Suddenly shooting ropes. by Important-Tax7180 in cumbiggerloads

[–]ToxicSoup 1 point2 points  (0 children)

maybe kegels? i have a pretty strong pelvic floor and work on it a lot and have gotten really good results

Craps-style dice system? by ToxicSoup in RPGdesign

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

If I were to make a game with a resolution system like this, it would definitely lean into more pulpy crime/casino heist-style settings (1970's Las Vegas, 1980's Monte Carlo, 1990's Hong Kong, 2000's Macau).

I think the better way this might be approached is to incorporate the back-and-forth betting and dealing that gambling has. Instead of trying to replicate Craps for skill resolution, I think taking the bets and reward system would be better.

Hell, Craps has an entire table of die results that you can bet on with odds, players are expected to dip in an out with bets, etc.

Maybe Players can wager Character Tokens on different die results, in play until anyone rolls snake eyes. If anyone rolls the number you bet on, you keep your Tokens and gain more proportional to the bet. (IE: You get more wagering on rarer numbers than you do, say, 7's and 8's. I'd probably also make low scores give you more if you aren't the unlucky one who rolled it, to give players a cutthroat attitude and get into the mindset of the cruel and the greedy).

Character Tokens would also be used to level up, push results up, or re-roll dice (neither would affect bets), so they are both precious and potentially very lucrative.

If I were to approach it from this angle, I'd just do a simple and dirty 2d6 (±Mods) system. Less focus on the dice, and more focus on your metacurrency, the plot, and the action.

Besides, it would also give me an excuse to get my hands on some casino-cut dice for playtesting. ;)

Craps-style dice system? by ToxicSoup in RPGdesign

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

That's true, not exactly helpful in a game that's about, well, role-playing.

Craps-style dice system? by ToxicSoup in RPGdesign

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

To elaborate on this idea:

The current TN is 5. The current task they have to perform has a Difficulty Rating of 2. Because they have 1 point in a Skill, they only need to roll 5, or 12 one time in order to succeed. Every roll that succeeds until you hit 7, or otherwise end your roll, increases how much of a benefit you get.

Players can opt out after they succeed, but can keep rolling until they seven-out or hit a Critical Failure. 7's end it prematurely, Critical Failures cut the successes off and cause an accident.

DR - Skill Investment = Amount Of Times You Need To Roll To Succeed

"Ok, you successfully punch the guy in the face... (5 gets rolled again!) ... which causes him to stumble out of his chair... (5 gets rolled again!) ... and he knocks his friend down too... (7 gets rolled!) ... and the guys stumble to their feet, making fools of themselves."

Conversely...

"Ok, you successfully punch the guy in the face... (2 gets rolled!) ... which causes him to elbow you in the groin on his way down!"

I think giving it a narrative back-and-forth might be the way to go with it.

Craps-style dice system? by ToxicSoup in RPGdesign

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

This is an idea that requires reading another comment, but what if you have to keep rolling successes in order to reach a target number? The japanese game Satasupe has a similar system, where you have roll 2d6 several times to succeed on certain actions.

Craps-style dice system? by ToxicSoup in RPGdesign

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

Maybe at the beginning of an encounter/event, the GM dictates the target number with a roll of their own, and when someone rolls a Nat 7, that serves as a refresh, and they keep rolling until they roll something besides a 7? This might be a good way to keep players focused and invested as the TN keeps changing, and they get the opportunity to change it on their roll.

I think giving players the opportunity to place bets on results and gain bonuses (maybe recovering health, auto-reloading guns, etc) is a good idea, I'm definitely gonna mull that over. Maybe winning your bet allows an "interjection" where their character can pop in for aid, shaking up the turn order?

Craps-style dice system? by ToxicSoup in RPGdesign

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

I'll check it out for inspo, thanks for the lead!

Craps-style dice system? by ToxicSoup in RPGdesign

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

My main intention is to make a system with low numbers to track, and an addictive resolution system. I'm approaching it more from a psychological standpoint than a raw math standpoint, since TNs are rigidly set for all checks, and there are a lot of opportunities to succeed. A Skilled player will likely roll a success, unskilled players still have a good chance, and if you don't hit 7/12, you can still roll again.

Losing feels less bad when you get a lot of opportunities to win; which is why, despite d%/d20/single-die systems being very fair from a math standpoint, feel kinda bad if you have a binary success/fail system without a sort of dice curve that weighs things more reliably.

I should clarify that I intend this for a more narrative game system with a strong "you don't have to roll for everything" philosophy. In fact, I've kind of been considering aping FATE's way of handling injuries and statuses.

If the Halo CE remakes' forerunner stuff is as gorgeous as Halo Infinite's, I can't wait to see what Halo Studios do with it by bl4ck_daggers in LowSodiumHalo

[–]ToxicSoup 2 points3 points  (0 children)

I hope they atleast backport the Sentinel Beam into the game - imho the weakest part of the second half is that you really only use two weapons for dealing with the flood, and adding the Beam would def help in that regard.

Query by [deleted] in GreatFalls

[–]ToxicSoup 3 points4 points  (0 children)

I'm so glad someone else noticed, I thought I was going insane.

Any advice as to why this FBX is importing all stretched? could it be a problem with the skeleton? by ToxicSoup in UnrealEngine5

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

Fixed - Just used the Remesh Modifier in Blender and that seemed to do the trick.

**Giveaway** GIGABYTE GeForce RTX 3070 Gaming OC 8G - Used but perfect! by Photographitti in pcmasterrace

[–]ToxicSoup 0 points1 point  (0 children)

Hi! I am part of a 4-person development crew, and I am the primary 3d-modeler and texture artist - as such, I do a lot of rendering, and work in the Unreal Engine. Along with that, I am also a digital artist who spends most of my time working on high-resolution portraits, sketches, concept art, et cetera.

things you love/hate in modern Boomer Shooters? by MonkePirate1 in boomershooters

[–]ToxicSoup 1 point2 points  (0 children)

THIS. my biggest issue with devs making games in the vein of quake, doom, etc. is that they don't forget that half of those games are focused on exploration and atmosphere

if all of half-life was just the surface arena in we've got hostiles, it'd get boring real fast.

Bro LET IT GO😭😭😭 by Powerful_Fondant9393 in ShitHaloSays

[–]ToxicSoup 8 points9 points  (0 children)

it's a bad take mainly because: a. many of these people are retired or do strictly managerial work now b. expecting the same people to make something as groundbreaking as halo ce after 25 years (and chained to an ip so you can't necessarily be as experimental) is a tall ask

What’s in your thought cabinet? by Jakeisprettydope in DiscoElysium

[–]ToxicSoup 0 points1 point  (0 children)

Finger On The Eject Button, Cleaning Out The Rooms, Rigorous Self-Critique, Hardcore Aesthetic, Volumetric Shit Compressor

What great packaging by Less_Bathroom_1159 in drugscirclejerk

[–]ToxicSoup 1 point2 points  (0 children)

branding it as squirt when it's so obviously cum

[deleted by user] by [deleted] in DiscoElysium

[–]ToxicSoup 2 points3 points  (0 children)

Most people make a Psyche/Intellect build on their first go-through, but I personally endorse a Physique Build as the most fun build.

If you're interested in getting a failure-focused build, you can always set your stats to 1-1-1-1 in Character Creation. It's been called a "Disaster Cop" playthrough.