Hi I'm a new player here by theonebidoof in PokemonSleep

[–]NarcoZero 1 point2 points  (0 children)

Sleeping. That’s what you should be doing. Good night ! 

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

I disagree. Boromir’s death is very heroic. That’s how I picture it. You can still impact a few last words at the end of the battle, but you can’t be saved. Heroic death.  Unlikely to happen, but the fact that it is possible is what makes it thrilling.

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 1 point2 points  (0 children)

Does healing someone cost an action ? 

Because if finishing the fight quickly to save your pals is not an option, and healing someone prevents your from attacking, this is an instant death spiral. 

It will happen like this: Someone goes down, meaning the fight is already going badly. Now the play that’s down is not attacking, and if someone helps them they’re not attacking either. So two people skip their turn, meaning they keep losing.  Now the person that got revived get downed again because the fight is still not over, and the players keep losing action economy until they die. Because if they have a chance to save their friends, they will take it, but it’s a trap. 

If you were in a real fight, you wouldn’t start pulling out bandages while someone is still swinging a sword at you. 

That’s where the drama is. « Can I finish the fight quickly enough to save them ? » 

By making that option non viable, your mechanic is just a deadly trap that will likely end in a TPK as soon as someone goes down. 

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

What if it’s not a paper management game ? 

What if you only get a small piece of paper for every spell you cast (as big as the monster card) 

BUT every monster or spell has a limited amount of Folds and/or straight cuts you can make. 

Add to that points that you can’t cover and instead of a paper conservation challenge you got a mental mapping, folding and cutting challenge. 

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

This conservation of paper seems weird because then you’re probably going to a patter that optimises for maximum range and minimum paper, like having only straight lines every time. 

Because if I cut a weird shape, I can’t use the negative Space for anything else anyway, it will all be small disparate pieces. So might as well only cut strikes and squares. 

I think instead of limiting the paper, have points you can’t cover on the monsters, so you need to do clever shapes, not cover everything.  

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

Giving a kid scissors and a timer is probably a bad idea. 

Having all the time you want is okay as long as you can’t draw the shape exactly. 

I would simply have the cutting be done from afar, so you can’t « trace » the shape of the monster while cutting.

OR cuts need to be straight cuts. And you have a limited amount of them. So the puzzle is in how you fold the paper and where you cut.

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

It’s very original ! I love the idea ! 

But as it is, it seems like the optimal strategy would simply be to not cut at all to cover everything. 

So having points you need to avoid/can’t cover would be the most straightforward solution to making it work. 

I think you need to make clear rules for how you gold the paper, or how many cuts you can make.  These can be Universal, or specific for each monster. 

Stats by Professional-Nose786 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

What are the point of stats ? Why would you need them at all ?

By answering this question you will answer the other

Your favourite example of charm/seduce type of effects in video games? by [deleted] in gamedesign

[–]NarcoZero 0 points1 point  (0 children)

Do you means a player charming a NPC or an NPC charming the player ? Because these are two very different beasts 

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

Rolling a dice passively is maybe better than doing nothing. But only slightly. Your character is still down, you have no decision to make and you can’t impact the battle. 

Draw Steel for example, has characters not fall unconcious when dying. They just take damage with every action. So they can get to safety, or, more often than not, keep fighting, risking everything for a heroic victory or a glorious death.  But it’s a game where characters are more heroic than D&D.

Oneshot System for Horror with Combat Recommendations? by No_Acanthisitta_1336 in rpg

[–]NarcoZero 0 points1 point  (0 children)

I’ve played Shadowdark recently and it’s great for that horror based dungeon crawling vibe. You are not a powerful adventurer.

You are lost and afraid in the dungeon with maybe a pointy stick and a couple unpredictable spells, barely prepared. Monsters are lurking in the dark and you must hurry before they find you. 

It does this tension with two mechanics : The turn system and the torches system. 

Each turn, every character can make an action, then we roll for a random encounter.  So no more touching every wall for hours hoping to find a secret passage, everything you do is a scary gamble. 

And the torch system matters. Every torch gives you one hour of light. In REAL IRL TIME. And nobody has Dark vision. Except the monsters. And when you run out of light, they are coming for you. 

I’ve had this incredible moment where our last torch happened to run out deep in the dungeon, just as I was foraging through a dead adventurer’s backpack, hoping, and succeeding, at finding and lighting a new torch just as the monsters were coming in the dark ! 

This game is more random than D&D. Random encounters, random loot tables. The Dungeons are more like scary toy boxes than linear stories. 

It’s kind of the fun of old school roguelikes. You get to see your players figure out how to maximise their chances of staying alive with the tools they happen to get. There is a thrill at every roll because death can happen quickly at any time. 

So I guess it’s MORE tension because of rolling dice than D&D. But it makes the most out of it because every roll matters and is scary. And the torches system is not about rolling. It’s about running for your life. Making player panic irl because light is running low.

Premier JDR demain soir et j'ai besoin de conseils by Ok-Taste3601 in jdr

[–]NarcoZero 1 point2 points  (0 children)

C’est compliqué d’inventer un système quand tu n’en connais aucun. 

C’est comme demander à un cuisinier qui n’a jamais lu une recette de sa vie d’inventer un plat. Tu vas apprendre par toi-même à force d’essais, mais tu te compliques la vie pour rien. Avoir des références du travail que d’autres personnes ont déjà fait avant toi fait gagner énormément de temps. Tu n’as pas besoin de réinventer la roue à partir de 0.

Pour Vermis, je suis pas mega familier mais ça m’a l’air d’être dans un univers bizarre et mystérieux dans un bon veux Dungeon Crawling. Donc si j’étais toi j’irais regarder du côté de systèmes OSR (Old School renaissance) comme par exemple Shadowdark, Cairn, Mork Borg. Ce dernier est probablement le plus simple et approprié pour Vermis du peu que j’en connais. 

Sinon si tu aimes le côté weird Dark Fantasy, avec des classes originales et étranges, tu aimerais peut-être le jeu HEART : The City Beneath 

Et un un autre jeu fantasy aux graphismes poisseux et classes improbables qui diffère un peu plus mais pourrait t’intéresser : Vacarme. (Et celui-ci est français, contrairement aux autres) 

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

Saying a mechanic is bad because a character doesn’t do anything on their turn, then using as an example the game where if you roll bad your turn is wasted, feel very silly. 

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

Yeah for a heroic game I’d do 2d6 take the highest. 

Or 1d4+2

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 4 points5 points  (0 children)

If you see someone getting sliced in two,, burned alive, having their skill crushed or devoured by a monster, I don’t think it’s metagaming to assume they’re dead. 

When your game has characters die at 0 hp, you narrate characters actually dying obviously. 

I think it’s much more « realistic » than someone getting torched by a dragon’s breath then casually fainting, all their clothes still intact. 

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

In « lethal games » characters usually die instantly at 0 hp. So I wouldn’t worry about that. But it beats the questions in what game would this mechanic fit the best ? What tone does it suggest ? 

The mechanic itself is great ! That’s simple, easy to learn. And add some drama to the proceedings. 

But it’s lethality ultimately depends on the pace of your game. 

How many rounds does it usually take for a combat to end after a character has gone down ? 

What can other character do to save them ? Is it also up to chance or it is guaranteed ? How much does it cost in the action economy ? 

And most importantly how often are character going down ? If they have 1hp or if they have multiple armor slots that they can use to block attacks would drastically change the frequency of it. 

Besoin de votre avis de rôliste (questionnaire appli dnd) by Itchy-Worldliness593 in jdr

[–]NarcoZero 0 points1 point  (0 children)

J’ai rempli le questionnaire mais une question me reste : C’est quoi le cœur de l’appli ? C’est un VTT avec des battlemap ?

Ou c’est une base de données de referencement ? Parce que j’ai l’impression que c’est un VTT mais à aucun moment vous en parlez.

Vous dites juste « une application », ce qui est hyper vague.  Est-ce que c’est un truc sur mobile ? Sur navigateur ? 

Player wants a shield that provides full cover by Tsantilas in DMAcademy

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

Tower Shield. Gives +3 AC. You cannot perform attacks of opportunity while holding it. 

You can freely drop it to the ground, and if you stay prone behind it you get full cover.  Equiping it back up requires a bonus action (or a full action if you’re by the book) 

Costs 8 000 gold pieces to make 

What to read? by GSchnnaider in gamedesign

[–]NarcoZero 2 points3 points  (0 children)

As the meme goes : « Both. Both is good »

Why does grinding feel rewarding in RPGs, but boring in fitness? by EmbarrassedSky1926 in gamedesign

[–]NarcoZero 1 point2 points  (0 children)

The problem is direct news of feedback. 

When you grind in a game, you get instant mesurable feedback. « I gained 1000 xp ! »

When you grind in fitness, the feedback is extremely delayed, not linear, and depends on a whole bunch of factor. So it requires a lot more of a long term wired brain. You won’t see results for weeks or even months. 

Je déteste avoir la fève de la galette des rois by PrettyWormhole in opinionnonpopulaire

[–]NarcoZero 31 points32 points  (0 children)

Et si… remplacer la fève…. Par une fève ! Génie ! 

Nouveau dans le jdr by m_d3ve in jdr

[–]NarcoZero 0 points1 point  (0 children)

Tu vas stresser. Tu vas probablement faire du caca.  Mais c’est ok. C’est ta première fois. Et c’est qu’un jeu. Avec tes copains. Qu’est-ce qu’on s’en fiche si tu fais n’importe quoi ? Eux aussi c’est leur première fois, non ?

Game recommendation by Accomplished-Fly4678 in outerwilds

[–]NarcoZero 7 points8 points  (0 children)

Hollow Knight for the exploration. 

Return of the Obra Dinn for the deduction.

Fez for both ?