作者 主题: 国内有谁做过比较好的仙侠规则?  (阅读 2259 次)

副标题: 仙侠团的风格定义求助

离线 水瓶盖•迷惘记忆•八哥大王I世

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Re: 国内有谁做过比较好的仙侠规则?
« 回帖 #80 于: 2020-08-17, 周一 06:34:08 »
我觉得其实搞个轻规则应该还是很容易的?比如把什么金丹期之类的境界当综合等级,功法啥的当属性,法术神通等等当技能,再加个什么道途之类的来描述道德随带兼掉什么潜力点,意志力的功能。战斗部分搞成三国杀那样,社交挑战和思考挑战...嗯,就随便弄弄,可以当简单的连连看或者拼图玩就成了?
2C2D最高7L,我果然就是弱鸡么.....

离线 Mounrou

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Re: 國內有誰做過比較好的仙俠規則?
« 回帖 #81 于: 2020-08-17, 周一 11:34:38 »
我覺得其實搞個輕規則應該還是很容易的?比如把什麼金丹期之類的境界當綜合等級,功法啥的當屬性,法術神通等等當技能,再加個什麼道途之類的來描述道德隨帶兼掉什麼潛力點,意志力的功能。戰鬥部分搞成三國殺那樣,社交挑戰和思考挑戰...嗯,就隨便弄弄,可以當簡單的連連看或者拼圖玩就成了?

Your "easy" ain't other people's "easy".

Now, FWIS I actually think you personally could probably do it if you so incline. Well, if I want to I could probably come up with something too I guess. (More interested in making a Shanghailander-type martial arts game though... Permanent backburner thing I probably won't get to do...)

It's about how much one is used to something though. That's one important key aspect that most fall into: We gauge others' competency by our own capabilities/incapabilities.

It takes a bit of time to "get used to" designing, just like everything else.

And "light systems" are not as simple as one thinks:
Goal 1) You have a bunch of basic premises.
Goal 2) You need a system to cover all the aspects.
Result) You make a game with its own systems to resolve all the aspects needed.

Given enough spaces, you can always get a solution to make something works. (eg. The first-gen computers that're as big as rooms.)
And then you refine what you have, and make it more sleek and better. (eg. The current-gen palm computers we call smartphones.)
But, if you want brute force, size is still a requirement. (eg. The current-gen supercomputers like the IBM Summit that's about the size of a mobile toilet... Wanna say Phone Booth, but not sure if the kids nowadays know what that is... !!!=3=\)

Game systems are like that.

A game the size of 5e, can easily cover most everything needed, clearly and with extras.
But a light game that wants to cover a majority of what 5e can do, actually needs better internal balance, as well as releasing certain factors to downstream users. (The common Lite-game theme of "discuss with your GM what the positive/negative results are", is actually the attempt of handing system-load down to end-user level.)

So, creating a "lite" game that works well, is actually harder than creating a 5e-type game, due to the needed experience and skill in refinement... Unless you're used to it.

Hence,
Your "easy" ain't other people's "easy".


(And added to that, the common situation of " 'I wanna do something...' and then leaving things to the permanent backburner" thing that happens to all of us... That's another issue altogether... )
« 上次编辑: 2020-08-17, 周一 11:44:19 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

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Re: 国内有谁做过比较好的仙侠规则?
« 回帖 #82 于: 2020-08-17, 周一 14:34:00 »
我觉得其实搞个轻规则应该还是很容易的?比如把什么金丹期之类的境界当综合等级,功法啥的当属性,法术神通等等当技能,再加个什么道途之类的来描述道德随带兼掉什么潜力点,意志力的功能。战斗部分搞成三国杀那样,社交挑战和思考挑战...嗯,就随便弄弄,可以当简单的连连看或者拼图玩就成了?

Your "easy" ain't other people's "easy".

Now, FWIS I actually think you personally could probably do it if you so incline. Well, if I want to I could probably come up with something too I guess. (More interested in making a Shanghailander-type martial arts game though... Permanent backburner thing I probably won't get to do...)

It's about how much one is used to something though. That's one important key aspect that most fall into: We gauge others' competency by our own capabilities/incapabilities.

It takes a bit of time to "get used to" designing, just like everything else.

And "light systems" are not as simple as one thinks:
Goal 1) You have a bunch of basic premises.
Goal 2) You need a system to cover all the aspects.
Result) You make a game with its own systems to resolve all the aspects needed.

Given enough spaces, you can always get a solution to make something works. (eg. The first-gen computers that're as big as rooms.)
And then you refine what you have, and make it more sleek and better. (eg. The current-gen palm computers we call smartphones.)
But, if you want brute force, size is still a requirement. (eg. The current-gen supercomputers like the IBM Summit that's about the size of a mobile toilet... Wanna say Phone Booth, but not sure if the kids nowadays know what that is... !!!=3=\)

Game systems are like that.

A game the size of 5e, can easily cover most everything needed, clearly and with extras.
But a light game that wants to cover a majority of what 5e can do, actually needs better internal balance, as well as releasing certain factors to downstream users. (The common Lite-game theme of "discuss with your GM what the positive/negative results are", is actually the attempt of handing system-load down to end-user level.)

So, creating a "lite" game that works well, is actually harder than creating a 5e-type game, due to the needed experience and skill in refinement... Unless you're used to it.

Hence,
Your "easy" ain't other people's "easy".


(And added to that, the common situation of " 'I wanna do something...' and then leaving things to the permanent backburner" thing that happens to all of us... That's another issue altogether... )
是这样的.jpg 比如说那话的之后,随便想了个把费用设计成状态的机制:无费不变;一般支出是每轮重置的疲乏/横置;大支出是要花时间回气的真气枯竭/翻面。然后赋予法术什么的等级属性,用法术等级跟总等级(境界)或者分等级(功法)之比来决定费用,然后基于类别定性的给予调整效应,比如火行功法,火法术有加成。然后发现这么干以下情况都会很垃圾:如果有衰弱射线乃至吸能术之类会调整等级的效应会频繁互动的话,会占太多缓存;如果在调整效应上并行加减和乘除还是会太麻烦;就算毕竟是轻规则,所以限制调整效应的数量和只用一边好了,还要琢磨包含历程在内的整个等级怎么控制,不然我赌五毛会绝对会出现策略在专精和万金油里一边倒的情况.....嗯,我们还是魔改5E好了...
2C2D最高7L,我果然就是弱鸡么.....

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Re: 国内有谁做过比较好的仙侠规则?
« 回帖 #83 于: 2020-08-17, 周一 16:29:15 »
我觉得其实搞个轻规则应该还是很容易的?比如把什么金丹期之类的境界当综合等级,功法啥的当属性,法术神通等等当技能,再加个什么道途之类的来描述道德随带兼掉什么潜力点,意志力的功能。战斗部分搞成三国杀那样,社交挑战和思考挑战...嗯,就随便弄弄,可以当简单的连连看或者拼图玩就成了?

以前做无限的教训之一是,这种想涵盖多一点的东西,就不要想着太轻的规则,否则做到后面太容易爆炸了
目前我用5E改下来感觉倒是还好,可惜还是没达到我想要表达的那种感觉,只能一边跑一边改了

Your "easy" ain't other people's "easy".

Now, FWIS I actually think you personally could probably do it if you so incline. Well, if I want to I could probably come up with something too I guess. (More interested in making a Shanghailander-type martial arts game though... Permanent backburner thing I probably won't get to do...)

It's about how much one is used to something though. That's one important key aspect that most fall into: We gauge others' competency by our own capabilities/incapabilities.

It takes a bit of time to "get used to" designing, just like everything else.

And "light systems" are not as simple as one thinks:
Goal 1) You have a bunch of basic premises.
Goal 2) You need a system to cover all the aspects.
Result) You make a game with its own systems to resolve all the aspects needed.

Given enough spaces, you can always get a solution to make something works. (eg. The first-gen computers that're as big as rooms.)
And then you refine what you have, and make it more sleek and better. (eg. The current-gen palm computers we call smartphones.)
But, if you want brute force, size is still a requirement. (eg. The current-gen supercomputers like the IBM Summit that's about the size of a mobile toilet... Wanna say Phone Booth, but not sure if the kids nowadays know what that is... !!!=3=\)

Game systems are like that.

A game the size of 5e, can easily cover most everything needed, clearly and with extras.
But a light game that wants to cover a majority of what 5e can do, actually needs better internal balance, as well as releasing certain factors to downstream users. (The common Lite-game theme of "discuss with your GM what the positive/negative results are", is actually the attempt of handing system-load down to end-user level.)

So, creating a "lite" game that works well, is actually harder than creating a 5e-type game, due to the needed experience and skill in refinement... Unless you're used to it.

Hence,
Your "easy" ain't other people's "easy".


(And added to that, the common situation of " 'I wanna do something...' and then leaving things to the permanent backburner" thing that happens to all of us... That's another issue altogether... )
是这样的.jpg 比如说那话的之后,随便想了个把费用设计成状态的机制:无费不变;一般支出是每轮重置的疲乏/横置;大支出是要花时间回气的真气枯竭/翻面。然后赋予法术什么的等级属性,用法术等级跟总等级(境界)或者分等级(功法)之比来决定费用,然后基于类别定性的给予调整效应,比如火行功法,火法术有加成。然后发现这么干以下情况都会很垃圾:如果有衰弱射线乃至吸能术之类会调整等级的效应会频繁互动的话,会占太多缓存;如果在调整效应上并行加减和乘除还是会太麻烦;就算毕竟是轻规则,所以限制调整效应的数量和只用一边好了,还要琢磨包含历程在内的整个等级怎么控制,不然我赌五毛会绝对会出现策略在专精和万金油里一边倒的情况.....嗯,我们还是魔改5E好了...
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