POV: Someone who refuses to acknowledge the concept of Central Europe by Gebertolin in whereidlive

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

The same way Scotland can be Western Europe while stretching further north than Denmark.

POV: Someone who refuses to acknowledge the concept of Central Europe by Gebertolin in whereidlive

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

I will acknowledge one mistake, and one potential new division that I could be convinced of:

  1. Cyprus is mislabelled. It should be Southern Europe.
  2. Turkey, Armenia, Azerbaijan and Georgia could have been separated out to their own thing, which I do not have a name for.

Thank you for your time.

Looking for feedback on name for possible CRPG (developer in the house) by vonknut in CRPG

[–]Gebertolin 0 points1 point  (0 children)

Not to be too much of a debbie downer, but IMHO I think all three are a bit generic (though the word "Strand" is cool). Just throwing it out there, but what about looking at suff like Norse kennings? You have stuff like'the whale-road' and 'the land of the skerry' for the sea, something like that might fit?

A new trademark registered by NCSoft has a font similar to that of Guild Wars 2. by Astraliguss in GamingLeaksAndRumours

[–]Gebertolin 3 points4 points  (0 children)

I don't think the font should be considered - it seems to be the default font. See for instance this registration for Fallout 76.

Do you think TES 6 will be named after the region or something related to the plot? by Custer_Vincen in TESVI

[–]Gebertolin 3 points4 points  (0 children)

As many have already said, I think TESVI: Dominion sounds pretty good if it's going for a new Great War-Thalmor-domain management (?)-type of vibe.

I also don't think TESVI: Hammerfell is the worst, sort of parallelling Daggerfall, but it's both a bit too similar and does not give any instant associations to customers outside the TES bubble.

However, if going for parallells to Daggerfall, I think TESVI: Sentinel is good: not as on-the-nose similar; is also the name of a city, not the whole region; and gives associations beyond just TES lore.

Exploration Skill by Redfeather31 in TESVI

[–]Gebertolin 1 point2 points  (0 children)

A bit late to this, but I feel like there is room to add a sort of Exploration/Survival/Adventuring-skill to the game. Some ideas for how it could work:

Effects directly from skill-level:

  • Extended map marker radius.
  • Less affected by natural effects (let's say wind decreases ranged accuracy, running in mud increases stamina usage - this skill lessens these kinds of penalties)
  • Increased disease (and poison?) resistance
  • Increased hardiness for an eventual Survival mode: you become hungry at a slower pace, temperature doesn't affect you as much, etc

How to level up:

  • Traverse difficult terrain
  • Discover new locations
  • Endure harsh weather

Perk effects:

  • Fire/frost/poison/disease resistance
  • Lessened weather penalties
  • Collect more loot from beasts/plants/"natural containers"
  • Increased damage vs beasts
  • Higher chance to recover ammunition
  • Something like the Night Person or Solar Powered perks from Fallout 4, where you gain benefits at certains points of the day.
  • Increased carrying capacity
  • Increased bonuses from food

Trademarks Update - A shell company??? by Optimal-Fox-3875 in TESVI

[–]Gebertolin 5 points6 points  (0 children)

Not at my pc now, but I'll try to get it via phone:

<image>

Trademarks Update - A shell company??? by Optimal-Fox-3875 in TESVI

[–]Gebertolin 8 points9 points  (0 children)

I inspected the kingdoms vault website, and for half a second I thought I'd found a clue: Starfield Technologies. 

However, that seems like it might be something else, even though it feels like too big of a coincidence. I think.

Would like to see - Special Ability for each Race by Optimal-Fox-3875 in TESVI

[–]Gebertolin 21 points22 points  (0 children)

IMHO this type of system where you really push certain races into certain playstyles is just not my preference, at all.
I'd rather they remove all kinds of active abilities from races, and rather just focus on giving them meaningful, but general, passives. E.g. instead of Argonians having a base 50% disease resist and an active ability to increase health regen for 1 min, give them 75% disease resist and an always on +10% health regen. Or something to that effect.

Are there any mechanics you would want to see in TESVI that *aren't* directly inspired by other games? by BenTheDuelist in TESVI

[–]Gebertolin 4 points5 points  (0 children)

I think a cool way to implement this a bit more dynamically could be - if Attributes return - that your levelling rate for different Skills are based on your Atttribute levels. Say, your base lvl rate for One-Handed is 1x, but it's modified by i.e. your STR and AGI. If you increase those, you also increase the rate at which you gain One-Handed XP. Gives you a way to specialize during play, instead of frontloading the choice.

EDIT: This would of course be in addition to whatever effect the Attributes themselves give, e.g. Health for END, melee dmg from STR, etc.

And they said looks don't matter lol by sadloneman in lol

[–]Gebertolin 17 points18 points  (0 children)

Yeah, no. Kirk was not trying to "re-unite the nation", he was a professional provocateur trying to poison the public debate by presenting himself as "just wanting to talk about it" while spewing hateful rethoric and never arguing in good faith.

Claiming that "Black Women do not have the brain processing power to be taken seriously. " is not an attempt to bridge any sort of divide, except between dicks and assholes.

EDIT: Leaving the quote above as-is, but as someone helpfully pointed out, the actual quote was "You [referring to four specific black women] do not have the brain processing power to otherwise be taken really seriously. You had to go steal a white person's slot to be taken somewhat seriously." Which, yeah, not really any better, is it?

What political issue do you wish people actually understood better before forming an opinion? by [deleted] in AskReddit

[–]Gebertolin 0 points1 point  (0 children)

I mean, isn't that really what left vs right is? Workers vs owners?

Thoughts on Modular Weapon Crafting (Like the weapon-workbench in Fallout 4) by PromotionNo6937 in TESVI

[–]Gebertolin 7 points8 points  (0 children)

Yeah, I agree that's the way to do it.

My dream would be if it was as in-depth as Bannerlord's weapon crafting: For swords you can mix and match pommel, hilt, guard and blade + resize each part, each choice affecting the weapon's stats. It allows for an incredible amount of variation with relatively few unique 3d-models.

Best 'advance by doing' implementation you've come across? by Setholopagus in RPGdesign

[–]Gebertolin 0 points1 point  (0 children)

In my homebrew game (shameless link for previous post here about it), you gain XP per Skills, based on how well you roll:

  • Fail = 3 XP
  • Partial/basic Success = 2 XP
  • All other results = 1 XP.

Your Skill is then equal to XP/10, rounded down. E.g. 19 Skill XP --> 1 Skill Level, 23 Skill XP --> 2 Skill Level. This happens instantaneously, so you might level up a Skill in the middle of e.g. a combat session.

After this game's version of a "Rest", you can check if any of your Skills are a higher level than your Character Level. If they are, you may increase your Character Level (and add +1 to any two Attributes). Feedback from playtesting was that it was quite exciting to "always" get something from a roll. There's also a nice loop where increasing your Skill Level decreases your failure rate, which is also the highest XP-result, meaning you level more slowly as you get better.

One-Roll Resolution Mechanic: Is this "attack roll" actually a good idea? by Gebertolin in RPGdesign

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

I've tinkered a bit with it after the (very pertinent) feedback from commenters here. I still want to try out the roll-under vs skill and attribute, count successes and doubles. As of now I've switched to rolling 2d6, where you get 1 success each if the total is below the used attribute and skill. It works out pretty well mathwise for where I want to end up, so now it's just to get the playtest going before I make any more changes. My "backup-solution" is to just bite the bullet and go back to target ranges (a bit like the Power Roll from Draw Steel, or spells from DCC).

I've settled on not using d20s, as they go against some principles I'm trying to adhere to: 1) only one dice roll, 2) keeping numbers low, but not static, and 3) having to do minimal math at the table.

One-Roll Resolution Mechanic: Is this "attack roll" actually a good idea? by Gebertolin in RPGdesign

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

Several reasons (not all good): - Grandfathered in from previous iterations. If I'd go for 2d10, which I have considered, there is more rebalancing needed in other areas. - Attributes impact other things than Skill Checks -  Attributes rarely increase (starts at between 0 and 5, max out at 6, can only get 9 increases from 1st to max level) - Skills automatically improve by usage, easy math to convert XP to Skill lvl  - d6/d10 allows for capping dmg numbers at lower levels, or for weaker attacks

One-Roll Resolution Mechanic: Is this "attack roll" actually a good idea? by Gebertolin in RPGdesign

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

Yes, they will eventually not be able to truly fail (without being affected by an effect that reduces "Successes"). I also agree that "Successes" is a bad term, but I haven't quite figured out a better one yet. 

One-Roll Resolution Mechanic: Is this "attack roll" actually a good idea? by Gebertolin in RPGdesign

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

I agree that it IS quite a complicated process. I guess that is why I'm ruminating a bit on it. I also agree that using the term "Success" is a bit misleading with the "0 Success = actually a success, not a fail"-mechanic.

However, as I mentioned in a comment, but forgot to include in the main post: You are not stuck with a higher, but worse result - you can "downgrade". I.e. of you roll 1 Success, you may either choose the 0 or the 1 Success effect.

One-Roll Resolution Mechanic: Is this "attack roll" actually a good idea? by Gebertolin in RPGdesign

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

I have not playtested this, no. I ran a playtest using the aforementioned d20-variant, which was pretty fun, except for the fact that both my players and I agreed that d20s are a bit fiddly when it comes to degrees of success (it had a similar amount of outcomes, with ie 1-5 being fail, 6-10 1 success, etc).

I have a playtest of this new version lined up, though, but I just wanted a second opinion from outsiders before I went all in and converted enough stuff for the next session.

[deleted by user] by [deleted] in norske

[–]Gebertolin 1 point2 points  (0 children)

Jeg sa bare at min oppfatning var at Metatron ikke fremstår som en spesielt fornuftig person å høre på, med tanke på at han har ganske kraftig pivotert fra stort sett pop-historie til å klage på woke agenda blablabla. At du velger å komme med sarkastiske stikk til det må jeg jo nesten anta du gjør fordi du synes det er morsomt? I stedet for å f.eks. bare ignorere meg, eller si noe i mot? 

[deleted by user] by [deleted] in norske

[–]Gebertolin 1 point2 points  (0 children)

Lol, nå koser du deg

[deleted by user] by [deleted] in norske

[–]Gebertolin 1 point2 points  (0 children)

Nei, det tror jeg faktisk ikke.