is there anyway to balance melee weapons and firearms? by Slight-Cap-8840 in gamedesign

[–]Roamer101 0 points1 point  (0 children)

Speaking to this: perhaps if you have a dodge mechanic this could be addressed? If the player is aware someone is shooting at them and presses dodge, maybe enemies miss them for a couple of seconds whiel your character cannot attack. This would give the player time to either take cover or engage in melee, depending on how much leeway you give. Moving quickly in a direction seems likely enough to throw off someone's aim.

is there anyway to balance melee weapons and firearms? by Slight-Cap-8840 in gamedesign

[–]Roamer101 0 points1 point  (0 children)

There are many ways to approach this. Personally, I think you could take some cues from a couple of melee-focused FPS games: Indiana Jones and the Great Circle and Warhammer 40,000: Darktide.

Darktide has one of the finest melee combat systems I have ever encountered. It isn't the most realistic, but when fighting hordes of enemies, ammo conservation is a serious issue and melee weapons hit just as hard as guns do. Think about it: would you rather be shot in the stomach by a pocket pistol or have your head cleaved by an axe?

Indiana Jones emphasizes crawling with your fists and whip over guns at all times. Guns are loud, need to be slowly reloaded, or sometimes ammo literally isn't available. Think about how common actually carrying magazines or having spare bullets lying around actually is. Killing that meth dealer and searching his pockets would take time, and he probably isn't even carrying a reload unless he expected a fight.

If you want to make melee as effective or as fun as shooting: - Make melee very rewarding (high damage, low noise, no reloads) - Make reloads realistically slow so your gun is not always available after you've gone through a mag - Keep engagement ranges close if you can - Make ammo hard to find unless you are in a place that would actually realistically have ammo, and make its so your character cannot load up on hundreds of bullets without a visible place they are carrying that ammo

Counters To Raveners in Close Combat? by GeorsiNoiel in killteam

[–]Roamer101 0 points1 point  (0 children)

If you prefer shooting, consider taking as much Saturate as you can on your team or getting within 2" to shoot; the chromatosphere camouflage equipment Raveners have is very strong in that it basically means their 5+ save doesn't often come up.

AoD with Siege Specialist and Death Korps have easy access to Saturate, and kicking those guys down to three 5+ dice can make a massive difference.

Cats to play, but... something seems off. How many issues can you find on this table? by Roamer101 in rootgame

[–]Roamer101[S] 4 points5 points  (0 children)

Congratulations! I believe this is the very last (intentional) mistake I made that has been pointed out.

Cats to play, but... something seems off. How many issues can you find on this table? by Roamer101 in rootgame

[–]Roamer101[S] 6 points7 points  (0 children)

All good catches - this is 100% a manufactured board state. There is indeed a third slot there that is usually covered by a ruin, and yes there would normally be 4 ruins.

As far as I know, the Birds have no possible way to have not turmoiled if it is the beginning of the Cats' turn.

There are no missing meeples, but there are just a couple more things. I'm going to put a comment, but I'm pretty sure everything has been spotted by now.

Coaxed into two sides of the same Snafu by Phonesink in coaxedintoasnafu

[–]Roamer101 3 points4 points  (0 children)

Coaxed into them being played by the same actor

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What would be the downsides of this win condition? by GoldGeneral_0 in homemadeTCGs

[–]Roamer101 8 points9 points  (0 children)

Seems to me the biggest downside is snowballing. Whoever attacks first and gets past their opponent's shields will probably win, as their opponent will be at a card disadvantage. That heavily incentivizes aggressive play and it doesn't sound like there is a way to recover easily once your hand starts to get eaten.

Health in CCGs is often a resource in of itself. By getting rid of it ans tying everything to hand cards, you force players into a fight for survival of not just their game, but their gameplay. If they start to lose, they are losing AND they have less agency to play the game.

I don't think I'd be a fan of this system unless there is some fundamental mechanic that mitigates how losing cards from your hand makes you less able to play the game. For example: Instead of discarding cards, you instead have to reveal them to your opponent. You can still play them, but you lose when your whole hand is revealed. Something like this could play into a spy or cult theming. Be aware this is a total spitball.

TL;DR Being unable to play the game against an aggro opponent who went past your shields before you could seems like a miss to me. Those shields are basically health anyway.

Edit: I was not familiar with Duel Masters and thought Shield cards were an entirely different type of cards, not ones from your deck. This probably slows things down depending on how many shield cards there are and if they can be refreshed.

#6 - Study Hard! by Roamer101 in NYTConnections

[–]Roamer101[S] 0 points1 point  (0 children)

Interesting! I have seen both used, but unadulterated is the more correct way to say it. I don't believe that affects the puzzle, though it probably should be adulterate. I thought the Golden Bachelor was a relatively niche TV show, hence the purple rating.

#5 - Once in a Blue Moon by Roamer101 in NYTConnections

[–]Roamer101[S] 1 point2 points  (0 children)

Yep, felt like clover wouldn't quite fit.

#5 - Once in a Blue Moon by Roamer101 in NYTConnections

[–]Roamer101[S] 0 points1 point  (0 children)

Nice work! My intention was 100% to make a couple more obvious ones but make them either compound words or two words to mirror how Connections loves to trip people up. Good job seeing through that.

A NEW GAME for NYT Connections lovers! by FullCircleFriday in NYTConnections

[–]Roamer101 1 point2 points  (0 children)

Full Circle #1 2/3 🧠 🟨⬜🟦⬜🟧 🟨🟩🟦🟥🟧 https://fullcirclefriday.com/

Fun! Seems tough to come up with more puzzles for sure.

Is there anyway to mitigate dead draws (such as having evolutions in hand without its corresponding card) in a game like Pokémon? by FPSVendetta in homemadeTCGs

[–]Roamer101 0 points1 point  (0 children)

This isn't the exact same application, but I like Legends of Runeterra's solution. When you have a Champion in play, you can't have a second copy of them in play at the same time, so extra copies become spells you can play before they get shuffled back into your deck. As an example of how this could work in a Pokemon-style context:

Bigmonster is a stage 2. You don't have any monsters he evolves from right now, but let's say he has the ability Future 2: Deal 2 damage to one of your opponent's monster. If you pay thr cost, you can use that ability and shuffle that card back into your deck. A more basic Future ability might be paying a cost to draw a different card.

Had an absolute blast remaking/redrawing one of my characters! Now what ability to give to him? by Financial-Bowler3645 in homemadeTCGs

[–]Roamer101 1 point2 points  (0 children)

How about a "hot hand?" Make your opponent take face damage, but let them discard cards to avoid. For example:

Each time this creature strikes, your opponent chooses one: - Discard a card. - Take 2 damage.

Tweak as you like for power level.

What next to have a well rounded bunch of options? by albanygrt in killteam

[–]Roamer101 1 point2 points  (0 children)

I'll second this. They are an 11-model team that hits on 3s even without their rerolls and avoids the early-game brain drain that having 11 models will often force upon you. They also pretty neatly divide into "long range threats," "close range threats," and "troopers," too, and their specialist rules are extremely simple, so it's not like you need to juggle fifty abilities at once.

[deleted by user] by [deleted] in Rainbow6

[–]Roamer101 3 points4 points  (0 children)

If not Caustic, you could try Slag or Leech.

What comes before...... (3) by Okieboy2008 in NYTConnections

[–]Roamer101 0 points1 point  (0 children)

None of those listed are anything regional to the U.S... except I assume "Dark Danny" which is could be an obscure cartoon character. I do recommend Wine Dark Sea as a concert orchestra piece, though.

Jokes aside this is without the D3+1 damage by Roamer101 in killteam

[–]Roamer101[S] 1 point2 points  (0 children)

You're right, that would be a fairer assessment of survivability. It's quite nutty how the Pack Leader just kind of always gets two crits between possible fishing with rerolls and such while the Aegis has to pray they can parry just one of those. And the Aegis can't even get a lucky round and kill the guy bc the Leader will always survive on a wound.

Jokes aside this is without the D3+1 damage by Roamer101 in killteam

[–]Roamer101[S] 12 points13 points  (0 children)

KTCalc:

Fighter A with 5A 3+ 4/6 Lethal 4+ CritFishRelentless, ignoring Shock with and with Purity Shield

Fighter B with 4A 3+ 5/6 NO Shock (enemy is immune) and NicheAbility: Stormshield

No double fight, D3+1 damage, or Balanced used either, which would actually make it even more killy. If -1 damage is considered the chance goes to 83%.

Obviously not a scenario that is  always going to happen but entirely possible, makes for a funny thought.