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Kibner
Oct 21, 2008

Acguy Supremacy

xiw posted:

IIRC Babylon Project had an interesting approach where combat itself was resolved pretty quickly and you mostly just found out whether people fell down. Then post-combat you went through and determined whether the wounds were fatal, requiring immediate surgery, or trivial.

Seems like moving the consequences to post-combat can avoid death spirals during combat but still make combat itself terrifying.

Strike! also does something similar.

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Kibner
Oct 21, 2008

Acguy Supremacy
The effect of bonuses on a dice expression could affect how easy/difficult it is to get the 80% chance to hit. But if any given roll has an 80% chance to hit, it has an 80% chance to hit.

Kibner
Oct 21, 2008

Acguy Supremacy

gradenko_2000 posted:

What I mean is that a 3d6 has an 83% chance of getting at least an 8, whereas a d20 has an 80% chance of getting at least a 5, and a d100 has an 80% chance of getting at least a 21.

Setting aside the other 3% on the 3d6, that's all the same, right?

Like in my above post, the 80% chance should hold true. However, depending on how bonuses can be generated can determine how easy it is to get to that 80% chance. For example, using D&D 5e Advantage mechanic on the d20 to get at least a 5 should give you different percentages than if you used the same mechanic on the 3d6 roll to get at least an 8.

Kibner
Oct 21, 2008

Acguy Supremacy
Games played at a table. Beer and pretzels optional.

Kibner
Oct 21, 2008

Acguy Supremacy

Cartoon Violence posted:

In other news, I downloaded slap me and kiss me's Player Guide because I liked the bullet points they gave us. I like what I'm reading so far. It's definitely got lore that's not your typical fantasy, the "Challenge" system is pretty neat and is a great way to make the mechanics apply to any situation that could come up in a game. Plus, any game that lets you play an Insectoid creature is a huge plus. I also really liked that instead of just a Race / Class, it has Race / Background / Class, which lets you have a backstory independent from how you fight. Having a focus on non-combat prowess is also a cool touch, since I've always considered a character's non-combat capabilities just as important as how good they are at killing.

Check out HeroQuest 2 which uses a the same system for physical, social, and environmental "combat" by using opposed ability checks. Anything a character can use to solve a problem is considered an ability. i.e. backgrounds, culture, equipment, skills, knowledge, professions, etc.

Not a tactical system but it is an interesting take on a unified conflict resolution system.

Kibner
Oct 21, 2008

Acguy Supremacy

Cartoon Violence posted:

Both of these sound right up my alley! They, along with the game I mentioned in my previous post, have got me all excited and I'd love to try them with my group sometime when we're between campaigns or whatever. Thanks for all three of the amazing game suggestions! :)

No problem! And if you like lore, HeroQuest has a setting called Glorantha. One of the taglines of it is "all myths are true, especially the contradicting ones". If you want more lore stuff than what is easily findable online, there is the Guide to Glorantha which is two giant tomes of lore, presented in an encyclopedic format. That link is for the much more affordable .pdf version, but the print version is just a beaut.

Kibner
Oct 21, 2008

Acguy Supremacy

fool_of_sound posted:

Anyone know a good single player TCG video game? I've been kinda craving one recently.

Shadowverse is free and has a short story mode for each of the classes in the game. It's probably not an extensive enough story for you want, though.

Kibner
Oct 21, 2008

Acguy Supremacy
Is there any basketball tabletop game I could mine ideas from? I basically want to create tabletop NBA2K MyPlayer for a group of dice rolling nerds and am looking for some good inspiration for on-court rules.

Kibner
Oct 21, 2008

Acguy Supremacy

Rockopolis posted:

Oh. Darn, no :zoid: slurping books to read them. I figured it was worth asking since that's how they usually acquire warm, delicious, knowledge.

The Van Damme flick?

Really? I've always done it the other way round.

For safety reasons, iirc, it should be be better to pour hot into cold so that if anything splashes, it's just the cold stuff.

Kibner
Oct 21, 2008

Acguy Supremacy

Nuns with Guns posted:

In an effort to move chatty discussion out of the TG industry thread I want to continue talking about sports rpgs here

I'd be interested in seeing both tactical and narrative-based sports rpgs. There's certainly enough material for either approach to produce compelling games. A tactical sports game would certainly have a lot in common with a board/war game, but 4e managed to be a tactical rpg so there's certainly ways to go about it. Playing through the locker room drama would be engaging, too, and might come out resembling something close to WWW rpg. I could see emulating a sport with a lot of positions being handled either through players cycling through 3-4 simple characters they control or by abstracting players into different offensive/defensive/special roles (coaches, mascots, the crowd, etc.)


sports are cool

They are. I've been brainstorming one for pro basketball and it is a bit more difficult than I thought. The audience I would make it for are more interested in the things behind the scenes than the games themselves. Think MyPlayer mode from the NBA2K series.

They want to do things like establish/maintain relationships with teammates and players on other teams (fishing trips, nights out to restaurants and/or strip clubs, bowling, movies, etc.), interact with team staff (coaches, trainers, and front office), and developing new skills with retired players like Hakeem.

The games themselves would be secondary to the stuff above. So, it would be a bit more abstract. Usually. There is interest in playing out in more detail games that involve rival players/teams, marquee games (national TV, basically), and playoffs (especially conference finals and the Finals). So, most games would either be handwaved or have a very simple resolution mechanic while the others would have more involvement. How much more? I have no idea.

Kibner
Oct 21, 2008

Acguy Supremacy
My Pugmire stuff came in today and some friends are coming over to make some good dogs and possibly start a game. I'm thinking they will be requested by an ancient, crusty pug to search out and protect an ancient artifact that can be used to either bring dogs together or tear them apart. It's basically going to just be a squeaker toy.

Kibner
Oct 21, 2008

Acguy Supremacy

Haystack posted:

There's a whole mess of them set in Glorantha. The most famous is probably Griffin Mountain, which was pretty much the first real sandbox campaign. More recently, there's the Colymar Campaign from Sartar: Kingdom of Heroes, which literally sands the PCs to hell and back. And then even more recently there's the King-of-Dragon-Pass-esque Red Cow campaign, which just got it's second half put out (albeit just as a pdf ahead of printing)

Since it seems like you have some knowledge, what are generally understood to be the best Glorantha campaigns? I have the HeroQuest 2.0 rules and want to run a campaign in that setting. I'm not worried about converting encounters because the HeroQuest rules make it easy to do that as long as I know the relative difficulty an encounter should be.

If it helps. I ran a module with my friends before and we have a vengeance-seeking duck with an invalid to protect, an awkward and shunned dragonnewt searching for his purpose in life, and a cave (I think) troll pursuing his idea of freedom along with his runt troll brother.

Kibner
Oct 21, 2008

Acguy Supremacy

FMguru posted:

There are a couple of classic RQ Glorantha campaigns, which have been reprinted (and are available as PDFs) from Chaosium.

1) Griffin Mountain - mentioned above. Probably the best open-ended wilderness hexcrawl campaign ever published, for any system.

2) Borderlands - players accompany an exiled Lunar noble to his new, untamed lands in Prax. Excellent for beginning character and players new to Glorantha.

3) The Cradle - a cradle (the first in 400 years) bearing a Giant baby is spotted in the River of Cradles. The Lunars are desperate to loot it of its secrets. Are you gonna stand by and let that happen? Less a campaign than a long adventure, with lots of action and big metaplot implications.

Thanks! I'll check these out and pitch them to my friends to see which one they are most interested in.

Kibner
Oct 21, 2008

Acguy Supremacy

alg posted:

why would you spend all that money and time to go to Gencon to just play D&D for 16 hours, you can do that anywhere

Same reason I go to Quakecon every year: to see people in person that you generally only know online. I could play all these computer games at home with the same people, but this is a good opportunity to meet up once a year and socialize while occasionally doing the thing that had us originally become friends in the first place.

Kibner
Oct 21, 2008

Acguy Supremacy
Speaking of Quakecon, I got to demo the DOOM boardgame. It is a Descent type game with two teams: demons and marines. One player controls the demon side and individual players can control each marine.

Game appears to have a good amount of strategy at first blush. Choices for weapon loadout for marines and spawn types for the demons. There are also different mission objectives: elimination, escort, and recovery.

The game itself seems to play very tactically. Marines respawn but only have so many deaths before the lose condition is reached and the demons win. As a result, it appears best to play a bit cautiously kind of like a SWAT team.

With that said, there are a lot of movement options and cover on the maps, so you can still run and gun a bit.

I had fun but it was $80 and I don't have a readily available crew to play it with. I picked up Resistance and Killing Doctor Lucky, instead.

Kibner
Oct 21, 2008

Acguy Supremacy
HeroQuest Glorantha. :getin:

Kibner
Oct 21, 2008

Acguy Supremacy

gradenko_2000 posted:

Would it be weird to break out the timer app on my phone, set it to an hour, and sit my rear end down and just read a book until it goes off?

I have a lot of books that I want to read, but given the advent of modern media and "being extremely online", I really don't read as much as I want to. I feel like this could be a way for me to commit to reading books long enough to finally finish some of them, and theoretically it's no different from setting aside 30 minutes for cardio at the gym, but I don't know if I'd be cheapening the experience by "forcing" myself to do it. Does that make sense? I am probably overthinking this.

It sounds like a fine idea. I do a similar thing when it comes to practicing an instrument. I schedule 30-60 minutes at a specific time every day and force myself to play.

Of course, I have gotten away from that routine by now, but it worked while I was following it!

Kibner
Oct 21, 2008

Acguy Supremacy

Cicero posted:

I have a 5 year old son (6 in October) that I think would get a kick out of the role-playing in tabletop RPGs. But I have zero experience with tabletop RPGs (although I have tons of experience with video games, and a fair amount with modern board games). Is there an RPG that would work well for a family like this (my kid, me, my wife)?

Fall of Magic

Kibner
Oct 21, 2008

Acguy Supremacy

Josef bugman posted:

Heya everyone, I had a quick thing to ask.

See I set up a game with my friends from work of Heroquest. We set up an Orlanthi Clan in Dragon Pass just after the resettlement, eveything is a bit up for grabs and loads of people are playing along and everyone is having a good time.

Only problem is that the characters are very diverse and I don't know how to include all of them in 1) A singular party, 2) A coheseive narrative.

I don't mind giving people individual moments to shine (for obvious reasons) but wanted to ask what you guys think would be good story ideas for some of the characters.

They are as follows:

Vigilant Herder
Vengeful Priestess of Issaries
Charismatic Weaver
Eccentric Guide/hunter
Empathetic/seductive juggler
Creative Redsmith
Decietful (probably due to change) Mercenary
Misanthropic Skinner

I thought a good first adventure would be suffering some sort of set back in the Springtime fertility rites and needing people to go into the wilderness and find the [macguffin] that is causing the problems out there. That means that the Herder, Priestess, guide and merc are accounted for, but the others are a bit difficult to include. I also wanted to ask how to include cool things for people who build/make stuff to be put into storylines other than "competition about [skill]" and "Make [item] to help the tribe fight [thing]"

You might want to rely on relationships between characters to get them to help their friends that have a more straightforward reason to go. The players did think of reasons why their characters would be willing to work together, right?

Kibner
Oct 21, 2008

Acguy Supremacy
Werewolf 2e ducking rules and is one of my favorite games. I love playing a guy that has to balance his life and play by the rules when the easiest way he can accomplish things is by losing control and throwing out the book.

Kibner
Oct 21, 2008

Acguy Supremacy

unzealous posted:

It reminds me of that quote from dogs in the vineyard, which I'll probably butcher. "You're given a gun and a bible and get problems that can't be solved by either"

That's a pretty good summary.

Kibner
Oct 21, 2008

Acguy Supremacy

Plutonis posted:

There's an entire genre that has a trillion books that were adapted to anime and manga about dying and resurrecting on a fantasy world or videogame and in several of them the protagonist knows all about the meta of the game or is aware of the RPG-ish rules that the world follows and even if he's a slime or a goblin or weakling he becomes an OP fuckhead megagod by exploiting the setting rules. Those are all bad (except for Konosuba and Overlord)

Praise the Orc! has a different take on that and is also pretty dang good for the first half.

Kibner
Oct 21, 2008

Acguy Supremacy

That is incredibly awesome.

Kibner
Oct 21, 2008

Acguy Supremacy

Cassa posted:

It's been years, I know there's no reason to get better artistically, but drat man get better.

The manga artist One does barely more than scribbles, and he just loving gets how you lay out panels to convey action and movement, which is important in the visual medium they both work in.

For instance, original art for One Punch man on the left and redone art on the right:



e: both convey the same sense of action

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Kibner
Oct 21, 2008

Acguy Supremacy
"dad taught me everything I know" but all I know are fart jokes and pub trivia.

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