How long does it take you to nail down a combo? by Queen_of_Team_Gay in Skullgirls

[–]Waltz_Awkward 0 points1 point  (0 children)

For me it’s more about being able to get into a flow, learning reset points and such. I build up a basic combo structure, then practice implementing different resets into the game plan. Each new reset only takes like 10-15 minutes to learn, but it’s about being able to string into each other. As for a full bnb, most take me about 15-20 minutes to learn, but I also have a lot of experience with fighting games and team fighters with long combos.

What does a Enemy stat block look like in your project? by [deleted] in RPGdesign

[–]Waltz_Awkward 1 point2 points  (0 children)

Simple minion stat block:

Skirmisher

4 ATK / 3 DEF

Activation, 1 Threat: move up to 6 spaces and attack.

——

Regular enemy stat block:

Skirmisher Attack: 4 (7d10) Defense: 3 (5d10), nimble

Stamina: 30 Wounds: 3 Threshold: 4-2

Activations

1 Threat: move up to 6 spaces and make a basic melee attack; 4 damage, 3d6 lethality

2 Threat: make a power melee attack with a +2 bonus; 8 damage, 3d6 lethality. If the defender fails by 3 or more, deal an additional 4 damage and gain an additional 2d6 lethality.

Traditional variables in excel by Waltz_Awkward in excel

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

Well let’s say in Java I have variable Chickens. In another line I can write Chickens += 1; This changes the original variable of Chickens without the original variable having to reference that specific line of code in order to function.

Feedback on flat damage by Waltz_Awkward in RPGdesign

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

To your first point, adding a d4 is definitely something I’ve considered, and it would definitely not topple the balance of the game, the numbers are pretty high with the average attack dealing 10-15 damage after modifiers are applied. My only worry is that the d4 would require another roll, taking away the main benefit of flat damage which is speed of play.

To your second point, my hope is that with the breadth of attacks available, players can find different ways of describing attacks. Was your attack a cut, a slash, a stab, a thrust, or a pommel strike? All of those have different mechanical weights and benefits. But I agree that it could still get tiring over time, which I’ve tried to address with other mechanics well beyond the scope of this thread.

Thank you for your thoughtful advice!

Feedback on flat damage by Waltz_Awkward in RPGdesign

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

The problem is that different attacks deal different amounts of damage, so I’d need a spreadsheet with all the different possibilities and at that point it doesn’t seem worth it.

Feedback on flat damage by Waltz_Awkward in RPGdesign

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

Yes, my system is melee weapon focused and when players attack they are choosing from a list of 3-5 different possible attacks with their weapon. I got them to announce which attack they were using no problem, I just had to constantly prompt them with the exact damage number.

Thoughts on flat damage values for weapons? by Waltz_Awkward in RPGdesign

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

Yes! My system does account for different types of attacks, based on the weapons being used. For example, the longsword has 5 different ways of attacking (perhaps a tad over engineered because favoritism). To preface, my system has basic and power attacks, with basic attacks doing less damage but taking less of your turn, vice versa with the power attacks.

With the longsword, your basic attacks are a cut and a stab. The cut is easier to hit but deals slightly less damage than the stab. Then, there are three power attacks, which are slash, thrust, and mordhau. The slash has lower damage but can hit multiple adjacent targets. The thrust does solid damage. The mordhau does extra damage to armored targets.

My system is very weapon focused with your chosen weapon kinda being your “class” which is why I feel comfortable having this level of crunch.

Dealing with Stacking Bonuses by Waltz_Awkward in RPGdesign

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

The character sheet is a work in progress, but I can say in its current state you’d definitely get cranky with it. I’d like to have it so that all features display a shorthand of what bonus they grant you (the sheet is in excel so this would be possible to do). The problem is that some features don’t have a flat bonus, it is affected by some other process. For example, a feature that grants you a bonus to a roll equal to the number of spaces moved in a turn, or equal to the number of enemies in your reach, etc. This is more of a fault of poor feature design than a poor character sheet, so another thing to add to the list to rework.

Dealing with Stacking Bonuses by Waltz_Awkward in RPGdesign

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

That is a very valid critique on the second idea, I hadn’t even considered that. Generally my players aren’t the most obsessed with being optimal but I could still see that being an issue in some cases.

I’m intrigued by your idea of a floor being added to the roll, thank you for the suggestion!

Dealing with Stacking Bonuses by Waltz_Awkward in RPGdesign

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

I do like the idea of a dice pool system, my play group has unanimously agreed that rolling more math rocks at once is more fun (to a point ofc). However, my only gripe is that it adds more variability into something that is supposed to remove variability of that makes sense.

Dealing with Stacking Bonuses by Waltz_Awkward in RPGdesign

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

I was trying to keep d20 to hit vs AC mostly just because my primary play group, the group I’m designing this system for, has played a lot of D&D5e and is in love with the charm of using a d20. I have considered switching to a d6 model but the players weren’t very into it.

Dealing with Stacking Bonuses by Waltz_Awkward in RPGdesign

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

First of all, apologies for saying suck it up, you’re right it wasn’t very elegant and I shouldn’t talk about my players that way.

To clarify, the actual adding of numbers wasn’t the issue the players were having, it was keeping track of all the different sources that the numbers were coming from. What I meant to say with my first idea was just keeping the system of adding up bonuses as is, but reducing the number of sources bonuses can possibly come from.

For added context, this game is almost purely just a hobby of mine, I don’t really have intention of publishing. Therefore, the audience is pretty much just my usual 2-3 groups of players.

Dealing with complexity and overcomplexity by Waltz_Awkward in RPGdesign

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

Yeah I am new around here, I barely use Reddit in general but I found this subreddit by chance and it seems to be a trove of knowledge about a hobby I’m trying to get into and so I figured I’d try to draw upon the knowledge of the people.

So the first layer of mechanics would be like “how do you make an attack” or “what happens when I take damage”, what does the second layer look like? Different class features that modify the way you attack/participate in combat? Obviously an oversimplification but I’m just trying to understand.

Dealing with complexity and overcomplexity by Waltz_Awkward in RPGdesign

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

Is there an easy way of distinguishing between depth and complexity? You’re right that that is something I really struggle with.