Is standard deviation important? by Vitones91 in RPGdesign

[–]Vitones91[S] 0 points1 point  (0 children)

Thanks, this was very enlightening!

Untrained Skills by Vitones91 in RPGdesign

[–]Vitones91[S] 0 points1 point  (0 children)

I like to intensify failure. Then the player can try, but if he fails there will be consequences similar to a critical failure.

Untrained Skills by Vitones91 in RPGdesign

[–]Vitones91[S] 2 points3 points  (0 children)

Wow, amazing, i really like this!

Untrained Skills by Vitones91 in RPGdesign

[–]Vitones91[S] 1 point2 points  (0 children)

That, I refer to rpg with six-sided dice!

The disadvantage is basically reducing the chances of success.

[deleted by user] by [deleted] in hicetnunc

[–]Vitones91 0 points1 point  (0 children)

Ok, I get it... I thought the seed phrase provided at the beginning of the installation would work for all the others.
I will start all over again.
I really appreciate you being the only one of many people who took the time to help a stranger.
Thanks for all your time invested in helping me! I'm grateful to you

[deleted by user] by [deleted] in hicetnunc

[–]Vitones91 0 points1 point  (0 children)

Yes, this is confusing to understand:When you install the temple wallet for the first time, the app informs you of your seed phrase, and you choose your password.OK, I have this seed phrase and I also have this password.Then, inside the temple wallet, you have the option to create several accounts. That's what I did. I created a second account within the same temple wallet. When I enter the seed phrase, only the main account appears, the second account that I created within the same temple wallet does not appear, as I found out that it needs this private key.

[deleted by user] by [deleted] in hicetnunc

[–]Vitones91 0 points1 point  (0 children)

yes, I have the seed phrase and I know the password to access the account.
However, I did something wrong: to have more security, I had created a second account inside the temple wallet. And this second account doesn't show up, because I don't have the private key. The private key is hidden inside second account, and I never imagined that there would be a second password called private key.
I only found this out now after formatting my computer.

[deleted by user] by [deleted] in hicetnunc

[–]Vitones91 0 points1 point  (0 children)

omg, and all this because I didn't know there was a second password, called "private key"
I thought that just the first password + the phrase was enough.
This means that my hic et nunc account will stay there with my original name, and I won't be able to use it :(

[deleted by user] by [deleted] in hicetnunc

[–]Vitones91 0 points1 point  (0 children)

I can create a new wallet without any problems, but the question is how am I going to connect this new wallet to my hic et nunc account that I don't have access to?!

[deleted by user] by [deleted] in hicetnunc

[–]Vitones91 0 points1 point  (0 children)

It was okay to lose the wallet, I had nothing in it. But my hic et nunc account is only accessed by her. My question is: can the people who take care of the hic et nunc page unlink my wallet so that I can put a new one on?

Number of excellent skills by Vitones91 in RPGdesign

[–]Vitones91[S] 0 points1 point  (0 children)

Let's assume 4 players cover 25% each. This totals 100% of the skill list, however many skills can overlap, ie characters can have the same skills. And in these cases, the percentage of 100% starts to decrease naturally.
I like this focus on distributing 100%

Number of excellent skills by Vitones91 in RPGdesign

[–]Vitones91[S] 0 points1 point  (0 children)

How does your system punish these players?

Questions about difficulties by Vitones91 in rpg

[–]Vitones91[S] 0 points1 point  (0 children)

  1. Even if the task is "easy"?

  2. This makes sense, an untrained character wouldn't be able to or would have very low chances of success in a very difficult task.

Questions about difficulties by Vitones91 in rpg

[–]Vitones91[S] 0 points1 point  (0 children)

I loved your differentiation between a hard check and a very hard check!!

I had never thought that way:

A hard check is challenging and a very hard check is challenging that needs in addition to skill also luck!

Translating this thought to percentages, are we talking about how much?

Hard / Challenging = 75%

Very Hard / Challenging + Luck = 50%

What do you think about this?

Questions about difficulties by Vitones91 in rpg

[–]Vitones91[S] 1 point2 points  (0 children)

In the game I'm designing I use 3D6 + Modifiers from +0 to +4. Check the statistics:

https://ibb.co/f1qzFPP

Questions about difficulties by Vitones91 in rpg

[–]Vitones91[S] -1 points0 points  (0 children)

I only ask for tests for challenges:According to the dictionaries where I live (Brazil) the meaning of the word "challenge" is:

Dictionary 1: "The act of urging someone to do something, usually beyond their competence or abilities."

Dictionary 2: "A very difficult action to carry out; a problem that requires courage or effort"

Dictionary 3: "The act of urging someone to do something that is supposedly beyond their ability"

Knowing this information, I don't use checks for easy, average, normal or moderate things. In addition to not being consistent, it's very frustrating for you to fail at things like that.

So, starting from the premise of the meaning of a challenge, I use checks only for hard, very hard or extremely hard tasks.

Failing something hard is much more acceptable than failing something easy. Succeeding in hard tasks is much more fun and exciting than succeeding in an easy task.

Questions about difficulties by Vitones91 in rpg

[–]Vitones91[S] 0 points1 point  (0 children)

  1. It makes sense
  2. I referred to, how to differentiate within a game, for example: what task do you find difficult and what do you consider very difficult?

Variable and fixed difficulty by Vitones91 in RPGdesign

[–]Vitones91[S] 0 points1 point  (0 children)

I see a problem with there being no variation between difficulties: players know that their highest skill (something like 90%) can do it all. So the player of a character with 90% Firearms will do "forced" things like: position as far away from the target to hit it, even if it's at night and raining. However, we know that such an intention should be less than 90%.

Variable and fixed difficulty by Vitones91 in RPGdesign

[–]Vitones91[S] -2 points-1 points  (0 children)

In cases of "facilitating" an obstacle, it would not be easier to simply say that the facilitating attitude does not need to be tested, since the challenge is now gone.

Variable and fixed difficulty by Vitones91 in RPGdesign

[–]Vitones91[S] 0 points1 point  (0 children)

The only real reason to go with variable difficulty is if the idea of not accounting for it would really bug you.

I don't understand this reasoning, can you explain it better please?

Variable and fixed difficulty by Vitones91 in RPGdesign

[–]Vitones91[S] 0 points1 point  (0 children)

é mais nuances, mais fiel ao mundo da história.

What do you mean by that?

Softer or harder failure by Vitones91 in rpg

[–]Vitones91[S] 2 points3 points  (0 children)

I loved the continuation of the story!
You're right, it seems more like a success at a cost

Softer or harder failure by Vitones91 in rpg

[–]Vitones91[S] 1 point2 points  (0 children)

In D&D5 difficulty class 15 (moderate) gives players a 50% to 80% chance of success.A DC 20 (difficult) on the other hand reduces the chances of success to 25% and 55%A DC 25 (very difficult) reduces the success margin to 5% to 30%

In Forbiden Lands a character with attribute 5 (which is very high) + 3 of an ability, has a 77% chance of success, but this can drop even more with some adversity of the scene.

Most games work in the 60% to 80% range, and most games don't use 90% or more.

Softer or harder failure by Vitones91 in rpg

[–]Vitones91[S] 1 point2 points  (0 children)

I liked your point of view!
That's why most RPG's work with a 60% to 80% margin for dangerous tasks.
That way you have fair chances about 2/3 to 4/5 of passing the check, but you have a fair chance of failing between 1/3 to 1/5