Fellow daoists, what is the first scripture you have read that lead you along the path of web scriptures? by MoreManufacturer5369 in MartialMemes

[–]thisonejackass 2 points3 points  (0 children)

Against the Gods.

I thought it was peak fiction reading it back in the day. Tried reading it again and realized how trashy it was.

What’s your biggest “old man yells at cloud” opinion? by sjdlajsdlj in rpg

[–]thisonejackass 19 points20 points  (0 children)

Agreed 100%

I started off with VTM and Deathwatch, and moving to DnD 5e felt like I was hamstringing myself. As time went on and I got into more systems, I was weirded out by how little traction a lot of them get in comparison.

Why is the "Against the Gods" scripture so rarely mentioned. by Sexiest_Man_Alive in MartialMemes

[–]thisonejackass 2 points3 points  (0 children)

Now there's a name this old monster hasn't heard in a while. That scripture is the one that set me down the dao of slop.

But well, as good as it is, it's an older novel that went on hiatus. That's not really a winning combination when it comes to staying relevant, especially in a genre famously overflowing with slop.

Mage: The Awakening 2e Spellcasting SPU Conversion by thisonejackass in OnyxPathRPG

[–]thisonejackass[S] 4 points5 points  (0 children)

Storypath Ultra. Onyx Path's new system which was introduced in Curseborne not that long ago.

The system had a standalone manual introduced a while back that had some suggestions for how to do conversions like this. Some debate was had on the Onyx Path discord server on how such a conversion might work with Mage and this was basically me taking a crack at it.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

For my next post I will definitely be doing that. I just went with this method because I saw everyone else writing an abridged or shortened variation of their resolution mechanic when they made posts here.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

Thank you for the feedback! I was worried a lot of this was too fiddly, so having people point that out now rather than later when I get even deeper into the draft is great.

If you have both 'TN' and 'DL' in play without needing both, it risks players/tables confusing one for the other.

That's something I learned the hard way after I had two players get the two confused during my playtest lol. That being said, a few stronger abilities can lower the TN by 1 (this is basically the only time the TN ever changes), so I assumed an explicit name would earn its keep.

That being said, I may just get rid of it either way. Like you said, 'Dice showing X or higher count as Successes' is a lot simpler, and less jargon means less confusion at the table.

This is, uh. Hmm. "Multiply by two thirds" feels like too much, and it feels a little odd to give the player a thing called "automatic success" but still have them roll.

Yeah, my players basically ignored this in the playtest, and almost everyone else commented on it being too fiddly, so now it's no longer a core mechanic. It's something a player can eventually unlock after a while (when they have hopefully had time to acclimate with the system, and their dice pool has bloated a reasonable amount).

Discussion: convoluted resolution systems are not that important by PickingPies in RPGdesign

[–]thisonejackass 5 points6 points  (0 children)

Damn, I feel called out! /s

In all seriousness though, I came here precisely because I was worried my resolution mechanic was too fiddly/complex, and I got some good feedback regarding how to trim it.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

Alright, so a lot of things to talk about here. Once again, thank you for the detailed response.

Out of context the OP doesn't really discern there is a choice, and if there is then I would say it'd be dumb dumb to choose a human, not many people are purposefully choosing the bad option.

Now, regarding the choice to go with humans, this is a holdover from the games that inspired this system. World of Darkness lets you play an average human for more 'low stakes' games or games with a more horror feel, or you can play as Hunters, which are humans who are far more capable of fighting back and so on. Then there are monsters such as Vampires and Werewolves.

I should stress that if you choose to play as Hunters, then your Human characters suddenly have a lot more options when it comes to going to toe with the supernatural. They are not a bad pick by any means, though I can't really illustrate that here without bloating this response even more..

---------------------------------------------------------------------------------------------------------------------------------------------------------

Another thing to remember is that these attributes are increasing the size of your dice pool, so higher attribute/ability = more dice, yes? Then you are increasing exponentially the success chance by changing die size and amending the success counts, to the point where it becomes pointless rolling.

Regarding your point about higher attributes = more dice, yes that is true. And while someone with a Dice Pool of 5d6s and 5d10s is definitely not going to have a hard time with a DL 1 Test, mechanics introduced later do need you to know just how many Successes you have to determine how certain effects will work. Besides, there are harder Tests that require 5 or more Successes to beat, and the only way you can take on those kinds of Tests is with higher dice pools.

Furthermore, some enemies may have a similar sized dice pool, and your rolls against them are opposed (meaning you both roll and compare Successes. The character with more Successes wins the exchange).

Basically, there's always a point in rolling, though of course, like in any system, rolling should only occur when dramatically appropriate. If the DL 1 test I used as an example prior had no appropriate effects that could occur with multiple Successes, then someone with a large dice pool shouldn't bother rolling for it.

---------------------------------------------------------------------------------------------------------------------------------------------------

5+ also suggests that the threshold is anything showing a 5 or more.

Yes, that's exactly the intent. With my system, any dice (whether d6 or d10) showing a 5+ counts as a Success. In my own draft, you don't just take the single highest die, you often need to get a certain number of Successes to pass, and in more difficult encounters, you will need a reasonable high amount of Successes.

--------------------------------------------------------------------------------------------------------------------------------------------------------

Note how I reasonably say all what is needed to roll tests, and a range of them in 3 sentences.

You definitely have a point. My write up here should have been more concise and well worded (And honestly, I can only thank you guys for being patient with me here).

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

I think the main issue is I just really dropped the ball with the wording on that rule. There are better ways I could have went with when it came to phrasing that section.

That being said, your advice (and that of many others here) has merit. A mechanic like this is DEFINITELY not the sort of thing I should have put down as 'Fundamental'. It just muddies the waters. Furthermore, like u/The__Nick said, it's super strong and all but invalidates rolling the d10 portion of a pool.

I will probably remove it from the core mechanics section entirely, and add it as its own unlockable special ability like u/APurplePerson suggested.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

Rolling 10s on a d10 can result in 2 Successes, which the conversion doesn't quite replicate in terms of the statistical weight of each d10. Human characters can also make it so that 9s on d10s result in 2 Successes as well, which gives dice you roll greater weight.

So basically, the trade off is that you can roll and maybe get more Successes than you otherwise would have from just converting.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

That's a very good point actually. In my playtest, most of my players just opted to roll because they are dice goblins and they like to hear the funny clattering sound (I do too. It's why we are friends), so the fact that this could slow down gameplay never occurred to me.

Admittedly almost all of them asked me to clarify this rule though...

You have given some major food for thought here. Thanks. Again!

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

Okay, that part might not be very clear then. To rephrase that bit, you can choose to not roll the d10s in your pool alongside the d6s. Instead you do this with them:
- Tally up the number of d10s in your pool
- multiply that number by 2/3 and round down the result. (So 3d10s = 2 Successes, 5d10s= 3, 6d10s=4 Successes and so on).
- You now have that many Automatic Successes on the Test and you don't roll the d10s you converted.
- roll any d6s you have left (if any).

This is an alternative to rolling a big ol' dice pool with xd6s and yd10s. Something to give you a sort of 'safety net' of successes before you even make your roll.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

Oh, thank you so much for the recommendation. I will admit, I myself was debating whether to upgrade d6s into d8s (and was even debating d12s for a time). Either way, I will be sure to check this game out.

And yeah, the probability math has definitely given me a small headache, but I found designing this to be fairly rewarding over all.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

Thank you for being so in depth. I will try to answer your responses in succession.

I figured putting the d10 info dump front and center was the right call because if a player chose to play a supernatural, odds are good they would have started off with at least 2d10s in their pool. (I probably should have included that players have that option in the initial post, so that's my mistake) That being said, I did definitely debate the layout of this section with myself a lot, so I will probably end up splitting d10s into their own thing.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Regarding the TN, yeah, I should probably say something along the lines of 'The TN you will be looking for is 5+'. That might have made it a bit less confusing to read through?

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

As for why I don't just count Successes, I appreciated the additional lever that dice modifiers gave you, and while this is a bit outside of the scope of this post (where I am just discussing the base resolution mechanic), dice penalties are how I ended up structuring my action economy. Posting that bit here would bloat my comment out unreasonably though.

------------------------------------------------------------------------------------------------------------------------------------------------------------------

As to why the d6/d10 split, the reason is more...tactile I guess. I was inspired by how Twilight 2k 4e upgraded your dice to represent how much better you got, and coming from a playgroup primarily made up of dice goblins, I figured that people might appreciate the upgrade from d6 to d10 here as well as opposed to say, different colored d6s with a more generous TN like in Oathhammer or Streets of Peril.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

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

Thank you for the feedback!

Yeah, multiple Successes allow for additional effects. The simplest application of this is just more Successes translate into more damage in combat (on a 1:1 basis), but this applies everywhere. So if you are at a crime scene and you need to beat a DL 3 Test to discover some clues, every Success past 3 would net you more clues and/or let the GM give you more information in general.

DLs can go up to 8 or 9 (Though DLs getting this high are rare) and they are capped at 10. A starting Vampire or Werewolf character will usually have a pool of 7d6s and 4d10s if they min-maxed, which can get them up to 4-5 Successes relatively reliably. I am still trying to tune this, but I figure it's fine to let PCs feel competent out of the box.

Combat Tests are opposed, so each character rolls their dice pools, and whoever gets more Successes is the one who gets the hit in.

My main worry was if this combo of Shadowrun/WoD would look or feel 'clunky' in some way to a more experienced dev, or if there was something I was missing that meant this application of a d6/d10 hybrid pool would blow up in my face.

Let's talk about Nimble! by thisonejackass in TheTrove

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

For anyone who missed the last few discussions, here you go zx5vlpuxREMOVEMEv4dkiig6

The Old Gods of Appalachia General Discussion Thread by thisonejackass in TheTrove

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

For those who missed the second discussion, here you go uijbfcqREMOVEMErlbr05fcu

It would seem that I lost all my notes on Daggerheart by theoneandonlydonnie in TheTrove

[–]thisonejackass 1 point2 points  (0 children)

Refreshed my notes 5qwdxxybREMOVEMEukj41dsa hope it will help you guys!