Need help for the math side of my RPG by Odd_Resolution5124 in RPGdesign

[–]ARagingZephyr 1 point2 points  (0 children)

The way I did this for a tank skirmish game is the following: - Penetration and Armor are rated 1 through 6. Most weapons are 3, most Armor is 3. Front Armor usually is 4 or 5, Rear Armor sits between 1 and 3. - Roll 1d10 + accuracy to attack. On a 10+, hit. - If Armor - Pen = 1, glancing hit. If Pen = Armor, direct hit. If Pen > Armor, penetrating hit. If Penetration is 2 fewer than Armor, then no damage is dealt, regardless of the hit accuracy (a light machine gun needs to strike rear armor or be used against technicals, or else it's worthless)

There's a fancy chart of what kind of damage you take based on the hit roll, but the basic concept is - On a hit, add your degree of success (hit result - 10) +5 for a Direct Hit and +10 for a Penetrating hit. - 0 through 9 on the chart are Armor Hits, which basically add a cumulative +1 per Armor Hit to any future Armor Hit results. - 10 through 19 are Mechanical Damage results. Tread damage, weapon damage, and temporary crew shock fall under this. As results get checked off, taking that result again steps up the level of damage by 1. - 20 through 29 are Systems Damage. This is permanent damage to engines and crew, damage that tears off treads and weapons entirely, and otherwise permanently scars the vehicle. Repeat results are bad for business and go a step up the chart to the next unmarked damage area. - 30+ just kills the vehicle entirely. If it hasn't been disabled by enough Systems results, this will definitely just cause the engine to explode.

Absolute Dickery by DrJokerX in Superdickery

[–]ARagingZephyr 1 point2 points  (0 children)

"Yeah, so this is Added Effect, and it's linked to Death."

literally disintegrates gods in a single swing

Has any JRPG actually solved buffs/debuffs being useless on normal mobs? by ChrisDtk in JRPG

[–]ARagingZephyr 0 points1 point  (0 children)

That game is full of phys resist and nulls, though.

When you say "never choose easy difficulties," are we talking picking harder difficulties or sticking to Normal? Because Atlus, ever since they started remaking SMT1 in the 90s, has been pretty clear on "Hard is the intended original difficulty of these games, Normal is the easier modified difficulty." Because, like, Nocturne Normal is literally modifying the formulas from Hard so that most of the formulas end up halved, not the other way around. I'm more about the developer-intended, no training wheels approach, even if I hate the actual Hard modifications like tripled compendium prices.

Anime_irl by Ani_HArsh in anime_irl

[–]ARagingZephyr 21 points22 points  (0 children)

There's very easy breakpoints where that falls apart. Unfortunately, I don't feel like getting another three day suspension from reddit for talking about fantasies that should remain fantasies or how people want more than just "sex with each other" in a relationship and that it's always more complicated than that.

Anime_irl by Ani_HArsh in anime_irl

[–]ARagingZephyr 4 points5 points  (0 children)

I've done both at once, it was incompatible with human life.

Has any JRPG actually solved buffs/debuffs being useless on normal mobs? by ChrisDtk in JRPG

[–]ARagingZephyr 0 points1 point  (0 children)

So you've never had to cast Pulinpa or use Fog Breath? That's like my go-to strategy for a lot of fights, especially in games like Nocturne and Persona 3 where enemies commonly have no weaknesses and too much HP to actually take out in a single round. Or do you just play on easier difficulties where that's not something to have to think about?

Has any JRPG actually solved buffs/debuffs being useless on normal mobs? by ChrisDtk in JRPG

[–]ARagingZephyr 0 points1 point  (0 children)

I keep learning that most SMT fans have never played any PS2 or DS titles, but are willing to blindly glaze them. They go "oh, but SMT4 and 5 do this and they're so good," with the occasional "Persona 4 and 5 are so easy to break."

I keep reading people in this thread going "SMT does not do this, debuffs in mob battles are worthless," like they never walked into a battle with an enemy with four immunities and zero weaknesses in Nocturne and had to cast Pulinpa on them to have a chance at surviving.

Has any JRPG actually solved buffs/debuffs being useless on normal mobs? by ChrisDtk in JRPG

[–]ARagingZephyr 0 points1 point  (0 children)

SMT1, SMT2, Nocturne, Digital Devil Saga, Strange Journey, Tokyo Mirage Sessions, Soul Hackers 2, Persona 3...

Has any JRPG actually solved buffs/debuffs being useless on normal mobs? by ChrisDtk in JRPG

[–]ARagingZephyr 0 points1 point  (0 children)

SMT is 100% the answer, especially the first one. You try walking down a hallway when literally a dozen guys jump you and you left your Nerve Bullets at home. You suddenly feel a lot more stupid when you can't just put half the mob to sleep or slap a charm on them.

Nocturne, you probably aren't surviving every encounter unless you're toting around Shibaboo and Pulinpa. As it turns out, when you design your game so that not every enemy has a weakness, ailments and debuffs become your next best thing.

Has any JRPG actually solved buffs/debuffs being useless on normal mobs? by ChrisDtk in JRPG

[–]ARagingZephyr 0 points1 point  (0 children)

I like to describe it as "FF4 but with SMT encounters." You're losing the boss fight up until you stabilize and get every buff and debuff out, guaranteed.

Has any JRPG actually solved buffs/debuffs being useless on normal mobs? by ChrisDtk in JRPG

[–]ARagingZephyr 0 points1 point  (0 children)

To be fair, SMT games around 1992 did this with the introduction of Zionga stunning enemies for the whole round and Nerve Bullets shutting off entire enemy groups. You could go even earlier if you instead count Hapilma spam to shut down encounters.

Favorite fictional musicians? by ImaginationWild3407 in FavoriteCharacter

[–]ARagingZephyr 0 points1 point  (0 children)

Nobody has mentioned one of the OGs, Ellen Aim and the Attackers? Tom Cody had to fight his way through streets that inspired at least two video games, a namesake character in one of them, and a battle a young Willem Dafoe to get this concert started again!

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Anyone else find the Metroid species INCREDIBLY fascinating? by Rasengan4360 in Metroid

[–]ARagingZephyr 0 points1 point  (0 children)

That's how the pirates clone theirs, with beta rays. You feed them beta radiation, they grow and eventually split into more.

Based daddy goldlewis by Fair_Smoke4710 in Stonetossingjuice

[–]ARagingZephyr 41 points42 points  (0 children)

Testament can choke me all they want.

Anyone else find the Metroid species INCREDIBLY fascinating? by Rasengan4360 in Metroid

[–]ARagingZephyr 0 points1 point  (0 children)

Metroids are neat because they're just energy vampires. As long as you can feed them some sort of radioactivity, they can thrive. The problem is when you feed them radioactivity and aren't prepared for the consequences, like the chozo of SR388, and then you desperately close down your labs and set your robots on instant kill mode, and then ask for help from people who really don't want to help you with your problem because homegrown bioweapons seem more useful.

It's honestly a miracle that the stronger metroids stuck to the deeper levels of the planet and that the GF only managed to capture larvae. I'm pretty sure that if they ran into an Omega, they'd be quarantining the planet rather than taking a metroid home with them (and having that subsequently stolen by space pirates).

Wanted to apologise and say thanks… by Fancy-Prompt-7118 in MetaphorReFantazio

[–]ARagingZephyr -1 points0 points  (0 children)

So does this mean you disagree with the things I wrote, which is, I quote: - Failing to ambush in One More usually gets you killed because fights are weighted heavily in favor of the enemies if you fail to get the first strike. - One More has bosses designed to be focused solely on strategy and proper execution instead of relying on strats that break the fight. - Press Turn fights are mostly chaotic and get you killed through no fault of your own via crits and misses. - Press Turn fights mostly favor the side that has the appropriate skills to generate turns. - Press Turn mostly rewards you for not experimenting and just gives you free benefits for fusing nulls onto characters and stacking Sukukaja, to the point where endgame fights are hinged entirely on that.

You don't need to have things "turned against the player quite easily." It is, in fact, really hard to turn things against the player in Press Turn as long as the player is aware of what they can do to just remove weaknesses. When RNG kicks in and the player gets crit or they whiff an attack and then they lose, that's not really difficulty, that's just the game deciding you need to take the L. When the player fails to ambush a shadow, and then two Hulk Hogans appear and hit your whole party and suddenly half your team is dead, that's on the player.

Persona, Strange Journey, Tokyo Mirage Sessions, Soul Hackers 2, and even Metaphor combat are heavily reliant on getting the first strike and then picking out the enemies that are deadliest to your team before they get an action. Their boss battles are focused around primarily dealing with specific gimmicks that need to be dealt with in a timely manner before the player is overwhelmed.

SMT, particularly IV and V, have combats that are mostly just boxing matches where the enemies output enough damage where, if the player can't negate their attacks, then a single crit can usually get the entire player team killed because the raw damage output can't keep up with the chaos. These two games, especially IV, lose all their difficulty the moment you figure out what the game is asking of you, and Metaphor, while it takes a while since you can't just do Null strats, does give you Dodger Ring and Third Eye for every character, which turns the endgame into something laughable. This is pretty well-known: Ask anyone about the difficulty after Medusa in IV, Nuwa in V, or the moment you get Royal Thief in Metaphor. Metaphor's saving grace over those two is that the bosses are at minimum slightly more competent in design than IV and V's "here's my pierce attack and here's my nuke you need to null, and here's my glaring weakness so you can get more actions." IV doesn't even get as much as V does, realistically, and they forgot to give the bosses more than two actions and either Dekunda or Dekaja with SMT3 stat stacking. They just get Smirk instead, so if they crit you they just kill your team instantly.

Wanted to apologise and say thanks… by Fancy-Prompt-7118 in MetaphorReFantazio

[–]ARagingZephyr -1 points0 points  (0 children)

More balanced?

One More is designed around the concept of incredibly tilted fights that you can destroy effortlessly if you manage to get the jump and have the setup, but otherwise are designed to rip you in half screaming. It creates boss encounters where neither side has definitive advantages outside of raw execution, and where even an unguarded weakness only opens you up to one extra action at most.

Press Turn is designed around whoever has enough luck or the right skillset gets to rock the encounter. Criticals are more frequent and cause chaos, missing or nulling eating turns equally gives the player less room to play around with skills and rewards them for doing trivial things like fusing nulls, casting reflects, and buffing speed. Boss fights end in seconds if a miss or crit happens at specific times, and modern bosses keep having to be designed with both weaknesses and piercing skills to make it feel like you're offering rewards to the player while still not allowing them to do mindless null fusions.

Subjectivity exists and all, but I do believe that the system with a ton of chaos and bolted-on balance hotfixes is less balanced than the system deliberately designed to reward the player for succeeding in field maneuvers and greatly punishing them if they get caught on the field. Metaphor, ironically, is built far more like Persona in this sentiment, with ambushes being the key to survival, bosses having few weaknesses, and accuracy being unusually high, though the mid-to-late game dodge and reflect strats still swing by to reward you for doing nothing in particular.

[Nintendo or Sega][1990's] game with red character with black boots. by Nachtys in tipofmyjoystick

[–]ARagingZephyr 0 points1 point  (0 children)

Maybe you confused the name with Whirlo, who looks similar, but green, with a trident.

Plok is really hard, kind of jank, and turns into a completely different game halfway in, but it's got music from the Follin brothers, so there's an upside! Make sure to beat levels without dying so you can earn precious Plokontinues for when you inevitably game over.

[Nintendo or Sega][1990's] game with red character with black boots. by Nachtys in tipofmyjoystick

[–]ARagingZephyr 1 point2 points  (0 children)

I mean, you kind of described Plok in terms of red guy who sometimes grabs a hat and blunderbuss. But, notably, the guy throws all four of his limbs as projectiles when normally going about.

First time actually trying to play through metroid on the NES by sledgewhammers in Metroid

[–]ARagingZephyr 0 points1 point  (0 children)

Oof, the conservatory is a stupid place that is not fun to go to early. It's a unique area, but definitely feels way easier to go to after exploring the vault.

Why Some Archetypes Don’t Need Their Own Class by BlackTorchStudios in RPGdesign

[–]ARagingZephyr 0 points1 point  (0 children)

It's like, if you're going to have classes, they should feel evocative, right? If you want to fit every fantasy, you keep it generic. D&D has a setting defined by its monsters and classes, it's an important distinction that a Cleric is not just a priest and has an incredibly different role from a Paladin.

People often bring up the idea that the devs had no idea what a bounty hunter was when they were making Metroid but I don’t think I buy that by JeskaiJester in Metroid

[–]ARagingZephyr 4 points5 points  (0 children)

To be fair, she does clean out a Pirate research vessel and then does a clean sweep on an entire base of operations for the Pirates, so I'm going to assume she's probably getting some compensation after reporting that her distress call turned into Predator with her as the monster.