goose's recent activity

  1. Comment on What are you reading these days? in ~books

    goose
    Link Parent
    One member of my DnD group brought it up and it quickly spread among the rest of the group. I've added them to my "Want to read" queue, and have added the books to my Audio Bookshelf server, but...

    One member of my DnD group brought it up and it quickly spread among the rest of the group. I've added them to my "Want to read" queue, and have added the books to my Audio Bookshelf server, but I've got a few ahead of the series to get through first. I'll probably start them by October. But the people in the group who have started the series have ranted and raved about them, so I look forward to trying them out.

  2. Comment on What's something that's more challenging for you than it is for others? in ~talk

    goose
    (edited )
    Link Parent
    No, or not explicitly anyway. I grew up in north Atlanta (GA), by a mom from Louisiana and a dad from France. Being polite and respectful in the Southern Charm way was heavily reinforced, but a...

    I assume your parents taught you to always reciprocate questions?

    No, or not explicitly anyway. I grew up in north Atlanta (GA), by a mom from Louisiana and a dad from France. Being polite and respectful in the Southern Charm way was heavily reinforced, but a part of that was acknowledging other people (Hey! How are you? How was your weekend?), rather than explicitly reciprocating questions. I was your pretty socially average kid in school, I wasn't "in the popular crowd", nor was I "a social outcast". There were one or two "popular kids" who took occasional interest in trying to bully me, but I wouldn't say I stood out from the crowd or made people feel any kind of particular way. Which is a lot of words to say, in my mind, I couldn't see why others wouldn't be as interested in even a polite "How was your weekend" as I tried to do for them.

    But, I don't lose sleep over it. For all the ups and downs I've lived through, I love my life. And as you say, I'm very lucky to have my consistent core group. It is difficult for a lot of people, but I'm grateful every day to know who my "ride or die" friends are. Over the last 20+ years we've shared a lot of really good days together. Which is definitely important, but I'd argue more importantly, we've also shared some of the worst days of our lives together. And the bonding that comes from that has, in my opinion, tempered the bonds for life.

    4 votes
  3. Comment on What's something that's more challenging for you than it is for others? in ~talk

    goose
    Link
    Initiating a (platonic) relationship. I remember having this realization as a kid, I think somewhere around grade 6 or 7. After the weekend when we came in to school on Monday, I'd ask other kids...

    Initiating a (platonic) relationship.

    I remember having this realization as a kid, I think somewhere around grade 6 or 7. After the weekend when we came in to school on Monday, I'd ask other kids how their weekend was. And the vast, vast majority would tell me, but wouldn't reciprocate the question. I came to view it as "if they don't give a shit about me, why should I give a shit about them". You know, the kind of thing that comes across as a profound life realization at the ripe young age of 13.

    It altered the way I interacted with others. On the one hand, it really, really tightened my friendship with what I now think of as "my core friend group". We've been friends for over 20 years, and despite having moved all over the place, we still talk in our group chat almost daily. There are no words for how much I love and value these guys. But on the other hand, it really dampened my mentality to reaching out to others and trying to make new friends or establish new relationships.

    Don't get me wrong, I'm not hostile towards people I don't know. I just don't feel the overwhelming need to try to become friends with them. I'm aware of it, and at times I do try to consciously fight the behavior. But I often fall back in to it if I feel like I don't make any progress quickly. As a result, I feel it's challenging for me to establish "friendly relationships" with people.

    10 votes
  4. Comment on Why your Amazon order confirmation emails have become so unhelpful in ~tech

    goose
    Link Parent
    Yeah, none that I can see for consumers. I'm now envisioning some home-baked browser extension that, on transaction purchase, writes the relevant data to a DB or JSON file, which can then be...

    Yeah, none that I can see for consumers.

    I'm now envisioning some home-baked browser extension that, on transaction purchase, writes the relevant data to a DB or JSON file, which can then be accessed by a process (cron probably?) and use YNAB's API to push the transaction.

    Again... one day...

    7 votes
  5. Comment on Why your Amazon order confirmation emails have become so unhelpful in ~tech

    goose
    Link Parent
    I would have loved to borrow a copy of this from you. Perhaps there's an API one can use to get their own Amazon purchases? I'll add looking into that to my todo list to get to..eventually

    I would have loved to borrow a copy of this from you. Perhaps there's an API one can use to get their own Amazon purchases? I'll add looking into that to my todo list to get to..eventually

    7 votes
  6. Comment on What are your thoughts on audiobooks? in ~books

    goose
    Link
    Different take: I love them. I live in a car dependent city (Atlanta), and am a father of three kids. The amount of time I spend on the road, between my errands and theirs, I have knocked out 33...

    Different take: I love them. I live in a car dependent city (Atlanta), and am a father of three kids. The amount of time I spend on the road, between my errands and theirs, I have knocked out 33 audiobooks so far this year. And when I'm emptying the dishwasher at home by myself, and other house chores, it's great to dive more into the books I love.

    6 votes
  7. Comment on Help with troubleshooting PC hardware in ~tech

    goose
    Link Parent
    In that case, my train of thought would be: The motherboard isn't receiving power The motherboard has a faulty connection, within itself/on the board Swapping the PSU functionally eliminates #1,...

    In that case, my train of thought would be:

    1. The motherboard isn't receiving power
    2. The motherboard has a faulty connection, within itself/on the board

    Swapping the PSU functionally eliminates #1, leading me to suspect #2. If you've got a multimeter, I'd break it out and get to work. This video may be helpful.

  8. Comment on Defective D&D magic items in ~games.tabletop

    goose
    Link Parent
    [My DM] Sure, sure, no problem. Just be aware that for every hour you scream at the absolute top of your lungs, non stop, you will incur one level of exhaustion. He's a tough DM, but a fair one....

    screams for 24 hours straight

    [My DM] Sure, sure, no problem. Just be aware that for every hour you scream at the absolute top of your lungs, non stop, you will incur one level of exhaustion.

    He's a tough DM, but a fair one. He'll let us exploit things where it's reasonably explainable, but screaming for 24 hours straight, he wouldn't let fly.

    4 votes
  9. Comment on Help with troubleshooting PC hardware in ~tech

    goose
    Link Parent
    You should (theoretically) be able to pull the RAM, even. You should be able to just boot with the motherboard, PSU, and CPU. You'll get POST errors about no RAM being found, but at that point, at...

    You should (theoretically) be able to pull the RAM, even. You should be able to just boot with the motherboard, PSU, and CPU. You'll get POST errors about no RAM being found, but at that point, at least you know you're POST'ing. But if your PSU isn't even spinning up, it sounds like some kind of failure to initiate the boot/POST sequence. When you jumped the power button, did you do so on the motherboard jumpers?

    1 vote
  10. Comment on Defective D&D magic items in ~games.tabletop

  11. Comment on Help with troubleshooting PC hardware in ~tech

    goose
    Link
    I wouldn't suspect your RAM, that would be an error you could identify once you've hit POST. Have you tried booting with bare minimum peripherals? (No GPU or other PCI cards, one stick of RAM, no...

    I wouldn't suspect your RAM, that would be an error you could identify once you've hit POST. Have you tried booting with bare minimum peripherals? (No GPU or other PCI cards, one stick of RAM, no USB headers, drives, etc)

    3 votes
  12. Comment on Defective D&D magic items in ~games.tabletop

    goose
    Link Parent
    This reminds me of an item I dreamed up but didn't end up writing down: Ring of Attenuation Allows the wearer one extra slot of attenuation. Note, the ring requires attenuation.

    There was also the Ring of Detect Fire: while worn, the ring glows orange whenever it comes in contact with fire.

    This reminds me of an item I dreamed up but didn't end up writing down:

    Ring of Attenuation

    Allows the wearer one extra slot of attenuation. Note, the ring requires attenuation.

    4 votes
  13. Comment on Defective D&D magic items in ~games.tabletop

    goose
    Link Parent
    I'm split on the disclosure. For some things, like the broken throwing axe of recall, I think it's more fun to be cryptic, "Oh, that? It's, uhh, just a little wonky sometimes..." -- And let the...

    I'm split on the disclosure. For some things, like the broken throwing axe of recall, I think it's more fun to be cryptic, "Oh, that? It's, uhh, just a little wonky sometimes..." -- And let the players figure it out the first time they use it. For others, like the potion of prior authorization, I think it'd be pretty hard to spring the utility on the players without first disclosing it.

    I do love the idea of a completely useless bear rug. Bumping to a d6, while I'm not negating your other suggestions, I could see another "wildcard" being Ted (from the Seth MacFarlane TV show):

    5. The Bare Necessity: A fully intact, taxidermied bear rug appears flat on the ground. It is completely inanimate, smells faintly of mothballs, and serves no magical purpose. It is, however, quite soft to sit on during a short rest.
    6. The Thunder Buddy: A foul-mouthed, sentient teddy bear named Ted appears with a beer in one hand. He has 5 HP and an AC of 10. He cannot deal physical damage, but he can cast Vicious Mockery as a bonus action on each of his turns. Additionally, as long as Ted is within 5 feet of you, you are immune to being Frightened.

    4 votes
  14. Comment on Defective D&D magic items in ~games.tabletop

    goose
    Link Parent
    I envisioned something like: Should the player forget or neglect to incorporate heeding Barnaby's commands, then the negative penalty kicks in.

    I envisioned something like:

    [DM] And with that, we turn to Theobald, it's your turn. Theobald, as your turn begins, you hear the thunderous voice of Barnaby in your ear -- BE SURE TO CHECK BEHIND YOU -- thunderous not because it's loud, but because it's literally right in your ears. What would you like to do?
    [Player] Well, I guess I take a second to drop to a knee and turn my non-dominant shoulder, so I can get a view of what's behind me. Do I notice anything there?
    [DM] No, you're essentially backed up to a wall, and there cannot be anything behind you. But you've satisfied Barnaby's need to be heard for this round.
    [Player] Right, in that case, I'd like to...

    Should the player forget or neglect to incorporate heeding Barnaby's commands, then the negative penalty kicks in.

    5 votes
  15. Comment on Defective D&D magic items in ~games.tabletop

    goose
    Link Parent
    Barry will always have your back!* *As long as you remember to regularly compliment his mustache!

    Barry will always have your back!*

    *As long as you remember to regularly compliment his mustache!

    6 votes
  16. Defective D&D magic items

    A while back I had an idea for some D&D magic items that were, in a shop keep's words, "Greatly discounted due to minor defects". The general idea was that these items would be a gamble to use...

    A while back I had an idea for some D&D magic items that were, in a shop keep's words, "Greatly discounted due to minor defects". The general idea was that these items would be a gamble to use each time, sometimes offering great benefits, sometimes offering catastrophic backfires, but all at a greatly discounted price any adventurer could afford. With my most recent addition (the Potion of Prior Authorization), it occurred to me that it could be fun to share my list here, for feedback and other potential additions to it. My hope is that the next time it's my turn to run a campaign, I can offer these items to my players.

    Weapons and Armor

    Broken Throwing Axe of Recall

    Weapon (Handaxe), Uncommon

    A heavy, pitted handaxe wrapped in frayed leather straps.

    • The Gamble: You can throw this axe at a target within range (20/60 ft). Immediately after the attack resolves (hit or miss), roll a d6:
      • 1–3 (The Pull): The axe locks in space and violently pulls you to its location, leaving you landing adjacent to the axe (or target) and knocking you prone if you travel more than 15 feet.
      • 4–6 (The Return): The axe flies straight back into your open hand.
    Shield of "Tag, You're It"

    Armor (Shield), Rare

    A beautifully polished steel shield painted with a vibrant red-and-white bullseye.

    • The Gamble: Grants +2 AC. When a ranged attack misses you, you can use your Reaction to attempt to deflect the projectile. Roll a d4:
      • 1: The projectile is redirected directly at you, automatically hitting for normal damage.
      • 2–3 (Random Target): The projectile is redirected at a random creature within 15 feet (excluding you). Roll randomly among all valid creatures in range (friends, foes, or innocent bystanders). The original attacker makes a new attack roll against that target's AC.
      • 4: You perfectly direct the projectile back at the original attacker, dealing maximum weapon damage on a hit.
    Dagger of the Overzealous Assassin

    Weapon (Dagger), Rare (Requires Attunement)

    A sleek, razor-sharp obsidian dagger that whispers encouraging murder tips to its wielder.

    • The Gamble: When you hit a creature with an attack using this dagger, you can declare an Overzealous Strike to deal maximum weapon damage plus an extra 3d6 Necrotic damage.
    • The Catch: The dagger demands follow-through. Immediately after resolving the attack, you must use your reaction to move adjacent to the next closest creature (friend, foe, or bystander) and make a melee attack against them. If no other creature is within reach, you must stab yourself.
    Helm of the Backseat Driver

    Wondrous Item, Uncommon (Requires Attunement)

    A sturdy iron helmet imbued with the spirit of a long-dead, incredibly critical dwarf adventurer named Barnaby.

    • The Gamble: While worn, the helm grants a +2 bonus to AC and Advantage on Initiative rolls (as Barnaby yells warning signs).
    • The Catch: You have Disadvantage on Stealth checks and Concentration checks. Barnaby never stops giving loud tactical feedback ("Watch the flank! No, your OTHER left!"). If you ignore his advice during combat, Barnaby pouts: the AC bonus drops to +0 until the start of your next turn.

    Wands, Rings & Cloaks

    Wand of Aggressive Empathy

    Wand, Rare (Requires Attunement by a Spellcaster)

    A twisted birch wand that vibrates with intense emotional resonance. Has 3 charges (regains 1d3 charges at dawn).

    • The Gamble: When casting a healing spell through the wand, spend 1 charge. The target receives maximum possible healing for that spell slot.
    • The Catch: The exact amount of HP restored is instantly dealt as Psychic Damage to a random creature within 50 feet (ally, enemy, or bystander--excluding the target and caster) as they are overwhelmed by the target's previous pain.
    Cloak of Screaming Invisibility

    Wondrous Item, Very Rare

    A magnificent crimson velvet cloak that smells faintly of throat lozenges.

    • The Gamble: You build up an "invisibility bank" by screaming at the absolute top of your lungs. For every 1 second (or 1 full round) you spend screaming out loud, you gain 10 seconds (or 10 rounds / 1 minute) of total Invisibility.
      • Attacking or casting spells does not break this invisibility.
    • The Catch: The screaming can be heard up to 300 feet away, instantly alerting the entire area to your presence before you go stealthy. While screaming to store up time, you cannot make Stealth checks or cast spells with Verbal (V) components.
    Ring of the Overconfident Gambler

    Ring, Rare

    A flashy gold band set with a single spinning die where the gem should be.

    • The Gamble: Before rolling a d20 for an Attack, Ability Check, or Save, you can call out a range of 3 numbers (e.g., "14, 15, or 16!").
      • If the die lands on ANY of your called numbers: It counts as an automatic Natural 20 (Critical Hit / Highest Success).
      • If it lands on ANY other number: It counts as an automatic Natural 1 (Critical Fail).
    Ring of the Dramatic Entrance

    Ring, Uncommon

    A flashy ring adorned with a polished ruby that sparkles a bit too brightly under ambient light.

    • The Gamble: Whenever you enter a room or combat encounter, you can trigger a flash mob of illusionary fanfare (pyrotechnics, trumpet blasts, and a choir shouting your name). Roll a d6:
      • 1–3 (The Hecklers): The illusion fails embarrassingly--a lone slide whistle plays as a phantom crowd boos. You take 1d4 Psychic damage and have Disadvantage on your first attack or initiative check.
      • 4–6 (Main Character Energy): All enemies within 30 feet who can see or hear you must succeed on a DC 13 Wisdom save or be Stunned until the start of their next turn out of sheer awe.

    Footwear & Accessories

    Boots of the Nudist's Escape

    Wondrous Item, Uncommon

    Light leather boots with wing patterns stitched on the sides.

    • The Gamble: Allows the wearer to cast Misty Step up to 2 times per day as a bonus action.
    • The Catch: The teleportation magic only transports organic material and the boots themselves. Every stitch of clothing, set of armor, backpack, weapon, and gold purse stays behind in a tidy, disappointed pile right where you were standing.
    Boots of Unpredictable Friction

    Wondrous Item, Uncommon

    Boots made of polished glass soles that constantly alter their texture.

    • The Gamble: As a bonus action, click your heels together to cast Expeditious Retreat (allowing you to Dash as a bonus action).
    • The Catch: When the spell ends, roll a d20:
      • Even: The soles become hyper-adhesive. Your movement speed drops to 0 until the end of your next turn.
      • Odd: The soles lose all friction. You immediately slide 15 feet in a random direction and fall Prone.
    Bag of Withholding

    Wondrous Item, Uncommon

    Acts like a standard Bag of Holding, but suffers from severe separation anxiety.

    • The Gamble: Reaching in to grab an item requires an action and a DC 12 check:
      • Strength (Athletics): Ripping the item out by force.
      • Charisma (Persuasion): Coaxing the bag into letting go.
    • The Outcome:
      • Success: You pull the item out cleanly.
      • Failure: The bag snaps shut, dealing Bludgeoning Damage. It refuses to open for anyone until the start of your next turn.
    Mirror of Honest Feedback

    Wondrous Item, Rare

    A handheld silver mirror that speaks in an insufferably smug voice.

    • The Gamble: As an action, hold the mirror up to an enemy within 30 feet to deliver a devastating personal critique. The target makes a DC 14 Charisma Save:
      • Failure: Target takes 4d6 Psychic damage and is Frightened of you for 1 minute as its self-esteem crumbles.
      • Success: The mirror turns to you instead, roasting your life choices. You take 2d6 Psychic damage and have Disadvantage on your next attack roll.
    Feather of Uncontrolled Flight

    Wondrous Item, Uncommon

    A bright peacock feather that twitches nervously when held.

    • The Gamble: As an action, hold the feather above your head to gain a Fly Speed of 60 ft for 1 minute (no concentration required).
    • The Catch: You can only fly in a straight line at full speed each turn. You cannot stop midway unless you hit a solid object (taking 1d6 Bludgeoning damage per 10 feet traveled). Changing direction requires your action and a DC 13 Strength (Athletics) check to manually shift your momentum.

    Consumables & Scrolls

    Potion of Prior Authorization

    Potion, Uncommon
    A colorless liquid that, for unknown reasons, appears jet black when inside of any container. Has a surprisingly bitter taste.

    • The Gamble: As an action, you drink this potion to submit a preemptive claim for emergency medical coverage. The coverage remains active for 1 hour. If you are reduced to 0 Hit Points while the claim is active, you do not immediately fall unconscious; instead, you immediately roll a d20 to process your claim:
      • 1 (Claim Denied -- Pre-Existing Condition): Your claim is flatly rejected. You fall unconscious as normal and immediately suffer 1 automatic Death Saving Throw failure due to processing delays.
      • 2–10 (Claim Denied -- Out-of-Network): Your claim is denied on the grounds that the damage type, enemy, or environment was non-covered or out-of-network. Nothing happens, and you fall unconscious at 0 HP as normal.
      • 11–19 (Claim Approved -- Subject to Deductible): Your claim is approved! You immediately regain 50% of your maximum Hit Points. However, to cover your deductible, you instantly lose gold equal to Your Character Level multiplied by 10 (or your highest remaining spell slot if you are broke).
      • 20 (In-Network Miracle): Fully covered with zero copay. You immediately regain 50% of your maximum Hit Points and gain Advantage on your next roll out of sheer bureaucratic relief.
    • The Fine Print: If you have taken damage from the same type of creature earlier in the day, the DM may rule the damage a "pre-existing condition," imposing Disadvantage on your claim roll.
    Potion of Delayed Reparations

    Potion, Uncommon

    A bright pink, fizzy liquid that tastes like strawberry soda and impending doom.

    • The Gamble: Drinking this potion instantly heals you for 4d8+4 HP.
    • The Catch: At a time to be determined by the DM, between now and 1d4 hours later, a spectral glowing fist materializes out of thin air and punches you square in the jaw. You take 2d8 Bludgeoning Damage, and must pass a DC 12 Constitution Save or be stunned for 1 round.
    Potion of Schrödinger’s Healing

    Potion, Rare

    A murky gray liquid locked inside a completely opaque lead flask.

    • The Gamble: Upon drinking, the DM rolls 4d4 for healing, but does not reveal the total to you. Your HP on your character sheet does not change.
    • The Outcome: The healing exists in quantum superposition. The exact moment you take damage that would drop you to 0 HP, the potion's health retroactively triggers 1 microsecond before damage is applied, potentially saving your life (or leaving you dead if the roll was too low).
    Scroll of Almost Fireball

    Scroll, Uncommon

    A scorched leather parchment that smells faintly of sugar and lemon juice.

    • The Gamble: Casts a 3rd-level Fireball spell (20 foot radius, range 150 ft).
    • The Catch: Instead of fire, the point of impact explodes with billions of aggressive Fire Ants.
      • Creatures in the area take 8d6 Piercing/Acid Damage (Halved on DC 14 Dexterity save).
      • The area becomes Difficult Terrain for 1 minute. Anyone starting their turn in the zone takes 2d6 Acid damage and must pass a DC 12 Constitution save or suffer Disadvantage on attack rolls due to ants crawling in their clothing.
    Scroll of Summon Bear (Subjective)

    Scroll, Uncommon

    A scroll bearing a crude drawing of a furry creature. The definition of "Bear" is left up to cosmic interpretation.

    • The Gamble: You cast the scroll to summon a creature for 1 hour. Roll a d4:
      1. The Ursine: A standard, extremely territorial Polar Bear. It attacks the nearest creature every turn (friend or foe).
      2. The Huntsman: A large, hairy, and very flamboyant Human Barbarian named Barry appears. He speaks with a booming voice, has a glorious handlebar mustache, gives great fashion advice. Barry wields a great axe (1d12 damage). He will defend you as long as you regularly compliment his mustache.
      3. The Softie: A tiny, mundane Koala. It has 3 HP and 0 attacks. Whoever carries it gains Advantage on Wisdom saves and immunity to being Frightened because it is absurdly calming to hold.
      4. The Drop Bear: A carnivorous Koala lands on the head of your target, dealing 3d6 Slashing Damage and blinding them until they spend an action to pull it off.
    47 votes
  17. Comment on Google Assistant shutting down on Android and Wear OS in September in ~tech

    goose
    Link Parent
    From this:

    But if it’s about giving your data to Google or having to run stuff in the cloud, yeah, iOS might be an option.

    From this:

    Apple and Google have entered into a multi-year collaboration under which the next generation of Apple Foundation Models will be based on Google's Gemini models and cloud technology. These models will help power future Apple Intelligence features, including a more personalized Siri coming this year.

    After careful evaluation, Apple determined that Google's Al technology provides the most capable foundation for Apple Foundation Models and is excited about the innovative new experiences it will unlock for Apple users. Apple Intelligence will continue to run on Apple devices and Private Cloud Compute, while maintaining Apple's industry-leading privacy standards.

    2 votes
  18. Comment on Any obscure songs you'd like to share? in ~music

  19. Comment on US Marine Corps boot camp is stupid and spiritually depraved in ~society

    goose
    Link Parent
    They are (often) training people to be killers, yes. But I would detest the use of broad brush painting the people who serve in the Marines as monsters. I've met, worked with, and befriended quite...

    They are (often) training people to be killers, yes. But I would detest the use of broad brush painting the people who serve in the Marines as monsters. I've met, worked with, and befriended quite a few Marines. Many of the ones I know personally were in my experience very excellent people. They live pretty well adjusted lives outside of the military. Half of them weren't even in combat roles and never fired a weapon outside of training. Marines certainly can be monsters, just like so many other professions, but that doesn't mean they all are.

    13 votes
  20. Comment on Women should be able to open things in ~life.women

    goose
    Link Parent
    Among my other extracurriculars, I'm a BLS instructor for the hospital system I work for. The AHA releases curriculum updates every five years, the 2025 AHA instructor update for BLS specifically...

    They're also finally using CPR dummies with breasts to reduce the "I don't want to make her uncomfortable so I won't put the AED pads in the right spot or remove her bra." Literally saw a trend of people posting "please save my life instead of my modesty .... It's bullshit we need to post this."

    Among my other extracurriculars, I'm a BLS instructor for the hospital system I work for. The AHA releases curriculum updates every five years, the 2025 AHA instructor update for BLS specifically named that instructors should call this out as behavior that needs to be corrected.

    4 votes