Dice

joined 1 year ago
[–] Dice@ttrpg.network 3 points 3 months ago (1 children)

I am specificly referring to things like the battledome and retained retraining rules. The creators don't seem to understand what an RPG is and are treating it like video game mini-games are an ideal play pattern. Like are you going to want to reference some poorly designed minigame rule for Negg management?

Neopets seems like an ideal IP for something rules light, not something that is trying to be GTA on paper. I also sense that some of these designs might make the game feel unfaithful to Neopets.

Note that it's making a lot of promises for more rules, but not describing what those rules are. Which is likely a sign of the rules being very rough and needing a lot of work. Which is why I say it looks like a mess.

[–] Dice@ttrpg.network 1 points 3 months ago (3 children)

This looks like a trainwreck of video game mechanics that don't translate into RPG mechanics.

[–] Dice@ttrpg.network 2 points 10 months ago

With Hackmaster 5. The balance point of play is on health and equipment. This creates a long term dynamic instead of an encounter or "adventuring day" balancing act. Added with penetrating (exploding) dice and thresholds of pain (ToP) this makes even easy combats dangerous. So there is very little pressure on balancing a fight to make a challenge, every fight is dangerous. This is honestly the biggest flaw with GMing D&D 5e and PF2e, because there isn't really a longterm balance point. And giving players a little extra healing (bonus action healing potions) or a night of sleep makes it much harder to challenge them without a TPK. Which is a consequence of the mechanics fighting logic in the game.

Thanks to Hackmaster's longterm framework equipment can be very impactful on play encouraging exploration. And giving a powerful item doesn't create a future problem for me. I can just roll for items and it's fine. I also don't worry about mixed level parties, weak characters or broken abilities.

Hackmaster Monsters are well designed with lots of supporting information that help inform my choices and provide easy answers. Stuff like sleep cycles and spell components are clearly listed.

For WFRP and CoC, the d100 universal resolution system and simplicity of rules makes it very easy to arbitrate. Effectively there are few rules questions.

Cthulhu also follows a particular flow of dread, terror, gore/horror that push the game forward. But it does typically work best with one shots.

[–] Dice@ttrpg.network 2 points 1 year ago

Did you note that I included encumbrance. Magic bags are a huge problem for trivializing the concerns of your character.

[–] Dice@ttrpg.network 4 points 1 year ago

There are systems that make it not purely accounting, like resource dice.

[–] Dice@ttrpg.network 5 points 1 year ago (1 children)

What you described is barely a timer system, reset on combat end doesn't really ever matter to a game. I'm addressing longer time frame resource drain benefiting the game by creating risk and promoting choice. There isn't really a point if arrows aren't lost and broken.

[–] Dice@ttrpg.network 13 points 1 year ago (10 children)

Timer systems like arrow counting, rations and encumbrance are good for game flow. Removing them tends to diminish the level of emotional investment and roleplaying in the game.

[–] Dice@ttrpg.network 5 points 1 year ago

In video game design there is the MDA framework. Where mechanics (rules) create dynamics (gameplay flow) that express aesthetics (genre and emotional expression). Thus in d&d the rules change the actions players take and these actions determine the tone and feel of the game. This is why Silvery Barbs is miserable, the dynamic it creates diminishes the roleplaying aesthetic by breaking suspension of disbelief.

When looking at 5e the fact most players don't just homebrew a few rules, but gut large mechanics (light, encumbrance, gold, travel) of the game. This has completed removed WotC's control of D&D's dynamics. This breaks the aesthetics of the system. 5e in it's current state is not a heroic fantasy game, but everyone thinks it is. Which is why so many tables fail and new DMs burn out.

[–] Dice@ttrpg.network 4 points 1 year ago

"Finally, this rule absolutely eliminates the need for anyone, be he player or, so help me gods, GameMaster, to fudge a roll. Fudging, also known as CHEATING has no place in a game that already has a mechanic designed to eliminate freak occurrences."

I guess you are right, DMs can fudge all they want. GMs keep their honor and don't roll dice with Satan.

[–] Dice@ttrpg.network 16 points 1 year ago (1 children)

You mean like Jesus? That seems a little heretical, this isn't Warhammer Fantasy RP.

[–] Dice@ttrpg.network 12 points 1 year ago (3 children)

Funny, my Hackmaster book p. 113 says fudging dice is cheating. But you are free to roll dice with the devil.

[–] Dice@ttrpg.network 6 points 1 year ago

There is a wide range in how RPGs can be played. For TSR era D&D there it has a lot of in built mechanical flexibility. White Wolf games like WoD or Exalted adds a layer of dramatic flexibility at the expense of in-built heroics, which works well for a dark modern setting.

I really like a lot of games for different reasons. WW games, particularly Wraith, are some of the more interesting to run. Due to the higher reliance on player creativity and inter-character interactions. I really enjoy Wraith's shadow system for creating interactions between players for character flaws.

Paranoia is perhaps one of the most interesting GM experiences because it encourages so many deviations from standard gamemastering; railroading, PvP, splitting the party, killing PCs, ... . Still it works so well.

 
 
 

And Hannah Montana is the lie of it being accessible to new players.

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