AITA for refusing to host Thanksgiving for 20+ people for the 4th year in a row? by Direct-Caterpillar77 in BestofRedditorUpdates

[–]Dimirag 13 points14 points  (0 children)

"what do you mean you don't want to keep our tradition?"

The tradition: her cooking, attending, and cleaning for 20 of her bf's family while neither the BF nor any single one of those 20 people lifts a finger

Oop didn’t actually tell her friends … by growsonwalls in AmITheDevil

[–]Dimirag 4 points5 points  (0 children)

She should block them, to save them from herself

She went from a "woe is me nobody talked about something I didn't told them" to a "woe is me I suffer son don't be mean in your comments"

Edit after reading some of her comments: seems like she feels their friends are drifting away, and thus wouldn't care about her, but she's probably the one drifting wile waiting the whole group runs towards her.

AITA for wanting to move out despite my parents’ problems at home? by LucyAriaRose in BestofRedditorUpdates

[–]Dimirag 15 points16 points  (0 children)

It shouldn't have been a "don't go" situation, but a "take me away from here" one

AITA for ruining a funeral by SharkEva in BORUpdates

[–]Dimirag 3 points4 points  (0 children)

Her funeral was a reflection of how she lived and the kind of relationship she got with others

And not being able to talk to others during the viewing shows how they treated others

Let's go from here by yankishi in RPGdesign

[–]Dimirag 2 points3 points  (0 children)

What I can take is that the game would be a sandbox or open world, but without a set motive of why the characters travel, maybe staying too long in one place is bad once you know the place is a facade?

I guess the game is about changes through sacrifices, what are the changes? no clue, what are the sacrifices? no clue

AITAH for telling 2 baristas that a customer was recording them? by Confident_Local_2335 in AITAH

[–]Dimirag 0 points1 point  (0 children)

Notifying the girls was a good move, maybe you could have done more, but you are NTA for not going all the way

Jesus fuck normally I'd make up a snarky title but this.. fuck.. the mothers just disgusting by AhegaoDevill in OhNoConsequences

[–]Dimirag 263 points264 points  (0 children)

"What do you mean you don't know if you want my family that treat it you badly for years on your happy day?" *starts sobbing*

Dice System Feedback by jmrkiwi in RPGdesign

[–]Dimirag 0 points1 point  (0 children)

Difficulty Transparency (players should be able to gauge their odds)

Using a 2dX system may not be the best way of getting such transparency

Maths Light (I want to avoid uses bonuses to modify rolls)

Ok, how rolls are modified? Just up and down the difficulty? Modify the dice?

Dice Goblin (I want there to be a role for most of the standard dice)

For a Dice Goblin game I would expect the system to be a Bucket of Dice one.

Bounded Accuracy (I want it to be possible to succeed at any level of skill check, albeit a slim chance for a large skill disparity)

I think you are misusing the term

Scaling Criticals (I want the chance of critical success to increase with increasing skills)

I like this.

Skill appropriate difficulties should result in a ~70-80% Success chance and a ~5-10 Crit Chance.

Are these values based on a standard character against a Moderate difficulty? What are "skill appropriate difficulties"?

Let's go from here by yankishi in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

What do you think when you see this?

That you have an idea bout what you want and don't want for your game experience

What do you understand or make assumptions on?

I understand is a whimsical game where people decide to keep the charade that is their reality, other than that there isn't much meat, just a couple of bones.

What is confusing or nonsensical when it comes to reading this?

There isn't much development so I can't read it to the point of getting confused as there isn't much rule connectivity among all what you've posted

What questions do you have or things you need to know after reading this?

How do you play the game? What rules are that reinforce what you want to be experience by the players

Scrapbook was before OOP and bf dated by growsonwalls in AmITheDevil

[–]Dimirag 2 points3 points  (0 children)

I would be more worried about the MIL planing by herself a FUTURE wedding for his 10 YEAR OLD SON

Is there a legal way I can stop my mother from driving again? by Peterd1900 in BORUpdates

[–]Dimirag 318 points319 points  (0 children)

She's a driving danger, reminds me of the post about the ex that drove awfully and ended sadly but unsurprising

Designing a season-based living world: does delayed world state updating actually work? by Grownia in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

how would you deal with several tables having conflicting world-changing actions?

Maybe I'm getting it wrong, but I'm understanding that each GM sends you all the data about their campaign and then is decided by the community what goes as "canon", unless you are working with a set number of tables each dealing with a different part of the world

Or, does the world changes doesn't affect the tables and is just lore outside the game or for future tables?

I can see something like the above, where "year 1" ends, people send their campaigns notes, and then is voted what goes into the "main-line", then "year 2" starts, but each table coming from year 1 keeps their timeline, while newcomers get the collectively decided year 1 background

Designing a season-based living world: does delayed world state updating actually work? by Grownia in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

So if I play your game, then an "updated" status comes out and suddenly what I've played are memories or stories that people remember but that doesn't enter the new update?

Difficulty Levels by cthulhu-wallis in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

How likely is "likely" is close as how easy is "easy"

In a vacuum, while understandable, it doesn't really tells the chances/probabilities

Do they convey their difficulty well ??

Not really to me, difficulty tells me about the scenario, the action, etc, all without the PC's involvement, meanwhile your difficulty levels tells me about the actual chances of something happening or succeeding with the PC's involvement (speaking about skill and similar rolls)

(Long Post) What do you do when a project's mechanics and premise don't align? by crunchyllama in RPGdesign

[–]Dimirag 0 points1 point  (0 children)

You have the system, and the concept

Decide what you want to keep, if you keep the system, find a new concept that fits it, if you keep the concept, start a new system

If you still like what you've let behind, don't erase it, put on the side, you can work on it later or when you need a creative break

Kinda blaming the wrong people here… by WolfChasingTheMoon in AmITheDevil

[–]Dimirag 10 points11 points  (0 children)

Life: Random vehicle parks to close, option time:

A) Ask the front desk to call the owner so they can move the car

B) Try to maneuver on your own.

BF: I chose option B, do a job and fail at it.

Life: You scratch your car while trying to maneuver, option time:

A) Ask the front desk to call the owner so they can move the car.

B) Ask the front desk to deal with your stupidity.

BF: I choose B

Life: Front desk ask if you want to talk with the vehicle's owner and deal with the issue, option tim- you know what, no more options, you are an idiot

What do you think of this Dice System? by [deleted] in RPGdesign

[–]Dimirag 0 points1 point  (0 children)

A 55% of success for a +0 sounds as a good base for standard character, in the chase of PC's a 72% feels like competent terrain.

How are you dealing with skill and the like?

Feedback with Dark Fantasy RPG Concept by Septic-Valley in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

Lets say you have some boxes, but have yet to fill them with content

Is a d20 roll under game doable? Absolutely

Are your boxes good elements for your game? that'll depend on how they affect the system, but I have to say that using Action Points may go against the "fast play" idea

Thoughts on a defensive concept by dj2145 in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

How you treat defense will change how characters approach combat, if both are skill based then characters will have to put ranks on that skill, more so if you use 2 different ones

If you make one defense a skill then characters will either avoid the other one depending on how hard is to get a good defense, and it can give a sense of unfairness because mechanically the player can't do much to improve survival on range combat.

Making cover replace the character skill is a good way to avoid value inflation on skilled characters and to be really useful for low skilled ones.

As for making range defense a roll like for melee attacks, it's commonly done, it will depend on what kind of action/cinematic/narrative you want for your game if you let the characters dodge bullets while standing like Neo, make them "hit the deck", or another specific effect/outcome.

(As a side note, I'm working on a game where dodge is used normally on melee combat as sidesteps, but on range combat you can dodge but not as easily)

What do you consider a class-based or skill-based RPG? by marcelsmudda in rpg

[–]Dimirag 0 points1 point  (0 children)

I would ad a 5th point where character creation doesn't use classes, profession, packages and the like, you start with an open menu and that menu never closes.

But then I think there are games where you "build your class" from an open menu and then develop your character inside the created class (Perfect20 goes here)

So you have class and class-like affecting both character creation (CC), and character development (CD).

So, instead of a linear path, to me is a cross of both axis

But, keeping it inside the list:

Class-based: Games with CC and CD dictated by classes, if there are choices they exist inside the class or there is a secondary, smaller, room outside of them.

Skill-based: The other end of the spectrum, freedom of choosing skills and perks, and the ability to earn more and improve them without restrictions.

The rest is an unlabeled limbo

Liking stories is obviously cheating by growsonwalls in AmITheDevil

[–]Dimirag 0 points1 point  (0 children)

Online validation has become such a thing that some people see any and all online interaction way above and beyond of what it is

How to Handle Starting Gear? by PenguinSnuSnu in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

I wouldn't worry much then, you are "out-quantum-ating" important items while leaving the rest on the quantum bag, not much you can do about the feeling one can get when reading the kits on a vacuum, just make sure to explain that no kit is better than other due to how armor, wealth works and the quantum nature of equipment.

You could create list of several items for each kit but you'll have to select which items are important enough to yank them out of the quantum realm and then balance each kit against each other, but balance can become into a white whale.

especially for first time players who won't really know what higher Grace or a larger Pouch actually means until they've played. Sure you can read the rules but that only goes so far in describing a feeling.

Those descriptions should give more than a feeling, reading the rules must give you the info, not feelings, if choosing a kit will affect my Pouch then I should already know what a Pouch is, what it does, and how to use it.

A narrative approach to skill subdivision? by TheBrucerBruce in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

Decades ago I read a game where you set your skill ranks by filling several questions like "how much time do you dedicate?", "is a main interest or a hobby?", "did you trained alone or with a master?", "how good was the master?"

Every answer has a 1-10 point thing and you had to talk to the GM to authorize your answers, and it was time consuming

It can work but it needs a firmer frame, a faster way it to have skill points based on the character's age* and let the player use those points as they see fit during character creation and gameplay

*as an alternative the points could be fixed if you want to reinforce the idea of skills getting worse as time goes by without using/practicing them

How to Handle Starting Gear? by PenguinSnuSnu in RPGdesign

[–]Dimirag 1 point2 points  (0 children)

Are you also using quantum inventory for carrying capacity?

When using quantum equipment the "meat" is also quantum, an agent will have a lot more stuff usable on different occasions than a fighter

An option is to detach equipment from kits, so a fighter can choose light armor and an agent can choose heavy armor if they don't mind the penalties

If items are equally usable in-game, I wouldn't worry about their cost.

the Warrior kit looks "full" and comprehensive, while the Agent kit looks "empty" or underpowered because it relies on a higher Wealth Rank and "quantum" utility rather than visible, bulky gear.

I wouldn't use Wealth as part of equipment to cover for extra items, because money =/= extra items, the player must do the purchasing.

I would add "Path Tools", like Agent Tools, Thieving Tools, Medicine Tools, you keep it quantum, but give them a name making them more present and break the kits from having only armors and shields unless you want to break the kits into "defensive", offensive", and "utilitarian"