Is there an easy to use program or website to use for BTR-IRV or Benham’s Method?

To clarify, I’m sure I can use spreadsheets and the voters themselves could “easily” do xyz.

I know the idea is that “well, for very important decisions we want x” and “for simple stuff we want x.” For the more complex stuff, you probably want the chance of voter fraud, and a system like this. They cancel each other out. For simple stuff, approval is really good.

What about for stuff inbetween though? Student Government elections, maybe even your local club presidency election, but my main interest how this could be applicable to research. We love our 9 point scales and binary systems, but what if these things are contributing to Examiner’s Bias. As a very intersectional person, I just want to use this for my future intersectional research. Food for though.

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u/Remarkable_Ad_8353 — 9 days ago

Playing Cards vs Tarot!

My game Holypunk is a Gothic Fantasy TTRPG. My design philosophy is simple: “Create a game where backstory… your origin… it all matters.” Frankly, I think I’ve achieved that.

My game is essentially split into TWO core systems. One that uses playing cards, and one that uses Tarot. Of course, if you don’t read the text linked above, just know that you can very easily run a tarot only game. (I wanted to decrease the barrier for entry that GMs had.) Also, I know legibility is a problem. I’ve just recently done an overhaul so tips are welcome.

Here’s the deal: I’d like to know the “odds,” which is better. I personally think my Core Resolution Mechanic is fairly simple. However, during play-tests there has been some contention over which of the systems is “objectively better.” Think back to the alignment chart. For chaotic characters, they’re basically playing Blackjack. For lawful characters, it’s a “take the lowest” system. (I did this instead of “take the highest because face cards being bad is more recognizable and fits the game’s anti-oligarchy themes.)

I basically have 3 questions:

  1. Which do you prefer? Tarot or Blackjack?
  2. Which is easier?
  3. If you know the statistics, please, which is more favorable.

You’ll need to click the links above that say Core Resolution Mechanic AND split if you want a full handle on the odds.

Addendum, to make it more clear I’ve changed some terminology in the rulebook. With Blackjack you can stop drawing cards whenever you want. Having 5 Wrath doesn’t mean you must draw 5 cards. It means you can draw 5 cards. In the blackjack deck, drawing 5 cards isn’t always ideal, but after you’ve already busted or when there are less cards in the deck, you can keep drawing until you get the joker. Drawing the joker will always be a success, even after you’ve already just.

Addendum II, if it was still not clear after reading splitting the deck. I have since added: “You will only draw from one suit at a time in this game.”

Flavor Stuff, skip if bored

I’m not exactly trying to make them equal, I can’t do that. The idea is that the type of card tells a different story. I consider the blackjack deck to be more… Middle of the road. Draw too little cards and it’s bad news, draw too many and it’s good, but not better than tarot. In those middle areas? Now we’re talking.

Even then, in those middle areas, it’s a bit mundane. Your odds lean more towards the middle. Meanwhile, the tarot gets good a lot better with a lot cards. It’s like rolling with 2d6 vs a 1d12. D12 has more explosive potential, but 2d6 is more reliable.

That was my personal interpretation, my intent. Much like music, my interpretation means fuck all. People see it differently. Someone else interpreted the playing cards to be “underdog favorable.” Whereas tarot is more about stomping down the iron heel. I love this interpretation!

However, I think the reliability has confused people into thinking it’s “better.” More often than not, you’re min-maxing. The middle of the line (i.e. drawing 2-4 cards) isn’t really something you care about. In that regard, playing with Tarot will always be “better” and perhaps that’s the tradeoff for it being the less fun system —according to popularity polling. I have no problems with this.

My bigger problem is that I don’t actually know if the Blackjack system is even better in those middle areas. Maybe it’s only better in the min areas whereas tarot is better in the max areas, also fine. However, I’m certainly not willing to have it be worse at all levels. Dangerously, it might even be better at all levels. I ran some stats and got to a level that “seems fine,” but statistics aren’t my thing. Dice I can do, but cards? So many unpredictable variables.

u/Remarkable_Ad_8353 — 1 month ago

How do I handle stat blocks in my game where YOU are the monster.

Greetings, my game Holypunk is a gothic fantasy game where you get to play as the monster; you’re set to be executed by the creed. I need your help, how do I design enemy stat blocks for my game.

To an extent, I’ve been enchanted by the idea of playing my game. I know I want to run my game, but that’s because I made it. Games with stat blocks to choose from, imo, are just always easier to run. I want that for my game.

Since you play as monsters, I want the enemy stat blocks to mirror classes. I’m just blanking on how to neatly put them together. Most games can separate enemies by type. Whether they’re draconic, elemental, humanoid, etc. Sometimes it’s instead separated by environment, like whether they’re arctic, infernal, or even cave dwellers. I don’t particularly think my game can do that

Instead, I’m thinking of separating the enemies by “classes.” So far, commenters have suggested:

Brute

Support

Mage

Priest

Hunters

It sounds like separating by “fighting style” is the way to go! However, if you have general layout ideas, that’d be great. I find this part to be perplexing. However, even simple suggestions like: Paladin or Cleric is a “must have” go a long way. Sorry if this post has been a little confusing, I’m trying guys.

u/Remarkable_Ad_8353 — 2 months ago

Since Blizzard doesn’t know what to do with Lifegrip, here’s my take.

Firstly, let’s get the controversial out of the way. Yes, people should be able to cancel Lifegrip. To all of you complaining that your teammate cancels grip when they’re clearly dying. The same low skill moment was going to happen anyway. They’d get gripped and walk back into the threat. Ñow, it’s just happening faster and people haven’t adjusted.

THE PROBLEM, why is it on spacebar? Also, we STILL can’t cancel the grip ourselves lmao. LW should be able to break it with melee; everyone else with interact probably. LW isn’t cat. If you’re thinking “but melee conflicts with sow the seed” yes, yes it does. I hate that perk.

Hook

This is just my take, but I want LW to focus more on Weaving than well… Life. Lifegrip is about keeping your teammate alive, but I want it to be about repositioning. I want it to essentially function like a roadhog hook. If you master the tech, you get to slingshot your ally. Even if you don’t, you can still pull your target behind cover.

Actually, I was aiming for Kiriko with cleanse, swift step, and medic subrole. Definitely not my 1HP Mei who just used Ice Block.

If we’re going the hook route, I’d like hold to grip personally. As long as I’m holding the button to life grip, I want the “projectile” to keep going. When I let go, I want it to retract and pull my target to me. Toggle for those that just want… chaos I guess. Otherwise, a niche setting to confirm my grip like confirming a nano is also tolerable.

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u/Remarkable_Ad_8353 — 2 months ago

Starting a smaller project to take my mind off of my main game.

We could get this right from the very beginning, I mean after all, I’m only in the draft stage of this new project. Do you know how much easier that is to rework?

The main reason I need a break from the main project is just… it doesn’t read well. The second is that I guess the audience I’m advertising the game to is difficult.

All that aside, welcome to

B-Sides

I’ll say this right now, it’s trying so hard to be unique; it’s definitely doing too many new things at once. However, it’s a draft, so I want you to tell me what should stick and what I should chop

My game runs similar to lasers & feelings. In this game however I have Sugar & Spice. Any form of deescalation requires investment in sugar. Meanwhile escalation requires investment in spice. It’s a fairly femme fatale game, so right now the party is dubbed spice girls aaand the GM is called Sugar Mommy. I’m- I’m workshopping it. (If you’re confused, there’s a saying that girls are made of sugar spice and everything nice.)

The Attributes

Right now, I’m thinking the game will only ever use d12 and d20, but mostly d20. You roll 10d12 and drop the highest 3 on your first stat array. Then, you roll 10d12 and drop the LOWEST on the second array. Add four to each stat and that’s your DC for that attribute. You’ll be rolling d20 for everything else from here, but d12 might be used again for dmg or something, not sure. If you roll under your DC, it’s sugar. If you roll over your DC, it’s spice. Meets it doesn’t just beats it, it crits. You do whatever you want to do and it goes as well as it is possibly could. There are essentially two sides to every character in my game. The first array goes into your A-Side. The second array goes into your B-Side.

The Theme

The B-Sides are region similar to the upside down, or even the backrooms I guess. However, everything over there is lively, avant-Garde so to speak. Once you go in, you feel your form and self change. Like a jazzy, or maybe even punk rock version of yourself. This is the you that you've suppressed to make corporate appearances, stay out of fights, and perhaps even abide by the law. Perhaps soon you will realize why this version of you was suppressed. It's supposed to be a sixties era game, but I haven't fleshed out much! For now it’s a Patriarchy on the A-Side, and a Matriarchy B-Side kinda thing.

The Health

I don't know what to do for health, but I know death isn't the biggest concern with my game. Like for some this game might be entirely about performing as a band, selling shrooms, or even just mapping the entire unexplored world. The game is about floaters who want to provide change to both regions, A-Side and B-Side alike. So each side will have a "pull." Eventually, one side could catch up to you and have too much draw. To me, that's health. Once a bar goes too far on either side, you must retire your character to the region. Hopefully, not six feet under that region ^.^' but only time and perseverance will tell.

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u/Remarkable_Ad_8353 — 2 months ago

Holypunk | Tarot based TTRPG where you play as the monsters.

Hello chatters, I have a few specific questions about my game. Holypunk is a Gothic Fantasy TTRPG that uses tarot to resolve most conflicts. Its main purpose is to serve as a trans allegory. In my game you get to play as monster, set to be exercised by the creed. As an example, a player of mine wanted to play the “Haunted Armor” origin. Every haunted armor gets a knight, so she’s set to play as an Iron Maiden with a corpse inside as her knight. As a party, they are tasked with insurmountable task of slaying a night omnipotent God. The actual rules section is only 18 pages, which I think is good. There’s some empty space I’m hoping to fill with art or… something. Feel free to only answer as few questions and you’d like. They’re ranked in importance to me. If you answer only question 1, it’d be a big help. Honestly, the last 3 questions are for overachievers. If you see a question is already answered in the comments tho, feel free to answer a different question.

Question 1.

Does the attribute system in my game make sense? Is it redundant with the suit system? I’m sure at least one of these are true, but I really don’t wanna change all the attributes.

Maybe I can meet in the middle and do something like PbtA: Put Wrath and Temperance under swords, Charity and Lust under Pentacles, Envy under cups, and Diligence under wands.

Question 2.

If there’s one thing about me, you tell me something doesn’t have whimsy and up the wall. Apparently the health system lacked whimsy before. Now, I fear I’ve gone and made things over complicated—never good. Does this section make sense anymore?

Question 3.

Is initiative in my game too complex? Is it too simple? Hopefully, it’s just right now. I’ve since pulled back on things that make it too crazy. Like wrath got added instead of diligence if adrenaline was too high.

Question 4.

I think major travel is fun. I worry it’s one of those nothing burger rules. It might even be a bit too confusing. Does this section even make matter?

Question 5.

Does temperance in combat make sense? Should I just avoid the trouble and kill off card duels. It feels climactic, but consulting a table doesn’t. I also have an optional rule based off this that’s less important; does goal-posting make sense?

Question 6.

This one doesn’t really acquire any additional context. I’m thinking of adding origins. However, from this point on I want to do them in batches. For example, monsters from Cthulhu Mythos, monsters from pantheons, monsters from 2666, etc.

In the Pantheon example, which monsters would you personally like to see? I’ll definitely make a Sphinx and Chimera, but what else should I add? “Focus on what you have” is an acceptable answer too. After all, I’m told this game is a far cry away from being playable.

Question 7.

Are my sections named appropriately? For example, the Major Travel section feels meh. Should I name it Major Expeditions? It’s small, but it might be important.

Question 8.

I have a section in my game called planetarium. Gameplay is vaguely similar, but it’s strictly for improv based one-shots. As you can imagine this section gets the least feedback so it’s the most messy. It unfortunately makes some assumptions on knowledge. Like, how many tarot decks should there be?

Question 9.

Should I just scrap the optional rules, or should some be core rules? They’re optional, so I don’t worry about them much, if at all.

(Not really a) Question 10.

If you catch any horrendous grammar, lmk. I started using the em-dash and semi-colon a lot after taking a 2–300 level grammar class.

A Reminder

If you require context, the first paragraph has the link to my full game. Each paragraph should provide a link with the particular section I’m asking a question about. That said, I’ll respond to any questions you have. I appreciate any and all feedback. I truly apologize if it ever appears that I don’t, lmk. Even if it comes from very random places, I’ll take it. I have some fillable character sheets on Universal Character Sheet; I do not have an itch.io or Kickstarter.

u/Remarkable_Ad_8353 — 3 months ago

Upright vs Reversed Tarot Mechanic

My game is called Holypunk. You get to play as the monster, it’s neat. For example one of the origins is haunted armor. I have an Iron Maiden in my personal game whose knight is a corpse. Riveting stuff.

My game isn’t a card system yet, but I’m about to turn it into one. Why? Community poll result.

The core card system is pretty simple. 1-3 is a success. 4-6 is a partial. 7-10 is a miss. Face cards are a fumble.

There are 5 suits, but the major arcana is really just for initiative and some other cool stuff with travel. The 4 important suits are the minor arcana: Pentacles, the suit of unity; swords, the suit of combat; wands, the suit of the supernatural; cups, the suit of the natural world.

The decks reset whenever the GM calls for scene change. The only modifier right now is your “hand spread” or basically, how many cards you can pull at once. At a base level they range from 0-5. So, if your ability is 5, you can draw up to 5 cards. If it’s 0, you typically can’t perform the actions. Skills, vexes, and modifiers add to how many cards you can pull. +1 just means you can draw one extra card.

Here’s where I’m trying to introduce a fun mechanic. Lawful characters are dubbed “holy;” chaotic characters are dubbed “punks.” I want the holy to receive some form of benefit for drawing a card in upright position. Meanwhile, the punks receive a benefit for pulling a reversed card. Two small distinct benefits that make your small background decision feel impactful.

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u/Remarkable_Ad_8353 — 3 months ago

Onto the Index and Finalization

I can’t believe I’m saying this… but after years of refining the mechanics… It’s time to finalize this game.

What is Holypunk? Holypunk is a game about monsters surviving “exorcism.” YOU play as the monster. Much of the theming is inspired by the Salem witch trials, Godkiller, and trans allegory. Much like the matrix, there’s a dilemma. The mechanics to their very bone send a message about a dilemma: Conformity at the sacrifice of self-identity or self-actualization in an upstream environment.

I can’t believe I’m saying this, but my game finally has a selling point! I’m not trying to sell my game, but I do want others to run it. For starters, the dice system is unique. That comes with its own drawbacks of course, but there’s meaning behind that now. Your alignment influences the dice. Your unresolved backstory influences your negative modifiers. Experience is tied into your motivations. I managed to keep these effects relatively small, but the feel is big. The rest of the mechanics? Maybe a little function over form.

Since it’s all finally coming together now, I need to do 3 things.

  1. I need to flesh out the narrators; have them interact with each other. (e.g. Nevermore gambles which is why he likes 2d6 so much, Nigel hates monsters but respects the knighthood of haunted armor, Nexus is a sadistic war born freak.) I’m trying to divvy up fairly complex rules in a way that’s super ADHD friendly. That’s why the rulebook has too much color and is a printing nightmare; that’s why there are multiple narrators.

TL;DR: How do I divvy up my rulebook into sections without losing flavor AND giving insight on some of those more complex ideas.

  1. I wanna make an index. What exactly are core mechanics you need to reference quickly? “It depends” is an acceptable answer but the game manual is linked if you want to be more specific to my game.

  2. I didn’t create this game thinking I’d create something so unique yet functional. I’ve seen some of your projects and they are stunning. I feel… inadequate in comparison. The problem is… that negative perception of my game gets shattered when someone is willing to spend money on my game but can’t. I don’t actually want to profit off of my game, but I do want to get it out there now.

TL;DR How do I get my game out there? Kickstarter, Itch.io, DriveThruRPG, etc. I know these places are good places to do that… But is it really as simple as posting to the platform or is there I strategy I don’t get have.

u/Remarkable_Ad_8353 — 4 months ago

Hey, I do dice odds because I’m designing a game. Here are some fun statistics about Grian’s lil blue Axolotl.

After his first realization that he’s “over the odds ñow” he showed us he killed 1,663 Axolotls. I can’t confirm all those mobs bred were Axolotls so we’ll be using these numbers.

The formula for this is 1-(1/odds)^attempts. To put things into perspective, after about 832 attempts you’re officially “unlucky.” Still, the 820-830s are 50/50 odds.

After about 1,663 Axolotl’s killed, you have a 25% chance of simply not getting an Axolotl.

Ñow, the number we’ve all been waiting for. After 2,672… 90% of people would’ve gotten it by now.

To restore equilibrium someone would need to fish the “blue” Axolotl in 136/137 attempts.

If you’re seeing this Grian, don’t go to a casino.

P.s. if Grian hasn’t bred any other animals… 6%. Knowing you did that little more off camera, congrats on the nat 1. Ren had 45% odds, so he is lucky but not “very” lucky.

u/Remarkable_Ad_8353 — 4 months ago

“Exploding Dice Classes” for my dice pool vs dice value system.

Hey gamers, I’m making a TTRPG called Holypunk. The dice system I’m using is called DOTS, if you haven’t heard of it before… that’s because I made it the fuck up. Still, it’s worth mentioning the name because it truly gives you a feel for my game: Decision. Oriented. Tabletop. Systems. (I suppose DOTTS is acceptable too!)

I’ll give a quick summary of how the dice work. In this game, you make the decision of rolling over or under: 2. If it’s over on ALL dice, something holy happens. If it’s under on the LOWEST dice, something punk happens. If your lowest dice is a 2, you get stuck in limbo: (Shoutout to you guys for helping me come up with the “limbo” mechanic.) You act with hesitation, you will do what you’re trying to do, but it can be interrupted.

I’d skip this paragraph if you’re clear on all that, some people need a deeper understanding of “how to succeed”. When you’re rolling to perform a “Holy” action, to me, that’s just something lawful. If you’re rolling to perform a “Punk” action, that’s chaotic. However, yes, there are times where I can’t decide whether or not an action is chaotic or lawful. In these times, each stat has a bias for “Holy” vs “Punk”. These stats have a Holy bias: Diligence, which is dexterity focused; Temperance, which mental & physical resistance; and Charity, which is the help action. These stats have a Punk bias: Wrath, combat & strength; Envy, intelligence & wisdom; and Lust, it’s the charm stat. If you’re trying to pick a lock, break out of prison, etc., I don’t care what the stat is, you’re rolling punk.

When you’re rolling with Holy die, your dice value increases. When you’re rolling with Punk die, the dice pool increases. (See the DOTS link for a helpful chart)

Before I finally get to the explosion classes, let me explain why I personally think my game needs explosions. With explosions; technically, the starting point is 2d5, not 2d6. This is key because the odds of rolling a 1 on 2d5 is 36%; the odds of rolling 3+ is also 36%; the odds of rolling 2 is 28%. When you re-roll, it does something outside manipulating the dice odds so you can still get the hype moments of exploding AND you get the equal maths. A note: +1 Vice is stronger than +1 Virtue, pretty much always. That doesn’t bother me. The math is there to supplement my game, not dictate it.

So, why explosion classes? Well, as you can imagine, your chances of exploding on a dice go UP when you get a bigger dice pool but they go DOWN when you get a higher dice value. A lot of my game is about quantity vs quality, and I don’t want my game to be so belligerently better for Punk rollers… but it can be if it absolutely can be if you (the player) willingly choose it.

Static Explosions: Belligerently better for punk rollers. Also super simple. Anytime you get the highest number on the dice you get +1 Pride. (Pride is explained at the bottom)

Dynamic Explosions: I’m fairly certain this is the worst one but it is for gamblers. That, and people who just want one dice type not to be so much better than the other. If you play with dynamic explosions, after rolling the highest number on the dice, the subsequent roll gets added OR subtracted from your Pride score. If it’s odds, you subtract, if it’s evens, you add.

Unstable Explosions: This is the most volatile one and it is belligerently better for holy rollers. When you roll the highest number on the dice, the subsequent roll gets added. BUT, if you roll the highest number on the same roll more than once, the SUM of the ENTIRE roll gets subtracted from your Pride score. It’s… brutal.

So what is Pride, some call it “beginners luck” and others call it “sanity” from Call of Cthulhu. I personally call it the “know the unknowable stat,” whenever you meta-game, interact with something truly horrifying, yes, you get punished by losing a percent of your Pride. Probably a d20. However, when you want to succeed a roll, typically after you’ve already failed the check, you can spend a d20 to succeed. You can also spend a d20 to have an item. Depending on the item, it probably costs less, if you the player forgot to write something in your character’s notes but it’s in their character to habe the item, spend pride percentage. As long as you don’t lost 13 in one go, you’re fine. As long as you don’t hit 20%, you’re fiiine. You start with 100%, so you really should be fine… but you will inevitably do one of these two things. My game is all about being monsters, there are no humans. When you lose 13 in one go or hit 20%, you lose touch with your humanity. When you’d typically do something humane, you do something monstrous. (Going over 100% is a choice you actively have to make. If you do, it’s the same as hitting 20%)

That’s all, thanks for the long read. Hopefully this all makes sense. (I know it doesn’t, I’m really trying here, try to be patient with me.) I guess I just have two questions, which of these would you personally pick? Does this system work? It doesn’t work if you can think of something better for dynamic or unstable explosions thats a lot simpler, that’s the main reason why I opened this thread.

u/Remarkable_Ad_8353 — 4 months ago

“Partial success” in a unique system that doesn’t explicitly focus on failure or success.

Hey gamers, I’m making a game called “Holypunk”. My game features virtues & vices that help you roll Holy (Lawful) or Punk (Chaotic). When you make a Holy roll, you roll with big dice, think of a d12 instead a d6. When you make a punk roll, you roll with a lot of dice, perhaps 5d6 instead of 2d6.

The system is powered by DOTS (Dilemma/Decision Oriented Tabletop Systems). So you have this choice, roll holy, or roll punk. My attributes are Charity, Diligence, Temperance, Envy, Lust, and Wrath. So if the roll isn’t inherently “Holy” or “Punk” by default, these attributes can tell me the rest.

When you roll a high number on your lowest rolling dice, it’s virtuous. When you roll a low number on your lowest rolling dice, the vices hit. By default you habe 2d6, so rolling a “1” is a Vice. Rolling a “2” is neutral. Rolling 3+ is virtuous. You’re basically rolling 2d5 as a default because something special happens on a 6 that’s not important for this post. SO, if your lowest number is a 2, let’s say you get a “2” and a “5”, something neutral will happen.

What should that be? Should it be as situational as it concurrently is? Should it depend on the attribute being rolled. You’re allowed to make punk rolls with holy attributes of course, I imagine lock picking requires diligence and that’s quite the punk roll, so I’m scared of defining neutrals in correlation to the stats.

TL;DR When something neutral happens, how do I flavor this within the realm of my game, what’s neutral in a “Holypunk” game of success and failure depends on whether or not you’ve made a “Holy” roll or a “Punk” roll.

Edit: Resolved.

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u/Remarkable_Ad_8353 — 4 months ago

Over/Under Rolling System but I don’t quite jive with the percentages.

Hey y’all, I’m creating a game based on the Holypunk genre, it’s called Holypunk and my main inspiration is Godkiller. I wanna preface by saying, I know all the punk genres are generally powered by the prefix. Like, steampunk is set in a steam powered world. Diesel punk is set in a diesel powered world, cyber, cybernetics. In these worlds, you become reliant on these technologies. In my game, everyone’s a monster, so you kinda become defiant of such a Holy-Powered world.

I call my game system a Dilemma Oriented Tabletop System; basically, Powered by DOTS. Every roll tends to be a choice between Holy and Punk. The world is reliant upon Holy, but that world has ousted you as a monster, a Punk.

Before I explain the dice system, mechanically. Do note, I am really bad at explaining these kind of things, I know it’s antithetical to the whole game design thing, but it’s a passion. As a fun little (somewhat) pneumonic, think back to the alignment chart. On the left is chaotic good, chaotic evil, etc, on the right is the lawful stuff. 2d6, the number of dice (2) is chaotic, the level of the dice (6) is lawful.

In my game, you can roll Holy, or you can roll Punk. I consider Punk to be chaotic and Holy to be Lawful. If you have a Punk +1 you go from rolling 2d6 to 3d6. If you have a Holy +1 you go from rolling 2d6 to 2d8, this increases 1:2 until you get up to 5d12. I call the Holy pluses Virtues and the Punk pluses Vices.

The resolution mechanic? Take all the dice you rolled, and the lowest rolling dice is the one you take. If you get a 1, it’s punk, if you get a 2, it’s neutral, if you get a 3+ it’s holy. Well, there is one exception. The highest number on the dice restores my games version of a skill decay stat.

For example, let’s say you’re rolling for an exorcism and you have +3 Virtues. That’s 2d12, really easy to succeed. You get a 5 and a 7, that’s super Holy. The only number that matters here is the 5 but that’s well over 1 or 2. For a more complex role, let’s say you’ve got -2 from things in the environment, you’re being flanked and it’s the desert so, extreme weather. If you keep the +3 virtues from earlier, add on the -2 vices, now you’re rolling 4d12. To make it maximally complicated let’s say you get two 12s, a 1, and a 9. Since 12 is the highest number *on this* dice, you re-roll the two 12s. Does it matter? No, but you could get more of that skill decay back, so you do it anyway. You get a 2 and a 4, and regardless, the 1 is the lowest rolling dice. With a 1, something Punk happens, that’s probably not what you want during an exorcism.

Thing is, technically speaking, your chances of rolling a 1 will always be higher than rolling a 2. That creates a bad chaotic swing that I don’t like. As an extreme example, with a +3 your chances of succeeding are about 2/3 odds. That’s fantastic, I love that they’re so even… but the problem here is the neutrality marker. Your chances of getting a 2 on a virtuous roll is about 16%. With a Vice, it’s about 25%. I know people don’t care that much about the math when rolling but that’s a 9% swing, that’s well in favor of chaotic characters.

I don’t want to over saturate my game with needless complexity, so for now I’m only thinking of an optional rule to equalize these two, not a hard core game rule. For example I have an overkill rule that I don’t particularly care for one way or the other. When you get snake eyes, that’s SUPER punk, it’s like getting a crit. When your lowest number on the dice is 5 or higher, that’s super holy. I call a 5+ an Honor Roll. The best I could think of was an underdog optional rule. Whenever you go under, say you have a -1, a 2 would be a success, but if you go over, it’s a failure. It’s okay in theory but it’s a big disincentive to take a +1.

I have the more detailed mechanics in the compendium section of the “rulebook” (it’s not that polished), so if you want to read through that, check the comments. Otherwise, thanks for the tips

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u/Remarkable_Ad_8353 — 4 months ago

When Superbloom becomes basekit (manifesting) what should replace it?

I wanna see how creative you can get for major perks. I’ll start you off with my ideas for major perks!

Tree Hugger: You give the tree thorns that bleed and slow, not in the AoE, just the tree itself but here’s the real kicker, you can Lifegrip the tree. (While we’re at it, imagine if it squished when you dropped tree from petal)

Pressing Petal: You know how Mei’s wall rotates along the X-Axis? Well imagine if Niran’s rotated along the Y-Axis. If you tap- uhhhh… whatever key your petal is bound to a second time whilst it’s still midair it’ll deploy a vertical petal, midair. Good for blocking door ways, can be used as a shield.

Bleeding Dash: You can tell I really like the incorporation of thorns in his kit. It basically just does all the damage rejuvenating dash heals as long as you dash through the target.

Chainweaver: Gives the Lifegrip hog hook physics. Fuck it, you can grip the enemy with it, but then it just becomes a skill shot. The main thing we all want here tho is that whenever you grip an ally above 75% HP it cuts the CD time in… Half?

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u/Remarkable_Ad_8353 — 5 months ago
▲ 1 r/RPGcreation+1 crossposts

Take 3, a system where you choose between rolling higher or lower.

Calling all the monsters 🔉🔊 Hey chat, I’m trying to see if the rules here read nicely or not. What’s missing and all that jazz; however, the main focus is the current dice system. It might serve me well to have separate sections for rolling higher & rolling lower and thats a formatting choice I’ll probably make

Virtues & Vices are a huge thing and they’re probably here to stay, I’ve play-tested them and they continue to feel nice and make sense.

The damn modifiers… They make sense to me. I know why they’re there. You? Not so much I assume. Imagine the virtues as like a +1, -1, +2, -2, or +3. I’m gonna need stuff like advantage and disadvantage because the system I’m trying to design, at least for me, demands it.

Is there a clever alternative to just “reroll 1s” for -1 that makes more intuitive sense, or is it once again a communication error and everything sounds cool in theory.

Whelp, thanks for reading here’s Holypunk

u/Remarkable_Ad_8353 — 4 months ago

Parkour!

Tip for how to do this consistently, wait until you’re at the apex of your jump. Also, I align the petal just above the omnic corpse, you can do this (Omnics, stay underground.)

u/Remarkable_Ad_8353 — 5 months ago

Let’s be honest anyone who plays Lifeweaver doesn’t want him to get reworked, besides this is the greatest he’s ever been…

Except for that one time. Do you remember Tankweaver? The unkillable. The most unhealthy thing you could to do him… on the support role.

Let me preface, I do not want him reworked… at all, but if it’s a symmetra/doom level rework as opposed to a sombra/hog level rework… Do you still believe his best role would be on support?

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u/Remarkable_Ad_8353 — 5 months ago