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Game Design General - /gdg/
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A thread dedicated to discussion and feedback of games and homebrews made by /tg/ regarding anything from minor elements to entire systems, as well as inviting people to playtest your games online. While the thread's main focus is mechanics, you're always welcome to share tidbits about your setting.

Try to keep discussion as civilized as possible, avoid non-constructive criticism, and try not to drop your entire PDF unless you're asking for specifics, it's near completion or you're asked to.

Old Thread: >>44778894

>Thread Topic:
How do you deal with designer's block? Focus on something else? Secondary projects?

Useful Links:
>/tg/ and /gdg/ specific
http://1d4chan.org/
https://imgur.com/a/7D6TT

>Project List:
https://docs.google.com/spreadsheets/d/134UgMoKE9c9RrHL5hqicB5tEfNwbav5kUvzlXFLz1HI/edit?usp=sharing

>Online Play:
https://roll20.net/
https://www.obsidianportal.com/

>RPG Stuff:
http://www.darkshire.net/~jhkim/rpg/freerpgs/fulllist.html
http://www.darkshire.net/~jhkim/rpg/theory/
http://www.therpgsite.com/showthread.php?t=21479
https://docs.google.com/document/d/1FXquCh4NZ74xGS_AmWzyItjuvtvDEwIcyqqOy6rvGE0/edit
https://mega.nz/#!xUsyVKJD!xkH3kJT7sT5zX7WGGgDF_7Ds2hw2hHe94jaFU8cHXr0
http://www.gamesprecipice.com/category/dimensions/

>Dice Rollers
http://anydice.com/
http://www.anwu.org/games/dice_calc.html?N=2&X=6&c=-7
http://topps.diku.dk/torbenm/troll.msp
http://www.fnordistan.com/smallroller.html

>Tools and Resources:
http://www.gozzys.com/
http://donjon.bin.sh/
http://www.seventhsanctum.com/
http://ebon.pyorre.net/
http://www.henry-davis.com/MAPS/carto.html
http://topps.diku.dk/torbenm/maps.msp
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/demo.html
https://mega.nz/#!ZUMAhQ4A!IETzo0d47KrCf-AdYMrld6H6AOh0KRijx2NHpvv0qNg

>Design and Layout
http://erebaltor.se/rickard/typography/
https://drive.google.com/folderview?id=0B4qCWY8UnLrcVVVNWG5qUTUySjg&usp=sharing
http://davesmapper.com
>>
Foist!
>>
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Repostin combat sequence for feedback

Each player has 3 actions which can be used to perform or react against an opponents action. Only one attack may be made per combat turn.

Ranged Attacks
>Attacker making a ranged attack expends 1 action and takes: 1d10 + SENSOR + RANGED SKILL +/- situation and skill modifiers = Ranged Attack Value
>Defender dodging this attack expends 1 action and takes: 1d10 + REACTION + ENGINES +/- situation and skill modifiers = Dodge value
>If attack value exceeds defence value attack hits and inflicts damage.

Melee Attacks
>Attacker making a melee attack expends 1 action and takes 1d10 + MELEE SKILL + REACTION +/- situation and skill modifiers = Melee Attack Value
>Defender may choose to dodge or parry melee attacks. For an additional action, the melee weapon equipped defenders may also declare that they will counter attack a successful parry.
>Dodging melee attacks is identical to dodging ranged attacks
>Parrying a melee attack is 1d10 + MELEE SKILL + REACTION +/- situation and skill modifiers = Parry Value
>If Melee Attack Value exceeds Parry/Dodge value the melee attack hits and inflicts.
>If Parry Value exceeds Melee Attack Value the attack misses.
>Defenders that declared a counter attack inflict damage on a successful parry

Is this too clunky a system and if so how could it be smoothed out?
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>>44925916
How many models on the field in an average game?
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>>44926410
Models? none
As an rpg players take the role of pilots in a hardsuit.

An average combat encounter might range from a party of 3 player mechs vs 3-5 enemy hardsuits or vehicles but i'm not concrete on that number.
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>>44926775
Doesn't seem too complex then. Be sure that melee damage is much more devastating than ranged, or else there won't be any point to melee.
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>>44925720
Does anyone have a good download link for Richard Garfield's Characteristics of Games? I've had no luck trying to find it myself.
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>>44926811
Melee damage has the Hardsuits BULK value added in damage making it a whole bunch more dangerous.

That and after moving into close combat, since you've not taken a move action and still have 3 points, you could spend a point to target a specific body part or attempt to disarm your opponent.
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I've been working on my setting and I just want to show anybody since my group is on hiatus until summer.

It's based on the Age of Colonization and the rise of Nationalism. There are border conflicts everywhere and no one is heeding the warning of the ancient evil being restored.
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>>44927169
Can I play as a Squire of Gothos?
>>
I was starting to flesh out a skill check system
It is supposed to work like this

>No attributes, only skills
>Each skill has a certain dice associated (d4, d6, d8, d12)
>To succeed a test, you need to roll over a target number
>elements could give modifiers (for example -1 per wound or +2 for good tools)
>d6 is supposed to be the average/untrained-level
>character improvement might either be increasing your dice or adding a new dice (starts at d4, may be improved later; no more than 3 die in total)

Any comments ?
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>>44927169
It's an attractive enough map, but there's very little there to show us the character of each nation.
Maybe you could add little flags?

>>44925720
I've been getting ideas for a card-based cooperative dungeon crawler.

The game features a 'dungeon deck' divided randomly into four piles corresponding to cardinal directions, with the top card of each pile being face up; there's a Forward pile, a Back pile, a Left pile, and a Right pile.
The players take turns moving the party in different directions.
When you move forward, put the top card of the Forward deck on top of the Back deck (and resolve it's effect.)
When you move backward, put the top card of the Back deck on top of the Forward deck (and resolve it's effect.)
When you move Left, put the top card of the Left deck on top of the Right deck (and resolve it's effect.)
When you move Right, put the top card of the Right deck on top of the Left deck (and resolve its effect.)
Each of these cards has a time cost that must be paid in order to move through it. Encounters trigger when you run out of time (time refreshes after encounters.)

Any suggestions for how I might resolve going up and down levels via stairs?
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>>44927291
Actually all four pcs started as conscripts in the Gothic army.
But designed levels 1 - 3 as a way to get them off as an elite scouting party and they leveled out of military service to become mercs.

>tfw trying to come up with names for stuff when everything is already taken
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>>44927376
I will add the heraldric sigils for each nation once I find some decent enough icons.
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>>44927376
Combat encounters work using a monster deck.

Monster cards have four suits: Fangs, Gauntlet, Tentacle, Eye. There are also a number of dual-suit and double suit cards. The cards are numbered.

You begin encounters by drawing a card, then consulting the corresponding page in the game's monster book to see the monster's stats, how many are present, and how they are arranged.

Each monster has one or two types corresponding to the suits. Fang types are bestial, Gauntlet types are monstrous humanoids or constructs, Eye types are magic users, Tentacle types are slimes and aberrations.

When a monster attacks, reveal a number of cards from the monster deck equal to the monster's attack rating. The monster deals damage for each revealed card corresponding to it's type.
When you attack a monster, reveal cards from the monster deck equal to your attack rating, and deal damage for each revealed card corresponding to the monster's type.

What are some good games I might look at with similar mechanics, or some other examples of games with card-based monster AI combat? (I want to play Kingdom Death: Monster, but the price is keeping me away.)
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What style of map do you prefer A or B?
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>>44927672
B, though the text needs to actually be readable for the things other than country names.
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>>44927712
Well I scaled it down for the sake of file size
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>>44927753
Figured so. Just making sure. Seen people mess it up before.
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>>44927672
I prefer A.
I've seen that picture before and used that general idea to make this kind of a map.
I like the washed out colors but it lends itself to a "peaceful" air.
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>>44927381
I was just referencing the Trek episode "Squire of Gothos" but neat.
>>
Is this sufficient actions to potentially have in combat?

The number is how many action points it costs, where '-' is shown it means additional action points can be spent to improve it.

Aim:
>1-2 Improves attack accuracy
Attack:
>1 Make a melee or ranged attack against an opponent
Lock On:
>2 Attack a specific body part
Charge:
>2 Move and attack an enemy in close combat
Suppress:
> 2 Fire in the general direction of an enemy to prevent movement
Dodge
> 1 Avoid damage from a melee or ranged attack
Parry
> 1 Avoid damage from a melee attack
Disengage
> 2 Retreat from close combat and move away
Grapple
>1-2 Attempt to knock an opponent prone
Move
>1-2 Manoeuvre over a short distance
Take Cover
>1 Use the environment to avoid damage
Conceal
> 2 Hide from an opponent
Reload
>1 Restore a weapons ammo count to full
Fine Manipulation
>1 Perform a small complex action requiring fine manipulator movement
>>
Quickly sketching out an initiative system, any thoughts appreciated.

>Everyone rolls 3d6 + Quickness attribute at the start of a contested round. Quickness ranges 0-6, plus a level bonus of 0-14 (levels 1 to 15).
>Characters take turns in order of initiative result - they perform an action, and can move before and after up to their movement limit.
>After everyone's had a turn, subtract 20 from everyone's initiative.
>Everyone whose initiative is still positive can take another turn. Movement is round-limited, not turn-limited.
>Repeat until no one has positive initiative, then reroll initiative for next round.
>One of your potential actions is to Delay, which drops your initiative by 10 and lets you act when your new count comes up.
>If Delay drops your initiative into the negatives, you get +10 initiative next round.

I realize rerolling initiative every round is usually a no-go, but I think it works okay here because there's something at stake (an extra action) instead of just rearranging people's seats. I like this setup because initiative matters beyond the first round, higher level characters act faster/more often without any weird breakpoints, and it handles ambushes without need of any surprise round or partial turn shenanigans. Am I full of shit, and/or does this break in strange ways?
>>
This is more of a business question than a game design question, but what with you think if a game publisher offered free downloads of their cyberpunk-themed game only through an onion site, and sold hard copies of that same game at a discount through Silk Road? The game in question would contain any illegal materials; it's just a marketing stunt intended to increase interest.
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>>44930162
*The game in question would NOT contain any illegal materials. Fuckin' typos.
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>>44928602
I assume giving medical attention to a fallen comrade would count under Fine Manipulation, but what would it count as if I wanted to move them out of harm's way?
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I think we might've attracted the wrong crowd when changing the name - i've seen a trend on people asking for feedback but never giving feedback back, maybe the shitposter saying we're "ideas harvesting general" is actually right
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>>44927346
Using dice only may actually be too limiting. Not sure, I think all games I've played have been at least a dice + modifier setup. Also, why multiple dice? running from d4 to 3d12 sounds unnecessarily wide. I don't think character advanceme alone is good enough a justification. A single d12 can already roll three times higher than a d4.
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Just got the example card layout from a graphic designer(one I ran into last thread actually) and I'm loving it so far.

Numbers and art are all examples; yes, I know the placeholder is from Battletech. Just looking for opinions on the layout.
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>>44930615
shit man that actually looks pretty fucking cool
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>>44930633
Graphic designer here. Thanks.
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>>44930633
Here's a sample of the art we'll have in these cards.

Overall I'm really loving how the game looks.
>>
>>44930545
Eh. I've been giving a little feedback (I drop my trip when I do, but >>44927712 was me, as were a fair number of posts in the last general). My problem is that I don't know enough about game design myself (and haven't had enough experience with games in action) to know what advice to give, and I'm at a point on my own project where I don't know what to do with it. So I don't have a ton to contribute here OR feedback to look for.

>>44930615
I really, really like it. Is there any chance that different factions are going to have different color schemes/background designs? It'd be a nice way for an at-a-glance distinction to work, but I don't know how your feelings on the matter are.

Also, I've been struggling with the dice system you showed me, mostly because I don't know if I want melee combat or not. I'm quickly coming to the conclusion that I'm too grounded in real-world science to make a mech game.
>>
>>44930545
I gave feedback in these posts:
>>44927376
>>44930239

I'm awaiting feedback on these posts:
>>44927376
>>44927626
>>
>>44930853
Different factions will be discernible with the skull symbol at right; I'm going to get a symbol for each faction.
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>>44931050
I figured it was either the symbol or the background. Good to know. In that case, then yes, they look great.
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>>44930615
I'll post more of my stuff because whatever.
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>>44931175
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>>44931193
>>
>>44931175
>>44931193
>>44931214

I hate the font on these. I just have to get it out of the way; all the other design flaws (and there are several) that these have are inconsequential, but the font just kills me.
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>>44931341
wat
>>
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How do you guys feel about coop games where you play against the game? Was thinking about a game about the Vietnam war where you would play the allies and you have to fight against the NVA. Was thinking about using some sort of valor/fame element that would pit people against each other even though they are supposed to be working together (to simulate the dysfunction in the actual US military at the time).
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>>44931360
There's... I count 5 different fonts at LEAST on the Fanbeemon card (and the fonts that are shared are stretched or distorted). The others are less offensive, though the colors on D-Link are garish as all hell. The cards look like someone put a *lot* of effort into them, with the sole condition that "you have to go to the effort of making these cards ugly". Blue and white gradient text on pink patterned field on gold framing. Metallic shading with obvious cutoffs in a card where it decidedly doesn't belong. Mixture of low-quality 3D models (which I assume are taken from games?) with higher-quality-but-weirdly-textured ones (this one is easily forgivable if you're not an artist yourself). The "ACE" pill-box on the Miracle Ruby is just ugly texturing with visibly rough edges. D-link's digivices (fuck it's been like 14 years, did I even get THAT right?) and background effects overlap the frame, which is a huge no-no in my book.

The card number font you have going is nice, though.

Please don't take this as me insulting your work too heavily, there's just... a lot of things that need to be done to make them visually pleasing.
>>
>>44931490
Okay, but in anon's defense, compare to the Digimon cards from the early 2000s?
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>>44929311
What are the ranges of characters "Quickness" trait?
How likely will character have 3d6+quick be >= 20?
>>
Hey guys, so I'm working on a system. That has stats with levels derrived from attribute levels.

Attributes work where once you're at a certain number, it will determine wat dice you use for it. For example, A character has a Strength of 6, so their dice is a D6. If they were to roll a strength check, then the result is 4, they add their base strength stat to their roll, making a good 'ol 10.

Stats on the other hand, factors like HP, Carry weight, and the like are determined by certain attribute numbers.

For example, HP (Health Points, for the rare fag who's never heard of it) is determined by Endurance × 10.
For a better example, the stat Attunement is how many spells your character knows. One attunement point is equal to one spell.
Attunement = Focus/3.
>>
>>44931714
Pretty much every early-2000s card game had awful design. 16 years later, the bar is a little higher. That's all.
>>
How much have you stolen/been inspired by other games /gdg/? What did you take? Fluff, mechanics, whole systems?
>>
>>44931490
With an extremely complicated game like digimon, iunno there really should be lots of different fonts to distinguish them at a glance. It could get really crowded looking without it. If you look at it, they did all the numbers in one font, the names in another and the effects in a third. Seems right to me.

Also it seems more than just effects pop out. Popout is really good and used in a lot of modern games especially full art cards.
>>
>>44932127
I'm working on a mashup system as we speak.
>>
>>44932127
The earliest draft of my infantry rules were based on HG Wells' Little Wars, while my early mecha rules were based on a version of a dicepool fantasy RPG my brother occasionally worked on. My turn system has a lot in common with X-Wing, but I actually developed it before learning how X-Wing worked. I was just looking for an aversion to IGOUGO and came up with nearly the same answer.
>>
>>44932127
I've taken some ideas from Malifaux, Wrath of Kings, Dark Age, and for one game, that 40k mobile Space Wolf.
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>>44930183
I couldn't really see anyone caring at all.

>>44930615
Really sweet, can't wait to see them with their proper art.

>>44931714
>in defense
>implying

This stuff is why this board never gets feedback. Not every criticism is an attack, nor should it be treated like one.

And, while we're at it, the source material (which failed) being bad does not exonerate derivatives from the burden of quality.
>>
>>44931175
THERE YOU ARE!
Came on here looking for this, any update on a release of these? Really want these..
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>>44933790
I've been focused on trying to keep myself housed and fed, sorry.
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>>44932127
I don't like "stolen", I prefer "unilateral creative brainstorming".

And a lot of systems. A LOT. From Runequest to 4e to nameless pdf-share games to vidya games to narrative systems to Dark Heresy to historic war games.

At this point it can't be called stealing simply because they wouldn't be able to pinpoint a single source.
>>
>>44933837
I hear ya, friend
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>>44934130
Don't reply. It's that "idea harvest! OMG" shitposter. You can't copyright rules anyway and copy infringement isn't "stealing".
>>
Throw me some fat pdf-s and I'll review them fo you.
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>>44931728
Characters of the same level will have at most a 6-point difference, so it'll range from 0 (0%) to 6 (16.2%) at 1st level and 14 (95.4%) to 20 (100%) at 15th. Of course the RNG is curved, so the biggest variance comes in at 7th level, 6 (16.2%) to 12 (83.80%). That's a difference in action effectiveness of 2/3, which I /think/ I'm okay with, but admittedly this system is better suited to a d20.

Mitigating this is the fact that, instead of modifiers, permanent and conditional bonuses/penalties hand out extra dice and have you take the highest/lowest. This has lower-attribute characters benefit more from bonuses, and higher-attribute characters hurt more from penalties, without just pushing the problem somewhere else on the curve.
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>>44930555
Maybe I wasn't quite clear. It isn't supposed to be "roll 1d8+1d4 and get more than 5", but "roll 1d8 and 1d4, if at least one is 5 or more, it is a success".
And: Just because it is technically feasible doesn't mean that most characters might be able to get to 3d12. Ideally, given that XP is a limited ressource, players should either have to choose to have a "safer" skill (for instance d6/d6/d6) or having a better potential at succeeding harder tasks (d12/d6). All numbers here aren't checked or anything.
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>>44928602
Definitely more than enough. I'd also like to suggest categorizing them in order to make easier to see what action to use. Maybe a simple Offensive, Defensive, Other.

>>44930162
I agree with >>44933719, I don't think it would work as a marketing stunt. You'd gain more publicity by trying to improve your material (book quality, include figures, etc.) via kickstarter or something.

>>44931399
I can't think of any coop wargames, so go for it.

>>44930615
Love it, though it looks a bit too clean for a wargame card. Maybe add texture further down the process if it fits?
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>>44930545
I'm usually up for reviewing stuff but I've been so insanely busy as of late that I've barely had time to work on my own stuff. Hopefully things will settle down after this month and I'll be able to offer feedback.

Besides nobody's harvesting ideas. That's stupid.
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>>44931175
>>44931193
>>44931214
Wait, Alice? Aren't you supposed to be dead?
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>>44927672
B

A is full of shit
Yes I'm a big Ace Combat nerd
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>>44927672
A. The gridsquares are awesome, the country/regional borders are awesome.
B. just seems too vague for the modern/ hard sci-fi thing you're going for.
While B makes for a neat graphic, A is definitely more realistic and IMO lends verisimilitude to the setting.
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>>44927672
I think both are great, and could me seen as the different maps from different countries perspectives.
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>>44931490
>D-link's digivices (fuck it's been like 14 years, did I even get THAT right?) and background effects overlap the frame, which is a huge no-no in my book.
You'd hate Ashes rise of the Phoenixborn.
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>>44931490
>There's... I count 5 different fonts at LEAST on the Fanbeemon card
I don't think having a lot of fonts has to be a bad thing.
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>>44938213
Well, they'd also hate it because it's shit.
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>>44930545
>i've seen a trend on people asking for feedback but never giving feedback back
That's been this general since forever. It's quite ironic to say that, considering your image.
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>>44930239
Well considering that the players are intended to be inside 10 to 12ft tall mecha, I don't think many people would want a mechanical arm tending to their wounds.

That being said, I think moving a crippled Hardsuit into cover wasn't something I had considered. Maybe a test to shift the large bulk in one direction being the same as lifting a mass so:
1d10 + SERVO + ENGINE = X.
If X exceeds the BULK + SERVO value of the immobile hardsuit it is successfully moved in the desired direction.

>>44927712
>>44927889
>>44937725
>>44937758
>>44937770
Great feedback. All in all it seems pretty much tied so what if I combined the clean design of B with the nice frame and flags of A?

Attached is my current Map design scaled down for web viewing.
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>>44937249
I know there's a caveman skirmish game where players play hunters and the beasts they hunt have a AI system in the rules. I think it was a flowchart style system for the beasts' actions. The only co-op wargame I've ever seen.
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>>44932127
I've had the opposite problem really. I come up with a mechanic that I think is cool and unique and original and donut steel, then find out it's already been done. Which, honestly is relieving. Considering how hard it is to get feedback on these threads with anything over a 5 page document let alone a 50+ page document, it's nice to see that someone had used and sold these mechanics before.

>>44930545
If you're just now noticing this "trend", you must be new.
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>>44932127
I played a shit tonne of the 40k rpgs and had just replayed Front Mission 3 so was determined to have a dedicated body part destruction system in my game.
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>>44930545
Most of these questions are a bit beyond me. If I can offer an answer I do but I am more John Romero than John Carmack.
>>
>>44940900
>I come up with a mechanic that I think is cool and unique and original and donut steel, then find out it's already been done.
I know that feel. A while back, I spent over two weeks thinking of a good way to implement CoC sanity meter in Fate Core. I thought I made a system that worked pretty well, then I heard of a Fate version of Achtung! Cthulhu that also ports over sanity mechanic. Curious, I read about how it works... and it basically has the same general implementation as mine.

Well, I decided to take that as a "great minds think alike" moment instead.
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>>44925916
If you have a melee weapon, why would you ever dodge instead of parry? Are action points scarce enough that a counter attack means sacrifickng your turn? When are action points refreshed?
>>
>>44941734
Fate Core has Mental Stress and its causing long-term conditions as a highest-level core mechanic, trying to implement a sanity track in Fate is like trying to implement a hit point system for D&D, or trying to implement card-based resolution in MtG.
>>
>>44927346
That's a very restrictive set of dice, so progression and differences between similar skilled people won't be seen well. How do you scale up? What other ways can you manipulate your roll?
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>>44930162
You would net less sales and downloads. No one is going to bother tinkering with a tor browser just for a game except for a very small minority. Good publicity stunt I guess?
>>
>>44930545
My rule is give feedback to three people for every request I make, if I have one. I don't want these turning into the same worthless crap as the worldbuilding threads.
>>
>>44932127
I never consciously do this and recently most of my ideas are stuff I've never seen, which is exciting. I think it helps that I've read 100s of games and now don't read any.
>>
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>>44927407
I started Heraldic Symbols adding the major ones.
The ones not included yet are
Arkhos: Raven
Lychonia: Knight Battling Wolf
Basilica: Mailed fist with Dove
Illandry: Crossed Keys
Bolska: Uncrowned Single Eagle with 1 sword
Schwartzlund: Crossed Pikes
Orlese: Sailing Ship with wheel
>>
>>44941901
Yes you could implement sanity that way and I initially did, too. However, if you want to imitate the slow crawl towards insanity from CoC - your SAN going down across the lifetime of your character - vanilla Fate stress has one big difference; it always gets cleared at the end of conflict (mental stress too). It takes some departures from the common mechanics to create similar sanity system. (Google around if you want to know how A!C Fate ver did it.)
>>
>>44942003
I give 5 feedbacks for every feedback one of my posts gets (which is honestly, usually none).
There are exceptions where something really awesome jumps out and I have to talk to the creator about it.
>>
>>44942003
I try to give back feedback when I can, but I'm not an RPG player, so its difficult.
>>
>>44937436
Wat. Since when did I die?
>>
Fuck this "stacking multipliers only apply to original damage" crap.

This is just a semantic change I hope takes off in other 3.X derivatives, I'm sick of seeing it.

Give all characters a default damage multiplier of 1.

>Weapon crits
x2 = +1 multiplier
x3 = +2 multiplier
x4 = +3 multiplier

>Lance charging
x2 = +1 multiplier

>Feats that double damage
x2 = +1 multiplier

x4, x2, x2 becomes x6, right?
1 (default) + 3 + 1 + 1 = 6

BOOM

THE RULE BOOK PRACTICALLY WRITES ITSELF WITHOUT NEED FOR ERRATA

God damn. Stacking multiplication turned into addition is easier than stacking multiplication multiple multiplications with specific conditions.

It's 2016. Decades and no one has figured it out.
>>
What would you want to see in your dream generic system?

What dice mechanic? What strengths in the rules? What level of crunch? Narrativist? Gamist? Simulationist? A mix?

> inb4 generic systems suck
> inb4 there are too many

No defeatist attitudes allowed.

Seriously though I'd like to know what you would look for in one. Rules modularity is a huge part for me.
>>
>>44944254

I think you just said how 3.5 actually does it.... doubling a double becomes a triple....

Personally we just stacked the multipliers so a "double crit" from a longsword did x4 damage. Or x9 from a longbow. Which meant that when our archer rolled three 20s in a row he dealt something like 200 damage to the enemy.

We didn't multiply the extra dice though. That woulda been too much.
>>
>>44944278
The dice mechanic has to be fast and responsive.

Honestly, I'd like the dream system to come with a Sorry-style roller, where trigger the roll by hitting something.

It would make melee attacks more juicy when you land them because you're physically involved with the strike.

Player competition should be resolved with roshambos. Players have a Leadership score, it's the number of wins a competing player needs to beat them at the competition.

Player 1 has 3 leadership
Player 2 has 5 leadership

To win the competition, Player 1 needs 5 wins and Player 2 needs 3.

This can be supplemented with a game of War and a Roshambo deck (20 Rock cards, 20 Scissor cards, 20 Paper cards) for competitions that are less important.

>>44944309
3.5 SUCKED at explaining how they want it done. This is just a semantic change. It's EXACTLY how 3.5 wanted it done, but it's explained so that people don't make the same mistake* you're making and stacking the multipliers directly.

*mistakes are just house rules sometimes, and vice versa
>>
>>44944278
>Dice mechanic
Fast and simple - 2d10 roll under would be perfect imo.

>Strengths
Narrativist, streamlined/intuitive/non bloated rules, modularity

>Crunch
Medium.
>>
>>44944686
>Dice Mech, roll under
How would you do damage?
>>
>>44944777
By rolling a d10. And having it explode if you get a natural 10.
>>
>>44941858
Good question. I'm kind of torn at the moment with proper implementation without falling into the Dark Heresy trap of being a bloody mess of ambiguous terms and semantics.

I'm struggling to justify a dodge in melee combat other than having a higher ENGINE value that MELEE SKILL

Is there a simple system anyone has that accommodates for both dodging and parrying melee attacks?
>>
>>44944862
For all fights?

Gun vs. Toothpick

Toothpick deals 10. Gun deals 1.
>This is normal.
>>
>>44945077
What if there was a risk involved with parrying, like broken weapons or more damage taken on failure?
>>
>>44944309
d20 is trash, who cares how to compute the results, the numbers are arbitrary and abstract to begin with, garbage in, garbage out.
>>
>>44945336
Disarm makes more sense.

>>44945077
Dodge requires you not be flanked.
Parry requires you be holding a weapon.

Dodging risks you being flatfooted to future attacks before your turn.
Parrying risks you dropping your weapon.

Dodging is higher risk than Parrying and failing to Parry leaves you with Dodging as your only option.

Taking the hit and letting damage mitigation sort things out bears no added risk.
>>
>>44945408
A d20 system is good for swingy results. If you want linear opportunity for wild success and wild failure, it does that well.
>>
>>44945490
Another thing you might require is that the weapon doing the parry be "better" than the weapon it's parrying in some way.
>>
>>44945108
Toothpicks aren't weapons and bullets grazing flesh is a thing. Also, I should specify that different weapons would get different modifiers: a gun might be 1d10+5 whereas your dagger could be 1d10+1 or something.

Admittedly, though, you do raise a good point: different weapons using different dice might make it a bit more sensible from a believability standpoint.
>>
>>44945490
Then I like the system as written.
>>
>>44945504
3d6 is close enough to a truncated normal distribution over 3-18, but I put it into practice a while back, as a direct replacement for d20 in Pathfinder. Crits fails and successes on <5 and >16 (same probability as d20). Dear GOD it was bad. Every round, people were failing at things they normally had 75% chances at.

d20 progression doesn't suit the needs of a 3d6 system. Skill points and Attribute bonuses become WAY more valuable than they were before and you're not getting them as often, and they were already very valuable and scarcely given out before.

How does one provide a character with the means to accomplish difficult tasks with normal proficiency? Obviously, they won't succeed outright the first time, but repeated failures on Try Agains is a time waster.
>>
>>44945077
You'd dodge for the same reason people dodge instead of parry in real life, you're about to get hit by something you can't parry. You can have a certain level of weapon weight class give negative to parries.
>>
>>44946032
But then you need an incentive to parry instead of dodge.

You need incentives for both over the other in common situations or a waterfall situation where the highest incentivized maneuver has high requirements, and everything below it has fewer and fewer requirements.
>>
>>44927672
I prefer A but having different nations/factions use different map styles would be sweet af.
>>
>>44927346
That's almost exactly the same as a homebrew I posted a while back, so naturally I like it. Big difference is that we use opposed skill rolls instead of just against a target number. It works very well and we've had a nice campaign on this for a while. It's not that restrictive and the small amount of dice makes for a quick resolution.

And I love skills only, I never seem to get a lot of love for it when I suggest it, so glad someone else thinks its a good idea too. Again, we've been using this and it just works.

10/10 will play!
>>
>>44946128
Same fix, lighter weapons give negative to dodge. Create 3 weight classes, would make a good RPS system for mechs that favor one stat over another.
>>
>>44943923
Welp, you kinda just stopped posting on that other site. Although, I'm not one to talk, though I was only semi-regular there. But I gave up when it was clear that MC wasn't getting the good stuff any time soon and LJ was the hot new shit. Fucking Bushiroad, man.
>>
hey guys, just a conceptual question nagging me right now that I feel like asking

does anyone else feel that, at a fundamental level, most (hex or otherwise) strategy games involve very little deep strategic thinking? most engagements can be predicted well in advance once the composition of forces is known. going by a straight point buy-in system, the actual game is resolved in a manner akin to rock paper scissors. turn limit defenses feel like a very artificial way of bolstering a side intentionally made to lose, and most of the time actual combat is highly dependent on random rather than superior strategic thinking

any advice or thoughts on this?
>>
>>44947613
I gave up Vanguard when the game just kept being exactly the same. It's so boring. I actually had a granblue video shot and edited that I never uploaded because I was that done with it. I mostly play Epic and board games nowadays.
>>
>>44948445
Ah. Wondered why the site hadn't been updated in a while. Good to hear that 3XXXDDD is still working on that game of his.

Also, I'd love to maybe hit you up to get some card templates for the game I'm working on, too. That is, once I've got my ruleset down pat.
>>
>>44948824
Sure that works. I just did one here: >>44930615
>>
Hey guys, would it make sense for character's Initiative (their turn in a battle / how often do they get to act) to be a Mental stat (like "Witt", or "Reaction" or something like that) rather than a physical one, usually represented as characters speed and agility?
Specifically in a setting with guns

Also, what could be a in battle uses of Knowledge stat? So far I figured -
Operating machinery on field
Enemy analysis
>>
>>44948081
I agree about the random thing, finally played xcom not long ago and was quite disappointed with how rng that game is. I guess it gives it dat Skinner Box quality, but I would really rather have something like Banner Saga.
>>
>>44948081
>081 â–¶>>44949157
>hey guys, just a conceptual question naggi

totally agree. In fact, most of my games are designed to have minimal random chance. I am looking to publish a tile based strategy board game here that has little random chance for resolution and focus on a wide variety of tactics.
>>
>>44949246
Sounds good, after playing a bunch of squad strategy vidya I've been thinking through a home brew game myself - so far the only rng occurs during specific shooting situation.
The thing about rng is that it's a pretty good way of adding some spice to the game. I think as long as it happens only in specific situations and the player is always aware that those situations are "risky" ones, it should be fine.
>>
>>44949055
Let's put it this way: why does Knowledge need to have uses in combat? Does it need to have them to be relevant in your game? If so, you may have a stat that's unnecessary to your system.

The uses of knowledge would be on skills that are based on Knowledge stat. They may or may not be useful in combat, depending on the scene.
>>
>>44941912
Did you read my reply (>>44936930) ?
You can either spread horizontally (more dice, better chances at succeeding average tests) or vertically (being able to succeed hard tests). Also, circumstances/tools/conditions would give flat modifiers.

>>44946536
I mostly get sick when you obviously see that many systems just don't work. The decisive moment was in Shadowrun when I saw a player with his character which had 9/10 in many skills even though he barely opened them. The core book states that his character has only the most basic knowledge but he was in fact as competent as most of the best doctors. That's just horrible. (And language skills in Shadowrun just don't work/mak sense).
Hitting a target number is "the basic". When there is no opposition or such, it is easier to make a simple request à la "roll your die, if one is higher or equal to 5, you climb this wall", than "roll you die, I am going to roll something too and after having both lost so much time, we will try to determine if you succeeded or not". I didn't run any serious math, so I didn't develop more than that.
I plan to have quite homogeneous mechanics. I consider health to be used in a similar way. At the moment however, I'm trying to look at non-HP-based systems to see how they work and try to understand what different people did for what reasons and maybe understand the limitations they encountered.
But thanks !
I will try to update soon !
>>
>>44941858

1) Opponent's weapon is designed for catching or breaking weapon (like a jitte, or something).
2) Opponent is using a much bigger and heavier weapon than I am.
3) Tempo loss.

>>44944254
Sure.
As an aside Lamentations of the Flame Princess has a Sneak Attack skill where the number of points you invest in the skill determines your multiplier.

>>44944777
d10 roll under.
Number on the die is damage.

>>44925720

With that out of the way, I need HALP!

Let's say vehicles, robots, and beasts have a size rating of -3 to +3 with 0 being roughly the mass of an adult human.
If size +3 is a tank, jet, or dragon...
...and size +2 is a typical ground car..
...and size +1 is a motorcycle...

...Then what would be some other good Size +1 vehicles?
>>
>>44952017
Snowmobile springs to mind, as does a jetski.
>>
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After some deliberating over core rules i've created a dirty Quick Rules sheet that summaries some the basic rules along with some other ideas that may or may not work in Hard:Suit.

I'd really appreciate it if someone could give it a go over and make sure that there's no underlining faults before I go ahead and start building on it with other rules.

I have a feeling that the action point system will trip the entire thing up somehow and might be better off removed completely in favour of a more simple

Anyone feel like shit when they've wasted their time on a mechanic or ruling that just isn't going to work when viewed later?
>>
>>44952017
>>44952034

Wheel chair (for jumped in hackers?)
Monocycle
FPMV (flying personal mobility vehicle)
>>
>>44933837
So.. any update?
>>
sorry guys i remember a project with its very own tread it had various pdf versions .

if i remember well it was some kind of mech game with some catchy idea.
>>
>>44953185

A Dark/Demon Soul / Bloodborne kinda game but istead of souls i think it was memories for the robots.

something like that.

gee i dont remember the name
>>
>>44953185
>>44953392
I think I know which one you're talking about, the one with kind of a knick-knacky home-made robot on the front. Its like Rusty Something for the name.
>>
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>>44953185
>>44953729
This one?
>>
>>44949634
I think controlled RNG is good. Like you said it adds spice.

Example of bad RNG: most versions of Orc Animosity in Warhammer. A one in six chance of doing nothing each turn is just distracting and turns any form of strategy when playing into gambling.

Example of good RNG: any system that uses a form of curve or pool system. It still adds the randomness, but controls it a bit, so you're not solely reliant on luck. Unless you have to complete a lot of actions at once, a system that requires roll so many dice, and either add the results, choose one, or count the successes adds a lot more control for the player than a flat result, especially if the player can influence the outcome in some way, such as bonuses or stat choices they make as they play.
>>
>>44953185
>>44953392
Is it Lost Source? Don't have the PDF saved, but you could probably find it in the archive.
>>
>>44950002
The idea is that right now Knowledge is primarily stat for Magic and some non combat Crafting.
What I want to do is give non-magic Gun and Sword characters some incentive and reason to invest into Knowledge
>>
>>44952017
Sounds like any sort of exoskeleton, powered armor, Elemental battlesuit and the like would also be S+1.
>>
>>44956213
thks buddy thats the name i just checked there is a tread about it.
>>
How do I run a campaign where the entire party is undead
>>
>>44960138
1) One of the PCs is an evil cleric
2) Run the game as you normally would
3) ???
4) Profit
>>
>>44960138
>Lich's Labratory explodes
>suddenly you and an bunch of other guys wake in your coffins in varying states of decay
Gives you a bunch of instant plot hooks
>find out what happend to revive you
>find out who you are and how you died
>find out what happened to your family/loved ones
>take revenge on those who killed you
>defend the dungeon against pesky adventurer
etc.

The cool thing about being undead is that you can just be revived and lose nothing.
You could introduce something like save points or some such and it would be totally in character. Also encourages uninhibited murderhobo behaviour. Which might or might not be what you want.
>>
>>44925916
Sounds similar to Rifts combat.
>>
I've been kicking around an idea for a simple deck of cards game for awhile:

>each card has one of three symbols (rear, mid-line or front) and a number from 1-5
>each player starts with a hand of five
>every round you lay down up to three cards, one of each "row", then draw to have a hand of five
>win the round by placing a higher number than your opponent on more rows without your cumulative total being higher

What do you think? Haven't playtested or anything yet, just thought it might be fun.
>>
Recent rules changes

>Definition of Line of Sight in Trenchbreaker; Trenchbreaker now uses false line of sight, with obstructions such as smoke and foliage increasing the difficulty of to-hit rolls
>Hidden Tesla Coils added as a type of mine for Shoshkepal

Preparing for first playtest this coming Friday.
>>
>>44952094
Rules say that attacks automatically hit if the defender has used up their dodge for the round. Does that mean the attacker doesn't have to roll?

>>44961977
>win the round by placing a higher number than your opponent on more rows without your cumulative total being higher
Can you clarify this part?

>>44962036
Have fun! :)

>>44957348
>>44952034
Thanks!


So, I'm brainstorming character creation for a game.
>You select two forms, such as 'dragon' and 'motorcycle'
>You have the power to switch between them
>Each form has its own powers and stats

>Dice mechanic is 2d6. You have a Fumble Threshold and a Critical Threshold

Now, which of these two ideas sounds more appealing to you?

>Idea One
Fumble Threshold starts at 2 and maxes out at 6, Critical Threshold starts at 12 and mins out at 8.
You can reduce stats in either or both of your forms down to a minimum equal to the same base stat in your other form in order to subtract that many points from either your Fumble Threshold or your Critical Threshold.
You can also raise stats in either or both of your forms up to a maximum equal to the same base stat in the your other form, but if you do you must add that many points to your Fumble Threshold or Critical Threshold.

>Idea Two
TMNT and Other Strangeness homage;
You get a pool of customization points determined by each form's size rating (bigger forms give you fewer points) with which to buy stuff for your forms.
Calculate the size disparity between your forms to determine your Fumble Threshold.
>>
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>>44963103
I'm going to hesitantly say yes (unless this is a huge problem)

I have the feeling though that I could just remove the dodge function completely as the current method means that two people deciding to shoot at one suit means the second person hits all the time which is silly.

Maybe instead, treat every shot and attack as an opposed roll and have things like range variations and shot difficulty added in as a "+/- situation modifier"

Finalised new map opinions?
>>
>>44963562
You could change the dodge function into a counterattack action. That would accomplish the following:
>Force attackers to consider their actions wisely, and think carefully before attacking someone, thus adding an an extra layer of tactical depth
>Speed up play; if you require players to hold back actions to defend themselves, you are going to end up with fairly static combat. Reactive attacks can help to smooth things along.
>>
>>44964037
Look at this computer fag here, talking about *computers*
>>
>>44964078
b--but anon we are all on computers
>>
Are there any good surveys to hand out to playtesters that provide useful data? Failing that, what are some good questions to put on such a survey?
>>
>>44964344
If possible, sit down next your playtesters and write down every question they ask as they play. Then let them ask you questions once they're done
>>
>>44964037
>C
This is a tabletop game design thread m8, not >>>/vg/agdg
>>
>>44964559
yea i just found that out a min ago. wrong thread my bad
>>
>>44964429
I can try to remember to write down everything they ask, but feedback is scarce. Usually, it's things like "I like this part" or "this thing is broken", stuff that's easy to fix. I encourage them to ask questions and make suggestions, but the game has a more casual atmosphere so they don't treat it like a serious testing process.

I'm getting close to finishing a major story arc in the playtest, so I figured now was a good time to get some serious feedback. However, I'm not sure what to even ask.
>>
>>44964635
Nothing wrong with talking about mechanics here if you want to make a card-based video game or something like that. This just isn't the place for programming discussion.
>>
>>44963680
So if we replace 'parry' with 'counterattack' and the defenders CounterAttackValue exceeds the attackers opposed MeleeAttackValue the attack effectively misses and the defender makes a free attack against their opponent.

Right?

"Here I go i'm gonna attack this hardsuit with my kinetic hammer"
"Oh fuck I missed and he's punched a 5ft white-hot iron rod through the pilot cockpit setting everything on fire"
>>
Bump of life
>>
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Got my card frame delivered from the artist, first two cards have been rigged up.

I now realize that a trapezoidal frame will mean I need to have art specifically designed to fit the frame, but I do love the looks of it.

The game is really starting to exist.
>>
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Which font is better?

If neither is good, what would be a good font to use?
>>
>>44971214
Can we see left in the blue?
>>
>>44971214
sans-serif
>>
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>>44971333
>>44971444
>>44971522
I think I've settled on this font for my effect texts, and I think I'll stick with white rather than blue. Easier to read quickly, and more distinct from all the other blue text.
>>
>>44970823
If you look closely, the card is a little asymmetrical. Comparing the right to the left, the name box is a little longer, the bounding box outside the art is shifted inwards, and the rays are shifted outwards. The corners of the frame (particularly the top) seem weird to me falling where they do, though that's probably due to (and the most noticeable effect of) the asymmetry; the top left corner looks better than the top right. Aside from that I really like the layout, aesthetic, and color scheme.

>>44971214
Whichever one you're using in the second card of your previous post, which I assume is same as the first card of this one. Serifs feel out of place here, especially since nothing else has them.
>>
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Artillery piece 1/2
>>
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>>44972031
2/2, a Katyusha style rocket barrage.
>>
>>44972071
Thinking I might want to go for smaller text so the effect doesn't crowd the word Seniority...
>>
>>44972123
That or use keywords, or bullet points style wording, or icons for fire rate, range, damage, etc. as in >>44970823 for the mech card.
>>
>>44971612
Yeah I designed it for Ubuntu Light as the text. You'll want to decrease the font size as appropriate to make more complicated text fit later.
>>
>bump
>>
BUMP~
>>
>>44977693
>>44977706
Bumpmind.

What problems did everyone solve in their projects today?
>>
>>44977962
One, and only maybe.

I've been thinking about actions per turn, and I decided to go with something I'm calling "paired actions", basically you have one action, but it's made up of a Leading action and a Supporting action, or a major/minor whatever you want to call it.

Basically there are Attack, Move, Defend, draw and Aim. You can combine them any way you want but the one you Lead with will be more effective than if it Supported. So if you Lead with Attack and Support with Movement, you are stepping in and hitting hard, if you Lead with Movement and Support with Attacking, you are charging in but hitting lightly. If you lead and support with the same action, it has a greater effect than if you Lead with it, but less of a total effect than just combing the two versions, encouraging mixing up your actions in a turn and not just Full Attack every turn.

Thoughts?
>>
>>44977962
I have finalized a V2 of my fast and easy RPG, meant to be played in cars, while waiting on food, in chat at work, etc. It's very beer and pretzel ish and is basically a tabletop roguelike. I'll be posting the PDF here once it is ready for public consumption!
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