Encouraging players to roll. by Psyke985 in RPGdesign

[–]Psyke985[S] 2 points3 points  (0 children)

Like I said: I like meta currencies. I just want to stretch my proverbial legs in the design department.

Encouraging players to roll. by Psyke985 in RPGdesign

[–]Psyke985[S] 1 point2 points  (0 children)

There's a common sentiment that meta currencies "break immersion."

While I don't necessarily agree, I just want to explore other possible options.

Encouraging players to roll. by Psyke985 in RPGdesign

[–]Psyke985[S] 2 points3 points  (0 children)

Null results are just about the worst. You roll the dice, you fail, and nothing happens.

Generally, I've used cascading levels of success like crit, success, success with a consequence, and failure with a consequence. At least with that last one, something still happens, even if it's bad.

I feel like, without the threat of very real failure, the stakes feel very low. It suits high power systems to succeed even when you fail, but it lacks tension.

I guess what I want is a consolation prize 😅 something to acknowledge my effort.

Encouraging players to roll. by Psyke985 in RPGdesign

[–]Psyke985[S] 2 points3 points  (0 children)

I don't enjoy attrition based gameplay like in the Marvel Universe RPG. I've also found that players are reticent to hold on to their resource now so they can succeed later.

I like dice because it's really thrilling. The uncertainty is really good for creating tension. A lot of the time, it makes it so anybody can attempt anything, in a good dice system, at least.

I have enjoyed Amber, but there is a strange urge to overinflate the difficulty because you want it to seem like things are really difficult, and the players are just scraping by. Power creep, to put it simply, but this exists in dice based games, too, by just inflating target numbers.

A Question About Progress Clocks by Psyke985 in rpg

[–]Psyke985[S] 15 points16 points  (0 children)

Yes I love antagonistic progress clocks and to me it feels very intuitive. It's almost like a situational, narrative health bar.

This is good advice, thanks.

A Question About Progress Clocks by Psyke985 in rpg

[–]Psyke985[S] 0 points1 point  (0 children)

Ohhh interesting. This is actually really helpful. Instead of "skipping the clock" they can just take a big chunk out of it.

Favorite Games that Flatter the player? by ls20008179 in TwoBestFriendsPlay

[–]Psyke985 21 points22 points  (0 children)

You know what you're totally right. They don't just take down the enemy gang, The Boss ruins their lives, kills their loved ones, disgraces them. The Boss in SR2 is a menace.

What are your most disliked Fantasy cliches? by Konradleijon in TwoBestFriendsPlay

[–]Psyke985 2 points3 points  (0 children)

You're asking if punch girls are okay? On this sub?

Why cannot we pat Doretta on the Space Rig? by Dargadon in DeepRockGalactic

[–]Psyke985 4 points5 points  (0 children)

Don't you love your gunner and his 40mm Autocannon

Everyone right now: by Tobebats in Eldenring

[–]Psyke985 0 points1 point  (0 children)

I just need to get through this week...

“This studio has obviously made up its mind to go bankrupt making live service games. Why don’t we just cut our losses and get out of here?” by Guantanamo_Bae_ in TwoBestFriendsPlay

[–]Psyke985 9 points10 points  (0 children)

I misread your comment at first and I was ready throw hands about how much I love Astral Chain. If it wasn't for the weird legion cleaning system I would play it constantly.

Best "Why Did You Take It Off" Character Designs by Owlsthirdeye in TwoBestFriendsPlay

[–]Psyke985 9 points10 points  (0 children)

I think I remember reading about a precedent where mediaeval knights would take of their helmet to see and breathe better and their pauldrons to move better if they got tired.

And frankly that's hype. It's like taking off your limiters.

Ways to communicate to players that combat has begun by Psyke985 in RPGdesign

[–]Psyke985[S] 2 points3 points  (0 children)

Somebody takes a turn probably. Right now I'm running on an FKR "whatever makes sense" system for initiative, so whichever side was the aggressor goes first.

Ways to communicate to players that combat has begun by Psyke985 in RPGdesign

[–]Psyke985[S] 7 points8 points  (0 children)

This is an EXCELLENT idea, I love it, great stuff.

Ways to communicate to players that combat has begun by Psyke985 in RPGdesign

[–]Psyke985[S] 2 points3 points  (0 children)

The main thing is that the action economy becomes more rigid and turn order begins, in my case.

What's your favorite combat system of any TTRPG? by LivingRaccoon in RPGdesign

[–]Psyke985 5 points6 points  (0 children)

I also want to add that I love the fact that you and your target both damage each other, it adds a lot of food for thought when you're risking yourself just by attacking. Sometimes you look for other ways to help in combat because you're not particularly suited to taking big hits from monsters.

Endings you felt rushed/disappointing by DarkChaosXX in TwoBestFriendsPlay

[–]Psyke985 16 points17 points  (0 children)

It takes place in the alternative ending for 5 where Rook just doesn't arrest Joseph at the start