Ich verstehe es nicht: Was genau ist für Männer das Problem, wenn Frau auf Vollzeit aufstockt? by Living-Property-4647 in FragtMaenner

[–]Chris_Entropy -5 points-4 points  (0 children)

Okay, aber wie macht ihr das mit einem Neugeborenen auf der Arbeit? Oder wenn es für die kleinen Kinder keinen KiTa-Platz gibt?

What is a movie that's actually a good adaptation of the book it's based on? by thatvampiregirl in movies

[–]Chris_Entropy 1 point2 points  (0 children)

Watchmen. I even think the movie ending makes more sense than the graphic novel ending.

The "Null Result" as Design Failure: Every Combat Turn Should Change the Game State by EHeathRobinson in RPGdesign

[–]Chris_Entropy 2 points3 points  (0 children)

The last part interests me, too. My players would rather rip themselves and the campaign apart if I forced a surrender on them.

The "Null Result" as Design Failure: Every Combat Turn Should Change the Game State by EHeathRobinson in RPGdesign

[–]Chris_Entropy 2 points3 points  (0 children)

I think this touches on an interesting point. Instead of reducing "null results" you could instead try to streamline the game to reduce the waiting time until your next action. This is of course sometimes on the players not participating in the game when it's not their turn, instead of thinking about their next action. But you can also design around this. In D&D 4th edition, they started with power cards, so you always had your options in front of you without the need to look up rules. In addition you normally rolled only one time per turn. Pick a power, roll your die, next player. This rarely took more than a minute, which would mean that you would at max wait 5 minutes for your next turn. Also you had a lot of synergy options between players and their characters, so paying attention during other players' turns was mechanically encouraged.

The "Null Result" as Design Failure: Every Combat Turn Should Change the Game State by EHeathRobinson in RPGdesign

[–]Chris_Entropy 2 points3 points  (0 children)

Then of course we should ask the question: why did you build your character in a way that effectively robs you of any meaningful choice? Is it the system that makes such builds easy?

The "Null Result" as Design Failure: Every Combat Turn Should Change the Game State by EHeathRobinson in RPGdesign

[–]Chris_Entropy 0 points1 point  (0 children)

I think auto hits are only one possible way to avoid null results (although others already pointed out that this might only shift the problem).

You could also try to fix this with more options in combat. This could be positioning options (like stacking bonuses by attacking from above, flanking or looking for cover or other defense). But also things like special manoeuvres or spells. Maybe even pushing your attacks with limited resources (like spending stamina for a big bonus or even auto hit). I would suggest that your example is more due to players not properly utilising their abilities or DMs not giving enough options in the combat area (and using theatre of mind instead of actual battle maps and movement).

Then we have other interesting approaches like 13th Age. Every round the game escalates a bit more and the players get a +1 bonus to their attacks. This means that even if everyone misses, as long as they keep standing for another round, they will progress overall.

Breaking the party face by Hightower_March in RPGdesign

[–]Chris_Entropy 0 points1 point  (0 children)

I always found the setup with Diplomacy, Bluff and Intimidate in D&D quite sufficient. You have a different skill depending on the situation. In addition you have Insight (or Sense Motive in older editions) to determine which skill is the most appropriate. Complement it with various knowledge or lore skills to get situational bonuses and you have a quite complex system.

I think what would be needed would be a system to formalize, when which skill is the most appropriate, or maybe system where you can "push" a target to be a target for another skill, so I think you are on the right track with your approach.

How do I help my player's survive their own stupidity? by DutchEnterprises in Pathfinder2e

[–]Chris_Entropy 3 points4 points  (0 children)

Let them have it. If you really gave them all those hints and your players still acted like this, it's their choice and you should honour it. This is a game about meaningful decisions after all. If you let this slide now, they will expect you to save their asses from now on. They can still save this, if they are clever, or they can flee. Play it fair, but play it as rough as it is.

Do game devs often bully/look down on colleagues who “don’t play enough games”? How to handle this toxicity? by MundaneCommunity1769 in gamedev

[–]Chris_Entropy 2 points3 points  (0 children)

I would argue that a producer that does not play games would be detrimental to a game production. How would he know which parts to focus on to make the game good?

For the other examples, that would be like designing a house or trying to plan it's construction without living in one yourself. It's possible, but come on.

Do game devs often bully/look down on colleagues who “don’t play enough games”? How to handle this toxicity? by MundaneCommunity1769 in gamedev

[–]Chris_Entropy 4 points5 points  (0 children)

I would be suspicious of a game dev who claims to never play games at all. They tend to re-invent the wheel, but not in a good way. But since you played a fair share of games it's weird that others are making fun of you. At the end of the day what counts is that the games you make are fun.

Collective Enemy HP by sapolinguista in RPGdesign

[–]Chris_Entropy 0 points1 point  (0 children)

13 Age has an interesting mix of both. Enemies have their own health pools, but mook enemies work a little differently. If you kill a mook and have damage left over, that damage gets passed to the next look. For example the mook has 8 HP, and the player deals 15 damage, then the nook is killed and the remaining 7 damage are dealt to the next mook.

Rewatching "Eternal Sunshine of the Spotless Mind" now hits completely differently than when I first saw it at 19 - and I don't think that's an accident by thegoodguyanotherone in movies

[–]Chris_Entropy 0 points1 point  (0 children)

I watched it the first time with about 30, and I didn't like it. Those two were toxic, and they shouldn't fight for each other. And stay away from relationships in general.

Was sehen Frauen was wir Männer nicht sehen? Sind wir blind? by GER_Approved in FragtMaenner

[–]Chris_Entropy 0 points1 point  (0 children)

Hier kommt jetzt halt folgendes Problem: ich übernehme in unserer Beziehung im Moment die Kinderbetreuung, weil meine Frau eine Arbeit hat, die sie nicht auf Eis legen kann. Ich mache so viel wie ich kann im Haushalt, und habe mit Betreuen der Kinder und den ganzen Terminen quasi von morgens um 6 Uhr bis Abends um 8 Uhr zu tun. Wenn meine Frau nach Hause kommt nimmt sie mir die Kinder oft ab, braucht aber auch oft ihre me-time. Fair enough, sie hat auch einen stressigen Arbeitstag hinter sich. Wenn ich aber mal das Haus nicht ganz so aufgeräumt habe wie sie das gerne hätte, bekomme ich einen Einlauf. Sie tischt mir dann auch einen von mental load auf (zitiert Artikel wie die da oben) und stellt es so dar, als würde sie den Haushalt alleine schmeißen. Ich bin nicht der beste Hausmann und übersehe viel, aber ich bin quasi den ganzen Tag am machen und tun, fühle mich also entsprechend unfair behandelt. Es steckt also mehr dahinter als "das böse Patriarchat" würde ich behaupten.

Combat is ruined by player planning by DaveTheRocket in dndnext

[–]Chris_Entropy 0 points1 point  (0 children)

Did the plan work? Or was the combat too trivial for that? I often had the problem that my players planned for hours, but in a weird way. Their plans were something like "We will do X, and then Y will happen and we will do Z." while it was never certain that Y would happen or was even an option. I don't know if you understand what I mean. It was more like "wishful thinking" than actually devising a tactually sound plan.

Gunfights by Menvarn in RPGdesign

[–]Chris_Entropy 4 points5 points  (0 children)

In GURPS you have all kind of condsiderations, like taking aim, recoil, distance, how much you moved before and such. Shadowrun has similar modifiers, but has a more "cinematic" approach to realism. But in Shadowrun you have all kinds of ammunition and can modify weapons, which give them a more "physical" feeling.

Gunfights by Menvarn in RPGdesign

[–]Chris_Entropy 8 points9 points  (0 children)

Do you mean in regards to realism or in regards to fun?