a top banana D&D session. Got some backstory stuff into play, some mystery which leads to ongoing things, a cool new item, a bunch of inept physical comedy, a big fight which I really thought was going to go the other way for a bit, and begun the next module which should occupy the next couple of sessions! Fun fun :)

I've published my journalling Borealis as EPUB, along with why I think people should make epubs as well as PDFs... because a PDF is just so hard to read on your phone! If you're making a RPG module, ruleset, etc, please do epub too, that would be lovely.
stuartlangridge.itch.io/boreal

Random idea: a D&D magical item, a ring of keys, where if you touch a key to it while saying the command word, then later pressing the ring to a lock opened by that key and saying the command word again will unlock that lock. Common versions of the ring of keys can hold one key, uncommon versions three keys, and rare versions as many keys as you want.

Mostly the ui and topic specific groups and the community, but circles are a part of that yup

If you want, you can move your Mastodon account from one instance (server) to another.

Moving lets you take your followers, follows and some settings with you.

1. Create a new account on the instance you want to move to, but DO NOT delete the old account.

2. Log into your NEW account, go to Edit Profile > Moving From A Different Account, click on "create an account alias" and follow the instructions.

3. Log into your OLD account, go to Edit Profile > Move To A Different Account, click on "configure it here" and follow the instructions.

4. On your OLD account, go to Preferences > Import And Export > Data Export and download the settings and follows lists.

5. On your NEW account, go to Preferences > Import And Export > Import and upload the lists you just downloaded in the previous step.

After doing all these, your old account will redirect to the new one, and your followers will transfer automatically (with a short delay).

#MastoTips #Mastodon #FediTips #Fediverse

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Welcome to lots of people coming here! Good to see more people ready to talk about their games, listen to others about their games, and get into discussions about them. I’m a D&D bloke myself, but I like learning from others about the stories they and their groups tell together and how I can be better from that!

Taking an action (attack, cast a spell, etc) means you automatically fail the dex check (but you get to do that thing).
Each round, everybody rolls on the "complications" table, and then that complication happens to the *next* person in initiative order! That's a lovely wrinkle. (Table attached, but making up one's own would be fun.)

I think this is a neat mechanic. It suggests using common sense: if someone's got a very fast fly speed, let them catch up 2 steps, frex. Now I wanna use this.

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There's a nice D&D 5e airborne chase mechanic in DDEX2-10, an Adventurer's League module called Cloaks and Shadows.
The villain flees, flying; the party pursue. Ignore flight speed; there are 5 distances, adjacent, close, medium, far, and extreme. Each round, everyone either takes an action or rolls a Dex check. Less than 10 by a party member means they fall back one distance; <10 by the villain means everyone catches up one. 15 or more by a party member catches up 1; by villain, gets away by 1.

I said "Maybe you deal three cards for a battle and deal three to the enemy and the player chooses which opposes which? This is a big advantage to the player"

I've just simulated this, and it's a GARGANTUAN advantage. With random deals, three to me three to enemy, pair my 1st vs their 1st etc, my score is average 0 (as expected, since it's random).
If I choose which order my 3 go in, I get ~800 points from 1000 games.
That's loads. Too big an advantage, maybe?

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also, what happens when your card is a king? that's a 13 which doesn't appear on a clock, so how does it become part of the path? it could be special and good (maybe it counts as a Q, i.e., straight North) or special and bad somehow.

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Thought: I implicitly assumed that you can build the path from any point on the existing path. But if you do that then everyone just makes bad cards, i.e., non forward cards, point out the bottom of the tree, and points good cards forward, and that means every tree goes forward the maximum possible. So this suggests that you have to place the new card on the most recently placed card.

It’s probably possible to mathematically work out how far you get but I’ll just stimulate it 3m times

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Also let’s consider how far away the destination should be. There are five ranks that go forward: Queen (goes one whole card forward), ace and Jack (go let’s say two thirds forward), two and ten (go let’s say one third forward). So that’s 1 + 2/3 + 2/3 + 1/3 + 1/3, times 4 = 3*4=12 cards forward from a full deck. But you also go sideways. So how far forward should the destination be?
Also, how often are wins expected? Solitaire games usually fail, that’s what keeps you playing. Are we the same?

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Maybe you deal three cards for a battle and deal three to the enemy and the player chooses which opposes which? This is a big advantage to the player, but importantly it means that battles contain player agency, not just randomness.

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Winning the battle lets you place this card on the path. Losing does not. If you stash a card (spades as armour or clubs as extra attack) do you still have to fight the battle? Don’t know. My immediate thought is no, but maybe that’s unbalancing.

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Another special feature to go along with spades for armour is clubs for extra attack. If you deal up a club you can stash it rather than add to the path. When battling, you can elect to add a club to a round BEFORE the round is dealt. You can then add that club to your card + SKILL for that round. If you lose anyway even with the club then the loss counts double (so you might lose by four points or more!)

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Note that although there’s no hp there could be armour as previously described. This would mean that you can sacrifice an armour card to turn one loss into a draw. This could turn a loss by three into a loss by two or one or even zero (but you can’t win with armour). You collect armour by dealing a card for the turn and if it’sa spades you choose to put it in armour rather than use it to build the path.

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Question: should it be allowed to delete cards midpath? This leaves a gap in the path. You shouldn’t be able to win by reaching the king of diamonds if there’sa gap. But having gaps mid game seems ok. Maybe you can only add cards to the path bit you’re currently on? Is that pointless bureaucracy or a good restriction?

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Ok, there’s no hp. A battle is, deal you a card and them a card, and add your SKILL and theirs. Do this three times. Then you might lose three times, lose twice, lose once, win one, win two, win three. Losing means you lose that many cards from the path. Winning means next turn you can deal that many cards plus one and choose the one you want, rather than simply taking the next card up.

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Idea: the player gets scores (think SKILL from fighting fantasy) which are determined by a card draw at start. A card is an enemy with SKILL equal to its value. Then a fight is, shuffle the deck and deal two cards, one for you and one for them; attack value is card + SKILL. How should we handle hit points though? I want the player to not need a separate piece of paper; everything is the cards. So keeping your hp on paper and deducting from it is rubbish.

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