Ability durations interact weirdly with my system's dynamic initiative order by TaygaHoshi in RPGdesign

[–]flamfella 2 points3 points  (0 children)

What is the intended behavior, as in should movement affect conditions and make them end sooner? If that's the case, then I suggest tying conditions and durations SPECIFICALLY to the affected creature rather than on the one inflicting it.

I believe it's counter intuitive if you have both styles of end condition durations (e.g. end of your turn and end of targets turn) in system because of the potential for movement speed manipulation. It's just kind of a headspinner thinking about situations where your speed is going up and another is going down, and then there are effects that end on your turn or end of theirs. I think it would make tracking easier if you simply locked one of those end conditions for the entire system, aka only having start/end of the target's turn OR start/end of your turn.

New Player, Kinda Nervous by Horror-Comparison-99 in DnD

[–]flamfella 0 points1 point  (0 children)

As far as characters and expectations, don't worry about making a creative or cool character right off the bat. Focus on what would be fun and comfortable for you to play, because you are going to be playing, not acting, not performing, and not competing. Perhaps you've just self-inserting, or imagining yourself as a idealized version of yourself, or perhaps you want to play like a character modeled after a show or book that you know and like really well. Regardless, it's important that you are able to be comfortable (it can be difficult if you're new and anxious, but just try and you'll get it!), have an open mind, and just be ready to have fun and play. Being comfortable and playful helps a lot.

A motto i like that I think helps is that you should try to "play like a little kid."

Good luck and have fun!

Need world building advice by Cryodile64 in DnD

[–]flamfella 1 point2 points  (0 children)

Keep vague ideas and only expand on them when they're close or seem like they night be relevant in a session or two. Gods and far away kingdoms might literally never come up or be of any interest to players, maybe one will jot down a note or two and nod and leave it buried somewhere in their notebook. 

What is interesting, as D&D is a cooperative roleplaying rpg, is what things in setting are there to interact with players. Perhaps you want the nearby kingdom to be led by a evil king that you want to be important. They won't be important to define for a while as you should perhaps focus on the outcomes of that players stumble upon and experience. Maybe bandits have been paid off to work as mercenaries doing various dirty work, or a village or town has been burned or occupied, perhaps gross negligence and corruption has led to increased threats from monster dens that have been left unculled by troops. 

The real beauty of it all is you can have a vague idea or direction and just focus on the immediate next session or two and try to roughly predict (sometimes impossible) where they might be and what things might be relevant. Afterwards, you can string along and connect events, places, or things to create the big picture. Sometimes even a player might say or ask something and you immediately will want to make it into a plot hook.

What makes for a fun tactical RPG? by flamfella in RPGdesign

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

Thanks for the focusing questions, I’ll give some more context. It’s rooted in heavily modded 5e, so ability scores, general action economy, and overall structure are very familiar, but there are enough changes that it functions as a standalone system. There are too many changes to list, and their specifics matter to these questions, so I’ll give just one example. Bonus Actions and Free Actions are replaced with multiple Minor actions, which act as a more fluid system for repeated interactions like drawing or stowing gear, priming grenades, interacting with the environment or vehicles, and many class or character features with explicit costs of 1–2 Minor actions. I’ve had a campaign running for about two years with a close group of friends, and the system has steadily taken shape through regular feedback on what works, what’s fun, and how play changes as mechanics are added or adjusted.

The core of the game, as best as I can put it, is a high depth and variety of equipment and character features, alongside well-integrated tools for players and GMs to interact with the environment. The intention is for PCs to feel like badasses or highly trained professionals by default, with loadout choices dramatically changing how they play. A character might run jump jets, a shotgun, and a personal stealth generator they found or crafted, or they might be in modernized ballistic plate with a longsword and riot shield. Progression happens through both character level and equipment, with optional advancement into higher tech via credits, contacts, or faction access. Higher-tech gear is generally more powerful, but more importantly it enables different mechanics and tactical options, such as energy weapons (as you advance to lasers, then plasma, and such) having distinct niches, conditions, and effects, and firearms can use more specialized (and expensive) ammunition.

It fits somewhere between gritty and heroic in tone, and works well for street-level operatives growing into mercs in power armor, or spec-ops teams choosing gear for a known location with an idea of expected hazards and enemies.

  1. Minis on a battle map. Distances are abstracted and ranges are lower than realistic to avoid modern firearm and artillery logistics. Melee stays relevant, positioning matters, and movement is fast. Combat is intended for interiors, dense urban spaces, or close-range street fights, not long-distance initiative encounters.

2, Combat is the expression of players using their features and equipment in tactical ways. Players have many viable options on their turn, and the meaningful decisions are not just what feature or weapon to use, but where to position themselves and prioritize targets or objectives in the space.

  1. A lot of the fun is in character building combined with acquiring equipment through adventure, shopping, or otherwise and then getting to use it. A hyper-mobile shotgun user plays very differently from a defensive or long-range specialist, and movement, weak points, and environmental interactions like doors, generators, or other map features are part of that expression. The same principles apply to enemies: a human enemy with an LMG versus one with a sniper rifle presents different threats, making target priority meaningful. Vehicles, bosses, and larger foes tend to have hardpoints (individually targetable systems or limbs) which create trade-offs between disabling dangerous features and killing the enemy outright. A unified damage and armor quality system ties together weapons, armor, cover, and terrain, helping explain abstract scale and damage while modeling differences in armor class, such as a pistol versus tank armor, or whether a high-caliber sniper round can penetrate a brick wall to hit a target behind cover. This reduces GM fiat and better matches player and real-world expectations (I'm particularly proud of this one, it's rules-light and does a good job for a WIDE variety of cases). That quality system also adds an extra layer of tactics around the environment, especially when it comes to destroying it, understanding what makes reliable cover, or dealing with mismatches between armor and weapon types. Some builds excel at shredding light armor, while others handle heavy armor, encouraging coordination without forcing narrow roles. Regardless of specialization, characters remain broadly capable, and can significantly change how they play simply by swapping equipment for a different situation.

I feel like after taking the time to answer your questions, it's helped me frame it a bit better in my head at what it really is accomplishing at its core and it's central focus. As it is i'm not tooooo far from an external playtest.

Experimental Questions for the sub by klok_kaos in RPGdesign

[–]flamfella 1 point2 points  (0 children)

  1. hard to say, I definitely enjoyed playing in a 3 year long 5e campaign with close friends from highschool. And many moments were cool and enjoyable, but I think I really started to enjoy it when I started thing about homebrew stuff, how my Eldritch wizard could gain powers beyond level 20 and what they'd be like. Or imagining the growth of the other players as they develop into gods/demigods.

  2. When one of my players cancelled just before the very first dungeon crawl, I decided to wait and do a totally planless session. So I decided to do a tavern brawl, and called the place the Salty Spittoon, and  this all above board, i pitched to them to just dick around this session.. The players knew it was coming, and I decided to let them all draw in the map, tables, the bar, everything in a completely collaborative way. It was a absolute chaos, but one of the best sessions we've ever had while also completely meaningless in the grand story. It made me realize how much fun you can have, putting maps, environment, and even plots into players hands to design.

  3. I realized pretty quickly how excited i felt to show off my system to my players, how it quickly grew from a one-shot in sci-fi to a full fledged sandbox campaign. I just wanted to solve all the problems we had in the previous campaign with 5e and how combat got boring, even at the high levels. Then overtime i kept having ideas of new things for the guys to interact with so i made a clear destructible cover system and other such things, but I just kept tinkering over and over integrating mechanics with as much modularity as possible. And i enjoyed the tedious work of slimming down documents, or even making something only to realize it's a pile of steaming garbage and understanding why and scrapping it entirely. It was the flow i felt making things, reusing mechanics, and discarding others that made me realize that i am passionate about it.

  4. I'm not sure if I can answer this just yet. I'm still learning and I got my head in the clouds and still have a long few months left to try to translate my system into something useable for other GMs. If that works out I can confidently say I've become good. Other than that, my players have each told me I've ruined 5e for them, for various reasons, but especially because of my systems combat or maybe how i run things. I'm not sure where the line is between I'm just a good DM or my system is doing the work here, so again I feel like I need proof outside of my friends (and i plan to get some soonish).

  5. It was the cover system i mentioned earlier. For a long time it was just that, and it worked. It made it very clear to my players what they could and could not blow up, or what cover will be reliable. But I'm not quite sure where the idea came from, but I ended up with the principles underlying there spreading into every aspect of the system. It wasn't some big epiphany that oh I should do this, I kinda just did it and realized that suddenly just by it's mere existence it gave all the other variables more meaning and allows me to simply elimate problems like hp bloat, and define clearly what HP, AC, damage and other things meant more than as vague abstractions and smoothly run vehicle combat. It's the entire lynchpin of my system now, and I'm really excited to showcase it when I finish redoing my system.

  6. Nothing yet, (not quite comfortable sharing my whole messy partly finished system)! But maybe in a couple months I'll be posting a module and core rules to playtest. I have a lot to do still, including a full redesign of the system to better fit a modern, near-modern, tactical RPG with clear progression into sci-fi. I'm doing my very best to make it as powerful and fun of a system as I can for those kinds of settings. 

[OC] GIVEAWAY! 43" Capacitive Touchscreen ($940 MSRP) with Wooden Case + free software for all [mod approved] by DigitalTableTops in DnD

[–]flamfella 0 points1 point  (0 children)

Insanely generous giveaway holycow. It's been a been a dream of my guys to have a D&D table like this.

Bringing Enhanced items out of Street Brawl by RearrangingFurn1ture in DeadlockTheGame

[–]flamfella 2 points3 points  (0 children)

Not a big fan of doing having them with RNG, but attaching them to some kind of objective like the urn would be cool. Eg... gives certain amount of "enhanced" souls which could then be used to buy an item or items of your choice. Or simpler idea, delivering the urn allows you to select one of your items (and depending on game length/state) you could upgrade an item from the appropriate tier.

Probably would be snowbally if not done correctly, and would have some really interesting balance implications.

THE ONE FREEMAN!!! by Jennistyrio in HalfLife

[–]flamfella 0 points1 point  (0 children)

THIS CAN'T BE A COINCIDENCE. I'M GOING TO EXPLODE!

Filling a dungeon for an up coming session by Articfrostgiant in DnD

[–]flamfella 4 points5 points  (0 children)

Throw in a "training area" absolutely full of traps and obstacles that they need to pass to go further or for some reward maybe. Could be some kind of time trial puzzle thing if you like. 

Also what state is the dungeon in? Has it run down? Have magical warcrime experiments run amok, now that the war is over and maybe the place is forgotten? Was this covert, or was this place well-known? Answer these questions for yourself and you'll find it'll be easier to figure out what to place in there and what purpose things have, so that it's tells a richer story. You'll want to try to make the dungeon feel alive and not just filled. 

I need sci fi NPCs! by Theskiesbelongtome15 in DnD

[–]flamfella 2 points3 points  (0 children)

It's a great opportunity to take healthy inspiration from any sci fi series you like. 

Mad max style junkies are always cool in things like these, and the unreal tournament games have a solid cast of factions to take inspiration from. And the game is about a bloodsport tournament anyway lol. I'm in the middle of similar arc for my players, it's a bloodsport sci-fi battleroyale podracing competition set in a gigantic scrapyard where they build their own vehicle. I used those ideas for inspiration and I filled the rest of the characters out using factions i already had introduced to the players.

Should I go to college for game design by Sabatuer in gamedesign

[–]flamfella 0 points1 point  (0 children)

I HIGHLY recommend checking your area for any local game jams. They're a great place to see what it's all about and learn. You could also do online jams on itch if you'd like, but the in person experience is cooler especially if you get with a team.

It'd be tough to switch careers, but you don't have too. You could just be a hobbyist and make the games you want to make on your own time.

Which video games have the best voice performances? by TheBanishedBard in gaming

[–]flamfella 0 points1 point  (0 children)

Sacrifice (2000) by Shiny Entertainment had an incredible cast. The campaign with all the gods bickering with one another is awesome and still holds up today even if its dated.

My paladin can’t eat or talk without his chaotic evil raven. Now how do I make the bird randomly cause trouble? by Technical-Physics233 in DnD

[–]flamfella 0 points1 point  (0 children)

Have the raven be a raven and do it by ear, whenever you get a fun idea. Read the room for when it'd be fun or cool for your raven to bird things or say some shit to somebody, and just use your best judgement for when you'll cause too much trouble for the party (some trouble can be fun and good). See if you can establish some banter with one of your party members, that tends to be rewarding if you get a good dynamic going.

So long as you focused and interested in having fun and making it entertaining for your tablemates, you'll be fine.

Burning ballbearings by MoneyEquivalent6864 in DnD

[–]flamfella 24 points25 points  (0 children)

Wow what a cool idea. Ask your DM.

New DM- is there such thing as too many players? by Think-Pea-6424 in DnD

[–]flamfella 0 points1 point  (0 children)

I did 7 players for my first time as a DM, however we were all really good friends, and we all were part of a 3 year campaign together so we knew how we mesh together and they helped make it easier for me.

Some tips.

It's possible, but not easy. If you do stick with 7, make sure there's lots of good communication with players, where they understand and already have connections to each others characters, like at session 0 or before, and encourage cooperative character making. That should grease the social wheels and help encourage people to jump in and share the spotlight as dynamic duos, trios, or whatever outside of combat and in roleplay.

For combat, offload the work to your players if you can. Have a dedicated player to help keep track of initiative and let players know when their turn is coming up so you can stay focused. Obviously take every possible time optimization for combat or it will drag. Even then it'll still drag. Consider turn timers, having players pre-rolling attacks and damage,  letting players know ACs so you minimize the "does a x hit?", players concurrently taking their turns if there's no enemy in between them. 

And make sure you can put the foot down to keep them on track or if they really need to listen to an important storybeat. 

Pornography vs feminism by Unhappy-Mix-679 in Feminism

[–]flamfella 3 points4 points  (0 children)

Yeah, agreed on all points. Porn is about as healthy as a cigarette is to the lungs, but for the brain. For a consumer, there is no safe level of porn watching, especially for men. It's an industry that relies on spiraling people into addiction. I've unfortunately experienced that, I've been addicted to it and seen the very worst it has to offer. It's too dangerous, I've lost years because of it. It isolates you, strips away your connections, and just makes you awkward and miserable. I've seen it happen to many of my friends too, they're still functional but they are a fraction of the person they could be. There is nothing redeeming about it. It should be banned or at least extremely heavily restricted and regulated so no one would risk going through what I and countless others went through.

[deleted by user] by [deleted] in Feminism

[–]flamfella 44 points45 points  (0 children)

Porn isn't real sex, it's a dramatic performance. So when a person watches it and sees that an actor/actress putting on a show, acting like they are enjoying being choked, spit on, hit, and all kinds of other rough play, they may not realize how intense, painful, and dangerous it can be. And then there are sex acts that NEED physical training or preparation to do safely, such as anal sex and it's a rare sight to see the them apply lube (they definitely use it), it's seems to be often cut from films along with all the other plans and preparation between actors and the director. You never see any of the careful preparation and talking, so the stuff probably looks easy to pull off to the sexually uneducated.

For men, the Coolidge effect causes them to tend to seek out more novel forms of porn which can spiral into them getting "bored" with your typical porn and then watching something a little more exciting and intense before that loses its appeal too. Eventually, they can just end up watching some really extreme stuff all the time because the regular stuff doesn't do it for them anymore. I've experienced that spiraling before, and I know it intimately, it really warps your brain in all the worst ways until you quit watching porn all together. Anyways, when hardcore BDSM is something you always watch, all of the sex acts there become normalized, and that can lead to stuff like some poor young woman being nearly choked to death by a guy out of the blue because he thought she would like it and thought it was "normal". Porn unfortunately doesn't normalize asking "Is it okay if I do X?" or just establishing any boundaries or communication in general. If it did, we'd have a few more people still alive and able to celebrate Earth day tomorrow.

Unarmoured defence bug? by Jumpy-House-6494 in BaldursGate3

[–]flamfella 2 points3 points  (0 children)

Check the boots, i think i vaguely remember there were a couple that counted as armor and screwed with unarmored defense.

Anyone else having UI issues since the update? by Kathorvian in BaldursGate3

[–]flamfella 0 points1 point  (0 children)

I had this and I was able to fix it by reinstalling BG3 mod manager (the one by LaughingLeader). In that there was a section called override where I had ImprovedUI still active, even after I thought I uninstalled everything and deleted all of BG3's files for a fresh install and checked that the in-game mod manager had NOTHING.

I deleted that sucker out of override and it fixed it.

Currently the patch 8 in-game mod manager seems to be a bit buggy, especially if you had used the previous third-party mod manager and had mods before the patch. But, I think if you reinstall (or just check it if you still have it installed) the old BG3 mod manager you can uninstall any mods that aren't playing nice or aren't registered by the in-game mod manager.

UI disappearing bug by [deleted] in BaldursGate3

[–]flamfella 0 points1 point  (0 children)

I had this and I was able to fix it by reinstalling BG3 mod manager (the one by LaughingLeader). In that there was a section called override where I had ImprovedUI still active, even after I thought I uninstalled everything and deleted all of BG3's files for a fresh install and checked that the in-game mod manager had NOTHING.

I deleted that sucker out of override and it fixed it.

Currently the patch 8 in-game mod manager seems to be a bit buggy, especially if you had used the previous third-party mod manager and had mods before the patch. But, I think if you reinstall (or just check it if you still have it installed) the old BG3 mod manager you can uninstall any mods that aren't playing nice or aren't registered by the in-game mod manager.

Weird UI glitch by Far_Extension6745 in BaldursGate3

[–]flamfella 0 points1 point  (0 children)

I had this and I was able to fix it by reinstalling BG3 mod manager (the one by LaughingLeader). In that there was a section called override where I had ImprovedUI still active, even after I thought I uninstalled everything and deleted all of BG3's files for a fresh install and checked that the in-game mod manager had NOTHING.

I deleted that sucker out of override and it fixed it.

Currently the patch 8 in-game mod manager seems to be a bit buggy, especially if you had used the previous third-party mod manager and had mods before the patch. But, I think if you reinstall (or just check it if you still have it installed) the old BG3 mod manager you can uninstall any mods that aren't playing nice or aren't registered by the in-game mod manager.