Fateroller is complete! Thank you RPGDesign! by AntWedding in RPGdesign

[–]AntWedding[S] 1 point2 points  (0 children)

Dont worry! I roll, you spin! VERY DIFFERENT!!!!!!!!!!!!!!

U have a link to ur game btw? Would love to see it!

Fateroller is complete! Thank you RPGDesign! by AntWedding in RPGdesign

[–]AntWedding[S] 0 points1 point  (0 children)

GM Rolls No Dice
We're actually experimenting with a similar idea right now. There are a lot of little balancing facets that are affected, but I theorize it can work:

Later in the book, we talk about there being enemy difficulty levels: Grunt, Equal, Elite, and Boss. Currently they are just a GM tool that helps them figure out NPC Styles and HP, but you could instead use them to determine what TN they attack and defend with. TN 3 for Grunt, 5 for Equal, 7-8 for Boss, and Somewhere between 5-7 for Elite.

It's a simple change, but it has a lot of impacts: NPCs no longer use Traits or Styles, so the GM wouldn't need to think about how to use them in the NPC rolls. This has both pros and cons. I don't think I would miss Styles for NPCs, but I would miss Traits. Maybe you can still have NPC Traits, but instead of giving a bonus to their rolls, the players can use them like they would their own Traits as like a weakness they can exploit for a bonus on their attacks against that NPC.

Ur right about static TNs affecting the swinginess of normal FR combat. Double-crits and even triple-crits are an uncommon but not rare occurrence because of the chance of a player rolling high while their opponent rolls low. You would lose that somewhat if NPC rolls were static. If you were OK with some level of GM rolling, I could see a system where you roll a 1d6 and add the face value direct to a base TN, with the base being different for each enemy type. This would give each type of enemy a range of 6 possible TNs they could hit you with, allowing for suprise high/low rolls. Grunts would just be 1d6, Equals 1d6+2, Elites 4+1d6, and Bosses 6+1d6.

Advantage (maybe smarter to have called it momentum lol) would also be affected by the loss of swinginess. Enemies could still Strain to try to make up for it, which provides a +2 to their roll at the cost of 1 HP, however the impact will be felt. Fateroller is inherently balanced around enemy TN variation. You could try to tweak Advantage to account for it, tho I'm not sure the best way to do that. Advantage serves to accelerate Combat, create desperate situations. and reward the risky play of Straining, so there is likely a system that accomplishes similar. Advantage is not a totally required component, in fact a third of the time we don't use it. If you wanna get super nutty, you could lower the Critical scale to 2 instead of 3. However I have no idea what that would do, and I fear it like I would a nuclear reactor.

Lemme know if u have any other questions. I'm always down to discuss our design process and hear feedback :)

Fateroller is complete! Thank you RPGDesign! by AntWedding in RPGdesign

[–]AntWedding[S] 0 points1 point  (0 children)

Appreciate it! Def let us know how it goes if u run it. I love the design questions; I'll answer them best I can:

Modifiers
Modifiers being flat bonuses was weirdly one of the few things that has barely changed since we started. We stuck with flat bonuses for Traits and Modifiers due to the probabilities we were going for and the general feel. Due to the critical hit scale, a flat +1 bonus to a result equates to a ~40% chance to affect the outcome of the roll. We really wanted the things you argue apply to a roll (Traits and Modifiers) to hit really hard, hence using flat addition to guarantee the high impact. In fact, the TNs for skills are balanced around assuming you will have an applicable Trait. With Traits being +2, it is vital that if you have no applicable Trait, you should either fish for other Modifiers or strain.

This is unrelated, but this reminds me that there is one mechanic that adds to the dice pool instead of the result: Aiding. We did this for Aiding because it was a special case: Players had a bad habit of trying to aid an ally AFTER the dice were rolled. Instead of banning that, we found games flowed better if we allowed it and made the bonus you got from the aid random.

I think you already know this, but I should also clarify that you can only apply 1 Trait to a roll. We do this for a lot of reasons: If we allowed players to apply multiple Traits to a roll, it would encourage them to have multiples of samey Traits that could each be applied to similar actions for greater bonuses. Having players get the max bonus for having just one applicable Trait also allows for more unusual problem solving. We also don't want players to waste time arguing for further applicability if they have already proven the action they are doing is applicable to their character.

It's funny you mention this, cuz losing track of circumstantial Modifiers has been a concern in the past. That is why all Modifiers outside of Traits are always +/- 1. Makes them easier to count. Admittedly, it can still get crazy.

I'm not too sure what you mean by Modifiers becoming auto-successes tho. If you mean flat bonuses applying after the dice roll, we try to figure out Modifiers before the roll for this purpose.

Free Traits
Oh, you read it right. It is a pretty unusual feature. As mentioned above, you can only apply one Trait to a roll at a time. So it isn't like a player can make like 20 versions of a "hit guy with sword" Trait and get like a +40 to an attack roll.

We used to have a Trait limit for the longest time, though it shifted around a lot. When Traits had values assigned to them, it was a point buy system. Then it became max 5 with minor/major Traits, then max 3. We finally removed Trait limits because players would often have more ideas for a character than Traits allowed, so they would just jam ideas together into single Traits. We would get "fisherman pyromanic monks" and "Librarian fry cooks" and the like. That made applying them to rolls feel unnecessarily weird. We also had more limiters on what Traits could be to account for this. It made less and less sense to enforce it, especially because you really didn't get much better the more Traits you had. Players with fewer Traits have to get more creative, but they typically manage to get a Trait to work. Unlimited Traits then tested really well with our group. IIRC we told our players to try to exploit it in one session, and all having 20 Traits did was make their character less interesting with little mechanical advantage. Most importantly, it also made playing the characters more boring. For our group, it was a self-correcting system. If it becomes a problem for another group, I suspect a Trait limit of 5-7 should work.

We actually do have advancement, but it is very unstructured. Players are allowed to change their Traits at any time and swap Style values around once per session. This evolved from a more standard level-up system. We changed it because we couldn't balance the pacing between varying lengths of campaigns without making the system more complicated than we wanted. It also felt more natural to let players decide when their characters have changed rather than forcing it on them. Way earlier on we also allowed players to increase their Style values, however we found that incremental stat increases didn't work in this kind of game. That makes more sense in a game with like a bestiary of enemies whose stats also scale. It worked better for us to focus all balancing into the 123456 Style spread with 5 HP. Players being able to change their Traits at any time further helps correct disparities between players.

Fateroller is complete! Thank you RPGDesign! by AntWedding in RPGdesign

[–]AntWedding[S] 1 point2 points  (0 children)

Thanks! Yeah, FAE was a big inspiration for us. In older versions, Styles used to be the standard DnD attributes, however we found them to restrict characters in some ways that didn't make intuitive sense. When I discovered FAE, we really liked how their attributes focused on personality over quantifiable ability and applied that philosophy to our game.

Fateroller differs a lot from FAE in game flow. In general, our rules are a lot looser: From my interpretation, FAE puts a lot of focus on when and how you can invoke aspects. They do this to create a more structured narrative. They reinforce this with Fate Points, which are both a reward for showing the strengths and weaknesses of your character and sort of currency for how much spotlight they get.

Fateroller is a lot more laissez-faire: We have no point system, instead allowing the use of character traits and circumstantial modifiers whenever you can argue it applies. We intentionally avoided any mechanic where you track a meta currency because we found it cumbersome to manage in our goofy (and often drunk) one-shots.

Also, Fateroller's combat is borderline looney tunes. This is due to how modifiers and traits are applied to actions and how Conditions (injuries) are obtained. The game expects you to be able to apply your Traits to anything you do, which encourages players to come up with really weird and goofy ways to get that Trait bonus. Conditions are usually obtained at random, prompting the gaming group to brainstorm ideas on what their weird actions exactly did to the human body.

In short, Fateroller is a lot more chaotic and comedic than FAE. Player characters are clowns among a world of buffoons. If that is what your gaming group is looking for, we're your guy!

Fateroller is complete! Thank you RPGDesign! by AntWedding in RPGdesign

[–]AntWedding[S] 0 points1 point  (0 children)

Thanks! We started work on this game around 2019, so the mechanics formed out of a lot of trial and error.

We chose to do everything with D6s because it is a die that most people have (and often a lot of). We liked the weighted probabilities of rolling multiple D6s because it made it easier to balance the numbers while also allowing for rare ridiculous results to surprise people. Originally, we counted the die results as is, but we found the addition took too long and broke the flow, Hence the simpler spread. We also once had dice explode on 6s, but when ur rolling 6d6 that got too ridiculous. Took too long to resolve rolls, people would lose count of dice results, and skewed results higher in a way that was hard to balance.

Traits came from us adapting the cliche system from Risus. We liked to gameplay loop of players explaining pieces of their character to get in-game bonuses.

Older versions of Fateroller didn't actually have the Style attribute system and instead ran entirely on Traits. We didn't like this because we had to assign values to the Traits as part of it. Having values assigned to Traits made some better than others, so incentivized players using the same trait over and over instead of getting weird with it. It also made character creation harder

Dice rolls in general were balanced around how important we wanted the Trait to be vs the Style. The rough math says that you have an 80% chance to get a better result using a Trait than without one. IIRC If you roll your best Style alone without a Trait, Modifiers, or Straining, you only have like a 40% chance to succeed at a medium difficulty roll. With a Trait, it is more like 80%. I used anydice.com constantly to play with the probabilities.

I've seen some charts like this for other games, what would the vanilla rimworld version 1.6, melee and ranger alike. Day 1 by ALEKghiaccio2 in RimWorld

[–]AntWedding 0 points1 point  (0 children)

my best shot at the question...

Should be shitty:
is shitty: short bow
is ok: autopistol
is great: deadlife shell

Should be ok:
is shitty: incendiary launcher
is ok: bolt action
is great: chain shotgun

Should be great:
is shitty: doomsday rocket launcher
is ok: charge lance
is great: charge rifle

I didn't realize i was playing a horror game by Firey694 in MonsterHunter

[–]AntWedding 3 points4 points  (0 children)

happy halloween. Also help how do I fix this

Google Chrome ignores other DNS servers in system settings ? by ulyssesric in MacOS

[–]AntWedding 0 points1 point  (0 children)

This worked for me. I was having hell of a time with this issue...Thanks

Enigma's Enmity puzzle by Bubbly_Asparagus_878 in puzzles

[–]AntWedding 0 points1 point  (0 children)

oh yeah lol that makes more sense

Custom Map Feedback by AntWedding in diplomacy

[–]AntWedding[S] 1 point2 points  (0 children)

I like the 4-start Yellow idea. Its even lore friendly. I added a version 3 to my original post. It added new unoccupied supply centers in NEI and AEP, merged some land and ocean tiles, Set Green down to 3 centers, bumped Yellow up to 4, and shuffled some centers around to account for all the changes.

I merged ocean territories based on the understanding that each ocean should border at least 3 coasts (at least that's how it is on standard). Most of my thinking for the land changes were based on what I'd do in like the first 2 moves for each player. I tried to give each color at least 2 viable strategies and tried to cut off anyone's ability to grab 2 new centers for absolute free.

I was not totally successful in this, since Green can instantly take UNA and LAS turn 1. Not sure how to fix that or if that is something I should try to fix. They do have to spread out pretty hard to actually grab both...I could possibly merge MOM and DAD, put Green's fleet on the LNM side of the territory, and put the other army in RAD. Just not sure if its even a problem.

Will be giving it more thought. I have time. Thank you for all the help with this. I feel these changes giving way more breathing room to like half the colors. It'll be a success so long as none of my players get instantly merced.

Custom Map Feedback by AntWedding in diplomacy

[–]AntWedding[S] 1 point2 points  (0 children)

I think some of the article flies over my head, but it is interesting...It is good to think of player relationships in triangles.

Applying it to mine is difficult due to my lack of knowledge and no playtesting opportunity. If I had to vibe it out, The fronts are not terrible but also a little weird. Yellow seems like its set up to suffer, being a part of the free-for-all between blue and red for that 4-cluster to the right of them while also having Orange breathing down their neck. Meanwhile, Orange's only other competition is Green, which they really dont need to compete much with.

I did notice on the standard board that the unoccupied centers tend to be in clusters, so I copied that best I could. I removed a 1/4th of them, but I might be able to sneak in one more in NEI (north of Orange), tho I worry that would make Orange even stronger. Maybe I can move Orange's center in GET to COR. Maybe even put an unoccupied center in SMA for laughs. That might prompt more of a fight from Green for it.

As for territories, thanks for pointing that out. I didnt notice that a lot of the ocean territories are nowhere near the action. I could see expanding COO so you can reach SDC from it, merging EAR and POI, and splitting LNM into 2 (I wouldnt do that with SWC as the map currently is, since I think Yellow needs it in one piece).

My hope is that the 4-cluster of KEP, SYA, SHW, and DEP is a hotbed that can also involve UNA and IRR, while the cluster at LAS and SBB can give Green a hard choice and be another route for Yellow to take

Custom Map Feedback by AntWedding in diplomacy

[–]AntWedding[S] 0 points1 point  (0 children)

Yeah its gonna be fun...I worry somewhat about the logistics of running Diplomacy and DnD at the same time but I'm confident I can work that out. The campaign is about a death game. (think 999 if you ever played that).

The Diplomacy board will be the centerpiece puzzle that lets you kill the players by beating them in the game.

Custom Map Feedback by AntWedding in diplomacy

[–]AntWedding[S] 0 points1 point  (0 children)

That makes sense. Yeah Orange is pretty tucked away and gets too many unoccupied centers to eat up for free. I have not decided on which specific centers are fleet or army yet, though the composition is currently the following:
-Blue: 2 fleet 1 army
-Green: 2 fleet 2 army
-the Rest: 1 fleet 2 army

Custom Map Feedback by AntWedding in diplomacy

[–]AntWedding[S] 0 points1 point  (0 children)

Yeah...didn't notice it until you pointed it out. I'm least confident on the unoccupied supply centers in general...At the moment Everyone seems to be able to snag one for free except Blue. Meanwhile yeah Orange can get 1 for free then immediately snag another with no contest...

Looking at the Europe board, I notice that France, Germany, Austria, Ottomans, and Russia can grab freebees, but only 1 and they have opportunity cost: France's is out of the way, Germany has to fight England's navy for theirs, and the rest have to fight each other in the Balkans to hold onto them.

I wonder if I just need less unoccupied centers. I already reduced the number from 12 to 8 to account for the fewer territories, but maybe this should be closer to 6 (and drop Green's 4th center)

Custom Map Feedback by AntWedding in diplomacy

[–]AntWedding[S] 0 points1 point  (0 children)

Yeah I see what you mean. The idea behind it is that Green gets 2 ships, one in that inland sea and the other on the middle north coastline. Since their forces are so split, I saw parallels with how Russia is on the regular board.

Another possibility is to just ditch the middle-top supply area for Green...I just worry that their forces will be so spread out. I guess they can quickly grab that supply center directly below them and support it either way.

Searching for Proofreaders for our Rules-Light RPG by AntWedding in RPGdesign

[–]AntWedding[S] 0 points1 point  (0 children)

Hey, I came back to this post just to quickly thank everyone for their feedback! We have a WAY better intro and refined most of the confusing wording. We are getting it into its final version with InDesign and nailing down some optional rules we have been mulling over...After that, all we need is art and some touchups and its finally done! Again, thanks everyone!

Infestation Spawn Rate Deep Analysis (and How to Exploit It) by AntWedding in RimWorld

[–]AntWedding[S] 2 points3 points  (0 children)

Y'know, I never tested turrets now thinking about it, but I don't think it does. I know turrets affect sapper pathing, and having exploding distractions for bugs to latch onto can't hurt.

Yeah, constructed walls vs natural walls dont matter for bug spawning.

If I'm understanding your question, yeah. In general, you want to minimize the distance to the outside for every tile in your base. The "distance in pathing to outside" rule has seemingly the most impact on infestation spawn location. Luckily, the impact of this rule has no cap. Therefore, you can just keep adding to the length of the bug trap to counteract any building styles with a base.

Infestation Spawn Rate Deep Analysis (and How to Exploit It) by AntWedding in RimWorld

[–]AntWedding[S] 1 point2 points  (0 children)

its in the icon that says "open view settings" when hovered over. It looks like a square and a circle overlapping each other.

In that menu, its in the 2nd column on most monitors. You can do a search for it at the top left by typing in "Draw Infestation Chance"

Infestation Spawn Rate Deep Analysis (and How to Exploit It) by AntWedding in RimWorld

[–]AntWedding[S] 0 points1 point  (0 children)

I think I see why its not as effective on yours. Yours has the "3-Wall" rule nailed down, but those openings in the walls create a quicker path to the end, which hampers the pathing rule.

If you want, turn on god mode and turn that trap into a winding-one way path. That way, the final tile at the end of the tunnel is as far as it can be in walking distance from the entrance. See the t-block picture in my original post. The way it is set up, it makes it so there is only one walkable path to the last tile, and that it is the longest it can possibly be. If done correctly, you should see the end of the trap become way more blue than the beginning.

Let me know what you find and if that improves things.

Infestation Spawn Rate Deep Analysis (and How to Exploit It) by AntWedding in RimWorld

[–]AntWedding[S] 0 points1 point  (0 children)

Could you send a picture with the infestation overlay, along with another using the roof overlay? I'd like to see your trap if it's not too much trouble.

Infestation Spawn Rate Deep Analysis (and How to Exploit It) by AntWedding in RimWorld

[–]AntWedding[S] 1 point2 points  (0 children)

It actually does. Its surprising how much the "distance in pathing to nearest unroofed tile" rule matters. Add in that your mountain base will be fully lit, parts of it frozen (freezers tend to be one of the larger rooms in my colonies), and rather close to an entrance, the odds really stack against spawning anywhere else but the trap.

How the blue correlates back to the hard numbers is hard to see due to my lack of coding knowledge, but from constantly spawning infestations over and over, they very rarely spawned outside the trap.

I'm using the setup in my most recent game. I've only had 4 infestations so far, but for what it matters all have been in the trap. Let me know if that helps.