The Chat Thread

Started by: Lgolos | Replies: 158,197 | Views: 12,277,685 | Sticky

Not_Nish
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Aug 10, 2014 4:24 AM #1230093
Quote from Captain Cook
Oh shit, nevermind then.

I was kind of hoping Nish would've beat you on his first game.


I didn't read the rules or the movements lol I just copied all his movements in the first set up, and then randomly decided what to do. Half the Gunji thread is Jutsu telling me that a certain piece CAN'T be moved in that direction.

Quote from Captain Cook
Stratego was much better than Risk.

Risk is the perfect example of a really bad strat game. It's got all the perfect elements and scale, but it's essentially a raw numbers game. You could just attack every turn and rely on the rolls and win/lose based on that. The only "Strategy" involved is deciding which territories to mass units in and when to stop attacking. Even basic strat elements like spacing out your units doesn't even apply here.

You either have rock-paper-scissor games like Diplomacy, where unit X will always kill unit Y, or random games like Risk, in which it's a dice roll.


I absolutely agree. Risk is an amazing concept that is TOTALLY fucking ruined by the heavy reliance of dice rolls. I never get people who defend risk saying "No no there is strategy involved with picking territories and spreading out the troops." NO THERE ISN'T. The strategies are arbitrary because the greatest, most cunning strategy in the game + bad dice rolls can be defeated by a totally idiotic strategy + good dice rolls.

Fuck Risk.
Vorpal
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Aug 10, 2014 4:29 AM #1230097
Quote from Nish
I didn't read the rules or the movements lol I just copied all his movements in the first set up, and then randomly decided what to do. Half the Gunji thread is Jutsu telling me that a certain piece CAN'T be moved in that direction.

Yeah that's not really cool man, it takes a lot of effort to run this game. You not taking it seriously is insulting.



Quote from Nish
I absolutely agree. Risk is an amazing concept that is TOTALLY fucking ruined by the heavy reliance of dice rolls. I never get people who defend risk saying "No no there is strategy involved with picking territories and spreading out the troops." NO THERE ISN'T. The strategies are arbitrary because the greatest, most cunning strategy in the game + bad dice rolls can be defeated by a totally idiotic strategy + good dice rolls.

Fuck Risk.

Fuck risk.

My friend cried and was furious because his immense army was crushed by my tiny army because I can cheat with dice.
Not_Nish
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Aug 10, 2014 4:35 AM #1230098
Quote from Jutsu
Yeah that's not really cool man, it takes a lot of effort to run this game. You not taking it seriously is insulting.


I did take it seriously. Ever been hustled? The only way to beat someone in a game that they are better at is to throw the first few games and lull them into a false sense of security.
Vorpal
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Aug 10, 2014 4:35 AM #1230099
Quote from Nish
I did take it seriously. Ever been hustled? The only way to beat someone in a game that they are better at is to throw the first few games and lull them into a false sense of security.

I've hustled before, and let me tell you. I'd appreciate it if you at least knew the rules to the game.
Raptor
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Aug 10, 2014 4:36 AM #1230100
Diplomacy is basically Risk without the luck involved. It's pretty fun.
Not_Nish
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Aug 10, 2014 4:41 AM #1230105
Quote from Jutsu
I've hustled before, and let me tell you. I'd appreciate it if you at least knew the rules to the game.


Excellent. Let the uncertainty of whether I read the rules or not envelop you. Let it flow through you.

Image


Quote from Raptor
Diplomacy is basically Risk without the luck involved. It's pretty fun.


Can it be played online?
Vorpal
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Aug 10, 2014 4:52 AM #1230109
Hey nish, what do you think of the new board?
New Board (Click to Show)
Not_Nish
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Aug 10, 2014 5:01 AM #1230113
I actually liked the old one better because this colour scheme reminds me too much of a chess board.
Vorpal
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Aug 10, 2014 5:02 AM #1230115
Quote from Nish
I actually liked the old one better because this colour scheme reminds me too much of a chess board.

I can understand that, but I wanted it to be more like a real board. It's the same colors, just higher contrast between the two. Except the letters aren't bronze anymore. Black showed up better on the marble.

I used two different stone overlays for it.
The outside is marble and the board is granite.
Cook

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Aug 10, 2014 5:23 AM #1230121
Quote from Jutsu
I've hustled before, and let me tell you. I'd appreciate it if you at least knew the rules to the game.


I swear to God Jutsu and Nish are some fucking old married couple that do nothing but argue about trivial shit, but they're too lazy to really get into it.

So I've been working a fuckton on this new game, and this is what I've settled on for the passive stat checks, such as Charisma or Intelligence.

Either I have the dice system:
1d10 + Skill (1-10) = Difficulty (1-15)
If 1d10 + Skill are greater than Difficulty, you pass. If not, you fail.

Or the % system:
(0-100% Random) + Skill (1-100 [10 point increments]) + Circumstance (1-100%) = Difficulty (1-100%)
(Circumstance means any single-use abilities you have, or special circumstance)
Same rules. I mean, Dice and % are really the same thing, but if I'm doing this on a computer, I might as well use %. I'm not sure how they'd work with this game.

Anyways.

After a pass or fail, you roll a "Effect Roll" (Need a better name), which determines exactly how effective your fail/pass was based on 1 being little effect, and 10 being extremely effective.

Example (With Dice):
You walk into a cantina and approach some alien drug dealer dude. He's crazy as fuck, so you try your charisma on him to get him to buy your drugs at a higher price, rather than 100 credits. If you fail, he gets mad and demands about 200 credits minimum, but if you pass, you pay at least 50 credits, based on your Effect Roll.

So his Charisma difficulty is 12. He's really hard to convince.

Your Charisma skill (Out of 10) is 7, which makes you "Pretty Good" at Charisma shit.

1d10 + Skill + = Difficulty

You roll.

3 + 7 < 12

You fail to convince him. You roll your Effect Roll.

1d10 ----> 9.

He stands up, and is not even offended by your offer, but completely enraged, and pulls out his pistol. He draws initiative automatically and shoots you first, and then the whole combat system comes into play.


I think I'm going the % route, because it's essentially dice with more sides, and thus more liberty, as well as the potential for suspense yet reliability for shit that should make sense. So far on the game, I'm using stats from Fallout, passive ability checks from DnD (as well as heavy mixing of my own), and the combat model from Warhammer 40k.

For gun combat, I've got the following.

You fight on a grid, with each square representing 10 meters (????). Your Agility determines how far you can move in a single turn. I'm not sure which stat your accuracy should rely on, seeing as I have the following stats:
Strength - Lifting shit (Melee combat)
Perception - Noticing/Seeing shit (Ranged Combat? Probably)
Endurance - Your health shit (Life? Maybe.)
Charisma - Picking up bitches shit (Talking)
Intelligence - Your brain muscle shit (The ability to solve/hack stuff. Still not sure how to incorporate, because most of the stuff that requires intelligence can be done with Charisma, and you can't really make intelligence puzzles in game because you can solve those in real life, negating the need to be smart. You can't make intelligence keenness, because that's what perception is for.)
Agility - How fast you move shit (Initiative and speed)

I'm thinking Perception should be accuracy. SO:

Ranged Combat (Completely off the top of my head, fellas, sorry.)

Perception Skill (1-100%) + Weapon (1-100%) - Range (1-100% [Every meter = 1%]) = Agility (1-100%) + Circumstance (1-100%)

So this bitch shoots you at point blank. His perception skill is going to be 75, since he's a goon and has been doing this for a while. His pistol is a shitty KY-2, which averages from 30-40. The range is pointless, so it's 0.

75 + 34 - 0 = 109.

Now it's your turn. You're a pretty Agile guy, since you're a scummy, fast dude. Your Agility is 80. Circumstance isn't in your favor, since it's something you didn't really see coming. Maybe in the future, I can make it so that Intelligence is something that can feed into Effect rolls, such as Intelligence adding to your Effect Rolls or something.

109 > 80. You get shot.

HOWEVER, now we move into the wounding portion of the shot. See, every weapon has an accuracy stat, as well as a damage stat, both of which being percentages that can vary. So you can have a pistol, which is easy to hit people with, but not very deadly, Such as the KY-2:
Accuracy = 30-40%
Damage = 40-60%

Body armor is going to be a relatively static stat, but I'm not sure about that.

This is the wounding model (Off the top of my head, sorry. I want to include Intelligence in here, but i unno. Maybe like, 50% of Intelligence can feed into Effect and 50% into wounding but whatever)

Damage of Weapon (1-100%) + Carryover from Hit Roll (1-100%) + Circumstance (1-100%) - Armor Save (1-100) = Amount of Damage Taken
(Should I involve a random roll into this? Not sure, because Random when it comes to life and death can be pretty shitty, you know? And Circumstance should kind of factor in that shit. However, when the DM determines ANY stat that can make/break a situation, it can get really hairy. I need yo inputs.)

52% (Pistol Damage) + 29% (Carryover) + 50% (Surprise) - 15% (Light Armor) = Damage Taken

You take 116% Damage.

You keel over and bleed out on the floor the cantina, sobbing silently as you die like a bitch.

Again, I still need DOZENS of equations for this game to work, and I'm perfectly capable of doing so, because I have so many ideas to put into this game. You don't even know the fucking treat I have for you guys.

However, before I do so, I need you all to soundproof my % system. I can write these for dice, but I really want to try %, since they give me more liberty. However, this is the first game I'm DM'ing, let alone creating, so I really would appreciate your feedback, not only on individual equations, but on shit in general.

Of course, I'd do all these equations off-screen. I won't even tell you what these guy's Agility levels and shit are; you have to assume that from the dialogue and descriptions. Of course, you could try a Perception on Character roll and find out, but then you're vunerable to an Effect Roll (Still a working title).

Thanks a tons, I'm really trying to make a conversation-heavy, intense yet almost chess-like game here, where shootouts are super fuckin' risky, and you'd rather try to talk to these people instead, since it's a space adventure game.
Vorpal
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Aug 10, 2014 5:27 AM #1230122
As far as armor goes you should use a soak system, where depending on the quality and type of your armor it will effect how much you soak.
Examples: Anti bullet jacket 3d10, Power shielding 7d10.
Basically you'll roll all the soak dice, then take the total number and subtract it from the damage number. Then applying the new damage total.
Cook

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Aug 10, 2014 5:31 AM #1230123
I'm not using dice my nigga, if it can be avoided.

I'm using a white noise generator to generate truly random %.

But go into depth on this soak system.

EDIT: Oh, I re-read what you wrote, and I currently have a soak system, doo. It's just factored in as the very last step of the equation.

Armor Save = Body Armor. (It's a term from W40k)
Not_Nish
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Aug 10, 2014 5:38 AM #1230124
Cook, either way, sign me up.
Vorpal
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Aug 10, 2014 5:40 AM #1230125
Quote from Captain Cook
I'm not using dice my nigga, if it can be avoided.

I'm using a white noise generator to generate truly random %.

But go into depth on this soak system.

You're using dice for skills, so that wasn't the impression I got.

Well in my scifi system I designed, there was three types of damage.
Ballistic, bullets and
Laser, self explanatory
Impact, hitting the ground, explosives, most melee weapons

Sample construction worker power suit:
Ballistic 2d6, because ballistic weapons are the most common and have had technology for protecting for long. Good old ballistic weapons are the most reliable.
Laser 1d6, lasers are hardest to shield and do tons of damage, they are to always be taken seriously even in the hands of a punk.
Impact 4d6, as construction workers may plummet from structures their building the suit is more well designed for concussive blows. generally the most common soak.

The players may purchase or acquire better suits, better armor which plugs into said suits, ALS, AMS "anti laser or missile systems" and the like. The system is very dangerous and very realistic.

There are some bullets that can deal damage on impact soak, and some explosives that can do damage on laser or ballistic soak. But generally it follows this formula.

My whole system runs on 2d6, it's called open ended rolling. two ones "snake eyes" is an automatic fail, then goes to confirm a critical failure. Two sixes "boxes" is an automatic success, then goes on to confirming a critical success. Of course applying skills and suit increases.
For example the engineer suit grants bonuses to engineering. As the hud interface and operating system is designed to perform engineer like tasks.
Cook

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Aug 10, 2014 5:41 AM #1230126
At least a couple days before I write each and every equation we need.

The way this game's written means that we can freestyle any future equations, versus having to refer to some weird bullshit. However, this means it's going to take a LOT of writing and re-writing and over and over again.
Quote from Jutsu
You're using dice for skills, so that wasn't the impression I got I discovered halfway down that % kind of works better, haha. But whatever, 1d10 really means 1-100% in 10% intervals.

Well in my scifi system I designed, there was three types of damage.
Ballistic, bullets and
Laser, self explanatory
Impact, hitting the ground, explosives, most melee weapons

Sample construction worker power suit:
Ballistic 2d6, because ballistic weapons are the most common and have had technology for protecting for long. Good old ballistic weapons are the most reliable.
Laser 1d6, lasers are hardest to shield and do tons of damage, they are to always be taken seriously even in the hands of a punk.
Impact 4d6, as construction workers may plummet from structures their building the suit is more well designed for concussive blows. generally the most common soak
REALLY like this shit right here. Making different damages have different effects is really fucking cool and organic. I'll look into it tomorrow.
The players may purchase or acquire better suits, better armor which plugs into said suits, ALS, AMS "anti laser or missile systems" and the like. The system is very dangerous and very realistic.

There are some bullets that can deal damage on impact soak, and some explosives that can do damage on laser or ballistic soak. But generally it follows this formula.

My whole system runs on 2d6, it's called open ended rolling. two ones "snake eyes" is an automatic fail, then goes to confirm a critical failure. Two sixes "boxes" is an automatic success, then goes on to confirming a critical success. Of course applying skills and suit increases.
For example the engineer suit grants bonuses to engineering. As the hud interface and operating system is designed to perform engineer like tasks.


I have to drive my dad to the airport tomorrow morning, so I'm signing off early tonight. I'll read your hate mail when I get back.