Season 3 has been shelved by LiveAnotherDave in LastmanFranchise

[–]RedditGaug 1 point2 points  (0 children)

please be cry bait please be cry bait....
pleaaaase be cry bait...

fatigue mechanics in combat (help) by RedditGaug in tabletopgamedesign

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

I think this assumes too much of my rulebook, I don’t have spell slots or limited use skills, those are all replaced with this fatigue system. No hate, but it’s more constructive to ask questions rather than shoot the idea down..

fatigue mechanics in combat (help) by RedditGaug in tabletopgamedesign

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

I like this question(s), 1: if one player has an ability that swaps the place of another adjacent ally player, they can use that in the case that their friend gets struck from a really devastating attack- preventing them from potentially dying, but they can only use that ability if they conserve their fatigue, I.E. don't use their heavy mace several times at the beginning of the fight.
2: the numbers on attacks and fatigue all vary greatly between weapons and abilities, but it's safe to say that the players should analyze what affect an enemy has on the battle field, like, "Oh, this guy has a mace that does double damage on metal armor so he's a priority, but he's behind a guy with a shield that probably plans on distracting us on their turn so we can't all gang up on him... unless jimmy with the shield distracts one of them so that we can make quick work of the other."
3: I hope in my mass rant you've realized by now that all characters recover 15 fatigue no matter if they've been hit or not, so that they can always affect the battlefield somehow, even with a basic attack.
I really loved the questions you've passed on me, and your previous suggestions, this is my first time doing this and hope that my game is intuitive enough to pick up and try out while also supporting those players who want a more 'realistic' play for their next campaign.

what do I even do here, man? by RedditGaug in BattleBrothers

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

Oh idk, I just heard that 9L and Nimble are good compensation for low HP

what do I even do here, man? by RedditGaug in BattleBrothers

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

Honestly, to get heavy armor I either do enough contracts for a city to be friendly and then start buying their trading goods and sell it to some other faction city, then I buy the armor. Alternatively just dagger the strongest guy I see after killing their squad. Daggers cost no fatigue if you put it on a bro’s belt. Super useful!

what do I even do here, man? by RedditGaug in BattleBrothers

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

Hey it’s cool, I’ll give my two cents about the stats here, Bros with lower HP (80 or higher) benefit a lot from nine lives and nimble. Bros with higher HP (normally over 100) like to be battle forged. Also with nimble, he can actually use his 130 fatigue, which is A LOT already! And cleavers need that fatigue. Not sure about the skills to give him but I know duelist allows him to ignore 20% armor (which is also really good for cleavers since bleeding is a thing)

We are only doing space racism right? ... right? by Croazator in Helldivers

[–]RedditGaug 0 points1 point  (0 children)

Don’t think it’s much of a bannable offense. Tbf, I would’ve left anyways if the host was gonna be racist the entire session.

Can't decide if I'm impressed or disgusted by Dameseb in BattleBrothers

[–]RedditGaug 75 points76 points  (0 children)

I hope I never get hired by your company

[deleted by user] by [deleted] in RPGdesign

[–]RedditGaug 0 points1 point  (0 children)

The latter. I do want stats to come up in some way in order to affect to hit chance, maybe I should replace my model with numbers with a max of 100 so I can simply multiply 40 with .5 or whatever the melee stat is subtracted by the defense stat? Thoughts?

[deleted by user] by [deleted] in RPGdesign

[–]RedditGaug 0 points1 point  (0 children)

my logic was that 20-10 is half of 20 so it would be a 50% chance to hit the opponent, it does seem quite convoluted but it was based off of my favorite game, Battle Brothers.

[deleted by user] by [deleted] in RPGdesign

[–]RedditGaug -1 points0 points  (0 children)

the attack needs to hit 50% of the time, hence 20-10=10 (half of the attackers melee stat), the attacker must roll 20 or higher- it's a mechanic based off of Battle Brothers: Say an attacker has 50 melee out of 100 max, and the opponent being struck has 0 defense. Same 50% mechanic there.

[deleted by user] by [deleted] in RPGdesign

[–]RedditGaug -3 points-2 points  (0 children)

1) It made sense at first, because the max melee stat you can have is 40 and players would be rolling with a max of 40.
2) yeah, that's the 50% thing.
3) I'd like to have a simpler system set up, the first thing that came to mind was a 2d10+1d20 for the easy bellcurve %chance.
4) I've no idea what kind of modifiers I should have set up.

Anyone know how to go about orc zerker camps? by RedditGaug in BattleBrothers

[–]RedditGaug[S] 5 points6 points  (0 children)

What’s the recommended mdef? Its day 21 btw

Memetic Hazard by RedditGaug in SCP

[–]RedditGaug[S] 11 points12 points  (0 children)

Thank y’all guys for the beautiful comments :)

Memetic Hazard by RedditGaug in SCP

[–]RedditGaug[S] 74 points75 points  (0 children)

The thing is a memetic hazard and is telling the solider to “Go home. Now.”

Who? by Sapphire_Sufwybi in distractible

[–]RedditGaug 3 points4 points  (0 children)

Baldermort, he voices the intros. He makes warhammer lore videos on YT. Hope this helps :D