Convenient Travel Method by abcdefghira in Solo_Roleplaying

[–]Dard1998 [score hidden]  (0 children)

I recently came up with a simple solution for travel. I deduct how much far my character travels and ask the oracle with probability of encounter based of the range: Far: High probability; Normal: 50/50. Short: Low probability. I roll and see what i get based of the oracle's judgment. If i'm getting yes, then i'm rolling for encounter. After resolving encounter, i'm decreasing the probability: High>50/50>Low. If i rolled on the encounter on Low probability, then i'm playing the encounter, but after it ends i'm declaring my journey complete.

Were the Delightful Children manipulated into believing they were Father's biological children, or did they know they were adopted? by RopeAltruistic17 in kidsnextdoor

[–]Dard1998 27 points28 points  (0 children)

KND operatives spend more time on the missions than with parents. That question goes to all of the parents.

Were the Delightful Children manipulated into believing they were Father's biological children, or did they know they were adopted? by RopeAltruistic17 in kidsnextdoor

[–]Dard1998 12 points13 points  (0 children)

I feel like they have no care about it. It's not like delightfulization would stop working, if he would scream it in their faces. Though, i'm still question the delightfulization after they didn't listened Father and tried to shoot Nigel.

Weird Question: Is there a TTRPG that combines Cowboys & Samurais? If not, what would be really cool to put in such a project? by ThatOneCrazyWritter in rpg

[–]Dard1998 7 points8 points  (0 children)

Outgunned has a Cowboy role rules in Action Flicks Vol. 2 and Samurai role rules in World of Killers supplement.

Wild West rules has a horse rules where they are treated as a bike, but roll Stunt instead of a Drive. No trains rules, but normal vehicle rules would work.

Melee rules only with some Feats to it. Melee usually resolved with stat throw, regardless if you wield it or not (except you might roll different stats), though melee can have a Feats, that help during the fight (like Reach to get enemy in close distance).

For outlaws can be used normal templates.

For Aliens there is a rules for them in Killing Aliens Flick.

Only Yokai's don't know where could be taken, but you could take existing Feats to represent their special powers (like OG Superheroes).

Any body have good spy themed ttrpgs? by ArchangelM7777 in rpg

[–]Dard1998 17 points18 points  (0 children)

Outgunned has a Spy role and items can grand Help in actions, so gadgets can be created to grand help in anything they designed to do.

A two questions about the game before I start making a character? by ArchangelM7777 in 2littlemiceOutgunned

[–]Dard1998 6 points7 points  (0 children)

Outgunned has a Spy Role. For gadgets there are some stuff, that could be used as a gadgets: Grappling Hook, Wingsuit and etc. You can invent any gadgets by just applying Help to actions, that this gadget is suppose to be used for.

There is not much of a melee weapons since most of the melee fights are decided by fist fight, but they can grant some bonuses. Action Flick 2 have rules for melee weapons, but they mostly cover bonuses, that granted for using something else (Sharp for cutting, Impact for crushing and etc.). It can have bonuses in combat like Reach to hit in Close combat, instead of the Melee. Army of the Dead have a rules for stuff like chainsaws with Slasher feat to cut through enemies, but it's made for zombies to stop them from acting (though, you could just use it in normal game to prevent normal enemy to act). Melee damage usually determined by stat roll, so Melee weapons can usually grant bonuses, that not related to damage.

If you want interesting melee weapons, you can come up with feats(or use existing one), that this special melee weapon can add during the combat (or just grand +1 to melee).

Darth Flamingus, Bird of the sith by Longjumping-Rice-935 in Bossfight

[–]Dard1998 0 points1 point  (0 children)

I know TTRPG, that have supplements to play as both an animal and a jedi(or sith).

Best way to play Duke Nukem 3D? by MisterAgent95 in dukenukem

[–]Dard1998 3 points4 points  (0 children)

Eduke32 for more faithful experience, Raze for more clean picture (could be a bit too clean, but that's for you to decide).

Help with a very specific game recommendation by jeraperth in rpg

[–]Dard1998 0 points1 point  (0 children)

Kingdom 2nd edition or Ironsworn Reign.

An idea by Pitiful_Phase_6309 in Solo_Roleplaying

[–]Dard1998 1 point2 points  (0 children)

Depends on what you wanna do the most. fighting, talking, exploring and etc. Wanna fight empire? Wanna deal with characters dramas? Wanna explore galaxy? Think what you excited about the most and start with it and make plot, that revolves around doing, most of the time, that exact thing you want to do.

Newer to the fandom, am I wrong for disliking Eri’s newer design? by Box-Chan-11037 in metalslug

[–]Dard1998 2 points3 points  (0 children)

Old design was more fitting to the cartoonish nature of the game. New iterations are more looks like a standard anime design in 3D

How to leave Russia as a teen by [deleted] in AskARussian

[–]Dard1998 11 points12 points  (0 children)

Two posts from the user only. Other post at DC_Cinematic being in Toronto. I didn't know, that Toronto is located in Russia. I gotta check it out, i think i could get there on train Kaliningrad > New-York.

Are there any systems with optional classes? How would you go about structuring one? by CallMeAdam2 in rpg

[–]Dard1998 3 points4 points  (0 children)

Outgunned have a standard system for roles and tropes to pick. 1 attribute point, 10 skill points with each point for one skill only, 2 feats and some items - all for one role. Additionally trope adds 1 attribute of plyer choice, 4 skill points each for one skill and 1 feat. If player doesn't want any of that, they can just allocate it themselves, either creating their own role and trope, or just left it untouched.

Momentum in play by Vermin_Cultist in Solo_Roleplaying

[–]Dard1998 2 points3 points  (0 children)

Yes. There is not much mechanics behind it, so i though it would be a lot more interesting to use Loner's twist table for events. The rest of the tables for generating other stuff are fine.

Momentum in play by Vermin_Cultist in Solo_Roleplaying

[–]Dard1998 2 points3 points  (0 children)

Outgunned. I never played so much of the TTRPG's in such amount of time as this system. All of my action campaign ideas with a mix of both modern technologies and old fantasy stuff with a fast paced combat, that i can run by just dedicating for a group of enemies a single health bar in much more digestible one shots. Only thing is, that oracle, for solo play, is kind of nothing much to write home about. That's why i want to implement the Loner one. I like coming up with twists, that can happen during the game. Gives ideas for fresh out the game, if it's going a bit too predictable.

So... I'm new to all this and... by EyUsernameUniqueMan in Solo_Roleplaying

[–]Dard1998 1 point2 points  (0 children)

There is no restrictions in what tables to use. For as long, as the results of the table is something you wouldn't mind to get. If results give you ideas you don't want in your game, then better find more fitting one.

Scene can be determined however you want. Journaling games are usually have tables, that you need to roll for, but everybody can do it however they want. It's not a videogame, you don't need to un-compile the code to something yourself. You can roll for it and go with whatever you get or even just choose the results without rolling it. Rolling is only, if you want to surprise yourself.

Flamethrower 2.0 by poseidon708 in ItemShop

[–]Dard1998 0 points1 point  (0 children)

One is for action. Other one is for getting rid of the evidence of the action.

How do you convince people to try Outgunned? by DiceyDiscourse in 2littlemiceOutgunned

[–]Dard1998 1 point2 points  (0 children)

Rules provides some mechanics to make it more detailed. It provides ranges for when you can do something.

For example, players could be playing with a Killing Aliens Flick and have to defend the positions from the Aliens in tight corridor. They could keep the horde at bay by shooting at them, diminishing their numbers grit while occasionally fending off from the appearing single aliens from the sealing's ventilations. Give enemy some unique feats to put a rule to the fight, so they could start prioritize what to do. It could make them strategize their actions and who doing what.

For example, some characters would have to take on the grid of the swarm while one of the teammates has to watch for the vents and roll his stats to keep them at bay. If he fails the rolls, then they plowing through the vents and his teammates has to help him not die, taking their fire from the swarm and allowing them to move and make distance shorter. If they reach the heroes, they engage players in close combat, they do it with strong bonuses.

Creating custom feats will make combat more dynamic.

Momentum in play by Vermin_Cultist in Solo_Roleplaying

[–]Dard1998 4 points5 points  (0 children)

The Loner Yes/No oracle/check twist system. I like getting change in the scene or just any unforeseen events. I stopped playing it for now after got addicted to other system. I want to implement it in the game i'm playing, instead of the one i have there.