I think what really makes this whole situation is that before-hand, my character honestly and solemnly intimidated the fuck out of him, succeeded and then followed through with the heaviest series of hammer blows the world has ever seen. The punchline was already in motion after the first successful intimidation.
I got an idea for a campaign THE PEASEANT CANNON CULT: basically there will a cult in a Village or whatever and they will mind control people or just recruit people to create a gaint peaseant cannon to idk... I just thought of this and wanted this to be seen and also the players can choose to help or stop the cult
it's really fun that you are taking us through the design prosses of the game. I dont know the full math behind the game but its already sound like a lot.... kind of unique, I like it. I hope it will evolve to give GMs tools to build encounters better then CR level in dnd.
@@OffbeatOutlawas someone who is looking to do a lot of home brew monsters, it’d be nice to see something that is more intricate than the D&D system. One of the biggest problems with the D&D cr system is that it lumps high ac low hp and low ac high hp monsters together. The former takes one lucky hit and the latter one a few average hits. Also, a high ac foe is a lot more annoying when it’s using a ranged weapon.
Okay this sounds super interesting! One thing I wondered - im sure this was brought up and the idea dismissed at some point - but when you mentioned only rolling once reduced the variability, my mind went to rolling only some of the dice once. Example - if you're making two attacks with three secondary dice you roll your secondaries first, roll a d20, add the secondaries to the result of that 20, then for your second attack you roll another d20 and add the same number from the secondary dice. So one is used for variability per attack, one is used as a consistent buff for the entire action? Idk how that would shake out, but i could see something coming of it
Have you thought about having static negative modifiers for some attacks and some static positives so that you declare which attacks you're going to use and after you see which ones actually hit with the risk taken into consideration.
Static modifiers are going to be more special in this game as everything else isn’t static. The game feel of static mods and damage is different you know? But it’s a great idea!
Here’s an idea, a minimum modifier of -1 were the creature making the check subtracts a d6 regardless of Dice Rank form the roll, during character creation you can subtract 1 from a score to get a +1 to another, I’d suggest only being able to do that once.
Haha. Yeah. Relatable. In WF we had a person make a build that did 20 million damage. The highest damage build before that was 900 and that was considered a lot of damage.
Honestly, at first, you had piqued my interest when you could deal 300 damage at lvl 3 with 1 buff, but when you implemented the rank system, your game immediately became shit and I lost interest just as fast
I should re-watch the forever DM.
I clicked on this by accident while rewatching the forever dm 😂
Whoever edited this video did a fantastic job
My new editor is awesome!
Very excited for the game to come out! Long live fireball 🔥!
I am interested to see your design work. I address these very issues.
@@ladyofpain I’m most excited to get a chance to play it, if a beta ever releases. Solving issues is always a process when making a game.
They speak of a legend in the far corners of the world. The legend of . . .
The Gamer Supreme
Developer updates are always so much fun!
This sounds so amazing! poor bandit.
Former bandit, now a fine mist
Dwayne the Rock Person has gotta be renamed- however he will go down in history as the impossibly fast and unflinchingly righteous dreadnaught
I think what really makes this whole situation is that before-hand, my character honestly and solemnly intimidated the fuck out of him, succeeded and then followed through with the heaviest series of hammer blows the world has ever seen. The punchline was already in motion after the first successful intimidation.
I got an idea for a campaign
THE PEASEANT CANNON CULT:
basically there will a cult in a Village or whatever and they will mind control people or just recruit people to create a gaint peaseant cannon to idk... I just thought of this and wanted this to be seen and also the players can choose to help or stop the cult
How could this day get any better?
Offbeat outlaw uploaded?
This day just got better :)
it's really fun that you are taking us through the design prosses of the game. I dont know the full math behind the game but its already sound like a lot.... kind of unique, I like it. I hope it will evolve to give GMs tools to build encounters better then CR level in dnd.
That’s definitely a major philosophy
@@OffbeatOutlawas someone who is looking to do a lot of home brew monsters, it’d be nice to see something that is more intricate than the D&D system. One of the biggest problems with the D&D cr system is that it lumps high ac low hp and low ac high hp monsters together. The former takes one lucky hit and the latter one a few average hits.
Also, a high ac foe is a lot more annoying when it’s using a ranged weapon.
1:40 this game is gonna be GREAT for the dice market
Okay this sounds super interesting!
One thing I wondered - im sure this was brought up and the idea dismissed at some point - but when you mentioned only rolling once reduced the variability, my mind went to rolling only some of the dice once. Example - if you're making two attacks with three secondary dice you roll your secondaries first, roll a d20, add the secondaries to the result of that 20, then for your second attack you roll another d20 and add the same number from the secondary dice. So one is used for variability per attack, one is used as a consistent buff for the entire action?
Idk how that would shake out, but i could see something coming of it
When this is in a pre release phase please have the forever DM and Rouge play it.
This content is enjoyable. You in front of the camera presenting something you are passionate about.
Have you thought about having static negative modifiers for some attacks and some static positives so that you declare which attacks you're going to use and after you see which ones actually hit with the risk taken into consideration.
Static modifiers are going to be more special in this game as everything else isn’t static. The game feel of static mods and damage is different you know? But it’s a great idea!
@@OffbeatOutlaw yeah, I've just been there where you overlook a very simple concept. Curious to see what those static effects are going to be.
Here’s an idea, a minimum modifier of -1 were the creature making the check subtracts a d6 regardless of Dice Rank form the roll, during character creation you can subtract 1 from a score to get a +1 to another, I’d suggest only being able to do that once.
Ofc it was Komai 😂😂
Haha. Yeah. Relatable. In WF we had a person make a build that did 20 million damage. The highest damage build before that was 900 and that was considered a lot of damage.
I think the enemy would be little dead
Exploding dice is a sod to balance
At first I was thinking, “he’s going to say he switched to Fate dice for the secondary dice.” Interesting either way.
Hey, addition is for bigger nerds than people who play d&d. (Im lookin at you math majors)
You should add a piss tsunami apell to the game😂
I want to say that I completely stole the stacks mechanic for my own ttrpg. It’s just the perfect buff/debuff system
I wonder if your fighter/paladin/warlock build is viable in BG3
Where do you buy your dice, it's so sharp looking and pretty
Dispel dice!
@@OffbeatOutlaw Ah, thank youu
Love it
W
Have a good day
Honestly, at first, you had piqued my interest when you could deal 300 damage at lvl 3 with 1 buff, but when you implemented the rank system, your game immediately became shit and I lost interest just as fast
Just do some 5e videos pls
Im like, early