No.58922
Since the game is still a WIP, and there will be lots of game design discussion. Therefore, I'm opening another thread to contain all the game design banter so watchers and players alike have an easier time reading both.
Game thread as of this post:
>>58635
>>58910
Basically, it's how I worked the ambush mechanic into PvP Let's say a dark girl and a pure girl are in connected rooms and both move toward each other. Whoever rolls higher gets to choose which room the encounter happens in. (This is currently listed where the higher roll would cancel their move on the assumption it would put the winner on favorable ground, but having the winner pick might be a better idea) But that's not the detail you were asking bout.
If one player gets a 10, and the other rolls a 7. The first would get a bonus attack if they were pure and moving towards a monster, while the other gets a normal move. Assuming the player that rolled 10 is either corrupted or there are no monsters to hit, the bonus attack hits the player that rolled a 7.
If it was a 3 against a 7, the player that rolled 3 would get an ambush hit if they were a pure girl moving towards a monster. The other player in this case gets a normal move, and is thus in a higher "result tier," and gets a bonus attack i the place of a monster if none are present (or opposed)
A 10 against a 3 doesn't get a second bonus attack for being two "result tiers" up though.
Also, remember I've decided that priority should be equal to move order, so the flee battle command still needs an update. The roll results should focus on what's in the next room, as current room results only apply if they're declared first. (and maybe if they're from allies, so there's no waiting around hoping another player will use a heal.)
Probably just add two "Fail to escape" above a critical miss
No.58923
>>58920
I'm going to say perhaps an attack penalty.
No.58924
>>58874
I find it easier to get up if the alarm clock doesn't make me want to ignore it out of spite.
Get an alarm clock that can play music you choose. That radio function that's so common is total chance, and not to be trusted.
Pick something that's not totally jarring to hear out of a dead sleep. Elevatorstuck has been the best for me so far. You may want to change it up periodically though, novelty can help.
For those days where I have about 8 hours between end of shift and the start of a new one, I throw a 5 hour energy in front of my alarm clock.
No.58928
>>58923
Works for me. I'll pen it in as a possible.
Right now i'm crunchign numbers and possibilities on anydice for my write-up - looking at the possibility of moving to D8.
Bear with me here - it would make combat a lot more interesting and kind of consolidate possibilities to 1 bad 8 good, and grades of 2 in between. also +'s and -'s making a bigger difference than on d10.
I said I'd try to get something up today, I may just barely sneak in by midnight.
I'll have some more action types to choose from as well as basic things like pass or whatnot being reexamined.
back to writing!
No.58930
>>58928
d8 sounds nice, I mainly went with d10 because that's what Ero-Empire was using. It's also less clicks when setting die to a post. So crit hit/miss, and three results in between?
No.58931
>>58930
Something like that.
1-3 on d8 is a 37% probability range, so its kind of a tossup between having 4 sets of 2(with 'crits' being the upper/lower half, not crits on 1 and 2).
a d10 attack currently misses on 1-3, which is either 1-2 on d8 or 1-3 on d8 and i'm not sure which.
Basic move odds as they currently stand
Move: 50% Success
Flee: 30% success, 30% at-price-win
Attack 60% success
Aimed: 40%
Purify: 60% hit 20% feedback
So the question is, err on the side of success or failure?
No.58937
>>58931
I'd say tip towards success overall as anti-fustration. 37% fail rate is fine for most things.
Well, I was thinking it was 1 for a crit miss, 8 for a crit hit, and then 2+3, 4+5, and 6+7 being three different results for a total of five outcomes, usually. We could go with four potential results on all four pairs as well, based on the action in question. not everything needs a crit hit/miss.
Come to think of it, a crit miss on move is kind of up in the air, haven't thought up anything satisfying since the start where girls lost purity only when captured, which happened normally when HP was zero, with a crit miss move letting a monster capture at any HP level.
I kind of want to ditch aiming by the time d8 could be implemented though, I'd rather stop throwing attack power into the trash on the armor system than make healing just as complicated to compensate. As-is, we have layer buffers and attacks on bare or low-armor areas taking extra bites out of everyone's DPT in a way that I don't know how to calculate. Take that out and it's just the die, with everyone doing 75% DPT on average, where non-consecutive healing is 50%
No.58951
>>58937
Working on d8ifying.
Hey, how big is the bonus against grappled characters? All it says in file is the rolls improve. How much on d10?
No.58952
>>58951
Additionally, as far as intent: bonus applicable allies or enemies? Is it a field-day to gangbang anyone Captured, or is it mostly for the side controlling the capturing?
No.58982
>>58951
>>58952
It was a +2 to rolls against a captured character. (Which I've been applying as everything between the crits slides two digits.
Arguably, it shouldn't be applying to friendly actions in what I've made because none of the actions targeting allies demand a roll.
No.58983
>>58982
Oh, realized you might be asking just the one doing the capture or all enemies, and I'm going to say all, because there are capture traps.
Though now that I think of it, capture might be OP with that addition, it already prevents any actions besides "escape capture." Though if someone's immobilized, it doesn't make sense for hit against them to miss.
I've been thinking of increasing the chance that capture will work by having the strength of the capture vary. as-is, you need an 8 or higher the first turn, and that number is supposed to lower each turn you remain captured unless your escape is a critical miss.
No.58985
>>58983
I've got that part covered, it was just a matter of intent. As is capture is good but also a downside if you don't make it count. More on that when my sunday game is done.
No.59014
>>59005
I have a feeling that the long time between turns, despite being implemented to account for people busy, might've actually turned some people off the game. I know it can be bothersome waiting a long time for anything to happen. Unfortunately I don't really think there's a solution for this. I would say process daily and have the players give their character a little "ai" for the others to move for them in their absence, but that'll just turn people away for different reasons.
Maybe we should switch to doing checks on specific days instead, just so people get a sense of a schedule.
No.59030
>>59014
Yeah, I've found it frustrating myself, as the deadline was meant to be the maximim number of days between turns, not the time when the turn would happen. I was hoping for daily turns most of the time.
Maybe pick two days a week as "hard update days" where a turn happens no matter what.
Maybe, I should probably go back towards my original ideas, and have rules as follows:
If you're absent for three full days, we move on without you (maybe giving an AI action as more recently decided.) After that we only wait two more days for you, and if you still do nothing, the character is set aside for possible removal so I'm not accumulating an army of NPCs. The day after is the last chance to jump back in before your character gets a soft retconning.
That's a full six days, most of a week. I don't think any of us want a single player to be slowing down the game longer than that with thier absence.
Yeah, I know things happen, but internet silence on an anonymous image board can mean anything, and we can't be expected to keep everything warm for you when there's no way of knowing if you'll ever come back at all.
On a lighter note, anyone care to try the 6d game out as we play the journey to the boss room?
No.59032
>>59030
I think waiting for the deadline is almost an unavoidable inevitability, unfortunately. The way the game works, especially with it getting more difficult and complicated at times like during this fight, makes people want to discuss it more and more to be sure they're making the right move. But because everyone's free and busy at different times to one another, this often leads to long periods of waiting around for replies. I'm afraid a teamwork based game on a forum is always going to be slow unless everyone is free at the same times every day.
Should we have everyone try out the alternate system for this next part?
No.59053
>>59014
I just added in a suggestion to the CD rules in the planning document with something along these lines, in the 'Other Clarifications' section. Basically, my thought is that absent magical girls can just have the GM briefly run their character until they return, using the Cooperation rules to add their roll to somebody else's action, rather than having actions of their own declared for them. It struck me as a potentially solid middle ground between absent characters just getting taken over entirely and absent players not being able to contribute much while they're gone. And of course, between floors would be the big checkpoint where inactive players are dropped off and new ones recruitment for the game.
>>59030
>On a lighter note, anyone care to try the 6d game out as we play the journey to the boss room?
>>59032
>Should we have everyone try out the alternate system for this next part?
Are you both referring to the CD rule-set? I'd certainly be up for trying those rules out. We could say that our characters escorted all the rescued girls out of the mansion and start back off in the entry room, perhaps.
No.59058
>>59030
Sounds good to me, I'll try to be more prompt. And hell yeah I wanna try the d6 mode!
>>58937
Maybe take a page from Dungeon World and have one grade be "success, but…" with each enemy/room/trap having 2 or 3 things that could happen. Maybe make it optional, if you roll (range) you choose to either miss or hit and something bad happens.
>>59053
Having them cooperate isn't a bad idea, but we want to avoid ALL THESE NPCs. I feel like if we want their help it's on us to give orders and protect them.
No.59067
>>59058
Starting fresh without any 'wild' Dark Magical Girls running around will probably help, there, as will offloading any players who fall into NPC territory between floors. Though, now that you bring it up, it probably would be worth considering some way to write out NPCs and NPC-ed player characters mid-floor if they wind up starting to get too numerous, especially if we can come up with a way to bring them back in if their players wind up returning.
No.59069
>>59067
I need to check out cthulu dark, but I do kind of like having it as an option to handle like, investigative, social, romance('team building exercises') and other NON-combat features of a game.
It sounds like its pretty much a 'd6 roll high' system, though?
No.59071
>>59069
Pretty much, yes. It was designed to be simple, quick, and easy to adapt pre-published Cthulhu-related scenarios for, so the rules were kept as light as possible.
No.59072
>>59069
Yo wicked, i've been going over the design history for the Move/Flee commands
what exactly is a 'ambush by monster?'
Low rolls seem to change around between bonus attacks and captures - does that one spawn a monster to fight instead?
No.59073
>>59025
>>59037
So are we all basically thinking of using the interactivity of the Eropad to play out a scene, and then pastebin the scene after it's finished?
No.59074
>>59072
Well, "ambush by monster if present" is kind of the full idea. Most rooms had at least one at the start of any round. Basically, a bad roll when uncovering a room would have one of the monsters hitting you.
As for capture, I haven't come up with anything satisfying to replace the initial idea.
Originally, you just had HP and an alignment score where more than 10 was pure, while 10 or less was corrupt. Normally, when your HP was reduced to zero, a monster would capture you, which doubled as it's corrupting attack.
So basically your character starts getting molested when they run out of HP. Until you re-transformed, you'd be stuck at 0 HP, and any monster could re-capture you if you got away.
The critical miss on a move action would have a monster being able to capture you without emptying your HP.
No.59075
>>59074
Hmn. Is 'ambush' a specific action, or just an attack?
regular moves went from from 2-4 monster gains free attack to 2-4 monster gains free ambush on the etherpad. Did an old ver get copied in by mistake?
No.59082
>>59075
"ambush" is just an attack, wording was changed to be clearer.
No.59084
Alright, girls and boys. I'm falling over here, but I just dumped all over the game design doc. It will be really familiar but MUCH more interesting, with a lot of holes plugged up in terms of elegance and usability. I'll be back to expand on it after a nap.
Go check it out at the bottom!
No.59149
We should totally come up with a common, canon backstory/explanation for the "academy", I think it'll be fun to be able to include it in more detail in scenes, but I didn't want to go ahead and just monopolise ideas for it myself whilst writing with those I've been playing with so far.
No.59152
>>59149
Well, Since I started the game and It's somewhat based on my f-list characters, I'll lead. The setting is something like a magical x-men, where some people get powers around the time they hit puberty.
[Insert elegant name here] is located to the center of Connection City, a metropolis built around the meeting of three major highways.
The academy's headmistress is a woman named Sarah Carver, more famously the Silver Valkyrie. In her youth, she was a famous magical girl who's actions culminated in defeating "Queen Misery," a powerfully gifted girl who lead an army of magically powered outcasts in a conquest that took control of Connection City.
Both Queen Misery and Silver Valkyrie Vanished after the conflict, and young people within Connection City stopped gaining special powers, making it something of a more peaceful place than the surrounding world. Sarah herself lost all memory of her abilities and all related events, leading an ordinary life until a few years ago. A monster from outside the city wandered in and attacked her daughter, forcing her to instinctively call upon her magic.
What later became the academy started as a underground network of gifted women and girls who banded around Sarah's experience.
No.59154
>>59152
So far I've been working on the assumption that at least some of the girls live within the academy itself (Splinter and El do anyway), though whether due to circumstance or merely convenience, I'm not sure. How many girls do we think are training at the academy right now? I don't think it would be a particularly big number, but more than there are players for sure.
No.59155
>>59154
The academy is a new thing in-universe, and it's been built with much larger numbers in mind, so the place is pretty big and empty to the current students.
I'm thinking about fifty.
Some of the older members miss when it was more of a club, but Alex is glad she doesn't need to make LCDs for the communicators herself anymore.
No.59157
>>59155
I'm assuming the academy also serves as a replacement for regular schools, meaning the girls take more traditional classes along with their magical girl studies. I was thinking the place is equipped to teach girls from as soon as they hit puberty all the way up to about 18. Anyone older than that usually works as a teacher rather than a student, or simply uses the academy as a hub of some kind whilst otherwise going about their lives as normal. Does that sound good?
No.59161
>>59157
Yeah, that sounds pretty solid. There's also a building for veteran girls on "standing watch."
worldbuilding is what really gets me going
No.59163
>>59152
>>59155
When it comes to Lily's backstory, the basic thought I had for him was that his mother was the original Lily Pure Samurai, and that he took up the mantle after she gave him the uniform and sword on her deathbed.
From the sounds of things, I'm guessing that the setting has a decently-long history of young people gaining magical powers and dressing up in colorful costumes to fight evil, but that the academy represents one of the first and most recent attempts to start openly organizing and forming a larger, united front among the colorful costumed crowd? If the academy's teachers and graduates get to have some level of recognition by and cooperation with various officials in Connection City as a result of that, it would certainly help with figuring out Lily's exact motivations in trying to pass himself off as a girl and become a student there. His overall motivation is to carry on in his mother's footsteps, and if the best way to do that would be to start crossdressing and enter an all-girls school, then he wouldn't hesitate to go for it.
No.59164
>>59161
Well, let's get you going then~
On a more micro level, I don't know about the other girls, but I was thinking Splinter is in her last year, already 18.
This is an all-girls academy, right? Well, it's supposed to be, anyway. Are there going to be any male members of staff then? And whereabouts in the city is it? I figured it's more on the outskirts and in the centre, some place where they'd be able to have a big field and lots of land for sports and training.
No.59165
>>59163
The Valkyrie's seal lasted no more than 10 years, and mixed feelings persisted after Queen Misery's invasion. It took some heroics on the part of the group to warm people up to the idea of supporting the gifted.
Of course, Silver didn't do it all on her own, and some of her previous allies took to watching for anything bad wandering into the "safe zone." Both so Sarah could enjoy her ordinary life, and because the people within had no means of defense against magic threats.
>>59164
Perhaps the system is more merit-based, and doesn't so specifically demand time. Especially since puberty is the usual time to be gifted and it can happen much earlier or later in some cases.
And I was sort of thinking of having a male group on the other side of town, almost in a mirror image, led by a love interest of Sarah's from before her memories were sealed.
No.59167
>>59165
Do the male and female academies ever meet up for events and trips then? I don't know about the rest of the girls, but Splinter would relish the opportunity to "train" with the boys.
Either way, if there's a male school too, a corrupted magical boy or two would be a good excuse to get a few cocks into battles in the future.
Considering the constant danger of monster attacks, I'm imagining a world with a few really big cities that are safe and then very little between them. Smaller villages don't have the resources to both expand and defend themselves from monsters so there aren't really any mid-size towns. That sound about right?
And this probably doesn't need saying since I figured everyone's already thinking along the same lines anyway, but technology is more or less in line with the modern real world.
No.59170
>>59165
Hmmm. In that case, I'm open to suggestions on reasons why Lily might be at the girls' academy specifically, rather than the boys' academy.
I'm assuming it's probably not just something like pic related…
No.59171
>>59170
Perhaps there's a traitor within the academy and Lily's mother realised this, but wasn't able to find out who exactly it was before she passed away. Along with her uniform and sword, she also gave him one final task to find the traitor, for the sake of everyone. Of course, if he were at the male academy, he'd hardly have the chance, so he finds his way into the girls' academy instead so he can look for clues whilst still training.
Of course, I doubt the picture is entirely untrue as well anyway.
No.59173
>>59167
I was thinking the Mystic Knight Academy would be close enough to make cooperation easy, but far enough that it it's not easy for students from one to sneak to the other.
Well, monster's aren't roaming the countryside for the most part. All the magic comes from people, and some people have powers that let them make monsters.
Tentatively I'm thinking spirits whose influence is limited, and handing out powers is one of the few things they can do.
In Lily's case, if it were up to me, his mother's patron spirit stayed to watch, and gave the same gift upon transfer of the sword and clothes.
As for why lily goes to a girls school. . .
Maybe Lily has a twin sister who he's posing as. She gained very dangerous powers of her own and stands to be a problem. Maybe he's there to make sure she doesn't enroll and start to cause trouble.
Course, that's just a suggestion off the top of my head.
No.59176
>>59173
So, the real question is, would Lily rather be raped by a corrupt teacher or his evil twin sister~?
Also, maybe we should brainstorm ideas for the academy's name? "Magical Girl Academy" sounds a little on the nose.
Maybe something like, "Valkyrie's School for Gifted Girls"
Also also, perhaps we should have everyone make their character's age (or at least apparent age) clear during character creation. Honestly, I hadn't even realised that Valkyrie was anything other than another girl of a similar age until this thread, so it would help to avoid confusion like that in the future.
No.59181
>>59171
>>59173
Combining these two ideas a bit, perhaps Lily's far-more-badass-than-he-is sister (first pic related) wound up disappearing shortly before graduation at the academy, and he's going in undercover to find out the truth of her disappearance for himself? The official explanation would be that she dropped out with no reason given, and the staff at the school would probably even believe that that's what happened, but he knows his sister wouldn't just up and leave like that, especially not without sending any letters home or anything, and he is certain that something terrible must have happened…
>>59176
Well, it's his sister, so if given a choice, I think he'd definitely prefer the corrupt teacher. I myself am perfectly fine with him not being given a choice in the matter, however~
As for the name, I'm thinking it might be fun if the boys' and girls' schools actually had complimentary names to one another. The St. Artemis and St. Apollo Academies for Magically-Gifted Girls/Boys?
No.59183
>>59176
Oh, and in terms of age, given the second image in >>59181, I'm thinking that Lily is probably older than he looks, but is taking advantage of that to further obscure his identity. His school transcript says he's a 13-year-old girl, but his actual age is probably more around 16 or 17.
No.59188
>>59181
I must admit, the idea of his sister showing up in the tower and spreading her corruption to him by riding him whilst mocking his inferior "swordsmanship" sounds super hot.
Matching names for the schools sounds like fun too. Would using Aphrodite and Eros as the names for patron saints be too on the nose?
No.59200
File: 1447220320608-0.png (Spoiler Image, 1.24 MB, 710x1159, 710:1159, Samurai Schoolgirl 1.png)

File: 1447220320612-1.jpg (Spoiler Image, 104.84 KB, 850x665, 170:133, Samurai Schoolgirl 2.jpg)

>>59188
Hmm. Okay, I think I might have found a better look for Lily's sister (see images). And as for her corrupt form, I'm actually thinking she'll have a bit of a family resemblance with her brother when it comes to her behavior while corrupted. She'd be rather bold and confident and have a take-charge attitude normally, but bring up physical pleasure and she suddenly becomes rather shy and demure. Rather than riding him, she'd be more likely to try to seduce him into riding her, somehow.
The most immediate option that comes to mind is some aphrodisiac drug or lust-causing trap…
Hermes and Aphrodite might be a bit more subtle of an option to get a similar meaning.
No.59201
>>59200
Perhaps her blade is cursed and corrupts on touch. That could be her trait, every attack causes one point of corruption too, as long as they're showing enough skin already.
No.59204
>>59188
>Would using Aphrodite and Eros as the names for patron saints be too on the nose?
Very much so if they're conservative enough to divide students to cut back on fraternization. I was thinking something to so with the lead figures.
Perhaps the Fraternity of Nights and the Sorority of Valkyries? Haven't decided on anything specific for the male leader, aside from that he'd totally be married to Sarah in an AU where she hadn't lost her memories. So he could have a different theme to lend to the name of his school.
As for my characters:
Silver Valkyrie:
Gave a lot of her backstory already, famous, sealed her memories and powers, went ordinary housewife, had a daughter, and now her ememories and powers are back.
Age: 30
Crimson Axe
Age: 19
She was one of seven friends gifted together, who fought as a team. She was always the weakest of the group as she didn't tap into the full potential of her powers until one fateful mission where all six of her friends fell in battle. It was then she finally learned that her potency was linked to her anger, and single-handedly avenged her team. She carries a deep case of survivor's guilt, which causes her to avoid getting close to people, and becoming very protective of them when she fails to remain distant.
Sugar Diva:
Age: 17
Not really meant to be a warrior by her patron Spirit, Sugar Diva's abilites were supposed t make her a star. High regenerative skills are a accidentally re-purposed costume-changing ability. Her magic microphone allows her to speak into the hearts of others.
Passion Flower
Age:15
(On F-list, she's non-transforming, but adapted her to fit here.)
A girl with the power to grow and control vines from her body. She has a distinct lecherous streak, and takes advantage of other girls in need of her healing abilities with little lies about the process needing abundant contact with bare skin.
No.59266
>>59161
>worldbuilding is what really gets me going
yes! :) then lets get you GOING.
Typed this up earlier but never posted them, i see this has taken off! Warning, latter halfs maybe rambly. Kinda tired over here.
My looose and unspecific assumptions for Isabel were that since Magic Is A Thing and she comes from a family with certain predispositions, that those with the gift and sorcery are kind of out there, but I wasn't sure how public or in or out of the shadows it was - i like the comparison to a semi-secret x-mansion.
So she had an earlier start with her magic, and she came from a private school of sorts. Generic, but just a nod towards needing an earlier start learning stuff. The kind of thing that might come about as a result of not actually killing this thing in their bloodline would be worse, but still have to carry on - with the MGA being an outstanding place to spread wings and gain experience under some wiser, established tutors who can do more than just instill framework and nurture the spark of sorcery. So, she's a transfer. Which seems to fit the way the others both look up to isabel and treat her as something exotic , something worth having.
>>59084
>but I didn't want to go ahead and just monopolise ideas for it myself whilst writing with those I've been playing with so far.
Man, just dump your trains of thoughts because I'd like to hear what's on your mind.
>>59200
So are we thinking, like - all girls boarding school, or more after-school club activity, or even some 'take other classes here while attending x y or z? that you see places outsource to'. Your age range is, I think somewhere in the ballpark of 16-22 and you want to invent a reason to put all those age ranges in one place.
I think the most fair basic comparison to make would be 'magical day care' that grew into something more as things started getting more serious, people had to train, then show their protege's how to do it - adding 'magical ymca' to the list of facilities, and then make use of people they had on hand to save the day… the x-mansion seems a fair comparison. But I don't think it would really stop there. You could stand to take it a little further - its not just a school. impressionable dangerous wizards shouldn't be kicked out and cut loose, but retained and continuing to grow.
You want to acknowledge and address the underage-issue on some level(wher's the cutoff? whats too young to be icky?) - and i think that limiting it to a certain age range of 'all high-schoolers' is ultimately, well, limiting. There's not so much years as courses, memberships - with collaboration comes community, and chances to help figure magic out. It smacks more of 'college lab' type situation only with sorcery, alchemy and science instead of chemistry.More of a magical community banding together. Or, really: Acknowledging that there's other places out there (that boys academy) and making the MGA self-aware that this is kind of a hard thing to do right - their draw and attaction is they just have a system setup where high and college flows together right under the same room - a positive atmosphere where people want to stay.
If you want to be more realistic, think about locale. There's flavors to draw upon: Europe has magical london of hogwarts, or the urban fantasy of large cities (dresden). This is not one of my strong areas though, and it may be better served with a generic or entirely made up location.
>>59204
those ages i think are a pretty good example of what i mean. You want to invent a reason to put those ranges under the same banner and then put them in a location where it wouldn't be out of place. Solve those issues, i think, and everything else will follow.
No.59267
>>59204
on a side note, could you unlock the player character sheet?
We're gonna want to be able to update things come floor and system changes soon - current stuff don't change followed by scratch-space for later revisions?
No.59274
>>59266
Right, if some people are just able to make monsters, it makes sense that the academy would have a few dark-arts specialists on tap (and a somewhat loose leash) for research and training purposes. wouldn't go so far as putting anything actually dangerous in the basement, the place is too new to have a pacified demon on the premises and Isabel transferring in probably raised a few eyebrows. How does she feel about donating a blood sample to the research lab?
Actually, that's an interesting thought. Is the school located in proximity to a seal or gate as a first line of defense/way to keep it hidden? Or is that a bit cliche?
>>59200
Oooh mystery~ I like it, looks like we have a rival set to appear at a critical moment. I wonder if any of the other students know anything, could be fun playing Scooby-Doo for a little if we make it that far.
No.59275
Oh right, are everyone's names public knowledge or are they kept hidden in school records to protect the gifted and their loved ones?
No.59277
>>59274
upon waking and some further consideration, i kind of likethe idea of a magical girl sorority - when sex monsters and corruption are the problem, safehouses and help for all the normal people who get caught up in it is a cool theme to have as well as a good way to both keep things semi-under the table as well as have high-profile backers.
also an overarching way to tie all the things the association and academy do together.
No.59286
Thematic question for the players: Kissing
How good should it be? For you, for the target? Should it be an afterthought, or (in)decently good on its own, or somewhere in between the two?
Reworkin sensitivity mechanics - it'll be good - could use some input.
Current premise is going from
0.3 -> 0.5
.7 - 1
1 -> 1.5
=2->=3 and changing the attack values to be the same, while gradually uncovering those in half-point dings as armor is whacked off.
This also opens up much more fun with traps, statuses, situational modifiers, and rounding favorably depending on how much skin the tempter is showing. Think you'll all like it!
No.59287
Also, wicked, if you could please post the current status effects for the players special maneuvers - stunned and distracted - and what causes them (spirit hawk is one of them), I don't have them and would like to take a look at em.
No.59304
>>59286
Perhaps kissing could be an alternate take on Tease/Tempt? Take minor alignment damage in exchange for dealing guaranteed minor alignment damage to a single other target, or something along those lines? I like the idea of it being useful, but not quite as good as regular alignment attacks.
No.59309
>>59304
Its more a question of how/when it factors into sensitivity equations, but i'll see what i can do
No.59327
>>59287
Stun has all rolls a character was involved in with two digits of difference against them.
So +2 to attacks against them and -2 to their actions. Arguably still OP now that I think of it.
Distracted reduces the afflicted character's own rolls, so -2.
No.59333
>>59267
Sure thing, it's just sitting there as-is.
https://oasis.sandstorm.io/shared/CK_KAoHsUcnLTPGiy3T6Yeh6697jdUQDJw7OuqL2HZz
>Actually, that's an interesting thought. Is the school located in proximity to a seal or gate as a first line of defense/way to keep it hidden? Or is that a bit cliche?
Magical bubbles may be a bit on the impractical side the way I see it. I'm going to just stick with the "standing watch" idea.
>>59275
>Oh right, are everyone's names public knowledge or are they kept hidden in school records to protect the gifted and their loved ones?
Good question. I'm thinking names are only released to certain people for compelling reasons, if it were public, Not only does that make them easier to target, But then also the fans for the more glamorous figures.
>>59277
>upon waking and some further consideration, i kind of likethe idea of a magical girl sorority - when sex monsters and corruption are the problem, safehouses and help for all the normal people who get caught up in it is a cool theme to have as well as a good way to both keep things semi-under the table as well as have high-profile backers.
Well, Powers tend to be unique in some way, and Empress Calista seems to have a very potent set of powers that are geared towards lewd for obvious dloylist reasons.
You get powered gangs, or lone nuisances, all the way to an army of magical people trying to seize the whole city. They have plans in place for things like powered invasions, but since membership is still relatively small. . .
No.59337
Okay, I'm tired, so this is my last post tonight, in case any of you were hoping to get a quick answer while I'm here.
No.59385
No.59386
No.59591
A fluff concern came to mind, having a magical girl academy being a publicly known thing while maintaining secret identities would be challenging to say the least.
If it's a dedicated facility, then it's a given about anyone who goes in or comes out is a magical girl. If they come and go in uniform, it's a simple matter of following them home.
So, the best idea is perhaps to conflate all of it by making it so magical girl training, registration, and counseling are functions that are part of, but not the sole purpose of, an educational/recreational facility. Perhaps a large plot of land in the center of the east half-circle. There will have to be some way of letting them transform while keeping their identities secret.
No.59597
On more game-related notes, Block Exit.
Basically Block escape is one of the commands that makes turning players useful to whatever team they're siding with, but it's limited for the current scenario.
Kind of Decided to break from the usual to introduce and use this command, in-mind, it works like Protect or Block Escape, but I don't know what the requirement would be for keeping it up. Protect stays if the target doesn't try to attack enemies, while Block Escape requires the user to keep targeting the same. . . target.
Block escape may be single-turn, and non-spammable like healing in the end. In the current case, Axe can only have it up for this turn, then she's on the pure side and it becomes moot.
No.59795
>>59597
Maybe you could attempt to push through? Roll ___ to pass. Maybe keep it for 2 turns, but if someone successfully pushes through it falls off immediately.
Also, Splinter is apparently having connection trouble. Just giving all a y'all a heads up.
>>59591
Sounds good so far. Will contribute if anything comes to mind.
No.60518
Happy thanksgiving, girlsluts!
No.60674
>>60518
I hope that you had a happy Thanksgiving, as well. I was a bit busy for a few days, but since I've got a little more free time now, I'll see if I can start working on some replies involving Lily later on tonight.
No.60683
>>60674
….
and boysluts, too!
No.60688
>>60674
That being said, I'm excited to see what you do in the thread!
No.60753
>>60688
I hope you enjoy, then.
No.61756
as a heads up my laptop just went down. Ill try to be in touch with people as best I can.
No.61768
>>61756
this was me :( workn on fixes
No.62080
OOC for the OOC thread!
So, I'm thinking of making a certain amount of fluff mandatory, to prevent things like how I originally failed to convey that the Valkyrie was a magical MILF.
Since we're generally using images for introductions, visual description is iffy.
Definitely background, such as how long they've had powers and what they've been doing with it. Source isn't so important, I generally imagine patron spirits floating around and handing out powers is one of the few ways they can interact.
Valkyrie: I think I've covered this well enough.
Sugar: She hasn't had her powers for very long, and sort of just joined because that's what she thinks you're supposed to do when you have powers. Loosely I picture her having been in some dangerous situations and getting out untouched with pure luck, feeding into a naive optimism.
Crimson: I'm thinking she spent at least a year with her original team, and was in her mid to late teens when the incident happened. After that she ran off on her own when her survivor's guilt and paranoia made it unbearable for her to be around people she cared about. After spending several years as both a shadowy hero and a nameless vagabond, Sugar broke through her shell and started something of a healing process.
Passion: When she first discovered her powers, she just used them to climb walls and peek in windows. Slowly she got more bold and creative, using her creeping vines to snag or tug at clothes. She went as far as full-fledged rape only a few times before another magical girl caught her. She was brought to Sarah who has been trying to teach her to set her impulses aside.
And as an aside, Players should probably try to think about what their characters would be like corrupted, though revealing that i probably saves for when it happens.
As I've described before, corruption dulls a person's sense of responsibility, worries, and fears. At the turning point, they start to desire to become fully corrupt so that this effect takes hold fully and allows them to become more carefree. Other parts of their personality, like their tastes, friendships, etc. remain mostly as they were.
There is an increase in sex drive, but it's not enough to render them a horny zombie. Basically it's strong enough that they default to sex when nothing else is going on, which is helped a lot by the above effects.
No.62091
>>62080
I kind of like visual descriptions, as it gives people things to play off of! Pictures are excellent to get things started, but its nicer to be able to customize to a user putting descriptions out there.
That description sounds like kinda permanent high and/or drunk, which considering the effects of evil magic we've seen so far, seeeeems kinda fitting really!
i did like comet's take on bloodlust, and it still fits there under that lens, too.
>>61768
Anyway, verdict is in: Lost everything, unrecoverably unless i want to spend a few hundred bucks i can't afford towards data recovery. Its not traditional recovery, more 'shitty ssd bug shat everything'. I could get notes and stuff back for 300$ but I've barely had the machine for 4 months.
Good news is: I've mostly reconstructed most everything from memory, so major loss is pictures(my beautiful isabel stuff :( ), random notes for scenes, mainly being a setback for effort and fidelity. Stuff will progress, just obligatory "Augh Fuck!" Wanted to let folks know what happened.
No.62138
>>62091
Yeah, personally I actually favor written descriptions because of the flexibility, though I was thinking people were favoring images more so far.
>That description sounds like kinda permanent high and/or drunk, which considering the effects of evil magic we've seen so far, seeeeems kinda fitting really!
Yeah, that's more or less how I've been imagining it working.
Too bad about your computer though. Are you at least not out of a device thanks to warranty?
No.63229
Back from my holiday-time awayness Restart still slated for Jan 2.
No.64180
>>63229
If there's any interest for new players, now would be a good time to speak up!
Interested Anon, are you still around?
No.64580
>>64180
Not the same guy, but I got interested.
What to do?
How does it work?
How long will it take?
Will I get ignored to death if I can't write for a day?
No.64585
>>64180
Interested anon right here, working on a character. I'm thinking something like a "cute witch" black magic girl themed around binding, sealing and releasing seals, with maybe things like scrying on the side.
You all see where this is going once the corruption kicks in
No.64612
>>64580
>What to do?
>How does it work?
The upcoming ruleset is more RP focused, and you'll basically decide on a free-form action and narrate your character attempting it, and attach dice to your post to see how successful it is.
(Note that dice do not work, in the e-mail field, the option is under the post options drop-down.)
>How long will it take?
Honestly, I don't have a good feel for how long the game will run, as it will probably rely on the speed at which players take action, and how successful their characters are in their mission.
>Will I get ignored to death if I can't write for a day?
Previous leeway was four days, but the new ruleset allows some flexibility I may respond to player actions daily and let everyone move at their own pace to a system more like ero-empire, requiring a certain number of other players to act so that the most active players don't hog all the action or obliterate others if they turn.
However, since I'm adding a player cap, I've decided to swap out players that are idle for more than 8 days to free up the slot for others. After the game starts I may continue allowing character submissions in the OOC thread to build a waiting list.
No.64897
I'm rethinking the limits on corrupted players. Particularly handling their physical presence. If they can only call for opposition die, we have either the problem of them not being able to move, or not having to move.
I'm thinking that corrupt characters are considered present wherever they sabotage. If the roll succeeds despite their interference, they are exposed, giving the pure players a chance to capture them for purification, taming, or whatever else.
If their sabotage succeeds, they can call for an additional indecency or corruption check on the player they sabotaged (Henceforth known as the target), or choose to expose themselves in order to redirect the additional defense check to a player besides the target.
And another potential option for the list is exposure in exchange for taking one active action against the target, using one or two die in a trade-off between potency and reliability.
Say a corrupted player wants to pull the target away from their group, using two die would limit to human ability, and thus putting them in the next room at best. But using the competency die alone would allow something more ambitious, such as teleportation, allowing the target to be moved further on a good roll, or be hidden/trapped inside something in addition to being moved.
No.64899
>>64897
The general assumption I was making with Dark Magical Girls was that they wouldn't last very long. Players would get corrupted, could have fun sabotaging the rest of the party for a bit, and then would be subdued and brought back over to the side of the rest of the players.
Your thoughts on handling physical presence go along with that fairly well (though I would also make a note that players can roll to look for a corrupted magical girl, as another way of exposing her), but I don't think that forcing an additional indecency or corruption check is necessary. The magical girls will be risking indecency or corruption themselves if they want to reroll in order to succeed in spite of the dark magical girl's opposition, after all.
As for allowing dark magical girls to take an active action against a target… The original thought was that most actions would only require one opposition die when a call was made for a player to fail while performing them. Dark magical girls are worth two dice in an opposition roll, though. Perhaps the dark magical girl could increase the opposition die against a player by 1 by stating that she is acting directly and openly against that player? Failure would mean that the player has to make an immediate corruption or indecency check, or accept some other negative result narrated by the dark magical girl's player, but either success or failure would leave the dark magical girl exposed, and thus open to being subdued by her fellow players.
No.64901
>>64899
Ah, Kind of re-wrote that a few times, one other issue that came up is only being able to give opposition rolls might not be that fun, but if it's a short run, that might not be much of a problem, maybe not big enough to be worth addressing.
Corrupted characters being a temporary hazard to their current group seems fine, I think I'll save those rules though, in case there's a scenario such as a pair that loses one member when both of them are in bad shape, and thus the survivor decides to run to the safe room before addressing their former ally.
No.64908
>>64899
Kind of responding in parts, heh. Now to contemplate more than your first one-line paragraph:
Yeah, the bonus risk check is probably a bit much. As for having two die in an opposition roll, I'm rethinking how corrupt girls work there now. I'm thinking the second die should go ahead and still be justified by their Theme or specialties, just for the sake of fluff still being somewhat relevant.
No.65177
>>65173
I'd like my character icon to be a purple star, if one of the older characters doesn't already have dibs.
Here's a link for a quick view of my kinks, as well as some elaboration on my Traits. I'll try and figure out how to edit myself into the doc when it's not 2 AM.
https://www.f-list.net/c/mahou%20star
No.65178
>>65173
A blue bracelet would be nice or if that doesn't work a red ribbon. Also I've put my preference stuff up on the document and will try to get an opener done either tonight or sometime in the afternoon. Really looking forward to playing with you folks and seeing where this takes us!
No.65180
>>65177
I just realized I may have made a weak character. Since my Competency, Black Magic is by its definition abnormal, I'll almost never be rolling Competency and Normal together unless I come up with something very convoluted or by using magic to do something any normal person could have done anyway.
No.65182
>>65180
>or by using magic to do something any normal person could have done anyway.
Well I mean, isn't that what mages do? What good is having magic if you can't use it to be lazy.
No.65183
>>65180
>Whether or not a task is within human capabilities depends on the level of Corruption involved in the task. Normally, a Magical Girl will be able to add the die to all tasks, but when traveling through heavily-corrupted areas or facing particularly powerful and corrupt opponents (such as a Dark Magical Girl, as described below), the task is considered to be outside human capabilities and that die is not rolled.
You get to roll the Normal die most of the time, actually. Just regular Black Magic alone isn't enough to deny it to you.
No.65191
For reference, just list the die you're using and bold the whole line.
Also, if you come back to take another action and have to take a indecency/corruption check, you don't have to post separately, add one more die to your post. This will be your check die, and should be noted first.
However, you may not want to if you're checking an attribute at 5, since everything you wrote would become invalid if you turn or were using your magic as it gets broken.
Also, as I mentioned, I can be a bit more free-form in updating results, this game seems open to not being turn-based, So I just might go ahead and respond to those turns as I see them.
I think the action wait should be high for same-day, and reduce as days pass. I'm thinking 4 other players between same-day, and one less each day that passes.
No.65192
>>65180
Eh, we're all learning. Might as well see if it works or not.
As for my icon, yellow lighting bolt sounds fine
No.65221
Almost done with work, so I'll be able to post soon.
In the meantime, i'll go with a green shield to represent my character.
No.65222
If you've still got my map symbol from the last run of the game, feel free to use that. I think it was a purple flower?
No.65224
By the way, did we confirm retcon or is it still up in the air?
No.65225
>>65224
Definitely retcon to before anyone stepped inside. I changed the overall situation to fit the new game mode.
So unless Isabel wants a new icon, just re-use what I have now?
No.65226
>>65225
Got it. And that sounds good to me.
No.65235
I accidentally three posts in a row.
Also, anything is fine for me iconwise, as long as it's recognizable and not way too silly.
No.65236
>>65235
Yellow fortune cookie. Make it happen.
Also, would you be okay with Em and Star having some history together? I mean, they were both renegade troublemakers before they signed up for Valkyrie's team, so it certainly wouldn't be out of the question…
I suppose in that sense though, most people here would have history with Star, but I wager much of everyone else's past with her is best summed up as "Hey, cut that shit out"
No.65237
 | Rolled 6, 2, 6, 4, 3, 5, 6, 1, 6, 6 = 45 (10d6) |
…So, I've just noticed a potential problem. The forum dice-roller appears to always list the dice rolls in order from lowest to highest, which is definitely going to cause problems with the way this game works. If the highest die is always last, then anyone rolling the Risk die will wind up always needing to make a Corruption or Indecency check.
I'll roll a lot more dice to test it out properly, though. Hopefully it isn't the case after all.
No.65238
>>65237
Ah, good, looks like I was wrong. Never mind, sorry for the false alarm.
No.65239
>>65237
> If the highest die is always last, then anyone rolling the Risk die will wind up always needing to make a Corruption or Indecency check.
>implying we all don't secretly want to fail and turn into magical sluts
No.65241
>>65239
>implying it's secret
No.65242
>>65239
The game is already designed so that the magical girls will be spending the majority of their time walking around in ripped-open clothing and a state of constant arousal as they fight off the attempts of various monsters to assault their nubile young bodies. Add in that you can risk Corruption or Indecency any time you want to get a reroll (and even risk it multiple times until you get the roll you want), and I think we're already at the point where we don't need the help when it comes to turning into sluts…
No.65245
Alright, a few things to clarify and re-designate.
First off, list only the die you are using and bold the whole line. for brevity, it's probably best to list your Risk die as the stat you're risking, either Corruption or Indecency.
Movement is free between a pair of revealed and connected rooms in this version. Running further through a chain of shown rooms will demand a roll.
When revealing a room, your action should be thought of as examining the room more than entering it.
Dragon's first move is nulled because it's an unneeded move action to a revealed room, making the second valid, which it wouldn't otherwise be due to the turn rules. I'll call it cool down. After you take a turn, you get four cooldown points. you lose one cooldown point each time another player moves, and when I make my nightly check-in to update the map and player status.
The starting cooldown can be adjusted as we go, but that's where it sits for now.
No.65246
>>65236
I don't mind, although Em was more of a vigilante that beat up normal thugs with magic instead of… I dunno, firing Care Bear Stares at them or whatever law-abiding magical girls do, than a mischievous rogue like Star.
that said, I don't have anything against making her a delinquent with a qipao so maybe they would've gotten up to shenanigans
No.65247
>>65245
Well, whoops. It's fine I guess, nothing of note happened there, also I dun goofed, does risking Indecency give you a reroll or an extra die?
No.65251
>>65247
Using a risk allows re-rolls, but it's because any failed checks stand, basically meaning that if you insist too hard, you can cost yourself a lot on one action.
No.65252
>>65251
I see. Good thing everyone's been rolling 1s on their checks. It'd be quite silly if we all lost our clothes against the first wave of mooks.
also for some reason I thought checks to resist were roll-over, not roll-under. makes more sense mechanicswise I guess. roll-over does more thematically, a more damaged outfit gets ripped up further easily and whatever. i'm a dum
No.65253
>>65245
Oh, didn't catch this before I did my last action. Will keep the movement stuff and dice format in mind in the future.
No.65255
>>65245
>for brevity, it's probably best to list your Risk die as the stat you're risking, either Corruption or Indecency.
Won't certain monsters prefer to target either a magical girl's purity or her decency in combat? I think we'll need you to tell us which of the two stats we're risking when fighting monsters, but aside from that it should definitely be possible to name which stat we're risking.
Also, don't forget to roll Opposition Dice for monsters.
No.65281
>>65255
Oh, yeah, kind of forgot those for these two monsters, but I'll keep it in mind going forward, still getting into the swing of things.
But hen players are choosing to risk for a roll the doesn't demand it, they pick what they're risking. We're still early on, but I'll denote mandatory risks as they come. How explicit should I be in warnings? I kind of want to leave some level of surprise.
No.65284
>>65281
You could probably just type in something like 'Monster Name: Risk (stat)' when you introduce a monster, or something along those lines.
No.65293
Hey, quick question. Let's say that instead of opening a door to examine a room, I just want to open the door and lob a frag grenade in before shutting it.
Can I do that?
No.65295
pardon my stupidity, but is there still a monster in the room with Emerald Dragon, Devil Buster Midori and I, or was that one left there by mistake?
>>65293
Hold on operator, are we doing an investigation or just wiping out everything inside?
Game-wise though, you may be able to since this is a bit more freeform than the first game, but then we should expect the monsters to fight dirty as well. If we can snipe from another room there's a good chance they can too.
No.65296
>>65295
>Call me Valkyrie out here, And that goes for the rest of you, code names everyone. With that, let's begin the extermination.
Sounds like wipe out what's here to me. I expect the enemy to be full of tricks as well.
No.65297
>>65284
I'd say either put some vague, easily missed hint in the description that only makes sense in retrospect or keep it a complete surprise. If an identical monster shows up later we might remember what it checks.
If we get punished for risking the wrong thing and get punished, that's gambling.
No.65306
>>65297
Now, while I expect surprises, going "you open the door and fine 3000 rapemonsters whoops should've seen that coming :^)" is just frustating. I may be here to get fucked by big cocks but that doesn't mean I don't want a chance to fight back and get to be the one on top.
No.65307
>>65306
Oh fuck that, I meant in regards to knowing whether a monster forces an Indecency or Corruption check. If we always know what it's going to shoot for it makes Risk a bit less of one.
No.65312
In case Wicked is wondering about my method here, the Lock of Solomon is just for restraining, and doesn't actually do anything to persuade a monster to switch sides. The intent is to force her into submission, yes, but unless the fairy is exceptionally weak-willed (or just really kinky), I don't expect her to break from just being tied down.
No.65316
>>65312
In other words, you're attacking to subdue, rather than kill, and if you succeed at doing that you're planning to move on to Taming the monster on your next action?
No.65317
>>65316
Exactly
Assuming nothing nasty comes out of the bushes to attack me while I'm nice and vulnerable that is~
No.65322
>>65317
Looks like whatever's in the bushes doesn't want to wait. I'm sure you'll enjoy the double-teaming, though.
No.65323
>IRL dice that we have no way, shape or form of confirming other than listening and believing
Gonna have to call bullshit on that, WN. What's stopping you from claiming all opposition dice are always 6s? Like you did just now?
No.65325
>>65323
>What's stopping you from claiming all opposition dice are always 6s?
Firstly, it should be noted that rolling 2 6's in a row isn't exactly a miracle, but to answer the question, nothing except our willingness to trust that, as a GM, his goal is to make sure we have fun and not to "win" the game.
No.65326
>>65323
>>65325
If it helps, Wicked has also rolled IRL dice on both previous iterations of the game, and hasn't tried those sorts of abuses before, or at least nothing flagrant enough to be noticed. It probably wouldn't be hard to do a 'rolling dice' post before each response, but I'm willing to trust him to not lie about his rolls.
No.65327
>>65326
and as it's been said before, probably not many of us actually mind losing a fight that much
honestly, thinking about how little control we actually have kinda gets me hot~
No.65334
>>65326
He could as easily just roll dice with his status updates and just say "dice 1 is for enemy X, dice 2 and 3 are for enemy Y" and so on. It's not difficult to understand and it doesn't let him fudge the dice whenever he wants.
>>65327
It's not about winning or losing, it's about playing fair. If I wanted to keep getting lied to and played for a sucker I'd stayed in cuckchan.
No.65340
>>65334
The issue is that making dice posts would get pretty spammy, I'd have to make one post to get the die I'd be posting the results of, and then make another one for the actual results.
Also, using physical dice allows me to toss in an additional response if one is posted while I'm writing. I can be responding to one player, and then another two posts show in while I'm writing.
Though, if it's enough a point of contention, I can switch over and just use the OOC thread to dump dice posts since it still leaves the main thread clean as a result.
Since other players don't mind, I'll start making dice posts here for you, plus the others that haven't weighed in on the issue yet.
No.65341
 | Rolled 3 (1d6) |
Opposition die for Midori.
No.65352
>>65340
I'm fine one way or the other personally, I kinda figured your explanation was why you were going about it that way anyway.
Besides, at the rate I'm going I'll probably end up corrupting MYSELF without help from the monsters, so~.
No.65425
>>65396
It's basically compensation for this version not being so turn-based, monsters don't have their own turns as it is, so the mandatory risk covers their attempts to counterattack.
I'm still on the fence whether I want to give monsters a specific risk type, or let it all free-from based on what players pick. How do people like the idea of trying to guess which type of threat a monster presents more, with checking both being the penalty for a wrong guess?
>>65401
Well, guess I'll attach a key. . .
I went with the fortune cookie because I was tired and it's easier to draw than a dragon's head. I can change it if you want, though it will take a few tries to get something that doesn't more closely resemble a duck.
>>65405
Yeah, I decided that it would bog the game down in a bad way if It took a whole turn just to move from one known room to another beside it. Roll if you're trying to go two rooms away or further.
No.65440
>>65425
>I'm still on the fence whether I want to give monsters a specific risk type, or let it all free-from based on what players pick. How do people like the idea of trying to guess which type of threat a monster presents more, with checking both being the penalty for a wrong guess?
My basic thought when designing the rules was that monsters would have their own preferences, but also that many monsters would fight intelligently and actively target whichever stat was closer to being filled.
As for the possibility of checking both, I think I'd have it so that you have to check whatever the correct stat is if you guess it wrong, and also have to check the stat you guessed if it comes up highest. So, for example, if I risk indecency against some slutty succubus and she goes for a corrupting attack, I'd have to make a Corruption check for certain, and if my Indecency risk die came up highest, then I would also have to make an Indecency check as well.
No.65442
>>65425
>It's basically compensation for this version not being so turn-based, monsters don't have their own turns as it is, so the mandatory risk covers their attempts to counterattack.
Yeah I picked up on that for what it's worth, it was mostly just a matter of mentally justifying which one to pick that threw me off a little.
As for preferences I think it's straight forward enough that what we're fighting makes it easy to dictate risk outside of a couple weird situations "If you try to melee the wasp you'll get stung (assumedly corruption risk)" "The plant can fire sap at you if you aren't careful (indecency)" etc., but having telegraphed ones (either subtly or clearly) for more esoteric monsters might be interesting (an Alraune that releases pollen into the air prompting a corruption risk while slinging sap that attacks decency or something of the like).
No.65452
>>65442
This. We should be able to figure it out.
>>65440
Being able to pick and choose which one they go for would make for especially dangerous enemies. I like it. But only for certain ones.
Also, apologies for triple post nonsense. I was having trouble posting and somehow missed that it went up. I'll try to not let it happen again.
No.65490
>>65452
I may just do it occasionally, I've been thinking out hidden traits to monsters to make it a little more varied than number of opposition dice, like "coloring" one opposition die with a special effect.
No.65508
>>65490
Oooh, that sounds fun. Color me interested.
This game is a lot more freeform, so feel free to let the monsters shake things up.
No.65514
 | Rolled 5, 3, 2, 5 = 15 (4d6) |
Internet fizzled out on me. Don't think I ragequit or anything.
Also, when I mentioned WN rolling for all opposition dice in a post I was thinking something like this.
Opposition Rolls (1d6 Mahou Star, 2d6 Emerald Dragon, 1d6 Electric Idol)
The rolls are interpreted in the order they're rolled, thus the first die is from the monster opposing Mahou, the second and third the one opposing me, and so on. That's just my idea, WN can take it or drop it if he thinks it's too much hassle.
No.65577
>>65514
That's probably what I'd do anyway if I found a batch to roll against at once, though if it's a scenario where I see one player move, and another comes in while I'm writing, and then another after that before I hit post, I'd basically have to make a dice post for each if they all have opposition die.
It's not just that it would be a hassle and eat away at post limits, but I also kind of ordered an assortment of colored d6 in anticipation. Though I have been using them for other internal rolls, like deciding how strong the monsters in a room should be.
My main sticking point so far has been deciding on specific monsters, I have a theme going, and I'm trying to come up with things that fit both the theme and the players uncovering the room.
I think I'll re-use some that got annihilated too fast to do much.
No.65585
>>65577
On the monster front, reusing monsters is probably a good plan, gives a sense of consistency, maybe expand on what you have like having a room that's been converted into a beegirl hive/wasp nest or something (though that'd probably end up as more of an environmental hazard/trap than an actual fight given the numbers that'd likely be there, unless the whole group heads in at once). Something like that would give the place a sense of inhabitance rather than just being populated by random clusters of monsters and reinforce the sort of theme you're going for with them.
No.65590
 | Rolled 2, 2 = 4 (2d6) |
Opposition die for Emerald Dragon.
No.65591
 | Rolled 5, 4 = 9 (2d6) |
Retrospectively, I'm remembering that the indecency die was supposed to be a d6 variant of the armor and sensitivity system from the last version of the game.
So really, decency should be tested more often than purity, since part of the lore was an MG's outfit helped defend against corruption.
Remembering that, decency will be the default risk, and almost all monsters will test decency unless it's already at 6. Some might have an "effect die" that switches the check to corruption, and other situations might call for corruption checks, but it won't be all over the place anymore.
A player will be able to choose a corruption check instead, let that be on the strategic side.
No.65709
So is it just me or is the link to the ruleset suddenly not working for anyone else? It seems to get stuck in the little spinning loading animation and not actually display anything. All the other links seem to work fine except that one.
No.65719
>>65707
It's a bit of an art knowing what to spell out and what to leave vague, but what I decided was that monster attacks hit decency unless:
1. It wins with an effect die that can change the check
2. The player calls for a corruption check to indicate their character is acting in a way that risks their purity in exchange for defending what's left of their decency.
Consider the "guess which type" idea totally scrapped, it wasn't even in play last turn. However interacting with certain things will demand specific risk rolls, which I'll denote before you have a chance to try going forward, or at least aggressively narrate. (Don't want to have to go "no, you have to include a X risk die to do that.")
However other situations like traps and stuff may simply demand you check those stats independent of your action roll, like being in a dangerous room
I think a few elements present in the mansion are already understood pretty well, but I think I'll make note in some way all the same.
>>65709
Yeah, I may just have to get a lewd gmail or something since sandstorm is giving reliability issues.
No.65728
>>65719
If I wanted to play out a scene and not clutter up the thread with each partner having a separate post, is there a place we can make IM play happen and put the log in a single post?
No.65732
>>65728
There's F-List's F-Chat but that might require making a profile specifically for your magical girl which might be a bit of extra effort just for the game unless you plan on reusing them elsewhere/the next run/what have you.
No.65733
>>65732
For what it's worth, Star already does have an F-list, so now I suppose it's up to Wicked to decide whether he wants to play a cute little fairy for me to harass
No.65735
No.65736
>>65732
If you're too lazy to make a profile on F-list, you could always use IRC.
it's good at least for the sake of recordkeeping since it saves everything in convenient plaintext files
No.65738
>>65736
IRC logkeeping depends on what client you use I believe.
No.65743
 | Rolled 3, 5 = 8 (2d6) |
Opposition die, Isabel vs. vines.
No.65745
 | Rolled 5, 3 = 8 (2d6) |
Oh, and against emerald dragon
No.65748
 | Rolled 3, 1 = 4 (2d6) |
Opposition for reroll
No.65751
>>65748
Sorry for rerolling after the fact, bossman. Internet went on the fritz for a whole hour and didn't notice you had made an opposition roll. I still don't have the whole mechanics under my belt yet.
No.65752
>>65751
Some of them are still being fleshed out. I'm still on the fence as to whether a monster's opposition die should just make the attack fail, with a check happening if the risk die is highest, or impose a decency check every time.
But another small note is that the risk die only calls a check if it's the highest, not in the case of a tie.
No.65777
>>65774
Alright, Time to abandon sandstorm I guess, the reliability just isn't there. Guess I'll just start some Gdicks.
Currently looting everything that's on there to make a backup.
The rules doc was mostly copy paste from the whiteboard, so no major loss there. I'm going to re-edit what's there, and use it as a chance to change some things that feel wonky I'll want to change for the transition from the field test to the game proper.
No.65783
>>65777
And of course as soon as we start discussing this the rules doc starts working again (at least through the ErosPad page), still might be good to have a more reliable back-up but the rules should be easily salvaged now.
Maybe it was the 7 trips that did it who knows
No.65798
>>65783
It's not the first time sandstorm has given issues, and there's a few functional gripes I have that make me want to try others. Going ahead and defaulting to google.
Since you were able to get in though, do you still want me to roll for you?
No.65802
>>65798
>Since you were able to get in though, do you still want me to roll for you?
I think it was Mahou Star that requested that actually.
No.65813
 | Rolled 6, 4, 1 = 11 (3d6) |
>>65774
Going ahead with this then.
For Mahou Star:
Competency, Risk (Corruption)
and
Opposition, Fairy
No.65887
 | Rolled 4, 1, 3 = 8 (3d6) |
Batch Opposition rolls:
Electric Idol
Devil Blaster Midori
Emerald Dragon
No.65890
Actually, shouldn't my Indecency be still 3? I just risked Indecency once from the reroll.
The main problem is actually that I've been bungling all my corruption rolls and I'm at 4 now wew
by the way depending on things go right now i'd like to see if it'd be possible to request a corruption purge at 4 for the purpose of a scene but i guess that's a bridge better crossed when we reach it
No.65891
>>65890
Yeah I'd be the one at 5 (though I think I somehow picked up an extra point somewhere as that last one would have just pushed me to 4 or kept me there had it already been at 4)
No.65954
So just a quick question to make sure, are we still on 4 posts between actions or have we reduced that?
No.65965
>>65954
Well, 4 was decided for the 8-player cap, so at least half the other players got a chance to do something before the same player moved again, but three seems more reasonable now.
Do keep in mind that my nightly check-in where I usually post the map also counts against your wait, so at this point Emerald Dragon should be the only one waiting.
No.66000
>>65989
Ah crap. Somehow I missed the part where we were told to regroup. My bad. I'll about face asap
No.66081
 | Rolled 6 (1d6) |
opposition die
No.66082
 | Rolled 3 (1d6) |
and another
No.66089
>>66082
Do I make a roll to go into the purple room since the storage room door hasn't been used yet? Or does it count as a free move?
Also, was there an action for crossing 2 rooms at once?
No.66091
Gonna be honest, if one of us ends up falling before the other (rather than at the same time which is how our current totals are making it look), I kinda want there to be a showdown between Emerald and Midori. Just because having the two big breasted, reckless, hand-to-hand fighters in the group go at it over each other's purity seems like it'd be pretty fun with how our characters are playing out.
Not to be confrontational or any of that, this just seems like something that'd be interesting to see play out~.
No.66102
>>66089
I'm going to say passing through the room demands you use a corruption risk die, while staying in the room to do stuff (though you kind of already cleaned out that one) incurs a corruption check each time.
And actions aren't rigidly defined in this game, but yeah, if you want to move further than the next room over that's a roll action.
Basically I just decided it would be pointlessly sluggish if each player had to roll to step into the next room over, especially if the first player got a good roll.
Though, one thing I might press on revealing rooms is you aren't rolling to move, you're rolling a perception check on the room you're going to. If you get a bad roll going in, you're got going to spot much aside from the monster that jumps you.
No.66134
>>66091
It'd be pretty interesting, but how things are progressing, it'd be more likely for Emerald to, ahem, help Midori (or Mahou)/ask for help removing Corruption when it hits 5. Lewdly. While El watches.
p.s.: i didn't bring this up during submissions but Em can manipulate her body in several ways that have no mechanical use with Chinese qi whatever. tl;dr: she can grow a dick if needed.
No.66555
>>66540
Yes there is, here: https://oasis.sandstorm.io/shared/rAya5egPTVkFQoOy2k56K1fwOkh1yO-HcXOtmlKvWmS
I finally finished another pass of the rules, going to make a few more tweaks and put them back in. Seems formatting got janked all up though.
Staying at sandstorm for now since we're so settled in, I'll start exploring gDicks as a backup though.
No.66987
 | Rolled 6, 1, 1 = 8 (3d6) |
Retroactive compensatory roll.
No.67152
Been waffling on how opposition rolls work, they've been simply cancelling out your action if your risk die doesn't roll highest. I decided that's kind of dumb, since the opposition die represent the monsters fighting back. Moreover, it slows the game down since it makes more turns come down to nothing.
Still, no double-dip if regular monster die win and your risk rolls highest.
Effect die however, will hit you with whatever other effect plus the indecency check going forward. Like your risk die, the effect die has to be highest to kick in.
One behind-the-scenes note, I've been rolling die to decide threat levels for rooms, with the number I get being divided among the monsters present. I suppose I should roll that into traps and the like as well. Hazard points have been giving effects to some two-die monsters, so it's like a tier between two and three. Consequently, three-die monsters will have at least one effect.
No.67240
>>67238
>>67239
Wow these rolls. I think the dice are telling me to get fucked (literally).
Also I like how the banner that came up when I made that post was the "Found Great Academy" one
No.67245
>>67240
The dice seem to keep wanting Lily to be a badass, on the other hand, though I am at least starting to have to make more Indecency checks now.
No.67515
Man, what happened to the rules page? Everything's full of weird gaps, like someone hit Tab every few words. Does it look like that for anyone else?
No.67523
>>67515
Sandstorm done fucked up is what happened from the sounds of things.
No.67545
>>67515
>>67523
Is it that bad? Well, really it's because I used Copy-pasted to move it between the grain and my word processor, and the results were janky as all get out, and I never bothered to fix it.
No.67557
>>67545
It's readable, just a nuisance. I'd say go for it if you get bored, or if enough people start bitching, but don't sweat too much on it
No.67589
>>67557
Mostly fixed, I exported to plain text, ran a word processor with "find and replace" for the gaps, and then had to manually remove excessive line breaks.
Formatting like text size and bolding is gone, but that's a project for later.
And interested anons should speak up, as it looks as though I have room for more players.
No.67650
I just finished adjusting the regeneration rules. It goes a follows:
Roll a die, your indecency drops to the die's number if it's lower. Mind you could totally roll a six and take the cost for nothing.
If your indecency is already six, it costs an automatic corruption point. If it's lower, you roll a corruption check.
When addiction comes into play, it will become a "floor" for your character's indecency. (The same isn't true of corruption however, which can go down to 1 with enough purging.)
No.67693
>>67650
I don't think that recovering Indecency was actually underpowered, since the math works out so that it's harder to lose Indecency the higher up it goes, but I also don't think that this pushes things towards being overpowered, either.
This will cut down on how often we'll have magical girls going through the mad scramble back to the safe room that I had originally envisioned when coming up with the rules for being stripped naked, but it will make it even more desperate during the times when they're forced to do so, so I think I'm alright with the trade-off there.
No.67805
>snake eyes
Well at least we're in a safe room. I made it worse, didn't I.
No.67832
>>67693
I see what you mean, this makes the safe room less of a necessity. Though the main reason I changed up regen was so that it didn't pale in comparison to doing a corrupt transform. wait till I'm naked and get up to my whole costume back for one point of corruption, or gamble and maybe get one point.
While thinking over the transform action i considered it making it cost a point and a check, but that seemed overkill in the end.
I might revert these changes, especially when the girls are climbing the tower and are that much closer to the source of the corruption. This change might have made things just a little too forgiving.
No.67964
In case anyone is interested, here's a sketch of Star's costume the way I envisioned it, as opposed to the pic I posted when I made my character. Colors coming soon, but I guarantee they won't surprise you.
No.68002
>>67964
Been meaning to draw myself, especially since I'm using the same setting and characters between this game and f-list. Maybe this is the push I needed.
I almost called it a "cannon" but that seems to be the wrong word. The details change for almost every use of the set.
I guess I should start with the Valkyrie, since she's the most central figure, but who should be my focus afterward?
No.68030
>>68002
Do a Queen Misery/Rachel Smith before-and-after
Also, the link to Sarah Carver in your hub profile is 404ing now that you changed her profile name to Silver Valkyrie. You should probably fix that.
No.68067
 | Rolled 4 (1d6) |
A board die.
No.68192
 | Rolled 6 (1d6) |
Shoot. If you still want that die roll I'll do it here. If not, well it's not in the main thread.
>>67964
Oh cool! I guess I'll try my hand at drawing my girl. Could be fun.
No.68273
 | Rolled 5, 2 = 7 (2d6) |
Opposition die:
Vines Against Electric Idol: 2
No.68275
Soon as Star catches up to the rest, someone's gonna get called Leeroy for the rest of the adventure…
No.68304
I'm wishing that I'd had the chance to declare that Lily healed himself up in the safe room before we moved on to the boss fight, myself. That's mostly my own fault for being busy that evening, though.
No.68733
 | Rolled 6, 4, 1, 2, 3, 1, 1, 6 = 24 (8d6) |
Some opposition die, I'm away from my IRL dice so everyone gets board opposition, even if you chose to be on the IRL die list.
Goldenrod 3d6
Vine ball (right) 2d6
Goldenrod again 3d6
No.69007
Opposition die:
Alurane vs Electric Idol: 2 d6
BTW, Since we are becoming turn-based again, monsters are getting turns! If you deal a really good hit, you'll incapacitate weaker enemies for the next turn. Otherwise, expect the active threats to pick a target from recently active characters.
No.69008
 | Rolled 2, 4 = 6 (2d6) |
>>69007
No.69015
>>69007
>BTW, Since we are becoming turn-based again, monsters are getting turns! If you deal a really good hit, you'll incapacitate weaker enemies for the next turn. Otherwise, expect the active threats to pick a target from recently active characters.
Would it be possible to cooperate with NPCs or tamed monsters in order to have them watch your back in a fight, in that case? Not that I think we need it in this fight specifically, since the ratio of players-to-monsters is currently pretty even, but it will probably come in handy later.
No.69041
>>69015
That' actually exactly what I've been thinking for a while. Using a PC-NPC should offset the inactivity of the absent player by preventing monster turns in busier rooms.
Since the bosses are supposed to be challenging opponents, Goldenrod is capable of multiple actions. Kind of like late game Golden Sun bosses Making her pretty dangerous to leave unpressed. I'm still hammering out the specific bonuses and limits, but this helps me figure out how to make bosses challenging but fair.
No.69161
 | Rolled 3, 6, 5, 1, 3 = 18 (5d6) |
Opposition Die:
3 Goldenrod Guardian
2 alurane
No.69358
So I'm coming to realize that my regularly scheduled updates have been coming a bit close to the epicenter of player actions. I'm considering running a long turn and then making regular update time come in a different time frame so that DM action isn't splitting between multiple actions.
What do you think? I think I'll postpone "tonight's" turn till tomorrow morning and then making that my usual check-in time.
No.69409
 | Rolled 6, 3, 2 = 11 (3d6) |
Board die:
Goldenrod guardian, 3
No.69416
For the curious, Wicked and I ironed out hard rules on my purity potions. Drinking one makes you take a Purge Corruption action without summoning a monster. I don't think we discussed if the potion should limit the number of points removed (since normally those would become the opposition dice for a monster). Anything you'd care to add on that note, GM?
No.69417
>>69416
I was thinking of it being a simple one-point attempt, but I'd consider it acceptable to use one to subtract one die from the monster created if you're going for more points.
No.69443
Because I'm a huge nerd, I spent the last several hours re-teaching myself probability calculations and crunching the numbers that show your chances of getting hit with stat checks in a few scenarios.
A while back lily explained that it's a bad trade off for the player because your chances of taking a check increase more than your chances of getting a good roll.
>>69085
Here Isabel rolled double risks, and I decided to just take the corruption because it was the highest and the first risk listed besides.
Rolling four die
6^4 = 1296
6, 671 ~48%
5, 369 ~28%
4, 175 ~14%
3, 65 ~05%
2, 15 ~01%
1, 1 ~00%
Rolling three die
6^3 = 216
6, 91 ~42%
5, 61 ~28%
4, 43 ~20%
3, 13 ~06%
2, 7 ~03%
1, 1 ~00%
Chances of Risk Die Rolling Highest:
Rolling three die (1 risk)
55/216 ~25% Risk Check
161/216 ~75% Risk die equal to or lower than highest other dice
Rolling four die (2 risk)
55/1296 ~04% Risk dice tie for highest
450/1296 ~35% One Risk die is highest
791/1296 ~61% Risk die equal to or lower than highest other
So, I think I'll go ahead an re-adjust the rules listed to allow quad-die moves. Now, it's a bad trade off already, but I really think that it's more fun if a tie of the risk die results in a double-check so that there's the minute chance you can risk everything and pay for it big time.
No.69530
>>69529
Welp, +2 Corruption for me, and all for a mere -1 to my Indecency. I'll have to see if I can dig up a good corrupted costume image for Lily.
>>69443
Sounds good to me. There should probably be a little note somewhere in the eventual finished version of the rules stating outright that risking both stats is a bad tradeoff, and cautioning players that they should only risk it if they're absolutely certain that they need the extra die.
That said, if you're in a situation where the only thing that you can roll is your Risk die, then rolling two is certainly better than rolling only one.
No.69574
 | Rolled 5, 2, 3, 1, 6, 4, 1 = 22 (7d6) |
Some board die:
Goldenrod counter, 2
Alurane counter, 2
Goldenrod counter, 2
Goldenrod action, 1
No.69676
 | Rolled 5, 3, 4, 2 = 14 (4d6) |
Board dice:
Goldenrod opposition, 2
Goldenrod opposition, 2
No.69683
So, purification tactics. I've been handling similar actions as different turns for the most part, but with how purification works, you may want to do cooperative actions if your theme or specialties don't count, forcing you to only roll corruption.
Basically, if you agree with another player's action, point to their post, and declare your action as "assist," and I'll combine your dice for a single action. Losing a corruption battle gives the losing side a point, not a check.
As before, alignment battles are the main source of lewd, but feel free to declare the action alone and then post something in the lewdlog later. The initial idea was to flesh out things that happened earlier in the first place.
No.69805
Oh right! Elaboration!
So here's how bosses are probably going to work. A boss will have three die, as seen already. They will be specified as Superhuman, Theme, and Corruption. If you lose to these opposition die, the consequences will correspond to the highest opposition die, with a left to right priority.
They'll also be able to multitask. Basically as a boss I'll decide which and how many of my three die to use in opposition to player moves. The defense die will be rolled for each action targeting the boss, and in some cases anything the boss is defending, while any die left to perform actions will attempt a boss action. These will probably be room-wide conditionals. For example, on an earlier turn, Goldenrod's action was a 1. If it were a 3, everyone would have to take a check roll to see whether they were tangled by vines.
The same way a blackjack dealer has to hit for a hand under 16, the boss will have to add a defense die for each action they defend against, preventing boss actions if they're targeted by three different actions.
Assists do not count as a new action however, they lend your dice to another player's action, so an assist dogpile will only tie up one die. (This would maybe make more sense in real-time as opposed to on a board.) If opposition die win despite a group effort, the actor and all assists will share the penalty. If another player gets a 6, doing an assist for them would waste your turn. However if for example someone is trying to purify a dark magical girl without a competency die and they get a 2, you'll probably want to help them.
No.69906
>>69847
>Yeah, the safe room is OP as written, corruption down to addiction at no cost? That's going to change later. For now you get it, since the current floor is a slam dunk for you at this point anyway. I think I'll let this stop dragging and close up the prologue.
It's not quite no cost, since there is an Exposure check each time, but I suppose that lowering the recovery rate would be a good idea. Maybe lowering both Indecency and Corruption by 1 in exchange an Exposure check would be a better idea? And down to a minimum of one's Addiction rating, of course.
My general thought was that the safe room NPC would be a bit more powerful than normal recovery methods, due to being a limited resource that turns into an extra problem for you if you use her too much.
No.69946
>>69906
Well, I did alter the rules right after that post, but then again you wrote the conversion so maybe you remember how it was. Well, The history can be checked. When I was going through the rules. (I gave everything a look-over that time.) I'm pretty sure the only thing that mentioned an exposure check was dark girls, it was probably being poorly implied for other uses.
No.69960
>>69946
The basic intent had been that non-combat NPCs would just have an Exposure stat and an Addiction stat, and any time you made use of that NPC's services, you'd roll an Exposure check and risk having the stat go up.
It probably was poorly implied in the original wording, though. As I recall, I basically tried to copy a lot of the wording from the original Cthulhu Dark base system, and that was written up by a man who both had no editor and was deliberately trying to shrink everything in the rules down to fit onto a single page. I tried to clarify some things in my writeup that I saw him having to provide clarification for when I did more research into the system, but obviously I didn't catch everything.
No.69977
>>69960
Alright, I suppose I should go back and retroactively check Cleric's exposure. I kind of didn't expect people to want to continue the dive, and just went total reset.
I like safe room Regen being complete for decency, making it fair for tapping into exposure risk. Corruption I want to be harder to deal with. I was thinking of having the exposure check replace monster creation, because your shield NPC is supposed to be better at that sort of thing, making it safer to do a three point purge.
field regen options might be nerfed to one point later, if players feel too much like they don't need the safe room.
No.70347
>>70344
For what it's worth, my "two teammates" was supposed to refer to Lily and Moxie, but Idol misinterpreting Star's meaning is almost as funny as nearly all of us leaving Midori to fend for herself
No.70352
>>70347
oh whoops. I actually thought you WERE trying to start something
No.70353
>>70352
Maybe with Lily, but nah you were just collateral damage :P
No.70424
I hope I'm not the only one that finds it funny that Idol's witnessed about half her team in compromising situations, and it's been in that kitchen each time so far.
No.70438
Oh hey, something I just noticed. I think Star has a few potions too many. I remember she started with 5, and she used one on herself before the Goldenrod fight, and then we used some on Goldie to subdue her. By my count, I should be down to at most 3, if not fewer.
No.70493
Update time is in the air presently, it seems like 03:00 UTC might simply be the best time for me currently, leading me to revert, even if it cuts in the middle of time most players are active. For now I'm shooting for 01:00, most of you are active after my old update time, and I tend to treat update times as "start working on" rather than "time of update." So with that, maybe I'll get to a point where updates hit at 10PM where I'm at, because I start working on it earlier.
No.70925
>>70883
If you find yourself spoiling a significant amount of text, take it to the OOC. A big part of the point of this thread is to minimize the number of black bars in the main thread.
In any case, yeah that makes sense, I guess I've just been slowly looking for subtle ways to ramp up the difficulty. I'm going to try to be more creative with hazards and lean less on monsters.
Also, sense of urgency. I'm thinking of having "timed" events that encourage risky behavior. Countdown will be based on player actions so you don't get screwed over if holidays hit or whatnot.
Though now it makes me want to be more picky about the competency die maybe, but I won't go there unless it really ends up feeling like it's being taken for granted like a second normal die.
It was clever the first time, but it seems like Midori's ribbons are a staple power now. I think it puts me off a bit because now a character that was unsuited to a particular task now has just the thing for it, and I don't want that to keep happening to the point where everyone ends up all-purpose.
Though looking back at the character sheet, I can see it as a clever use of "sewing" paid for by the indecency risk.
No.70951
 | Rolled 6, 4 = 10 (2d6) |
To keep from slowing the game down, I'm doing dice for Isabel's action
No.70954
>>70925
>Though looking back at the character sheet, I can see it as a clever use of "sewing" paid for by the indecency risk.
Pretty much this yeah (Basically using her barrier to manipulate the fabric rather than using her hands/needle and thread), I had been planning stuff with the ribbons for a while now but never got an opening for it. I think, really, the 'all purpose' thing is just a consequence of the system being so simplified, since everything is the same dice with the same bonuses so no power a character might be able to use will be stronger or weaker than the others (which has bitten in the opposite direction with Midori trying to do fancy super attacks that weren't much stronger than her just throwing a simple ball of energy). A solution for the ribbons would maybe be that it doesn't directly count towards a 'hit' to take the monster out but rather occupies one of their actions trying to break free or something of that nature, making them less impactful against three dice enemies with multiple actions but good for helping to manage weaker enemies. Another one (which might impact this round) would be to make it something that requires focus and thus either doing something else with the barrier drops or weakens the bind or rolling poorly risks having it broken in addition to normal consequences (or even failing an indecency check maybe), though that could be adding a layer of complexity too much.
On the other end, this is also something she'd be able to wield against the other girls if she ever falls so over reliance on it could still come back to bite either way.
No.70960
>>70954
Yeah, so I'm not going to get stingy on any die at the moment, we can basically change it from "human capabilities" to "normal for a magical girl," Canonically even Sugar has enhanced strength and agility, though it's next to nothing by superhuman standards.
Nullifying die I find invalid is still on the table, but I'll probably only do it if it's particularly egregious. The "no normal" list is currently the following:
Direct interactions with dark magical girls, including purification.
Taming familiars
Moving more than two rooms.
If I wanted to kick off hard mode, arguing the above could mean the "normal" die represents magic, and competency then becomes specialties only. Come to think about it, that would make the rules closer to the source game. Maybe the specialties should have been something like 2 superpowers and a non-magic skill/attribute.
But that's on the "maybe" pile, along with my long-discarded idea to make the theme die and indecency risk the same.
No.70999
>>70960
The source game is based around the Cthulhu mythos, so the rules there were set up around making it so that players were unlikely to get to roll anything other than the insanity die when performing magic in order to make it feel like a particularly risky and unpredictable thing to do.
Changing the Normal Die to something that applies when you're performing actions that are within the capabilities of a magical girl sounds good to me. It sounds like flavor-wise, that includes some very basic and straightforward uses of magic, like using it to enhance your physical abilities or the basic detect magic spell I had Lily do in the last thread.
Just going by the way the rules work by default, any magical girl can technically use any spell at any time currently, but those without a fitting Theme or Specialty for it are more likely to get poorer results and more likely to take damage if they attempt it in combat, due to the lack of a Competency Die in their rolls. If you decide to keep that option around, perhaps it would be due to the magical girl in question needing to call out a long, complicated magical incantation to achieve whatever magical effect she's trying to accomplish, versus the innate talent for magic of someone who has a magic-related Theme, or the hours spent studying and mastering a single specific type of spell that would be represented by having an appropriate Specialty?
As for Midori's trick with the ribbons, I think that that's probably stretching it a little too far for it to be covered under a simple sewing Specialty. It would be a great trick for a magical girl with a tailor Theme, but it goes just a little too far as a use of a Specialty. That said, if my interpretation of the rules above is the way you want to go with this game, it would be pretty easy to fix. Midori only rolled two dice when using her 'ribbon bind' spell, so that Competency die could just be renamed to a Normal die and the action would otherwise not need any changes.