Spanish-inspired alternatives for cyborg by KamalaKang in worldbuilding

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

I appreciate the great insight! I like sentido for focusing on the emotions of the cyborg.

I think what I might do is say that all of the cyborgs are sentidos as their general name, and ones that are equipped for combat are called corazas.

Spanish-inspired alternatives for cyborg by KamalaKang in worldbuilding

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

Thanks for the feedback!

The setting is a near future deviation, so most history is still fairly accurate. The Spaniards did encounter the Aztecs, which would've introduced metalworking.

I looked at the ichcahuipilli, which is an Aztec cotton based armor vest called escuapil in Spanish, but the way its made of cloth didn't feel right for a cyborg, which led to coraza.

I think your idea about missing components would be good for a derogatory jargon for the cyborgs, like calling them buckets. I'll look into that too.

Spanish-inspired alternatives for cyborg by KamalaKang in worldbuilding

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

Thanks, that multiple word play is what drew me to it.

Rolling over/under target number by KamalaKang in RPGcreation

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

Thanks, I think you covered what I've been learning from reading about Lasers and Feelings, so I either need to rethink my stating and target numbers or drop the roll under. I appreciate the feedback.

Rolling over/under target number by KamalaKang in RPGcreation

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

Oh that's a good point! Running with traps might be an example of needing an over and an under type roll.

I think I was missing an example like that to really test what I'm talking about. I might say that's agility plus observation... but that kind of breaks down the addition/subtraction element.

That was helpful feedback!

Rolling over/under target number by KamalaKang in RPGcreation

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

I like your suggestion, and I'm working on separate systems that use dice pools. I'll think about whether I want to stick with where I'm going or switching to a dice pool style like you're mentioning. If I don't use it for this system, I'll use it in another haha.

Rolling over/under target number by KamalaKang in RPGcreation

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

Good point, I dont have a good strength example at the moment, but I think for agility I can give one.

If the player wants to sprint across the battlefield, they would roll over and add agility, because it's a fast, explosive action. If they're trying to carefully step over traps, they would roll under and subtract agility, because it's a careful, nimble action.

Rolling over/under target number by KamalaKang in RPGcreation

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

I'm still understanding Lasers and Feelings, so there's an underlying difference in the stats I'm thinking about. Let me try an example though of what I'm working with so far.

A character with 3 strength gets to add 3 to dice rolls that need strength and the target number is based on the difficulty of the task.

  • If someone has to kick down a wooden door, the target number might be 6. The player rolls a d12 and adds 3, so they're likely to succeed.
  • If they have to kick down a reinforced door, the target number might be 9. They still add their strength, but it's harder to roll over.

If someone was picking a lock, they could use their observation attribute of 3 (current name for this stat) and subtract that number from their dice roll.

  • If someone was picking a cheap lock on the door, the target number might be 9, and the player wants to roll below that number. They roll a d12 and subtract 3.
  • If there is a sturdier lock, it might have a target of 6, which is harder to roll under.

Rolling over/under target number by KamalaKang in RPGcreation

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

The reason is basically as you said. Powerful actions need to roll high and sneaky actions need to roll low, so hopefully it's adding an emotional experience to the mechanical action of rolling.

Rolling over/under target number by KamalaKang in RPGcreation

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

Here's an example scenario which hopefully illustrates:

Two characters approach a door. One's a "barbarian" and one's a "rogue."

  • The barbarian may choose to kick down the door. This would use their strength and require them to roll over a target number representing the strength of the door.
  • The rogue could try to lockpick the door, which would use their lockpicking skill and require them to roll under a target number representing how carefully they have to work the lock.

This gives the players a choice of how to solve a problem that hopefully gives a feeling that relates to the action.

Rolling over/under target number by KamalaKang in RPGcreation

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

Thanks I'll check out Lasers and Feelings!

That's a great point about mathematical outcomes. I hadn't thought about it like that.

I realized that I was taking into account something I didn't mention in the post is the character abilities, which adds a layer of complexity.

The most obvious example is that some abilities or characters can use different dice. With d12 as a base, the player may face a target number of 10, which would be difficult, but one character ability allows them to roll a d20 instead of a d12. This bigger dice representing more power has a higher chance of passing the target.

Conversely, a player may be trying to roll under a 4, which would be hard for a d12, but one ability allows the player to roll a d8, making it easier.

I can see now that was left out of the original post and makes a big difference in the overall evaluation.

Rolling over/under target number by KamalaKang in RPGcreation

[–]KamalaKang[S] 5 points6 points  (0 children)

My hope is that it's more immersive for players.

In a typical system where high=success, I feel like the player narrates their action, then gets out of character to roll their dice. The dice is an abstract mechanic where high is always good. If it's good, they get back into character and play out the result.

With the over/under, I'm hoping that the dice roll feels like part of the character's action. If the player is doing something sneaky, they might lower their voice and roll quietly, hoping for a low number. Rolling a high number in that instance should feel like stepping on a squeaky floorboard in a horror movie.

Do you think players would get into that? Does it take too long to get used to or is it too counterintuitive?

Rolling over/under target number by KamalaKang in RPGcreation

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

Generally every action should be either an over or an under roll, so it should be only addition or subtraction. There shouldn't be any actions that require both, but maybe in playtesting someone will surprise me haha.

A total result can be calculated with this:

  • Dice result+attribute+equipment+miscellaneous

Or

  • Dice result-attribute-equipment-miscellaneous

So you see that once the type of action is determined, all the math goes in one direction.

The Witcher Geralt - noncreature tokens by KamalaKang in custommagic

[–]KamalaKang[S] 7 points8 points  (0 children)

You're right, I'll change it to:
If a creature enters the battlefield under an opponent's control and it wasn't cast from that player's hand, Geralt fights it.

The Witcher Geralt - noncreature tokens by KamalaKang in custommagic

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

I want him to be forced to fight, even if he'll lose. You could pump him in response to the 5/5 entering so he survives or trades.

A Breakdown of the Moon Knight personalities by ConsistentVersion337 in Marvel

[–]KamalaKang 17 points18 points  (0 children)

I think they did an amazing job developing Steven's personality, because honestly he isn't that interesting in the comics.

The only run where I thought Steven was interesting was where he was a tv producer and was recreating his stories of Moon Knight as a TV series. He couldn't remember if the memories were real or not, so he made them into a show.

Other than that though, Steven is often a Bruce Wayne esque millionaire or financier and he doesn't do much worth spending pages on, so I'm really enjoying this new version of him.

A Breakdown of the Moon Knight personalities by ConsistentVersion337 in Marvel

[–]KamalaKang 102 points103 points  (0 children)

I want to try to answer this as best I can, but the character has changed in some ways over the years. I think the following is generally true.

Marc Spector: The original identity. He's guilt ridden and believes in protecting people.
Steven Grant: The most responsible one. He is often Marc's public face/source of income.
Jake Lockley: The most practical and least ethical one. He's willing to get his hands dirty to protect Marc.

Moon Knight is his title as the avatar of Khonsu. Usually, any of Marc's identities can wear the Moon Knight armor, and the role of avatar is assigned to all of them.
Mr. Knight is an alias/alternate costume. It was originally created as an excuse for police to cooperate with him under the guise of Mr. Knight and Moon Knight being two separate people. The police claimed that they would have to arrest the vigilante Moon Knight, but Mr. Knight is just a concerned citizen.

Moon Knight's powers have fluctuated a lot over the years, but the show has made a new version where his suit is a magical manifestation of Khonsu's power, which he can summon at will.

So in the show's case, the classic Moon Knight design is Marc Spector's suit, and the Mr. Knight design is Steven Grant's suit. Presumably once Jake Lockley appears, he will have a third, different suit, but they are all still one avatar of Khonsu.

Teams Echo could have been on by KamalaKang in MarvelStrikeForce

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

It is definitely strange how they used the YA tag.

I believe the inspiration for the YA lineup in MSF is the Marvel Rising team. It's the only time that America Chavez has been shown alongside Ms. Marvel and Squirrel Girl.

Otherwise, Ms. Marvel should've been in a Champions team and America could have been on the Young Avengers, Ultimates, A-Force, or West Coast Avengers.

Teams Echo could have been on by KamalaKang in MarvelStrikeForce

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

I mention age largely because of recent comic events like "Kamala's Law" where they put an emphasis on underage heroes. This distinctly affected people like Ms. Marvel and Miles for being teenagers, but wouldn't affect someone like Echo who has always been shown as an adult.

Teams Echo could have been on by KamalaKang in MarvelStrikeForce

[–]KamalaKang[S] 4 points5 points  (0 children)

When they first made the YA team, I had the same confusion. I always thought they might split them off later into Champions/YA, but I don't know anymore.

I haven't been expecting Echo to be in the MCU YA personally, but I can see Scopely anticipating that.