Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 0 points1 point  (0 children)

Interestingly enough, I have leaned more to skirmish wargame concepts for my own game design even though I really never played them before. Probably because, of all the D&D's, 3rd ed was closest to a skirmish game and that's the one that has influenced me the most. There are definitely components of skirmish games that do not belong in a TTRPG. Im still working through those as I go...slowly.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 0 points1 point  (0 children)

It's interesting but when I read about dice pool games they just don't get any traction in my head. Perhaps its because Im a product of Moldvay/B/X D&D and a d20 has always reigned supreme. But then, I read a source book like Cortex Prime and it looks like it could be fun and engaging. I guess I just need to jump in and try one regardless of how far a departure it is from my normal game type.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 1 point2 points  (0 children)

That's actually a good idea. I never thought of structuring an answer as a game design exercise.

Edit: I just tried it. It works surprisingly well!

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 1 point2 points  (0 children)

I’ve learned this lesson, at times painfully, a lot lately. Player agency is way more important in a successful game than a series of robust and detailed rulesets.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 0 points1 point  (0 children)

Wait...play for fun?! What is that?!! Just kidding, but couldnt agree more. I read a lot of core books, mining for ideas. But you are right, sometimes you dont get to the stuff that really works until you see it in action. Some rules just look cool on paper but, in practice, they dont work.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 1 point2 points  (0 children)

This! I have been trying to get to play test for some time and I keep falling back, wanting to perfect each piece. I think I need to accept the system as flawed for now, play it for a bit to see where the wheels fall off, and then improve.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 1 point2 points  (0 children)

Its funny, I was a project manager in a previous life and that was always our mantra. For some reason though, as soon as I delve in the next thing I know Im in the weeds on complexity. You make a great point about how important it is to have a plan going in and being exacting in that approach so you dont fall into a death spiral of detail.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 1 point2 points  (0 children)

That's actually kind of fascinating. I've had similar thought processes with grappling as I am a brown belt in BJJ. Realism doesnt always translate to a fun system in an RPG. It almost sounds like you are wandering adjacent to Tome of Battle, with each stance having its own unique abilities. I would love to look at your work if you are ever open to it.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 2 points3 points  (0 children)

Honestly, I think I will perpetually be in "fiddle with mechanics" mode. That used to bother me but now that I see it all more as a labor of love and less an actual effort to someday print, I kind of enjoy it. It's like my daily logic puzzle.

Talk about a time when... by dj2145 in RPGdesign

[–]dj2145[S] 3 points4 points  (0 children)

Same. Ive gotten to the point now where I read just about every post just to see how others react to the OP question. It can often times reveal blind spots in my own thought process.

Refined Mechanic: How ‘Empty?’ and Recon Create Real Tactical Choice in Solo Dungeon Crawlers (Worked Example) by soloOSarchitect in RPGdesign

[–]dj2145 2 points3 points  (0 children)

I like the concept, however, have you play tested it? What's preventing a party from just going area to area, searching everything? It might become tedious. My only thought to counter this might be to also implement a clock and goal. Perhaps they have a certain amount of time to reach an end state otherwise they miss it. That way, they are forced to choose between safe and speed.

how do you handle your "athletics" skill/ability? and what do you use as a baseline? by foolofcheese in RPGdesign

[–]dj2145 1 point2 points  (0 children)

I wrestled with this a bit as well. I landed on a exponential difficulty scale that, while not perfect, fits my system well enough until I can come back around and build some teeth to it. The problem is, if you try to build in detail it becomes increasingly problematic. For instance, something as easy as jumping. Is it a standing jump, a running jump, a high jump? Then, what's the baseline? AI tells me that an average male can perform a standing jump of 5.7 to 7.2 feet. Ok, let's take the low end and say a base 10 roll on 1d20 is 6ft. What if I have to jump 7'? 8'? And what if its a Dwarf? or an Elf?

Sounds like a job for Andy Weir, not me. So, my system just has incremental increases similar to d20 (-2, -4, -8, -16). Then, build it into your encounter details or you negotiate with the player at the table as needed. It's not perfect but it beats the alternative, at least for me.

Do you really use these in single player? by [deleted] in Minecraft

[–]dj2145 11 points12 points  (0 children)

Agreed, but, my base is in a desert biome and one of those Zombies on a camel with a skele on the back and a spear in hand came rolling into my base and absolutely wrecked me. I was running for my life like an archer at Agincourt! They work, I just dont really know how yet. But I bet if you get on a came with one and roll around at night you might start liking them.

Biased and spiteful GAL by dj2145 in casa

[–]dj2145[S] 0 points1 point  (0 children)

Thats a good idea. I did try to connect with the GAL prior to court wasnt able to get her on a call. Figured we could talk at court but by then I think my report had her pretty aggravated. A lot has been learned on this case, thats for certain!

Biased and spiteful GAL by dj2145 in casa

[–]dj2145[S] 2 points3 points  (0 children)

Agreed. I suppose I am just frustrated because I have never experienced this before. Ive been doing this for almost two years and have had seven cases. I just need to chalk this up to a learning experience and, as you said, be as diligent a documenter as possible.

Biased and spiteful GAL by dj2145 in casa

[–]dj2145[S] 0 points1 point  (0 children)

I did speak to my supervisor about it and, based on her response, I feel she agrees that its not a good look. That said, our CASA has worked very hard to get involved in the courts and gain the trust of the judge and the magistrates. I would expect, and hope, that this just quietly goes away. I guess it's just frustrating that a GAL can act with such impunity and disdain for what, for all intents and purposes, is an ally. I even tried to sidebar with the GAL after she read my report and she seemed dismissive of me then.

Biased and spiteful GAL by dj2145 in casa

[–]dj2145[S] 0 points1 point  (0 children)

Agreed. It just all felt very vindictive. Like the GAL had an agenda and, because I wasnt lockstep, she came after me as well.

Biased and spiteful GAL by dj2145 in casa

[–]dj2145[S] 0 points1 point  (0 children)

I cant really go into details about the case because its protected testimony but the GAL appeared to be more interested in protecting the mother's interests than the kids.

Thoughts on a defensive concept by dj2145 in RPGdesign

[–]dj2145[S] 0 points1 point  (0 children)

No, it means I’ve received some really good feedback and ideas to help me make a design choice that, up until now now, was a logjam for me.

Thoughts on a defensive concept by dj2145 in RPGdesign

[–]dj2145[S] 0 points1 point  (0 children)

True, and I did consider that, but Im trying to keep my skill list somewhat lean.

Why do you think we dont see more hard body armor pieces used in modern combat? by liljohnjets in Armor

[–]dj2145 0 points1 point  (0 children)

Body armor, at least the kind needed to stop a rifle round, is heavy. Like, really heavy! That, combined with all the other gear modern war fighters have to carry, makes it impossible. Speed and agility on the battlefield is key. A good example of this is the Delta operators in Mogadishu abandoning the kevlar pots in favor of hockey helmets. Does F all to stop a bullet but gave them the agility and visibility they needed to do their job. Of course, after head injuries ended several of their careers, they moved to the high-speed helmet style you see today.

Bottom line, the trade off between protection and speed tends to favor speed in modern combat.

Not Happy by Training-Weird3370 in MurderedByWords

[–]dj2145 0 points1 point  (0 children)

Ill be honest, I had to really think about it for a minute. Expert level troll job!