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ttomeposting · 23 days
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inspired by a post from @/piendish
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makapatag · 4 months
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Tactical Combat, Violence Dice and Missing Your Attacks in Gubat Banwa
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In this post I talk about game feel and decision points when it comes to the "To-Hit Roll" and the "Damage Roll" in relation to Gubat Banwa's design, the Violence Die.
Let's lay down some groundwork: this post assumes that the reader is familiar and has played with the D&D style of wargame combat common nowadays in TTRPGs, brought about no doubt by the market dominance of a game like D&D. It situates its arguments within that context, because much of new-school design makes these things mostly non-problems. (See: the paradigmatic shift required to play a Powered by the Apocalypse game, that completely changes how combat mechanics are interpreted).
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With that done, let's specify even more: D&D 5e and 4e are the forerunners of this kind of game--the tactical grid game that prefers a battlemat. 5e's absolute dominance means that there's a 90% chance that you have played the kind of combat I'll be referring to in this post. The one where you roll a d20, add the relevant modifiers, and try to roll equal to or higher than a Target Number to actually hit. Then when you do hit, you roll dice to deal damage. This has been the way of things since OD&D, and has been a staple of many TTRPG combat systems. It's easy to grasp, and has behemoth cultural momentum. Each 1 on a d20 is a 5% chance, so you can essentially do a d100 with smaller increments and thus easier math (smaller numbers are easier to math than larger numbers, generally).
This is how LANCER works, this is how ICON works, this is how SHADOW OF THE DEMON LORD works, this is how TRESPASSER works, this is how WYRDWOOD WAND works, this is how VALIANT QUEST works, etc. etc. It's a tried and true formula, every D&D player has a d20, it's emblematic of the hobby.
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There's been a lot more critical discussion lately on D&D's conventions, especially due to the OGL. Many past D&D only people are branching out of the bubble and into the rest of the TTRPG hobby. It's not a new phenomenon--it's happened before. Back in the 2010s, when Apocalypse World came out while D&D was in its 4th Edition, grappling with Pathfinder. Grappling with its stringent GSL License (funny how circular this all is).
Anyway, all of that is just to put in the groundwork. My problem with D&D Violence (particularly, of the 3e, 4e, and 5e version) is that it's a violence that arises from "default fantasy". Default Fantasy is what comes to mind when you say fantasy: dragons, kings, medieval castles, knights, goblins, trolls. It's that fantasy cultivated by people who's played D&D and thus informs D&D. There is much to be said about the majority of this being an American Samsaric Cycle, and it being tied to the greater commodification agenda of Capitalism, but we won't go into that right now. Anyway, D&D Violence is boring. It thinks of fights in HITS and MISSES and DAMAGE PER SECOND.
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A Difference Of Paradigm and Philosophies
I believe this is because it stems from D&D still having one foot in the "grungy dungeon crawler" genre it wants to be and the "combat encounter balance MMO" it also wants to be. What ends up happening is that players play it like an immersive sim, finding ways to "cheese" encounters with spells, instead of interacting with the game as the fiction intended. This is exemplified in something like Baldur's Gate 3 for example: a lot of the strats that people love about it includes cheesing, shooting things before they have the chance to react, instead of doing an in-fiction brawl or fight to the death. It's a pragmatist way of approaching the game, and the mechanics of the game kind of reinforce it. People enjoy that approach, so that's good. I don't. Wuxia and Asian Martial Dramas aren't like that, for the most part.
It must be said that this is my paradigm: that the rules and mechanics of the game is what makes the fiction (that shared collective imagination that binds us, penetrates us) arise. A fiction that arises from a set of mechanics is dependent on those mechanics. There is no fiction that arises independently. This is why I commonly say that the mechanics are the narrative. Even if you try to play a game that completely ignores the rules--as is the case in many OSR games where rules elide--your fiction is still arising from shared cultural tropes, shared ideas, shared interests and consumed media.
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So for Gubat Banwa, the philosophy was this: when you spend a resource, something happens. This changes the entire battle state--thus changing the mechanics, thus changing the fiction. In a tactical game, very often, the mechanics are the fiction, barring the moments that you or your Umalagad (or both of you!) have honed creativity enough to take advantage of the fiction without mechanical crutches (ie., trying to justify that cold soup on the table can douse the flames on your Kadungganan if he runs across the table).
The other philosophy was this: we're designing fights that feel like kinetic high flying exchanges between fabled heroes and dirty fighters. In these genres, in these fictions, there was no "he attacked thrice, and one of these attacks missed". Every attack was a move forward.
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So Gubat Banwa removed itself from the To-Hit/Damage roll dichotomy. It sought to put itself outside of that paradigm, use game conventions and cultural rituals that exist outside of the current West-dominated space. For combat, I looked to Japanese RPGs for mechanical inspiration: in FINAL FANTASY TACTICS and TACTICS OGRE, missing was rare, and when you did miss it was because you didn't take advantage of your battlefield positioning or was using a kind of weapon that didn't work well against the target's armor. It existed as a fail state to encourage positioning and movement. In wuxia and silat films, fighters are constantly running across the environment and battlefield, trying to find good positioning so that they're not overwhelmed or so that they could have a hand up against the target.
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The Violence Die: the Visceral Attacking Roll
Gubat Banwa has THE VIOLENCE DIE: this is the initial die or dice that you roll as part of a specific offensive technique.
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In the above example, the Inflict Violence that belongs to the HEAVENSPEAR Discipline, the d8 is the Violence Die. When you roll this die, it can be modified by effects that affect the Violence Die specifically. This becomes an accuracy effect: the more accurate your attack, the more damage you deal against your target's Posture. Mas asintado, mas mapinsala.
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You compare your Violence Die roll to your target's EVADE [EVD]. If you rolled equal to or lower than the target's EVD, they avoid that attack completely. There: we keep the tacticality of having to make sure your attack doesn't miss, but also EVD values are very low: often they're just 1, or 2. 4 is very often the highest it can go, and that's with significant investment.
If you rolled higher than that? Then you ignore EVD completely. If you rolled a 3 and the target's EVD was 2, then you deal 3 DMG + relevant modifiers to the DMG. When I wrote this, I had no conception of "removing the To-Hit Roll" or "Just rolling Damage Dice". To me this was the ATTACK, and all attacks wore down your target's capacity to defend themselves until they're completely open to a significant wound. In most fights, a single wound is more than enough to spell certain doom and put you out of the fight, which is the most important distinction here.
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In the Thundering Spear example, that targets PARRY [PAR], representing it being blocked by physical means of acuity and quickness. Any damage brought about by the attack is directly reduced by the target's PAR. A means for the target to stay in the fight, actively defending.
But if the attack isn't outright EVADED, then they still suffer its effects. So the target of a Thundering Spear might have reduced the damage of an attack to just 1 (1 is minimum damage), they would still be thrown up to 3 tiles away. It matches that sort of, anime combat thing: they strike Goku, but Goku is still flung back. The game keeps going, the fight keeps going.
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On Mechanical Weight
When you miss, the mechanical complexity immediately stops--if you miss, you don't do anything else. Move on. To the next Beat, the next Riff, the next Resound, think about where you could go to better your chances next time.
Otherwise, the attack's other parts are a lot more mechanically involved. If you don't miss: roll add your Attacking Prowess, add extra dice from buffs, roll an extra amount of dice representing battlefield positioning or perhaps other attacks you make, apply the effects of your attack, the statuses connected to your attack. It keeps going, and missing is rare, especially once you've learned the systematic intricacies of Gubat Banwa's THUNDERING TACTICS BATTLE SYSTEM.
So there was a lot of setup in the beginning of this post just to sort of contextualize what I was trying to say here. Gubat Banwa inherently arises from those traditions--as a 4e fan, I would be remiss to ignore that. However, the conclusion I wanted to come up to here is the fact that Gubat Banwa tries to step outside of the many conventions of that design due to that design inherently servicing the deliverance of a specific kind of combat fiction, one that isn't 100% conducive to the constantly exchanging attacks that Gubat Banwa tries to make arise in the imagination.
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rando-daily · 4 months
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day 57. why
hehehehehheeheheh. stolen from an ultrakill meme
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shaneplays · 1 month
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This THAC0 Thursday absolutely has to be dedicated to James M. Ward, whose recent passing surprised and saddened the RPG community. Among many accomplishments in the industry, James created Metamorphosis Alpha (the first published science fiction RPG) which was released from TSR in 1976. He wrote the game after urging Gary Gygax to make a sci-fi version of D&D, to which Gary replied "I don't have time, but why don't you do it?" Challenge accepted! He was also instrumental in the creation of Gamma World, which many think of as the planet-based Metamorphosis Alpha. James M. Ward: An RPG legend gone, an RPG legend remembered… on THAC0 Thursday!!
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squad-gallery · 6 months
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Daniel Ricciardo - Avatars 400*640
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violetvulpini · 1 year
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I've been doodling these guys a lot and I was like, haha what if I tried to blend each characters' designs together using my favorite elements. And then uh. I did all of them.
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geckosquid · 5 months
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Hey guys after mulling it over and going through all the RPGs I can think of, I realized I have a favorite kind of boss.
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d-buggers-org · 6 months
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TOMEVember 2020 - Days 6 to 10
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zigmenthotep · 5 months
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youtube
Hey there, wanna check out the first...ish science fiction role-playing game? It's got wacky mutants, a giant derelict spaceship, and the kind of incomplete rules you just kinda had to deal with in 1976!
Let's make us a Metamorphosis Alpha character!
And because this is Tumblr, and I can post images and a video, here's some fun images from the video.
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simpleskull200 · 6 months
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In the early designing stages of a college drama club AU somewhat inspired by the college kirbalpha blog.
So far I have a rough first design idea for Alpha, though I still want to incorporate aspects of the RPG designs in as well as the 2011 designs and maybe a touch of TTA
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Alpha Complex Meteorology Department.
When the outfit restrictions were loosened, citizens needed motivation to actually buy new clothes. Hence the formation of the Meteorology Department.
Each morning at 7:00, a weather broadcast is played over every vidshow channel. Citizens who are not wearing appropriate clothing are treated accordingly (i.e. Chased by department members wielding spray bottles on a 'rainy' day.)
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moongoblinsims · 4 months
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𝖊𝖗𝖎𝖈𝖆 - 𝔱𝔥𝔢 𝔯𝔞𝔫𝔤𝔢𝔯
for @puppycheesecake's rpg challenge
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ask-artsy-oncie · 5 months
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ORAS could have been so good if the gameplay had just been overhauled properly.
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multicolour-ink · 9 months
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I don't wanna get anyone's hopes up here, BUT:
If the Super Mario RPG remake does really well, that could be the push Nintendo needs to resurrect the Mario & Luigi series!
That is a possibility 😃
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irademoshiroq-q · 5 months
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Yo hice este dibujito para saldar una cuenta con mi mejor amigo, y pues aquí estamos por que también me pidió que subiera algo aquí para que mas fans de TOME vieran esta cosa que hice, es mi primera publicación y pues tengo nervios, espero que les guste.
PD: No sé hacer fondos, perdón.
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kudotsurugi · 7 months
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X-Whip Comics Season 2 Ep.3 (1/??)
And so we begin the next chapter in the Guilder's Crown arc: the Exhibition Match! This chapter, we'll get an idea of how the new rules regarding super forms come into play. And who better to show it than two of the most famous players in TOME!
As a reminder, this is a story that takes place after the events of a What-If Season 3 story that I made before the A2Z movie trilogy was even conceived. So while some things from the trilogy may carry over, this is essentially a separate timeline.
Episode 1(Part 1 / Part 2)
Episode 2(Part 1/ Part 2/ Part 3/Part 4/Part 5)
Episode 3(Part 1[HERE]/Part 2/??)
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Welcome to X-Whip Comics, a series of comics featuring some characters from the TOME RPG and their random shenanigans.
These were initially comics I shared on a Discord server, but I was convinced to share them online, soooo.…. here we are! All characters presented belong to their respective owners.
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