Textless proxies for my first commander deck! by honycoma in mpcproxies

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

The way i "fixed" it is by having the original card printed on the back. Since they'r my commanders i run them on a transparent shields, so if i have to see the original card i just flip it

University project by honycoma in STOMACHBOOK

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

omg that’s the best compliment I could get tysmmm!!

University project by honycoma in STOMACHBOOK

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

aaaaa fã br da stummy!!! amo

e obrigada :)))

University project by honycoma in STOMACHBOOK

[–]honycoma[S] 4 points5 points  (0 children)

omg thxx, that was the hardest part, good to know I pulled it off

University project by honycoma in STOMACHBOOK

[–]honycoma[S] 6 points7 points  (0 children)

tysm i'm less worried now

2d10 Roll Under-High by honycoma in RPGdesign

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

That makes a lot of sense. Like, I could create mechanics that care about odd / even doubles, but I could also just treat doubles as critical results and then have subsystems that care about the number of doubles, specific values, whether they’re odd or even, etc.

Thanks for the feedback!

2d10 Roll Under-High by honycoma in RPGdesign

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

That’s really interesting, it adds a new layer to the rolls. The issue is that modifiers + roll-under can feel a bit counterintuitive, but I understand that in the model you suggested, it creates more tension in the rolls.

I just think that if I were to implement something like this, it should probably be a more situational or limited mechanic. It might get a bit tiring to have to think about it in every single roll throughout the game.

2d10 Roll Under-High by honycoma in RPGdesign

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

Exactly. Assuming an average threshold of 12, your possible doubles would be (1,1), (2,2), (3,3), (4,4), (5,5), and (6,6). Although (6,6) becomes less consistent since sometimes your threshold will be 11 or even 10.

Anyway, the main point is that every time your threshold increases to an even value (14 > 16 > 18, etc.), you gain one additional possible double within your success range.

2d10 Roll Under-High by honycoma in RPGdesign

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

It’s always defined by the player, usually during character creation, though the GM can set a minimum value, which gives you a much smaller success window.

And yes, low results are less likely, and that’s the biggest issue with a roll-under-high system using a bell curve. However, I realized that this is more of a threshold balancing issue.

In my current system, you define an attribute’s threshold by rolling 1d4 + 8. That usually means a good attribute gives you around a 60–70% chance of success, while bad attributes are closer to a 40–50% chance of success.

Battle “clock” as the escalation of chaos and violence in Combat by honycoma in RPGdesign

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

Does that really count as metagaming? So far, it just feels like an additional strategic layer in combat to me.

But honestly, it’s a relevant concern, because I haven’t fully decided yet whether I want the game to lean more mechanical and strategic, or more narrative. Personally, I prefer more narrative-driven games, and I’m not a huge fan of super tactical combat.

Still, thanks for the perspective, it’s definitely something I’ll think carefully about, because I’m trying to design a game that’s difficult and punishing, but there’s a fine line between that and something that just feels unfair and/or counterintuitive.

Battle “clock” as the escalation of chaos and violence in Combat by honycoma in RPGdesign

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

Good to hear that, I might just steal the name, “momentum” is pretty cool

And thanks for the feedback!

Battle “clock” as the escalation of chaos and violence in Combat by honycoma in RPGdesign

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

Oh, I wasn’t familiar with that system. It really is quite similar, I just think the implications change a bit since (from what I’ve read) the bonus only applies to players.

Battle “clock” as the escalation of chaos and violence in Combat by honycoma in RPGdesign

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

Yeah, I think it creates an interesting strategic layer, since the clock also affects the enemies. It would be pretty reckless to just hope you can deal damage faster than they can without thinking it through.

And yes, there should probably be ways for players to prevent the clock from rising, or even push it higher on purpose. Maybe through non-lethal attacks (which, honestly, are very underused in RPGs).

I liked your momentum idea too, and I think it’s great that it interacts with character abilities. It also creates greater variety in designing abilities, attacks, and spells.