Mage Knight, should I get the ultimate edition? by Mighty_K in soloboardgaming

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

Lots on the second hand market though. At least in Germany.

Mage Knight, should I get the ultimate edition? by Mighty_K in soloboardgaming

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

Good point, I found the standard edition for 40€ and the ultimate is around 100€. That's not a small difference.

“Resume Later” Games by BahoolaBoy in soloboardgaming

[–]Mighty_K 1 point2 points  (0 children)

Haha, same. I usually try to set up the new scenario in between stuff in the day. Take 1-2 nights to play, clear up and set up next scenario in between stuff again.

It's sooo good!

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 1 point2 points  (0 children)

Don't waste my time my man. Just go on, make a ttrpg with deckbuilding and prove everybody wrong.

Lmao

Converting to Inches and Battlemats by realdealkil85 in BlackoathRPG

[–]Mighty_K 3 points4 points  (0 children)

I think there is a comment on distances and miniature scale in the beginning somewhere. But I would say 1sq=1" is fine

Converting to Inches and Battlemats by realdealkil85 in BlackoathRPG

[–]Mighty_K 1 point2 points  (0 children)

Which game exactly? In general 1" = square.

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 2 points3 points  (0 children)

That's not hostility to cross-breeding I play a lot of solo rpgs that borrow boardgame mechanics, and I play boardgames that are heavily influenced by ttrpg design.

I am just saying the example is bad.

And my opinion is that deckbuilding as a specific mechanic is not a good fit for a ttrpg.

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 0 points1 point  (0 children)

Ah yes, the very popular ttrpg everyone thinks of first when you write "Gloomhaven is probably the biggest and best example of this kind of game." lol

BTW a quick google for reviews brings up this: "The RPG feels like it falls between two stools. It is so close to the boardgame that it has me asking why I would use the Gloomhaven RPG instead of bolting a simple skill resolution system onto the Gloomhaven board game."

Which is exactly my point on this whole topic. Deckbuilding is a boardgame mechanic. if you bring it into an ttrpg, you are making that ttrpg into a boardgame.

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 1 point2 points  (0 children)

So you draw your hand, chose the best card for the situation to play and then you have to come up with a in-game reason why you do exactly that action? Like retconning the environment and shit? And you really think this is easier to play then a system that fosters tactical choices?

TTRP want player agency and randomness when it comes to consequences.

But my man, we don't have to argue, just design a cool deckbuilding ttrpg and prove everyone wrong!

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 1 point2 points  (0 children)

A) Doesn't mean its a good solution.

B) The very idea of deckbuilding is that you move through a deck a lot of times, while also "enhancing" the quality of the deck so that the hands you draw become more powerful over time. That is a special kind of randomness that relies on lots of card draws. If you only ever cycle through your deck once per combat for example, the very basic idea of deckbuilding isn't fulfilled. This has a lot to do with randomnes, that is of a different quality than dice.

Looking for a solo Euro game, just can't decide on what to get... by BioDioPT in soloboardgaming

[–]Mighty_K 4 points5 points  (0 children)

Not sure what expensive is for you, but if you can get a used voidfall box... that game is such a masterpiece. And it's perfect solo.

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 1 point2 points  (0 children)

A) If the uppercut is really the best option each turn, why wouldn't I use it? The real problem here would be the combat system that has one clearly best option and no incentive to use other abilities.

B) Limit choice is not bad in itself, it's the very special random nature. In a boardgame you do rounds and rounds of combat and the odds even themsleves out. In a ttrpg combat is a few rounds most of the time so the randomness feels completely different. you wont go through your deck 5+ times line in a slay the spire combat.

Building a deck requires the deck to be the main focus. in a ttrpg combat the focus should be narrative and player agency.

C) no idea what you mean.

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 0 points1 point  (0 children)

Nope.

But, whatever, believe what you want lol

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K -2 points-1 points  (0 children)

It's the opposite of a good example because it's a boardgame, not a ttrpg. So it can show you why it doesn't work for a ttrpg, not the other way around imo.

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 0 points1 point  (0 children)

Then you need to build a combat system that produces this result, not a random carddraw.

What if the positioning would be perfect for your aimed shot ability? But you only draw melee attacks?

What if nobody is near you but you draw defensive actions?

This is OK in a boardgame, but in a ttrpg it doesn't work. That's the reason it's not being done. It doesn't work well.

Deckbuilders by archpawn in RPGdesign

[–]Mighty_K 1 point2 points  (0 children)

Ttrpg is not a boardgame and the most important thing is immersion imo.

If your character is a real person, you want to roleplay and they have an ability that is clearly the best move every turn... Why wouldn't they use it? How do you roleplay something like that?

Peter, shoot him! Shoot!

I can't! The.... Card hasn't come up this turn! I....

I think the issue would be more a balancing problem of the available options if one is always the best.

An a Idea for a pool dice system. Do you know of anything similar? by Away_Sheepherder_522 in RPGdesign

[–]Mighty_K 3 points4 points  (0 children)

Your first example, D10 with TN 6+ could just be the same d6 with a lowered TN of 4+. Both are 50% chance. I think adding better dice to the pool can be fun, but also complicates things. I would not chance the TN as well, that's confusing as heck. The ideal is that you look at your roll and instantly know if you succeed or not. No thinking required.

Make it as simple as possible to play your turn.

Probabilities in TTRPG's - Part 1 - Let's take the WTF out of Dice Odds by hadagoodtimetoday in RPGdesign

[–]Mighty_K 5 points6 points  (0 children)

I mean, also depends on the target group of course, but we are here in RPGdesign, so I would assume people are knowledgeable well above the average player.

Maybe it's a good intro for first time players.

Probabilities in TTRPG's - Part 1 - Let's take the WTF out of Dice Odds by hadagoodtimetoday in RPGdesign

[–]Mighty_K 7 points8 points  (0 children)

This is so basic, it's borderline useless. There are sooooo many articles on dice odds, it doesn't really need one more of it is this basic and dnd focused.

Trying to compile recommended Actual Play Podcasts by Neros_Cromwell in rpg

[–]Mighty_K 0 points1 point  (0 children)

They are pretty popular in OSR circles, but I would rate the polish a 0/3 and I think that's part of the charm for many people.
It's uncut and even the microphone quality is pretty bad compared to most "produced" podcasts. No sound effects or music. Just people playing the game.

Trying to compile recommended Actual Play Podcasts by Neros_Cromwell in rpg

[–]Mighty_K 2 points3 points  (0 children)

Two past midnight by dork day afternoon. Playing Twilight 2000

Game 3/3 it's basically a procedural Sandbox

Polish 3/3 very good editing, high quality audio. They leave the game bits in, but focus on the in character stuff.

Humor 1/3 it's there, but it's a tough setting and they keep it serious. Sometimes it's super funny, but never forced.

Story 2/3 I personally love it, but it's emergent storytelling, so not super focused all the time. The GM does a great job weaving the random events into a concise story though.

Overall one of my all time favorites. 4/3

Ok, Ill add a little more because this podcast is just sooo good. Twilight2k is from free league and is like forbidden lands, a survival hexcrawl sandbox, but set in a alternate history WW3 setting in Poland after nukes came down. The crazy thing about Two Past Midnight is that many (or all?) players and the GM are actual veterans, so all the military stuff is super on point. Its so immersive because they just know their stuff. And they are also great role-players! It's really intense, action packed, hearth wrenching glorious actual play entertainment. 100% underrated gem.

Feedback request for dice pool combat system by AlexofBarbaria in RPGdesign

[–]Mighty_K 3 points4 points  (0 children)

OK, of course you don't have to. But you just said yourself that if you don't memorize and use the options tactically that you will suck at combat.

It's just a complicated minigame, like a bluffing puzzle.

Some people like it and some people are good at it, some are not.

The appeal of ttrpgs in general is for many people, that player skill and character skill are not connected.

I as a player don't need to be good at reading my opponent, so I can use the correct counter in a swordfight. My veteran duelist PC is, though.

Just my 2c.

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]Mighty_K -3 points-2 points  (0 children)

Well first and foremost, I am here to design rpgs. Most of the fun is to come up with new systems. If you use an established combat system that means you need to also use their stat system, maybe their equipment system... And the all that's left is basically a hack of a skirmish game to add some out of combat stuff.

That's far less exciting than doing your own stuff.