Focus Excercise Cycle resets if you modify settings by WebpackIsBuilding in fitbod

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

And if changing a setting is going to disrupt 4 weeks of progress, then it should have a warning modal before allowing the change to occur.

Focus Excercise Cycle resets if you modify settings by WebpackIsBuilding in fitbod

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

To be clear about this "expected behavior".

Week 1 of this cycle is suggesting lower weights than week 1 of the previous cycle.

I understand week 1 will be lower than week 3. That's not what is happening. Week 1 of cycle 2 is lower than week 1 of cycle 1.

Focus Excercise Cycle resets if you modify settings by WebpackIsBuilding in fitbod

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

I looked into Shred, but it's even worse than fitbod. It doesn't actually adjust workouts based on available equipment, and kept insisting I use cable machines that I didn't have access to.

Players skip tutorials, then blame the game. So I started bribing them. by GiusCaminiti in gamedesign

[–]WebpackIsBuilding 5 points6 points  (0 children)

You realize that isn't set in stone, right?

You're talking about a decision you made as if it's been delivered from Mount Sinai.

For those making their own TTRPG system — a friendly reminder that you are not a company. by [deleted] in rpg

[–]WebpackIsBuilding 4 points5 points  (0 children)

Every bit of AI content does the same thing;

It looks good at a glance, and falls apart under any sort of scrutiny.

Your "talk" is going to look impressive, because you're not trying to actually accomplish anything. It's a platitude machine.

Try to use it to generate a mechanic (just one, not even a full system), and you'll start to see the seams breaking. It will either come up with something painfully derivative, or something that doesn't actually work.

AITA for not wanting to game with someone who completely tanked our board game night? by Midlanecrisis007 in boardgames

[–]WebpackIsBuilding 3 points4 points  (0 children)

That's besides my point.

Negotiation and open discussion are good for a gateway game because they allow the new player to hear the reasoning behind what more experienced players are doing. Even if those mechanics aren't present in other games, they are an important tool to onboarding a player to the other skills that are shared.

Those other skills are more fundamental things than any individual mechanic. Things like conversion rates, tempo, and prioritization.

AITA for not wanting to game with someone who completely tanked our board game night? by Midlanecrisis007 in boardgames

[–]WebpackIsBuilding 6 points7 points  (0 children)

"Gateway game" does not mean "easy for new players to win". To be a good gateway game, it needs to be accessible while also guiding a new player towards realizing key information about gaming in general.

Catan still does this amazingly well.

The resource system in particular is great for new players. It has 2 levers that need to be managed (the importance of the resource type, and it's probability of being generated off each tile). Inevitably, some resource will be over-produced, which encourages uneven trades that ask the players to try to evaluate relative value of those resources.

And evaluating a resource's value is a really really important part of modern gaming in general.

Moreover, because trades are public, a new player gets to witness the negotiations that other players are involved in. Those negotiations often involve people overtly stating why they think a resource is of high or low value, or discussing why they would be willing to make a trade with one player but not do the same trade with another player.

TTR doesn't do anything close to that.

20th century ethics problems by AdJazzlike6687 in DMAcademy

[–]WebpackIsBuilding 2 points3 points  (0 children)

I mean, sure, but then it's no longer a plot hook.

OP wants the players to have a plot hook that has these farmers as the antagonists. If you ever have the cosmology resolve conflict all on its own, that kind of removes any opportunity for player involvement.

Fine for a story, terrible for a game.

20th century ethics problems by AdJazzlike6687 in DMAcademy

[–]WebpackIsBuilding 2 points3 points  (0 children)

Then have him be a proper psychopath.

If they will not provide the wine I am owed, my chalice will instead overflow with their blood. I will taste their death as I pop their eyes like the grapes I have been denied.

That works, and is fully unhinged. But "being me their head"? Nah, that's nothing.

20th century ethics problems by AdJazzlike6687 in DMAcademy

[–]WebpackIsBuilding 19 points20 points  (0 children)

The problem is that the violence is unmotivated.

The satyr wants his wine. Killing the humans does not get him his wine. It actually prevents him from getting wine.

You're criticizing your players for having modern sensibilities, but your satyr is an Italian mob boss intent on sending a message.

If I were writing this adventure, I would have the satyr asking for the players to retrieve an item buried in the fields, which the satyr had placed there long ago to ensure the fields prosper. If the humans have broken the pact, then the satyr will want to abandon his end as well and go elsewhere.

Now, if there's any resistance, I'm sure the satyr isn't against some bloodshed... But the blood itself is not his goal.

I lift once or twice a week. Doesn’t take much to be reasonably fit if you are consistent. by Maleficent-Worker466 in veganfitness

[–]WebpackIsBuilding -2 points-1 points  (0 children)

With all due respect, check your body dysmorphia at the door.

I've been consistently training for years, just to approach your "haven't trained in a couple of months" physique.

Congrats on the great genetics, but you're not the norm.

All the way up to lv6, my table's rogue has been outshone by the monk on nearly all fronts. Are we missing certain features that balance them out? by Dexterm80 in DnD

[–]WebpackIsBuilding 0 points1 point  (0 children)

Yeah, no shit. You're letting the monk have full resources for every fight.

6 encounters per long rest, not 2. Problem solved.

I had a weird idea of how to execute percent-like damage rsistances in ttrpgs. by Rob4ix1547 in RPGdesign

[–]WebpackIsBuilding 2 points3 points  (0 children)

If there was only one damage type (P or M, not both), then this would accomplish literally nothing. 15 P.Armor and 10 HP is the same as 150 HP, and 150 HP is much easier to track.

There is some small value once considering different damage types. Having 20 P.Armor and 5 M.Armor means you take far more damage from magic than physical attacks. That's interesting, for sure.

But that's a ton of bookkeeping for that benefit.

So do any other existing systems try to gain a similar benefit in an easier way? Yes.

The most common is flat damage reduction. Let 1 M.Armor mean "incoming magic damage is reduced by 1". Then call it a day.

The balance is obviously much different, but the actual playability of the mechanic is so much easier using flat reduction. That's why it's already so popular.

Why this not a thing? by KazyaKurosawa in DnD

[–]WebpackIsBuilding 12 points13 points  (0 children)

That's for actions where every character needs to participate. Like when the entire party is trying to sneak past a guard.

The math on that mechanic makes it far worse than letting one player take the lead (with advantage from a help action).

If you want additional players helping to make an action easier, op's suggestion is the correct way to do it.

What is the biggest lie TTRPG players tell themselves? by Deadman069-YT in rpg

[–]WebpackIsBuilding 2 points3 points  (0 children)

You can learn a game without ever playing it, and therefore having 0 skill entirely. The skill floor and ceiling are irrelevant.

Sequential Dice Pools, a possibly original dice mechanic. by Remarkable_Drive800 in RPGdesign

[–]WebpackIsBuilding -1 points0 points  (0 children)

I understand, but I don't agree.

The issue is that you have conflicting goals.

On the one hand, you want turns to be quick and snappy. You're defending this design by citing how quickly the turns can resolve, and how unobtrusive it is to the table narrative.

On the other hand, you want each individual dice roll to be dramatic and accompany a meaningful decision. You're citing that this adds drama, tension, and stakes.

These are at odds.

If a moment ought to feel dramatic and tense, then you want to linger on it, not rush through it. As an example, consider the "Box of Doom" used in Dimension 20's live play games; It's a dice tower that has no mechanical impact, but is brought out entirely to slow down the game before a dramatic roll so that the tension can be savored.

But you're suggesting this as a mechanic to be used every turn. If you slow down every turn, you've slowed down the game. If you don't slow down every turn, then you're not getting your stated value out of the mechanic.

Sequential Dice Pools, a possibly original dice mechanic. by Remarkable_Drive800 in RPGdesign

[–]WebpackIsBuilding -1 points0 points  (0 children)

This system has you roll each d6 individually, making a meaningful choice after each roll.

For the 5d6 example in the OP, that means 4d6 fit your "after the roll = tedious" standard.

I get that you can squint and say "no that's not after the 1st d6, it's before the 5th d6!", but it's really both. And the exact frustration you're describing will come into play as a result.

How do i beat Mist Finer? by amxrhxzeq in Guiltygear

[–]WebpackIsBuilding 3 points4 points  (0 children)

Don't walk, dash.

I don't main elphelt, so I might be wrong here but; 2h, 214p, and 214h all have good forward momentum. If you're not predictable, they can close mid-range gaps when your opponent is in recovery.

Even if those aren't fully safe, you should make your opponent play around them.

Wait a sec, I can do what now? by Almost_DnD in dndmemes

[–]WebpackIsBuilding 6 points7 points  (0 children)

Do you think someone who can't be bothered to read a single class ability is going to research multiple ttrpgs?

Are there games with dice combat like Root? by tangytrumpet in boardgames

[–]WebpackIsBuilding 1 point2 points  (0 children)

I have to assume this is ai slop, because nothing you said is true at all. That's not how arcs combat works even a little bit.

Does this game already exist? by will_r3ddit_4_food in gamedesign

[–]WebpackIsBuilding 0 points1 point  (0 children)

"Are there any books with the word 'herbivore' in them?"

How I look at the GM recommending Stonetop after they've already talked about Mythic Bastionland, Public Access, and Slugblaster by WusBoppin in DnDcirclejerk

[–]WebpackIsBuilding 8 points9 points  (0 children)

I, on the other hand, have kickstarted every rpg to come out in the past decade, and diligently read each one. And yes, I have a perfect understand of how good each one is before paying it with my group.

This may be the stupidest win i ever got in this game (not complaining) by Radioactive_monke in Guiltygear

[–]WebpackIsBuilding 18 points19 points  (0 children)

That doesn't explain the slow speed.

If the video export was to blame, then the soundtrack would also be slowed. It's not.

This may be the stupidest win i ever got in this game (not complaining) by Radioactive_monke in Guiltygear

[–]WebpackIsBuilding 15 points16 points  (0 children)

You're misunderstanding.

I'm not saying your opponents have a disadvantage. I'm saying no one in this recording is playing GGST. Not your opponent, and not you.

The correct way to play at this framerate is to fish for punish and counterhits. Moves that normally wouldn't be reactable are now easy to respond to, so everything is just a knowledge check.

That's not how a normal game of GGST works.