I'd get rid of the mechanic of getting unnecessary doubles. Specifically with randomized drops/rewards. I play Animal Crossing as a part of my daily ritual sometimes. I'd check for new recipes, get duplicates, and stop playing for the day. It's just not fun to reduce a game to work like that.

I don't think that there shouldn't be any chance or grind involved, but I think an invisible coding quirk that makes a new or desired item inevitably drop would go to reduce some stress.

I think sometimes grinds like that can really mess up people who can just dive into games or have that compulsive desire to get 100% completion.

    • UlyssesT
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      edit-2
      17 天前

      deleted by creator

        • UlyssesT
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          edit-2
          17 天前

          deleted by creator

          • Orannis62 [ze/hir]
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            2 年前

            idk I MUCH prefer d6 pools over d20s. It feels less random

            • NephewAlphaBravo [he/him]
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              edit-2
              2 年前

              It is less random, the more dice involved in each roll the more likely you'll be near the median possibility.

              • Orannis62 [ze/hir]
                ·
                2 年前

                I like that, especially in a Blades in the Dark type system when you can turn it into a resource management thing.

                Like, spending stress, which you have very little of, to give yourself one more die on an important roll can be heart-pounding, because that can make a real difference but it's also not guaranteed. I've never seen anything in a D20 system that could give the same feeling

          • keepcarrot [she/her]
            ·
            2 年前

            At least when I'm designing systems that nobody plays, my argument for using D6 pools is that even your grandma has d6s. Also less flat than a single other dice (d20). Also rolling d4s feels crap. Also, a lot of the mental arithmetic of adding a bunch of minor bonuses can be handled by putting dice in your hand instead of remembering the numbers.