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Messages - Sean Mirrsen

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421
Play With Your Buddies / Re: Dominions 4 Round 23 - Turn 5
« on: September 13, 2016, 11:30:10 am »
The prophet gains a smidge more than just the holy power. There's HP gain from being in your dominion, always-on bless, and some units actually gain a different form once they're a prophet. Also a prophet claims thrones. Any H3 priest does, but a prophet is the best way for most nations to get one.

By far the best use for a prophet in combat is the divine blessing. If you have an army of sacreds that rely on getting their act together quickly, it sort of matters.

422
Roll To Dodge / Re: Roll to create a supersoldier! Santa is mad scientist
« on: September 13, 2016, 11:25:48 am »
Hm. Write down some more gibberish numbers and burn them in effigy at the shrine. This warrants further testing.

Spoiler: Activities (click to show/hide)

423
Play With Your Buddies / Re: Dominions 4 Round 23 - Turn 5
« on: September 13, 2016, 09:30:29 am »
I'm having the most masterfully bad start so far. Turn five, I only just now have 2 provinces. For the sort of nation that requires momentum to survive, I think I've lost before I even properly started. But oh well. If I were playing to win I'd have picked Pangaea. :P

424
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: September 12, 2016, 01:39:03 pm »
I'm getting the sense that this system could allow you to heal using your teammates' corpses.
I think it would be very possible. In fact I think it would be some of the least of the literal crimes against humanity possible under that system.

425
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: September 12, 2016, 10:23:49 am »
I've had a severe case of boredom strike, and I think I sort of warped Shadowrun's system of hit-dice into a form usable for RTDs.

It seems pretty flexible, you can add +1s pretty easily, and you can also use the same "Stat+Skill, plus/minus circumstance, as number of dice rolled" thing Shadowrun does. Threshold serves to make things believably difficult for higher-skill characters, too.

For instance, for a 0 threshold roll of the "average joe" amount of 6 dice, you get some 55-60% chance of success, 20% chance of partial success, 10%-ish chance of failure, and low chances of perfect success, overshot, and critical failure. Things go rapidly south as threshold increases, and at 3, which is probably a difficulty level of "dodge bullet shot at you from across the room", you get only some 10% chance of success of any form, and as high as 70% chance of critical failure, with only 6 dice. With 12 dice you get a combined regular+partial success chance of about 50% on the same. 20 dice has only about 10% chance of failing. So it's pretty decent, I'd say.

426
Boredom strikes, take two.

I've revised some variables on my hit/miss system, bringing it to a more RTD-suited form.

The dice are now always d6. By default, every action or dodge rolls 6 of them. If the particular game uses stats and skills, the combined value of the highest relevant stat and skill would be the number of dice rolled, in this case the game must be designed in such a way that the combined total of 6 is the "average" number of dice a regular character would roll.

The main means of altering probability on the side of the DM is the Threshold, representing the difficulty of the action. 0 difficulty would be a simple action that an untrained but otherwise functional and sane person would have little difficulty with doing. 1 difficulty would be sort of difficult, 2 would be very difficult, 3 would be nigh impossible, and it would ramp up with that. Threshold can be negative, for tasks that should be so easy they are only checked against for the odds of spontaneous critical failure.

With every roll of X dice, some dice can be hits, some misses, some neither. 1 or 2 is a miss. 5 or 6 is a hit. The qualifications get... very interesting with threshold involved.

Threshold is subtracted from the number of rolled hits, to a minimum of 0.
Threshold is added to the number of rolled misses, unless it is negative.

A roll with no net hits that does not qualify for other outcomes is a Failure. Failures can have severity determined by the number of rolled misses.
A roll with only 1 net hit that doesn't qualify for any other outcomes is a "scraped by" result, a "partial success".
Two or more net hits is a Success, unless all other dice are misses.
Exactly 5 net hits is a Perfect Success, unless all other dice are misses.
A roll with all dice landing on either hit or miss, results in an Overshot. Exact outcome dependent on number of hits and misses rolled.
Finally, a roll with all but one die, or all dice, landing on "miss", is a critical failure.

I've done similar bouts of extensive testing as last time, and I think this one feels a lot more like an RTD. You can give out +1s to actions a lot easier this way, as it only extends the pool, and the threshold mechanic is very punishing even with relatively small values.

427
Roll To Dodge / Re: Roll to create a supersoldier! Santa is mad scientist
« on: September 12, 2016, 07:46:15 am »
Realize I've really no idea what should be sacrificed to a Random Number God. Write down the longest string of Fibonacci numbers I can from memory, and have an assistant burn it in effigy at the dice shrine. My current state qualifies as having taken brain damage, I'm allowed to make crazy requests. And burning long strings of predictable numbers should work, right?

Spoiler: Activities (click to show/hide)

428
and Ociana tanked scales heavly for something nasty.
It's not so much that I tanked scales... I just didn't pick very good ones, and I have terrible luck. As in, actual luck, not in-game scales, I do actually have the latter in positive.

Random event on the first turn? Six thousand-ish people get up and leave my capital province. I have no words, except "bring it". :P

And I believe I already said I wasn't a very good player, so my idea of "nasty" is fairly tame, really. It might take a few turns to set up.

429
Roll To Dodge / Re: Roll to create a supersoldier! Santa is mad scientist
« on: September 11, 2016, 02:53:05 pm »
((Pffft. Well. That's one way to fail spectacularly that I didn't plan around. :P

And no, it's only not normal for normal people. For me, that's just how my luck goes.
It's also a good reminder that it's a bad idea to test your own inventions on yourself first.))

430
Roll To Dodge / Re: Roll to create a supersoldier! Santa is mad scientist
« on: September 11, 2016, 12:16:18 pm »
Wonder if the Company is preparing for a war against the pointy-eared and glowy-red-nosed super-armies of Santa Claus.

Spoiler: Activities (click to show/hide)

431
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: September 11, 2016, 01:06:40 am »
Will I be able to piss acid and crap C4? Cause that could be fun
The Alien movies would be so different if they did those things...

432
Sent mine in again.

433
((You could theoretically have them in port or on special ships, like rescue or disaster relief, to prevent reactors going critical, snuff out fires before they consume all of the ship's oxygen, etc. Mostly a "let's help you cool down" ability rather than a cooling boost or weapon, but of conceivable use against a, say, cold-blooded whale that needs to stay near the sun to remain active. Highly situational, and yes, would generate more heat by running than it would take away, because thermodynamics.))

434
Other Games / Re: Starbound - Caveat emptor
« on: September 10, 2016, 03:28:43 am »
Why would higher threat rating mean higher rent, anyway? Wouldn't people pay more to live in areas they're less likely to die in?

435
It's probably not on autostart, and Thtb is not online at the moment.

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