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Joined 2 years ago
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Cake day: July 18th, 2023

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  • To answer my own question, based on all the responses, thank you everyone, here’s what I’m thinking.

    Get a number of different colored d20s, one for each race team. At each leg of the race roll them all on the table for the players to see. Any 1s are automatically knocked out of the race, they had some catastrophic failure. Any 20s get a marker to indicate some great success or inherent skill that will grant them a bonus later.

    Then in the final portion of the race I’ll take the three teams with the most markers and put them in scene in direct competition with the Players. I’m thinking this will allow my Player’s to go hunt teams that are doing well to take then out before the final leg if they want and let them see how dangerous their competition is.








  • When I had you it was one of the most joyous moments of my life. Right up there next to when your siblings came. We spent many years learning about the world with eyes of wonderment. It wasn’t until you were old enough to start asking the hard questions about human nature and the fundamental fairness of the universe, that I realized just how much my own parents had failed me. In growing older and wiser with you I had gained a level of maturity my parents never reached. I hope that my guidance to you will not leave you ill equipped for this world. But I’ll always be here to support you.










  • I scanned through the 1e DMG and PHB, but I didn’t see anything about a base chance a trap does not trigger. These two traps, the needle and the pits, have their specifics listed in the module.

    The needle trap is always found if the box is searched, and always triggers if precautions aren’t taken. It harkens back to skill play, where the player is meant to find alternate means instead of rolling dice. It’s like how the west false entrance specifically says there’s no saving throw.

    The pit trap does have a percentage chance not to fall in, but it still triggers. Being as the pits are 10’ square I do enjoy the idea of catching multiple PCs at once. And that was possible back in the day with how turns were organized, which I’ll cover in my next post.











  • Gumballs and Dungeons is a fun roguelike gacha. The main game loop is picking a Gumball which have different stats and mechanics and diving a Dungeon which has different enemies and mechanics. So you want to synergize your gumball with your strategy for a particular dungeon. Each floor of a dungeon is a 6x5 tile map and you flip the tiles looking for the down exit. There’s a boss every so many floors and just try to go a deep as you can. At the end of the run you keep some of the stuff you collected to unlock new dungeons and gumballs.

    Another Eden is a gacha RPG from the writer and composer of sony enix dream team; chrono series, xeno series, final fantasy. There is so much content there and a ton of crossovers with other franchises. The map movement is done really well here for a mobile targeted rpg, it’s slightly elevated from a side scroll perspective and you mostly move horizontally in lanes with vertical connections here and there to switch between lanes. The writing is great, the music is great, the battle mechanics can get really deep.