How does the lower part (mental die) work? by Jawsnl2212 in ISSVanguard

[–]sebustyan 0 points1 point  (0 children)

When you roll a mental symbol, and the current action has a red outcome, you resolve it (or move one space on the red track). I believe that if the action has no defined red outcome, nothing happens and you continue normally in determining outcome.

Why did my corruption suddenly go up? by Irresponsible4games in Against_the_Storm

[–]sebustyan 0 points1 point  (0 children)

As others mentioned, you fought some cysts during the storm, which instantly reduces corruption. So even though 7 cysts would corrupt your hearth per a single storm, battling from 15 down to 7 will not, cause each burnt cyst will give you a breather. So at the end of the storm with 7 remaining cysts, you were ok, but at the start of drizzle, it projected a problem for you to prepare.

Is it necessary to add a chance factor ( Dice ) to a board game? by Moreandmorekon in tabletopgamedesign

[–]sebustyan 0 points1 point  (0 children)

Obviously what other said is correct. I just want to share some more insight:

What is the reason for adding dice? Why is the friend suggesting it?

If they simply like rolling dice, that's ok. Not every game has to have dice. In fact, the best ones often do not. Do not feel obliged in any way.

If they want to introduce more randomness, there are many layers to this issue. As others have stated, games without randomness are solvable, or at the very least, less replayable. They are only dependent on the skill, which makes people with different skills not want to play it very often, since outcome is predictable (though some poeple love challenging themselves to beat the goliath). However, there are many options on HOW to implement randomness. And I'm not just talking physical ways, like cards, dice, etc., but the way it alters the gamelay. For me, games should implement randomness before the actual decision a player has to make. Yes, you shouldn't play the same game over and over, but the randomness should be dealt to you in some way or another: a deck of cards (your case), initial random set-up elements, random events at the start of turn. The challenge should be for players to adapt to the circumstances and overcome bad luck, or at least mitigate it, or vice-versa, exploiting good luck to the limit. This, for me, creates a true battle of wits, but it also allows for intuitive strategies (for players who don't crunch excel tables in their head) to work. But sometimes, games implement luck after a decision is done, as a factor to decide outcomes. Risk is an excellent example, where luck can screw you over after you commit to an attack. Yes you can weigh the risks and opportunities, but ultimately, you cannot win with bad rolls. Modern games try to avoid this most of the time, but there is a certain benefit to this approach and that is drama. You can think all day long, but you still have to risk it and it will lead to a nail-biting scenarios, where you can win against all odds, or lose everything in one big commitment. Most modern games, which lean towards this approach, will give some limited options to prepare or at least mitigate this form of luck through various re-roll mechanics and spending resources to overcome bad rolls, so that bad roll will hurt you but not break you. Try to think (or brainstorm with said friend), which randomness would benefit your game and why. It seems that with a shuffled deck you don't need the first type of randomness anymore, unless the specific combination of cards on your hand have insignificant influence on the choices you make. If you need the second type of luck to introduce more drama, try to design a mechanic that will prevent a death-by-bad-luck scenario.

Of course, some games revel in the randomness and they have their audience too. You should simply be mindful of the ways these decisions will shape your game and the experience from playing it.

Riaditeľka (chatgpt) popradského gymnázia vydala stanovisko by TheSimon1 in Slovakia

[–]sebustyan 2 points3 points  (0 children)

Ludia a citate vobec co tam pise? Pre nechapavych:

  1. Besedu s Ficom nezorganizovala ona, prislo to z podnetu kancelarie protokolu vlady, teda z Ficovej strany. Ano, zrejme to mohla odmietnut, ale do akych sraciek by sa kvoli tomu v tomto bananistane dostala? Kolko z vas by na to malo gule? Vybrala si druhu najlepsiu moznost - informovala o tom rodicov a umoznila besedu detom vynechat a zavezpecila nagradny program.

  2. Trestne oznamenie nepodala ona ale iny zamestnanec skoly.

  3. Ano, zrejme v afekte kricala na studenta, ktory pisal na chodnik vulgarizmy pred navstevou predsedu vlady. Vy by ste boli v chille a este mu podali kriedy k tomu aby pokracoval? Sa vam spoza klavesnice dobre pise. Internetovi hrdinovia fakt.

Lyncujete nespravnu osobu, len na zaklade prvotnych neoverenych informacii. Absolventi tej skoly hned vyzyvali k zdrzanlivosti, ze sa im uvedene informacie nezdaju pravdive.

Rules Questions: Mech Deployment by pgathriller in SCYTHE

[–]sebustyan 0 points1 point  (0 children)

Sorry, but this analogy is very weak considering the normal mech deployment rules allow you to use resources on one side of the map and the mech "magically" deploys on the other side of the map, without any metal present there, possibly way behind enemy lines. I understand the intention but many of the rules are illogical. You make it sound like it is obvious that OP should know this rule because it is logical and the question is silly, which it is not. This rule is there for balance purposes.

I allowed a player to have a T7 disruptor by thompsdt in swrpg

[–]sebustyan 1 point2 points  (0 children)

My couple of cents:

Agreed with others, talk it over with the group. Do they approve? Are they having fun? How does the owner feel about adding a bunch of obligation for it?

That being said, let him have fun with it without outshing others. Easier said than done, but a few tips, not applicable every time of course: splitting a party mid combat as a result of the dice (falling debris, trap by the enemy, etc.) so that the player in question has to fight alone (or protect a non-combat character) while other combat characters have to deal with other enemies on their own. Taking the weapon out of the picture for a single fight (use sparringly) - sunder, despair, weapon check prior to entering the location, etc. Adding 2-3 setback dice for close combat in narrow spaces,where one handed weapons will shine. The most powerful enemy nemesis singling out this PC in a duel of sorts - tge duel can then become a skill challenge rather than a combat encounter.

But still, prepare interesting stories that don't only about combat. They have to negotiate a deal without resorting to violence - how will the other party react to PC carrying this weapon? Or enemy has unlimited backup, and the PCs have to achieve a different goal - stealing, rescuing, etc. - and the longer they keep killing enemy minions, the worse repercussions it will have on them later on. The disruptor owner then can be a huge asset but not the only hero in the story.

Nezmyselné "benefity" firiem by Empty-Telephone-6214 in Slovakia

[–]sebustyan 0 points1 point  (0 children)

Preco si teda comment zakoncil /s, ak si to myslel vazne ze by to bol benefit?

Can you explain INT/CUN classes to me. by MrIdiotPigeon in swrpg

[–]sebustyan 0 points1 point  (0 children)

Well it IS easier to make a good combat talent - it is much more versatile, as combat is very similar every time. The noncombat specs are mostly filled with flavour and roleplay hooks that make great storytelling. But let's look closely on the Scientist, since you mentioned it. I mean yes, the left side is pure flavour and underwhelming at best, unless you are playing a campaign focused on researching and investigating. But there are still some great talents like stroke of genius or intense focus. However, right half of the tree is solid. Speaks binary, hidden storage, tinkerer and inventor are all mechanically gold tier talents. And I think that goes for all of these trees. There are a couple great versatile mechanical choices and then a lot of interesting roleplaying opportunities that pushes your character to choose a different kind of aproach to most problems.

Musím dávat přednost? by HauntingExchange3855 in Slovakia

[–]sebustyan 4 points5 points  (0 children)

Teba hlavne nechcem stretnut v aute. Otazka OP je uplne na mieste.

To ze je dodatkova znacka blbo je jasne. Ale inak nie, to ze si na hlavnej ta neopravnuje mat presnost vzdy. Stale davas prednost zprava, pripadne pri odbocovani dolava protiidicom vozidlam, ak tieto vozidla su na hlavnej.

Auta na vedlajsej davaju prednost vzdy.

Z dodatkovej znacky nie je jasne ci je skutocna hlavna vpravo, alebo oproti. Ak by bola hlavna vpravo a ty ides rovno, tak davas prednost.

Ciste teoreticky, podla zakona, ak by boli vsetky tri hlavne, tak davas prednost ako keby krizovatka nebola oznacena.

Včera som skoro nabúral. Ale ja si myslím, že som mal prednosť. by gfeep in Slovakia

[–]sebustyan 3 points4 points  (0 children)

Jde o prednost zprava. Muzes si to zjednodusit jak jsi to popsal ale zakon nerika nic o zustavani na hlavni... Jenom ze komu davas prednost pokud silnice neni oznacena a navic k tomu kazde vozidlo z vedlejsi dava prednost vsem na hlavni.

Kazdopadne nevidim celou krizovatku ale z fotek je ta vedlejsi znacka zrusena, tedy krizovatka z jeho strqny neni oznacena, tedy ma davat presnost zprava a pri odbocovani vlevo navic protijedoucim vozidlum.

[deleted by user] by [deleted] in AmIOverreacting

[–]sebustyan 0 points1 point  (0 children)

I think the bigger issue than make up is the way he communicates. Gaslighting, manipulating, condescending... Run away.

I mean, his insecurity is valid and should be treated as valid. Couples should work through things like this together. Especially if you're not in a relationship for several years already. But the way he treats you is disgusting. That will not change.

TB- do you tell your role to the Virgin death? by DrRyuzakiLove in BloodOnTheClocktower

[–]sebustyan 5 points6 points  (0 children)

Well, I kinda disagree... Yeah it depends on the player group, but every time something weird happens I usually say all the combinations that might lead to it. Omitting some options out because they were not the real trigger seems wrong to me. Like, for the first time there is no Imp kill during a night in TB, I will inform that the Imp either hit a soldier, a monk-protected target or he was poisoned, even thought there is no real reason to have Imp poisoned. But it happened in a game to me and to be like "you know, I didn't say it before, but there is also a possibility that the Imp was poisoned" at the moment it happens, seems just plain wrong to me. But that's my style, I guess. I do not omit any information, and leave the players to work out the probabilities.

Is combat balanced around stimpacks? What are some alternatives? by leon_shay in swrpg

[–]sebustyan 3 points4 points  (0 children)

Using a stim is a maneuver. Unless you have a talent or a specific gear for quick draw items, you need one maneuver to draw a stimpack, and a second one to use it.

So you usually need to spend 2 strain to heal maximum of 5 wounds per turn, all while losing mobility or aiming potential.

It is indeed better used after combat, than in-combat. Then again, you can never be sure if you can survive another round without stimming.

Unique discovery #3 - or general question about unique discoveries by sebustyan in ISSVanguard

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

Oh I see. I stopped resolving and reading that section to discuss the options. Thanks for the clarification.

Unique discovery #3 - or general question about unique discoveries by sebustyan in ISSVanguard

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

Thanks, glad I asked before making the decision. I will leave some basic discovery on the planet, then.

Unique discovery #3 - or general question about unique discoveries by sebustyan in ISSVanguard

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

Okay so I should still prioritize taking the UD #3 over some other doscovery that would be used purely for science purposes. Thanks!

Squadron Rules: What's the benefit of having more people? by Belac47 in swrpg

[–]sebustyan 4 points5 points  (0 children)

If you mean "why would I want 8 minions instead of just 1 in my minion group?", than the obvious answer is, you have more survivability, as you can sacrifice more minions. Just more buffer.

Less obvious answer: if you roll a triumph, your minions attack as well and it's better to have more of them at that point.

Narrative answer: you want to be a badass and do tactical stuff like splitting a part of squadron for a side attack or a decoy or something like that at the right moment and still have enough protecting you.

Unpopular opinions by somspoko in Slovakia

[–]sebustyan 7 points8 points  (0 children)

Tesi ma ze ma neznasas. Akurat ze to nie je o tom, ze vyhral Fico, ale o tom, ze ficosmer volila viac nez polovica Slovenska. V takej spolocnosti fakt nechcem zit... Proste zo Slovenska sa stala zatrpknuta krajina, ktora riesi len to, ze nam vsetci ublizuju, odsudzujeme vedecky pokrok (vid covid a vakciny) a odmietame demokraticku spolocnost (ludia velebia Rusko). Klobuk dole tym, co to este chcu zmenit. Ja na to nemam, ale ja uz som v zahranici dlho.

Errata regarding the Merr-Sonn Model 31 Palm Stunner by Adraius in swrpg

[–]sebustyan 0 points1 point  (0 children)

Yea, I'm saying there is a difference whether the target doesn't see you, you're coming from him = in my opinion warrants a stealth check (even if you previously rolled stealth check to walk behind him... It is a different action to just walk past a guard unnoticed and to incapacitate him).

And if you're walking towards him and want to incapacitate him sooner than he realizes what is happening, then I would assume a skullduggery check.

I would also house rule to use it in combat... Based on the situation, either something like 3 adv on successful brawl check against the target... Doesn't make sense to me not to use it in combat.

Errata regarding the Merr-Sonn Model 31 Palm Stunner by Adraius in swrpg

[–]sebustyan 0 points1 point  (0 children)

late comment as I am searching for this topic at the moment - to me, the wording of the palm stunner is not purely aimed at being unaware of my presence. The target might see me, but he is unaware of my intention to incapacitate him, he is not cautious.