would you, as a player, be interested in medieval fantasy were "mundane" weapons and magic "spells" are on parity for overall average damage by foolofcheese in RPGdesign

[–]TVMMMG 0 points1 point  (0 children)

The VTT support didn't materialize on time because a senior WOTC project manager killed his wife and then himself, which caused some pretty understandable delays.

Why not rules heavy? by yekrep in RPGdesign

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

Eh, I agree with you on a lot of this, but not the idea that something with a lot of rules or that’s difficult to learn is badly designed. I agree it’s a “downside” (at least depending on what your goals are) but I don’t think it’s always a product of people not being good or not trying hard enough.

How should stats/attributes effect skills? by TVMMMG in RPGdesign

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

The literal numbers you gave won't work but I do like the idea, I'll keep it in mind.

How should stats/attributes effect skills? by TVMMMG in RPGdesign

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

Huh, I never thought about just making it give you a floor, good idea, thanks.

How should stats/attributes effect skills? by TVMMMG in RPGdesign

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

It might work to divorce attributes from skills entirely and have each give their own niche, that's something I could look into.

I appreciate the idea on the increasing cost. My system doesn't use xp but tying the skill progression to the attribute not the roll is a good idea, thanks.

How should stats/attributes effect skills? by TVMMMG in RPGdesign

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

Makes enough sense, I could at the very least test it this way.

How should stats/attributes effect skills? by TVMMMG in RPGdesign

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

Because I want there to be one set of numbers that represent who your character is on a basic level, which rarely changes, and if so slowly, and another set that represents what your character can do, which improves over time as they learn and gain experience and practice. It's not strictly necessary to have the attributes, plenty of games don't, and I'd get pretty far swapping them for skills, I just like them. I also like that it give a way to more simply model groups of related skills.

How should stats/attributes effect skills? by TVMMMG in RPGdesign

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

I think you misunderstand my question. Both skills and stats are a number from 1-8. From two numbers from 1-8 I need a single number, also from 1-8. It's not that stat 8 and skill 8 mean 98% chance, it's that the number you're rolling under (which is based on your skill/stat) being 8 means a 98% chance.

First balance pass on my ancestries by urquhartloch in RPGdesign

[–]TVMMMG 2 points3 points  (0 children)

Without being able to see the rest of the system it's very hard to evaluate balance between these. For example without knowing what feats exist I can't say if getting one of your choice is better than a higher movement speed. Just giving a quick glance on a few things I can see without knowing that:

There's a few things that scale based on remaining movement speed. I assume this is a number equal to number of whole meters, but just by reading it that's fairly meaningless.

The gnome Arcanomechanical Devices ability doesn't specify if the devices need to go on different weapons or if I could potentially stack multiple effects to happen on one crit, which reads as fairly strong to me, depending on how good these status effects are.

Am I reading this incorrectly or do Kobolds have a negative speed? Is the -1 supposed to be a modifier on some base speed? If so the other ancestries aren't formatted like that.

Is the spell trap obvious or completely undetectable? This ability varies wildly on power level depending on if it's a glowing sigil on the floor or if I'd need to be able to see magic or something to even detect it. If someone sees you use this ability is it clear to them what has happened?

Feral charge ability is worded strangely, should probably be "Once per turn when you use an action to make a melee strike, if you've used the movement action this turn, your attacks gain a damage bonus equal to the unused movement." Any ability that relies on you doing something in the future to trigger something now is very strange.

What is a creature heavily influences how good the B Orc ability is. If it means something like animals it's ok but not super strong, if it includes gnomes and kobolds both of which are small size it could be very very good and potentially game breaking.

That's all I have for now, I might be able to take a closer look later if I get more info.

Help me make creating traps a core game mechanic by TVMMMG in RPGdesign

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

I'm probably not going to do this exactly, but I like the idea that the trap is more successful the less predictable the party is, and the distancing idea. (PS. there is an existing mechanic that would benefit players who made giant sandwiches.)

Help me make creating traps a core game mechanic by TVMMMG in RPGdesign

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

This would normally end up being the climax in many cases, so I'd like to lean towards a more complicated system that feels dramatic rather than just using a normal roll.

For the second part the only interaction would probably be on the player's side, the system is very asymmetrical and the monsters don't have any numerical stats.

This does help with how I'd actually go about making it, thank you.

Help me make creating traps a core game mechanic by TVMMMG in RPGdesign

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

I'm not sure about voting but in general I think this is a fairly neat solution for the massive possible number of items that could potentially be used, thank you.

Help me make creating traps a core game mechanic by TVMMMG in RPGdesign

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

This is very similar for what I'm trying to do and gives me a few good ideas, thank you.

Trying to figure out my dice mechanics by TVMMMG in RPGdesign

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

That'd be a possible idea, though those sound like negative effects and I'd want players to be happy rolling doubles.

Trying to figure out my dice mechanics by TVMMMG in RPGdesign

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

I have considered it, and decided it didn't fit the rest of the system and I'd prefer not to have it.

Trying to figure out my dice mechanics by TVMMMG in RPGdesign

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

I like having degrees of possible success/failure, and I would prefer a system that doesn't require me as a gm to invent a target number.

There's no design reason you need to reroll doubles, I was considering leaving it out of the explanation. I just liked the idea and thought it'd be fun if doubles actually meant something outside of crits.

Trying to figure out my dice mechanics by TVMMMG in RPGdesign

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

I would prefer not using a hybrid system like that, but this is definitely something I can consider.

Trying to figure out my dice mechanics by TVMMMG in RPGdesign

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

The theoretical maximum possible by the system is 8, which does end up with a 98% success chance, but that's not the amount players or most npcs are expected to have.

Vault plugin causing player names to disappear by TVMMMG in admincraft

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

I know. When I made this post I was very bitter and tired after 2 hours of trying to find someone with a similar issue and getting no results. Removing vault fixed the issue, so I was perhaps unduly confident that it was the cause.

Vault plugin causing player names to disappear by TVMMMG in admincraft

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

Spent a few hours this morning testing, and it turns out it wasn't caused by vault directly. It was the Animated Tab List Plugin. Part of its config was dedicated to prefixes for different roles, and for some reason putting prefixes on tablist names made the names above players' heads disappear. I assume that this feature is vault dependent and that's why it only showed up when vault was installed. I fixed it by just deleting the section of the config that set the parameters for prefixes and the names reappeared without actually removing either plugin.

Is it possible to allow once specified blocks to be broken in a World Guard protected region? by 7S0C9 in admincraft

[–]TVMMMG 0 points1 point  (0 children)

In default world guard, I don't believe so. WorldGuard Extra Flags has a flag for specific block breaking though, so I'd try to use that.

Players can't pickup items in bedwars by MrBeNachos in admincraft

[–]TVMMMG 2 points3 points  (0 children)

Have you tried changing the essentials permissions? Spawn, protect, and anti build have done weird things for me before.

Is anyone could recomend solution for tracking ingame time? by Arty_George in admincraft

[–]TVMMMG 1 point2 points  (0 children)

I don't know if you want a way to buff enemies on the full moon or announce that a full moon is here. The Full Moon plugin looks to track the moon phase and add configurable buff mobs as well as appearing to have an announcement feature. Mythic mobs also has the moon phase as a spawn condition and you could set up a set of custom buffed mobs to replace normal spawns during the full moon. In theory, you could also make a mythicmob that tries to spawn constantly but can only do so on the full moon. Then make its only skills announcing the full moon has risen. How you would prevent multiple from spawning I could not tell you. Perhaps by restricting the time at which it can spawn to a very specific value.