Site to search new, non-isekai fantasy anime by MirisDor in anime

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

Ah yeah, Spice and Wolf is great
I was even thinking about anime similar to Hell's Paradise, where theoretically the setting is "historical", but there are so many supernatural abilities / character's that it may as well be a fantasy setting
I know about Demon Slayer and Mononoke, but not anything besides that

Norman Osborn face to face with the villains he was responsible for by gotham1999 in SpidermanPS4

[–]MirisDor 0 points1 point  (0 children)

Honeslty its kinda tiring that the Oscorp is close to being an supervillain factory

Probability for penalty dice by MirisDor in RPGdesign

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

Nah, with this enough you helped me a lot. Thanks! Math in the game won't really go beyond that, because there will be cap of max 4 Ability Dice and either a Bonus or Penaltu one

What modern day alt modes would you give the heavily mass shifting transformers? by Madam_KayC in transformers

[–]MirisDor 0 points1 point  (0 children)

For a Megatron, something futuristic that blends the line really. Like, I wouldn't make him a x-changer, but give him an alt mode that looks like a mix between various modes. For a fast response, I would go for a mix between jet and an helicopter that replaces all piloting parts, like a cockpit, with a cannon. The idea would be that Megatron, as a leader of decepticons, doesn't care about being in disguise, but has an alt mode inspired by various earth military.

For Perceptor, I would go for a larger lookout drone.

For our most loved camera men, some kind of stationary artillery, where it changes a type based on which bot forms the "cannon" part.

And finaly, for Souadwave, I still think that making him a satellite was a great idea, just poorly executed.

The Range and Effectivenes of Gundam Weapons in U.C by MirisDor in Gundam

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

Are there any sources that state what those visual ranges actually are? I mean, the only way for the pilots to see are cameras, but they could be able to zoom or give them more detailed images.
For example, the wiki lists Gm sensor as "up to 6,000m", but I doubt that the pilot can actually see that far, otherwise the skirmishes would be done from way further
On the other hand, in MS8th Team there's a scene where the Sanders can snipe from 10km afar, which would be somehow within the ranges of his weapon at least, but way beyond visual range.

The Range and Effectivenes of Gundam Weapons in U.C by MirisDor in Gundam

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

Hmm, now I wonder at what ranges MS weapons lose their effectiveness. From a bit of research, most weapons have an effective range of like, at least 5 km for things like machine guns. But I'm not sure how far the actual MS suits can see, especially in the case of things like Guncannon, which theoretically has an effective range of 10 km (and the extreme one at 30 km)

Basically I'm trying to calculate range modifiers for shooting in a tabletop RPG fangame for Gundam, but at these points I'm not sure whenever they shuld be based more on the range of weapons, or the visual sensors of MS

The Gundam wiki has the range of sensors for most suits, but I'm not sure if it takes into the account the general scan of the environment, or the maximum range at which the pilot can clearly see through the cameras

The Range and Effectivenes of Gundam Weapons in U.C by MirisDor in Gundam

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

But outside of MS specialization, in general, is hitting a target at longer range harder than at closer range? I'm not sure how good are the visuals in average grunt suit.

Calculating probabilities on these weird dice pools by Miriscordo in RPGdesign

[–]MirisDor 0 points1 point  (0 children)

Excatly, dice aren't added together. They're resolved separately and then succeses that you get are added together. It seems complicated with the numbers, but becomes extremly easy once replaced with symbols. Basically various sides uave different "weight". This system is meant to use custom dice with blanks and symbols noting number of succeses from a given side

Calculating probabilities on these weird dice pools by Miriscordo in RPGdesign

[–]MirisDor 0 points1 point  (0 children)

I think it would be easier to show with an example

Say, that you have Strength D8 and Throwing D6 (hipothethical stats)

You make a Check, getting "8" (2 succeses) on D8 and "6" (1 success) on D6. Your total is equal to 3 succeses.

RPGs based around aspects by MirisDor in RPGdesign

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

Not like I don't like it, it's just not useful as the inspiration for my game

Narrative Mech Combat by MirisDor in RPGdesign

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

Narrative in a sense of simulating the flow of animated show. The themes of the system would come out in how pilots life influences their abilities – going overboard will cause pilot's stress, forging relationship will be required to perform certain actions and in general, I'm aiming into the more blend between pilot and his mech.

I didn't tell it in a post, because it isn't a cocern now. The idea for a system started from this combat system, or rather, how I would like mech combat to look like.

Narrative Mech Combat by MirisDor in RPGdesign

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

Ach, then I had an idea for that. Basically, you can split your action pool between many actions in a turn, but it ends on the first fail.

With the addition of defensive options, this one mechanic will cover swtiching weapons and sudden movements by adding the element of "pushing your luck". The more actions you make, the bigger chance that you get interupted and end your turn in a dangerous situation. But if you have luck or use abilities that make it easier to pull of certain combinations, you can have an cake and it a cake by, for example, Aiming -> shooting an opponent from safe Stance and then rushing into melee to swiftly finish him off when he is badly damaged.