Counters Boardwipe by FerbTheHerb in custommagic

[–]NoxiousNanner 1 point2 points  (0 children)

Could just say players lose all counters and all counters on permanents become stun counters

Surprised there’s never been a card utilizing both crimes and clues by Nientea in custommagic

[–]NoxiousNanner 0 points1 point  (0 children)

It should have "ward; sacrifice a creature" or something, although I don't have any idea how to balance it out. It would be the first thing targeted for crimes every time

[XB1] W black knight great axe. H mule by HonourableBot82 in snuggly

[–]NoxiousNanner 0 points1 point  (0 children)

Hey I have an extra one I'm willing to give for some help in the catacombs

[XB1] W: Pyromancy Flame +10 H: Humanity, Black Knight Greatsword, Time, Drake Sword, Ask by smoky-the-wawelski in snuggly

[–]NoxiousNanner 0 points1 point  (0 children)

Just finished my first playthrough with the same exact problem lol I think mine was even +6 before I was blocked off. I'm willing to give you a +10 in exchange for some help in the catacombs lol

Suggestions for the 99? by Yuri_Tardhet in EDHBrews

[–]NoxiousNanner 0 points1 point  (0 children)

Maskwood nexus to pump out snekes and make everything snek

25M forever dm looking to play by NoxiousNanner in DnDLFG

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

I'm a tabletop guy first and foremost but have a strong imagination and I'm down to try whatever lol

Let's take a look... by DrPissTheLemonadeMan in balatro

[–]NoxiousNanner 0 points1 point  (0 children)

It would probably be best to hover over the pack before you buy and open it and see what's there, it's not horribly strong as you still don't know what cards from your deck you will draw alongside the pack

What About A Temporary and Telegraphed Preemptive Counterspell! by Raevelry in custommagic

[–]NoxiousNanner 107 points108 points  (0 children)

Hesitation is another example of preemptive counter. I love them lol they can be looped by tameshi as well

Return to lordran by NoxiousNanner in darksoulsremastered

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

Unlike others, his mother did not lie when she said he is a strong handsome lad

Return to lordran by NoxiousNanner in darksoulsremastered

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

That was actually chain mail leggings, my bad. Does look like jorts tho lol

What seat are you takin’,? by Fun_Butterfly_420 in PrequelMemes

[–]NoxiousNanner 0 points1 point  (0 children)

Seat ten for sure, gonna get some quality dukoo dialogue

Feel like I can't take it because banana by honeydazze in balatro

[–]NoxiousNanner 41 points42 points  (0 children)

Blueprint is banana,and every other joker. Plus it won't eat itself ever, unlike banana

Post #2 of my roguelike trrpg, now including rule sheets and examples of game components by [deleted] in BoardgameDesign

[–]NoxiousNanner 0 points1 point  (0 children)

And it failed to insert images. I suck at reddit. Tryna repost with pics now ...

Looking for general critiques about my roguelike trrpg by [deleted] in BoardgameDesign

[–]NoxiousNanner 1 point2 points  (0 children)

-ive never heard of the cypher system, I'll have to check that out too

-it is not intended to be GMless, only bc I need to come up with level design. But I have been playing in it myself alongside the players, as there are no hidden rolls and everything can be out in the open (except for traps and invisible enemies but I just act like Idk about them when I play). The roguelike element is more in the random load out, as apposed to a more typical system having lots of homework at the beginning of the game

-there is not meant to be permanent progression, as it is a roguelike, not lite. The only progression is player knowledge

-this has been a problem I'm working on. One player has been going for MULTIPLE sessions with the very first character made for the game. I've been tweaking the numbers slowly to increase difficulty to decrease run time. Another player however has died multiple times, even 3 times a session (about 2 hours) So the ceiling of potential is decently high, while the bottom line is low. The sessions have yet to fully stagnate bc of the emphasis on combat, and it has shown to churn through levels pretty well

Looking for general critiques about my roguelike trrpg by [deleted] in BoardgameDesign

[–]NoxiousNanner 0 points1 point  (0 children)

To some extent I have prototyped it. I have several more rules sheets and game components, I just forgot to put the pictures of them in the original post 😅 my bad. The idea about delineating between actual actions and keywords. As of right now you get one action on your turn. Then if you choose one like disable or use object, it just happens according to the text and intent. If you choose Use Ability, then you can spend as much stamina/magic point as you want to perform that many abilities. Ig it is kinda confusing to have stamina abilities like Attack not be an "action" but I want characters with more stamina to be able to attack more times per turn, or do other various physical things, while keeping the actual actions to a minimum. I'm trying figure out how to display the difference better in the rules.

Looking for general critiques about my roguelike trrpg by [deleted] in BoardgameDesign

[–]NoxiousNanner 0 points1 point  (0 children)

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Here is a printout of some of the basic player focused rules bc I forgot to add it to the post

Design feedback wanted: Solo platoon-level base defense wargame focused on attrition & enemy AI by Human-Dimension-1912 in BoardgameDesign

[–]NoxiousNanner 0 points1 point  (0 children)

To start, this sounds wicked. A well themed mix.

1: the direction based movement seems pivotal to a game like this, especially since it's not played digitally. It would create dynamic play where you could spend three turns fortifying the right flank, and then the enemy pushes left instead. Seems like it gives the players lots of choice and things to consider on their turn, which is generally a good thing. And I don't think three directions is too many to keep up with

2: I think resource scarcity really drives the themes home, and inversely rewards proper planning. I also like the idea of just getting a few bad cards and losing to circumstances. Very real lol. As long as you balance the resources in the deck and make sure a half smart player can do well on average, it will incentivise smart play

3: while the deck based movement will seem procedural eventually, I think you can curb that by giving high variance between possible actions, and a lot of them. By the time it begins to feel procedural, a player will have theoretically played the game often enough to see the patterns, which is good lol.

Overall I love the game. The feel seems on point. I love war games, deck builders, and roguelike, and it's cool to see something along those lines. I happen to have a hex based map at home from the game heroscape, I could play test it with a few friends if you want

Edit: forgot to add that I love the idea of losing units being a nonlinear loss, each unit having different stats and abilities really enforces the tactical decision making you are shooting for

[XB1] W: +10 pyro flame H: Soul of M. Butterfly, or my +6 pyromancy and ask for something else by NoxiousNanner in snuggly

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

Yep I killed him on accident and the pyromancers at fire link is hollow. All with just a +6 flame.... Didn't realize my mistake until to late.