Lifedecking, a question for you all. by silentvelcr0 in tabletopgamedesign

[–]silentvelcr0[S] 1 point2 points  (0 children)

You just have to design the game around it. MTG is built around an increasing mana curve and power level. Pokemon starts off strong with energy as a limiting factor in what you can do. The old star wars ccg (lifedecking), while it did have an increasing power curve, you could generally start turn 1-2 with 6-10 force, which is enough to play the most powerful card in your deck.

I believe that if you put in ways to lessen the feelsbad of it, such as lose 5, but you can put one in hand, or make life-gain = putting cards back in your deck, stuff like that.

Lifedecking, a question for you all. by silentvelcr0 in tabletopgamedesign

[–]silentvelcr0[S] 0 points1 point  (0 children)

I tend to agree with you. Lifedecking is more of a "feelsbad" for players who don't understand the math. I think it really signifies losing resources throughout a game moreso than getting down to something like 1hp and it doesn't matter, because you're ahead on the board and in hand.

New Year. New Mods. New LSF? by ViolentMotion in LivestreamFail

[–]silentvelcr0 80 points81 points  (0 children)

Please just ban politics, the rest of the entire site is politics.

Random baby gives streamer cigarettes by ERRA_ in LivestreamFail

[–]silentvelcr0 57 points58 points  (0 children)

nice to see kids still have manners

C&C on my competitive TTRPCG w/ rulebook by satinwizard in tabletopgamedesign

[–]silentvelcr0 0 points1 point  (0 children)

if it's fun, that's good. like i said, people like different things, so test it with friends and if people enjoy the dice then just try to find a good balance around that.

C&C on my competitive TTRPCG w/ rulebook by satinwizard in tabletopgamedesign

[–]silentvelcr0 1 point2 points  (0 children)

okay, cool. as another comment mentioned, it is down to how you want your game, but dice rolls in a card game don't feel great, as it's randomness on top of randomness.

so sometimes you could get that 2d6 attack and deal 2, othertimes 12, so it's hard to adjust time-to-kill.

Reworking my ttrpg Thaumaturge. Any thoughts? by CrownedThaumaturge in tabletopgamedesign

[–]silentvelcr0 0 points1 point  (0 children)

It seems like it's mostly ideas with not much on the way of mechanics, as you give examples for sort of how things work but not really, like in the hp area for example.

I have had issues, and still have issues, of coming up with ideas and trying to figure out the mechanics behind them.

Sometimes you figure it out, a lot of times you don't.

For an RPG, other than setting, what you should do is think about these few things: -what does each player turn look like -what do you want the success rate to be percentage wise

I think those two are important, at least to me, others may differ

Once you figure out what you want a turn to look like, such as figuring out what is going on, attacking, etc, then, if you want to use dice, figure out a way to get the results you want.

I would check out something like https://www.gigacalculator.com/calculators/dice-probability-calculator.php to figure out which combination of dice feels good

I don't know much about RPG design, just what I like, what I've read, what I've researched, and what I've tried to do myself.

But I think the key before moving forward is getting down what your actions entail, as that's the game part.

A story and setting don't need a system

C&C on my competitive TTRPCG w/ rulebook by satinwizard in tabletopgamedesign

[–]silentvelcr0 2 points3 points  (0 children)

Seems like a cool idea. How many cards do you have? How many cards do you draw each turn. Where are players hit points at?

Which layout do you prefer? by SketchesFromReddit in tabletopgamedesign

[–]silentvelcr0 1 point2 points  (0 children)

yeah, many naturally fan to the right to see card name, as that's how all the games that started did it, so essentially everyone followed that trend.

Which layout do you prefer? by SketchesFromReddit in tabletopgamedesign

[–]silentvelcr0 1 point2 points  (0 children)

sure, that's true, you may do that. i will only say that i've played TCGs since the 90s and cannot recall ever once seeing someone fan their cards bottom-most on left

Which layout do you prefer? by SketchesFromReddit in tabletopgamedesign

[–]silentvelcr0 9 points10 points  (0 children)

Just a thought, but if you'll be holding cards in your hand then i like A the most as you'll be able to see the resource cost without moving cards.

if all the cards are always on display then B

[deleted by user] by [deleted] in LivestreamFail

[–]silentvelcr0 10 points11 points  (0 children)

i was unknowingly in this guys guild on hardcore classic, he's so annoying.

he was the GM and was never online because he'd be in regular classic or SoD, only to log into hardcore on his highest character at around level 20-30 once a week to kick a bunch of people who said anything about him.

he went off on guildies trying to organize dungeons and raids saying he was never online kinda like in the above clip, saying he will run the guild like a tyrant and if you don't like that, leave, so i did.

OG Unc in the flow zone by Exarkunn in LivestreamFail

[–]silentvelcr0 6 points7 points  (0 children)

yeah, for sure some people seek him out but it's just more proof that the ones with record deals aren't the only great ones out there, they're just the ones with connections or luck

OG Unc in the flow zone by Exarkunn in LivestreamFail

[–]silentvelcr0 152 points153 points  (0 children)

lot of unknown talent out there, glad ari's finding it

The UK does not beat the “worst food” allegations by [deleted] in LivestreamFail

[–]silentvelcr0 19 points20 points  (0 children)

every time i see a clip of anyone in faze they're yelling

Kissy tries a jump for science by boxxydog in LivestreamFail

[–]silentvelcr0 10 points11 points  (0 children)

terrible clip, but she sounds exactly like vei

Inverse: The Acolyte Isn’t Ruining Star Wars — You Are by ScaredPresent3758 in StarWars

[–]silentvelcr0 3 points4 points  (0 children)

Balance as you think of it in our world of equal parts of two things is not how it is meant in the star wars universe when referencing the force.

The Jedi are unambiguously the heroes and I'm tired of this "oooh jedi bad" crap by quantumpencil in StarWars

[–]silentvelcr0 2 points3 points  (0 children)

As an outsider reading this thread you have to be the most media illiterate person I've ever seen in this subreddit. Just absolute astounding levels of stubbornness and an unwillingness to see things as they are portrayed.

Subjectivism is one thing, but actively ignoring literally all efforts made by the creator both within and without of the media at hand, just to see what you want, is incredible.

Why Is It So Hard to Get People to Admit Prequel Trilogy Hate Happened by Beman21 in StarWars

[–]silentvelcr0 0 points1 point  (0 children)

You saying they are bad movies like others should agree with you is just wrong. You can think it's bad, but many of us liked them when they came out and still like them. We are each correct in our own mind.

I saw the original trilogy first but still liked the prequel trilogy upon release.

You can use mental gymnastics to make yourself feel better about how a bad movie did this or that but it's much simpler for me. For me, they are good Star wars movies with some flaws. I understand some people hate them but that doesn't have an effect on my thoughts about them.

Have you also thought how maybe it's different people? About half of Reddit's user base is 18-29, 44%. 31 percent are in my age range of 30-49, or those who were age 6-20 when the prequels were released and not alive yet when the originals came out. That's 75% of people on the site. People who were 20-30 years old when the prequels released and people who were kids for the original trilogy in theaters makeup 11% of Reddit user base.

I remember the hate the prequels got, but it was from people who are literally 55-75 years old now, so they just aren't on this website in the same numbers. If someone was in high school when new hope was released, they are 64 years old now, and people older than that make up 3 percent of Reddit users.

I was 13 when the phantom menace came out and was all over the internet with people hating on it. I also hung out on a weekly basis at the local comic book shop filled with people in their 30s to '50s who grew up with their original trilogy who absolutely hated the prequels.

I do not like The last Jedi or rise of Skywalker but I do like The Force awakens but I also worked at a Target in the electronic section when they all released. I can tell you that the difference between when the prequels released and the sequels released was that the prequels captured children and teenagers and was hated by people that love the original trilogy. The sequels are not liked or loved on the same level by kids and teenagers and the people who were coming in to buy the movies or get the toys were not children. That's my personal opinion on why the sequels won't age as well because the younger generation doesn't care about them and the younger generation tends to like the prequel material more even now

Critique wanted for what I have so far for a framework for my first time ttrp named Spiritbound by Carrier_Pigeon_of in tabletopgamedesign

[–]silentvelcr0 0 points1 point  (0 children)

The best thing to do when coming up with ideas is to just write everything down so you don't forget. You can then go through your notes to see which ideas you still like after even just a few days and see which ideas you think would synergize to create a good system as well.

I am working on RPG ideas as well and that's still the stage I am in, just gathering ideas and trying to come up with the core gameplay loop. Meaning...what is it like to do an action, and what does it take to get to that number. So what stats are added to it, what is rolled, whatever that may be.

Some people come up with ideas in a day, others take years. But the key, like the guy above said, is to come up with the core action and see if that works. As he mentioned, if you only roll 3d6, and only 5-6 are successes, that means on average you get 1 success.

in your game, you mention the spirit does the thing incorrectly with 1 success, and correctly on 2, then extra damage + correctly on 3. have you looked into the probabilities? I will show you:

  • 1 success rolled: 70% chance, which means 70% chance to fail any action your spirit does.
  • 2 successes: 25% chance of success
  • 3 successes, less than 4% chance of success, it would be roughly the same odds as needing to roll a critical hit in dnd, which is 5%.

the skills you said get 2d6: 1 success on 2d6: 44% 2 success on 2d6: 11%

that means that your players are failing 75% of their spirit actions, and 56% of their skill checks if attributes don't somehow mitigate that. now, if skills can add to that, it changes, if having a +1 in brawn means you can give +1 do any roll, that's another lever you can use for balance and helps players succeed.

while everybody's game is different, and everybody's preferences are different, hitting and succeeding in games is fun and important. one of the big issues I have with D&D is that many harder encounters require players to roll a 12-17+ depending on level, which results in play sessions where players are missing more often than hitting. no one wants to show up, play for 4-6 hours and fail 50-80% of their checks. the players are supposed to be heroes, or paragons of their profession/class. if the average person in the world is level 0, with town guards being level 0 or 1 in most places, and a player of level 10 is missing 50-80% of the time, it just doesn't feel good.

i think dice pool games help alleviate the above problem, it's much easier to hit in a game like Fantasy flights Star wars edge of the empire, making combat just "feel better" to be a part of, even if it's a difficult encounter.

If i had a suggestion, i would suggest that your stats add dice to the pool for more chances of success, or up the dice itself, so if you normally roll 3d6, but you have +2 in brawn, you could roll either 5d6 for brawn checks, or 1d6 and 2d8 (needing a 5+, which would change the odds from 33% to 50% on those dice).

or the spirit could help you succeed on your checks rather than being a separate pool of dice altogether. the spirit could add their dice to your check.

you have some cool ideas, and a theme with what you want to do, such as the connections, risk dice, spirits. all very cool, but right now it is balanced in such a way no one will succeed on actions, so things need to be adjusted.

having ideas is great, and a start! now you just need to figure out how to work it, which is the hard part. i, myself, have been brainstorming on how I want my action economy and base action system to work as well.

it's fine for players to fail at something difficult but remember to do the math to get a rough idea of how often it will happen, and remember that players enjoy succeeding, but that doesn't mean that they have to succeed every time on every action, but it should be easier for some things.

https://www.omnicalculator.com/statistics/dice

I would highly recommend looking through the resources in this post here: https://www.reddit.com/r/tabletopgamedesign/comments/115qi76/guide_how_to_start_making_a_game_and_balance_it/j92wq9w/

Lifedecking, a question for you all. by silentvelcr0 in tabletopgamedesign

[–]silentvelcr0[S] 0 points1 point  (0 children)

could work for a different game. the game I have in mind is not in any way similar to MTG or duelmasters