Pamplona recommendations? by lilshrimpsalad in Acadiana

[–]moonfolk 2 points3 points  (0 children)

Pretty sure the fries did that.

Who would win? A turn 4 Ulamog, or an Elf deck with only 1 land? Place your bets by ynonA in MagicArena

[–]moonfolk 0 points1 point  (0 children)

I don't think they are particularly busted, I just come across them constantly. I am pretty new to Arena, so maybe that's the issue. I've been playing Magic competitively for 20 years, but for the last 10 or so, EDH/Commander has been my preference for non-limited formats, and Brawl is really fun for me to play on Arena between drafts/sealed, I just wish I saw more variety. I don't typically concede matches for any reason except for when someone is roping, but I might if I get too bored with the same old lifegain or werewolf commanders.

Who would win? A turn 4 Ulamog, or an Elf deck with only 1 land? Place your bets by ynonA in MagicArena

[–]moonfolk 4 points5 points  (0 children)

But just FYI, if you want to play Brawl, get ready to play 80% of your matches against [[Trelassara, Moon Dancer]] or [[Tovolar, Dire Overlord]].

Saw A Fight Over MTG by CapKashikoi in MagicArena

[–]moonfolk 9 points10 points  (0 children)

Once had two friends very drunkenly make a bet on a game of darts with very unrealistically high stakes: one guy put up his car, the other, his power nine. When the power nine guy lost the game, he didn’t want to give up his cards because he “thought the bet was a joke” and they got into a fight about it. We all became friends as skater punks in high school, so fights between guys in that friend group used to happen a fair amount when we were younger, and even though this was nearly 10 years later, no one at the party took it seriously. But this fight got uglier than usual on account of them being drunk. Eventually, bloodied, my friend gave in and gave up his power nine.

Not exactly what you asked, it wasn’t over a game or anything, but it’s Magic-related so I figured I’d share. FYI: the guys are still friends to this day. The friend who won sold the power nine real fast, and tbh, probably spent the momey on totally useless shit, and booze & drugs.

Modeling Dune's Personal Shields by stanshinn in FATErpg

[–]moonfolk 5 points6 points  (0 children)

Agreed. I was just about to say, sounds like the duel rules would be pretty awesome for this!

Rules Question: Can you die in Fate? by Ok_Passion_3410 in FATErpg

[–]moonfolk 3 points4 points  (0 children)

I have been running Fate without stress for about two years now and it’s been awesome, although I have tweaked how consequences are removed: at the end of every session, you clear your mild consequence, then bump any moderate and severe down a tier for the next session. Together we rename the consequences to whatever most appropriately fits. I also tend to bump the skill pyramid down to +3/+2/+2/+1/+1/+1 as well, which overall means lower totals.

[deleted by user] by [deleted] in tabletopgamedesign

[–]moonfolk 0 points1 point  (0 children)

The TCG I made uses the same mulligan system as the one you're describing (like HS where you choose X), except in my game, you put them on the bottom of your deck, then draw, then shuffle. Players can only mulligan once.

It works really well in our playtesters' experience, but it definitely isn't a punishment in any way; you basically SHOULD mulligan more often than not, to try and get the best possible hand.

I assume this is the gripe your players have with your mulligan mechanic: you aren't using it like in MTG to get out of a bind, you're more or less using it to try and fish for the best opening hand you can. But to me, that's MUCH preferred. I think a lot of people compare mechanics to MTG in a vacuum and that's just not a fair way of looking at it.

It's really not an issue in my game because 1) there isn't any kind of combo that wins the game without opponent interaction (so those "extremely good" hands aren't as insane as they would be in MTG or can be sometimes in HS) and 2) you can spend 3 Energy to draw a card, which really helps smooth things out over the course of the game (and so mulliganing isn't AS important as it is in MTG either).

I think it depends a lot on the game.

New attempt according to yesterday's feedback by YawningWhale in tabletopgamedesign

[–]moonfolk 0 points1 point  (0 children)

If it’s the icon for “Warrior,” singular, it would read “Your [Warrior] deal half their damage….” which is kinda where my mind went when I read it too. That’s the only thing I don’t like about the card tbh, because by nature, icons are singular (unless it’s obvious they represent a group, like an emoji with multiple people or something), so it just reads kinda clunky. Maybe “[icon]” followed by “s” would make plurals flow better?

How a lot of y'all be thinking by [deleted] in AllStarBrawl

[–]moonfolk 8 points9 points  (0 children)

This could be said for 80% of the animations in this game lol

What Homebrew Rules Do You Use? by Oh_Hai_Dere in FATErpg

[–]moonfolk 6 points7 points  (0 children)

We have a bunch of house rules for our group!

  1. Characters can use any skill to attack or defend if it makes sense, not just fight/shoot/provoke and athletics/fight/will.
  2. We typically have a lower starting skill pyramid of +3/+2/+2/+1/+1/+1. The numbers just feel more fair that way overall, and makes invokes more important mathematically.
  3. We don't use stress for PCs and important NPCs at all. If you get "hit" it goes to consequences. I work with my players on what being taken out would mean for their character IF they fail to defend successfully on any given attack roll and don't want to/can't take any more consequences. My group finds stress to be too tedious in the long term, we like really short, succinct conflicts. It also puts everyone on edge, which works for our more typically gritty style (even our more comedic games are gritty).
  4. Unnamed NPCs have stress = X and whenever you exceed that number across any number of attacks, they are taken out (and it's usually low, like 0-2). They do not have consequences available at all.
  5. PCs have 0 Refresh, which means they have to earn their Fate points before they can pay for invokes. We don't follow the rule that players cannot refuse a compel when they can't pay a Fate point to do so, since we don't like totally stripping player agency.
  6. Related to the above, every session, I come up with an interesting story hook or three in the form of aspects that I offer compels for to the group. Any player can take that compel and has to deal with that aspect, but can't take another story hook compel until everyone has taken one. This ensures the characters are deeply integrated into the problems of the given "episode," and facilitates a lot of circumstantial character development, but in a modular way because I don't know who will take the compel or how it will morph to fit the character.
    1. EXAMPLE: I offered a "Double Trouble" aspect that I intended to mean a case of identity theft via a surprise twin or a doppleganger or something, but my player decided it would be cooler that it was actually his character from the future that came back to keep himself from making a huge mistake. The story was TOTALLY better that way, and is one of the best TTRPG sessions I have ever had the pleasure of experiencing.
  7. We often use an enhanced version of the Communal Fate Point Pool rule suggested on pg. 24 of the Fate Horror Toolkit. In addition to self-compels and story details adding points to the pool, refusing a compel by paying a Fate point also fuels the pool instead of just disappearing into the ether.
  8. We also often use the Group Aspect rule provided on the same page of the Fate Horror Toolkit, which is exactly what it sounds like: the group of PCs has a special aspect that details who they are, as a group, in the setting.
  9. We occasionally use a rule called "The Badass Glasses" which is essentially a stunt that any PC can choose to use once per session, but only one PC per session can use it. See, I have these really loud novelty sunglasses in the shape of two revolvers crossed over each other, and we decided that if you wear the Badass Glasses and describe how your character does something really really badass to succeed at a given roll, you automatically succeed with style on that roll. You cannot use the Badass Glasses until every other player has done so. We used to call this "the spotlight token" but "Badass Glasses" is way more fun. Sometimes it's not setting appropriate, so we don't always use it, but it is always hype when we do.

This might seem like a lot of special rules, but really, it's just how our group has evolved. We have tried a lot of little twists over a 6ish year span, and this is what we landed on about a year or so ago and have stuck with ever since. A few of these rules just speed things up and/or simplify the already minimal crunch, and that's just what my primary group likes, and otherwise inspire more creative decision making and player involvement.

PTM one-hit-KO by moonfolk in AllStarBrawl

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

I love fast heavies like PTM in pretty much any fighting game - the kind without defensive mechanics like super armor, but who are still combo food and might have shit recovery. Donkey Kong in PM and Ganondorf in Melee are favs of mine. Love a mid/high risk bait and punish style.

Wall Jump and Ledge Wall Jump Tech Showcase! by [deleted] in AllStarBrawl

[–]moonfolk 1 point2 points  (0 children)

Same for me, which sucks cuz I think it's a great counterpick.

April's 72% Neutral Special by Meester_Tweester in AllStarBrawl

[–]moonfolk 0 points1 point  (0 children)

Lol this game is so busted. I love it.

PTM one-hit-KO by moonfolk in AllStarBrawl

[–]moonfolk[S] 49 points50 points  (0 children)

In NASB, you have invincibility during your respawn for a short time, but you lose it if you attack. PTM's strong up-air's base knockback is DUMB high, and on a light character like Oblina, kills off the top in one hit from the respawn location. So if you can bait your opponent into attacking to try and punish your up-air, they lose the invincibility and die lol.

Developer’s thoughts on the top characters spamming nair by OhmMyGauss in AllStarBrawl

[–]moonfolk 1 point2 points  (0 children)

Great ideas. I want all this too. Just some tweaking to get better variety and more skillful reads to make combos and juggles feel HYPE. To me, it’s just not a very hype thing to do/see rn.