#likely to roll a 1 as you are a 20 - from a gameplay standpoint while this does mean that you have a 25% chance of beating a dc 15 vs a
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my favorite ongoing tradition in the fire emblem subreddits is new people showing up to ask why the displayed hit rate %s never actually add up (e.g. a 90% hit rate hits more than 90% of the time while a 20% hit rate hits less than 20% of the time), because they invariably get two answers:
someone explaining mathematics behind double-RNG and how it makes for a better player experience psychologically so while the devs obviously want to provide a challenge that still has some degree of luck, they also want people to not rage-quit, and
someone saying it's bc it's funnier that way
#it's also a perfect illustration of the different types of tactics rpg players#those who show up to a duel of wits with a chessboard#and those who show up with a baseball bat#wont say which is which#tactics rpg#fire emblem#(side note the double rng thing is actually why d20-based ttrpgs frustrate me so much. in any given skill check you are exactly as#likely to roll a 1 as you are a 20 - from a gameplay standpoint while this does mean that you have a 25% chance of beating a dc 15 vs a#75% change of beating a dc 5 check (which makes sense) you want the critical rolls (1 and 20) to actually be rare#10% chance of rolling one of them is not rare#HOWEVER: if you instead rolled 2d10s and added the result (a crit fail become a 2 obviously) youve gone from 5% to 1%#significantly more rare and therefore more exciting!! youre also slightly more like to get a 10 than you would be if you rolled 1d20#so your chances of either passing an extremely difficult check OR failing an extremely easy check have both decreased#resulting in more consistent (and realistic) gameplay#okay thats all thank u for listening to my rant lol#oh in saying as likely to roll a 1 as a 20 i meant that in the sense of being as likely to roll either of them as any other given number#ok bye for real now
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The (possible) Downfall of Obey Me
5-16-21 (when writing this the event toys out)
(Tbh this post is just be trying to be naïve towards Solomare and at ever aspectthat I mention you have every single right to be upset and mad)
Okay so it’s no secret that Obey me is making bank and is very very obviously trying to make us money on the game with even trying to make us spend money with original stuff that was free to now secretly changing some mechanics behind our back
Here’s a post by @thalfox https://thalfox.tumblr.com/post/653994972840919040/i-just-noticed-a-little-bit-ago-that-the-barbatos that dose a really good job at explaining everything that has changed
(also this isn’t a hate thing fox has actually done a great work explaining everything to good detail of what has changed)
With all the changes I don’t think that it’s shocking to say that players are leavening the fandom because of many reasons to the games getting stupidly harder to even the game development
This is just a heads up this in no way is a post saying “hey this is why you shouldn’t feel this way” I kinda just wanted to see from a business standpoint and be naïve of what’s happening you have every reason to be mad at Solomare because even me I’ve been playing sense week 2 of game released and I’m only on lesson 42 every counter argument that I’m going to make I have complained about at some point
Arguments
(P.s grammar is really bad it’s sort of turned into more of a rant I wrote this at 5 am without any sleep so sorry)
1. Obey me is marketed as a free to play game
First there are many reasons people are mad this main thing that I hear about is from a lot of people is that is a “free game” which lets be honest is ridiculously hard
But still it is still essentially a “free to play game” I personally feel like the main prolog is lessons 1-20 to introduce all the characters to understand and getting the just on how to play the game
Okay and now here’s where I sort of stand with obey me, the gatcha rates are kinda ridiculously lucky when you play for the first week you luck is so amazing and is in my experience with gatchas the best luck I have ever seen for games so it’s not really hard collecting the cards
Now are they the best absolutely no, this I feel like is where you might have to spend money unless they up the skills on the Nightmare A
But what Obey me is technically trying to do is obviously making you pay by releasing your favorite demon card every 2 week which…aren’t essential they are really just hoping that you love your main demon enough to pay
With the high increase on the gatcha rate there really isn’t a pity unless you count the card pieces (but I’m not going to count that because you are more likely to roll your UR before completing the pieces)
Now after lesson 20 once the huge break I feel like Obey me almost expecting the players to keep logging in any doing jobs and some players did do that and boy did it pay off
But those players have not needed to spend a single dollar and are all caught up
Now for everyone else who didn’t the game was so difficult it’s unimaginable and because for that a whole lot of players left the game and personally I don’t blame them because of how much impact the next lessons were
Now sort of like Mystic Messenger you really just have to grind you ass off log in everyday and do JOBS :D and grind but as hard and long as it is you are still able to be a f2p but where obey me fails is that when grinding Mystic Messenger grinding was a lot more fun for me it took about a whole year to just get 550 hourglasses even when I purchased and same with Genshin Inpact it takes a while but with obey me there isn’t really anything else to do once you get to a certain point which I think obey me really lacks and could be part of a reason why people left. Grinding just is not fun (now I do think that on a phone there is so much you can do with a app game but I feel like there could be a bit more they could do)
Personally I’m just going to come out and say it don’t spend your money for one UR card for your favorite demon it’s really not worth it now im one of those Mammon stans but if I ever wanted a specific card for instance the Mammon bunny card when it first came out I wanted it so badly and didn’t get it but I also knew there would eventually be a revival so I saved and did not spend any DV(demon vouchers) until the revival
The events
Some people complain about getting the cards in the events onestly for me this one kinda makes a bit of sense I noticed the first change when the Vampire even came out and how it wasn’t as easy to get the second card but if you think of it it makes sence why
When the first event came out (Santa event) you only had to collect about 30,000 gingerbread compared to the 100,000 in event today but when the first event came out no one was at high enough levels for the AP required and you would every day when times rest to gain gingerbread as well as there was only one part to the story so when people kept leveling up their AP Obey Me had to higher the bar so it wouldn’t be so easy to get all these cards and have a actual reward system but eventually they also added another story lesson starting at the Ruri Chan event
Second thing about the events is that one there started just getting plain out boring.
When lesson 20 finished and we were all waiting for season 2 I was still loving in everyday and logging in at 12 and 8 for the free 30 AP because I didn’t know what else to and would participate in the event but eventually what I think that all otome games that have constant events like Ikemen Vampire and Ikemen Revolution they just start getting repetitive and getting real boring so I stoped playing until there was something more interesting
The last thing that some people complain about the events is that you can’t keep up with the story and the events now I can’t find it but I believe that @0beyme said something about the events a long time ago about how you have to pick between the event and moving through the main story which I kinda think isn’t really the games fault and more just a discussion on maybe missing a event
Add ons
Okay so they did this from day 1 you spend a certain amount of Devil point that you guaranteed don’t have and get out a card
Now this is just spelling out a disaster
Yeah so for the first Charge Mission is when you log in which everyone had but essentially what they want you to do is spend $100 on a game that you just logged into and never experienced or played I don’t really understand what they were even thinking with that but it must’ve worked for them to keep doing them
The second time they did it was when the break was over and season 2 came out and they celebrated by doing another charge mission which was the Lucifer and Simon card which would cost again $100 again I really don’t understand what they were thinking
And now this is I believe the fourth time they have done this for the 1.5 anniversary where they know that Mammon is obviously a favorite for many Obey Me players and where smart to put it on the really stupid charge mission but the difference is, is that instead of it costing $100 it would cost almost $200(same with Levi’s) for one thing I don’t understand
But one thing that you do have to remember is is that this isn’t apart of the main gameplay it really just is a mini game if you would even call it that of dress up and optimization so still I guess would be just a add on that has no effect on the actual story and game so you could I guess still call it a f2p game with really really stupidly high priced add ons
VIP
Umm so I am the first one to call myself out I have bought the VIP package first when season 2 happened and I knew how much I loved the game so personally it was worth it to me to support the developers and gain something out of it
Now I haven’t really seen much complaints on the VIP because people more use it as a “hey the game is impossible with out VIP” but the people who say this ive noticed never bought it
For $9.99 each month it is 100%
IT IS NOT WORTH IT!!! Out of everything you get which honestly isn’t much you get some extra free space in jobs and really that’s it and if you choose to use all your job slots for the highest paying you get around 30,500 about a 10,000 difference not really worth it in my opinion
With VIP you also get other things like higher chance of gifts from Jobs which you will not notice one bit, and +20 AP (which if you play the events is sort of useful) as well as extra packages exclusive to VIPs so after paying $9.99 per month you also get more things to buy and that’s about it for VIP now if you really want to get more grim just use your AP and spend it of normal lessons you will get more AP that way
The Story and Kids
This could be all me just complaining and a theory by I wanted to include it anyway
Obviously many people are not even caught up or even playing but as more lessons went on the less interesting the story became to me I don’t know if it’s a me thing but season one was absolutely amazing the once season two came out it was good but not anywhere as good and one
One reason why I think that it to me became almost bland is the amount of kids that is on the app and how sensitive people were if anything bad happens
It’s no secret that the Japanese versions a lot more non-kid friendly for hell’s sake the characters don’t even swear as well as all the colors I feel like to a American audience bright colors is usually marketed towards kids but in other countriesI think many understand that that is not always the case for instance a lot of people will thing in America that anime is all for kids but I mean look at Attack on Titan or Tokyo Ghoul you would not let kids watch that of literal people getting brutally murdered you just don’t see things like that in the West where something looking kid friendly could also be very adult like
Also wtf dose this in the App Store say +12 with Ikemen Vampire and a lot of other games if you have a game rated +17 then there will be a actual pop up that says something along the lines of how “thier could be violence acts and sexual act are you sure you want to instal”
Now the story I’ve seen people point this out but there isn’t really much character development for instance Beel he dose not have a actual personality his personality (fight me on this one) all you really know about him is that he likes food and his family now I could be wrong cuz I’m on lesson 42 but still not much and this is kinda with all the characters except the special ones where the devs really favor and love for story
Some one mentioned how the developers hold back a lot which I agree with 100% they said how when there is character development they all the sudden pull back and never will almost talk about it again like ???? So there’s this constant bland story
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Honestly if you liked this I might do more cuz as much as this post made me especially at the end I kinda liked ranting so...yeah there is also many other things that I want to rant about but I’m tired soooo
feel free to comment your opinions btw
Bye ima go sleep now
#obey me#obey me shitpost#shall we date#shall we date lucifer#leviathan#obey me shall we date#lucifer#obey me beelzebub#shall we date mammon#obey me swd#obey me mammon#ikevamp#obey me asmodeus#obey me belphegor#shall we date belphie#belphie
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On the Four Table Legs of Traveller, Leg 3: Character Creation
In part 1 of this series, I described how Mongoose Traveller's spaceship mortgage rule becomes the drive for adventure and action in a spacefaring sandbox, and the 'autonomous' gameplay loop that follows.
In part 2, I talked about how Traveller's Patron system gives the DM a tool to pull the party out of the 'loop' and into more traditional adventures.
In this part, I'll talk about Traveller's unique character creation system, and how it supports the previous two systems.
Brief Overview of Character Creation
Traveller's character creation is weird, and it was the first thing house-ruled away by my old DM—and I can see why.
Traveller character creation is a minigame of sorts, in which you first generate ability scores (much like in D&D), then pick a career. You make a stat check to qualify for the career, one to 'survive' the career (more on this later), and one to advance. Every time you qualify for the career and/or advance, you get a random skill or stat boost from a table related to your training. In the Army and Marines, for example, you're very likely to get combat-related skills, while as a Merchant you're more likely to get something like Broker or Admin (which tend to be more useful, surprisingly).
You also roll once on a life event table, in which your character might fall in or out of love, make friends or enemies, study abroad, and so on.
You then advance four years in age and try again, and continue for as long as you want. If your character gets too old, they start suffering physical ability score consequences, though these can be bought off with semi-legal anti-aging meds, the consequence of which is starting with high amounts of medical debt.
Rolling to Survive
If you fail a survival roll, you're permanently expelled from your career (but can start another one), and often suffer major debilitating injuries in the form of sweeping permanent ability score damage, though this can be bought off by going deep into medical debt. It's technically possible to die in character creation if your physical ability scores are reduced to zero in this way, in which case you would start over. For that to happen, the player would have to decline treatment—basically, they're making a choice to give up and start over. This is a kind of extreme "safety net" against playing truly worthless characters, I suppose, though I haven't seen it happen yet.
Why is this Good Again?
This way of creating characters is shockingly different from any that I've seen before. The character that you end creation with might not have any resemblance at all to what you sat down and intended to create, which was a huge source of frustration, as a player, in my last two campaigns. It's more common than not to, for example, come up with a concept for a dashing space pilot and end up with a 98 year-old-that-looks-34 white-collar office worker who's got a laundry list of grievances against various corporations who have fired him over the years.
When I've seen this system work well, it's because players went into it with different expectations that they would in D&D. For a D&D campaign, you usually come to the table with a more-or-less fully-fledged character concept, then roll stats (or point-buy) and fill in the boxes. In Traveller, it's more like spinning a wheel and seeing what you'll get.
For the kind of campaign that Traveller assumes, however, this is perfect, and here's why.
First, it sets the tone of the campaign. Traveller is very different from most D&D-esque RPGs. It doesn't provide any guidance for or benefit from, for example, balanced encounters. By creating mechanically unbalanced, unpredictable characters, it is telling the players from the start that there are sharp edges to this game and they have to stay on their toes.
Second, it generates crucially important NPCs for the campaign. Those life events—and some fail-to-survive rolls—often create allies, enemies, rivals, and contacts: NPCs that are guaranteed to be met during the campaign. The book provides tips to the DM to ensure that these NPCs have access to spaceships, as they can be found on the random encounter tables. But here's the fun bit: the Player will be just as pissed at their rival, Captain Morgensen (or whatever) as their character is supposed to be, as he was (according to the events table) instrumental in getting them fired from their career as a space scout. By generating these characters during character creation's life-simulation, it gives them a real, emotional connection that leads to a lot of fun during play. These NPCs can easily function as Patrons (which, as explained in part 2, are the keys to adventure), or can provide paths to Patrons.
Third, it has the potential to start the characters massively in debt. The clear optimal path in character creation is to pay off any injuries by going into medical debt, and chug analgesic anti-aging pills like they're Skittles in order to keep advancing down your career paths, or start new ones. As explained in part 1, Traveller's 'loop' functions best when the PCs are swimming in as much debt as possible. The more debt, the more motivation to travel, and thus the more space pirates and space dragons and space princesses and whatever that they'll meet.
Fourth, it familiarizes them with the setting. The book provides quite a few career path options to the Players, and uses the same to generate its NPCs. Thus, just by reading through the career path options available to them, Players learn a lot about the world of Traveller and the kinds of people they might meet, without having to read lengthy setting handouts or pages and pages of lore or anything like that.
Fifth, it creates gaps in the party's expertise, which encourages hiring NPCs. It's virtually impossible to end up with an adventuring party that can cover every skill required to operate a spaceship, for example. This encourages hiring NPC crewmembers to fill in those gaps, which really helps make Traveller 'work'. A lot of the party's time is going to be spent on their spaceship, so the more people who are on there, the better from a roleplaying standpoint. Also,
That said, it's not perfect, as…
There Are Some Real Limitations
Mechanically, the main issue that's come up with Traveller's character creation is that it's entirely possible for the party to be missing one or more vital skills, or for a character to be lacking something that would be key to making them 'work'. Traveller's basic dice mechanics harshly penalize untrained skill checks compared to attempting even slightly-trained ones, and some roles can't be easily filled in by NPC crewmembers. If your character never rolls to learn the Gun Combat skill, for example, they'll more likely than not miss every attack they make in the whole campaign. The party can overcome this by hiring marines, for example, but the player might still be bored every time a gunfight starts.
This can be mitigated by, say, letting that player control their hired NPCs in combat directly, but as the game doesn't really provide a lot of guidance for who plays hired NPCs (the DM? the player that hired them? The party as a whole, by vote?), the DM and player will have to come up with their own solution. Since they might not even realize that there is a problem that needs to be solved, this can easily lead to traps (for example, if the DM assumes full control over hired NPCs, many battles will lead to the DM just rolling checks against himself/herself over and over in front of an audience) that generate frustration.
Mechanics aside, there are some narrative implications for character creation that might strike many Players as quite weird. Most D&D Players default to making their adventurers whatever their races' equivalent of early-20s is. Sometimes there's an old wizard thrown in to spice things up, but I'd say 9-in-10 characters I've seen are 'college-aged.'
Traveller strongly rewards old characters. Sometimes very old. Don't be surprised if the average age of the Traveller characters is the same as the summed age of all of your Players. This isn't necessarily bad—immortal, eternally-young sci-fi characters are kinda neat—but it's also pretty limiting, and may not be within the Players' expectations. If a Player wants to make a character who's a young hotshot just starting out, the rules will punish them severely. They'll have virtually no skills, no money (or debt!), no ship shares (units that track ownership of the spaceship), and no NPC connections.
Making it Work
I'm not going to change these rules until I'm more familiar with the system, but my gut says that many of the game's skills (such as Computers, Comms, and Sensors, or the two skills that govern two different, but similar, kinds of environmentally-sealed armour) could be consolidated to reduce the odds of a missing skill torpedoing a character. I also think flexibly passing back and forth control of hired NPCs between the DM and Players will solve a lot of problems, but deciding on the fly who is in control in a given scenario will probably take some experience as a DM. I’m vaguely aware that there’s a second edition of Mongoose Traveller, which may have done some of these things, but I haven’t played it and as such can’t comment on it.
I think for a satisfying experience, you have to make it clear to your Players not to try to build their characters to a pre-imagined concept, but rather come up with a concept as they play through their character's life. Also, tell them upfront that, in this particular sci-fi universe, anti-aging technology has allowed for the rich and powerful to stay eternally young, and that they can expect to have already retired from one or more full careers before the campaign even begins.
Next up, how this all ties in with random encounters.
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