06-09-2024, 08:06 PM
The spreadsheet model is a new way to approach a roleplaying session. I've only used it in one DM RP, and that's mainly for keeping track of character stats and information. I'll put this up in case people couldn't exactly afford to use Microsoft Excel for spreadsheets: https://www.openoffice.org/
Yeah, I can see how high the numbers can get. One of the sets get unlocked when you deal 2500 damage in a single hit. In a Normal difficulty solo run, the first enemies have ~5k HP, Twili (who is usually the first boss in my runs because I like going down that route first) had around 69k HP give or take, and Shiro's HP exceeds 190k. It's honestly crazy.
When it comes to variance, I decided to analyze the damage ratings a bit. The Assassin has 100 damage by default with their primary attack, but when smacking the dummy around, I got values ranging from 85 to 115, meaning there's a ±15% variance in damage. Critical hits seem to have a 25% chance of happening, and when they do, they deal 1.75x damage by default.
Personally, I think the most important aspect of this is communication, as spreadsheets work best with effective communication between players.
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Now how will we go about loot collection? From the game itself, all the loot we see or collect appears in the log. Trinkets, however, are unlocked and grabbable from the start. Thing is the log is a menu item in the game.
From what I recall, back in the older incarnation of this forum, you ran a forum RP called Gooey Gamble, and the second Gooey Gamble RP is the one where you went for a roguelike approach. I recall there being an impenetrable display case where the treasures we've collected are displayed for us to see. I think that is the closest we would have to the part of the log where we can view the loot we've gotten.
Now, trinkets? They're usable, but they're mostly aesthetic. The fluffy tail is probably the only exception as it is used as an indicator as to whether a run is a no-damage run or not. Would be a little weird to explain how trinkets got there in a roleplaying session, though.
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Side note, I checked the Steam page and supposedly there's an upcoming Toybox feature. No idea what that's supposed to do.
Yeah, I can see how high the numbers can get. One of the sets get unlocked when you deal 2500 damage in a single hit. In a Normal difficulty solo run, the first enemies have ~5k HP, Twili (who is usually the first boss in my runs because I like going down that route first) had around 69k HP give or take, and Shiro's HP exceeds 190k. It's honestly crazy.
When it comes to variance, I decided to analyze the damage ratings a bit. The Assassin has 100 damage by default with their primary attack, but when smacking the dummy around, I got values ranging from 85 to 115, meaning there's a ±15% variance in damage. Critical hits seem to have a 25% chance of happening, and when they do, they deal 1.75x damage by default.
Personally, I think the most important aspect of this is communication, as spreadsheets work best with effective communication between players.
-----
Now how will we go about loot collection? From the game itself, all the loot we see or collect appears in the log. Trinkets, however, are unlocked and grabbable from the start. Thing is the log is a menu item in the game.
From what I recall, back in the older incarnation of this forum, you ran a forum RP called Gooey Gamble, and the second Gooey Gamble RP is the one where you went for a roguelike approach. I recall there being an impenetrable display case where the treasures we've collected are displayed for us to see. I think that is the closest we would have to the part of the log where we can view the loot we've gotten.
Now, trinkets? They're usable, but they're mostly aesthetic. The fluffy tail is probably the only exception as it is used as an indicator as to whether a run is a no-damage run or not. Would be a little weird to explain how trinkets got there in a roleplaying session, though.
-----
Side note, I checked the Steam page and supposedly there's an upcoming Toybox feature. No idea what that's supposed to do.

