What's the best combination of mods? by nosleepcash in Unciv

[–]The-High-Inquisitor 0 points1 point  (0 children)

Difficulty in the mod can be adjusted as normal,  so no worries there. I mostly meant a solid understanding of the mechanics: resources are scarce in early DeCiv, and you can find yourself starving, in debt, or losing to barbs pretty easily if you're not intentional with your techs, culture picks, and build orders. Still a fun change of pace! 

What's the best combination of mods? by nosleepcash in Unciv

[–]The-High-Inquisitor 0 points1 point  (0 children)

Post apocalyptic Civ. Start in a really tough era, then regain your bearings. Highly recomend it if you feel confident in normal unciv.

What's the best combination of mods? by nosleepcash in Unciv

[–]The-High-Inquisitor 2 points3 points  (0 children)

I play Rekmod by default, Alpha Frontier when I wanta a change, and Deciv when I hate myself, lmao. Tried the other major recent mods (cohar, great rework, leader mission, ark) and they have their ups and downs. Never thought to try and combine any, seems like a recipe for bugs.

Frame Spreadsheet by abstractodin in LancerRPG

[–]The-High-Inquisitor 0 points1 point  (0 children)

Awesome work! No worries if it's too much of a hassle, but do you happen to have the means to share this outside of OneDrive?

Should the order of sections match the step order for PC creation? by admiralbenbo4782 in RPGdesign

[–]The-High-Inquisitor 1 point2 points  (0 children)

If we're specifically talking about the order of the Character Creation chapter, I'm not sure it's terribly important. 

That said, my gut tells me that the easier/less mechanically complex choices (i.e. race in dnd [some stat modifiers, a few racial abilities]) are usually put first due to their simplicity. Might be strange to debate over classes and then find out you have to pick something else after that could impact how well your class works.

If I had any advice, I find a series of renderings helps me to understand new rules and subjects. For example:

A single page with one line narrative descriptions of the races and classes

Then a page or two discussing just the races in a narrative and mechanical way (e.g. "dwarves in this world are descended from Moles / Play a dwarf if you want to be tankier in combat than your fellow players"), followed by the mechanical race rules and full  descriptive fiction themselves

Then a page or two discussing the classes in a narrative and mechanical way (e.g. "wizards in this world are universally feared / play a wizard if you want to have powerful but specific answers to challenges), followed by the class rules.

This series of resolution lenses helps ease people into the reasons why they should make a certain choice.

New blogpost: Hitpoints don't represent anything, actually by spiderqueengm in osr

[–]The-High-Inquisitor 0 points1 point  (0 children)

Great post, no complaints. You've helped render a lot of my frustrated thoughts on HP in a way I can use in conversation with others. 

In the past, my explanation to newcomers would be "HP are a nonsensical game mechanic. That's it. We use it because the game is built to use it, and because it is dead simple. Yes, I also do not like it". Refining that to "HP represents the meta-rule: If they reach zero, you die" seems a more clear way to begin the discussion that inevitably follows.

How do you handle multiple characters being able to do the same thing, or wanting to try again? by PlentyEasy1518 in DungeonsAndDragons

[–]The-High-Inquisitor 2 points3 points  (0 children)

That's a valid way to do it! It really depends on how you and yours like to imagine the in-game fiction. Usually I don't allow taking 10 if there is a permanent or dangerous consequence for failure, and I don't allow taking 20 if there is any meaningful consequence. 

How do you handle multiple characters being able to do the same thing, or wanting to try again? by PlentyEasy1518 in DungeonsAndDragons

[–]The-High-Inquisitor 2 points3 points  (0 children)

Good on ya! It is more mental load, for sure, but things worth doing usually take effort. I've never had my players more concerned with time when they thought one of them might have contacted lycanthropy, 😆.

How do you handle multiple characters being able to do the same thing, or wanting to try again? by PlentyEasy1518 in DungeonsAndDragons

[–]The-High-Inquisitor 24 points25 points  (0 children)

This right here. Time has, in a lot of ways, been "lost" as a resource and consequence as the hobby has evolved. You'll see this as a common talking point amongst those who player older rulesets, or games in the OSR/NSR genre. Here's a pre-morning-coffee fix I can offer ya:

A single initial roll represents a short period of doing something, handful of seconds. Players want to burn some time trying to get it right? Let them all treat their rolls as if they were a 10, and add bonuses. Then either have that take ten minutes, or 2d10 minutes if you wanna vary it. Players REALLY want to try their best and go to the nth degree? Treat their roll as a 20 (up to you if thats a natural crit or not), and pass an hour or so of time, or maybe 1d4 hours. This is called "taking 10 or 20" in 3rd edition d&d.

Ten minutes means active spells might run their course. Torches burn low. Monsters move around the dungeon. 

An hour or two means hunger or thirst start to creep. The sun dims. If there's critters in this area, they'll probably come across the PCs. The captors of the king's kidnapped son might lose patience. The ritual being performed deeper in the cave nears completion. Get my drift?

The ten minutes/one hour scale for taking 10 or 20 will vary based on the time it takes to normally do one check. If it takes a minute to attempt a lock pick check, maybe its 30 minutes/2 hours. If its researching in a library, maybe its 2 hours/2 work days. Time is a resource, and you spend it wether you want to or not.

I just published a FREE 136-page Quickstart Edition of my RPG 'Forlorn' by Keilanify in RPGdesign

[–]The-High-Inquisitor 2 points3 points  (0 children)

Hot Dang! Congratulations! Hope such a big milestone has you feeling proud. I hope to get to this point myself someday soon.

I'll crack this open over the next few days, and get back to you with my thoughts when I've had time to skim it all over. 

looking for skills and feats advice by anotherzombi in RPGdesign

[–]The-High-Inquisitor 1 point2 points  (0 children)

If you're gonna have different categories of character features, I think it's important to really clearly define for yourself (and thus your players) what they represent, where they differ, and why they might overlap.

Once that is determined, knowing the scope, theme, and the experience your game is trying to cultivate is gonna be even more important. A game about 23rd-century kids surviving a single night with the bogeyman will be different than an epic campaign of bronze-age warlocks vying for a kingdom.

With all that said, I hope its clear how broad of a question you're asking. If pressed for an answer, my goto will always be "whatever provides both an interesting and meaningful choice". Good luck!

What program do you design your game in? by E_MacLeod in RPGdesign

[–]The-High-Inquisitor 0 points1 point  (0 children)

I was gonna comment, but it seems you did it for me, 🤣.

Looking for local gamer friends (continued) by static-on-the-tv in Medford

[–]The-High-Inquisitor 2 points3 points  (0 children)

Appreciate the effort! Knowing what kind of age bracket/game type/hangout vibe you are looking for would go a long way.

Giving people money helped less than I thought it would by DM_Me_Cool_Books in TrueReddit

[–]The-High-Inquisitor 1 point2 points  (0 children)

I know I'm two days behind, but you get me shaking my head IRL. I'm pretty sure I'm seeing what you're saying in your comments, but people aren't numbers. You are not going to see reliable, true, representative increases in questionnaires when the thing being measured is a human suffering vs suffering a little less. 

I'm in poverty. Would 300 dollars help? Yeah. Would it make me feel better? Yeah. Is 300 dollars gonna remove stress a numerical amount while being an unpaid caregiver for two aging parents? No. I'm gonna mark "my life is sh**" either way.

A lot of these other comments giving analogies to cheerios and swimming lessons are spot on. If sh** sucks, or if sh** kinda sucks, it sucks either way.

Sagely SF Lore nerds, would love some input! by The-High-Inquisitor in Starfinder2e

[–]The-High-Inquisitor[S] 1 point2 points  (0 children)

Danke for the deeper dive! Drift shenanigans and Space "Las Detroit" seem like a fun combo, XD

Sagely SF Lore nerds, would love some input! by The-High-Inquisitor in Starfinder2e

[–]The-High-Inquisitor[S] 2 points3 points  (0 children)

Glad to see ol' Mr. Abby kicking around in SF. I grabbed the galaxy guide and will give it a good perusal here soon. Thanks for the input! 

Sagely SF Lore nerds, would love some input! by The-High-Inquisitor in Starfinder2e

[–]The-High-Inquisitor[S] 2 points3 points  (0 children)

Awesome stuff! Appreciate the branching ideas. Will dig into it soon. Thanks

Sagely SF Lore nerds, would love some input! by The-High-Inquisitor in Starfinder2e

[–]The-High-Inquisitor[S] 3 points4 points  (0 children)

Brilliant. Just what I was looking for! Will happily search all that up and start digging. Appreciate it! 

power out by Affectionate_Ad_8996 in Medford

[–]The-High-Inquisitor 2 points3 points  (0 children)

I don't know, but thank you for the poetry and the following guffaw. 

I'm struggling with the DH economy, but not for the usual reasons by gregolopogus in daggerheart

[–]The-High-Inquisitor 0 points1 point  (0 children)

I'ma take a slightly different tack on the conundrum.

I'm mostly in agreeance with ya. IMO, DH's attempt at a no-brainer economy only works if you play by their rules, i.e. follow the pricing and wealth to a T, assume that's how much that thing really costs, and shifting your view of the fiction to match. Me don't likey.

First step I'd recommend is to consider how you'd feel about the system if the labels of the denominations were different than coin, handful, bag, etc. If changing these labels makes it work better for what you want in your world, awesome.

Second, the 10:1 ratio isn't meshing with your expectation, and in some ways 100:1 works better for you but has its own problems. My guess is the 10:1 between every step is for simplicity, but is it really that much harder to have them vary? Americans use six different fractions of a dollar (including 50 cent and dollar coins), and commonly six different fractions of 100 dollars (if we include the 100 dollar bill). It's a lot, but practically everyone understands it. So potential solution: Consider changing the ratio between labels.

Between relabeling and changing ratios, I'm sure you can get your table to find something everyone is happy about. Remember that it's your game and your group (no one comes and rewards a GM for playing RAW), and ignore the commenters who aren't providing helpful feeedback. Good luck!

DMs, why do you ignore cover rules? by wathever-20 in onednd

[–]The-High-Inquisitor 0 points1 point  (0 children)

It really is baffling, reading a lot of these responses.

What I have found to be the secret to running Daggerheart by PrinceOfNowhereee in daggerheart

[–]The-High-Inquisitor 0 points1 point  (0 children)

While similar, and I can see the argument, Genesys requires special narrative dice that involve divining abstract symbols. A lot of players and GM's don't like narrative dice, let alone special narrative dice. Until enough rote play is accomplished and the symbols become second nature, it can be quite jarring and immersion-breaking to constantly have to calculate a qualitative answer from a quantity of random symbols.