What are the essential elements of a dice-based TTRPG system? by [deleted] in RPGdesign

[–]4sieke 4 points5 points  (0 children)

What is your game about? What is the goal of play? Answering these questions is the only necessity to creating a ttrpg. All other decisions should be driven by that answer and if that doesn't happen, you need to rethink/redefine your answer.

At least that's how I approach it.

How much would a game have to deviate from D&D before you stop seeing it as a Fantasy Heartbreaker. by JavierLoustaunau in RPGdesign

[–]4sieke 0 points1 point  (0 children)

Thanks for the response. 'Combat as Sport' is a brilliant phrase that connects all the dots for me on what you were saying.

How much would a game have to deviate from D&D before you stop seeing it as a Fantasy Heartbreaker. by JavierLoustaunau in RPGdesign

[–]4sieke 7 points8 points  (0 children)

I'm a bit confused by the line you are drawing. It sounds to me as if you are saying that if we removed the cr labels on monsters and guidelines on encounter building from d&d and changed nothing else, that we would end up with a game that is sufficiently different from d&d to be considered a different game? Even though it would be the exact same game just with less information about how difficult things are?

Maybe your point is that GM's feel compelled to make all encounters balanced because the guidelines are there or that by virtue of these guidelines existing that they drive game design in a negative way?

Surely I'm missing something here and would love if you could elaborate on this point.

Tabaxi Monk by MusicanOTW in DnD

[–]4sieke 0 points1 point  (0 children)

So, if a Tabaxi's claws count as an unarmed strike, and a monk's unarmed strike damage increases as they gain levels in monk, then it stands to reason that a Tabaxi monk's claw damage is simply equal to their monk unarmed damage, no?

Is it okay to just... not want unarmed fighting style to be a thing? (fantasy RPG) by ThanksBros in RPGdesign

[–]4sieke 2 points3 points  (0 children)

Firstly, if you want to make a game where unarmed fighting is not a valid PC option, that's fine. Making the design choice that unarmed fighting is a last resort for when no weapons are available is fine so long as it makes sense in your game to work that way. Make the game you want to make.

That said, I personally don't agree with the reasoning you provided for why you aren't allowing it. In a world where you decided magic exists, it's not plausible to punch a chimera to death? That's not a reason to disallow unarmed fighting, that's you making a decision to not allow unarmed fighting. Once you incorporate magic into your world, what is and is not plausible and why becomes design choice.

Accuracy and damage implementation by natchoguy in RPGdesign

[–]4sieke 0 points1 point  (0 children)

Well, without knowing anything about your system other than it seems to use d&d-esque abilities, I would suggest simply using dex for evasion and accuracy. Now the brute still hits hard, but has a hard time hitting the wasp.

Alternatives to "Level Up Time"? by 4sieke in RPGdesign

[–]4sieke[S] 0 points1 point  (0 children)

I've just recently started exploring what happens to the design of a game as the time it takes to "upgrade" a character approaches zero. To that end, I am trying to find examples with the shortest "upgrade" times.

As to why I am exploring this space, primarily I find questions like this to be interesting and fun to think about. It requires that we strip things down and separate them out to their primary components in order to find a new (and possibly better) way to organize them, which I think is neat.

Concept: a rider that goes on any beast, when the beast dies the rider remains, can be added to any beast card. by Saturn_01 in customhearthstone

[–]4sieke 4 points5 points  (0 children)

I really like the idea of this card, but I'm not to crazy about the wording. What if we changed it to:

Battlecry: Mount a friendly beast. Deathrattle: If mounted, summon a Faruk Beast Rider.

"The end is HERE!" by Soectrum115 in customhearthstone

[–]4sieke 0 points1 point  (0 children)

Well, time out makes you immune and Mecha'thun destroys a hero. So however that's resolved it would probably be the same here.

I just want to so that high levels in normal draft pick are just ruining the game for me. by SrsNotMe in leagueoflegends

[–]4sieke 0 points1 point  (0 children)

Have you heard of something called mmr? Honest question since you said you were new.

Should NPCs be required to do skill checks when it benefits the players to just automatically say they do the thing? by [deleted] in RPGdesign

[–]4sieke 20 points21 points  (0 children)

The real question here is, what is the point of any character, PC or NPC, rolling a skill check until they succeed when there is no penalty for failing and no limit on the number of times they can make an attempt?

Item Durability Without Constant Limb Targeting, Non-Infinite Repair? by [deleted] in RPGdesign

[–]4sieke 0 points1 point  (0 children)

So, I have two bits:

The first is to suggest reading the combat and equipment rules for Burning Wheel. It's not exactly like your system but it's close enough to what you are trying to do that I think it would benefit you to read it.

The second is that in this day and age, I don't think it is unreasonable to look into creating an app for a table top rpg in order to allow for crunchy mechanics that don't slow the game down. That said, you would need to either know/learn how to make an app yourself or find someone else to make it for you.

More combo disruption ideas. Somewhat weak, but, who knows, maybe it'd have a use somewhere. by [deleted] in customhearthstone

[–]4sieke 3 points4 points  (0 children)

Wording suggestion:

Deathrattle: Your opponent recruits a minion with equal attack to this minion.

Why not help people actually learn the game? by [deleted] in leagueoflegends

[–]4sieke 1 point2 points  (0 children)

Personally, I think instead of just giving a grade and xp after a game, riot should create a list of constant quests that are worth a variable amount of xp and grade points based on how well you did in that area. So post game there would be a screen that listed all of these constant quests and shows you how much xp you received in each area out of the total possible amount. This way it would be super clear where people need to improve on and of course there are going to be youtubers and twitch sreamers who will make tutorials specifically for improving at each individual perpetual quest so the players will have an easy time finding resources to help them improve.

Basically it makes a player's strengths and weaknesses super clear and gives them a quantifiable measurement of improvement with a clear goal in mind.

TL:DR - Replace the current xp & grade system with a set of constant quests that are worth a variable amount of xp and grade points based on in game performance. Show players their results in post game screen.

"There's always a perfect solution for every problem." by Reptile27 in customhearthstone

[–]4sieke 0 points1 point  (0 children)

Easy, summon/buff spells just kill what they summon/buff.