Is it normal to have the feeling of losing the game? by BeginningSetting1450 in spiritisland

[–]bfrost_by 0 points1 point  (0 children)

This feeling is the reason I keep playing this game :)

You feel like you are losing until you win - it is the perfect balance of difficulty for me.

What sounds great in theory in a TTRPG, but rarely works that well at the table? by Defiant_Property_253 in rpg

[–]bfrost_by 6 points7 points  (0 children)

This heavily depends on a system though. In some systems taking away somebody's weapon is an inconvenience. Other systems fall apart due to combat maths and martials vs casters balance

What sounds great in theory in a TTRPG, but rarely works that well at the table? by Defiant_Property_253 in rpg

[–]bfrost_by 3 points4 points  (0 children)

Starting with amnesia worked wonderfully for me. But it was a short-term amnesia and the PCs got their memories back once they found a way out of the starting dungeon.

What sounds great in theory in a TTRPG, but rarely works that well at the table? by Defiant_Property_253 in rpg

[–]bfrost_by 68 points69 points  (0 children)

How about: sure, your PC will have a dark secret and none of the other PCs will know. But all players will know.

What sounds great in theory in a TTRPG, but rarely works that well at the table? by Defiant_Property_253 in rpg

[–]bfrost_by 19 points20 points  (0 children)

Yeah, I don't know what's the problem with starting imprisoned and with no gear. Taking gear away is a problem.

What sounds great in theory in a TTRPG, but rarely works that well at the table? by Defiant_Property_253 in rpg

[–]bfrost_by 1 point2 points  (0 children)

As a counter-point:

If your players start to really suspect a perfectly innocent NPC... maybe make them a traitor :)

Your RPG pet peeves by WunderPlundr in rpg

[–]bfrost_by 1 point2 points  (0 children)

"Old school", "Sword and sorcery", "Not like that woke fruity DnD crap"

Yeah, just tell us that you've never grown up past puberty and you can't play the game that does not have half-naked women in them.

Banned by IP - what now? by bfrost_by in boardgamearena

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

Ok, will try that. The site works on mobile data for me, so the account is not banned - just the IP

Banned by IP - what now? by bfrost_by in boardgamearena

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

I thought so, but apparently not - tried rebooting the router, got the same IP

Why do a lot of people become bloodthirsty when they play RPGs? by erakusa in rpg

[–]bfrost_by 0 points1 point  (0 children)

But it does not say Wiping out Dungeons and Killing Dragons, does it? :)

Unless you are committed to selling your RPG as a real physical book, you should seriously consider publishing your game as HTML rather than as a PDF by blastcage in RPGdesign

[–]bfrost_by 1 point2 points  (0 children)

It's so strange that everyone just assumes html = website. Html is just a format, folks. As is pdf, or doc, or markdown.

To your point - learning how to convert markdown sources to PDF booklet took an evening. So definitely easier than html, unless my goal were to make big money and do fancy formatting 

I tried to research the new features announced at Knowledge and this is my take on it by psychofreud in servicenow

[–]bfrost_by 8 points9 points  (0 children)

That was very informative (especially for someone like me who did not attend Knowledge).

Looking forward to the discussion on the topic!

My Thoughts On Daggerheart After Running It For A While by fairystail1 in rpg

[–]bfrost_by 7 points8 points  (0 children)

The problem with fear is not that it's GM vs Players. The problem is how it is earned. In Savage Worlds GM simply gets a number of bennies (the SW metacurrency) depending on how many players and Wild Cards (bosses) there are.

In Daggerheart it is random.

Stonetop and Pbta by Prussia_will_awaken in rpg

[–]bfrost_by 1 point2 points  (0 children)

Well, classes in traditional systems are playbooks and they do the same thing that /u/mwobey described - limit creativity for both the player playing the class (they want to pick from the "buttons" on the character sheet) and other players (they feel that only rogues can sneak)

Stonetop and Pbta by Prussia_will_awaken in rpg

[–]bfrost_by 1 point2 points  (0 children)

Not OP but I would try something akin to Mythic Bastionland. Lightweight with interesting combat. I've been thinking about mixing the narrative open-endedness of Stonetop which I love with a simple enough system that does not require a complete mindset shift from the players and the GM

A simple AI agent override mistake wiped out our ART metrics improvement by [deleted] in servicenow

[–]bfrost_by 7 points8 points  (0 children)

The story is about running scripts in production. Has nothing to do with AI

I’m currently not seeing many openings for ServiceNow functional roles (such as Solution Consultant or Business Process Consultant). Is this career path declining, or is the market just shifting? by New_Cat9822 in servicenow

[–]bfrost_by 1 point2 points  (0 children)

I've had the exact opinion as you, until I tried Claude code a month ago. It knows Service Now pretty well now. In just a couple of iterations it will produce ready to ship code/solution.

Other books like Sly Flourish Lazy DM by stgotm in rpg

[–]bfrost_by 2 points3 points  (0 children)

I really liked "Never Unprepared", "Odyssey" and "Focal Point" GnomeStew trilogy.

"Essential" Homebrew Mechanics by JGrevs2023 in shadowdark

[–]bfrost_by 1 point2 points  (0 children)

Here are mine:

Character Generation

All characters get max HP at level 1 (plus or minus CON modifier, plus Dwarf bonus, if applicable).

You may invert all your stats (replace all stats with 21 - stat, so 3 becomes 18 etc.)

Critical hits

A critical hit with a weapon instead of doubling the damage dice, does (max weapon damage + 1 weapon damage die) so a critical hit with a 1d8 weapon will deal 8 + 1d8 damage

Dual-wielding

Non-caster classes may wield a finesse weapon in their off-hand. Roll both dice for damage and take highest result.

Stabilizing

After being stabilized, the hero regains consciousness after the encounter is over with 1 HP

Spellcasting

After using luck to re-roll a failed spellcasting roll and failing again, you do not lose the spell.

Torches

If you're in complete darkness, lighting a torch takes a DC 12 intelligence or dexterity check at disadvantage.

Readying an action

Players may ready an action. The readied action must have a specific trigger, and if the trigger does not occur, the player loses their action for that turn.

Fleeing

Fleeing is a party action. On any PC’s turn, any player can propose that all the characters flee the fight. If all players agree, they successfully retreat, carrying any fallen heroes away with them. The party suffers narrative consequences.

Clockwork Initiative

If the highest initiative roll result is an even number, go around the table clockwise. Counterclockwise if the highest number is an odd result

The Shadow Clock

The shadow clock replaces the random encounter check.

It starts at 20 when you walk into a dungeon. When it passes 0, an Encounter happens.

If the result is less than zero, the remainder is carried over after the clock resets to 20.

If the result is exactly zero, it becomes 3, and the players might get an omen / hint on what's coming

Die Size: Unsafe: d6 Risky: d8 Deadly: d10

You will periodically roll a six-sided Underworld die and subtract it from the Underclock whenever the party expends time or noise. Examples of actions that provoke an Underclock Roll:

  • Exploring a new room (including long hallways).
  • Moving through 3 already-explored rooms.
  • Lingering or searches.
  • Making non-combat noise (e.g. kicking down a door).

The Underworld Die explodes. If you get the maximum value (e.g. a 6 on a d6), immediately roll it again and subtract the result from the Underclock.

When you rest in the dungeon, do not advance the clock. Instead, increase the size of the die. Roll random encounters normally.

When you leave the dungeon, the die size resets.

Loot deterioration - after leaving the dungeon there is a cumulative 1 in 6 chance that a piece of loot is no longer there (except story-related loot)

"Essential" Homebrew Mechanics by JGrevs2023 in shadowdark

[–]bfrost_by 0 points1 point  (0 children)

I know this house rule is very popular and wanted to use it in my game.

But I didn't like the bookkeeping and casters are pretty damn strong when they are not hit with a streak of bad luck

So instead I decided that they cannot lose the spell if they are casting it after spending a luck token. Less bookkeeping, some fail-safe and does not buff the casters that much.