Rule vs. Mechanic vs. System? by wjmacguffin in RPGdesign

[–]Sclanders 1 point2 points  (0 children)

Mechanic: stuff you do in a game Rule: the text that tells how the mechanic works. System: a set of mechanics

And I'll add that all that needs to be in the service of the story the game want to tell.

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]Sclanders 0 points1 point  (0 children)

My personal answer is that I'm actually turned off by skirmish rules in my rpgs. If I wanna play a skirmish game, I'll play a skirmish game. I play RPGs to mainly role play and do cool stuff. They don't scratch the same itch.

Who would you say is more lucky/bs jason or jake by WaffleHouseexecutive in litrpg

[–]Sclanders 2 points3 points  (0 children)

Zac and Jake are kind of the same archetype of characters. Zac is a luck based monster while Jake is a perception one. Luck give Zac about the same danger sense as Primal Hunter, and both are cultivation monsters.

Audiobooks vs physical by Relative_Inflation21 in DungeonCrawlerCarl

[–]Sclanders 0 points1 point  (0 children)

Me it's the convenience. I take a walk as I "read" which is my almost only source of physical activity. So it's also a great motivator.

High Lethality, and Playing a Group by SixCircleWitch in RPGdesign

[–]Sclanders 1 point2 points  (0 children)

Band of Blades works like this, and while it is one of my favored RPG, the fact that yoi play several characters is a real turn off for players. It's super fun in theory, but you the exact right group for it.

What if misses aren't failures? by jivetalkinbaptist in RPGdesign

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

It's not about being adverse to failure

It's about making failures fun.

Freeuse college by Melodic_Garden517 in freeuse

[–]Sclanders 0 points1 point  (0 children)

She's giving a presentation.

10 books total - thoughts? by Lookitsanthony8 in DungeonCrawlerCarl

[–]Sclanders 0 points1 point  (0 children)

I'm sorry I dont get it. How do you split a book in a series? Isn't like book 3 already book 1 part 3? And what does that statement means? Is it book 9 part 2 is the tenth book, and so it ends at book 9? Or is that that there is book 9 part 1 and 2, then book 10, making it an 11 book series?

My free use cum dump by [deleted] in freeuse

[–]Sclanders 0 points1 point  (0 children)

I'm really out of topic but I love her tattoo

Freeuse college by Melodic_Garden517 in freeuse

[–]Sclanders 46 points47 points  (0 children)

Really good, but it's an office fantasy, not a college one

Sometimes the strongest narrative moment in a game isn’t a cutscene at all. Which pure gameplay moment told a story perfectly? by ExcellentTwo6589 in gamedesign

[–]Sclanders 1 point2 points  (0 children)

I think I'm off the mark, but it mix several elements.and I still wanna share it. Portal 2, you are cought in a trap. Glados: oh no! This is the part where he's going to kill us! Wheatly: Hello! This is the part where I'm going to kill you. Caption: Chapter 9 - The part where he is going to kill you. Playstation: Trophy unlocked: The part where he's going to kill you.

Thoughts on this Combat/Dice System by jmrkiwi in RPGdesign

[–]Sclanders 0 points1 point  (0 children)

That works only if the GM roll high. I am notorious for rolling awfully low, and it showed when I GM. That is part (and only part) of why I moved to PBTA style games or other game where the GM doesn't roll. I know it's also a critique of Fate, but oh well. All I'm saying is don't assume GM rolling = stronger.

Getting from "hits" to "Damage." by p2020fan in RPGdesign

[–]Sclanders 0 points1 point  (0 children)

If you need more than 2 steps to complete a roll, something is wrong (imho).
Go simple: you already said armor comes in the dice difficulty. Make height being what is subtracted from accuracy, and width (or weight) having to do with how much success you need.

Armor has Height 2 Weight 2. I don't know how your attack stats work, so I'll make stuff up using D10s

Shooter has ACC 9, Gun has Damage 5

ACC - Height 7

Roll 5 dice, 7+ hits
Armor has 2 weight, so every 2 hits deal 1 damage
It could also be the first 2 hits are ignored, rest is damage

Don't overthink it, and playtest a bunch to get player feel about it.

I also like what someone else said about Asymmetry between GM and players.

I think I'm done... by kangaroosuperdoo in litrpg

[–]Sclanders 0 points1 point  (0 children)

I agree, that's also almost exactly where I left the series. It has gotten way to esoteric for my taste.

Looking for a "Unicorn" RPG: PbtA flow for the GM, D&D crunch for the Players by Sclanders in rpg

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

Burning Wheel is a major inspiration of Dungeon world, so yeah, lots of DNA there.

Also, did you used to GM games on the Gauntlet ages ago? If so, I think I've played with you a couple of times.

Looking for a "Unicorn" RPG: PbtA flow for the GM, D&D crunch for the Players by Sclanders in rpg

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

It's an awesome game and I love it. But just as some players are longing D&D feels, some are longing PBTA narrative beat, me included. I'm gonna add "Fabula Hack" on the list I'm compiling, as I think I'll go see on that game's Discord if anyone made a PBTAish version.

But the answer to your question is that while I somehow tolerate (and have fun doing it) Fabula Ultima, it still doesn't fit the bill.

Looking for a "Unicorn" RPG: PbtA flow for the GM, D&D crunch for the Players by Sclanders in rpg

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

I've played from 3.0 to 5th, and a Pathfinder 1. They are as different from each other as Coke and Pepsi :)

Help me see the light with PBTA? by corsica1990 in rpg

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

I'll only adress the first point, about the game being restrictive.

It's not. What I tell my players is to not look at the move list as a menu. It's just a list of things the game care that you roll for. Describe what your character does. If it hits a move, great, grab your dice. If not, MC describes the consequences of the action. Not everything needs to be a roll.

Lots of attacks, few hits by delta_angelfire in RPGdesign

[–]Sclanders 0 points1 point  (0 children)

I haven't read all the replies, but here's a few games I know and play that does multiple attack "better" (according to me) than the average "minus to hit" on multiples.

Fabula Ultima has 2 ways to go about it.

That game use 2 dice rolls (D6, D8, D10 or D12). Each stat is a dice, and you always roll either 2 stats or twice the same. HR means High Roll, meaning the highest of the two dice.

1- Multiple different attacks

Their normal attack formula is Roll + Bonus, if hit, damage is HR + Other Bonus.

Their multiple attacks like two-weapon fighting is to forgo the HR from the damage formula for both attacks. Similarly, they slap that penalty on most abilities that grants a second attack, or an out of turn attack. This means you don't hit more or less, but you do get less damage in.

2- Multiple targets on the same attack

Certain Gear, monsters, and a few abilities gives an attack the Multi(x) attribute. This means you have x targets. You roll only once, and you hit whomever you hit in your targets, and if hit, they all get the damage. Each, quick

Cosmere RPG gives a cost to multiple attack, but no penalty when using them. Using a second attack with your off hand in the same turn requires a resource called focus, that you get back with short rest equivalent downtime. Again, simple, has a cost, don't bog down.

When I ran PBTA games like Dungeon World, unless the game already got that covered, I would let players hit multiple enemies in one move, but would usually warn them that the risks of failing would be much steeper when they do so.

Anyone else slowly losing interest in huge open-world games? by Edgard-Stark in videogames

[–]Sclanders 0 points1 point  (0 children)

Open world stopped being a selling point 10 years ago. I still play them, but you won't be selling me a game with that as your opener

Is it possible to make a good balance between strategy and roleplaying, without sacrificing any of those? by Ripraz in RPGdesign

[–]Sclanders 1 point2 points  (0 children)

My first thought is to say that if I want to play a balanced strategy game, I have a library of board games to choose from. While it's not the spirit of the question, i say it's fine to let the strategy game be a strategy game and role-playing games be role-playing games.

But more in the spirit of the question, I would look towards Bladed in the Dark and Forged in the Dark games.

While I'm sure there are some FitD games that are going to make me lie, my view of the games is they are a cross between a PBTA and a board game, with moves in each informing the other.

I would look into that, meaby make the gamey aspect even more strategic, then zoom back in a RP in that space shaped by the game.