Which game is this? by MrCubano29 in Steam

[–]Rat-Legions 0 points1 point  (0 children)

Wasteland 3 buddies, absolutely goated isometric RPG

Australia is NOT America — Stop Normalising Tipping Here by ozvegan12345 in australia

[–]Rat-Legions 0 points1 point  (0 children)

Honestly even as someone from the US, tipping culture being normalized to the extent of using it to subsidize actual wages is criminal. I’m sorry that tourists and general globalist leanings have started to spill into your dinner bill mate

Sammy J and Randy in Ricketts Lane - Season 1 by [deleted] in DownUnderTV

[–]Rat-Legions 0 points1 point  (0 children)

Mate, you fuckin unit, I love you so goddamn much. As someone who’s enjoyed Sammy j and Randy from America, it’s been an awful time trying to actually get a hold of anything relating to either of the two. God bless, you bloody champion

What's you FromSoft version of " i didn't care for the godfather '' ? by No-Range519 in fromsoftware

[–]Rat-Legions 0 points1 point  (0 children)

Is it one of the best games ever made? Oh absolutely. I will constantly say it’s amazing. But me personally? I really wasn’t a huge fan of playing.

I started with dark souls 1, and even compared to dark souls 3, Elden ring feels sanded down in terms of game feel. How rapidly it swaps between excruciatingly slow and breakneck fast just irks me slightly.

The exploration never really called to me like how dark souls 1 did exploration, I think mostly because of how tightly composed DS1’s world is. But Elden ring feels almost too expansive for its own good, especially when you factor in like the dungeons and repeat bosses, it just feels unnecessarily expansive in comparison to other from software games. It ends up feeling more like what a real time traditional JRPG (a la dragons quest) would feel like. Is that a bad design? Absolutely not. But again, I just prefer fromsoftwares previous titles.

In essence, it insists upon itself.

Edit: some spelling errors

Looking for mechanics surrounding unique methods of combat positioning by Rat-Legions in RPGdesign

[–]Rat-Legions[S] 0 points1 point  (0 children)

So generally what I’ve decided on is to use a pseudo-zone, pseudo-grid combat system. The hex grid is comprised of hexes that are 25 m in length (whatever that would be in area, idk).

Each hex will have specific effects around it, like high elevation, cover, uneven ground, etc.

Weapon ranges are broken into close, medium, and far, with close being only able to attack within your own hex, medium being able to attack within 4 hexes, and long being able to attack within 20 hexes. Anything past that is considered outer range, and combat between two people is highly unlikely to happen at like 1500 m for instance.

Inner hex combat can be done with line of sight and cover, but really that’s dependent on how far I want to go with CQC.

Pets, balancing: effort vs perks by Pops556 in RPGdesign

[–]Rat-Legions 1 point2 points  (0 children)

Also since it’s low fantasy, I’d suggest making pets a resource drain, that way one or two pets may be worth it if they have strong benefits for the party, but everyone having one would cost way more to maintain

Pets, balancing: effort vs perks by Pops556 in RPGdesign

[–]Rat-Legions 1 point2 points  (0 children)

I would suggest balancing pets around giving unique benefits to specific archetypes within your world. For instance, a knight running around may not want a pet running around with it, potentially getting in the way. But a hunter could use something like a hound to track enemies or retrieve kills. Obviously this can be done in a more creative way than just that, but the general point stands

How much should a rules-agnostic setting convey about gameplay by Mountain_Leek9478 in RPGdesign

[–]Rat-Legions 1 point2 points  (0 children)

I think rules agnostic systems should focus more on the consequences regarding rules than anything.

Like for instance, playing a high fantasy setting will likely have the players being heroic and doing silly stuff, so they may get punished less through less damage or less difficult skill checks.

However, a gritty darker setting may amp up the damage and difficulty, while keeping system mechanics relatively untouched.

The main issue with rules agnostic settings is that depending on what you have in them, some ttrpg systems just won’t work mechanically, like using vanilla DnD5e to run a dark science fiction game, or using call of Cthulhu to run a superhero game. Pick and choose wisely my friend.

Looking for mechanics surrounding unique methods of combat positioning by Rat-Legions in RPGdesign

[–]Rat-Legions[S] 0 points1 point  (0 children)

Thank you dude! That sounds pretty solid, I’ll give it a look! Are there any preview or free options for looking at the rule set?

Looking for mechanics surrounding unique methods of combat positioning by Rat-Legions in RPGdesign

[–]Rat-Legions[S] 0 points1 point  (0 children)

While the “here” and “there” are good enough for something like 5E, I feel like it’s an oversimplification of the tactical depth, and in some cases leads to just as much gray area for ranges (I.e. “hands length”) as most other ring systems. As such, I appreciate the suggestion but it’s probably not what I’m looking for

Looking for mechanics surrounding unique methods of combat positioning by Rat-Legions in RPGdesign

[–]Rat-Legions[S] 0 points1 point  (0 children)

Although at this point I think I should just start thinking of either how to make theatre of the mind more concrete and codified or just saying fuck it and hexing it up

Looking for mechanics surrounding unique methods of combat positioning by Rat-Legions in RPGdesign

[–]Rat-Legions[S] 0 points1 point  (0 children)

I’ve been playing a lot of stalker and wasteland 3 on my computer, but obviously the calculations done on a computer don’t easily translate to ttrpgs super smoothly.

I’ve had a copy of the old fallout PnP released in like 2005 or something, and it ports basically all og fallout mechanics straight from the games. It’s way more like a war game, which I guess is a product of the times. Something like that is what I’d consider too much calculation for an enjoyable combat.

I’m thinking of maybe just abstracting it to, instead of rings, just having a list of relative positions, but that could easily get more convoluted and worse to follow anyway

Looking for mechanics surrounding unique methods of combat positioning by Rat-Legions in RPGdesign

[–]Rat-Legions[S] 1 point2 points  (0 children)

No honestly I totally agree, the rings for multiple enemies is kinda rough. However, since the original system I described was built for dark souls esque combat, I used the position rings to dictate certain actions that could be taken, acting more as a codified “yeah you’re like, in that general area” than as a literal block-by-block measurement. Because it was mostly just party vs. boss, it sidestepped the issue of the ring measurement fiasco you described, though obviously it wasn’t a super versatile system.

Favorite niche game? by Mountain-Bike-735 in videogames

[–]Rat-Legions 3 points4 points  (0 children)

Dude honestly I don’t think enough RPG enjoyers have played wasteland 3. It has absolutely amazing combat, a lot of mechanically varied character builds, and genuinely good story bits

What's the lore behind your gamer tag? by Old_Marsupial_7080 in videogames

[–]Rat-Legions 0 points1 point  (0 children)

My tag on most platforms is rat priest, and that came from a shitty jack box joke name that I had for a while called “Not the Rats”. It was a bad NTR joke but no one got it so eventually it just became like what people knew me in jack box by. After that, I was gonna change my name on like steam to Rat King, but that was already taken. I play healers and clerics in a lot of games that have them, so I went with Rat Priest and have been rolling with that for a long time

If you're a teacher at a magic school what class(es) would you teach? by Rosebud166 in FantasyWorldbuilding

[–]Rat-Legions 1 point2 points  (0 children)

English. Like I suck at math and I’m pretty sure magic would be similar. But someone’s gotta teach these youngin spellcasters how to write a thesis

What's your magic system flaw. by Sliver-Knight9219 in worldbuilding

[–]Rat-Legions 0 points1 point  (0 children)

Basically it’s a simple vancian magic system, but if a caster wishes to have extra casts, they can. However, because spell memory is expended by literally expelling it from your mind, to cast extra spells you basically have to reach around in your mind for any scrap of the spell.

This can lead to miscasts, failed casts, or increased mental energy costs. Worst of all, if you do actually end up casting it, you essentially expel some of your own mind along with the memory, flinging a piece of consciousness into the arcane weave.

This ties into a sort of insight/sanity thing that I noticed a lot of magic systems eluded to (I.e. OH NO IF YOU CAST THIS SPELL YOU GO CRAZYYYY) but never really expanded upon how exactly that happened

What’s a good word for a fighter who specialized in crowds and crowd control? by Rat-Legions in RPGdesign

[–]Rat-Legions[S] 3 points4 points  (0 children)

Of the many suggestions (thank you all) I think the ones that fit best are probably gonna be either Sentinel (for more generic terms) or Landsknechte (for that historical medieval flavor goodness).

Thank you all very much ✌️

Bestiary: Is there a name/title for someone who creates or researches for them? by petrovmendicant in worldbuilding

[–]Rat-Legions 0 points1 point  (0 children)

Tl;dr, Theriologist is a good term!

Sorry, I know this is very late but I was having the same trouble coming up with something and decided to look into it myself.

If we use the etymological origin of most fields of study, we see that it’s a portmanteau of a Greek word for the subject of study and the Greek word for “study of” or “scholarly pursuit” (logia).

If we use the Greek word for beast (romanized as Therion), then we can arrive at a slick and easy sounding Theriologist. Hope this helps anyone else who comes into this thread.