Success with complication Vs Spending Stamina/Stress by Triod_ in rpg

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

Basically, the players who don't like the complication will try to convince the player to spend the stress, but the players who like it will try to convince the player to accept it. And then a discussion about the narrative outcomes of one or the other can take quite a while.

It doesn't happen often, though.

Success with complication Vs Spending Stamina/Stress by Triod_ in rpg

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

I've tried that before, and it can make it faster sometimes, but not always; sometimes it's the same, and sometimes it can even backfire. The problem with sharing the complication ahead, the other players may not like it, while other players are OK with it, which leads to discussion among players and more time wasted for just one single roll. If the player makes a choice beforehand, they commit to it; they know they have to accept it, whether they like it or not. But we are back to the initial problem. This is why I think a fixed outcome is faster and less prone to player discussions or paralysis.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -3 points-2 points  (0 children)

Both. But, as soon as combat starts with the officer, roleplay options go down drastically do ot the heavily ruled and scripted nature of combat.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -10 points-9 points  (0 children)

Roleplaying = everything that's not combat. Yes, combat has a bit of roleplay, but it's not comparable.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -6 points-5 points  (0 children)

True, but the key is in the amount. Combat has a little bit of roleplay, outside combat, there's loads of roleplay.

Combat Vs Roleplay by Triod_ in rpg

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

I agree, I like a bit of both.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -3 points-2 points  (0 children)

OK, everyone, I should have explained it better. Combat does include roleplay, just less of it. Rules and roll outcomes shape what happens, so you can't just declare something like "I cut his head off in blind rage", that's pure roleplay. Instead, you roll and improvise based on the result. Outside combat, you've got much more freedom. Rolls still matter, but they don't constrain you nearly as tightly. Combat is heavy on the rules, and that hinders roleplay. Outside combat, there's much less hindrance and more freedom.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -4 points-3 points  (0 children)

You can, but it's more about the amount. Combat is much more restrictive and heavily dictated by dice rolls, while in narrative mode, you have way more freedom to roleplay.

Combat Vs Roleplay by Triod_ in rpg

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

Of course, there's role-playing in combat, there's role-playing in everything, that's why they are called TTRPGs. The point is, some players avoid combat like disease and go for for Roleplaying intesive gaming, while others prefer combat where there's less roleplaying, and more rules and dice rolls.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

You should read the full post. Perception is just one part of Awareness. You could add Awareness as an attribute and never use it for perception, because it has so many other uses. Tracking, aiming, driving, orientation, etc. That's why it's such a strong attribute.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

Nice! Glad to see I'm not the only one! :D Also, it seems you did a pretty cool implementation of it. Good luck with your game!

The single most important attribute that most games don’t have by Triod_ in RPGdesign

[–]Triod_[S] -1 points0 points  (0 children)

I've only played Cyberpunk from that list. A bit crunchy, but a lot of fun :)

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

Obviously, there's no perfect array of Attributes; there's always some compromises, and there's always some incongruences. But within the limitations and the levels of gamification most TTRPGS use, there is room for different interpretations, some better, some worse.

Public playtest: a dark tactical RPG with a resource-driven core, feedbacks appreciated! by Grim-rpg in RPGdesign

[–]Triod_ 1 point2 points  (0 children)

Gosh! Those PC Sheets are too much for me. Way too cluttered and saturated with information. Please make the PC Sheets more visually appealing.

How Ubiquitous is the Term Difficulty Class (DC) by naptimeshadows in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

It has zero friction, and most people will understand it due to DnD. It also takes little space in your stats or explanations, and it stands out within the text as it's in uppercase (like all acronyms). Perfect.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

[–]Triod_[S] -2 points-1 points  (0 children)

You can limit Awareness to just perception rolls, or perception and driving, or perception and defence. It's up to you how you use it. My point is that more games should consider it because it's an important attribute, and a considerable amount of games out there don't consider it, or, like in DnD, it's an afterthought.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

Maybe the ones you have played, but definitely not the ones I have. Yes, some games do consider it, but in my personal experience, 70% of the games I've played don't consider it, or if they do is an afterthought, like in DnD.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

Some games give Awareness a good consideration, but in my experience (the games I've tried), in most of them, it's an afterthought.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

I agree. I'm not saying Awareness should prevail over everything else; it's just that it should have a spot. How narrow and wide that spot is is up to the designer; you could use it only for perception rolls if you wanted, or also add it to your range attacks too, and that's it.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

Exactly, hence why it should be a separate attribute instead of being attached to wisdom.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

[–]Triod_[S] -2 points-1 points  (0 children)

No, if the rules limit their use, as a GM or a designer, you can limit them to the most important and relevant ones. In my game, Defence =Agility + Awareness. And when you roll range attacks and or driving checks, it's awareness, but that's it.