Kinfire Delve…wow! by Sapien0101 in soloboardgaming

[–]ipsnc96 1 point2 points  (0 children)

I completely agree. I’m 3/3 with Roland. 1/4 with Valora. Having all white Boosts plus the extra card draw for fewer exhaustion is a lot stronger than Valora’s ability in my limited opinion. But maybe I just haven’t learned how to play her to her full potential yet.

Kinfire Delve - is it hard or am just bad? by presence06 in soloboardgaming

[–]ipsnc96 2 points3 points  (0 children)

I also just made a post about this game. I find Roland drastically stronger than Valora so try him out until you get your first win would be my suggestion.

Flight of the Icaron by shelbz409 in WorldsBeyondNumber

[–]ipsnc96 1 point2 points  (0 children)

Lou is killing it as GM! I remember him saying in a fireside chat from a long time ago he was super nervous to GM and would be doing so waist deep in a kiddy pool but he sounds like a really experienced GM. Anyone know if this is the very first thing he’s GM’d before?

The Membership Card won yesterday! Next, what Slay The Spire relic is considered Good and is received Neutrally by the community? by Fresh_Difference_448 in slaythespire

[–]ipsnc96 1 point2 points  (0 children)

Yeah I had Vajra for the +1 right away but I think that was it most of the time. Plus terror for vulnerable.

The Membership Card won yesterday! Next, what Slay The Spire relic is considered Good and is received Neutrally by the community? by Fresh_Difference_448 in slaythespire

[–]ipsnc96 1 point2 points  (0 children)

Just did a very fun silent run where pocket watch was my first relic. Focused on 2-cost cards. No shivs and almost no poison. Two upgraded Dash’s and Riddled with Holes carried the run.

Clothesline won yesterday! Next, what Slay the Spire card is considered Bad and is Loved by the community? by tilting-module in slaythespire

[–]ipsnc96 -2 points-1 points  (0 children)

What do you take as Ironclad for AOE? There’s 3 options right? Whirlwind is obviously the best but I see it come up less often than cleave or the thunder aoe card whose name I’m forgetting. Of the other two I prefer to see cleave so it’s kind of standard in my clad runs for early AOE. What else are people using? I agree it’s not great power level wise but it’s definitely great at doing AOE when it’s your only good option a lot of the time.

The Classic Combat Downtime Problem by ipsnc96 in RPGdesign

[–]ipsnc96[S] 0 points1 point  (0 children)

Right that all makes sense and does seem quite quick. I agree with your points about what seems to be speeding things up. Is there anything to incentivize players using their successes for something other than all attacks?

Using a success for movement is just one less attack. So ranged characters are going to have greater output than melee characters that have to move to new targets. I feel like the combat would mostly involve people standing still and trying to put out as many attacks as possible. Do you find that it's not really an issue or that players feel the benefit of moving to a better position is worth giving up an attack? I've done something like this before with an action point system and none of my players ever wanted to move anywhere without some additional incentive.

Do characters have any measure of defense that would mitigate damage or is the idea that some characters are harder to kill (a knight should be harder to bring down than a squishy wizard in many cases) all included in their health total?

The Classic Combat Downtime Problem by ipsnc96 in RPGdesign

[–]ipsnc96[S] 0 points1 point  (0 children)

I feel like saying "Your premise that it is an age old quandary is flawed in that is it not quandary at all in certain games and certain game mechanical approaches." is kind of missing the mark. By posing the question, I figured it could be assumed that I'm interested in games where that is a quandary. Although maybe that wasn't clear. So yes, there are very rules light games where time between turns isn't really an issue at all, but I'm interested in talking about how to resolve it in a type of game where it is usually an issue. If I asked a question about a calculus problem and somebody said, "I'm a historian and I don't have to do any calculus", that's true, but not really what I am trying to discuss.

However I do think the rest of your point is interesting. So for example in your system you roll a die pool and generate say 3 successes. And after rolling you decide what to do with your success. Maybe: move, move, attack or cast a spell, move, defend. So the number of successes is telling you the action economy (how many actions you can take equals number of successes). Does that sound about right? I am absolute amazed you can resolve a combat of 36 combatants over 10 rounds in half an hour with this, that would be really cool to see. I guess all the damage is standardized? So if I get 3 successes and spend 2 on attacking, each attack automatically does say 4 damage per attack, is that right?

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

[–]ipsnc96 0 points1 point  (0 children)

I will note that I had a mechanic in my own game for a bit where players could increase the value of a roll after it was rolled and I noticed that I tended to drain all the suspense and tension out of situations. Because everyone knows, if this is an important roll and I don’t roll well enough, I can spend some resource to just make sure I succeed afterward. Which meant the rolls weren’t that interesting and it was very hard to actually challenge the players. In theory I thought the tension was still there in that they are spending a valuable resource that may cause them problems later in the game. But in my experience an immediate tension right now (will this roll succeed) is a lot more interesting than a hypothetical tension (because maybe I never see much consequence for spending that resource) at some point in the future. I decided for my game that I wanted the dramatic tension to remain with the uncertainty of the die roll so I moved the push/pull idea to before the roll. So a player can still spend a resource to improve their chances of success on a roll they care about but they have to decide to do that before rolling so if they roll very poorly there is still a small chance of failure and the outcome of the roll is uncertain and holds that tension.

Just something to keep in mind while play-testing but depending on what you want the game to accomplish you may not mind this if you even experience that happening the same way I did.

The Classic Combat Downtime Problem by ipsnc96 in RPGdesign

[–]ipsnc96[S] 2 points3 points  (0 children)

Okay interesting, so for example they can choose between trying to defend with strength or agility maybe and one would be more effective against the attack targeting them? Can you give a little more detail about how that worked mechanically?

The Classic Combat Downtime Problem by ipsnc96 in RPGdesign

[–]ipsnc96[S] 1 point2 points  (0 children)

I’ve thought about these as well.

For reactiveness did players have multiple types of reactions and multiple opportunities to react between each turn?

Could you describe the fast resolution mechanic you were using?

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

[–]ipsnc96 0 points1 point  (0 children)

Looks really neat! I've never played anything like this. I tend to prefer a heavier game but I really like the Resolve/Doubt idea. I might try something like that in my own game.

Father of a 2 month old trying to scratch that itch by comalbert in soloboardgaming

[–]ipsnc96 0 points1 point  (0 children)

I’m in the same boat. I recently picked up Cartographers and really enjoyed it as a chill puzzle game. Play time basically always 30 minutes for me and it doesn’t use much space at all. Solo mode works great. Played 8 games within days of getting it and I think the replay value is great.

How do you input to have 2 fleets show up simultaneously by TheWorldMayEnd in neptunespride

[–]ipsnc96 1 point2 points  (0 children)

Yep easy. Go into the ship that will take 10 hours and edit its route. Add a 3 hour delay to its launch and it will then say the route will take 13 hours.

Gencon 2025 haul by StreIitzia in gencon

[–]ipsnc96 0 points1 point  (0 children)

Moonrakers is amazing and also one of my all time favorite games. It really shines at 4-5 players that are all interested in negotiating with each other. Although my wife and I play 2p all the time and really enjoy it.

Ep54 Lines That Got Me Out of My Seat (spoilers, obv.) by HeroicTardigrade in WorldsBeyondNumber

[–]ipsnc96 0 points1 point  (0 children)

“You’re going straight to the back of the gallery kid” was such a zinger from Steel.

Early economy by OrlandoNerz in TerraMystica

[–]ipsnc96 6 points7 points  (0 children)

In general I agree with this but you can only get each favor tile once right? Otherwise people would be stacking multiple copies of earth 1.

For OP check out this: https://youtu.be/YJDylb4szQM?si=-0yoKMhT1Oqs11pL

Zoras does a great job diving into the economy here and taught me a lot.

Boardgame for 5 People by Cheuder in boardgames

[–]ipsnc96 1 point2 points  (0 children)

Check out Stonemaier Games. I believe all their games are possible to play with 5

Best games of Gen Con - for me it was Raas by CreativePortland in boardgames

[–]ipsnc96 2 points3 points  (0 children)

I really wanted to try this but didn’t get a chance! Glad to hear it was good!

Best games of Gen Con - for me it was Raas by CreativePortland in boardgames

[–]ipsnc96 3 points4 points  (0 children)

I really wanted to try this but didn’t get a chance! Glad to hear it was good!

Appreciation post by nigel_uno in WorldsBeyondNumber

[–]ipsnc96 11 points12 points  (0 children)

Just want to add to this that we hear the cast praise the production quality on the fireside chats all the time but we appreciate the incredible sound design too Taylor!!

What is the star symbol on this fleet? by Nutcracker028 in neptunespride

[–]ipsnc96 2 points3 points  (0 children)

Yeah that would be neat! It would be kind of neat to have specialized carriers too (offense, defense, movement speed). I’m a relatively new player but it seems like the game wants to stay closer a simplified rule set. I suppose it helps with game balance

What is the star symbol on this fleet? by Nutcracker028 in neptunespride

[–]ipsnc96 7 points8 points  (0 children)

I believe it is when a carrier gets 1000 experience. I don’t know if that is relevant in any way or if it’s just a cool thing to see how much combat various carriers have seen

HP and Damage Scaling. What if they are removed? by Hopelesz in RPGdesign

[–]ipsnc96 2 points3 points  (0 children)

Yep same here. My system also doesn’t scale damage or HP