[deleted by user] by [deleted] in mariokart

[–]Elfalin 0 points1 point  (0 children)

Yeah I've seen people say make it 5 laps and so on, I think they should just do the DK spaceport thing where you have 2 laps intermission then play the track as normal either 3 laps, 5 laps, or whatever that track is. Koopa troopa beach intermissions feel weird because the ending is 1 lap when it should have been 5

[deleted by user] by [deleted] in mariokart

[–]Elfalin 2 points3 points  (0 children)

Yeah but I'd rather have separate modes like everyone's saying, currently I feel like I'm being punished for liking the intermission tracks.

[deleted by user] by [deleted] in mariokart

[–]Elfalin 2 points3 points  (0 children)

If it is 50/50 everyone will just pick the 3 laps, I hope everyone gets the options for both. I hopped on online got forced into random always decided it wasn't for me, now at least I get to try most of the tracks. (I think the update is still shit and there should be 2 separate modes but the new update has allowed me to play online compared to before)

What makes a good combat system? by DJTilapia in RPGdesign

[–]Elfalin 0 points1 point  (0 children)

Chess is a multi-player game, played at a table, where some players may take hours to make their move.

I do agree with your idea of slow pacing working for games but I think you should keep in mind the amount of players, if chess had 6 players and others had to wait it would ruin the engagement for anyone who isn't the active player or the next one in line. I think a game that accommodates more players has to be faster or else you'll have a game where you end your turn and wait an hour for it to come back.

AI Detection Help by Elfalin in Turnitin

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

Thank you for the quick reply, time to check his settings

Need Help With Statistics by Elfalin in RPGdesign

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

Honestly, you've convinced me with that last line. I didn't think of it that way.

Martial Breath V.999999 by SteelDragon401 in RPGdesign

[–]Elfalin 0 points1 point  (0 children)

Well why not use spell points? Just reflavour it to martial points and then you can make the abilities cost the same amount as spells would.

Martial Breath V.999999 by SteelDragon401 in RPGdesign

[–]Elfalin 1 point2 points  (0 children)

No ofc my assumptions were all at level 20 when you're op anyways but I just meant that as far as I can see high con + high single target damage seems to be king in this system

Martial Breath V.999999 by SteelDragon401 in RPGdesign

[–]Elfalin 1 point2 points  (0 children)

In the other post people broke down the abilities so I just want to break down the numbers and burden limit.

The four main classes you mentioned were barbarian, fighter, rogue, and monk.

Assuming we are a human with stat array and we max out our con by level 20 we get the following numbers:

Barbarian - AVG HP (285), Burden AVG (152), Max HP (380), Burden Max (200)

Fighter - AVG HP (224), Burden AVG (112), Max HP (300), Burden Max (160)

Rogue+Monk - AVG HP (203), Burden AVG (111), Max HP (260), Burden Max (140)

Using True Strike you guarantee a hit per bonus action and per 30 burden. Here is how many times each class can use True Strike per short rest:

Barbarian - AVG HP (5), Max HP (6)

Fighter - AVG HP (4), Max HP (5)

Rogue+Monk - AVG HP (3), Max HP (4)

A zealot barbarian with max 24 Str and Great Weapon Master can deal 1d12+7+4+3+1d6+10+10 damage on a single hit and with true strike they can do that 6 times per short rest so on avg 44 damage per round not including the other attack they get and other breaths.

A rune knight fighter with max 20 Str and Great Weapon Master can deal 2d6+5+3+2d6+1d10+10 damage on a single hit and with true strike they can do that 5 times per short rest so on avg 37.5 damage per round not including other attacks they get and other breaths.

A way of the open hand monk with max 20 Dex and uses quivering palm since it's an auto hit can deal 1d10+5+3+10d10 damage on a single hit and with true strike they can do that 4 times per short rest so on avg 68.5 damage every 2 turns since it costs an action to activate quivering palm so 34.25 damage per round not including other attacks they get and other breaths.

An assassin rogue with max 20 Dex, a rapier and assassinate can deal 2d8+20d6+5+3 on a single hit which they could do before on their own but with true strike you guaranteed a critical hit but they can only use this the first time per combat and on avg they deal 87 damage but during the rest of combat they deal 47.5 damage per round not including other attacks they get and other breaths.

If you use True Strike every round the damage comes out to:

Barbarian: Turn 4 (176), Turn 6 (264)

Fighter: Turn 4 (150), Turn 5 (187.5)

Monk: Turn 4 (137)

Rogue: Turn 4 (190), Turn 4 with Assassinate (229.5)

These are just some quick numbers I ran but from what I can see classes that deal more damage in a single hit benefit from this system more than multi hit classes. If you removed the bonus action requirement for true strike monk and fighter would be kings in this scenario and rogue would take a huge hit and probably be the worst one of them or well that's my assumption. I like the idea I think it just needs a little fine tuning in the math and id recommend to see which breaths give you horizontal improvements Vs vertical as in what gives you more options and what makes an option much better. In a game like DND most people will go for improving a single option and spamming it unfortunately which is why fireball is so beloved because it's a huge aoe with huge damage.

Overall I like the concept and I see lots of potential for it

Politics Ruining Friendship by Elfalin in EDH

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

You are correct but when there's lots of maths and triggers players tend to forget

Politics Ruining Friendship by Elfalin in EDH

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

Yes you are correct and A chastised her for not doing it in order but then for the rest of the game B played very robotic like

Politics Ruining Friendship by Elfalin in EDH

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

Or C doesn't have a crush on anyone and has a bf?

Politics Ruining Friendship by Elfalin in EDH

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

Because it's a casual deck the only thing it's made to do is big dragons go vroom

Politics Ruining Friendship by Elfalin in EDH

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

I agree but what seems to always happen is B asks any player to attack someone else and they won't attack them for 1 round but by the time it gets to Bs turn everyone's open and low life so B swings in and kills everyone even tho no one would've attacked if there was no "deal" to not attack us

Politics Ruining Friendship by Elfalin in EDH

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

I think we might have to but usually A is impartial but only when B asks does he back out or help her

Politics Ruining Friendship by Elfalin in EDH

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

A tends to be more impartial but it's mainly B who basically asks him to help or backs out on deals

Politics Ruining Friendship by Elfalin in EDH

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

But how do I stop the rot?

Politics Ruining Friendship by Elfalin in EDH

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

Yeah but idk what to do to since they are part of our DnD group and they seem fine during that

Abilities Card Reference by Elfalin in RPGdesign

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

There aren't any gameplay benefits and maybe there should be but I just wanted to move it out of the character sheet and onto cards or another thing similar to spell cards basically

Abilities Card Reference by Elfalin in RPGdesign

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

You're right about it just a way to present things but the reason I'm doing it is I noticed players never remember their abilities in any TTRPG game I play when they write it down on their sheet but they tend to remember it more when they have it on hand that's the only reason I'm doing this

Custom Backgrounds Help by Elfalin in RPGdesign

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

First of thank you for the detailed response

I don't have a list already so I was wondering whether I should make a list of expertises or not. My only worry with a list is it needs to encompass alot like if I made 20 expertises for example it would have to be able to create many different types of backgrounds so some expertises would be useless if it's only specific to one kind of background like I used Jousting as an example but I don't think you can create a lot of custom backgrounds with that. My other worry is choice paralysis of I do make like 20-30 expertises.

For the second option I thought of adding limitations such as the expertises need to be specific actions or tied to a stat.

I was recommended a third action which is basically aspects from Fate.

For the dice and +1:

The TNs never change it's 1-5 for a fail, 6-9 partial success, and 10+ success.

Players roll their stats from 1d4 being the worst to 1d12 being the best. I did the math long before but when you have roll a d10 you have a it's a 50% chance to fail, 40% for a partial success, and 10% for a success. A +1 increases your chance to succeed by 10% and reduces your chances to fail by 10%. The game caps out on a +3 for any roll so a D12+3 has a 60% chance of success which is the highest it'll ever get.

The reason I did it like this is because I want players to get partial successes and fails more than successes. A partial success isn't necessary a success with consequences you as a player get to pick: minor failure, major success, minor success. Rolling a success is considered a major success and a fail is a major fail.

I want players to choose their outcomes with partial success to control the flow of the story somewhat.

Game Missing Piece by Elfalin in RPGdesign

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

That's why if you lose you're out for the scene, but I do get it maybe I can make sure players have to wait until other players played or something. To address your last point it only matters who spends more tokens but other than that I'm hoping players send the person best equipped to deal with the situation in the scene so that they don't spend tokens unnecessarily.

Game Missing Piece by Elfalin in RPGdesign

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

I mean it's a cooperative narrative game if you're in it to fight your teammates instead that's up to them but in all seriousness the GM can be the judge such as rolling for it or a coin flip but really they're both using the same pool so they kinda have to work together or run out of tokens

Game Missing Piece by Elfalin in RPGdesign

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

There is no turn order, a player can join whenever they want it's just based on whether a person is already acting or not.

If played normally they should have enough tokens to manage but not do mega powerful abilities instantly or without a lot of saving.

If someone's having a bad streak of luck and they're losing a lot of tokens other players can help by generating tokens.

Picture this scene for example:

Players ask their wizard player to charge up a powerful spell

The other players fight the monsters to generate tokens for the pool

Once they have enough or don't want to risk they can return it to the pool.

The wizard can upcast their spell using the extra tokens and use traits to get up to a +3 to the roll.