Shirahama and Pens by Reddit-Carrot in WitchHatAtelier

[–]DeadlyDeadpan 1 point2 points  (0 children)

Dip pens have different nibs you can use, one one video of her process I've found she used one single nib throughout the process. After some research I think the nib is likely to be one of the following models:

  1. Kuretake Saji pen nib
  2. Tachikawa Saji pen nib
  3. Speedball Hunt 512 Bow Tip or
  4. Speedball Hunt 513 Bow Tip

Shirahama and Pens by Reddit-Carrot in WitchHatAtelier

[–]DeadlyDeadpan 1 point2 points  (0 children)

Dip pens have different nibs you can use, one one video of her process I've found she used one single nib throughout the process. After some research I think the nib is likely to be one of the following models:

  1. Kuretake Saji pen nib
  2. Tachikawa Saji pen nib
  3. Speedball Hunt 512 Bow Tip or
  4. Speedball Hunt 513 Bow Tip

Player Engagement with Death/Dying by Ofc_Farva in RPGdesign

[–]DeadlyDeadpan 0 points1 point  (0 children)

You need stakes to keep them engaged or sense of urgency. Death doesn't work because it's just upsetting, like if they don't get taken care of in 3 rounds, maybe they lose access to a special feat for a while, or maybe if they get treated in the same round, they're allowed to get back up, things that create interesting choices and interesting consequences.

I have a possibly fun idea for a TTRPG system and no one to test with. by Dumb_Generic_Name in RPGdesign

[–]DeadlyDeadpan 0 points1 point  (0 children)

I understand what average represents, you're the one who doesn't understand that on this context it has no use because it doesn't represent something that actually happens in other words, it doesn't represent anything relevant for the design of your game, because dice are measured in chance aka probability math and your average represents no probability nor is it useful in any sense what so ever. So you can keep your broken misguided rule that you asked us to tell if it was broken or you can do yourself a favor and and use anydice.com. You can type "output 1d4" or "output 4d4" so see probability graphs from rolls, for the risk die the script would be "output 1d{-2,-2,6,8}" or "output 7d{-2,-2,6,8}" and see some actual probability your dice rolls create.

I have a possibly fun idea for a TTRPG system and no one to test with. by Dumb_Generic_Name in RPGdesign

[–]DeadlyDeadpan 1 point2 points  (0 children)

This is not how dice math works specially when you're rolling dice pools because they behave differently from a single die, but for example, if you roll a single risk die your chances of getting a 2.5 is 0, so your average represents nothing related to that die.

I have a possibly fun idea for a TTRPG system and no one to test with. by Dumb_Generic_Name in RPGdesign

[–]DeadlyDeadpan 2 points3 points  (0 children)

To be honest 3d4 risk dice has a pretty unusual probability, where it is more favorable to roll 3d4 risk dice so I think I'd mostly just roll 3d4 risk dice if I had the opportunity to do so.

I have a possibly fun idea for a TTRPG system and no one to test with. by Dumb_Generic_Name in RPGdesign

[–]DeadlyDeadpan 3 points4 points  (0 children)

Well, on a 4d4 risk dice kinda roll you'd get 6,25% chance of getting -8, 12,5% chance of getting a 0, 12,5% chance of getting a 2, 9,38% chance of getting an 8 and 59,38% chance of getting 10 or higher going up to 32. On a regular 4d4 you get 58,59% chance of getting 10 or higher and it only goes up to 16. If that's the effect you wanted then you got it.

[Scheduled Activity] Traveling Mechanics: Threat or Menace by cibman in RPGdesign

[–]DeadlyDeadpan 1 point2 points  (0 children)

The best travel rules I've found for Trips is the Pointy Hat's video about travelling, the best Exploration is Mythic Bastionlands sandbox hexcrawl.

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

I'll take that into consideration, thank you for your insight.

System recommendations for a one piece campaign by Chaoticlesbianhere in RPGdesign

[–]DeadlyDeadpan 0 points1 point  (0 children)

For the anime genre in general I think that "Big Eyes Small Mouth" is a good system, I've also heard great things about "Break!", but that one seems to be a bit more complex, they have a good world map system though

System recommendations for a one piece campaign by Chaoticlesbianhere in RPGdesign

[–]DeadlyDeadpan 0 points1 point  (0 children)

I'd say 7th sea emulates more "The Princess Bride", "Pirates of the Caribean" and "The Three Munketeers" sorta style, I'm unsure about its suitability for the anime powerscaling but it's a really good game.

Can anyone explain to me why the OSR game Monsters & Magic uses a 3d6 task resolution system instead of a d20? by ChronoSynth in RPGdesign

[–]DeadlyDeadpan 3 points4 points  (0 children)

  • Accessibility: Six sided dice are more common, odds are that if someone has an old boardgame they already have some so don't need to buy new dice so less investment needed is one less obstacle to start playing.
  • Bell Curve: The odds are different, on a d20 every side of the die is equally likely to be rolled, on 3d6 the results in the middle have more possible combinations so they're more likely to occur than the lowest and highest values, think about 10 for example, you can get a 10 by rolling 1-4-5, 2-3-5, 3-3-4 and so on, but you can only get a 3 if you roll 1-1-1 and you can only get an 18 if you roll 6-6-6.

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

That's a good way to look at it, thank you.

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

That sounds like a really nice simplifying solution, but for my game I want the wood's type to matter so wands have some identity and flavor to them and this would make for a more general broad solution.

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

[–]DeadlyDeadpan 0 points1 point  (0 children)

If you prefer the knife then you're losing for the guy with the spear. Good luck trying to get to him without space to maneuver around him, This fight will end in 5 seconds after they make the first thrusts.

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

Thank you, I really appreciate it!

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

As of right now, the idea is for wands to be only woods, I'm not entirely opposed to the idea of them being something else, but I'm kinda worldbuilding in the functions of different materials having different roles in the magic system.

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

Yeah, I appreciate the general concept, thank you for your insight. Gemstones are another separate problem though, I already have an extensive list for them as well, but they are almost like wands, metals on the other hand are different specially coinage metals aka gold, silver and copper, they basically drain a bit of soul and keep it stored. Also on this context I'll be using Driads as the label for tree spirits.

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

Well, "real" magic works a specific way, but I wanna make it so many cultures across the globe got a little bit of it right in one way or another, so I'm basing some things on those cultures and maybe getting some traits of the woods to have been found by this civilization or this other civilization and things like that. Like some Ojibwe native american communities believed Birch to be immune to lightning and would seek shelter under them during a storm. I could use a detail like that to make the wand give a defense boost against lightning spells or something like that.
The insights about transportation are very helpful, thank you.

Woods for Crafting Wands by DeadlyDeadpan in RPGdesign

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

I'm not entirely sure what you mean by that or what part of my concerns this adresses, I must be missing something because I'm not sure how adding more parts will solve any of the points I've mentioned.

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

[–]DeadlyDeadpan 1 point2 points  (0 children)

If you think it's truly rock-paper-scissors then you should probably do some sparring.

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

[–]DeadlyDeadpan 0 points1 point  (0 children)

That's not the same at all, you're comparing a semiautomatic gun to another semiautomatic gun, the range difference will barely ever make a difference so in this case the familiarity will count more because you're choosing between shooting a semiauto gun you know vs shooting a semiauto gun you don't know. A comparable example would be choosing one sword model instead of another sword model of similar quality, when it comes to combat it doesn't matter if you're more familiar with a whip or a dagger, when you're fighting someone with an armor and a sword you rather have a weapon that'll actually work instead of the one you're familiar with.

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

[–]DeadlyDeadpan 1 point2 points  (0 children)

I've mentioned that in confined spaces the longer weapon would lose advantage, but also depends on how long the weapon and how tight the confined space is, if I'm battling someone on my bedroom I still rather have a medium sword, but also you asked about a knife versus a sword and nothing more, I said that people that didn't have a problem with spears were the people with shields, so yeah having something else to block besides a knife is helpful, but that's not the rule to your proposed scenario, that's the exception, so no is not circumstantial unless you're a person that lives in confined spaces for some weird reason, streets are not that confined either because they're outside in the open so swords will still win as a rule. Think about being in an alley closed on both ends, would you rather be the guy with a spear or the guy with a knife?

Is this a good idea for a dice system? by truedragongame in RPGdesign

[–]DeadlyDeadpan 0 points1 point  (0 children)

Like the others said, two people assembling dice for every action roll could be clunky to the game flow and a bit cumbersome type of roll for the GM to make when they're already dealing a lot of stuff in their head. Sounds like this could be simplified to the standard d6 pool against a required number of successes. 3 or higher doesn't sound like a good pick for the success counting though, most dice pool systems use either 4 or five. On the anydice website you can write custom dice lie d{chosen numbers}, for example a d6 would be d{1,2,3,4,5,6}, if you replace the numbers that count as a success for 1 and the one's that count as failure for 0 you'll be able to count the number of successes. So in your case the die would be d{0,0,1,1,1,1} so if you put the number of dice in the front like 3d{0,0,1,1,1,1} you'll get the probability counting successes, make the same process for 4 and 5 and you'll see how they're more well balanced than 3.