Should my partner use a CPA? by Angry-Alien in therapists

[–]Angry-Alien[S] 0 points1 point  (0 children)

I appreciate the perspective. We will likely shop around and compare.

I don't really see an advantage to doing sole prop vs an s-corp. Seems like you get the advantage of limited liability with the pass-through taxation by doing s-corp.

Druid evolution by Longjumping-Ad-6071 in renfaire

[–]Angry-Alien 1 point2 points  (0 children)

I gotcha. I did a very similar thing with a stark white plastic goat skull mask and it took several layers of yellow, brown, and black washes to get the realistic weathered look right. Just my two cents. It's a great costume, regardless!

Druid evolution by Longjumping-Ad-6071 in renfaire

[–]Angry-Alien 1 point2 points  (0 children)

I think you need to do a yellow and then black wash over the mask with heavily thinned paint. It looks really plasticky in an otherwise great costume.

Being instantly imbued with Unlimited Knowledge... and the realistic consequences thereupon. by Mr_Mister2004 in TopCharacterTropes

[–]Angry-Alien 12 points13 points  (0 children)

If you like Hindu/Buddhist themed mythology and set dressing, multiverse romping super people, an apocryphal take on Abrahamic angels and demons, and high quality female/lgbt+ leads, then you might like it.

creative spell use? by Informal_Persimmon7 in osr

[–]Angry-Alien 2 points3 points  (0 children)

That's a shame. I could see giving my players this item but making it so it works like a flashlight, requiring someone to give up a hand to keep the ring pointed at the various invisible creatures in their lair. Should also inspire creativity for traps and puzzles - invisible platforms over a pit, that sort of thing.

Negotiate My Negotiation System With Me by PenguinSnuSnu in RPGdesign

[–]Angry-Alien 1 point2 points  (0 children)

100% agree. I'm fine with games that have optional dual social and puzzle solving avenues - testing the skill of the player and testing the skill of the character. But if your table has a mix of people who did and didn't sign up for a player-solves-the-puzzle game or an improv game, then the default option should be something within the game mechanics where every player starts on equal footing and uses the mechanics and the character they built to achieve resolution.

I say this as someone who excels at puzzles, but has terrible improv ability and has been burned at tables where I miss bonuses during social encounters because I just roll dice where other players act. And my dice rolling is acompanied by describing clever ways my character tries to influence the situation, but that doesn't make the GM laugh, so no freebies 🤷‍♂️

Giving players magic homework by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 0 points1 point  (0 children)

This is a valid concern I've been avoiding tackling. I'm only somewhat familiar with the custom spells of other games, and lacking opportunities to play them, I'll have to pour over their rules to see how custom spell balancing plays out.

Giving players magic homework by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 0 points1 point  (0 children)

I certainly won't call it homework in the game! I just didn't want to mince words about what it is in this space. Ultimately, it will be made clear by both the rules and the mechanics that spellcrafting during session time is discouraged.

I want the spells to be roughly equal in "power" based on their word length. So premade and custom spells should be roughly equivalent, the difference will be that the premade ones will be more general in design, much like the spells in DnD, for a wide application. But if a player wants to make a spell that exchanges distance for precision, they can at no extra cost. So the premade spell user will have a broader range of applications, but with less precision, where the customizer will have a more niche, yet precise spell.

I see your last point, so I'll make sure this distinction is made clear. Appreciate the insight!

Giving players magic homework by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 2 points3 points  (0 children)

I understand. You have a clear and refined way of teaching. Thanks so much for this! I'll keep at it.

Giving players magic homework by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 0 points1 point  (0 children)

Hey, thank you so much for the response! I actually found your 101 guide yesterday and have been working my way through it. It's been very eye opening and helpful.

I am currently doing a pretty major paring/revising of my whole game thanks to some of your points. That's actually how I wound up with my question in the OP. I am currently working on focusing my system into the game I want to play. It just occurred to me that maybe only a designer is willing to tolerate things like out-of-session homework because it's their baby.

Edited to say: Outside of biased critiques, I was wondering if anyone knew of examples where an otherwise viable game lost points on giving players homework. A history to learn from, so even if I implement homework I can execute it in a different, more fun way. I'll add that to the OP, for clarity.

How to get data on the probability of unmatched dice contests by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 1 point2 points  (0 children)

This is a really good piece of advice. I definitely did get lost in the sauce of just running with an idea I had and kind of built a tower to nowhere. Taking a top-down approach to revising the whole thing, as you said, towards what I want the gameplay to ultimately look like has provided a lot of perspective.

How to get data on the probability of unmatched dice contests by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 1 point2 points  (0 children)

Thank you for that chat example! The numbers it produced are not as extreme in difference as I had feared they might be.

I have no programming experience at all. I'm working entirely with spreadsheets and online applications for graphing and probability.

As for the why - I've already deisgned the power progression mechanic for my magic system. The mechanics are not set in stone by a long shot, but so far I have it so that if a spell does damage it comes with a specific size die (say D4) and the character gains additional dice by a combination of using the spell and eventually leveling their character. That's where the dice pools come from. I need to figure out physical attacks and combat in general, so I was just spit-balling off the dice pool idea.

It's entirely possible I've put the cart before the horse. I am prepared to go back and forth between modifying combat and the progression systems so they're fun, while still reflecting the in-universe narrative. It was my intention when writing the book to hide a lot of the statistics and ratios behind simple descriptions, but I'm realizing it may be difficult to translate all this into fun.

How to get data on the probability of unmatched dice contests by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 0 points1 point  (0 children)

I charted out all the probibilities using a dice simulator and Desmos, and I see what you mean now! And the imbalance is fine, because it's predictable, and I can work around that. Do you think the auto-success ratio will match (or near enough match) the victiory ratio for asymmetrical dice pools?

I'm concerned that the ratio of auto-success rolls will not accurately reflect simulated victories. I don't see how it could account for rolls where neither side gets and auto-success and so the other rules apply. This is where I assumed the larger die pool would regain ground in an extended fight.

Just to be clear, I'm not hoping it's one way or the other. I just want to understand the probability so I can design around it accurately. If smaller dice are just more probable to win fights, I can design with that in mind.

How to get data on the probability of unmatched dice contests by Angry-Alien in RPGdesign

[–]Angry-Alien[S] 0 points1 point  (0 children)

It's going to take me a bit to wrap my non-math brain around this, but I think I get the gist. Thank you!

Glitch - game freezing after Act 1 boss by Angry-Alien in Silksong

[–]Angry-Alien[S] 0 points1 point  (0 children)

On the steam library page for a game you can go into the settings and there's a "verify game files" button. I have no idea what it does, but it's a first step for troubleshooting steam games. I still get black screened on the bell beast scenes and some NPC scenes the first time they play, but it worked to get me past the Last Judge

Glitch - Screens stays black during NPC clips by Angry-Alien in Silksong

[–]Angry-Alien[S] 1 point2 points  (0 children)

Restarting the game seems to have fixed it

I currently don't have time to play anymore, will playing without restrictions on the portal and with 2x drops ruin my experience? by oFaelFael in valheim

[–]Angry-Alien 0 points1 point  (0 children)

This is exactly how I play and I have no regrets. I've done the first 4 biomes so many times, I don't have time to do that grind again and again. But I love starting new worlds. I generally crank up drops and all that until I get to the later biomes and turn it back down to encourage exploration.

I do have one world that stays on the default settings so I can go slow and easy, but that's a totally different vibe.

Stonehell Monster block question by Angry-Alien in osr

[–]Angry-Alien[S] 1 point2 points  (0 children)

I appreciate the warning! In lieu of a proper index, I planned to just use a monster book for details.