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Author Topic: Magical ASCII Mine-diving Adventure, Day 20 - At Rest  (Read 237618 times)

magmaholic

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1650 on: December 13, 2017, 04:59:05 pm »

Is there some sort of mastery system for improved rolls or is it always based on random chance+job+equipment?
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1651 on: December 13, 2017, 11:49:16 pm »

Gary is suddenly struck with inspiration. He withdraws from the group, whispering quietly, grabbing some random materials from the wheelbarrows. He then begins hollowing out the Hydra head and converting it into a helmet, ignoring any and all impracticality involved.

. . .

. . .

For reference, it took Coolrune206 about eight actions to go back to full-on lunacy.  But I can start the next update!

Is there some sort of mastery system for improved rolls or is it always based on random chance+job+equipment?

I've been thinking about that.  Do I want to allow somebody to start racking up bonus "Succeed" results as they "level-up" their skills?  Currently, you go up in HP; if I were to hand out "Succeed" results at the same speed, you would VASTLY outpace the bonuses from your equipment.

So far there have been other subtle and not-so-subtle changes in characters: the most obvious example is when Overseer (FallacyofUrist) changed "class" and started doing other stuff, leading me to do different sorts of rolls.  If there's some in-character reason to change how the character works, then I'll make the change.  Otherwise, you don't change much beyond your HP.
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Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1652 on: December 14, 2017, 12:42:48 am »

How about adding succeed to rolls related to the current occupation, resetting if they change role? This would prevent abuse by making it so that they do not directly affect combat, or if they do then they wouldn't affect other dangerous situations.
There is also the alternative of making it limited to every X level up, as a bonus to the health increase. Substitute x for roughly 3-4 quests, and the power creep becomes far less severe.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

randomgenericusername

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1653 on: December 14, 2017, 07:18:01 am »

I would prefer if the job of each exile had better bonuses for their specific jobs other than a single "+1". I didn't notice if my knight job affected my combat rolls at all, both attacking and defending.The job should grant better bonuses for doing job-specific tasks or, like Dustan said, increase in power the more they use it and resetting if someone changes their job.
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Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Coolrune206

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1654 on: December 14, 2017, 08:40:14 am »

We could always change the current system into something where each player has a "profession", granting them access to one advantage in one area at a time, and slowly increasing in the advantage given over time; multiple professions may not be active. Examples being hammerman, miner, hauler, broker, crafter, et cetera Professions could be changed every two days, and progress on a previous profession would be lost when swapping- you can only also earn experience in the profession you actively are.

This too would avoid power creep, except in situations where it makes sense for an individual to be more powerful (I.E. Hammer Lord being incredibly practiced and well built).  It would also encourage players to diversify skills to best fit the group as a whole. New players would start with a semi-advanced profession corresponding with their prior work.

Just an idea.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1655 on: December 14, 2017, 11:14:50 am »

Okay, here's where it stands for now.  Some of this is me sharing new information, some is correcting misunderstandings or summarizing old information.

The background and the challenge

This system is a mix of other systems.  Before I started this game, I developed another game--one that I'd love to play with you people sometime.  I am preparing it for commercial use; either a portfolio piece or something to sell for real.  This outside game is not based on Roll To Dodge: instead, it is a mix between a more familiar system of combat where every point counts, and my idea of an "expanding" list of results based on the circumstances of the combat.

To have some fun on these forums, I started playing the current game, where I realized that I could apply some of the basic ideas to the d6 results from Roll To Dodge.  But how much?  The granularity is dramatically larger, and it's not so much that "every point counts" as that every result could be qualitatively different.  It's not just that adding a new "Succeed" result has a disproportionate effect; given that you might rarely roll that particular result, the player's experience of "better" or "worse" is nothing like a familiar system of points!

You'd think that this could be solved by doing some math; and, of course, I've done the math, calculating expected values for your damage per attack as you go up in power.  Effects are weird.  There comes a point where adding more "Succeed" . . . makes you weaker.  How?  Simple: you've dwarfed your "Succeed greatly" results, which had been your real breadwinners.

Likewise, for both math and appearance of fairness, a designer has to watch the effect on "Fail" results, which can be dwarfed in . . . shall we say, very strange and variable ways depending on what you're doing.

With that in mind, what happens when you remove bad results for special benefits like from that phasestrike javelin removing "Fail by succeeding"?  Because Roll To Dodge is so qualitative, there's a serious risk of removing all bad results, destroying the contrast between good and bad.

So what does that mean for character strength and growth?

Before I started playing, I calculated expected values for basic equipment, as well as "fine," "superior," and "masterwork" versions.  Also, I compared iron and workstone.  That meant five individually-calculated "Succeed" boosts, handcrafted to affect "Succeed weakly/greatly" too.

Anything more requires handcrafting.  I needed magic items, so I expanded to four more boost levels, which follow their own rules because you expect something special from magic other than linear improvement.  Then I needed even more magic items, so I . . . tried to write more, but found that I had bumped against the limits of believability and practicality.  Like, adding more "good" results both looked weird and bumped into the problem where it wouldn't add statistical benefit (or, to avoid that, add way too much benefit to be a fair step size).  I was able to add only three more levels.  I've got spreadsheets!

Current implementation

Right now, your character is like some standardized cutout, made interesting by other things being added.  Also you go up in HP.

There is another entire mechanic that you have not seen yet.  I will hold onto this for now.

Until then, better equipment improves your "Succeed" results along the limited slider that I calculated.  Sometimes, it removes "Fail."  Sometimes, if magical, it removes "Fail by succeeding."

Personal skill has effects which I try to handcraft for the players.  The doctor and the mason remove "Fail by succeeding" results: I justify this by saying that they of all people should know how to avoid overshooting at their job.  They can still "Fail" because 1) in-game, it makes sense that anybody could fail, and 2) meta-game, removing this result means too dramatic a change (from those specific crafting tables which are very, very small).

To answer specific questions: I don't know where you saw a "+1," as that isn't in my notes for the professions.  However, you will see it showing up when something good happens.  This is an important point: not only is a single +1 massively helpful in a system based on d6, but it demonstrates another reason why I can't hand out "Succeed" boosts willy-nilly.  If your table went up to d18, i.e., 3x as much, would you care for anything less than a +3 bonus?  Meanwhile a +3 bonus would destroy a d6 system!  This system is self-limiting.

The conundrum of the combat-focused character

This is a special case and needs attention.  But this isn't the first time it came up, oh no: when Alyssa Alpine (Rautherdir) joined, we had "a hunter and a hired blade" in the party.  If I gave out the familiar benefit, removing "Fail by succeeding" when using the relevant skill, that would mean doing so in combat.  I would guarantee that all players from here out were warriors.  Seriously, who wants to hit themselves or an ally during combat when "getting in fights" is so commonplace?  No combat benefit is small enough.  It would break the game.

So, for this case, I looked for what incidental skills a hunter would have.  Something that would arise as often as, say, a mason's skills.  I'm still not satisfied, and would welcome input, but I decided that combat-focused characters can move in the dark more easily (this has happened a few times), and avoid any penalties when fighting either unarmed (a reasonable problem) or without a helmet (never happened before).  Is that enough?  I can't say.

But I can say that the difficulties of this "expanding" d6 system limit the possibilities.

Known career effects

For thoroughness, here is everything I have prepared:

-- Alchemist would enable alchemy via crafting rolls (with full risk), but the alchemist player dropped, so you haven't seen that yet;
-- Blacksmith enables smelting metal bars at a forge, and also smithing via crafting rolls (with full risk);
-- Doctor removes "Fail by succeeding" from healing;
-- Hunter/warrior removes "Fail by succeeding" from moving in the dark and removes unarmed/"missing helmet while underground" penalties;
-- Mason removes "Fail by succeeding" from related crafting or carving rolls;
-- Religious positions allow a once-per-day bonus to be obtained even by performing meditation between time periods.

There are other options.  We've done "stealth" rolls before, so I could add a "thief career" which takes advantage of that.  However, the first thief we got was John (ziizo), a "chicken thief," which demands some headscratching to figure out a skillset.  The next criminal-ish person we have is Louis (dustywayfarer), who "short-sold a group of shady dealers"--so is this person sneaky more in physical or mental manners?

In any case, I try to work with what you give me, and I hope that it is reasonably fair--for the shockingly unfair world that is Roll To Dodge.  I also hope that the above answered some questions.
« Last Edit: December 14, 2017, 11:17:55 am by Sir Knight »
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ziizo

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1656 on: December 14, 2017, 11:38:41 am »

John having no skill set is reasonable I created him with the idea of somebody that was bad at everything even being a chicken thief (that is why Wannabe is in the description)

The fact that he survived so long is a pleasant surprise both in and out of Universe. If he survives to find another carving I will try to "class change" into Treasure hunter via searching stuff about the treasure carvings
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Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1657 on: December 14, 2017, 11:46:00 am »

I would say that  the skillset of John is that of a normal thief, and the skillset of Louis is that of a smooth-talker and would be suitable for haggling/persuasion.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

randomgenericusername

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1658 on: December 14, 2017, 11:49:01 am »

I think John could be a treasure hunter,
since he has no job. About the carving of the "big ugly people" and the "scrawny person", could they be the ugly mugs and either the hoarding wastrels or surface people? The riches probably are the underground magical ores and in the carvings we see a hand come from above, taking their riches for themselves. Why are those carvings a measure of progress?
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1659 on: December 14, 2017, 01:00:30 pm »

Wow, nobody angry at me!  Nobody saying "This system is dumb and you're dumb"!  Instead . . . lots of helpful comments!

Which is great, because I'm tiring out my hands with all this writing and probably shouldn't try to write an update at the same time.  I wonder if I should link today's essay up in the first post or something, too, since that's a lot of explanation.

The fact that he survived so long is a pleasant surprise both in and out of Universe. If he survives to find another carving I will try to "class change" into Treasure hunter via searching stuff about the treasure carvings
I would say that  the skillset of John is that of a normal thief, and the skillset of Louis is that of a smooth-talker and would be suitable for haggling/persuasion.
I think John could be a treasure hunter

Hey . . . with that line of thinking, would it make sense to give John (ziizo) a boost to observation rolls?  That would be instead of stealth, which he isn't practicing much more than anyone else, or irrelevant skills like lockpicking.  I've always done observation as a d6 without any variation; with this change, new-and-improved treasure hunter John could prune "Fail by succeeding" from the possible outcomes (as other people do when there isn't some whole new skill to add, like smelting ores).

In observation rolls, "Fail by succeeding" means that you observe something but that you're wrong about it.  Removing it means that the treasure hunter, if noticing something at all, will always identify it for what it really is.  Since I tend to roll down everybody present until someone notices something, this would be a small benefit for the entire team.

I do have a plan for the carvings, of course, so I won't comment on your own plan here but nonetheless I can keep it in mind.

For Louis (dustywayfarer), I'll want to wait and see if he has any input.  There have been a few "convincing" rolls in this game, so we could do another straightforward d6 pruning, but only if it makes sense.

About the carving of the "big ugly people" and the "scrawny person", could they be the ugly mugs and either the hoarding wastrels or surface people? The riches probably are the underground magical ores and in the carvings we see a hand come from above, taking their riches for themselves. Why are those carvings a measure of progress?

I could just quote the post where I list all these carvings: "Another measure of progress, if only we knew why."

I'm so glad you're asking.  It reassures me that people are reading and questioning.  Right now the players are in a puzzle.  I have shown you the current step twice, in two different ways.  I will show you it a third time again soon, in yet another way.  Once you get to the fourth or fifth time, you will have to decide on your answer to the current step.

Of course, you players could decide to completely break the game along the way.  Fortunately there is only a small string of events that I need to keep intact; most everything around it should be player-malleable.  Just please do me a favor and stay curious!
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dustywayfarer

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1660 on: December 14, 2017, 11:57:52 pm »

Louis is a failed trader. He likes situations where talking is the currency of interaction. That doesn't mean he's particularly smart about his choices; selling something that doesn't belong to you, especially when that something is essentially forbidden in conventional marketplaces, means that you're a gambler of epic proportions and careless of others' property on top. What that means in terms of rolls is as inconsequential as opportunities to persuade are few.
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1661 on: December 15, 2017, 12:45:45 pm »

( . . . Anyone else find it remarkable that players in this game are saying "Nah, don't give me any special bonuses"?  Hooray for roleplaying!)

And I'm at work on the next update.
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randomgenericusername

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1662 on: December 15, 2017, 12:49:21 pm »

Can I wear the cultist hood instead of the mining helmet?
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1663 on: December 15, 2017, 01:13:30 pm »

( . . . Anyone else find it remarkable that players in this game are saying "Nah, don't give me any special bonuses"?  Hooray for roleplaying!)

And I'm at work on the next update.
Not me, but then I am the one trying to provide options to balance when such is asked. I'd rather be UP than OP.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Starver

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Re: Magical ASCII Mine-diving Adventure, Day 15 - Fresh Blood
« Reply #1664 on: December 15, 2017, 04:00:54 pm »

I don't wanna keep butting in with "You know what *I* would do..?", and the latest discussions seems to have been working without going so far from what I think would work, so no additional comments from me.

I have done a bit of "Hey, it's something like what I experienced in my old life", at one point, but after a while you trust the GM to basically do right by you, in ways not directly expressed by the numbers on the page. Live well, work well, strive well and die well, in appropriately proportional measure, scattered around as basic fortune and whatever is dictated by whatever elements of player aptitude/bravado/pig-headedness/skewed-priorities additionally interfere.

I'm more worried about doing my bit. (In this life, or the next. Though obviously the topping up and refreshing of participants means that nothing short of a Total Party Kill will stop the plot, and likely not even then. So that's less for me to worry about.)
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