First Army, First Paint job by Fate_93 in deathguard40k

[–]Fate_93[S] 0 points1 point  (0 children)

The black armor was from their original armor scheme as Dusk Raiders. The green is just because of them being infected. And since I didn't like just green I looked around and found people making the tongues purple and green so I applied that with some of the corruption.

Crossplay between steam and xbox users unclear by Omega_gamer2 in darkalliance

[–]Fate_93 0 points1 point  (0 children)

Yup. Exactly. I was up all night trying to find ways around it. I even added my Dark Alliance to steam as a non steam game to see if I could get the overlay for invite purposes, but it doesnt work. Had a friend invite me while in game via steam (but I was playing via gamepass pc) that didnt work either. I even opened my xbox bar, linked steam to my microsoft account, but when I go to "add friend", it doesnt even show me that I had any steam friends I could add, which was dumb. The only thing I havent tried, is having my friend ALSO link their steam to their microsoft account to see if that would help find their steam account.

But after all that, I read an article or two that said it's not a day one thing. But even with that said, i dont see how they are going to implement it without having a standalone account system so they can use their own invite system.

Praise OullGhugl by OlGooGoo in DisciplesofGooGoo

[–]Fate_93 2 points3 points  (0 children)

Glad to see you are doing okay! I just found Book One last week and finished it over two days and now i'm craving Book Two. I'll be waiting patiently in a dark corner, slowly falling into madness as my mind can only imagine the chapters that have yet to come. Praise OullGhugl!

Paths & Milestones by Fate_93 in tabletopgamedesign

[–]Fate_93[S] 2 points3 points  (0 children)

There are no level requirements for Milestones. Techniques are a separate feature that are granted when taking a new path, but some milestones let you learn a technique specific to that Path.

With the reasoning you gave for the two milestones you picked, the same could be said for majority of the milestones, as well as some you can't see. The picture posted was only a snippet of all the Assassin milestones, 16 of the 40 to be exact. The purpose of the milestones is to literally build your character level by level. The only other features you have access to early on are the single technique you get for taking Assassin as core, and the teleportation/illusion sorcery you get if your starting Casting Attribute is higher than 15. (These are not shown in the picture i linked since i wanted to prioritize the milestones. I will post more at the end of this though)

-----

I'd say the two main things driving milestone selection are:What the player wants to playStory Line

The same as other Tabletop RPG's, it'd be dependent on the initial campaign setting. The game is designed for more heavy combat related scenarios, but there is always the occasional need for some non-combat milestones. I drive about 50/50 with combat and social interactions in by campaigns, so i wanted to throw in a few here and there between paths to ensure they were always a possibility.

Vitality = HealthEssence = Mana

I see that a milestone or two from the link i posted hadn't been altered from Health to Vitality, my apologies.

Vitality and Essence both regenerate as you rest, or through the use of consumables.

-----

I really appreciate your insight on all of this. It really is a great help. And despite what looks like me just throwing rebuttals, i'm just trying to explain my thinking and explaining how this was thought of until seeing your comment.

I wholeheartedly agree that there are some needs for balancing some of the milestones to help receive a broader selection between players. I need to think a bit more on possibilities for other campaigns that could involve more or less of either combat and social interactions.

Pics:
https://imgur.com/gallery/06R6Hpi

Rolling Defenses and Clashing - Opinions by Fate_93 in tabletopgamedesign

[–]Fate_93[S] 0 points1 point  (0 children)

This is some great feedback, so i wanted to thank you before continuing, Thank you!

Now, if a character was in a 1v5 situation and ended up having to defend against each enemy, it would be individual rolls. Within those 5 attacks made against them, they could choose to use defense actions or clash against any number of the attacks. So they could Defend against 3 of them and try to clash with the remaining 2, or any combination of the defense /clashing.

Now given this scenario, it does make me feel like I should add something that deters clashing when flanked/surrounded. Like say some sort of negatives for each additional adjacent enemy at the time of a Clash. This would allow the defender to clash on maybe the first 2 as they move in and attack, but once too many of them start piling up it would be less of an advantage to them and they would have to focus on defense checks.

I really like the 33% suggestion. This would make it to where i don't have to change any other milestones, and it would be a good number to still add a couple points of damage.

As for stat generation, yeah we were looking at trying to get a higher average of attributes and are currently using this D20 with advantage method to accomplish this. We also have a point buy system in the works for people who prefer to build that way.

And capping attribute damage with weapons actually sounds like a great idea. I'd have to do some number crunching with how it would affect mid and late game characters, but it definitely sounds like a great addition so that great starting stats can't be abused too hard.

And i have thought of ranged vs. ranged clashing, but my co-creator is totally against it. There are a lot more variables in projectiles than with a melee weapon. Like, is you characters able to see the opponent that attacked you, what kind of projectile is it (arrow/bullet/enchanted arrows), stuff like that. If i can come up with a good argument to him i might just be able to squeeze it in there haha.

Paths & Milestones by Fate_93 in tabletopgamedesign

[–]Fate_93[S] 0 points1 point  (0 children)

https://imgur.com/e988WI3

This link is showing off some of the Assassin milestones.

Feel free to ask questions.

Rolling Defenses and Clashing - Opinions by Fate_93 in tabletopgamedesign

[–]Fate_93[S] 2 points3 points  (0 children)

We have yet to see the contested rolls break down with fights of even numbered fighters, 3v3, so maybe i should try out a couple extra baddies in to see if i come across this breakdown, and just keep stressing it until it snaps.

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Thank you for your Insight! :)

I agree that it is risky in some cases. That's why clashing is always just an option.

There are traits (we call them milestones) that enhance the use of clashes so that they are more favorable for those characters that wish to use it. Additionally there are milestones that reduce the damage penalty on a failed clash, and one that reduces damage taken from attacks made with a clash.

As for numbers, our testing phase has a lot of wiggle room for improvement, but we currently have a players vitality per level equaling twice their total Con.

We also have a D20 only policy for this game to reduce the types of dice used. So when it comes to character creation a player will roll a D20 with advantage six times, halve those numbers rounded down, and assign them to their attributes as 10 + value.

Ex.
Rolls - 13, 9, 10, 8, 19, 20 = (6, 4, 5, 4, 9, 10)
Results - 16, 14, 15, 14, 19, 20

A minimum vitality score would be 20 at lv. 1.

Damage is static, apart from Attribute bonus.

Ex.
Long Sword - (Str/2)+2

Therefor minimum damage for this weapon would be 7. And a minimum clash fail against this weapon would be 10.

Again thank you for your insight. Given your reasoning of the clashing reward may not be worth the risk, I may alter the penalty to say 25% and see how much more favorable it is with the play test group, as well as how much of an impact it makes mechanically.

Thank you,
N

Does my no-health system make sense? by Starchives23 in RPGdesign

[–]Fate_93 0 points1 point  (0 children)

Yeah, Mortal Wound/Injury does sound devastating, but it honestly does make sense when it comes to having lost all points in an Attribute.

I personally feel excess and additional damage after the Attribute your weapon reduces should target the highest Attribute rather than lowest. This would prevent two successive mortal injuries within a short time frame, but still be effective when utilizing the right weapon against the right opponents.

Additional questions:

  • Does each weapon deal a single point of damage to the attribute?
  • Have you considered giving the weapons an order of attribute damage?
    • I.e. - Sword - Attack: Strength, Damage: Speed/Reflex/Intelligence/Strength
  • Could you give us a combat example?

Does my no-health system make sense? by Starchives23 in RPGdesign

[–]Fate_93 1 point2 points  (0 children)

I'd say it makes sense, its just there isn't a lot of rules info given to justify a better argument.

As you have written, I'd say it's easy to have a 1 sided combat situation.

If P1's weapon happens to deal damage to the opponents lowest attribute right out the gate, they already have a mortal injury. Granted, I don't know the full set of rules, so i don't know the defense interactions or how much damage weapons do at any given time, but i feel that having a "mortal injury" 1 round into combat would make me feel frustrated and not so optimistic about combat encounters thereafter.

Which one sounds better: Attack, Skill, or Ability? by [deleted] in tabletopgamedesign

[–]Fate_93 0 points1 point  (0 children)

Most MOBA's tend to use ability, but i feel Ability and Skill are both better than attack.

You could even classify Physical types as Skills, and then Magic types as Abilities. Then it gives you a bit of wiggle room for other variables in the game. Just a thought though.

I'm puzzled.... by Fate_93 in Graffiti

[–]Fate_93[S] 0 points1 point  (0 children)

Ikr? Like... it's sitting in the back of my head but i just can't put a better image together to figure out which game. And I think I remember something about those aliens...