How would one implement elemental reactions in a TRPG, in similar veins to games like Divinity II or Genshin Impact? Have any games attempted this to varying levels of success? Is it generally worth the trouble to implement such a system?
>>96937543>Is it generally worth the trouble to implement such a system?I would say no, but I'm lazy. I only put up with it in Divinity because the computer does all the work and I can reload if I fuck it up and set my party on fire when I didn't want to.
>>96937543>Player: I want to use X on Y in the hopes of achieving Z>DM: it makes sense so I'll let you do itHere's your system, bronson.
>>96937543I'm making this response with zero knowledge on how Divinity II or Genshin Impact handle elemental interactions, but on the assumption the methods are at least similar to the Rock Paper Scissors type interactions present in Pokémon or Megaman.The main thing to remember when making an elemental alignment system is there's a line between making the use of weaknesses the only effective tactic and making their effect so little the mechanic may as well not even exist. You need to make sure elemental exploitation is viable, but take care not to make it so good that's all players want to use.Another important thing to remember is that there needs to be a decent spread of elemental types; you shouldn't always have your players encounter the type they're weak to or who resists their types, nor should you go too far in the other direction, putting them against too many types who are weak to them or whose attacks they resist.I like the extra layer of tactics and how type interactions modify damage, so I usually try to implement a weakness/resistance system in one way or another. Whatever "trouble" other people might have is inconsequential to me; I make my games how I want, because I can't rely on the companies who expect money for their products to put out complete (or even functional) games.
>>96940293This is generally the best way to handle it, because actually having full blown mechanics for every single interaction can get really, really bloated and a pain to remember during actual play. Like, let's just assume you have 4 elements - you won't, you'd have at least twice that, but bear with me. That's 16 interactions you have to remember. Every additional element exponentially increases the number of mechanics you have to remember, and failing that the number of times the game grinds to a halt so someone can check the rules.Having off the cuff rulings is better for this system, because of course if you shoot ice magic at water it freezes and hinders mobility, of course if you electrify water the people in said water will be electrocuted, of course if you ignite grass with fire magic anyone nearby will burn.But, as I said, the more complex you get - the more elements you add - the more interactions you necessitate and the more of a hassle the rules become for actual play.>ABLOO BLOO BLOO RULES MAKE THE GAMEYes retard, I know, and bloated rules make a bad game that you can't play because you're stopping every 5 seconds to cross-reference the rule book to find out what happens when you use ice magic on void elementals.
>>96940529What you're describing is an elemental system written in an unintuitive way. If it doesn't make sense, of course people aren't going to fucking remember it.Pokémon is, unfortunately, just as guilty as nonsense interactions as it is with sensible interactions. Decades after playing its release, I have the sensible weaknesses and resistances memorized, while I still have trouble remembering the ones that either don't make sense or have tangential logic to them.Logic would dictate that just about any elemental would do dick-all against a so-called "void elemental", because it's the fucking concept of a void given form in the world.Don't put retarded shit in the game, and you don't need to backpedal on your failed novelist "hurr just tell ur story the way u want without playing a game durr".
>>96937543>Video game screenshot>shit threadEvery time. Why is this?
>>96940840>mad it's not another senseless thread with a puckee image attached to a nogames "in ur settan" question
>>96937543From what I remember, the primary thing that Divinity does is having blood/water that you can freeze, electrify, or evaporate into cloud cover, alongside oil which you can ignite.Aided by the fact that there are plenty of spells that can make areas of oil or water, often as a side effect or for few actions, which makes it so it's easier to engage with the system.Mechanically speaking, it's pretty easy to define some universal rules for ice, steam, and electrified puddles, and then simply apply those for when an area of water gets blasted with ice, fire, or electricity.I forget if oil interacts with anything other than fire, but if it doesn't that also makes things easy.That's about half a dozen types of environmental effects, which should be relatively easy to homebrew and keep track of. Y