Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Kai Tave
Jul 2, 2012
Fallen Rib

Plutonis posted:

I kinda wish there was a way for systems to emulate well stuff like Nen Powers/Stands/Devil Fruits in a way that lets player use them creatively and think out of the box but there hasn't been many successes on that matter

The closest thing I could think of on this front is Double Cross where taking multiple power sets lets you combine them to get different effects, but it's not really freeform.

Adbot
ADBOT LOVES YOU

Otherkinsey Scale
Jul 17, 2012

Just a little bit of sunshine!

Plutonis posted:

I kinda wish there was a way for systems to emulate well stuff like Nen Powers/Stands/Devil Fruits in a way that lets player use them creatively and think out of the box but there hasn't been many successes on that matter

This is one of the reasons I loved Mutants and Masterminds so much. One of the options of a "power stunt" is to let you get a temporary alternate power, which effectively means you temporarily trade in one of your effects for another one that costs the same amount of points. So if you want to try something extra your character could do with a creative application of their powers, you can even if you didn't specifically buy it.

oriongates
Mar 14, 2013

Validate Me!


Alien Rope Burn posted:

I feel like a good number of shonen battles - at least in better series like Jojo's Bizarre Adventure or One Piece - are kind of more like puzzle challenges than straightforward fights. The hero has to work out how best to leverage their own powers creatively to beat a foe that is likely unbeatable in a straightforward fight. Though that's not always the case, of course, sometimes there's a secondary element or dilemma that keeps the hero from just throwing out whatever their Big Attack is, like a hostage or a promise they made or they've been debuffed somehow. I'm not sure there's a system that really does that well yet, through I know folks have certainly considered it.

You don't see it as often in western comics, but there are some like Spider-Man, who would have his villain-of-the-month with some quirky power back in the Silver Age and Spidey has to figure out how to beat an electrified foe or a foe made of sand or whatever with just his ingenuity and web-slingers.

They're kind of presented like puzzle challenges, but they've always felt more like the Oldest Game from Sandman. A kind of one-upsmanship...can the character think of a way they could have overcome, bypassed or beaten their opponent's latest move, without invalidating the move itself? If so, then it happened. This continues until someone thinks themselves into a corner.

fool of sound
Oct 10, 2012

Alien Rope Burn posted:

I feel like a good number of shonen battles - at least in better series like Jojo's Bizarre Adventure or One Piece - are kind of more like puzzle challenges than straightforward fights. The hero has to work out how best to leverage their own powers creatively to beat a foe that is likely unbeatable in a straightforward fight. Though that's not always the case, of course, sometimes there's a secondary element or dilemma that keeps the hero from just throwing out whatever their Big Attack is, like a hostage or a promise they made or they've been debuffed somehow. I'm not sure there's a system that really does that well yet, through I know folks have certainly considered it.

This is basically why I've taken to describing Nobilis conflict as shonen fights. Two equally matched fighters basically can't do much to each other; they either need to figure out their enemies weakness, or else Learn A Lesson and bring their newfound strength to bear.

Moriatti
Apr 21, 2014

Just play BattleCon.

I like puzzle fights or Strike!'s unfair fights.

Sometimes I'll make an enemy straight up invincible, how do you stop Superman? I don't bother wrotong a solution to this, players will figure it out.


...Now I really want to run a game where players are SHIELD and hsve to stop suoerheroes despite not being them...

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
I hate the entire idea of "unfair fights" as Strike! presents them. I don't think mixing purely narrative "improvise a solution" encounters into a tactical combat-based game is a good idea to begin with -- it suggests to me that you're trying to cater to too wide a variety of tastes at one table and either way someone is going to be bored out of their wits, because actually playing by the rules of either system largely invalidates the other -- but to do it with monsters that have stat blocks and interact with the one system while explicitly only being solvable via the other system is even worse.

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
Do you mean specifically Strike's monsters that don't even list hp or do you in general dislike players encountering things that they want to kill but can't? I don't think a way to kill something that requires on unorthodox methods is out of place in and of itself. Surely creatures stronger than the players exist in the world, it's on the DM not to convince the players to challenge them too early but maybe they do anyway? I think a nigh-unwinnable fight is a totally reasonable thing to present to players who have signed the waiver in triplicate and taken the fight to the lich themselves. If there's One Weird Trick that they can use to beat it anyway then good for them I think. That said, I don't think I'd specifically design encounters around such monsters with any regularity if my players signed up for straightforward grid combat.

I think, to do it in a way that doesn't invalidate the other gameplay style, the players would have to use both the one weird trick *and* good tactics to win - the trick lets the encounter proper start, rather than ending it instantly. (Other options exist - maybe the enemy loves the idea of a fair fight and will keep one hand behind their back but will pull out the bullshit if they think they'll actually die. Then you need the trick to end the fight - hopefully it is somewhat obvious to the players that it is coming.)

Jeffrey of YOSPOS fucked around with this message at 02:55 on May 13, 2018

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Jeffrey of YOSPOS posted:

Do you mean specifically Strike's monsters that don't even list hp or do you in general dislike players encountering things that they want to kill but can't? I don't think a way to kill something that requires on unorthodox methods is out of place in and of itself. Surely creatures stronger than the players exist in the world, it's on the DM not to convince the players to challenge them too early but maybe they do anyway? I think a nigh-unwinnable fight is a totally reasonable thing to present to players who have signed the waiver in triplicate and taken the fight to the lich themselves. If there's One Weird Trick that they can use to beat it anyway then good for them I think. That said, I don't think I'd specifically design encounters around such monsters with any regularity if my players signed up for straightforward grid combat.

I think, to do it in a way that doesn't invalidate the other gameplay style, the players would have to use both the one weird trick *and* good tactics to win - the trick lets the encounter proper start, rather than ending it instantly.

Strike!'s Unfair Monsters have stat blocks, they just can't be beaten by interacting with the stat block. It's just the poo poo the monster gets to do to you while you figure out how to apply the purely narrative solution.

e: sorry, I misread this a little; the answer is "the former, and certain specific ways of implementing the latter"

Tuxedo Catfish fucked around with this message at 03:00 on May 13, 2018

fool of sound
Oct 10, 2012
The thing is, when you break out the combat rules and the grid and all that, the challenge should be primarily based on those mechanics. If you want to design a fight that you can't kill normally, that's fine, but the primary challenge in that case should be the players having to try to maneuver the enemy, or escape, or cover for another party member charging up the giant kaiju cannon or whatever. What they shouldn't be doing is rolling skill tests and trying to invent a way to kill the monster; that should happen before the fight, or in Strike, as an Analysis action.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
I'm really tired and not articulating myself very well.

My positions are:

- Enemies that use the same mechanical framework as regular enemies but are much stronger than the players is completely fine.
- Enemies or challenges that use a non- or minimally-mechanical framework are not to my taste, but fine in a game that's about that.
- Enemies or challenges that use a non- or minimally-mechanical framework in a game that bills itself as a streamlined D&D 4E is counter-productive and frustrating.
- Enemies or challenges that use the same mechanical framework as regular enemies, but literally cannot be defeated within that framework because only some of the rules apply to them seems categorically worse and less wise than anything else on this list.

fool of sound
Oct 10, 2012
Right but my example is 'use the combat mechanics, but with a goal other than get the monster's hp to 0'. For example, using crowd control or forced movement skills to try to maneuver the monster to a particular point on the battlefield, or holding the line against it for a set number of rounds. IMO that's perfectly valid.

e: or hell, stuff like 'capture this point and make sure there are no enemies within 3 squares'

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
What about monsters that use the same mechanical framework as regular enemies but are so much stronger than the players that they will always win no matter what tactics players use? I don't think there's much of a difference between that and ones that also have bullshit powers and are magic immune or something. It seems simple to make them technically use the framework while still being unbeatable, would you prefer they just stay unbeatable so as not to encourage players to attempt wacky improvised solutions in a tactical combat game?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

fool_of_sound posted:

Right but my example is 'use the combat mechanics, but with a goal other than get the monster's hp to 0'. For example, using crowd control or forced movement skills to try to maneuver the monster to a particular point on the battlefield, or holding the line against it for a set number of rounds. IMO that's perfectly valid.

e: or hell, stuff like 'capture this point and make sure there are no enemies within 3 squares'

Something like that is probably okay, although I'm leery of over-using alternative goals if it's a game where optimizing or specializing your character is heavily incentivized otherwise and the alternative goals are likely to negate the value of your current specializations. (But on the other hand, thats not that different from being an AoE specialist fighting a solo boss or similar.)

Of the three examples in the Strike! core books of unfair monsters, though, only the Vampire really even hints at that kind of gameplay, and even then it's ambiguous. The Gorgon straight up says "[the players] should come up with their own solution, but it absolutely cannot be as naive or simple as just walking in with a mirror." That's not talking about point control or anything, that's just "come up with a narrative solution to this monster that deals Ongoing 4 damage and turns you to stone if you look at it."

Jeffrey of YOSPOS posted:

What about monsters that use the same mechanical framework as regular enemies but are so much stronger than the players that they will always win no matter what tactics players use? I don't think there's much of a difference between that and ones that also have bullshit powers and are magic immune or something. It seems simple to make them technically use the framework while still being unbeatable, would you prefer they just stay unbeatable so as not to encourage players to attempt wacky improvised solutions in a tactical combat game?

I would prefer this not happen at all, which is why I put an incredibly high premium on encounter budgeting and monster creation systems backed by extensive playtesting. :v:

If it does happen, my ideal solution would be nerfing it on the fly, although that's a big ask. If that's out of the question I might also just let the players lose, and proceed with the game from there (because presumably the consequences of losing aren't just a "game over" screen and I can fix this later when I have more time) or pausing the game and openly admitting that I hosed up and seeing how my players would like to handle it. I would avoid "okay, come up with a wacky improvised solution" because that's not really the kind of game I find interesting to run* and unless you're very clear, doing it once to patch a mistake kind of sets a precedent that it can be used to replace engaging with the regular system. (I might still do it if it's what the players want or if their winning the encounter would be better for the campaign as a whole, though.)



* speaking from experience -- I ran Blades in the Dark as an experiment to try and broaden my horizons, and by the third session I was already fantasizing about running SotDL or 4E or Fragged Empire instead. Not because the game is bad or because people shouldn't enjoy that kind of gameplay, I just personally find it very hollow.

Tuxedo Catfish fucked around with this message at 03:42 on May 13, 2018

fool of sound
Oct 10, 2012

Tuxedo Catfish posted:

The Gorgon straight up says "[the players] should come up with their own solution, but it absolutely cannot be as naive or simple as just walking in with a mirror." That's not talking about point control or anything, that's just "come up with a narrative solution to this monster that deals Ongoing 4 damage and turns you to stone if you look at it."

Yeah, GMs really shouldn't be busting out the combat rules for that kind of thing. It actively distracts the players away from the intended solution.

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
I guess it would feel sort of strange to me if there aren't creatures in the game world who will gently caress up the present party without a second thought. What are they leveling up for if everything they might fight is surmountable as-is? It's fine not to design encounters of that nature but don't your players have enough agency that they might "design" an encounter themselves that they cannot win? I don't think you can reasonably call that an error on your part to be corrected.

I'm probably encoding a bunch of assumptions about how RPGs ought to work in there but it sorta seems like your players should have the freedom to face things they cannot kill if they so choose. (There are narrative solutions here -maybe creatures the PCs face really are the strongest thing anyone they know has ever seen.) The tabletop equivalent of invisible walls preventing the players from going somewhere too scary would be pretty unsatisfying to me.

This is separate from the one weird trick thought though - I think it's reasonable to not allow that if you don't like the precedent it sets and want a different style of game.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.
Those statblocks have a few uses:

1. To use in case the players encounter the unbeatable enemy before they have a method to beat them. This wouldn't be a straight-up fight, but may involve the players escaping or saving some townsfolk or whatever while the enemy acts with impunity. Maybe they just have to slow down Medusa and her serpentine minions for 3 rounds, keeping out of line of sight, while the prince escapes onto the boat. There are plenty of things you can do with the tactical combat system that aren't straight fights. They shouldn't be the majority - I wouldn't like a campaign that was all gimmick fights - but they are fun once in a while. You could do a scene like this with Skills alone and not use the tactical combat mechanics, of course, and if that's what you prefer, then I encourage you to do that!

2. To modify once the players have found a way to neutralize or weaken the enemy. So instead of the dragon's breath doing 16 damage, it may do only 4 if you are wearing the Cryonic Armor the gnomes made you. With some fairly minor modifications, these monsters go from unfair to fair.

3. If players are clever with the tactical combat mechanics and come up with a poweful combo, these monsters could potentially be defeated without modification. I could easily imagine a high level party just taking on The Vampire or The Dragon in a straight-up fight and coming out on top. For instance, The Dragon doesn't have any attacks at longer than range 5 and can't fly away while immobilized or restrained or stunned. So with the right builds it may be possible to effectively stun-lock it for a while at least. Piercing 3 points of resistance is tough, but high level damage-focused builds won't have much trouble at all with that. There are several resurrection powers available to bring characters back if/when the dragon turns them into a charcoal briquette.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Jeffrey of YOSPOS posted:

I guess it would feel sort of strange to me if there aren't creatures in the game world who will gently caress up the present party without a second thought. What are they leveling up for if everything they might fight is surmountable as-is?

Honestly? I think the point of leveling up in a lot of RPGs is a) the psychological feeling of satisfaction and b) a way to limit the amount of build options players are presented with at one time, in order to prevent options paralysis or fatigue.

Personally I would be thrilled if someone continued to explore the space between miniature wargames and RPGs by designing an "RPG" with no experience points or leveling up. Or more stuff like Fragged Empire where a lot of your advancement is horizontal rather than vertical.

Yawgmoth
Sep 10, 2003

This post is cursed!

Jeffrey of YOSPOS posted:

I guess it would feel sort of strange to me if there aren't creatures in the game world who will gently caress up the present party without a second thought. What are they leveling up for if everything they might fight is surmountable as-is? It's fine not to design encounters of that nature but don't your players have enough agency that they might "design" an encounter themselves that they cannot win? I don't think you can reasonably call that an error on your part to be corrected.

I'm probably encoding a bunch of assumptions about how RPGs ought to work in there but it sorta seems like your players should have the freedom to face things they cannot kill if they so choose. (There are narrative solutions here -maybe creatures the PCs face really are the strongest thing anyone they know has ever seen.) The tabletop equivalent of invisible walls preventing the players from going somewhere too scary would be pretty unsatisfying to me.

This is separate from the one weird trick thought though - I think it's reasonable to not allow that if you don't like the precedent it sets and want a different style of game.
I am of the opinion that "you 100% cannot kill this but go ahead and try to solo kil'jaeden on your lv12 paladin if you want" is just as lovely as "this monster has no stat block but will keep hurting you until your brain syncs up with mine", in that both are pretty lame and have the same mechanics when you get right down to it, i.e. "this combat isn't really a combat, but you have to figure that out alongside something else". And sure, there should be stuff that the PCs can't fight but you're the GM; you can make it so those things don't go looking for the PCs until they're a reasonable threat to each other. Make a fight that the PCs are probably going to lose, sure. But make it a fight that they at least have some chance of winning through combat mechanics if you're going to bring combat mechanics into it.

Jimbozig posted:

Those statblocks have a few uses:

1. To use in case the players encounter the unbeatable enemy before they have a method to beat them. This wouldn't be a straight-up fight, but may involve the players escaping or saving some townsfolk or whatever while the enemy acts with impunity. Maybe they just have to slow down Medusa and her serpentine minions for 3 rounds, keeping out of line of sight, while the prince escapes onto the boat. There are plenty of things you can do with the tactical combat system that aren't straight fights. They shouldn't be the majority - I wouldn't like a campaign that was all gimmick fights - but they are fun once in a while. You could do a scene like this with Skills alone and not use the tactical combat mechanics, of course, and if that's what you prefer, then I encourage you to do that!

2. To modify once the players have found a way to neutralize or weaken the enemy. So instead of the dragon's breath doing 16 damage, it may do only 4 if you are wearing the Cryonic Armor the gnomes made you. With some fairly minor modifications, these monsters go from unfair to fair.
See I absolutely hate both of these because in instance 1, why even bother breaking out the mechanics? most systems don't have your weird "this is your combat stat block, this is your not-combat stat block" division so there's no real reason to say "okay we are now In Combat so flip over your sheet and use those powers now". You'd just say "you need to stop Medusa from getting to the forest for 3 rounds, wat do" and the players are free to throw out hit-and-run strategies, skill checks to distract her, pushing over a big old tree in her path, or whatever else interchangeably. For 2, again why bother with numbers if you're going to say "without the macguffin, you die"? As the GM you know what is going to be overkill and what isn't, so dropping huge numbers just looks like Immortals Handbook style number-wanking. It just doesn't feel productive to even consider using.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.
For #1, totally fair that you hate it. It's something I might put in the work to design a cool encounter around as a GM, with mooks to kill and lots of cover to hide behind, but it's certainly not to everyone's taste.

I feel like you misread #2. The statblocks have a heck of a lot of stuff in them that is fair along with a couple of unfair things. So once the players find a way to negate the unfair things, that affects like two lines and you don't have to make up a whole statblock from scratch.

E.g. once the players get the Cryonic Armor that cuts fire damage by 50% and dragonfire by an additional 50%, they can feel free to attack the dragon and then the main unfair thing they need fear is being dropped from a great height and that the dragon can just soar out of range with impunity. So fight it in a cave or tether it to the earth and you have something that may well be a tough but fair fight, depending on their level. So as the DM you get to use the monster exactly as written without needing to put in any work. Which is the whole point of prewritten monsters.

Jimbozig fucked around with this message at 05:11 on May 13, 2018

FMguru
Sep 10, 2003

peed on;
sexually
Denver-area gaming convention just got shut down because of too much violent behavior.

http://www.nerdandtie.com/2018/05/12/dark-carnival-games-con-cancelled-mid-event-due-to-safety-concerns/

Oh, did I forget to mention that it was Juggalo-themed and staffed and organized? Well, it was.

Cassa
Jan 29, 2009
Was it directed at each other, because that sounds in character.


Anyone do fancy D8 sets? Like casino dice but more sides.

LongDarkNight
Oct 25, 2010

It's like watching the collapse of Western civilization in fast forward.
Oven Wrangler
Too many games of Morton's List at the Juggalo convention.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
JoJo's comes up and I feel it's a deliberate (and early) attempt to avert the standard shonen anime cliches, where 'my kung fu is better than your kung fu' is avoided in comparison to finding the right answer in time, and the protagonists tend to be defined as much by cunning and strategy as by strength. (and the ones who don't cover their arses pay for it dearly) Though even Dragon Ball Z's last couple sagas were about getting the bad guy into the position where a powerful enough attack could wipe them out before they could regenerate. (Cell and Buu woulda died much sooner if they couldn't heal from a single cell)

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Jimbozig posted:

For #1, totally fair that you hate it. It's something I might put in the work to design a cool encounter around as a GM, with mooks to kill and lots of cover to hide behind, but it's certainly not to everyone's taste.

I feel like you misread #2. The statblocks have a heck of a lot of stuff in them that is fair along with a couple of unfair things. So once the players find a way to negate the unfair things, that affects like two lines and you don't have to make up a whole statblock from scratch.

E.g. once the players get the Cryonic Armor that cuts fire damage by 50% and dragonfire by an additional 50%, they can feel free to attack the dragon and then the main unfair thing they need fear is being dropped from a great height and that the dragon can just soar out of range with impunity. So fight it in a cave or tether it to the earth and you have something that may well be a tough but fair fight, depending on their level. So as the DM you get to use the monster exactly as written without needing to put in any work. Which is the whole point of prewritten monsters.
I think the complaint being made is that if you bust out the combat mechanics, there's an inherent assumption that there's a combat based solution. I think you're making a reasonable argument that falls apart when you remember that much of human problem solving behaviour is based around applying million year old berry gathering algorithms to increasingly inapplicable situations.

Plutonis
Mar 25, 2011

Once again mainstream society unfairly clamps down on the juggalo subculture. I'm down with the clown

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Juggalos are allies to antifa and defenders of all that is good and free.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Cassa posted:

Was it directed at each other, because that sounds in character.


Anyone do fancy D8 sets? Like casino dice but more sides.
If by casino dice do you mean "balanced as accurately as humanly possible" then Game Science are the affordablish version.

If money is no object, https://www.artisandice.com/ whoops was thinking of somewhere else.

Splicer fucked around with this message at 16:13 on May 13, 2018

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

Splicer posted:

I think the complaint being made is that if you bust out the combat mechanics, there's an inherent assumption that there's a combat based solution. I think you're making a reasonable argument that falls apart when you remember that much of human problem solving behaviour is based around applying million year old berry gathering algorithms to increasingly inapplicable situations.

Ok, this is a bit e/n, but this ties quite well into the current state of my thinking based on my prior confusion about BitD/PbtA etc.

Basically, most RPG systems, in their existence, revolve around a lie. The lie is that they can allow you to "be" or "do" something. Obviously at a facile level it's a lie because you can only imagine being or doing those things. But it's then a lie again, because the game can't allow you to imagine being or doing anything - since nothing was stopping you doing so without the game.

Oddly, to facilitate this lie, many games (modern ones less so) even misrepresent their mechanics. How many old games said that you rolled dice to resolve conflicts, rather than playing let's pretend and saying "you're dead, I'm not?" Yet a few pages later, they said that the majority of conflicts would be with GM controlled NPCs, that the GM is not playing against the players, and if he/she was they could just declare that rocks fall and everyone dies. In other words, after claiming that dice are rolled to resolve conflicts it's then stated that there should be no such conflicts and that if there were, the dice would fail to resolve them (with the possibly exception of PvP I suppose..)

So, actually, we can consider mechanics as having three properties: socialising (limiting what can be imagined so that it can fit in with other people), inspiring (trying to encourage imagination of things that might otherwise not be) and what can be awkwardly called sensual (adding additional sensory dimensions to what is being imagined). "Crunchy games" tend to favor socialising and sensual mechanics. "Storygames" tend to favour inspiring mechanics. Rough suggestion about what people think when mismatches occur:

pre:
Player Likes->  Socialising  Sensual      Inspiring
Mechanic
Socialising                  Unnecessary  Restrictive
Sensual         Broken                    Unnecessary
Inspiring       Unnecessary  Hollow
Tactical combat, in many games, is primarily a sensual mechanic (although it has aspects of the other two as well). In traditional RPGs, it is not there to guarantee a fair fight (although some RPGs have options that try to make it so, like the Dangerous Delves rules in Strike! or the rigid CR system in D&D - but arguably these take those games out of traditional RPG territory anyway, and you can't use the Unfair encounters in Dangerous Delves). It's there so that hitting something isn't just saying you hit it, and saying your character is good at fighting isn't just saying that.

So, yea. The idea of the Unfair encounters existing in the tactical combat system is to increase the sensuality and thus satisfaction of eventually beating them, on the assumption that you'll go to the tactical system after neutralising their unfair advantages.

Yawgmoth
Sep 10, 2003

This post is cursed!
sir I just asked if you wanted curly fries

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

hyphz posted:

Tactical combat, in many games, is primarily a sensual mechanic
I see you've read my fan fiction*

You wrote it like time cube but I think I get what you're trying to say. If I had one argument it would be that all RPGs contain "inspiring" mechanics, in that the mechanics will always to some effect shape how people play the game, if only by people following the path of least resistance. "Storygames" tend to put it front and centre and make it an explicit part of the system, but any designer who tries to make a game without a clear idea of how the mechanics are going to shape play is probably going to end up finding the game as played is going to be far from the game as intended.

*There's A Figurine In My Butt And He Is Handsome

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.

You made an insane crazyperson chart, and you've just restated GNS theory but made it incoherent by using vacuous drivel-words that are equally applicable to gamist, narrativist, and simulationist situations.

Vox Valentine
May 31, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.

Mods change my name to "The Sensual Hollow Lie".

Moriatti
Apr 21, 2014

Hey, with unfair combat, I mostly mean bosses who don't have hit points or for whom hitpoints are only part of their equation. I think these fights are best with a bunch of goons and minions aroud because that puts a sense of pressure on the players beyond live/die.

The challenge doesn't need to be a brain bender (capture zones and payload missions are fine) and a roleplaying option shouldn't be invalidated (if a player is able to tame or incapacitate the bad guy's mount, that is an advantage RPGs have over wargames or Gloomhaven)

I also don't think these should be the meat of the campaign. There is one Superman. (Using the SHIELD analogy earlier, a lot more of their foes would be b and c lister villains, stiltmans and rhinos.)

Just something to make combats more interesting.

Alaois
Feb 7, 2012

y'know i was wondering what HYBRID's author was up to these days

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS

Yawgmoth posted:

I am of the opinion that "you 100% cannot kill this but go ahead and try to solo kil'jaeden on your lv12 paladin if you want" is just as lovely as "this monster has no stat block but will keep hurting you until your brain syncs up with mine", in that both are pretty lame and have the same mechanics when you get right down to it, i.e. "this combat isn't really a combat, but you have to figure that out alongside something else". And sure, there should be stuff that the PCs can't fight but you're the GM; you can make it so those things don't go looking for the PCs until they're a reasonable threat to each other. Make a fight that the PCs are probably going to lose, sure. But make it a fight that they at least have some chance of winning through combat mechanics if you're going to bring combat mechanics into it.
I agree with not making such things go looking for the PCs, but there's still the case where the PCs go looking for them. I can make them fail to find or reach them as many times as I want I suppose, but that's pretty unsatisfying for them. The only way to absolutely prevent it is to not introduce any even vaguely antagonistic entity anywhere in the universe until they can kill it, which is... an odd narrative constraint to apply because you want to resolve combat with a grid.

Plutonis
Mar 25, 2011

Good URL

https://www.reddit.com/r/DnD/comments/4ug611/should_jail_time_sentences_be_based_on_race

e: Good URL

https://www.reddit.com/r/DnD/comments/6na3hi/i_compiled_a_list_of_racial_slurs_for_you_to_use

Plutonis fucked around with this message at 22:25 on May 13, 2018

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

hyphz posted:

Ok, this is a bit e/n, but this ties quite well into the current state of my thinking based on my prior confusion about BitD/PbtA etc.

Basically, most RPG systems, in their existence, revolve around a lie. The lie is that they can allow you to "be" or "do" something. Obviously at a facile level it's a lie because you can only imagine being or doing those things. But it's then a lie again, because the game can't allow you to imagine being or doing anything - since nothing was stopping you doing so without the game.

Oddly, to facilitate this lie, many games (modern ones less so) even misrepresent their mechanics. How many old games said that you rolled dice to resolve conflicts, rather than playing let's pretend and saying "you're dead, I'm not?" Yet a few pages later, they said that the majority of conflicts would be with GM controlled NPCs, that the GM is not playing against the players, and if he/she was they could just declare that rocks fall and everyone dies. In other words, after claiming that dice are rolled to resolve conflicts it's then stated that there should be no such conflicts and that if there were, the dice would fail to resolve them (with the possibly exception of PvP I suppose..)

So, actually, we can consider mechanics as having three properties: socialising (limiting what can be imagined so that it can fit in with other people), inspiring (trying to encourage imagination of things that might otherwise not be) and what can be awkwardly called sensual (adding additional sensory dimensions to what is being imagined). "Crunchy games" tend to favor socialising and sensual mechanics. "Storygames" tend to favour inspiring mechanics. Rough suggestion about what people think when mismatches occur:

pre:
Player Likes->  Socialising  Sensual      Inspiring
Mechanic
Socialising                  Unnecessary  Restrictive
Sensual         Broken                    Unnecessary
Inspiring       Unnecessary  Hollow
Tactical combat, in many games, is primarily a sensual mechanic (although it has aspects of the other two as well). In traditional RPGs, it is not there to guarantee a fair fight (although some RPGs have options that try to make it so, like the Dangerous Delves rules in Strike! or the rigid CR system in D&D - but arguably these take those games out of traditional RPG territory anyway, and you can't use the Unfair encounters in Dangerous Delves). It's there so that hitting something isn't just saying you hit it, and saying your character is good at fighting isn't just saying that.

So, yea. The idea of the Unfair encounters existing in the tactical combat system is to increase the sensuality and thus satisfaction of eventually beating them, on the assumption that you'll go to the tactical system after neutralising their unfair advantages.

You're talking about MDA framework, but you're using jargon incorrectly. You should go read about MDA framework.

Edit: To clarify, I mean if you don't know about it. Which was probably a bad assumption, since I'm just as likely as you would be to torture terminology.

DalaranJ fucked around with this message at 23:02 on May 13, 2018

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

DalaranJ posted:

You're talking about MDA framework, but you're using jargon incorrectly. You should go read about MDA framework.

Nice gatekeeping.

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Subjunctive posted:

Nice gatekeeping.

I think I worded that post poorly, my intent was, "There's more to the thing that you are thinking about, I think you would enjoy hearing about it." not "You're wrong because you don't understand a thing." Hyphz post is basically correct.

Adbot
ADBOT LOVES YOU

NachtSieger
Apr 10, 2013


hyphz posted:

pre:
Player Likes->  Socialising  Sensual      Inspiring
Mechanic
Socialising                  Unnecessary  Restrictive
Sensual         Broken                    Unnecessary
Inspiring       Unnecessary  Hollow

tag yourself im sensual broken

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply