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Joined 5 months ago
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Cake day: March 10th, 2025

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  • I’m bad at parrying bit would like to become a bit better at it too improve as a gamer. However, there’s a resource issue that I often see in games (especially f/tps, not talking about fighting games): both dodge and parry usually cost something like stamina consumption. The only way to regain stamina while defending is actually to avoid hits by good placement but without dodging / dashing. It’s slower, more difficult but really satisfying because you have enough stamina to deal great damage at any time. It is usually my way of handling combats.












  • But… but… So a thoughtful (d6) character that tries something forceful (4–8) would have 1/2 chance to succeed (with 4, 5 or 6 on their die) while a strong character (d12) would have 5/12 chances to succeed (with 4-8 on their die). It means that a strong character is mathematically weaker at attempting something with their strength than a less thoughtful character.

    Edit: …all of that given the same approach die which I assume may happen in character creation.


    1. Wow, that’s way easier than I was imagining. So, the GM uses core position and effect notions to play around player intention. Thanks!
    2. Hmm, even if it’s not RAW, your approach still sounds very reasonable. A bad roll means something bad happens and therefore leads to stress. A good roll means everything works good and therefore no stress.
    3. “Fail forward” is a phrase I easily forget as a non-native English speaker but this is such a meaningful concept. It is also one ofe the core notions in Fate that I played quite a lot and I am kinda embarassed to have forgot it.

    Great insights, thank you a lot!



  • I agree, feels a lot like Fate. Well, the no-stats approach using different dice is interesting and worth to be noted. I’d try it on a few random scenes just to test it and to see what question would emerge. But yeah, I already foresee quite a few.

    I also like the galton-board stress approach. I used a similar thing in my latest game. It’s not necessarily better than any other system but it’s a bit of fresh air and a pretty little mechanic which is rarely (never?) used.





  • ka1ikasan@lemmy.ziptoLego@lemm.ee[SEC] Fossil in Floral
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    4 months ago

    Awesome build, thanks for sharing! It really changes the whole mood of the base model. How many Botanical sets are there?

    Edit: I’ve just seen that it is a Reddit repost. AFAIU, OP has used at least 3 Botanical sets and many (many!) flower pick-a-brick elements.