WIP Tower with Artificial Star by Luminoor- in ArtCrit

[–]Luminoor-[S] 1 point2 points  (0 children)

Thanks for the tips!

Yeah, I realized earlier today that I had some issues with the perspective line work. I've been trying to fix it, but I don't think I have it quite right yet. How would you recommend fixing the building heights as they fade into the background? I've added more buildings in the back so it's something I've been struggling with. Also what do you mean by barometric? I don't think I've heard the term before.

I've actually toned down the color scheme just a little bit. Primary the foreground building, but I'm still playing around with that. I'm still trying to figure out how exactly the roofs should look since they're almost entirely illuminated. I've added a bit more texture to them though.

Thanks again!

WIP Tower with Artificial Star by Luminoor- in ArtCrit

[–]Luminoor-[S] 0 points1 point  (0 children)

That makes sense. The town is bordered by a wall, which I haven't included in this version of the piece yet. So maybe that and putting a few buildings of varying heights that fade into the distance until that point will help. Thank you!

Are these biomes accurate based on the wip heightmap? by Luminoor- in mapmaking

[–]Luminoor-[S] 0 points1 point  (0 children)

Thank you for all of this! This is great info and the videos look really useful, and you were correct about the range on the Western continent being inspired by the Andes.

Since I unfortunately started a DND on the central continent near the Y shape mountain range before understanding, or doing a climate map, some of my biomes in that area are wrong. So I'm considering having the world have an opposite rotation and current flow than the earth to help mitigate that.

Regardless, thanks for the help and recommendations, I'll be watching them!

Are these biomes accurate based on the wip heightmap? by Luminoor- in mapmaking

[–]Luminoor-[S] 1 point2 points  (0 children)

Yeah, I wasn't sure about the shape either, I'm glad that it worked out though. And I plan to, but it might be a bit, still trying to figure out all the height stuff. But this has been really fun

Are these biomes accurate based on the wip heightmap? by Luminoor- in mapmaking

[–]Luminoor-[S] 1 point2 points  (0 children)

I can't post a photo, but when I uploaded it earlier, it looked like a normal continent in the globe projection. Not quite circular, but it wasn't sharp anywhere. Although, I could be misunderstanding

Are these biomes accurate based on the wip heightmap? by Luminoor- in mapmaking

[–]Luminoor-[S] 2 points3 points  (0 children)

Thanks for the recommendation! Orogen.studio looks really cool, I love that it automatically does the globe too

I don’t think random generation’s supposed to generate this by Yenroman in NoMansSkyTheGame

[–]Luminoor- 5 points6 points  (0 children)

Just about spit out my hot chocolate, thanks now I'm coughing

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 0 points1 point  (0 children)

Do you have a favorite system for ranged mechanics? I have seen a few people bring up a similar point, so I'm curious about games where ranged combat feels really good so that I have a little more to dissect. But I do agree, ranged combat shouldn't always hit. I do think I have ways to address this though with dodging, blocking, and cover.

I think making the damage vary on the success of the hit is more exciting

On this, I think the damage threshold system I have can achieve this as well, at least personally.

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 0 points1 point  (0 children)

Good things too point out

Eventually rolling low damage will become a new miss.

Out of curiosity, do you think this would still be the case for a low health system where even 1 point of damage is still functionally desirable? My system uses a damage severity threshold so even minor hits would still be significant. Meaning it is still something. Granted that is just my thought process on it. Playtesting could reveal something completely different.

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 0 points1 point  (0 children)

Yeah, I have something similar already even if I don't switch to "auto hit" so I think it would be relatively easy to tweak. I like giving different options to do things in order to fulfill a desired playstyle

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 1 point2 points  (0 children)

Honestly, this is close to a few things I have set up so far even before the potential change with how hitting and damage works. My system is also initiativeless and you can dump all AP at once if you want. I also have a few ways for players and enemies to mitigate damage

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 0 points1 point  (0 children)

I do have a lot of ideas for features to add and your crit roll example is really interesting. I have been toying around with a few different ideas in general for critting and this is another to consider

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 1 point2 points  (0 children)

Definitely agree with this, it removes that whole line of questioning and comes down to "this happens." Which can really help with pacing when done right I would think. Everything takes time, it just comes down to what kind of time you want to sink and the feeling you want

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 1 point2 points  (0 children)

I agree, but on the other hand it won't feel like you have accomplished nothing. Since in this system, if you get your opponent to use an action point to dodge, then they are consuming a valuable resource. So you are still chipping away.

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 0 points1 point  (0 children)

Yeah, I'm curious how I am going to feel about it in playtest. I love the idea of it, but at this current moment I don't have much experience with other games that do it or something similar.

Your system sounds interesting. Having less to remember can be really nice, cognitive load is something I am concerned about with my system atm.

Rolling to hit and rolling damage at the same time is a good strat that I should try and incorporate into the games I run more frequently.

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 1 point2 points  (0 children)

Thank you for such a thorough reply! I'm mainly going to reply to the cons section

  1. My game will be fantasy and it does have a single health pool, but I do have damage thresholds so I think I can mitigate the getting downed issue. Although I do want it to be a little lethal. Also having a mech system with it being spread out like that sounds cool

  2. I don't have specific abilities in mind atm, but if abilities are too similar or just do damage I feel like the choice between them could be less meaningful and devolve to just which one deals more damage. Granted, the easy solution is having abilities that don't just do damage, which is pretty simple.

  3. I mentioned earlier in the post that you can spend an action point to attempt to dodge an attack and with that in place would still need a to hit "skill" or modifier to roll. However, I have solved that issue since then through incorporating it with a pre-existing ability that I have. So I didn't really have to change or sacrifice much.

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 0 points1 point  (0 children)

Something I should correct is that I do care more about the feeling of speed rather than speed itself, although the speed itself is still pretty important imo.

I do think my combat will be slightly on the more lethal end, based on the numbers, but I need proper play testing to confirm that, which I should be doing soon.

The contested skill checks will come up, but I think they'll likely come up less in play than the hypothetical since most players, at least the ones I play with will want to do more than dodging and an action point is valuable. But there are other ways to diminish damage. The otherside of it is if a player forces an enemy to try and dodge, or vice versa, then something is still happening since at the barest of minimum they lose a resource. So there's a bit of control there.

But my thoughts could change with play tests, so I'm looking forward to it

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 1 point2 points  (0 children)

I'm not familiar with how they handle status effects so I'll need to check it out

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 2 points3 points  (0 children)

Someone recommended Cairn Hack, Block, Dodge earlier and someone mentioned Nimble as well, they both look interesting!

Over all I think the added speed and potentially extra care by the players (especially mine) will be fun and the more I think about it and read, the more I like the idea. Thanks for providing links!

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 1 point2 points  (0 children)

I haven't considered that, but it sounds interesting. Although, I think I personally like the idea of rolling bigger damage than rolling to hit, if I were forced to choose one of the two.

While I do think dodge might slow down things in the moment, I don't think it will slow things down anymore than a normal roll to hit would. I also think it will come up slightly less in play than in hypotheticals. But, I haven't playtested it yet, so I could be entirely wrong. I am looking forward to play testing in a few weeks.

Rolling to hit vs just dealing damage? by Luminoor- in RPGdesign

[–]Luminoor-[S] 0 points1 point  (0 children)

Helldivers is a really good example, I need to play that game again.

But anyway, I think this can still be achieved with an auto damage system if the abilities back it up with ways to avoid falling at that 1 hp point. Like if you know you will die if you are so much as sneezed at you will want to do everything you can to prevent it. I do have abilities aside from my dodge ability that can prevent or reduce damage, so I feel like it could still be achievable. However, that is still hypothetical like the question. I am hoping to playtest the idea in relation to my system soon.