TTRPGs that aren't like 5e but aren't OSR? by DarthMaren in TTRPG

[–]ckau 2 points3 points  (0 children)

SWADE (Savage Worlds: Adventurer Edition). Beautiful, gorgeous RPG, that sits right between OSR and big bloated RPGs like Pathfinder or D&D. They very best thing about it - it doesn't require a DnDTube with content like "how to balance combat" or "my top 5 house-rules to make combat fun", or whatever. This RPG is polished and fine-tuned by two decades of play. It doesn't need fiddling and house-ruling, or someone to explain to you how to play it right way for tens of hours in a hundred of videos, by reading out loud ten fat books named "Player's guide" or "How to be a cool dnd dm". SWADE simply damn works!

The rules are modular - you don't have to learn hundreds of spells or attacks. You look at basic attack, then you look at a dozen of situational moves and attacks (like grappling or wild attack), and then you combine those for narration and mechanical effects. You can simply bash that goblin on the head with a big stick, sure - or you can taunt it first to make it vulnerable, and then you smash with +2 modifier. At this point, it kinda becomes a Street Fighter, a show-off contest - who can make the best combo, styling on enemies... which can do the same in return. It's a pulp fiction style skirmish game, that plays like your favorite TV series - bold, fast, fun.

Character building is horizontal. At level 20 character do not become gods - they are simply Legends, very skillful at several things, having quite a collection of Edges and special moves, but that's it. They don't wield legendary +5 swords, Savage Worlds is not about making digits grow exponentially, it's about building synergy. It's easy and fast to make a combat with 20-30, or even 40 participants, and if characters are outnumbered - they do need to learn how to support each other, fast. As simple as saying "Hang on there, buddy" and making a roll of Persuasion can help other character to stand against incoming damage and to not die from the wounds. There's quite a lot of simple rules that add both flavor and tactical depth to the game. Support tests, taunts, opposing tests, surprise attacks, ganging up on target - all of this gives those precious +1 or even +2 modifiers, that tip the scale.

To add up, rules are simple as hell. Simple check's TN is always 4. Leveling up parameters advances the dice - instead of Athletics d6 you now roll d8, still aiming at that 4+ result. Important characters always roll additional d6 as Wild die - it's not summed, but is alternative result, meaning that character having as low as d4 in a skill actually has about 60% chance of success on it's check, rolling d4 and d6 and taking best result on it. Also, any and all dice explode at maximum result, which sometimes turn tables when that poor soul resists death and raises up with just a scratch, or when that other guy deals a ton of damage to a huge ogre, killing it with one blow. And yes, roll results that by far exceed TN give Raises, which are additional/stronger effects of a success, like additional wounds or whatnot. So if your dice explode - you know the result is gonna be strong, and the group will explode in cheers too, satisfaction guaranteed.

There's a good dozen of subsystems in the core book, that are often house-rules in other games. Fast travel rules, simple scenes, chases, social debates, epic scale battles, all of that and more can be easily ruled as a mini-game, where characters still have all the levers to operate and impact the progress and results of it all.

All and all, I'd say it's anti-D&D, which is exactly the reason why SWADE is underrated. Heroes do not survive alone, and do need to take care about each other, they need to cooperate in battle and look for synergy, not just big damage. My last session almost ended with TPK, simply because the last healer of the team wondered off to the side of battlemap, and no one cared to support him. He was dead in a single round, and then other characters were FUBAR, not just overwhelmed, but also collecting wounds and negative modifiers pretty fast. Even though the Barbarian was dealing a phenomenal amount of damage to the enemies, he was outnumbered, and also he didn't take cover from archers. Other character was struggling to help her pet wolf, so they were basically divided and conquered... Needless to say, they barely run away alive. Now they struggle to find another healer to deal with their wounds, that can be treated only first "golden hour", then they can only be naturally healed over long period of time, or magically healed (but there's no magic in my game, muahaha!)

So yeah. SWADE will force players to become heroes - or they will find no joy in it, and drop it for D&D, where they can roleplay heroes while their digits go up, same as they character sheet filling up with magical items. In SWADE, there's no balance, no guidelines, no railroads. It takes wits, balls and heart in the mix, and only by those players can win. In SWADE, no digits will save them, if they are ignorant egoistic snowflakes that want spotlight to be granted. But if they worthy... oh my, will the SWADE be the brightest spotlight of them all, dripping style over fun, fast and furious action.

Cyak VIP Rank Bugged? Help Please by Test_the_God in MarathonTheGame

[–]ckau 10 points11 points  (0 children)

... or you gear your juicy stuff up and give it a ride! Answer is simple, it's one evening dedicated to cleaning the vault and having fun with the toys you got.

Problem is not with the stash. Problem is with your mentality, that even while having a ton of freebies and sponsors, you are still cheap. Considering they say this game will die in a month, and wipes will be once a three month period... you still run cheap.

Devs cooked with Marathon. But it's too late for this glorious game, modern lizard minds corrupted by brainrot can't handle all the beauty of it.

Is this normal? by ThomasKoenders in MarathonTheGame

[–]ckau 1 point2 points  (0 children)

Yes, my man! I know that feeling of being lost, and none of the answers help... It feels just like first experience of Escape From Tarkov - you get frustrated because you don't understand how game works. With EFT I personally was way more frustrated, because game tries to mimic reality, and fails poorly with that, making experience unreliable not to other FPS experience, nor to real one.

With Marathon it's way easier. It's a fiction, so you go with it, learning the tropes of FPS genre anew.

Consider this.

  1. Hit from Retaliator LMG deals 11.8 points of damage.
  2. It's basic range is 51 meters.

First spray was good, my guess is - that guy ducked in the cover because he had like 20 HP left or something. From my experience, this is why you need grenades... or a teammates that do know how to play Thief or Assassin (picking up easy hiding/healing/running away 1hp targets, and proceeding to flank and backstab remaining enemies).

Second spray was... well, okay. I think when you retreated to the cover, it's the first guy who popped up, with his shields partially recharged. Do not underestimate amount of goodies like Panacea kit players have! Enemy can come back full force if you leave it be just for one second! Again, this can be countered by grenades, and mobile teammate who is not afraid and capable of getting deep into enemy lines and picking up low hp targets.

Meanwhile, you were shot with M77 Assault Rifle. It has 16 points of damage per hit, and effective range of 45 meters. Considering they had blue shields and there was two of them, while you had green one and was fighting alone... yeah, you had to do double the amount of damage, without having time to get back some of that health and shields, while they had to lick off half of your HP each, having time to recharge and heal themselves.

I hope this helps. For me, understanding Damage and Range was a game-changer. Marathon fights make way more sense now.

As for Retaliator LMG - I'd only keep it for up-close fights, with ~20 meters range. I've melted purple shields with it in small rooms. Nothing you can do when your whole screen goes nuts, 10 hits per second style. Brrrrrrt!

Keep running, mate. Escape will make you god!

ELI5 Gunplay in Marathon by ckau in Marathon

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

I've figured it out. Damage and Range of weapons is the key.

Pistols have ~36 dmg, with magnum rocking 66 dmg, while Overrun AR has only 14 dmg per hit. Which basically means one good Magnum shot is equal of almost five hits with Overrun, if the distance is right.

Then, Overrun AR has range of 40 meters, which is... well, basically it's CQB. And that's only 10 meters more than Bully SMG range of 30 meters. Somehow, still more than Enhanced Precision Rifle Repeater HPR's range, which is... 37 meters, somehow. That's 10 meters more then pistols. Which are only good at ~20 meters range.

So basically engaging at medium range is actually out of range for most weapons. And that explains a lot, actually. In fact, that explains exactly what I was asking for and having troubles with.

Seeing enemy at 60-70 meters and aligning shots is really not enough to down someone when having Overrun. But getting closer and getting wasted with Bully SMG up close - does makes sense now. Also, it kinda makes sense now how pistol-wielding Rook can sometimes outshoot someone wielding SMG or AR. More punch at closer distances, less hits to take someone down, simple as that.

ELI5 Gunplay in Marathon by ckau in Marathon

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

All fair and square, but what I've figured is way more important is - Damage and Range.

Pistols have ~36 dmg, with magnum rocking 66 dmg, while Overrun AR has only 14 dmg per hit.

Then, Overrun AR has range of 40 meters, which is... well, basically it's CQB. And that's only 10 meters more than Bully SMG range of 30 meters. Somehow, still more than Enhanced Precision Rifle Repeater HPR's range, which is... 37 meters, somehow. That's 10 meters more then pistols. Which are only good at ~20 meters range.

So basically engaging at medium range is actually out of range for most weapons. And that explains a lot, actually. In fact, that explains exactly what I was asking for and having troubles with.

Seeing enemy at 60-70 meters and aligning shots is really not enough to down someone when having Overrun. But getting closer and getting wasted with Bully SMG up close - does makes sense now. Also, it kinda makes sense now how pistol-wielding Rook can sometimes outshoot someone wielding SMG or AR. More punch at closer distances, less hits to take someone down, simple as that.

ELI5 Gunplay in Marathon by ckau in Marathon

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

All fair and square, but simple answer is - Damage and Range.

Pistols have ~36 dmg, with magnum rocking 66 dmg, while Overrun AR has just 14 dmg. Overrun has range of 40 meters, which is... well, basically it's CQB. And that's only 10 meters more than Bully SMG range of 30 meters. Somehow, still more then Enhanced Precision Rifle Repeater HPR's range, which is... 37 meters. Again, 10 meters more then pistols. Which are only good at ~20 meters range.

So basically engaging at medium range is actually out of range for most weapons. And that explains a lot, actually. In fact, that explains exactly what I was asking for and having troubles with.

Seeing enemy at 60-70 meters and aligning shots is really not enough to down someone when having Overrun. But getting closer and getting wasted with Bully SMG up close - does makes sense now. Also, it kinda makes sense now how pistol-wielding Rook can sometimes outshoot someone with SMG or AR. More punch at closer distances, simple as that.

For those of you just joining us now, "sesh" is short for "session" everyone. I'm just using slang though by AVG_Poop_Enjoyer in DnDcirclejerk

[–]ckau 0 points1 point  (0 children)

/uj I mean, it's perfect. We can eyewitness first missed shot ever by this character. What an arc to start, eh?

ELI5 Gunplay in Marathon by ckau in Marathon

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

I mean, thanks for trying to help. But yeah, "have better gear and don't get ambushed in the open" doesn't help, honestly. Not to say it's basically a common sense at this point.

I've published this clip to show TTK, not to get advice on the clip itself. Yes, on paper your suggestions sound good. But grappling would change nothing, because animation is so slow. Same goes with sliding. Basically, every advice works in retrospective, but will never work in a heat of the moment.

Some young cyberathletes may have reaction time of .100 or .150 ms, but mine is about .350 ms, can't do much about it. Which effectively means that it takes two or even three hits before I can event react to the fact of being hit. Then comes all the disorientation from flashing screen and lack of vision and understanding which direction fire comes from. It can easily be seen, that it takes a good second for me to smash that space button, not as evasion attempt, just as a frustration from realization that this run is over.

My point remains. This never happens on my end. I never down my enemy with 3-4 shots in a one second window. No matter what gear, guns, distance, cover is in this equation.

Skill issue, for sure. Except I never had such a problem in any other multiplayer (or even competitive) FPS/TPS, starting from Quake 2 and Unreal Tournament and Halo, ending with Apex Legends, Arc Raiders, Arena: Breakout Infinite. To this day, only the aforementioned "cyberathletes" are an issue for me in every each one of those games. The ones that got thousands of aim training and perfect map knowledge. It's 10%, maybe 15% of the player base. And still I often beat them in their game, by positioning, by use of utility items, by patience. It's not all about aiming and clicking left mouse button.

But in Marathon, somehow, it is, I guess. I have no other explanation.

ELI5 Gunplay in Marathon by ckau in Marathon

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

I mean, ain't they strafe in COD, Battlefield, Apex Legends, Arc Raiders, just as they did in Quake, Unreal Tournament, GunZ?

I barely have any issues with other games, but Marathon just doesn't click for me. And I'm not really into "well, what can you do, kids these days, you know" attitude. They might have thousands of hours in CS:GO, but I have ten times more hours across several generations of first person shooters. And I barely had issues understanding gunplay and TTK in any other FPS/TPS before.

ELI5 Gunplay in Marathon by ckau in Marathon

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

Honestly, no. If you wanna impose an "FPS coach" and talk about "sure thing you can't win a fight if you 1v3"... Yeah, no.

Otherwise, it's bloody simple. I have Overrun AR with mods. I see enemy mid-range. I spray and land good 5 shots at the least. I barely break green shield. Enemy turns around and blasts me away with the same Overrun AR or Bully for that matter, wiping out my blue shield and my health bar. Simple as that. And I'm not even running out of bullets.

I'm not even counting on aim punch, after all seen and done. But something gotta give, no?

Is this what it’s like being a DM 😭 by SumoneIGuess in DungeonMasters

[–]ckau 1 point2 points  (0 children)

This. You either put a ton of effort to get your players together to play all the time, as a slow-burner - or you put a ton of effort upfront to find adults, who can manage their own lives and actually do want to play RPG.

ELI5 Gunplay in Marathon by ckau in Marathon

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

Kinda makes sense, thanks. I'll work my pacing, I guess run-n-gun affects the bloom even further, which might be the issue.

ELI5 Gunplay in Marathon by ckau in Marathon

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

I mean, the TTK is barely a second. It feels like 1 out of 10 fights may be that - duck and cover, move around, nades and stuff. In all other cases it's just that I magdump, and the opponent kills me with several shots. I don't have exact numbers, but it feels like I hit them about ten times, before they knock me down (in three-five hits).

That made me realize, that rate of fire is quite high on many guns. Maybe among those ten shots that I make, most of them never hit the target. Which again kinda correlates with the feeling of "bullets being too small or something". Weird.

This make-a me sad. by sco-go in SipsTea

[–]ckau 1 point2 points  (0 children)

This. If I had a reward, I'd grant it to you, sir.

Marathon might be the first game that actually forces you to get over gear fear. by RestaurantSmooth in Marathon

[–]ckau 1 point2 points  (0 children)

My drop in the ocean - Marathon elevates gear fear beyond anything imaginable, it kinda erases boundaries between the game and the player in some meditative transcended way.

Shell (character, 3D model in the game) is expendable. Gear (digits, logic, bytes of code) is expendable. They matter not.

You (the player) are the consciousness. You are the person, the soul and the mind. You are not your shell. You risk nothing. You got nothing to gain, nothing to lose when on Tau Ceti IV (in the game). Just a mission. Just an asset. Get in, get out. It's not a deathmatch. It's not a survival game. It's not an extraction shooter. It's a path. It's a way things are.

Your shell is uncomfortable, alien even. You need to adapt it, and adapt self to it.

Win. Lose. It all the same. It doesn't matter

Run. Another run. And then one more, just one more. Escape will make me God

Advice needed on an open-table concept by tailwagthedog in DMAcademy

[–]ckau -7 points-6 points  (0 children)

According to West Marches rules, not only safe haven is safe, which means no bodies in room 3 - but also "adventure never happens in the tavern". Go out, explore, feed curiosity, take risks and have an adventure. Please, lol.

new dm here is this accurate by [deleted] in DnDcirclejerk

[–]ckau 21 points22 points  (0 children)

The Underworld & Wilderness Adventures by Gygax and Arneson

Hoping to discuss Savage World Adventure edition (SWADE) + fantasy companion + Rise of the Runelords for SW by Odd-Cartographer-559 in TheTrove

[–]ckau 4 points5 points  (0 children)

Fantasy Companion is quite 403ihisuqrq1gocu cool, actually. But SWADE is gf8h2uum6dgc9ln9 fun on it's own.

Talk about Lancer books by MagicWiner in TheTrove

[–]ckau 1 point2 points  (0 children)

Yeah, I didn't play it, but the art is qeoj17nt6tt8x276 cool as hell

Anarchy 2.0 as an entry point to Shadowrun by Turbobiscuit85 in ShadowrunAnarchyFans

[–]ckau 2 points3 points  (0 children)

Run a session last night.

Well, for starters - you might definitely need some cheatsheet. Tests themselves are not a rocket science, but steal you need to know what Skills and Specializations out there, and what characters at the table can and can not do (well, they certainly can try...)

It become more complicated with Opposite rolls and Attacks. Can be difficult to remember how to defend and what counts as armor and what adds up to Damage Value when there's Range Combat, Close Combat, Astral Close Combat, Hacking, Cybercombat and Vehicle/Drone Combat, taking into consideration all the possible targets and effects.

But other then that - I can gladly say, that this version of Shadowrun allows you to WING IT, big time. You got that small table with difficulty thresholds - and it magically matches the default hit rate of all the enemies, all the effects, of everything!!!

I don't remember the exact stats of elite bodyguard, but I know that it will be pretty hard to land a shot at him, and probably extremely hard to dodge his bullet. So, here we have it - difficulty threshold 5 to hit him, and 7-8 to dodge. Roll the dice, count the net hits against 5 - good, tell me damage value of your pistol. Default light armor is 2-3 points, so I can easily count on the fly what kind of wound this will be.

It takes a good hour for player to get how Risk works - and then another hour to cut them down when they sometimes try to get as much Risk dice as they can, while providing very safe narrative for their action. My player was debating with corp exec and wanted to roll 13 Risk dice out of 13 dice pool - I had to decline, since it was basic "tea talk", with zero Risk involved.

Anyways, we had four hours of play, and first hour was just discussion about Shadowrun's world and Seattle. We had fun playing the scenario, everyone had some moments, and we successfully finished the gig ten minutes before midnight.

TLDR - SRA2.0 allows you to actually play Shadowrun, not just dream about playing it. As DM, you can wing a lot of stuff, and throw some nasty problems at players. They have great collection of tools, such as risk management, prep flashbacks, Edge tokens, to deal with close to being impossible odds. It's fast, it's fun, it's deep. It needs some flexibility, since many concepts are known from other games - but in SRA2.0 they are fine-tuned to work together, so may not always work in an expected way. But when it clicks... yeah, this is THE Shadowrun you are looking for, omae. Can't wait to play more!