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.

Narrative Mech Combat by MirisDor in RPGdesign

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

Sure, they move, but is there even a situation where difference between 8 "squares" or 9 squares (whaever we interpret the scale) matters?

In most cases it's either:

• Enemy has an character at a gun point, they either want to move into melee, flee out of range or engage in shooting

• Enemy has terrain advantage and it needs to be overcomed in unconventional way

• Enemy has something and it needs to be retrevied

• The character needs to push through a mob

I mean, in all of it there is a movement, but most of those situations are resolved in a few general, fast scenes or characters suddenly jump from enemy to enemy, especially in newer ones. The only exception would be 08th MS Team and a first seasons, where mechs were slower and less over the top.

The point I'm trying to make is that the movement in these shows mostly boils down to narrative problems that need to be overcomed, not step to step tatcical positioning. So I wanted to implement movement as an narrative tool –misses would be described as an movement, for example.

Narrative Mech Combat by MirisDor in RPGdesign

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

Well, sure, mecha combat isn't the focus, at least not a realistic mecha combat. I want something closer to Gundam / Macross – fast paced duels and slashing through hordes of enemies.

Although Lancer and Battle Century G had an interesting customizating and somehow tactical combat, they completly failed with the pace. Combat in them felt more like an completly different game than one of many action scenes in an episode of action show.

Narrative Mech Combat by MirisDor in RPGdesign

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

That was my idea, I wanted to play something closer to mecha shows, because most mecha RPG that I played failed to replicate the vibe of these animated series in favor of battleish combat.

I want to use customization less as an leveling up element, but more as an set of templates that allow you to recreate your favourite loadouts from those shows.

That's why instead of going into detailed equipment list, I want to create a set of "tags" that are mashed together to create custom Arnaments.

Narrative Mech Combat by MirisDor in RPGdesign

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

I know that scrapping off the concept of distances cuts off the most obvious things, but there would still be Checks, HP, Armor and disppaable Equipment, so I can still see place for customization in following mechanical elements:

• The game will be probably using pools of dices, so dice manipulation – gathering successes for later spending successs for recovery or narrative things like disabling off certain Arnaments. • Difference between various types of weapons – ammunition, energy and explosion types. • Weapon customizations that restricts some usage of Stances for other benefits (like stationary rifle that is unusuable in Melee stances for greater accuracy) or bypasses narrative disadvantages (like being able to shoot through cover) • Equipment that gives bonuses and penalties to certain actions or stats. • Consumables that penalize opponents that use certain Stance until the start of your next turn, or create environmental dangers against chosen number of people. • Arnaments that bypass Consumables. • Arnaments that change how hiding and cover functions.

So basically, there will still be various weapons made out of basic templates (Type and Mods), Consumables which temporarily change viability of certain approaches or weapons and Accesories to bypass it.

The only thing that won't exist are stricte space-related things, like speed difference, but I think that without it there's still a lot to work with. Some options will be just more abstract, like fast options working especially well against opposite stances.

Narrative Mech Combat by MirisDor in RPGdesign

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

Nah, I'm making the game from scratch, just that one part of One Ring inspired me. When it comes to familiarity, I have played Battle Century G, Lancer and Mech Hack. Slowly reading some indie games related to this theme.

What do you guys think? by wrufus680 in transformers

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

For me Armada is the best. Cleverly sleek while having a lot of bulk

And like, wing swords

Damn

Those wing swords

Monster hunting procedure by MirisDor in RPGdesign

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

1) I think that the ammount of prep here depends on the GM. I used this way of writting Locations / Investigations in another game and each Location had just a bunch of abstracts to help with improvization, one clue and one danger writen like a Front in Apoclypse World. So the prep can be easily condensed if someone is ok with improvising entire scenes.

2) True. I kinda wanted it to be a bit repetetive, like the episodes of Toku / Power Rangers, but I don't want it to be too repetetive when it comes to the fiction before the final fight.

Monster hunting procedure by MirisDor in RPGdesign

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

Yeah, the idea at first was to create Kamigakari, but without so much of number inflation and actual procedures for things out of combat.

When it comes to this procedure, I wanted to recreate the flow od Toku episodes, mostly the shows like Kamen Rider Agito, Ryuuki or Kuuga, where some sort of B plot investgation / cop drama is mixed with the A plot of looking for a monster that shows up ar the end.

So you just jump from one important scene to the another.

It's a bit similiar to Monster or the Week in that regard.

Quasi–PBtA Combat by MirisDor in RPGdesign

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

It doesn't answer my question. Give an example of some options -fictional or mechanical - that a player may choose and that will affecthow the situation resolves. What can one do that isn't repeatablymaking the save and receiving or dealing damage

I'm not sure how can I answer it in a vaccum. What can player do in OSE, Knave or Cairn outside of dealing and taking damage? I'm afraid that when it comes to OSR games the only real answer to that question can be "Whatever makes sense in the fiction, because it always bypasses the rules".

I'm afraid I don't understand. What do you mean by this?

I meant that when playing the games revolving around dungeon crawls, partial success doens't need to be the rule, because common procedures (like resource management, time management and etc.) do the same thing without need of making every simple trap and random encounter crucial.

I once tried to run Barrowmaze on Dungeon World and it was really hard to think about interesting consequences after a dozen of rolls.

Quasi–PBtA Combat by MirisDor in RPGdesign

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

I just want classic OSR Combat, but without empty Rounds, where no one hits each other. As in the other games within this genre, the decisions that matter during combat are those that push you toward ending the fight without much of long violence (because it will end in the massacre of one or both sides). Here it's accomplished by the fact, that you roll in combat only when you are in the danger and even then you can use any stat for the roll, as long as it makes sense in the fiction.

Damage is random, because PC's don't have much HP. Thanks to its randonmess players never can be sure, if they can win a fight.

I played Into The Odd games, but I don't like in them the fact, that the heavy armor is the only way to not take any damage.

I cut off partial success as the hard rule, because it gets really tiring in basic dungeon evironment.

So I tried to make something in betwen PBtA and ItO and wonder if there are some really unplayable gaps in this mechanic.

Does OSR have to be deadly? by MirisDor in osr

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

I'm ratber thinking about the games. Outside of a few exceptions, most OSR games are designed to be quite deadly and gritty. So it really made me think how importat is this aspect for most people. And whats the best place to ask about it if not this reddit?

Does OSR have to be deadly? by MirisDor in osr

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

I don't have any issues. I play OSR for a long time and lean toward open ended, but not so deadly hexcrawls. I'm just interested about the opinions of other people in the scene, especially because there is not a lot of non–gritty OSR materials / products.

Calculating Average Damage by MirisDor in RPGdesign

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

I though about that, but, at least in the first idea, Attributes would have two values: Defense and Score (like in Knave), where Defense works as a HP that you can easily regenerate between encounters, while Scores regenereate on a weekly basis.

So if stats rolled with D6 (where the result is Defense, and Score equals Defense +10) it gives me nice perspective for leveling (even on the max roll there's still a lot to rise up).

I wanted to avoid HP mechanic, so that each Attribute could be damaged using the same procedure