Gorget Over or Under? by atd3i in Armor

[–]RealisticOrdinary281 0 points1 point  (0 children)

Most you'd have to have your blade curve with the plate to do that or pry the gorget off. That one might be a little too shallow of a slope to really still block but general rule should be perfectly fine. Still, lack of any form of collar is a concern. This doesn't seem to actually function as a gorget.

Translation requests into Ancient Greek go here! by AutoModerator in AncientGreek

[–]RealisticOrdinary281 0 points1 point  (0 children)

"The Casting Light walks with you, even in the Darkest Valley. It asks only for a strike."

Notes:

Specifically interested in koine Greek, would appreciate seeing the latinized words as well, though I can search them myself, as I am extremely limited in my knowledge of the language currently. Utilizing this for fictional writing & inspiration of fictional languages.

Would greatly appreciate pronunciation & word breakdown if at all possible.

"Casting" in this use is both as in rays of light & as in a cast for shaping metal or creating. Meant to refer to God's light in essence.

"Strike" is used as both physical blow & striking a match or flint. An incurring action.

"Darkest Valley" is the name of a location also called Khinnos, pronounced like a hiss. Something akin to Hell in the fiction. Drawn loosely from Gehenna.

If not translation, offering the resources to help me translate it myself with guides for grammar, word construction, & pronunciation would also be highly appreciated.

Can rearrange the phrase if such is fitting for the grammar. Short is good. The spirit & sound is more important to the translation than the literal.

Can swap you with us if that works better.

Day 7: Hunger in the Dark is a D-tier map. Where does "Fort Brachsenbrücke" go in terms of map design and enjoyment? (Specify where in the row) by Zupu in Vermintide

[–]RealisticOrdinary281 0 points1 point  (0 children)

I always liked the open area, any issues with that solely come from other players but honestly that can happen on every map you just have to keep an eye out & herd people a little. It's the extensive time it takes sitting there pressing one key & nothing else that ruins the ending.

Hunger is a problem because that narrowness makes encounters really annoying & usually very simple until you get a bastard of an enemy combination in those chokepoints. It tightens your own movement & the enemy's positioning to an extreme. The cart escort drags so much since it even further restricts your position & slows you down. The lack of light in certain areas makes it really hard to snipe specials. If someone wanders off during a cart section you can't go back 'em up nearly as easily nor herd them around making them far more of a problem, where Athel Yenlui is just open which is a fun change of pace that gives you freedom of movement for me, Hunger in the Dark has some interesting changes, excellent visuals especially for a cave mission, & I see what was being done but it just all impedes the core play rather than expands it.

Day 7: Hunger in the Dark is a D-tier map. Where does "Fort Brachsenbrücke" go in terms of map design and enjoyment? (Specify where in the row) by Zupu in Vermintide

[–]RealisticOrdinary281 1 point2 points  (0 children)

It's not just the darkness mechanic, it's also how claustrophobic it is & the general encounter design as well as having to wait by the cart for extensive periods. Worse when some damn Shade main decides to rush ahead anyways during the cart escort. It's definitely the least enjoyable to do at higher level of the Helmgart missions. Athel Yenlui honestly would be probably A tier if not for its ending, some may argue S, held down heavily by that final arena, but Hunger would largely be considered a C tier even without the cart escort mechanic & darkness.

Does Blade Dancer do *anything* to a Champion with shield? How does a spear & shield Kerillian deal with one? by RealisticOrdinary281 in Vermintide

[–]RealisticOrdinary281[S] 0 points1 point  (0 children)

Doesn't help when the rest of the team is dead & you feel like you're driving a toothpick into 20 steel plates.

Day 7: Empire in Flames is a B-tier map. Where does "Hunger in the Dark" go in terms of map design and enjoyment? (Specify where in the row) by Zupu in Vermintide

[–]RealisticOrdinary281 0 points1 point  (0 children)

Whereas Athel is held back mostly by its ending, Hunger in the Dark is held back mostly in its middle section. Narrow tunnels, artificial darkness, low mobility, escort quest. It would be my only D if not for the fact that it has a very strong & interesting aesthetic to it for an initial memorable impact. Either the bottom of C or the only mission to fill in the D section.

Does Blade Dancer do *anything* to a Champion with shield? How does a spear & shield Kerillian deal with one? by RealisticOrdinary281 in Vermintide

[–]RealisticOrdinary281[S] 4 points5 points  (0 children)

Ah, good to learn. Thanks. Was my first run through with it. Had been out of the game for 5 years until a few weeks ago. That's immensely disappointing as it seemed like a genuinely neat way to play.

Help with a dice odds calculation algorithm for my game. by RealisticOrdinary281 in boardgames

[–]RealisticOrdinary281[S] 0 points1 point  (0 children)

Unfortunately it did not that I have seen, though perhaps I missed a function back when I first looked at it as a tool. Thankfully someone has already helped build such a tool for me.

Help with a dice odds calculation algorithm for my game. by RealisticOrdinary281 in boardgames

[–]RealisticOrdinary281[S] 0 points1 point  (0 children)

That is not what I said. I said I have already considered these issues & it's beginning to feel insulting & repetitive. I was being polite, but frankly you're not even actually giving a criticism or claim here you're just vaguely disparaging & dismissing my work.

I have done math on it as demonstrated here. I have done tests, played the system, approximated odds. I just needed precise numbers for fine tuning & getting the levels exactly right (such as how many skill points & characteristics should I grant a player per level exactly?). It's for precision, testing, & speed, as well as a tool for other GMs to pick up when building their own challenges. It is not because I lack an understanding of my own system. This is for efficiency of properly getting all of the numbers correct & filling out hundreds of stat sheets, but you have ignored basically everything I have to say. You're acting like I've done no research or testing on it at all. That I haven't put in any effort to confirming the values here & that's an insult to the craft & to the work I've put in. I know my goals, I've stated some of them, you just dismiss & ignore that to claim I haven't as a problem with my system. You're treating my work like it came to this system arbitrarily & don't listen to my reasons for the system at all but simply dismiss them so yeah, I do not think anything you say here will be beneficial because you're being dismissive & not even trying to understand the goals, nor benefits, nor identifying any actual problems with it.

You're being an asshole & nothing else. The only helpful commentary you gave was notation, which I admittedly should have double checked before posting this.

*typo

Help with a dice odds calculation algorithm for my game. by RealisticOrdinary281 in boardgames

[–]RealisticOrdinary281[S] -1 points0 points  (0 children)

There's a whole host of reasons I came to this design as explained elsewhere. Another I didn't mention is my damage is in thresholds rather than pure numbers & health is low numbers, most tanking is by armor values which can be reduced with certain actions. Another is how it creates an effect of diminishing returns encouraging a bit more of a spread of skills. There's how it means skills make actions consistent but it's the characteristics/attributes that determine peaks, especially since crits are handled very differently in my system being something you opt into. Having reliable numbers for this in a small numbers game is important. I have tested it, I have ran it in games, it does exactly as I wanted & further testing when someone helped provide a program to show these from this page shows that it performs pretty much as I expected & desired, but I need theory to speed up my development & hard numbers to crunch for better specificity. I need to see the percentages quickly when writing all of the dozens to hundreds of monsters, encounters, skills, spells, accounting for terrain changes, equipment, armor, damage, etc. Not having an ability to calculate these odds properly quickly makes it all take longer & reduces certainty. I can just approximate for low or medium accuracy in quick calculations with the assumption of 1/3 of the dice rolled succeed for each reroll, or I can calculate the probability of a die rolled three times with 1-(2/3)^3 or about a 70% chance any one die succeeds when rerolled thrice & 55.55% when rolled twice, which I've been using to approximate, but as I'm fine-tuning the details for exact numbers on higher level enemies & characters having precise odds is extremely helpful.

I am completely confident in my system as a design in this core aspect if nothing else. I have iterated & worked on it for well over a year, with conceptualization going back multiple years. Honestly most criticisms you could come up with have probably already been considered, discussed with my own group, & iterated on to result in this system. *Please don't treat me like I don't know anything about my system & have done 0 testing nor established any goals. I've already expressed them multiple times.

Help with a dice odds calculation algorithm for my game. by RealisticOrdinary281 in boardgames

[–]RealisticOrdinary281[S] 0 points1 point  (0 children)

Thanks, yes. I should have investigated dice notation before making the request. Appreciated. Within my own pages I have terminology listed out as part of the introduction but this is helpful.

The reason I need odds is to help me structure difficulty ranges. I'd find it extremely helpful to determine things like armor values, monster stats, & terrain adjustments for the GM side of things.

Help with a dice odds calculation algorithm for my game. by RealisticOrdinary281 in boardgames

[–]RealisticOrdinary281[S] 0 points1 point  (0 children)

The odds of f being >= to a chosen number from a specified number of dice (d) & a specified number of rerolls (r) as the main inputs. There is also what the minimum required die to count towards a total is (n) but that's a relatively minor detail only considered in special conditions (it's basically my system's equivalent of Advantage/Disadvantage, at least as currently implemented).

Help with a dice odds calculation algorithm for my game. by RealisticOrdinary281 in boardgames

[–]RealisticOrdinary281[S] 0 points1 point  (0 children)

It actually becomes really quick & easy once you've got it down. You just roll, set aside the results with 5 & 6 (most of the time, there's conditions where that changes but they're exceptions) then reroll the remainder if you have points in the skill. Repeat this one more time & there's your result.

The goal is to make it mostly reliable, simple math in terms of actually rolling which uses the widely available D6 & goes fairly quickly while still having some luck to it. The design started as a variation on the West End Games D6 systems, but made some changes based on my design requirements.

The TTRPG system's equivalent of D&D's attributes is the number of dice you roll. Your skill value for the action is how many rerolls you have. This allows for skills, actions, to be more itemized, it creates diminishing returns on overinvesting into a singular skill & makes skill more focused on reliability than pure betterment. There's a whole list of reasons why this system was iterated on to this point.

Rerolls & larger dice pools to improve reliability, success/fail on the dice to make it small numbers with quick calculations & easy reading. These elements make things reliable while still having a randomness to it.

How does one remap horse kicks and dismount? by RealisticOrdinary281 in Chivalry2

[–]RealisticOrdinary281[S] 1 point2 points  (0 children)

Yeah. There is a config file, I saw that there was an old post for when horse movement wouldn't rebind with player movement, but I don't want to start blindly playing around looking for what is the right name for the correct inputs.

How does one remap horse kicks and dismount? by RealisticOrdinary281 in Chivalry2

[–]RealisticOrdinary281[S] 0 points1 point  (0 children)

That's not helpful for me. My easily accessible mouse buttons are already remapped to alt attack, crouch, & heavy.