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Post by LordAnubis on Jun 22, 2014 20:14:34 GMT -8
The way it read in the rules grenades seem really broken. You are targeting a square, so it doesn't seem like targets caught in the blast get a defense flip and the two yellow grenade icons mean it does yellow pips twice in damage, is this correct? Also it feels really weird when you flip a card for red because you got to turn up from a skill or other effect and get get strikes while the yellow you would have flipped has checks. I also had the immense fun of flipping a crit and the enemy then flipping a crit, and then I flipped a crit miss during the tie break -.-
Over all it was fun, but using the recommendation of making each skill, item, and flaw its own deck made it so the stack of cards in the players' hand obscured the playing field.
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Post by Arcanet on Jun 22, 2014 23:02:17 GMT -8
I haven't had a chance to run the demo myself yet, but reading the rules I do agree it is a bit ambiguous. "Attack a Square" on P. 5 states "If you are attacking a square instead of an opponent, it is resolved as an Unopposed attack", but right on the next page under "Damage" it reads "IWhen an attack is made, the target opposes that attempt with a defense flip."
I suspect grenades and other (thrown) explosives work as follows: Your skill as a thrower determines whether the grenade lands where you want it to. After this you're out of the equation and said object explodes, dealing damage as stated on the card. This counts as the explosive making an attack against the opponent, opposed by their defense. However, this doesn't take in account armor: "If the target is wearing armor, Subtract damage from the attack equal to the number of pips corresponding to the armor’s color, as shown on their defense flip".
As armor already has an Agility penalty, I'm going to try how giving everyone 'Evasion' would work, 'Evasion' being a Skill that reads: "Take half damage from Area effects on a successful Agility flip." It might be TOO strong, though. Explosives are supposed to be dangerous and rare.
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Post by Dashing Inventor on Jun 22, 2014 23:42:24 GMT -8
Good observations. Explosives do require an additional step to resolve, but Arcanet is right in that they are designed to be powerful - and rare. I included a few in the demo because they are fun, and I admit the rules are a little loose in explaining how they work. I'll make sure this is cleared up in the manual, but for now let me clarify:
You can attack a square, which doesn't try to avoid your attack, and thus it is an "unopposed" attack.
Anyone in the blast radius typically doesn't get to flip their defense to avoid the blast. However, each affected character who was wearing armor should flip a card (the GM flipping for each NPC) to see if their armor negated any damage. Also, some explosives have various effects which affected characters have to flip for, such as flipping build to avoid being stunned. In such cases, just flip one card for your ability and use the pips on the same card to see if your armor saved you.
There is of course the potential for skills that will affect your character's chances of surviving an explosion, but for the most part explosions are very dangerous for anyone who happens to be standing too close and the rules are intended to reflect that. I hope that clears things up.
Also, as far as the decks/player hands obscuring the table, you can use the zoom function of your browser to adjust the size of the on-screen elements of Roll20. The official module has some custom UI elements that help cut down on this issue. Be sure to use the zoom tool (in the toolbar on the left of Roll20's UI) in order to size the map the way you want it too, and be sure to teach your players to do the same - it can make a big difference. Also, in the settings I turn the player avatar size to "Names Only", and again I recommend your players do the same to get the most screen real-estate possible. It's a balancing act, but thus is the current state of Virtual Table Tops.
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Post by LordAnubis on Jun 23, 2014 12:07:05 GMT -8
So do you add the checks on the unopposed attack flip to the grenades damage as well (I didn't when I used them, but that is part of damage resolution)? Yeah we always turn it to names only. I can't wait to see the module. And this page wiki.roll20.net/How_to_get_more_screen_real_estate from the wiki gives links to instructions, for Chrome and Firefox, on how to resize the UI elements while forcing text in the chat window to stay at a legible sizes.
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Post by Dashing Inventor on Jun 24, 2014 5:10:00 GMT -8
Wow, thanks for the wiki link! I'd never seen that before (somehow).
And no, I don't add add checks to grenade damage, unless you throw the grenade directly at an opponent instead of the square they are standing in. In that case they get to flip their defense (which may save them the addition damage from the checks, but they could still possibly be caught in the blast depending where it goes off, even if they avoid the grenade. Everyone else in the blast radius is affected as normal.)
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Post by LordAnubis on Sept 4, 2014 5:25:29 GMT -8
Just wanted to say I love the additions roll20 made to the card system to accommodate Simple System. The deck size bar is just wonderful, but the addition of choose makes the card system actually worth while for playing a CCG on Roll20, and will eliminate the problem of all the card icons in hand obscuring the playing field. I just wanted to thank you for getting the roll20 guys to show some love to the card system, as they haven't really done much with it since they added it (though I suppose it probably didn't have the usage rate to justify much love, hopefully Simple System will change that). And Z to zoom in on a card on the tabletop is also really nice, as the cards took up quite a bit of space after enlarging them to be legible.
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Post by Dashing Inventor on Sept 4, 2014 5:37:12 GMT -8
Thanks for the feedback, I'm super impressed with what they have done as well, it makes a huge difference. That being said, I believe there is still some interesting things in store for the future decks on Roll20. The Roll20 guys are great, I GM'd an adventure for them to show off Simple System during the Kickstarter Campaign and we had a great time. I think liking the system had something to do with their enthusiasm for adding deck features (at least I hope so!). In the end the deck improvements will benefit a lot of games, and they were already interested in adding features, I think Simple System was just a good opportunity for them to do so.
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Post by LordAnubis on Sept 4, 2014 5:57:07 GMT -8
I can't wait for them to add more stuff for cards. A slider for the hand size would be really nice. Also I think it would be nice if they could make it so each person could set the sizes (some of us have the resolutions to handle decent sized deck and hand icons). I probably should make the suggestions on their forums, but I have a hard time offering suggestions to devs when I'm a free to play user.
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Post by Jigowah on Oct 7, 2014 16:16:42 GMT -8
You can adjust the displayed card size in the deck settings. By adjusting the dealt card size to 300x425px I found they were quite easy to read when placed on the table.
EDIT: If I read you correctly, you would like to enlarge the cards in the player's hand as well. Agreed!
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Post by LordAnubis on Oct 9, 2014 12:31:21 GMT -8
Now you can just hit z with a card selected in hand, or on the table and it'll show up the image zoomed to the size it was uploaded at. What I wanted was the ability to change the size of the icons of cards displayed above the name to prevent clutter of the tabletop. It'd also be ncie to just disable the dispalying of those icons and just display a button to open the hand. It's not really that important for this game for players or the GM to really know the number of a cards in a players hand, except for if you're using the HP and Dying cards.
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Post by Jigowah on Oct 11, 2014 6:23:59 GMT -8
I do use the hearts and skull cards, so I like to see them, but I agree it can clutter the screen a bit. It also helps because I have a mechanic where I give one player a "badge" card to signify that he/she is the squad leader.
The "Z" button thing annoys me because it masks out the screen when it happens. I like having the card big and readable the second it hits the table.
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Post by uresuzeluzh on May 18, 2019 18:18:12 GMT -8
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Post by ulutonofufefa on May 18, 2019 19:59:54 GMT -8
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