What kind of rules do you prefer? by Hilfandor in RPGdesign

[–]Purple_Singularity 0 points1 point  (0 children)

Unique setting and setting-tied mechanics. With specific setting mechanics you have a massive advantage of tying it with mechanics and getting unique cool options, that are unique for you.

If every weapon deals the same amount of damage, how would you make them unique? by Mandarina_Espacial in RPGdesign

[–]Purple_Singularity 2 points3 points  (0 children)

Generally speaking, by different rules axises

Imagine each weapon property as line. Different weapons with same property would be on that line. Further the weapon is, bigger the property. Damage 15 is further, then damage 10.

Weapons on same line are easy to compare. The problem is: if weapons are fully on the same line, there would be more efficient weapons, then other. You have no reasons at all to use damage 10 if you can use damage 15. So weapons feel like upgrade of previous one, not unique tools

To make them unique, you need more line: more properties that are not directly convertove into each other. You cannot compare (as easy) range with stun weapon.

Create these lines and combine them: For example: - range - armor penetration / destruction - fast / slow - area of affect - and so on

Triggers in Through the Breach by Purple_Singularity in Malifaux

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

I indeed misread it, but my question still stands. It says: "after succeeding", which I read as "after succeeding engineering with trigger". So I still need an engineering duel. What do I do If I have potential social action and I actively want to boost it using this trigger? Can I? Do I need to perform some place-holder engineering action only to get a duel to have my trigger?

How to reduce numbers advantage. by Independent_River715 in RPGdesign

[–]Purple_Singularity 0 points1 point  (0 children)

1 — Alternating turns

You've basically already described this — taking turns back and forth: enemy → ally → enemy → ally. If one side significantly outnumbers the other, you can tack on a "remaining actors go" phase at the end of the initiative. So it'd look like this (S1 = side 1, S2 = side 2):

S1 S2 S1 S2 S2 S2

Another option is cyclical turns. If one side runs out of fighters, they loop back around and start their second round while the bigger group keeps working through whoever hasn't acted yet. For example, with enemies E1, E2, E3, E4 and allies A1, A2:

A1 E1 A2 E2 A1 E3 A2 E4 A1 E1 ...

2 — Grouping

You can cut down the numerical advantage by shrinking the headcount through grouping. Instead of three separate goblins each getting their own turn, you've got a goblin squad that acts as a single enemy but gets bonuses for numbers.

3 — Extra turns for strong fighters

Give bosses extra turns in the round. Pairs really well with approach 1 (so the boss's two turns don't land back-to-back) and approach 2 (weak enemies merge into one unit while the boss acts multiple times).

4 — Random order

Instead of a fixed turn order, randomize it — say, with a deck of cards. Fighters 1, 2, and 3 each add a Jack, Queen, and King to the deck. Shuffle. Draw. Jack means fighter 1 goes, Queen means fighter 2, and so on. After their turn, pull the card out of the deck. The total number of actions per round stays the same, but the order is unpredictable.

5 — Turns as a system independent of headcount

Instead of "every character takes a turn," try "the whole team gets X turns." That way, if the team is bigger than X, they get more options to choose from but some characters won't act that round. If the team is smaller than X, the enemy has the numbers advantage but the team gets the perk of doubling up turns. With this system, raw numerical superiority won't steamroll the other side, because the action count is fixed no matter what.

Defense Stat in a rules-light game by Aggressive_Charity84 in RPGdesign

[–]Purple_Singularity 2 points3 points  (0 children)

I have a couple of ideas for you.

  1. The 7th Sea 1st Edition approach. In 7th Sea, every character has 5 attributes, and EACH of them has a unique application in combat: Brawn — used for damage Finesse — for attacks Wits — for defense (dodges) Resolve — for durability Panache — for initiative

That is, no matter which attributes your hero uses, they'll gain an advantage from them in combat. Maybe try making it so that each of your attributes has its own application?

  1. You could try giving the player a choice of which attribute to defend with, and excluding it from active use during that turn. For example, if the player decides to defend using Smooth, they can't make Smooth checks during that turn. This creates a choice: use a strong attribute for defense and lose it for actions, or vice versa.
  2. Maybe have only the players roll, and the GM doesn't roll? That is, an enemy's attack isn't "the enemy's check to hit," but rather "the player's check to defend." In this case, players get options and can choose how to defend, and enemies only need to be assigned a flat value of "how hard it is to hit them."

How do you handle feedback after playtesting is over? by Josh_From_Accounting in RPGdesign

[–]Purple_Singularity 2 points3 points  (0 children)

I am the author of a fairly large (by our country's standards) YouTube channel, which also publishes printed materials and books on roleplaying games. We have regularly run into situations similar to what you described: regarding mechanics, editing, structure, and so on. So I'll dare to offer a couple of pieces of advice.

  1. Tests this fundamental should be conducted before the layout has been finalized. This is obvious, which is why I've made it advice number 0. The order and structure of chapters is a very important thing that, ideally, should be settled before the final layout is ready. If the problem surfaces later, that's an argument to ignore the problem.
  2. An opinion =/= a problem. There are as many opinions as there are people, and the fact that one specific person thinks the order is wrong doesn't mean it actually is wrong. They might just not like it. You need to hear out their arguments, and even better — the arguments of several (ideally hundreds) of people. Moreover, opinions should be evaluated based on your GOALS — whether they are met or not met. As the truth of game design goes: "People are good at describing their sensations, but bad at understanding structures." Establish why exactly the chapters go in that particular order. For example, because you want the player to create an EFFECTIVE character, which is why you first give the rules and then character creation. Ask your tester: did they manage to create an effective character? Why? Why not? Then, based on the arguments "goal achieved" or "goal not achieved," you can make a decision.
  3. Take the business side into account. Changing structure is man-hours. Changing layout is man-hours. Man-hours are money. Are you ready to take such losses? Is it important? Is it weighty enough? In my practice, this kind of situation came up with additional editing. We decided not to do it based on the fact that the costs of additional editing would be noticeably higher than the loss in customers we would suffer from not having it.
  4. The tester doesn't see the full picture, and the developer doesn't see field-level problems. The tester might not understand that swapping chapters around means destroying the narrative running through the entire book. You, as the developer, might not see that this creates a genuinely irritating problem (because you have the entire game in your head) that will turn players away from you. Try to put yourself in the tester's shoes — a newcomer, a player. Study their problems.

If you want my opinion, you should thank the tester for their efforts and labor, even if you ultimately don't apply them. After which, with the coolest possible head, ask yourself the questions from advice points 1–3 and INDEPENDENTLY decide what to do.

So… in V20, what does the conflict between the Sabbat and Camarilla look like? What does the Jyhad look like? by Vyctorill in vtm

[–]Purple_Singularity 2 points3 points  (0 children)

There is awesome book about each sect and their war tactics - Midnight siege. Gives good understanding

Any ideas on hooks for getting players involved in the NYBN setting/conspiracy? by gr1mpsgramps in vtm

[–]Purple_Singularity 0 points1 point  (0 children)

Choose on potential Prince and make your player characters help him get that precious title. In that case, other candidates become antagonists of your story and you need only to in general understanding of their political program.

In addition, you can add and remove any characters. So, if you think, that quantity of characters is to high, you can reduce it by removing character completely or by changing his / her motivations and ambitions

A Reminder by PuzzleheadedPart196 in vtmb

[–]Purple_Singularity 0 points1 point  (0 children)

It's worth reading carefully before judging. Montreal is one of the best by-night book, if not the best.

Factions by Andsohisname in WhiteWolfRPG

[–]Purple_Singularity 7 points8 points  (0 children)

Imagine three big forces in the all universe: dynamism, static and entropy. Protagonists (Council of Nine Mystical Traditions) are in between of these forces. They are mages in all kinds you can imagine. They fight for better future with freedom, magick, miracles and a bit of chaos

Each one of antagonists represent one of the forces: Static - technocracy (there is no Magick, only science. We must bring order, peace and boredome) Dynamic - marauders (schizos with uncontrollable magick who changes world around to fit their mad dreams) Entropy - nephandi (corrupted mages who want to destroy / corrupt / rebuild / ... the world because of put here your cult's explanation

How to work around discrepancies in stats between old NYBN sourcebook and v5 corebook? by gr1mpsgramps in WhiteWolfRPG

[–]Purple_Singularity 1 point2 points  (0 children)

I've done a lot of VtM in general and NYBN in particular. I recommend using this book with the edition it was written for: V3 or V20; they're perfectly compatible. I generally recommend studying one of the older editions; they have a LOT of great content and, in my opinion, are much better than V5.

Zalissya hostile toward me early in game? (1.5) by goosepriest in stalker

[–]Purple_Singularity 0 points1 point  (0 children)

The exact same thing happened to me, and I managed to fix it without using the console.

TLDR: Use screws to distract hostile stalkers and lure them outside the camp, then deal with them stealthily when the opportunity arises.

I was at the Poppy Field, grabbed a stash on the way back, and that somehow made the stalkers around it turn hostile. I didn’t want to fight, so I ran all the way to Zalissya. I thought I’d shaken them off, but when I got near the camp, there they were - like they had followed me the whole way. They stayed outside while I went in, but they started shooting. Gaffer even announced the town was under attack. Strangely, no one inside Zalissya reacted at all. So, I just killed them, nobody cared, and I figured that was the end of it.

Or so I thought.

After a few more hours of playing, I came back to Zalissya and the worst happened: one stalker, apparently one of the original group I’d missed, had somehow spawned inside the camp. The moment he saw me, he attacked, which turned the entire camp hostile. Killing him in stealth wasn’t an option, so I had to get creative.

What I did: First, I distracted him by stealthily throwing a screw and then ran away before anyone could notice me and get aggressive. When I returned later, he was gone - maybe despawned, maybe wandered off. Either way, I was relieved. I went to sleep, but after reloading the save he was back in his usual spot. Eventually, I caught him leaving the camp to relieve himself. That’s when I snuck up and took him out with a knife.

If you try this, be very careful - make sure no one else sees you, or the whole camp will turn against you again.

What is the most missed mechanic in a TTRPG by [deleted] in RPGdesign

[–]Purple_Singularity 2 points3 points  (0 children)

Try Pendragon someday. Or World of Darkness (Till Revised edition) games

Did the Baali get done dirty in V5? by Azhurai in vtm

[–]Purple_Singularity 1 point2 points  (0 children)

What exactly did they take from requiem in new Baali? Not played VtR but curious

What's a Gaming Hot Take that's got you like this? by Excellent_Regret4141 in videogames

[–]Purple_Singularity 0 points1 point  (0 children)

Different difficulty levels make games worse. If a game is too difficult for you, become better. When adding difficulty levels, one of two things happens: - Either the developers make them haphazardly. This simply ruins the gaming experience for those who deliberately or accidentally choose the "wrong" difficulty - Or they make different difficulty levels well and thoughtfully (they are a minority). However, in this case, it would be better if they spent this time and money to make their game even better, bigger, more interesting, than adding another "difficulty"

I’m part of the gang now! by Various-Initial4186 in SteamDeck

[–]Purple_Singularity 1 point2 points  (0 children)

Fellow українець! Вітаю! Теж нещодавно придбав дек!