NuraShiny [any]

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  • 31 Comments
Joined 5 years ago
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Cake day: September 21st, 2021

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  • Staying because someone else wants to is a reason to stay though. Assumedly your character cares about them and all that jazz.

    I am done arguing this. If you like to play in groups that infight constantly then good for you. Just clear up in session zero what is and isn’t acceptable.

    However, I have not met many people who like that playstyle, hence my advice.


  • Literally stay in spite of your character not needing or wanting to? Sure you can do it, but what is the logic to it? Why would that happen?

    I just find it a lot more helpful advice to go the other route, because it will for sure leads to less friction. The more you can find reasons to be into what the game is about at any given time, the more engaged you will be with the game itself, because your character is.







  • I don’t put much stock into generic gaming aids.

    The worst single product for it is the 5E DM guide, because it has next to no useful information in it.

    I think for digital gamin,g it has to be foundry. If there is a module for your game of choice, then it’s just better then Roll20. The Fabula Ultima module is pretty great.

    Roll 20 is a honorable mention because the bar of entry to it is so damn low. It is a pile of jank though.

    My graphics tablet is also a great too, I sometimes just sketch things for my group in real time. The same thing can be done with a whiteboard in your gaming room for physical games.









  • I disagree that the system is simple. It’s dead easy. Which is why it is unacceptable and frankly terrible that it plays so badly.

    And no I will not let you say ‘oh a good DM will just fix it’ because that’s true for any game. Just going off of the examples BitD gives for when you are supposed to roll makes it clear that they did not consider how their own damn game plays:

    This is how they define a Controlled roll, aka the least risky roll you can make: “You have a golden opportunity. You’re exploiting a dominant advantage. You’re set up for success.” This is how thy define a Risky roll: “You go head to head. You’re acting under duress. You’re taking a chance.”

    The phrasing of ‘you go head to head’ under risky means that any time I am rolling against an NPC, it’s a risky roll. By their own definitions, controlled rolls almost never happen. They state this again saying that your default roll is risk,y because if there is no risk, why roll? That’s fair enough as a guideline and I agree with the statement in principle, but the fact remains that you’re one failure away from a desperate roll in any situation where dice come up. That’s bad.

    Since you need a 6 to succeed without issues, if you have 3 dice, that’s a 42% chance to actually get a 6 on one of them. Not great for what amounts to a great stat for a starting character.

    I could trawl for more examples but I’d rather not read this book again.

    As for me: I have played CoC, yes, though my TTRPG background is in Shadowrun, Feng Shui, Vampire, Mage and D&D mostly. But no, BitD is not comparable to COC is my opinion, because in CoC I can make a character that can almost always succeed in the things I deem important for the character. Sure they will be a bit of a lump otherwise, but since there is nothing keeping you from having 80+% in your main skills, when it’s your time to shine, you can more or less depend on that working out. And sure once the eldritch horrors come out you may die, but so much of a CoC session is sleuthing around, finding clues and unraveling mysteries at a slow pace…I have trouble imagining your average BitD session would feel similar. maybe on one of the guild types I didn’t play, but with the default of a thieves guild, I don’t see how it would.

    I guess what it boils down to for me is that at no point did I feel I was playing a competent character in BitD. Any roll, even in your supposed expertise, was a crapshoot. I played a Lurk and tried to play to their strengths and it just didn’t work at all, which felt like bad luck because I didn’t think the DM was piling on unnecessary rolls.


  • Well, the main issue stems from pure success being unlikely to attain because most rolls will not be for ‘sure things’. Your combined chance to fail a roll outright or succeed at a cost is far far higher then succeeding a check, so when I played it, we entered a failure cascade pretty fast whenever we had to roll to do something.

    Like, in any situation, you only succeed without issue if you roll a 6 in your die pool. Typically, that pool is between 2 and 4 dice, so your chance to roll a 6 is, at lest, okay. And if you don’t get that 6, you either have to escalate the situation or suffer complications, or you just fail, if you only have 1-3s on your dice. It’s just…I dunno.

    edit wasn’t done typing: If you had more dice, this system would probably work, but each class is only good at very few things, so as soon as you are out of your characters comfort zone, you are in such high risk of failure that it’s just not very fun. When I played it (one time), it felt like a comedy of errors and not like a bunch of hardened criminals doing a heist.