which lets you add your intelligence to your weapon attack. This also helps mitigate those moments when your reaction based attack isn’t as exciting, but also, I appreciate that a martial class gets to use intelligence for something, and it kind of makes sense for a class that specifically studies its opponents to help kill them.

The next ability you get lets you add another monster type to your grimoire, and in addition to your normal benefits, now any monster you have in the book is subject to you rolling a crit on a 19 or 20. An increased critical range feels better than saying you can only do your extra special damage to the monsters you have already picked early in the campaign. Yes, I’m still scarred by previous edition rangers.

Probably the biggest benefit so far from the grimoire kicks in as you get closer to tier 3. Now when you make a save caused by something that you have in your book, you can make it an intelligence check instead. Well, heck, that “intelligence saves are nice, but they don’t come up that often” thought just goes out the window at this level. This is where we start to feel a little FOMO about the class, because every time you’re making saves against a monster type that isn’t in your book, you’re going to remember it. This also reminds you that when the rules say dexterity and intelligence are your primary stats, they are not kidding.

The final ability you get to round out this tier of play lets you pick someone else to attack as well whenever you make your reaction based attack. Which means at higher levels, having a party with multiple monster hunters is going to be missing out a bit on their abilities.

“Attack it now!”

“I already was!’

Tier 3 Abilities (11th through 16th)

Your first tier 3 ability is another upgrade to your book, which just lets you add another monster to the ones you know how best to kill.

Lair sense may be one of my favorite abilities, because it plays with rules elements that don’t usually get any interaction with player facing abilities. You ignore regional effects (how many times do you remember to use those, DM?), and have advantage on saves caused by lair actions. The final benefit from this ability is gated behind the monster types in your book. Any attack made on you using a legendary action is at disadvantage, and any save you make because of a legendary action are made with advantage. 

Tier 4 Abilities (17th through 20th)

Into the lofty levels of tier 4, the first ability that you get lets you have two allies attack when you do, when you make your special reaction based attack on a creature. Not bad, I’m not sure if it’s 17th level cool, but then again, 17th level cool is very hard to define since it rarely gets visited.

Your capstone ability increases the critical threat range on the monsters in your book to 18-20. The second part of the ability only functions a number of times equal to proficiency bonus (again, just for monster types in your book), but when you crit an opponent, they have to make a save versus the damage dealt, or else drop to 0 level.

I know it’s what we already do with concentration, when it comes to saving versus a damage amount, I’m just not a fan of it. I would much rather see it as a set saving throw DC. Bounded accuracy should mean that if you have even a moderately good DC, you still have a chance to pull this off, and it would give you another reason to flaunt your intelligence if you base the save off that stat.

I do like multi-step capstone abilities, because there is less pressure to make it do one super spectacular thing, and instead you can do a few really good things. Although auto-killing an enemy is a pretty spectacular capstone, compared to some classes. Also, DM, if you don’t want to cry, remember to save a legendary save for this . . . then you can make your monster hunter’s player cry.

Subclasses

Subclasses for the monster hunter are referred to as hunter guilds. Now I must vent two things. The first is that they really should have called ranger subclasses lodges. That just works. The other thing is, I’m very sad that both Tales of the Valiant and A5e just kind of gave up on giving subclasses cool, thematic names for a class’ subclasses. It actually does help to create a feel for the class and how it approaches things.

The guilds include the following:

  • Carver Guild–straightforward combat oriented
  • Devourer Guild–you eat things and create mutagens
  • Occultist Guild–you get a spellcasting progression
  • Trapper Guild–gadget users

Remember when we mentioned The Witcher up above? It is kind of interesting that some of the key components of that fiction are split into non-interacting subclass abilities. In other words, nobody is going to be “the whole Witcher.” That does go a little way in reinforcing that The Witcher isn’t the only inspiration, although I wonder if there is room for a “dabbler” subclass that gets a few minor signature abilities from a couple of the guilds.

This class gets subclass abilities at 3rd, 7th, 10th, 15th, and 18th, which matches the fighter subclass progression. 

Carver Guild

You are the frontline tank kind of monster hunter. You get heavy armor and everything keys off you being in melee and getting in monster faces.

  • 3rd level–Equipped for Battle, Close Quarters
  • 7th level–True Grit
  • 10th level–Terrorize the Terrors
  • 15th level–Deadly Redirect
  • 18th level–Controlled Footwork

You get heavy armor proficiency with this subclass, and the close quarters ability adds a d6 to your damage when you use your studied response reaction based attack, and then inflict disadvantage on your target’s next attack. 

I’m concerned about what combat is going to look like if your monster hunter hits consistently, and one attack from your NPC is always going to be at disadvantage. Making this a save based ability would partially mitigate that, but it would also start to slow things down since it happens on every reaction attack the monster hunter makes. Not sure how I feel about this until I see how badly that disadvantage messes with NPCs.

True grit at 7th level makes you immune to fear from creatures in your book, gives you advantage otherwise, and when you damage something that inflicted the frightened condition on someone else, you can end that condition on them. I like it. In fact, if the dice didn’t hate me, this would have been a clutch ability in my trial run.

Terrorize the terrors lets you force your target to make a save when you hit them with your studied response reaction attack, or they gain the frightened condition. I’m biased, because the frightened condition just isn’t that much fun for me, even if it works better than fear in previous editions, but every time you hit is way too often for this ability. This should be either PB number of times on a long rest, or once and recharge on a short rest. Keep in mind, I’m not just saying this because it hinders the opponent if they fail their save, but also because it just happens every time you hit, adding something to the routine of combat every round.

Deadly redirect increases your damage when you hit with your studied response, and then forces the creature you hit to attack you with their next attack instead of whoever their regular target would be. I’m not a fan of “you do this, they must only do this in response” style abilities. I always worry that absolutes that just happen reliably set up players to come up with unexpected chain effects that cascade from that expected moment. Technically, the monster still has the option to just not attack to avoid that absolute.

Controlled Footwork lets you “recharge” your reaction once per turn when you miss an attack. It’s breaking the ancillary action economy of the game a bit, but it’s also doing it at 18th level, so I’m not sure I care.

Outside of maybe getting bogged down extra rolls, and maybe throwing off your NPC’s reliability, it’s a pretty straightforward subclass that does look like it is what it says it is, you get in the monster’s face and beat it up until it falls over.

Devourer Guild

If you are a member of the Devourer Guild, you have a mutated metabolism that lets you adopt some of the properties of the creatures you eat. Because this is the subclass that deals with devouring, you also get some ability to create and interact with consumables.

  • 3rd Level–Transmuting Metabolism
  • 7th Level–Synchronized Response
  • 10th Level–Gnawing Hunger
  • 15th Level–Alchemical Decoctions
  • 18th Level–Acquired Taste

A lot goes into your 3rd level ability. This ability actually does three things–you can salvage bits of monsters to consume later as an action, eat the monster bit as a bonus action, and depending on the monster, you get one of 11 mutations. Some of these mutations are shared between different monster types. For example, eating part of a fey, fiend, or undead can be used to trigger invisibility.

Because not every monster allows for every mutation, however, it does matter what you harvest. The bits you harvest only last until your next long rest, and then it’s not fresh enough to trigger your mutations. No matter how many monster bits you collect, you can only use these mutations a number of times equal to 1 + your Intelligence bonus. The abilities include things like acid blood, acumen, awareness, flight, infused, invisibility, might, natural weapons, regeneration, resistance, or telepathy. The duration ranges from a minute, to minutes, to an hour.

I like this, I feel like it’s a little bit to juggle, but probably not more than a spellcaster is already juggling. This isn’t the monster hunter subclass for someone that doesn’t want to juggle some options. 

Your 7th level ability gives you bonus damage for one minute against a creature of the same type as the bits you just ate. After the wide range of things to reference with your first ability, this one is pretty straightforward.

Gnawing Hunger is kind of still in line with the story of the class. When you harm a monster with a melee weapon attack, you gain temporary hit points equal to half the damage you inflicted, or equal to the amount of damage you have done if the monster is one in your grimoire. Essentially just getting splashed with gore triggers some abilities in you. I like the base concept of this, however, I wish the temporary hit points were fixed.

I know it feels good to roll high and get an ever better benefit, but it’s very swingy. If you crit a monster, you’re really buffering your hit points, and if you have a magic item that boosts your damage, you’re not just double dipping because of the ability by getting temp hit points, you now double dipping on your magic item or other boosts to damage giving you even more of a buffer on top of doing even more damage. I would rather this was set at X, and then you get 2X from something in your grimoire.

Alchemical Decoctions basically lets you save up some of the monster bits that you cut up, spending some gold and an hour to turn the monster bits into a potion. You can only have four of these active at any time, but someone else can use them, although they gain levels of exhaustion if they use more than one per long rest. At 15th level, I’m not sure I would require the gold piece expenditure. I would probably just shift this to “you can prepare up to four when you take a long rest.” The granularity can add to the story, but sometimes it just feels like extra flash.

At 18th level, you can consume an extra portion per long rest, and you gain advantage on that kind of monster when you attack them with an attack triggered by a reaction. This works for me, no notes.

I feel like a few things may need to be spelled out or clarified, even though I think the intent is pretty clear. In multiple places, it mentions that you can consume a number of portions “safely,” and effectively, this seems to indicate that you could consume more in an unsafe manner, but we don’t get a definition for what the unsafe side effects are. The wording is very much calling back to The Witcher, but I think it’s implying something that isn’t delivered. This next thing is probably just a me thing, but I kept reading “portion” as “potion,” and I just wish the words weren’t so similar. 

Alchemical Decoctions doesn’t expressly say that you (as opposed to others) can consume Decoctions in addition to your normal number of portions that you can consume, and I think that’s the intent, but that means your number of mutations per long rest effectively becomes 5 + int bonus, which is a bit of a jump (although as potions, as per rules no matter what Baldur’s Gate 3 tells you, shift the action economy to an action instead of a bonus action). So, one way or the other, I would like to see it clarified if this just lets you and off your portions to someone else, and maybe save a monster type you haven’t fought in the last day, or if it really is meant to let  you break your per long rest limit.

Occultist Guild

Were you waiting for a martial class that isn’t a spellcaster, but has a subclass that lets them become a ⅓ caster? This is the subclass you were looking for. 

  • 3rd Level–Acolyte of the occult, spellcasting, counter charm
  • 7th Level–Mage hunter
  • 10th Level–Occult knowledge
  • 15th Level–Magical aegis
  • 18th Level–Arcane response

Acolyte of the occult just gives you proficiency in the arcana skill. Spellcasting works the same way that spellcasting works for the Eldritch Knight, except your school limitations are abjuration and divination. You’re an Intelligence based caster with a spells known limit, you get cantrips, and your spells top out at 4th level. Divination and abjuration make story sense, but it feels like this class is already trailing behind in combat capability compared to the Eldritch Knight. Eventually you can pick up spells from other schools, just like the Eldritch Knight, and at the same levels.

It’s probably my reading comprehension, or just one of the quirks of my erratically functioning brain, but there is a column that says “component limit,” and I don’t know what its referring to. I even did a search of the document to see if I was missing the words somewhere else, and I can’t find it. Forgive me if you spotted what this references.

Counter charm is an ability connected to your monster grimoire, granting you advantage on saves against spells cast by one of those creatures, and it expands your triggers for your studied response attacks to when a creature casts a spell within their range as well. Not what I was thinking when I saw “counter charm,” given what that term is associated with in the game.

Mage hunter lets you consider “spellcasters” as a monster type in your grimoire if they can cast one or more spells. You also inflict disadvantage on any saves made by something you hit that needs to make a concentration check. 

At 10th level, you become a ritual caster. In addition to getting the ability to cast ritual spells as rituals, at higher level, you pick up additional spells, as long as they have the ritual tag. Learning to cast rituals does feel like what some esoteric order would end up learning, so I’m good with this ability.

At 15th level, you can extend your resistance to spell saves cast by monsters in your grimoire to allies that are within a certain range. On top of that, you get a once per long rest casting of counterspell, and have it on your spell list now.

At 18th level, studied response extends to letting you cast a cantrip or a spell with a casting time of 1 action or less. 

Not sure about the school restrictions at lower levels, I wish counter charm were named differently, but I like the ability. I do have some concerns, not from anything that Ghostfire will put out, but in how this interacts with newer D&D products. Creatures that have those “pseudo spellcasting” attacks may not count as spellcasters unless they also have the ability to cast a spell as traditionally expressed. This is an ongoing discussion about official D&D design, but it’s also pertinent to gaining counterspell at 15th level, which could feel really weak if nothing magical being used against you is expressed as a spell. But do you want to design to the rules in the 5e SRD, or do  you want to try to bridge the gap and account for design decisions for material that may be used with your material?

Trapper Guild

Our final guild is the trapper guild, the guild that sets traps and makes bombs. Basically you construct additional tools to help you hunt monsters. You can also blow up nests when you see them marked on the map. Sorry, disregard that last bit.

  • 3rd Level–Trapper’s gadgets, sneaky and crafty
  • 7th Level–Ambusher’s advantage
  • 10th Level–Ranged response
  • 15th Level–Monster-Hide Armor
  • 18th Level–Rapid tinkerer

The Carver Guild leans into up front fighting, and in comparison, the Trapper Guild leans into sneaking and maneuvering, so the trapper picks up stealth and tinker’s tools as proficiencies. This also plays into the idea that they make tools to help them hunt.

Trapper’s gadgets gives you two uses of your gadgets per long rest, but you can spend some gold and an hour to make new gadgets that you can use before your uses reset on a long rest. I like the idea of providing an “in universe” way to get more uses out of a class feature that limits a physical object you can build, if only for logic’s sake. I like the explanation in world, but from a game standpoint, I would almost rather you just got another gadget back when you take a short rest. The funny thing is that in 5e SRD games, it seems like 20 gp goes from either being a big deal or a nuisance. 

Even though the guild is called the Trappers Guild, a lot of the gadgets are more like combat aids. You have a few Green Arrow/Hawkeye style trick arrows that can entangle or do extra damage, anti-regeneration oil to put on weapons, a bomb that creates a cloud where all weapons count as magical or silvered, a D&D Ghillie suit, and the one actual trap in the gadgets, a trap that can be placed adjacent to you that does bludgeoning damage and can knock an opponent prone, and that can also just be used as an item you can hit someone with in melee.

Ambusher’s advantage gives you a bonus equal to your intelligence bonus on initiative. Monster types that are in your grimoire can’t surprise you. Which is cool, but it does take away that cool scenario I pictured about your monster still using studied response when they’ve been surprised, once they get their reaction back. Regardless, handy abilities to have.

Ranged response lets you make your reaction when a creature attacks you, which, as usual, is resolved before the creature resolves its attack, and as part of the same reaction, you can move up to half your speed. You can only do this if the creature moved towards you and targets you with a melee attack. If you want, you can move before you make your studied response attack (handy for ranged monster hunters). The text mentions that if you move out of the creature’s reach, they can still make an attack at disadvantage, simulating that you just barely got away from the creature. The opponent doesn’t lose its attack, so if you’re out of its range and it doesn’t want to attack you, it can pick a new target.

I like mobility class features for skirmishing classes, and this actually makes it a little more likely that you could drop a trap, if that’s one of the gadgets you’re carrying, on your turn, and then backpedal as soon as the creature closes on you. I know the “attack with disadvantage” makes the trapper a little less difficult to hit in light of this ability, but we’re already playing with reactions and action countering actions happening before other actions, and I almost worry that saying “and as you were moving, it can also do this” is going to confuse the situation. I’m not totally against it, I’m just concerned that this is one of those abilities that might confuse people when it’s used, or may even be something the DM just forgets they can do.

Part of building gadgets includes eventually making monster-hide armor, which requires you to have some salvage from a monster. You can apply up to two features from a list, which includes infusing armor with damaging energy, gain damage resistance, increase your AC, let you regenerate, move with more stealth, or gain a bonus action short range teleport. It’s interesting that a few things that say “infused with X” makes me think “oh, they’ll have an aura that damages someone that hits them with a melee attack,” and instead, it means they can channel that damage into a weapon. I would kind of like to see a damaging aura somewhere in the mix. I really like that the stealth option also lets you remove the disadvantage from medium armor for stealth, reconciling your armor proficiency with your playstyle, but this is also a 15th level ability, so you’re waiting a bit for it. 

Your last ability is rapid tinkerer, which lets you build two gadgets in a minute, once per short or long rest. I like this. It’s good, its functional.

The text uses the word “salvage,” which is specifically a word used in the Grim Hollow Grimoire for a set of rules that lets you do something with parts of monsters that you salvage. There isn’t a system to this (i.e. making an ability check to see if you salvage or how much you salvage), so much as there are subsystems for the monster remains, which can be something that lets you craft a magic item with time plus gold, or gives you a more immediate result (you rub dead monster on your body and become resistant to cold for a while).  

I wonder if either this word should be generalized in case people want to use this subclass outside of Grim Hollow, or if the subclass contains a sidebar that says something like “salvage means claiming bits of the monster, but you can do this without a check after you defeat them, see X for more information on using this with monsters in the Grim Hollow setting,” or something like that. It’s also interesting that this class mentions salvage, while the Devourer Guild has its own rules for harvesting portions. I don’t think that’s wrong, but it is interesting that two subclasses do similar things, using different terminology. And yes, I realize salvaged bits don’t necessarily have a time limit on using them, outside of common sense.

It’s also interesting to me that unlike the mutations in the devourer guild, the different abilities aren’t organized by Item (monster type, monster type, monster type) that can be used for that item. There are some examples of monster bits that could be used to provide some of the benefits, but it’s not framed as an all-inclusive list, and its more about very specific monster parts versus general “salvage.” If only for consistency, I think I would rather see a structure similar to the devourer guild’s mutations for these abilities.

End of the Road

That was a long first impression for an 11 page playtest, but honestly? I kind of miss doing deep dives into classes and subclasses since we haven’t been seeing any recent playtest material from WotC, and also, when I see new classes and subclasses in setting books or books with significant additional content, I can’t do this kind of dive.

The first thing I would like to say is that I’ve read a lot of third party subclasses and classes, and even some of them that don’t feel too weak or too powerful still kind of feel like they are swimming upstream against how D&D usually does things. Even though the monster hunter introduces some new mechanics, I feel like the new mechanics are in the “shape” of existing D&D abilities. That meant as I was looking through the document, my mind wasn’t wandering toward “how should this be done to make it more 5e SRD modern design?”

Final Thoughts

Since I already said that, why not fly in the face of my own comment for a moment. The Grimoire mechanics fit the 2014 ranger paradigm, but the ranger was one of the least well received 2014 classes. One aspect of that is the same thing that has haunted rangers for multiple editions, “what if we never run into X after I pick it?” Yes, your DM should be throwing you a bone when you take that, but that also means that if one of your monster types isn’t what was already in the campaign (especially if you’re running a published adventure), the DM is doing extra work to make sure you don’t feel bad about a class feature.

My personal preference would be that your grimoire has information on all kinds of monsters, but you have to review the book as part of your long rest to keep sharp on techniques. This would manifest as “you gain the benefits against two monster types to start, and you can change one monster type after a long rest.” You can make the bonus language option come from one of your two types that you pick at character creation. This doesn’t just strike me as a versatility issue, it actually plays into the “I research monsters” vibe of the class, if you start encountering something and you switch to that monster type when you take a long rest. If you can only change one per long rest, the feature doesn’t quite feel so ephemeral, because it changes in steps.

I really like the studied response ability. It feels like what a class’ signature ability should feel like, playing into the story of the class and being unique to that class. That said, it’s breaking new ground, and it’s hard to get a feel for if this grants actually parity with extra attacks, which honestly would feel a little lackluster after seeing studied response and how it fits the class’ theme. I know in my limited tinkering with a Carver Guild monster hunter, at 7th level, that meant getting up in the monster’s face so I could melee it, and even though I could attack before it, any substantial monster is still going to be around. The monster hunter’s allies couldn’t break away from their opponents, so he was in line to get munched on and fell before anyone else in the party.

That’s limited experience, but it highlighted something I was thinking, which is that ranged monster hunters, relying on other front line fighters to run interference, feel like they’re going to be much more effective. There definitely should be a place for ranged monster hunters (I see you, repeating crossbow shooting Van Helsing), but I don’t think you want to disincentivizes melee monster hunters (I’ve got your back, Geralt). I could be wrong, and maybe I’m overthinking this, but it’s a concern. 

I like that a lot of the abilities that naturally supplement studied response are still worded as “when you make an attack with a reaction,” because it’s nice to know in those corner case situations where you wouldn’t be able to make a studied response, but an ally can grant you a reaction based attack, you don’t miss out on some of your features.

At 7th level, manually inputting a monster hunter into Roll20, it becomes really evident that the class has a lot of features, and even though some of them are just building on previous abilities, it still makes that list longer. That observation is more about the intimidation factor of looking at the character sheet, not that it’s bad, or that it doesn’t fit the D&D paradigm, because the other class that felt like that was the Artificer that I included in the sandbox where I was testing this class.

I know people complain that gold doesn’t mean much in D&D 5e, and I know that spending gold to make something makes it feel a little more grounded, and not like items are just magically appearing in your backpack when you aren’t a magical character. I don’t really like gold piece requirements being a qualifier for if you can use class abilities (why is the wizard looking at me that way?), even if it is present in the spellcasting system (which feels like it’s attached to the spellcasting system and not the class feature, if that makes sense).

I would also like to take a minute to appreciate that two of the classes aren’t inherently magical. One can add supernatural abilities to things when they craft them into an item, but that feels less overt, and more a property of knowing how to use the monster the right way. I love a lot of the barbarian, fighter, and rogue subclasses that have overt supernatural abilities, but I really wish I had more compelling, non-supernatural options for all of these, especially the barbarian.

I’ve seen classes and subclasses that have a promising theme, and don’t really engage with the theme unless you kind of squint. I’ve also seen classes and subclasses that basically reinforce their themes in a way that works perfectly fine, and won’t break the game, but don’t feel exciting or compelling. If I have a finite number of games I get to play (and as the frequent DM, it is, indeed, finite) I want something where I’m going to be excited to get to use one of my class abilities. This feels in line with other classes that give me that feeling, like AngryFish Games’ gunslinger. I don’t know if everything works the way it should yet, because it’s treading enough new ground that some of those answers are more nebulous than they would be with a subclass of an existing class, but I really want it to work, and nothing about the class as it stands now indicates that it will take a turn for the worse before publication. 

https://whatdoiknowjr.com/2024/06/07/what-do-i-know-about-first-impressions-monster-hunter-playtest-ghostfire-gaming-5e-srd/

#1 #5eSRD #ff6600 #games #gaming #GhostfireGaming #GrimHollow #MonsterHunter #rpg #rpgs

2024-06-06

I’ve started #HackingPenpot to get familiar with the app’s insides.

*Of course* the first thing I had to do was change the cursor’s color to #ff6600 🍊

2024-05-17

@DavidBruchmann @leitmedium meine Signaturefarbe ist #FF6600

#111011 ergibt ein Dunkelgrau

2024-03-07

نهائي كأس مصر.. 4 نقاط ضعف قد يستغلها الزمالك أمام الأهلي

https://todaypic.net/sport/141136/

2024-02-06

Canita al aire – Andrea Mesa

#LetrasDeCancionesLlaneras #VideoLlanero #ff6600 #MúsicaLlaneraDeMujeres
#MusicaLlanera #music followme #joropo

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☛ Somos 100% Música Llanera ♫

Andrea Mesa La Tamareña, Cantante de musica llanera
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Te voy a romper el pecho – Tannys Pacheco

#LetrasDeCancionesLlaneras #VideoLlanero #CancionesLlanerasDeDespecho #ff6600 #MúsicaLlaneraDeMujeres
#MusicaLlanera #music followme #joropo

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☛ Somos 100% Música Llanera ♫

Tannys Pacheco cantante de música llanera
2023-11-01

The Full Menu: Houston’s best places for outdoor dining right now

Now that the weather has cooled down, Houston food writers discuss their favorite places to eat outdoors in the city these days.

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#3366ff #DavidLeftwich #EricSandler #ff6600 #food #outdoorDining #restaurants #theFullMenu

Wojtek PietrusiewiczMoridin@imagazine.pl
2023-10-31

Apple dzisiaj, po raz pierwszy o tak nietypowej porze, zaprezentowało nowe MacBooki Pro 14” i 16” (late 2023) wyposażone w M3, M3 Pro i M3 Max, razem z nowym iMac 21,5″ z M3. Tak, MacBook Pro w nowej konstrukcji ma teraz również M3.

Co nowego?

Konstrukcja

  • Nie ma żadnych istotnych zmian w konstrukcji względem poprzednika z rodziną M1 i M2.
  • MacBook Pro 14” wyposażony w M3 Pro jest o 10 g cięższy od modelu z M2 Pro i M1 Pro. Model z M3 Max jest o 10 g lżejszy od M2 Max i 20 g cięższy od M1 Max.
  • MacBook Pro 16” wyposażony w M3 Pro jest o 10 g lżejszy od modelu z M2 Pro i 40 g lżejszy od M1 Pro. Model z M3 Max waży tyle samo co M2 Max i jest o 60 g cięższy od M1 Max.
  • Dostępny jest nowy kolor: Space Black (tylko dla M3 Pro i M3 Max).

Ekran

  • Liquid Retina XDR 14,2” – oznacza to podświetlenie mini-LED i zaokrąglone rogi.
  • XDR w nomenklaturze Apple określa również maksymalną stałą jasność podświetlenia na poziomie 1000 nitów oraz szczytową na poziomie 1600 nitów – HDR będzie na tym wyraźnie zauważalne.

  • Ekran ma ramkę o grubości 3,6 mm od brzegu i wycięcie na górze, w którym umieszczono kamerę. Ekran ma jednak zmienione proporcje, dzięki czemu nie tracimy przez nią przestrzeni. Zielony prostokąt powyżej to ekran 13,3” (2560x1600px, 16:9 / 1:1.778) porównany do nowego 14,2” (3024×1964 px, 756:491 / 1:1,539). Oznacza to, że zyskujemy dokładnie 263 piksele w pionie, w których mieści się wycięcie i pasek menu. Oczywiście, gdyby nie było wycięcia, to miejsca byłoby jeszcze więcej.
  • Ekran wspiera szeroki gamut – P3 – oraz True Tone.
  • Ekran odświeżany jest częstotliwością do 120 Hz, co Apple nazywa ProMotion. Zmieniana jest dynamicznie i wspierane są dodatkowo 47,95 Hz, 48 Hz, 50 Hz, 59.94 Hz i 60 Hz.
  • Ekran nie ma Face ID.
  • Kamera FaceTime HD, zaszyta w wycięciu / notchu, ma teraz 1080p zamiast 720p i jej obraz jest przetwarzany przez ISP w SoC.
  • Modele 14- i 16-calowe otrzymały jaśniejsze ekrany, które w SDR mają 600 nit (poprzednio 500 nit).

Porty / łączność

  • Wi-Fi 6E (802.11ax).
  • Bluetooth 5.3.
  • Złącze HDMI wspiera wielokanałowe audio oraz następujące monitory zewnętrzne:
    • M3 – wbudowany wyświetlacz w MacBooka Pro oraz 1 wyświetlacz 6K / 60 Hz.
    • M3 Pro – wbudowany wyświetlacz w MacBooka Pro oraz…
      • 2 wyświetlacze – maks. 6K / 60 Hz po Thunderbolt,
      • 2 wyświetlacze – 1x maks. 6K / 60 Hz po Thunderbolt i 1x maks.  4K / 144 Hz po HDMI,
      • 1 wyświetlacz – maks. 8K / 60 Hz lub 4K / 240 Hz.
    • M3 Max – wbudowany wyświetlacz w MacBooka Pro oraz…
      • 4 wyświetlacze – 3x maks. 6K / 60 Hz po Thunderbolt i 1x maks. 4K / 144 Hz po HDMI,
      • 3 wyświetlacze – 2x maks. 6K / 60 Hz po Thunderbolt i 1x maks. 8K / 60 Hz lub 4K / 144 Hz po HDMI.
  • Po lewej stronie nowych MacBooków Pro znajdziemy nowy MagSafe (technicznie nazwany MagSafe 3). Przewód ma końcówkę USB-C od strony zasilacza i jest wymienialny, dzięki czemu nie trzeba będzie kupować nowego zasilacza, jeśli uszkodzimy kabel. Nadal można ładować MacBooki za pomocą USB-C.
  • W ofercie Apple pojawił się 2 m pleciony przewód MagSafe 3 do USB-C, w cenie 249 zł.
  • Są też porty…
    • M3 – 2x Thunderbolt 3 (do 40 Gbps) ze złączem USB 4 (do 40 Gbps), wspierające DisplayPort i ładowanie.
    • M3 Pro / M3 Max – 3x Thunderbolt 4 (do 40 Gbps) ze złączem USB 4 (do 40 Gbps), wspierające DisplayPort i ładowanie.
  • Złącze audio 3,5 mm (mini jack) teraz wspiera słuchawki z wysoką impedancją. Nie znalazłem bardziej szczegółowych informacji technicznych na ten temat.

  • Po prawej stronie otrzymujemy złącze HDMI wspierające wielokanałowe audio.
  • Obok znajduje się trzeci port Thunderbolt 4 ze złączem USB-C.
  • Na końcu jest slot na karty SDXC.

Klawiatura

  • Brak różnic względem MacBooków Pro (late 2021) z M2 Pro i M2 Max.
  • Z klawiatury, z górnej rzędu, zniknął Touch Bar. Zastąpiono go pełnowymiarowymi klawiszami funkcyjnymi z powiększonym Esc po lewej stronie.
  • Touch ID umieszczono po prawej stronie, w górym rogu klawiatury.
  • Zachowano układ odwróconej litery ”T” dla strzałek, którego wprowadzono w 2019 roku w MacBookach, ale którego nie ma w nowych wolnostojących Magic Keyboards, dostarczanych m.in. z iMakami z M1.
  • Wnęka dla klawiatury, którą Apple nazywa „studnią”, jest teraz anodyzowana na czarno.
  • Na klawiaturze pojawiły się nowe skróty funkcyjne dla Siri, Spotlight, Dyktowania i trybu Nie przeszkadzać.

Pamięć flash

  • Brak różnic względem MacBooków Pro (late 2021) z M2 Pro i M3 Max.
  • SSD w MacBookach Pro early 2023 wykorzystując PCIe 4.0, dzięki czemu potrafią osiągnąć prędkości dochodzące do 7,4 GB/s. Nie, nie pomyliłem gigabitów z gigabajtami!
  • Podstawową pojemnością jest 512 GB dla modelu 14” i 16”, które można rozszerzyć do 8 TB w obu przypadkach. Model z M3 można rozszerzyć tylko do 2 TB.

Audio

  • Brak różnic względem MacBooków Pro (late 2021) z M1 Pro i M1 Max.
  • Nowy system audio składający się z 6 głośników – 4 tweeterów i 2 wooferów.
  • Wsparcie dla wide stereo.
  • Wsparcie dla Spatial Audio przy wideo i muzyce z Dolby Atmos, gdy korzystamy z wbudowanego systemu audio.
  • Dynamiczne śledzenie ruchów głowy podczas wykorzystywania AirPods 3, AirPods Pro lub AirPods Max.
  • Trzy mikrofony „studyjne”, w których trzykrotnie obniżono poziomy szumów.
  • Złącze audio 3,5 mm (mini jack) teraz wspiera słuchawki z wysoką impedancją. Nie znalazłem bardziej szczegółowych informacji technicznych na ten temat.

Bateria i zasilacz

  • MacBook Pro 14”:
    • M3 – do 15h (+3h) przeglądania internetu na Wi-Fi,
    • M3 – do 22h (+4h) odtwarzania wideo przez Apple TV app 
    • M3 Pro i M3 Max – do 12h (bez zmian) przeglądania internetu na Wi-Fi,
    • M3 Pro i M3 Max – do 18h (bez zmian) odtwarzania wideo przez Apple TV app 
    • M3 – zintegrowana 70 Wh bateria,
    • M3 Pro i M3 Max – zintegrowana 72,4 Wh bateria,
    • zasilacz 70 W dla modelu z M3 i M3 Pro 11-core CPU oraz 96 W dla modelu M3 Pro 12-core CPU lub M3 Max.
  • MacBook Pro 16”:
    • do 15h (bez zmian) przeglądania internetu na Wi-Fi,
    • do 22h (bez zmian) odtwarzania wideo przez Apple TV app,
    • zintegrowana 100 Wh bateria (maksymalny dopuszczalna pojemność na pokładzie samolotu),
    • zasilacz 140 W dla wszystkich odmian.

SoC

Apple do nowych MacBooków Pro 14” i 16” oferuje nowe SoC, w trzech odmianach – M3, M3 Pro lub M3 Max. Wszystkie zbudowano w oparciu o nowy proces 3 nm i wszystkie te SoC dostępne są w różnych konfiguracjach.

Korzystają też po raz pierwszy z technologii Dynamic Caching, gdzie GPU przydziela pamięć dynamicznie w czasie rzeczywistym, co powoduje, że wykorzystywana jest tylko rzeczywiście potrzebna pamięć. Wszystkie M3-ki mają też sprzętowe wsparcie dla raytracingu.

M3

  • Wersje M3:
    • 8-core CPU | 10-core GPU | 16-core Neural Engine (tylko w MacBook Pro 14”).
  • 8-core CPU jest w konfiguracji 4+4, czyli 4 rdzeni wydajnościowych i 4 rdzenie oszczędnościowe.
  • RAM – przepustowość do 100 GBps.
  • RAM – 8, 16 lub 24 GB dla M3.
  • Media engine:
    • sprzętowa akceleracja H.264, HEVC, ProRes i ProRes RAW,
    • silnik enkodujący i dekodujący wideo,
    • silnik enkodujący i dekodujący ProRes,
    • silnik dekodujący AV1 (YouTube).

M3 Pro

  • Wersje M3 Pro:
    • 11-core CPU | 14-core GPU | 16-core Neural Engine,
    • 12-core CPU | 18-core GPU | 16-core Neural Engine.
  • 11-core CPU jest w konfiguracji 5+6, czyli 5 rdzeni wydajnościowych i 6 rdzeni oszczędnościowych.
  • 12-core CPU jest w konfiguracji 6+6, czyli 6 rdzeni wydajnościowych i 6 rdzeni oszczędnościowych.
  • RAM – przepustowość do 150 GBps (spadek z 200 GBps porównaniu z M2 Pro i M1 Pro).
  • RAM – 18 lub 36 GB dla M3 Pro.
  • Media engine:
    • sprzętowa akceleracja H.264, HEVC, ProRes i ProRes RAW,
    • silnik enkodujący i dekodujący wideo,
    • silnik enkodujący i dekodujący ProRes,
    • silnik dekodujący AV1 (YouTube).

M3 Max

  • Wersje M3 Max:
    • 14-core CPU | 30-core GPU | 16-core Neural Engine,
    • 16-core CPU | 40-core GPU | 16-core Neural Engine.
  • 14-core CPU jest w konfiguracji 10+4, czyli 10 rdzeni wydajnościowych i 4 rdzenie oszczędnościowe.
  • 16-core CPU jest w konfiguracji 12+4, czyli 6 rdzeni wydajnościowych i 6 rdzeni oszczędnościowych.
  • RAM – przepustowość do 300 (14-core) lub 400 GBps (16-core).
  • RAM – 36, 48, 64, 96 lub 128 GB dla M3 Pro.
  • Media engine:
    • sprzętowa akceleracja H.264, HEVC, ProRes i ProRes RAW,
    • 2x silnik enkodujący i dekodujący wideo,
    • 2x silnik enkodujący i dekodujący ProRes,
    • silnik dekodujący AV1 (YouTube).

MacBook Pro 14”

Podstawowe konfiguracje

MacBook Pro 14″SoCCPUGPUNeural EngineRAMSSDCenalate 2021M1 Pro8-core14-core16-core16 GB512 GB10799 PLNlate 2021M1 Pro10-core16-core16-core16 GB1 TB13299 PLNlate 2021
(w 2022 r.)M1 Pro8-core14-core16-core16 GB512 GB11399 PLNlate 2021
(w 2022 r.)M1 Pro10-core16-core16-core16 GB1 TB14399 PLNearly 2023M2 Pro10-core16-core16-core16 GB512 GB11999 PLNearly 2023M2 Pro12-core19-core16-core16 GB1 TB14999 PLNearly 2023M2 Max12-core30-core16-core32 GB1 TB18599 PLNlate 2023M38-core10-core16-core8 GB512 GB8999 PLNlate 2023M38-core10-core16-core8 GB1 TB10199 PLNlate 2023M3 Pro11-core14-core16-core18 GB512 GB11499 PLNlate 2023M3 Pro12-core18-core16-core18 GB1 TB13899 PLNlate 2023M3 Max14-core30-core16-core36 GB1 TB18699 PLN

Dopłaty

MacBook Pro 14″OpcjaDopłatalate 2021M1 Pro | 10-core CPU | 14-core GPU1000 PLNlate 2021M1 Pro | 10-core CPU | 16-core GPU1500 PLNlate 2021M1 Max | 10-core CPU | 24-core GPU1000 / 2500 PLNlate 2021M1 Max | 10-core CPU | 32-core GPU2000 / 3500 PLNlate 202132 GB RAM2000 PLNlate 202164 GB RAM
(wymaga M1 Max za min. 1000 lub 2500 PLN)2000 PLNlate 20211 TB SSD1000 PLNlate 20212 TB SSD3000 PLNlate 20214 TB SSD6000 PLNlate 20218 TB SSD12000 PLNlate 2021Zasilacz USB-C o mocy 96 W
(tylko dla M1 Pro 8-core)100 PLNNowe ceny na 2022 r. dla M1 Pro/Maxlate 2021M1 Pro | 10-core CPU | 14-core GPU1200 PLNlate 2021M1 Pro | 10-core CPU | 16-core GPU1800 PLNlate 2021M1 Max | 10-core CPU | 24-core GPU1200 / 3000 PLNlate 2021M1 Max | 10-core CPU | 32-core GPU2400 / 4200 PLNlate 202132 GB RAM2400 PLNlate 202164 GB RAM
(wymaga M1 Max za min. 1200 lub 3000 PLN)2400 PLNlate 20211 TB SSD1200 PLNlate 20212 TB SSD3600 PLNlate 20214 TB SSD7200 PLNlate 20218 TB SSD14400 PLNlate 2021Zasilacz USB-C o mocy 96 W
(tylko dla M1 Pro 8-core)80 PLNearly 2023M2 Pro | 12-core CPU | 19-core GPU1800 PLNearly 2023M2 Max | 12-core CPU | 30-core GPU1200 / 3000 PLNearly 2023M2 Max | 12-core CPU | 38-core GPU1200 / 2400 / 4200 PLNearly 202332 GB RAM2400 PLNearly 202364 GB RAM
(wymaga M2 Max)2400 PLNearly 202396 GB RAM
(wymaga M2 Max 12/38-core CPU/GPU)4800 PLNearly 20231 TB SSD1200 PLNearly 20232 TB SSD2400 / 3600 PLNearly 20234 TB SSD6000 / 7200 PLNearly 20238 TB SSD13200 / 14400 PLNearly 2023Zasilacz USB-C o mocy 96 W
(tylko dla M2 Pro 10-core)80 PLNlate 2023M3 Pro | 12-core CPU | 18-core GPU1200 PLNlate 2023M3 Max | 14-core CPU | 30-core GPU2400 / 3600 PLNlate 2023M3 Max | 16-core CPU | 40-core GPU1800 / 4200 / 5400 PLNlate 202316 GB RAM1200 PLNlate 202324 GB RAM2400 PLNlate 202336 GB RAM2400 PLNlate 202348 GB RAM3600 PLNlate 202364 GB RAM1200 / 2400 PLNlate 202396 GB RAM4800 PLNlate 2023128 GB RAM6000 / 9600 PLNlate 20231 TB SSD1200 PLNlate 20232 TB SSD2400 / 3600 PLNlate 20234 TB SSD6000 / 7200 PLNlate 20238 TB SSD13200 / 14400 PLNlate 2023Zasilacz USB-C o mocy 96 W80 PLN

Dwie ceny w przy jednej pozycji oznaczają różną dopłatę zależnie od wybranego modelu podstawowego. Nie każdą dopłatę można dodać do każdej wariacji konfiguracji.

MacBook Pro 16”

Podstawowe konfiguracje

MacBook Pro 16″SoCCPUGPUNeural EngineRAMSSDCenalate 2021M1 Pro10-core16-core16-core16 GB512 GB13299 PLNlate 2021M1 Pro10-core16-core16-core16 GB1 TB14299 PLNlate 2021M1 Max10-core32-core16-core32 GB1 TB18299 PLNlate 2021
(w 2022 r.)M1 Pro10-core16-core16-core16 GB512 GB14399 PLNlate 2021
(w 2022 r.)M1 Pro10-core16-core16-core16 GB1 TB15599 PLNlate 2021
(w 2022 r.)M1 Max10-core32-core16-core32 GB1 TB20399 PLNearly 2023M2 Pro12-core19-core16-core16 GB512 GB14999 PLNearly 2023M2 Pro12-core19-core16-core16 GB1 TB16199 PLNearly 2023M2 Max12-core38-core16-core32 GB1 TB20999 PLNlate 2023M3 Pro12-core18-core16-core16 GB512 GB13999 PLNlate 2023M3 Pro12-core18-core16-core36 GB512 GB16399 PLNlate 2023M3 Max14-core30-core16-core36 GB1 TB19999 PLNlate 2023M3 Max16-core40-core16-core48 GB1 TB22999 PLN

Dopłaty

MacBook Pro 16″OpcjaDopłatalate 2021M1 Max | 10-core CPU | 24-core GPU1000 PLNlate 2021M1 Max | 10-core CPU | 32-core GPU2000 PLNlate 202132 GB RAM2000 PLNlate 202164 GB RAM
(wymaga M1 Max za min. 1000 PLN)2000 PLNlate 20211 TB SSD1000 PLNlate 20212 TB SSD2000 / 3000 PLNlate 20214 TB SSD5000 / 6000 PLNlate 20218 TB SSD11000 / 12000 PLNNowe ceny na 2022 r. dla M1 Pro/Max.late 2021M1 Max | 10-core CPU | 24-core GPU1200 PLNlate 2021M1 Max | 10-core CPU | 32-core GPU2400 PLNlate 202132 GB RAM2400 PLNlate 202164 GB RAM
(wymaga M1 Max za min. 1200 PLN)2400 PLNlate 20211 TB SSD1200 PLNlate 20212 TB SSD2400 / 3600 PLNlate 20214 TB SSD6000 / 7200 PLNlate 20218 TB SSD13200 / 14400 PLNearly 2023M2 Max | 12-core CPU | 30-core GPU1200 PLNearly 2023M2 Max | 12-core CPU | 38-core GPU2400 PLNearly 202332 GB RAM2400 PLNearly 202364 GB RAM
(wymaga M2)2400 PLNearly 202396 GB RAM
(wymaga M2 Max 12/38-core CPU/GPU)4800 PLNearly 20231 TB SSD1200 PLNearly 20232 TB SSD2400 / 3600 PLNearly 20234 TB SSD6000 / 7200 PLNearly 20238 TB SSD13200 / 14400 PLNlate 2023M3 Max | 14-core CPU | 30-core GPU2400 PLNlate 2023M3 Max | 16-core CPU | 40-core GPU1800 / 4200 PLNlate 202336 GB RAM2400 PLNlate 202348 GB RAM3600 PLNlate 202364 GB RAM1200 / 2400 / 4800 PLNlate 202396 GB RAM4800 / 7200 PLNlate 2023128 GB RAM6000 / 7200 / 9600 PLNlate 20231 TB SSD1200 PLNlate 20232 TB SSD2400 / 3600 PLNlate 20234 TB SSD6000 / 7200 PLNlate 20238 TB SSD13200 / 14400 PLN

Dwie ceny w przy jednej pozycji oznaczają różną dopłatę zależnie od wybranego modelu podstawowego. Nie każdą dopłatę można dodać do każdej wariacji konfiguracji.

Akcesoria (do MacBooków Pro 14″ i 16″)

Dostępność

Przedsprzedaż rozpoczęła się już dziś, natomiast MacBooki Pro late 2023 w sklepach pojawią się za tydzień, 7 listopada. Niektóre wybrane konfiguracje mogą być dostępne później w tym roku.

Przemyślenia

Największym zaskoczeniem dla mnie jest fakt, że w 14- i 16-calowych MacBookach Pro dostajemy teraz układ M3! To prawie tak, jakby do iPhone’a 15 dali ekran Pro Motion. Nie każdy potrzebuje M3 Pro lub M3 Max… wróć, większość z nas nie potrzebuje tych układów, ale może chcieć mieć lepszy ekran, jaki jest w Pro względem Airów. To świetny krok. Teraz poproszę podobny w Mac Studio, żeby miał M3 Pro obok M3 Max!

Wielu też zapewne ucieszy dostępność nowego koloru Space Black (gwieździstej czerni) w modelach z M3 Pro i M3 Max. Niestety, M3 dostaje tylko Space Grey. Apple zapewnia nas, że czerń jest teraz bardziej odporna na odciski palców i chyba również obicia (jest 4 w nocy, możliwe że coś źle zrozumiałem), ale osobiście zawsze wybiorę srebrny – mniej widać na nim brud i uszkodzenia/obicia.

Drogie Apple, przestańcie porównywać Maki z M3 / Pro / Max do MacBooków z Intelami – zakończyliście swoją historię na układach 9. generacji, a Intel zaraz wprowadza generację 15-tą, która jest szybsza od M3 / Pro / Max. Tak, Apple Silicon potrafi więcej wykorzystując mniej prądu, a wydajność laptopów z Intelami spada dramatycznie jak je odepniemy od prądu, ale po co ta durna manipulacja? Tak, samochód z 2023 r. jest szybszy od odpowiednika z 1993 r.

Jestem też zaskoczony, że w styczniu dostaliśmy M2 Pro i M2 Max, a niecały rok później mamy już nową generację, opartą o proces 3 nm. Jeśli prześledziliście dane techniczne powyżej, to widać, że przepustowość RAM zmalała względem rodziny M2, ale mamy teraz Dynamic Caching dla GPU, co rzekomo daje spore wzrosty.

Ciekawy jestem testów i spodziewam się, że dla niektórych skok na rodzinę M3 może mieć sens nawet z M1-ek. No i niewiadomą sprzedażową pozostaje MacBook Pro 14” z M3, ale spodziewam się, że to będzie hit – ten genialny 120 Hz ekran Mini-LED w parze z M3 w niższej cenie powinien być popularniejszy od MacBooka Air 15”.

To co zamawiacie?

https://imagazine.pl/2023/10/31/macbook-pro-14-late-2023-i-macbook-pro-16-late-2023-z-m3-m3-pro-i-m3-max-co-nowego-polskie-ceny-i-pelna-specyfikacja-techniczna/

#AppleM3 #ceny #ff6600 #hardware #M3Max #M3Pro #Mac #MacBookPro #polskieCeny #Sprzęt

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