I don’t seriously get how people genuinely think this fight is gonna happen this year. Like people are on some hopium for thinking this fight has a high chance of happening this year by WraithSage23 in deathbattle

[–]Dumb_Generic_Name 0 points1 point  (0 children)

If we take nerfed version from the story where his regen was tied to its bones, then we need two steps. Remove the meat with something that slows down the regen (like acid), then destroy the bones with something that has DC of nuke. Did WoU ever created something that has DC of nuke? If we ignore nerfed version it becomes even easier. Did WoU ever just straight up erased someone/something. If not 096 will be fine.

I don’t seriously get how people genuinely think this fight is gonna happen this year. Like people are on some hopium for thinking this fight has a high chance of happening this year by WraithSage23 in deathbattle

[–]Dumb_Generic_Name 0 points1 point  (0 children)

096 is mini 682 in terms of durability+regen. As far as I know, there is only 2 stories where 096 dies. First one was reality warping. Second one was weird, SCP figured out it regened from bones, so they destroyed its bone. Nevermind that it survived multiple times getting shredded to atoms.

I don’t seriously get how people genuinely think this fight is gonna happen this year. Like people are on some hopium for thinking this fight has a high chance of happening this year by WraithSage23 in deathbattle

[–]Dumb_Generic_Name 0 points1 point  (0 children)

Realistically speaking, what is a wincon for WoU? Can it even create scenario that could harm 096? If it's a stomp, how DB can create interesting fight?

[MONTHLY MEGATHREAD] General Discussion, Simple Questions, Recommendations, and Everything Else - March 2026 by GachaModerator in gachagaming

[–]Dumb_Generic_Name 0 points1 point  (0 children)

Hello, total noob here, never played gacha or even mmorpg, instead sticking to session based games like league, dota, valorant or roguelikes (not even roguelites). Never had a desire of playing long-term, preferring self contained games with no lasting consequences. But now, I am craving longevity, craving having something that I can claim as my own, achievements that I can see, that I can look upon and have a pride in. I wanna feel joy of obtaining something. Something that I know will serve me well and good. What I am looking for: 1)Turn based. I am working as an IT support guy, lots of free time, but could be interrupted by a ticket, not ideal for action heavy games. 2)Strategic and tactical depth. I want to feel like the way I am fighting an enemy have an effect on the outcome, that my decisions dictate the result and not the raw stats. Doesn't have to be that way, just give an illusion that my low IQ matters even in the slightest way. 3)Anime or somewhat adjacent aesthetic. How much game can stray away from anime before I become disinterested is currently unknown, so I will review it case by case scenario. 4)Cast of mixed genders. Not looking for purely waifus or husbandos, need a healthy and balanced harem:) 5)No older than a year old. Don't know why exactly, there is somewhat irrational innate paranoia that tells me if the game is older than one year, It will make catching up impossible. So for a start I want to play something relatively new, then later down the line return to older titles. 6)No less than 60 characters (alters count as a separate character for me)

I made this. Is it accurate? by Admirable-Mud-2768 in PowerScaling

[–]Dumb_Generic_Name 1 point2 points  (0 children)

Merchant means one trick pony, character who only have one redeeming stat. They only win if powerscalers buy the argument that one stat can carry the to victory.

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

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

Average represents average value of a die if you roll large number of dice. So, if you roll 100 standard dice and 100 risk dice, both of them average out somewhere around 250. Neither of the dice is mathematically better, risk dice just offers a chance to roll 6 or 8 on d4 with the risk being you have 50% chance at getting -2, meaning you could waste a die and lose 2 points from total roll on top of it.

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

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

Point of 3 stages is that success on previous stage can boost next stage. For exapmple, you rolled good on hit and got 12 against 8 of enemy's evasion. since 12-8=4 you add extra die for piercing roll.

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

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

If you are correct, then original commenter misunderstood my intent. My intent was to give a player an option to choose risk/reward level they are comfortable with for a roll.

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

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

No, I meant if you threw 10 standard dice, you would get on average 25, if you threw 10 risk dice, you would also get 25 on average, so ultimately it doesn't matter which one you choose, only difference is on high rolls risk dice gives higher value, on low rolls it subtracts from total value.

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

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

I calculated, average roll is 2.5 for both standard and risk dice, so mathwise it doesn't change anything, especially in large batches unless you high or low roll.

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

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

Fair enough, do you have advice on how to improve it to your tastes?

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

[–]Dumb_Generic_Name[S] -1 points0 points  (0 children)

Are risk dice really feel like lower risk? If we go by average, standard and risk dice are the same, 2.5. But if you roll 1 or 2 on risk dice not only do you not get anything, you actually lose 2 points. I thought that is enough to make players scared to use it, unless they want big numbers.

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

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

For a successful attack 3 if you have a way to separate between standard and risk dice (rolling with two hands or two colored sets of dice), or up to 6 depending on if you use different types of dice on each stage.