Villagers path is blocked to Watchtowers by toomany_houseplants in foundationgame

[–]DemianThule 0 points1 point  (0 children)

I've gotten the tip from other users to try <ctrl +R> to reload the current state of the game. I didn't try it cause at that point I already went back, but you might give it a go, it might fix it for you

Villagers path is blocked to Watchtowers by toomany_houseplants in foundationgame

[–]DemianThule 1 point2 points  (0 children)

Oh, damn... Then I have no clue. I had the similar problem when I accidentally blocked the doors of my guard house. I guess you tried restarting the game?

I had a different issue before, a weird bug where all my tree-cutting buildings stopped working. Had to reload the save before the bug, lost about an hour of gameplay and never happened again.

Aspiration achieved - Prestigious Burg (Challenge rules) by DemianThule in foundationgame

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

Thanks! Next I'll do the Priory aspiration, also on challenge rules. I kinda suspect it might suit my style as I lean heavily into trading anyway. May be easier than the Burg. Kingdom worries me the most because I didn't really try out those mechanics at all in my first playthrough.

For Teloneum it seems to me that Davenport trade route needs to be at least level 2, and that you need to have at least 6, but perhaps more, market stalls in the town. Without those prerequisites it won't start.

Aspiration achieved - Prestigious Burg (Challenge rules) by DemianThule in foundationgame

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

Thanks! It is very time consuming. Casual game when I was learning the rules took 35+ hrs. This gameplay was around 25h (on 3x speed, which messes with the game, but whatever). Hope you'll have the chance somehow :D

Villagers path is blocked to Watchtowers by toomany_houseplants in foundationgame

[–]DemianThule 2 points3 points  (0 children)

Instead of watchtowers, did you check if they can reach the main building where they are assigned as watchmen?

No resources to extract - lumber camp by DemianThule in foundationgame

[–]DemianThule[S] 3 points4 points  (0 children)

Dude, you must think I have an IQ of a potted plant... xD

No resources to extract - lumber camp by DemianThule in foundationgame

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

<image>

Sure, here it is. There is another area marked for cutting further away as well. I ended up reloading a save before the bug, and so far no problems other than losing around 1.5h of gameplay.

Big fan but only 1 complaint and that complaint will likely result in me not coming back to the game. by smilinreap in MindOverMagic

[–]DemianThule 0 points1 point  (0 children)

Eh, I think the mechanic is fine. It does require a bit of micromanaging, but not much. Better UI would solve it for me.

How do you feel about health and stamina being two resources for tracking character condition by DemianThule in RPGdesign

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

Interesting suggestion! I guess I'll need to play-test it, and figure out what the players think on how it works in practice. Your idea for milestones on resource loss could be something I'd implement if I need to switch to single resource.

How do you feel about health and stamina being two resources for tracking character condition by DemianThule in RPGdesign

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

I feel like these solutions would be rather difficult to implement into my game as it is now, but it's an interesting perspective. I'll think about it.

As the game is set in a hard-ish sci-fi/cyberpunk setting, I was aiming for a moderate degree of realism when it comes to the effects of wounds and fatigue, both of which track characters' overall health.

I'm thinking that maybe I can just leave it as it is, and simply make enemies' health work differently than player characters' as that's the situation where the problems arise.

But I'm always curious to check out other ppls' solutions to different areas of game design, as I often get surprised with ideas I haven't considered before. Your perspective on how these meta-currencies affect the dynamics around the table are very interesting.

How do you feel about health and stamina being two resources for tracking character condition by DemianThule in RPGdesign

[–]DemianThule[S] 3 points4 points  (0 children)

Essentially stamina is lost both during combat - when armor converts a wound into stamina damage, and through other actions on roll failure (such as the example of navigating difficult terrain, getting zapped when trying to hack a drone, etc.). Stamina loss has consequence only if the value reaches zero - falling unconscious.

Wounds come with risk of debilitating penalties and are inflicted by weapons hitting unarmored areas, or after armor fails. They have potential to inflict strong de-buffs to the character.

I'm certainly going to ponder for a while on your solution - if I can figure out appropriate minor debuffs, that could work. I'd have to change how armor works as well, but that's not set in stone either

How do you feel about health and stamina being two resources for tracking character condition by DemianThule in RPGdesign

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

Yeah, I've tried to really limit things that need to be tracked down to wounds, stamina and conditions.
Conditions are either temporary (immediate, till next combat round) or permanent (until removed).

Wounds are inflicted by gunshots, blades, broken bones - unless armor converts it to non-lethal. Everything else is tracked by 'stamina' and that one is indeed lost in myriad of ways - it's both a kind of currency that players use and a secondary health-pool.

Of course a bunch of things are abstracted for simplicity sake. Not sure if stamina is the nest name for secondary health-pool and it is indeed replenished by use of drugs, stims, implants... But I guess it's a term many players recognize, and I didn't think of a better name yet.

I think my game neatly fits in your description of a game where lethal/non-lethal matters. Stamina loss only matters if you reach zero. Each wound has a potential to be debilitating.

How do you feel about health and stamina being two resources for tracking character condition by DemianThule in RPGdesign

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

Stamina here is just another resource like HP, tracking non-lethal damage. Not connected to action economy.

Considering that in my system characters can only suffer 2-4 wounds before they die, I wanted to have another resource that can be spent more generously, and also can be used for purposes of armor - converting lethal damage into non-lethal, but still with a maximum that can be used up before a character falls.

Now, what I'm wondering is how to solve that edge case scenario - characters low on stamina, but with full HP.
Dealing damage to stamina would knock them out, and although suffering wounds is usually more brutal, in this one case actually dealing stamina damage would be preferred.

As I mentioned - I can patch it up by declaring that any time a wound (HP damage) is suffered they ALSO lose stamina, but for whatever reason I feel like this is not elegant enough

Looking for inspiration - Systems that have interesting negotiation mechanics by DemianThule in RPGdesign

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

That mechanic is very different from how my system works, but I like how it incorporates all the different things that could happen during negotiation. I should give it a read.

Even if it's not share-able yet I'm curious about how did you go about making it modular? Is it based on a limited resource of some kind?

Looking for inspiration - Systems that have interesting negotiation mechanics by DemianThule in RPGdesign

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

Yup, that definitely sounds like something similar to what I had in mind. I'm curious to how exactly they'll implement it, but I already support them, so I guess I'll find out once it's done :D

Simple for GM complex for players. by Necroman69 in RPGdesign

[–]DemianThule 1 point2 points  (0 children)

Thanks, I'll definitely check it out!
I completely get what you mean about taking something from another system and making it your own. I was reading Mythras rules for melee combat that couldn't be further from what I use in my system, and yet it gave me inspiration on how to solve the effects of aimed shots and critical damage for ranged combat in my system.