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IceBox posted:I am trying to come up with names for attributes/ability scores that do not provide players with an excuse to roleplay their characters in a certain way. For example, a character with a low intelligence being played as stupid. I want the names to reflect a character's power, finesse, and resilience in the categories of mental, physical, and social (9 total).
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# ¿ Aug 15, 2012 09:01 |
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# ¿ Apr 29, 2024 10:33 |
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TK-31 posted:There's something to be said about making a distinction between Intelligence and Wisdom, in that at the very least the archetypes they represent are different. Strength and Constitution, on the other hand, should have never been separate stats because pretty much every fantasy character who is strong is also tough, and viceversa.
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# ¿ Aug 22, 2012 17:06 |
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homullus posted:The problem with "all Strong characters are also Tough, but not all Tough characters are also Strong" is that it privileges one attribute over another -- why put points into Tough if you can put them into Strong and get both? Splicer fucked around with this message at 22:00 on Aug 22, 2012 |
# ¿ Aug 22, 2012 21:57 |
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Scrape posted:My biggest design question right now is how to implement Skills. I hate d20-style static bonuses with a large randomizer. I used to really love L5R's roll&keep system (dice pool, add your Stat plus your Skill, but only keep dice equal to your Stat, try to hit a target number), but nowadays I like simpler mechanics. L5R has too many Stats for me, I think. It was my first introduction to the idea of skills and ability scores offering different mechanical benefits, as opposed to just being different ways to get the same thing (stacking +1s in D&D/Unisystem, Storyteller's dicepools, most percentile systems etc). The actual implementation is terrible though (Something like 12 ability scores, weird point costs etc). I've since run across other systems that do ability score/skill differentiation differently (WFRP3 skill training gives you a different kind of die with a unique symbol, and... actually I can't remember any others offhand but I know they exist), and I've always liked the idea of Ability Scores and Skills, if in the same system, functioning in fundamentally different manners. Makes them seem actually interesting int heir own right instead of just an extra layer of obfuscation.
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# ¿ Aug 23, 2012 12:29 |
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Bob Quixote posted:The magical abilities require spending MP, which we've chosen to think of as "Mental Points" instead of magic points & recently the idea came up to tie your MP score into a sort of CoC Sanity type deal, where if you cast too many spells too fast and drain your MP down to a very low score it snaps your brain (at least temporarily). We're not sure if this would be too penalizing to magic using characters though, and I'd really like to know if there are other games that use a similar system or if anyone has some advice that could help out with this. So if the average mage has, say, 12 magic points, and dropping below 4 means Bad Things Might Happen, first design around the average Mage having 9 or 10 and just flat out not being able to cast spells when they hit 0. If you see what I mean. Splicer fucked around with this message at 19:03 on Aug 26, 2012 |
# ¿ Aug 26, 2012 19:00 |
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Bob Quixote posted:Sounds like a very good idea to me, I'll try that out first and we'll see which works better; if it turns out to not be workable it's no great loss. Remember that more options = more powerful, so an 8 point mage is less powerful than an 12 point mage with only 8 "safe" points. If you have a perfectly balanced "10 safe points" mage then the equivalently powerful risky mage will be something like "12 points total 9 safe" or whatever. (I'm really just elaborating on part of what I said above but I'm always worried that I've phrased something too vaguely). Secondly, make sure you don't fall into the trap of having the risky option be an all-or-worse-than-nothing. Have the chance of getting consequences be relatively unrelated to whether the actual spell succeeded or not. "Well I tried to fireball all the badguys but instead I developed a fear of rats" is considerably less fun than "Hooray I fireballed all the badguys AND developed a fear of rats". I'd honestly go one step further and set it such that a player can't miss and suffer consequences at the same time, so the only possible results of a risky cast are: Spell fizzles, nothing happens at all. Spell succeeds. Spell succeeds but with consequences. If that makes sense. Splicer fucked around with this message at 01:18 on Aug 27, 2012 |
# ¿ Aug 27, 2012 01:15 |
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Bob Quixote posted:I see what you are getting at, and I'm definitely on board with it. I was thinking that MP would only get used up during the successful use of a magical ability/talent, so in that case the only times you'd be at risk of suffering any kind of effects from MP drain would be if you had already successfully performed the act as it was. An alternate way of presenting it might be to allow casters to cast into "negative points". This might make it easier to remember (I have 10 points, but if I want to live dangerously I can keep casting until I hit -5). So first you'd design spellcasting around having about 12 points (or whatever), but you can't cast points you don't have. Then to finalise the spellcasting you reduce the average to about 10 points but allow casting down to about negative 5, and then see how that went. Bob Quixote posted:The way the game is set up is classless (but does have levels) and I'm trying to get a setup going that encourages building rounded characters who have a little of everything rather than ones who go all one way or all another (though thats still an option if the player prefers it).
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# ¿ Aug 27, 2012 15:23 |
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A game where, mechanically speaking, everything remains static would be hard to pull off. RPGs are at their core storytelling games, and Growth and Change are some of the biggest aspects of a good story. If you're taking out mechanical "numbers and swords" growth you'll want to implement some other kind of structured evolution system. That said, it doesn't have to be your characters' physical abilities that change. All changes could be personality based. FATE has aspects, which I'm not going to fully explain here but one thing they can describe are a character's personality. "Idealistic Newcomer" can be changed to "Jaded Veteran" by events (at your decision). Reign has Passions, things your character really cares about that you get bonuses to rolls relating to, which you can change as they are completed/satisfied/overcome. They're like Aspects but they're free to activate as it's assumed you're going to try to use them as much as possible. I'm not even going to get into 3:16. Compared to the intricacies of combat systems however, character personality simulation and advancement is a fairly untapped field. You could build a robust "inner character growth" system of some manner as a Thing. Or the characters can stay the same but the "party" advances. Reign's Company system is a crunchy example of a non-character-based growth mechanic (Go here and select "Companies" from the dropdown menu to see what one looks like) Mechanically it's basically an NPC character who's stats go up and down based on your players' actions (or they can just spend XP). So you could WFRP3 has something kind of similar with the Party Sheets, which you can attach talents to and trade out for better ones with more talent slots and better bonusses. Then there's the world-shaping approach, mechanically representing the party's effect on the world as a whole. FATE's aspects can be attached to cities or countries, like adding a rousing speech adding "Civil Uprising" to the evil kingdom, or "Patriotism!" to the good one. In Reign you can stat up cities and countries as NPC companies, with a hunt for mithril boosting your village's defences or economy(or granting you access to better equipment), or a surgical strike reducing an enemy kingdom's. The (free) Grab Bag supplement on this page even has rules for company vs giant monster combat. Finally there's the much maligned "christmas tree" approach, where your character remains the same but his equipment and sundries change. This doesn't just have to be equipment though. 4E has Boons (introduced around the time of Dark Sun), basically favors people (monsters, gods) owe you, memberships in societies etc. A lot of games (WFRP3, FATE, GURPS, UA) have wound/madness type things, negative longterm effects that can be removed by further adventuring (or spending XPs). Or you can go the equipment route, but make it more interesting see the mithril example above). You may have noticed that a lot of these are just mechanical representations of things that are already in most games, but tend to be just handwaved by the GM or dealt with narratively. Basically, people like Stuff. Especially in a Crunchy game, Getting Stuff is good. If you're taking away one of the Crunchy Game Genre's biggest Stuff Getters (mechanical power growth) you're probably* going to need to introduce or buff up another Stuff Getter. *or maybe not! I am not the god of game knowing.
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# ¿ Sep 6, 2012 14:58 |
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Bob Quixote posted:I guess I hadn't realized that Getting Stuff was such a big deal, I'd just been wondering how many games worked on the principle of Not Getting Stuff or if many had been able to pull such a thing off successfully. I suppose there aren't many, and from the sound of it for good reason. Progression and Continuity (Getting Stuff and Using It) can be entirely narrative based, like the guy you saved last session helping you out today, or the wizard you met a few sessions ago calling you up to help him with a problem, or the city you saved from zombies becoming a sprawling utopic metropolis. Or it can be your character overcoming his fear of spiders, or developing a fear of spiders, or discovering he's from the dimension of spiders, or all three (not necessarily in that order). This kind of thing happens in most games anyway, it's kind of the point. By removing the default "You are buffer than before" progression you're right in that you do greatly increase the focus on the narrative sides of things, but that's a double-edged sword. Without the safety net of "Swords and XPs for all!" you have to make very sure that the narrative rewards are extremely compelling, either by being an amazing GM... or making the narrative rewards more mechanical. Bob Quixote posted:I'd been thinking that in this sort of game the main drives of the characters would have to be more focused on accomplishing things within the narrative rather than in the metagame sense of getting more power/abilities but I hadn't done much consideration on how to get that idea across Splicer fucked around with this message at 17:28 on Sep 6, 2012 |
# ¿ Sep 6, 2012 17:25 |
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There's a link to the ORE character generator in my previous post, you can see what a company looks like (though some of it won't make sense out of context).Bob Quixote posted:Resource advancement sounds like one of the traditional dungeon-crawl mechanics (get money/power/fame) and seems like it would be the best fit for this sort of situation out of the options.
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# ¿ Sep 7, 2012 02:55 |
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Paolomania posted:Combat Skill, Exploration Skill, Movement Skill, Social Skill and Creative Skill.
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# ¿ Sep 19, 2012 15:06 |
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If it's encounter by encounter then you just end up with a series of "Social Guy does nothing for 30 minutes" "Combat guy does nothing for 30 minutes" "Exploration guy does nothing for 30 minutes". You're not playing a game as a group, you're justa bunch of people playing seperate games who happen to be at the same table.
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# ¿ Sep 19, 2012 19:53 |
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Paolomania posted:Did you not read the sentence "(the answer is to use *World style GMing to make more interesting encounters that are not so straightforward and have overlapping events that give each character a chance to shine)"?
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# ¿ Sep 19, 2012 21:28 |
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/\This is kind of how my will-never-get-finished fantasy heartbreaker thing is going/\Bob Quixote posted:but having only one character who could pick a lock or set a broken leg could give each player a feeling that they are contributing when their time to shine comes up. It's not that a game can't work without each character having something to do in most situations, it just makes it considerably easier to run. If you know everyone has at least one thing they can do in the most common game situations then it makes it much easier to create these encounters, as otherwise you have to find a way to enable Puncher McPunch to meaningfully contribute to the Duchess's Tea Party, and Chatty McLoudmouth has something to do when fighting against evil fungi. That said, I just reread Paolomania's second post and it appears I did, indeed, somehow manage to miss a chunk of it, specifically how under each skill he tried to include at least one thing that's useful outside that skill's obvious area of expertise. Which is the basic thing I was worried about, so, uh, nevermind I suppose. Paolomania posted:Do you object to games that use numerical bonuses to differentiate characters? Do you object to calling numerical bonuses 'skills'? Do you object to the rolling of 20-sided dice? If I'm reading your other post correctly this time though the skills being described are more general than that, so "Combat" doesn't mean "Combat Encounters", it means "Stuff related to Fightin'", allowing a high Combat character to use her Combat score during a Social Encounter to yell at people/comment on the obvious military influences amongst the local architecture* (while still being a bit out of luck at the Duchess's luncheon, but that kind of fish-out-of-water situation is fine on occasion). Similarly "Social" doesn't mean "Social Encounters", it means "Stuff related to Talkin'", allowing someone with a high Social skill to spend Combat encounters distracting the opponents with witty banter or deceptive body language** (while still being a bit out of luck when fighting a bunch of deaf oozes, but again, see above). *Or just punch someone if she wants **Or try to talk them out of it, if they have ears. Splicer fucked around with this message at 14:06 on Sep 20, 2012 |
# ¿ Sep 20, 2012 14:04 |
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I'm trying to do the opposite of the sacred barbeque, I'm trying to grab as many things from as many editions of D&D as possible and make them work, dammit. Stats AND skills AND classes AND levels, baby! I'm stuck on a bit of the skill system though, I know what I'm going to be doing on he basic level but having some trouble with the specifics. Thing I Wanted to Keep: Untrained skills having the 3.x/4E thing of (stat-10)/2. Issue 1): The Cleric/Religion Problem. Issue 2): Low incentive to use appropriate skills with low bonuses. Solution 1): Trained skills have a set value that increases over time. So a level 5 guy with Int 12 and Religion trained has the same bonus as a level 5 guy with Int 20 and Religion trained. New Problem 3): Training something you already have a high stat in gives less of a return than training something you have a low stat in. Solution 2 + 3): Training a skill nets you "Skill Points" You can spend these when making untrained checks to boost the results (and with trained ones to lesser effect maybe). This means that training an already high skill doesn't feel like a waste, and encourages you to use untrained skills when appropriate since you can boost them with skill points if you roll low. My problem is, I'm not sure how Skill Points should boost your rolls. Rerolls? +2 per point spent? What's a balanced X and Y for "Always +1 to this skill" vs "Do X to any skill once every Y"? Bookkeeping is also a bit of a worry, per-session refresh would seem to be an answer but a lot of people here seem not to like per-session mechanics. e: Basic rolling mechanic is 2d20 system, if one roll succeeds it's a success, both rolls are a superior success. 4E-style power system. e2: I've put more thought than I've written about into what could be the actual bonuses that SP give, but I have problems with each of them and I'd like to get some unbiased ideas. Also feel free to rip it apart completely, I'm more than due some payback by this stage. Splicer fucked around with this message at 16:23 on Sep 20, 2012 |
# ¿ Sep 20, 2012 16:08 |
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They're also easier to pick up in a literal sense.
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# ¿ Oct 10, 2012 10:33 |
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Or you can use (d8/2)s, (d12/3)s and (d20/5)s in addition to d4s. That's four "d4s" per set. e: Wait, we're forgetting the important question. Why do you want to switch to d4s?
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# ¿ Oct 10, 2012 14:56 |
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What's the stat progression?
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# ¿ Oct 10, 2012 16:36 |
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I'm assuming it's an equal-to-or-under system (as otherwise the low stat is impossible to succeed with) but with those numbers I get:code:
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# ¿ Oct 10, 2012 17:01 |
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I think this thread was supposed to be about the underlying theories behind designing games while the other thread was supposed to be about posting games you are in the process of designing. So you might post about how siloing vs freeform in this thread but concrete queries about your specific siloing implementation would go in the other. e: Theory vs practical implentations.
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# ¿ Oct 11, 2012 10:09 |
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Two questions first: 1) Do weapon users have to invest resources to aquire their weapons, and do they need to continue to invest resources to keep pace? If weapon users have had to either find or buy their weapon then unless the magic-user has also had to buy "weapons" (the D&D4E approach) the magic-user will have more free cash to spend onother forms of damage booster. 2) Are weapon-users more restricted in their power choice than magic users? If (for example) a two-handed weapon user has no way to attack flying enemies, but a magic user can take close blast and ranged attack spells without penalty then you're can end up with a weapon user who looks equal to or better on paper than a magic user but who ends up fighting sub-optimally more often.
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# ¿ Oct 14, 2012 15:49 |
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Bob Quixote posted:1) Players start the game with several items of their choice which can include weapons. There are not any "Magic" weapons in the game and the only way to boost physical damage is through the use of secondary items which may incur penalties with overuse (steroid potions of somesuch thing). Bob Quixote posted:2) There are no classes in the game, any player may select magic powers or use whatever weapons they choose. (None of these are criticisms, they're just things that need to be taken into account before determining if the magic damage is balanced. Sorry if I'm coming off as criticising specific things at all, I'm really not doing that) Splicer fucked around with this message at 16:35 on Oct 14, 2012 |
# ¿ Oct 14, 2012 16:31 |
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TK-31 posted:you could also have them as attributes inherent to a class Bob Quixote posted:I was wondering if giving magic a low max damage cap but having it bypass damage reduction might be a fair way to use these effects since they can't get boosted? Weapon damage can get boosted by taking different "Power" slots, but I wanted each magic "Power" to stand on its own. I've already got lots of non-combat magic powers (Telepathy, Animal Speech, Illusions, etc.), but wasn't sure how exactly to design combat-only damage based powers that stood alone. Bob Quixote posted:There is a slight restriction difference in swapping between them since you need to have a weapon in your hand to use it, but to use magic you simply must have your hands free. About one round of delay I guess. The basic thing I'm trying to feel out is that while people don't have to specialise, at some point you're going to have someone who wants to go all-out Magic and someone who wants to go all-out Greataxe. Will they be able to have the same average level of functionality? If the Greataxe guy can take a power that allows him to affect people at range without going off theme, then setting the average magic damage to: (average weapon damage - average armour damage reduction) - (some arbitrary value for any other special effects) will work fine for balance. If they have to take a bow to affect people at range then magic will need average out to something like: ((average weapon damage - average armour damage reduction) - (some arbitrary value for any other special effects) - (average damage lost per combat to weapon switching/average number of attacks per combat)) Splicer fucked around with this message at 14:54 on Oct 15, 2012 |
# ¿ Oct 15, 2012 14:44 |
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Nope, but I can do you 0 to 99 or 1 to 100 if you want?
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# ¿ Oct 15, 2012 15:25 |
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AlphaDog posted:Comedy option: (I laughed)
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# ¿ Oct 15, 2012 15:37 |
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Rulebook Heavily posted:A hundred-card deck
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# ¿ Oct 15, 2012 16:36 |
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P.d0t posted:I always get confused by the fact that people here seem to agree that Combat Class Should Not Equal Noncombat Role, yet they often want both minigames to run off the same mechanical engine If combat and out of combat are two completely different systems it removes the "eh, just roll a d20 get high" approach to winging it. If combat is (resolution mechanic)->(determine result) and out of combat is "(same resolution mechanic)->(determine different kind of result), if you want to slug someone in the middle of a conversation or talk during combat it's much easier to slot them in and make a balanced and reasonable call than if the two resolution mechanics are difficulty to compare. Finally, it's much easier to teach someone a game if they only have to learn one core mechanic. They don't have to be identical, 4e doesn't need social interaction to be grid based, but having the basic "Roll a 20 add a number get higher than X" core mechanic be the same across all situations was one of the best changes between AD&D and 3.x. Splicer fucked around with this message at 23:25 on Oct 17, 2012 |
# ¿ Oct 17, 2012 23:22 |
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TK-31 posted:Percentile makes it easy to model things in, because the way things are designed and read in it is fairly elegant. That's the theory. In practice they are super fiddly and really hard to balance because of how swingy the core resolution mechanic is.
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# ¿ Oct 18, 2012 12:53 |
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If you're saying that all debuffs will have the keyword "Debuff" and no other indication that they are Standard actions that can be used once per Encounter then that might cause issues with readability, since now you have to remember that Debuffs are always X and Y, and if the only guy who really uses them at the table remembers wrong it will be a while before anyone notices. Having it as a standardised power creation guideline would be grand though.
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# ¿ Oct 22, 2012 13:07 |
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Zandar posted:Oh sure, that makes sense. I've just generally understood swinginess to be related to the shape of the dice's probability distribution, whereas the problems with d100 are more to do with how fine its results are and how little a 2% difference means. I know that a fair few d100 systems work almost entirely in 5% increments to avoid just what you've said, which makes it odd that they used that system in the first place. As I said, you can avoid much of this by dishing out your percentages in multiples of 5 but at that point you're basically using a d20. P.d0t posted:Would this help avoid, or would it further exacerbate the "only one guy at the table knows how this attack type works" scenario you describe? *Except where you have a particular one who's entire shtick is that it's got a different refresh/action type than the others. Splicer fucked around with this message at 10:56 on Oct 23, 2012 |
# ¿ Oct 23, 2012 10:48 |
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HitTheTargets posted:Granularity? You're talking about something being broken down into parts so small that no individual part tells you anything about the whole, right? Is fiddlyness the word I'm looking for?
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# ¿ Oct 23, 2012 19:20 |
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Doc Hawkins posted:If all of those are, say, to-hit rolls, then it's a trick question: they're equally granular, because they each have the same number of possible results. So you spend all this time trying to decide where your +1%s are going, but during actual play 99 times out of 100 your final decision was ultimately irrelevent. So what I'm saying is if you're doing a percentile system include some manner of tiered success rates or flip dice or something. Splicer fucked around with this message at 00:15 on Oct 24, 2012 |
# ¿ Oct 24, 2012 00:04 |
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Who wins ties?
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# ¿ Oct 24, 2012 09:35 |
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PublicOpinion posted:I think Deadlands might have allowed progression up to d20, but I'm not familiar with it.
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# ¿ Oct 24, 2012 11:45 |
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Error 404 posted:I've been thinking of having doubled d8s being used as a d16 as a better middleground between the d12 and d20. As an aside, have a slightly updated code that gives a "2" result if you have a tie: code:
There's a surprisingly relevent discussion going on in the Fatal and Friends thread here. You're probably best off with what TK-31 said though; have a d20 be Special, only coming out when you blow a chip or each character gets a single d20 to put into their most iconic skill or something. Basically the old "it's not a bug it's a feature!" (while putting in the work required to actually make it a feature). Or pull a kludge fix and have everything above 12 be "Roll a d20, reroll everything that's too high".
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# ¿ Oct 27, 2012 00:46 |
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Halloween Jack posted:By the way: What is "elegance" in game design? To me it basically means "the exact opposite of everything AD&D/Palladium ever did."
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# ¿ Nov 13, 2012 16:09 |
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Lemon Curdistan posted:Find a way of doing it without having to create a special rule, basically, otherwise your system is inelegant by definition.
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# ¿ Nov 13, 2012 16:30 |
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How would you feel about Stephen?
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# ¿ Nov 24, 2012 02:13 |
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P.d0t posted:I think you just answered your own question on this one.
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# ¿ Nov 25, 2012 12:03 |
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# ¿ Apr 29, 2024 10:33 |
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Rexides posted:The problem with this approach is that it always requires that something time-based is at stake, otherwise the system falls apart. The "save the princess" scenario is a good candidate obviously, but "explore the ancient tomb" might need some gimmick, maybe even a metagame one, in order to urge the party to think of the cost of their exploration actions. zachol posted:Have it be about "the raid." Dungeons are assumed to be populated, with overwhelming numbers of enemies. The point of the raid is to bypass them to get the treasure and then get the gently caress out. So combining this with the time-points thing, every time unit spent exploring nets the GM encounter points. For 10 points he can buy "Orc Room number 7 gets some reinforcements", and now Orc Room number 7's poker game has a new player. If they'd been quicker then they'd have gotten there before the fifth guy arrived. Similarly the GM could buy "Kobolds finish building another pit trap" or "Goblin Patrol walks in on you", whatever makes the most narrative sense. Rather than go back to XP for gold to avoid the random encounter XP grind issue inherent with such a system, we can divorce XP from combat/loot etc entirely and instead reward XP for completing Adventure Goals. If your goal is "Get the Hoard", if you get the hoard you get XP. Include minor goals, like "Get past the room full of Orcs on level 1". Killing them works, but so does sneaking past all sneaky like. The only advantage to killing them is that "Getting past on the way out" is another goal, which killing them all pre-loads the success for. Well, and also you get their stuff, which could be nice stuff, and you get to do a Fight, which is fun. Include rules and guidelines for adding Adventure Goals on the fly; If a particular goblin keeps getting away from combat you can add "kill that rear end in a top hat goblin" as an additional Adventure Goal. AlphaDog posted:Good idea? Awful idea? Mediocre idea? I just want a dungeoncrawl game that's not too loving hard to set up. Splicer fucked around with this message at 14:30 on Nov 26, 2012 |
# ¿ Nov 26, 2012 14:21 |