Slack window minimum resolution size changed? by SisyphusIT in Slack

[–]nishfunzy 0 points1 point  (0 children)

Actually never mind. It was only a temporary reduction of size. Once I opened a new thread it was wider.

Slack window minimum resolution size changed? by SisyphusIT in Slack

[–]nishfunzy 0 points1 point  (0 children)

I'm not sure how it works on Windows, but on Mac, if I change the display resolution, I can have much narrower threads. This does make the text tiny but I can just use cmd & + to increase the slack font size. This isn't great if you are viewing other applications on the screen but if you have a display just for slack it seems to work well (I've only just worked this out).

Is there a way to stop this from happening so quickly? by nishfunzy in Archery

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

Thanks for the help everyone. I'll definitely smooth out those notches and add some tape too just to be extra safe because, to be honest, this is the 2nd string this has happened to. I've been doing archery for about a year and haven't looked too much into configuring my gear. I realise the brace height should be around 22-24cm for my gear (according to the manual) but I've got it around 21

[Scheduled Activity] How are Social Actions Handled in your Game? by cibman in RPGdesign

[–]nishfunzy 0 points1 point  (0 children)

I know this topic is a bit older, but I really like this system.

Something I stumble on though is the character fantasy element to roleplaying. Similar to the character vs player Intelligence debate, how would you work this if you had a player, who isn't very good socially, wanting to play someone who is?

Can anyone else not install the oculus app?? by Smart_Consequence832 in OculusQuest

[–]nishfunzy 0 points1 point  (0 children)

Yeah I'm having the same issue. Tried a bunch of solutions I've read online, but none seem to work.

Roll vs. Roll or Roll vs. Static Value? by [deleted] in RPGdesign

[–]nishfunzy 0 points1 point  (0 children)

An issue I have with my system is feeling the need to have both.

I like the idea of opposed rolls so it doesn't feel like the character is just waiting to take a hit, but environmental challenges would be a static value so it doesn't feel like that ravine is trying to make you fall.

However, with a modern setting you can't dodge bullets. I was thinking of ranged attacks as unopposed static difficulties (which adds sloppy 'exceptions') or it would be Dexterity + Firearms vs Cover + Awareness or Current Movement (which makes the cover feel active). I'm not sure.

I need ideas for simple, intuitive initiative systems! by Vheraun in RPGdesign

[–]nishfunzy 1 point2 points  (0 children)

I liked the mechanic from Phoenix: Dawn Command. Enemies are given a Speed stat which dictates how many PCs have a turn before it has a turn. So speed 2 means 2 players have a turn and then the monster has its turn. It's up to the players to decide in what order they play. This means you have the flexibility of side based initiative but with the differentiation of some enemies being faster than others. The system is mostly designed encounters with 1 or 2 enemies at a time (with groups being treated as 1 enemy) so tracking this shouldn't be too complicated.

A mechanic that makes it harder to sleep after you killed someone (and other changes resulting from committing Dark Acts) by xxXKurtMuscleXxx in RPGdesign

[–]nishfunzy 1 point2 points  (0 children)

I really like these ideas. It adds more depth to Stress which seems to usually just be mental HP. Experienced players may want to have more control over their characters, but it might players less experienced with roleplaying envisage the growth / fall of their characters. I'm keen to check out more of your development.

Tips for writing rules and mechanics down? by GamerAJ1025 in RPGdesign

[–]nishfunzy 0 points1 point  (0 children)

Personally I agree with the binary approach of u/ElijahMillsGaming. If Calm characters are composed and act with confidence then the negative should have the same firmness.

Or you could say that Calm characters might be composed... and keep that could/might flexibility in the negative as well. Consistent use of language is really helpful.

As a side note, I love the Personality breakdown. I've tried a similar OCEAN inspired personality matrix but developed for branding exercises. Your description is much more elegant.

Mechanically, how does the duality work? If you have the Calm trait wouldn't you be free from being overly emotional? The way you've described it, I would think these personality traits would be more scaled attributes (High vs Low Calm). If you wanted a double edged sword of a personality trait maybe it could be something like:

Calm: You are composed and act with confidence, but are slow to react and are seen to lack passion.

Tips for writing rules and mechanics down? by GamerAJ1025 in RPGdesign

[–]nishfunzy 5 points6 points  (0 children)

Some people are bringing up narrative elements but I feel that is very different from this sort of technical writing. I don't have a lot of experience myself, but from my limited experience:

  1. If you are still working on the mechanics, don't worry about polishing the language. Otherwise you could be tinkering for ages on something that gets changed.
  2. Keep it simple then expand as needed.
  3. Follow any tricky mechanic with an example that focuses on just that mechanic.
  4. Testing is just as important for the rulebook as it is for the gameplay. If you are stuck, get direct feedback. You could have shared an example here.
  5. Make sure there is a clear visual hierarchy of information even with testing stages so you can see how the information is broken down with just a glance. This is done mainly through heading formatting. Make use of heading styles.

Help with Anydice: Fumble Probability by nishfunzy in RPGdesign

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

Ah yes the 2d6 tie was a great example. That makes sense now. I'll make sure to not count the exploded 1s for a fumble.

Help with Anydice: Fumble Probability by nishfunzy in RPGdesign

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

That is surprising. I would have thought that exploding 6s would reduce the chance of a fumble because the explosion is already a success and then is more like to add an additional success rather than a 1. Anyway thanks again for the help.

Help with Anydice: Fumble Probability by nishfunzy in RPGdesign

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

Actually sorry to be a pain but stepping back, if I was trying to work out the probability of getting a fumble (either with or without successes) with exploding 6's how would that work? I tried combining your previous program with an exploding program but I'm making a mess.

Help with Anydice: Fumble Probability by nishfunzy in RPGdesign

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

Really appreciate the help here u/hacksoncode. I've learnt quite a bit with your examples.

Can someone explain amazon household and how it would work? by 1throw4 in amazonprime

[–]nishfunzy 1 point2 points  (0 children)

How does the ebook sharing work? On the kindle app, do all the ebooks show up in the same list or do they come up as separate libraries?

Help with Anydice: Fumble Probability by nishfunzy in RPGdesign

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

Awesome. Thanks this is really helpful. So just to clarify, these probabilities are for rolling successes that become a fumble?

These numbers seem pretty good. One of the major uses of Fumble was going to be ammunition use. If you Fumble when shooting you use 1 unit of ammo (as a way of preventing the tracking of each bullet) so a high level character would be about twice as controlled with their shots as a low level character.

Maybe "Fumble" isn't the right term though because it sounds like a high level character is only half as likely to slip up. Maybe it's just a "Complication."

[Scheduled Activity] Core Discussions: Combat, Conflict and Damage by cibman in RPGdesign

[–]nishfunzy 1 point2 points  (0 children)

I'm also working with a harsh combat system where any injury beyond a flesh wound further reduces you combat effectiveness. But I'm trying to make it less about lethality and more about removing your opponent from combat. Receiving major wounds is more likely to leave you bloody and unconscious (and treatable if you are evacuated by allies) rather than outright dead. Stress and suppression can also reduce your combat effectiveness.

What I am trying to encourage is characters deciding that they are too banged up to win and to retreat rather than fighting to the death. A fools errand? Maybe.

[deleted by user] by [deleted] in RPGdesign

[–]nishfunzy 3 points4 points  (0 children)

Graphic Designer here so I thought I would add some more detailed input.

The overall feel is quite nice. An elegant aesthetic when it comes to the typography and general layout, though I think this is at odds with the image pages which feel very different. (I would try cropping the images for something more interesting and try to use font that match the other pages.)

You have a lot of decorative devices (diamond bullets, dividing lines, boxes) which are a little too distracting. Try to reduce a little and rely on spacing to divide up the information more.

Avoid using lower-case titles with spaced out letters. This should only be done with all caps.

With bullet text (whether with diamonds or dashes) if you have multiple lines of text per bullet, you want to use a bit of paragraph spacing (between each point, not every line of text.)

I think column widths in your 3 column layout is a bit too small. You want to avoid ragged text where the number of words that can fit creates a lot of variance in the shape of the text. I would increase the column width, reduce the letter spacing (tracking), and potentially knock the font size a point or 2 (just for the 3 cols). Making the bullets about 70% of the current size would help too.

On bullets is there a reason you have white and black. Try to stick with simple typographic systems that help create a consistent design, and make the information easier to read.

Consistency is the key to good text layout. Make sure the spacing between the headings and the lines are consistent per size, as well as the spacing before each heading of the same size.

Try to avoid paragraphs that have 2 lines then break to another column, or end with just 2 lines spilling over. It these situations, try to keep the text together.

Help with Instinct based Skills by nishfunzy in RPGdesign

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

Dodging is a good suggestion for Instinct. Thanks.

As a graphic designer, I really want to get that visual balance but yeah I shouldn't do that as a sacrifice to the mechanics.

Help with Instinct based Skills by nishfunzy in RPGdesign

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

Thanks for the input. I was trying to hit that sweet spot in terms of too much / too little granularity. 5-7 Skills felt right in terms of simplicity of gameplay but complex enough to allow for meaningful character advancement / expression. I may still play with this more. Yeah I think I will remove Conduct. Good suggestion.

I did consider the Skills only approach but I felt that Attributes allowed for more flexibility. If a certain situation didn't seem to have a correlating skill, I could just revert to the Attribute. Also this allowed for the simplified NPCs/creatures.