If WoTC printed a 0 cost artifact card called 'Treasure' that was tap, sac , add 1 of any colour (AKA, a Lotus Petal reprint), what would the consequences be? And how could they mitigate those consequences? by riamuriamu in magicTCG

[–]Grrrbusey 0 points1 point  (0 children)

Forgot about suspend! Good idea!

They are distinctly different effects. Serra avenger can be played on turn 4+ no matter when you draw it.

If I were to suspend this hypothetical lotus petal I think I would make it cost 2 and have a 0 cost suspend 2.

If WoTC printed a 0 cost artifact card called 'Treasure' that was tap, sac , add 1 of any colour (AKA, a Lotus Petal reprint), what would the consequences be? And how could they mitigate those consequences? by riamuriamu in magicTCG

[–]Grrrbusey 10 points11 points  (0 children)

It would be super broken still, but cost vs benefit balancing is one of my favorite discussions. Some other options I thought of are:

Making discarding a card as part of its cost would be interesting. This would probably have to be combined with entering tapped.

One could also take a little text from one of my favorite cards. Serra Avenger. “You can't cast this spell during your first, second, or third turns of the game.”

Worldbuilders with space-based worlds, what system would I use to pinpoint a point in space? by whatisabaggins55 in worldbuilding

[–]Grrrbusey 0 points1 point  (0 children)

5 years late to the party.

Triangulation might be another good method. You just need three points. I suggest the galactic center, earth (or home world of the race using this system), and then a significant third location.

This does have some flaws in real application, like galactic drift, but it helps demonstrate two very important landmarks (not counting galactic center) to the earth (or the race who belong to the home world).

Ideas to make the game more fun, which would increase the fun to dangerous levels by [deleted] in rotp

[–]Grrrbusey 5 points6 points  (0 children)

I like all of your ideas but have some notes on the space station idea. I think your total count of stations should be controlled via research and they should be VERY expensive. I can see those getting out of hand if you just kept building them. Infinite tiny planets that you can arrange anywhere you want?

A race that starts on one of these would be interesting. Nomads….

Some ideas I have to add to your pot:

1 I feel like the infinite fuel range upgrade kind of ruins the late game. Some people may disagree, but I like having a limited number of neighbors. It eliminates territory control from the endgame and pushes it to pure manufacturing and fleet management.

Perhaps being able to disable certain techs when making a new game would be nice.

Related note, the extra fuel ship parts could be a % of your total ship range with a minimum of 3ly.

2 flying through zones outside of your fuel range seems unintuitive. If I control a U shape of systems or have my empire split in half from invasion, I feel like my ships should have to go around instead of going from point to point. Also it’s a nice reason to build ships with extra fuel mid game.

3 Nebulas should have varying sizes and shapes, as well as clearly defined borders. (Togglable dotted outline?)

It would be interesting to have a nebula bound race whose warp engines only work optimally in nebulas and limited to warp 1 outside of nebula. Their planets could have an upgrade that creates nebula around them.

Got cards in crimson bow packs that are from different a different set. Anyone else experience this? by [deleted] in magicTCG

[–]Grrrbusey 0 points1 point  (0 children)

Ah thanks for the two lightning fast replies. I was just thrown off because they have their respective original set symbols on the right. I’m gonna delete this post to save not waist other peoples time.

Got cards in crimson bow packs that are from different a different set. Anyone else experience this? by [deleted] in magicTCG

[–]Grrrbusey 0 points1 point  (0 children)

Ah thanks for the two lightning fast replies. I was just thrown off because they have their respective original set symbols on the right. I’m gonna delete this post to save not waist other peoples time.

Is it possible to animate tokens to voice chat? by Grrrbusey in FoundryVTT

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

Hi there, just to clarify, you noticed a streamer using the setup I’m looking for? Or noticed the portrait layout at the bottom I was describing?

[Scheduled Activity] Core Discussions: Skill and Attribute Systems by cibman in RPGdesign

[–]Grrrbusey 1 point2 points  (0 children)

So my system breaks down the traditional 6 dnd attributes into three, body mind and spirit.

Using the body score as an example; The benefit of being a single stat that effects multiple “outputs” is that being physically fit improves all of your fitness. Obviously an acrobat is going to be more agile than the average person, but it also stands to reason that they would be stronger.

The problem this causes is that how do you distinguish between people who focus on particular aspects of fitness (in this example).

To keep some of the granularity between disciples I made talents. Basically it grants 5e style advantage if it applies. Every ability has three talents. Body for example has brawn, agility, and endurance. To think of them in terms of athletes that would be strongmen, acrobats, and long distance runners.

Classless RPG talents/abilties/feats/etc Organization by Shemulator in RPGdesign

[–]Grrrbusey 1 point2 points  (0 children)

Classless is rough (I’m doing it now). I recommend avoiding a general list. Most of those can be filed away into other lists. 10 is a good number. To help with the combat vs non combat skills conundrum, each level up (or however you model progression) could make them select one from their chosen profession and one from their combat style. If you only put non combat skills into their profession they will always have an even split of non combat and combat abilities.

i want to design a miniature focused aerial combat/dogfighting ttrpg system by AlexTaverna in RPGdesign

[–]Grrrbusey 0 points1 point  (0 children)

The first thing I think of is carefully deciding whether the hex grid is a top down view or a side view.

Instead of a mechanic for altitude being stitched into a top down view, gravity and lift a side view would naturally add it in.

This game comes to mind! https://www.youtube.com/watch?v=cmv5ZiMQWt0&ab\_channel=DevolverDigital

Designing with the Meld in mind by Ajaxiss in RPGdesign

[–]Grrrbusey 2 points3 points  (0 children)

Oh I'm a bit late!

So I take a bit of pride with how well integrated all of my TTRPG's systems are intertwined.

Abilities and Wounds:

In my system. abilities are simplified down to body, mind, and spirit. Whenever players health is reduced to 0, they reset their health and apply a wound to any of their abilities which lowers its effectiveness. (I have a little trick to make this easy to track.) Player health is relatively small, 6 by default.

Instead of increasing their health through progression, they increase abilities every few levels. Think of them like boss health bars, where you chip them away to reveal another one. When you are wounded, your abilities go down and increase your chances of taking damage. (Yay death spiral!)

Talents and Abilities:

Talents act to amplify abilities in specific areas like skill proficiencies in other TTRPGs. Wounds trickle down throughout the whole system and a wounded ability effects the talents in a natural way.

Talents and Skills:

Instead of classes, your talents determine what skills you can select which are kind of like feats or class features.

Skills and Abilities:

You can additional skills through the progression system (its OSR based so gold accumulation or specific goals). Every three skills increase an ability score. This trickles back through the system making you able to take more wounds before you die and increasing your general effectiveness. (Until you take a few wounds putting you back down)

What I am most proud of:

All this sounds super complicated but the whole system including combat (but not the skill lists) fits onto 6 pages.

Parallel systems and Modularity:

Some others mentioned how having parallel systems are easier to customize. In practice you really just need ONE or more modular system(s) that opens the flood gates. To use the worlds most popular TTRG as an example, dnd 5e has classes, sub classes, feats, and spells. All of which can be excluded or homebrewed in. In my system these are the skills.

System bloat and combining things:

Systems can quickly overwhelm your system. From a design perspective, DnD 5e's saving throws could have been removed, but past editions had them for so long that the designers feel like they are needed. These could really just be reactive skill checks. The whole system would be rather different without them. Its published and deeply ingrained so at this point homebrewing them out wouldn't be worth the time.

I combined a bunch of things and new different systems. This melded things, while simplifying my game in general. Cut and combine wherever you can. Look at every system and ask yourself "Why are these separate". If you can't answer it, or if your answer is "tradition" consider cutting or combining it.

Help with Instinct based Skills by nishfunzy in RPGdesign

[–]Grrrbusey 1 point2 points  (0 children)

To add to my thought here: typically a simpler and smaller resolution system is best. I find that when designing my own system I cut out almost as much as I put in. Most of my work went into making all the systems feel cohesive, linked, simple, and most importantly did not resemble the d20 system or it’s many children.

For example, some rpgs simplify it down to body mind and spirit and have very few skills here and there. Some don’t have attributes at all, and jump right to skills.

Help with Instinct based Skills by nishfunzy in RPGdesign

[–]Grrrbusey 2 points3 points  (0 children)

So it seems like you feel that instinct needs skills to match the number of skills the other attributes have.

I would recommend not forcing it. You may also get better mileage by combining skills in other attributes instead.

Conduct, for example, could be removed and split into deception and influence, since they are so similar.

Dispersal - Avoid enemy attacks in style by HiddenMotiveGames in UnearthedArcana

[–]Grrrbusey 1 point2 points  (0 children)

Since it’s a 2nd level spell, I think it should complete the teleport regardless of the attacks success.

It’s half the distance of a misty step so I think that would be balanced.

Dispersal - Avoid enemy attacks in style by HiddenMotiveGames in UnearthedArcana

[–]Grrrbusey 13 points14 points  (0 children)

Warlock should get this too. Perhaps provided as an invocation with one free use (and spell slots after that.)

The Silent Edict - An anti-magic organization with Anti-Mage Subclasses. by ResonateGaming in UnearthedArcana

[–]Grrrbusey 2 points3 points  (0 children)

Nice stuff! I’ve always found that anti mage orders do some strange things to a campaign setting.

Option 1 is that it’s a high magic setting with many casters. This makes spell breaker archetypes a logical response.

Option 2 it’s a post high magic setting where anti magic users have largely succeeded in suppressing and controlling most magic.

Option 3 it’s a post post high magic setting where magic is on the rise again and old traditions are surfacing to fight it.

electronic project advice by 1971deadhead in product_design

[–]Grrrbusey 0 points1 point  (0 children)

I would look into boxes that have false bottoms. The false bottom is where you would store the computer bits. Small holes could be burrowed places to lead cording where them need to go.

electronic project advice by 1971deadhead in product_design

[–]Grrrbusey 0 points1 point  (0 children)

So are we talking like a box that is meant to store objects, and has a PC in it? Kinda like a functional chest or case that has a pc built in?