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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 418741 times)

kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #480 on: July 24, 2013, 10:35:26 am »

The luck mechanic is basically you not getting caught through sheer luck. You don't need to die to get out of the game which you think is what the luck system means. Luck is when you, say for example, are running away from the police and you get shot in the back of the knee making you fall over and get arrested.
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #481 on: July 24, 2013, 10:45:39 am »

The luck mechanic is basically you not getting caught through sheer luck. You don't need to die to get out of the game which you think is what the luck system means. Luck is when you, say for example, are running away from the police and you get shot in the back of the knee making you fall over and get arrested.
Well yeah. I knew that. You just assumed I didn't based upon the example I gave, though you had no way of knowing that. It became perfectly clear after I asked myself: "How else would you lose after, say, failing to hack something?" And I responded to myself after a moment of thought by saying: "Oh! Perhaps you're arrested and get a life sentence or something?" And then my brain said: "Precisely. Here's a cookie. *pats on head*"

So yeah, I got it beforehand. I understand what he meant by Luck, and that you don't necessarily need to be killed in order to lose.
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Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #482 on: July 24, 2013, 11:53:39 am »

Like he said, bullets are very lethal and getting shot anywhere is a bad thing, even if it's in the toe. As for recovering luck, I wasn't sure about that. Any ideas?

kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #483 on: July 24, 2013, 11:58:46 am »

Maybe you get some luck every turn that is proportionate to how much you had after your last drop? Say you lost very little luck you get a small luck increase until you're full on luck while losing a lot of luck lets you have a massive luck increase until you get back to full. Or maybe call the gains karma and let player do things that are nice/good to gain more luck or lose heat or stuff.
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Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #484 on: July 24, 2013, 11:59:51 am »

Karma wouldn't work I'd you're a career criminal, though. By definition it's more likely to bite you in the ass then help if you're a bad guy.

kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #485 on: July 24, 2013, 12:01:10 pm »

I who says you have to be a bad person to be a criminal? You could just be a criminal for the money.
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Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #486 on: July 24, 2013, 12:03:32 pm »

All career criminals are in it for the money.

kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #487 on: July 24, 2013, 12:05:14 pm »

Shush you'll ruin the magic.
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Harry Baldman

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #488 on: July 24, 2013, 12:06:25 pm »

How about the idea of laying low? Locking yourself up in a safehouse and plotting to regain your Luck at a much faster rate than normal (rather slow) regeneration that regenerates a bit of Luck every turn you're not in deep trouble or in the middle of a job? Doing many things in rapid succession would be rewarding, but also not allow one's Luck to regenerate, while playing it safe grants lesser rewards, but also necessitates lesser risks.

Or maybe you could add certain superstitions that can increase or decrease one's Luck. For instance, ill omens (like a raven watching you menacingly or walking underneath ladders) decrease Luck, while certain lucky rituals (like a prayer before going out) would increase Luck, and you can even move up to lucky charms (like a poker chip that once belonged to a famous conman) increasing Luck regeneration? After all, criminals are a superstitious and cowardly lot.

Or you can do both at once.
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Kadzar

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #489 on: July 24, 2013, 12:27:59 pm »

Maybe you could get free items and supplies from the gangs without having to spend money? Also, Luck is kinda meant to be a health roll, if a bit more expanded upon.
How do you recover luck? What happens if you run low on luck? Do you just keel over, or is the next bullet that comes near guaranteed to blow your brains out the back of your head?
This made me think of a mechanic where-in you roll a die when you get hit and try to roll under your current health value, otherwise you take a wound corresponding to the die value on a chart (for sanity's sake, you would only have to roll the dice if your hitpoints were at or below the maximum dice value). Higher die values would confer less serious wounds, while lower die values could be potentially life-threatening. And there might be different tables for different types of weapons, which might even use some different dice values occasionally.

Not that I think this would work with your game, but it was an idea I had.
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scapheap

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #490 on: July 24, 2013, 01:18:14 pm »

Bullets really hurt.
Actually most people don't noticed that they have been hit until their clothes turn red(Excluding gun shots strong enough to blast you off your feet, but at that point it less 'that hurt' and more 'I think that my lung over there'.)
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Remuthra

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #491 on: July 24, 2013, 01:20:07 pm »

Bullets really hurt.
Actually most people don't noticed that they have been hit until their clothes turn red(Excluding gun shots strong enough to blast you off your feet, but at that point it less 'that hurt' and more 'I think that my lung over there'.)
This suggests a bright new future for the practice of giblet-based euthanasia.

Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #492 on: July 24, 2013, 01:27:48 pm »

Of course, there's also the other extreme, where a cop would shoot at a guy, he'd drop instantly, cop'd be worried he hit the head, turned out he completely missed and the other guy just freaked. Whereas, you hit a mastiff while it's charging you in the chest, you're still probably going to be missing a throat.
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #493 on: July 25, 2013, 05:25:59 am »

Requesting a science fiction strategy with a unit system whereby I mix and match terms (mechanised, aerial, shielded, heavy, light, etc. + base type + race = unit) to create a unit, and each term has a set of modifiers (beams +1 to shields, slugs +1 to armour, frag +1 to infantry, etc.). Also need an effective casualty system: 500 Heavy Beam Orcs vs. 200 Jetpack Human Shocktroops = ???

Doesn't matter how it works, and it doesn't have to be anything like that at all. I just want an effective strategy system that will work in a pure text format while still allowing for a bit of depth.
« Last Edit: July 25, 2013, 05:29:21 am by GUNINANRUNIN »
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Doomblade187

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #494 on: July 25, 2013, 06:49:23 am »

Requesting a science fiction strategy with a unit system whereby I mix and match terms (mechanised, aerial, shielded, heavy, light, etc. + base type + race = unit) to create a unit, and each term has a set of modifiers (beams +1 to shields, slugs +1 to armour, frag +1 to infantry, etc.). Also need an effective casualty system: 500 Heavy Beam Orcs vs. 200 Jetpack Human Shocktroops = ???

Doesn't matter how it works, and it doesn't have to be anything like that at all. I just want an effective strategy system that will work in a pure text format while still allowing for a bit of depth.
Now I want to work on something like that. I might.
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