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Would Monster Hunter work as a ttrpg? Seems like it would take way too many turns for a lot of the fights. Could that be corrected in a way that still made the game fun?
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>>97911948
>Would Monster Hunter work as a ttrpg?
An accurate representation would lean more towards the board game side, but I don't see why not if you use smaller turns and give the players the means of reacting to what the monster is doing, both with positioning and using the weapon's moveset.

>Seems like it would take way too many turns for a lot of the fights
In game this would be a DPS issue, on tabletop...the same, but I get your point, and I would argue that if you keep every turn engaging because the monster and players are all doing something, it's not an issue. It would be if the combat was just "attack roll-->HP sponge"

>Could that be corrected in a way that still made the game fun?
Yes, but for clarity I would accept the lean into the board game side, using cards. And yes, I know several RPGs already use them either for resolution or as a tool to help players. Deck of cards for monster action like kingdom death does, and weapon moveset cards for the players so that they always have their options in plain sight. One second turns, of course some actions take more than one turn to resolve, so that's where teamplay, positioning and decision making become relevant.
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>>97911948
Try playing video games.
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>>97912183
Try not being a fucking retard
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>>97911948
>too many turns
Combat taking too long is only a problem if you're playing a game where combat is not fun.
I understand that a lot of RPG gamers have not found a combat system they actually like, but if you're gonna adapt a series completely based on combat, the first step would be finding a system with combat (you) personally enjoy.
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>>97911948
That cat is DEFINITELY trying to convince me that he's fine, too.
>>
If you were to make monhun a full ttrpg you'd want to make the combat as enjoyable and dynamic as possible, because that's kind of the reason people play monhun. Every session should be the build-up to a big epic boss that takes a while to beat but is fun and engaging the whole way through by forcing the players to coordinate and move around the map instead of standing in place attacking over and over.

You could even add short breaks when the boss takes enough damage much like the games where it moves to a new area to eat, rest, or recover. This allows players to check their own resources before reengagement.

But the major point is it has to feel fun to smack a dude in a bunch of different ways. There's probably systems out there you could use as inspiration, but I'd genuinely avoid just using 5e as a base which is the default assumption here.
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>>97911948
I've never played it, but I assume it has a gameplay loop of gathering resources, crafting to prepare for hunts, then doing the hunting.
Locational damage, conditional drops based on damage types, damage type resistance; these all lend themselves to a TTRPG on the more tactical combat and exploration side.

>way too many turns for a lot of the fights
Get better gear or use a damage type that exploits your target monster's weakness. Isn't that also what traps and explosive barrels are for?
Maybe not, because I know very little about Monster Hunter.

Also, combat takes as long as it should take; if you're one of the types to say "combat is a slog" or "combat overstays its welcome", then you might want to base a game off something that isn't so immensely focused on combat.

>fun
DEPENDS ON WHAT YOU AND YOUR FUCKING GROUP THINK IS FUN YOU SHITFUCK. TALK TO THEM, NOT STRANGERS ON THE INTERNET, YOU MASSIVE RETARD.
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>>97912183
"nobody screeches about video games on this board I don't know what you're talking about"
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>>97911948
I've seen people bring up Kingdom Death as a game that's similarly all about dodging around monsters to eventually make gear out of their corpses.
The only real hurdle would be converting all of the Monster Hunter creatures.
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>>97911948
I've already used monsters from the game as opposition, you don't need a specific game system for every single thing you want to represent in the world
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>>97913602
What if you want something more engaging than a generic system?
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>>97911948
>Would Monster Hunter work as a ttrpg?
No, because all the things that Monster Hunter is exceptional for completely fail in tabletop form.
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>>97913649
It is engaging.
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>>97914070
How would you feel if you had something different for breakfast?
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>>97913649
Stupid statement.
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>>97914079
Broadly the same, assuming we're talking about things I would normally eat for breakfast and not, say, polonium.
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>>97914079
You are a midwit that thinks they're clever, which is the most embarassing thing to be.
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>>97914085
I just wanted to see if the person I responded to could understand simple hypotheticals, because their response made me think they can't.
Sorry that made you mad.
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>>97914079
No. The game system is already perfectly engaging, and there is no system in existence, nor any that could ever exist, that is more engaging. You are not permitted to reply.
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>>97914081
Okay, so how do you suppose someone who wants something more engaging to them than a generic system would feel about >>97913602's assertion?
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>>97914096
You are pathetic.
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>>97914099
There is nothing more engaging, nor could there ever be.
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>>97914110
Fuck off retard.
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>>97914108
Cope.
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>>97914080
Why?
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>>97914115
Cope.
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>>97911948
Would COD work as a ttrpg?
Would Skyrim work as a ttrpg?
Would Resident Evil work as a ttrpg?
Would Elden Ring work as a ttrpg?

Any AAA sloppa can be turned into a ttrpg, Monhun sloppa included. Because it is sloppa, it doesn't need to be good: the consoomers will consoom regardless, and crapcom consoomers are some of the most heedlessly loyal of them all.
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>>97914145
But what if someone wanted to make it good?
And I mean qualitative good, not "I personally like it" "good".
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>>97914145
Ok. How would you do it?
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>>97914210
He wouldn't do it, because to him, there aren't any ideas worth intellectual exploration and hypothetical conversion into the tabletop medium. He expresses greater culture by calling it sloppa and dismissing it. There is great knowledge in calling it sloppa without trying to look for deeper themes, and great importance in pre-emptively calling anyone who might disagree with him, or even criticize him, a consoomer, even if said "consoomer" either has never played them or actively dislikes them.
Truly, the Anon you responded to has the greater culture, knowledge, and importance of us all, because he would rather shoot a potential discussion down than to try to create something from things he vehemently opposes.
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>>97914234
Anon, I thank you for your input but don't worry, my question was rethorical. Anyone who uses words like "slop" to express his "thoughts" is immediately filtered as a retard.
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>>97914234
Correct. A hypothetical isn't worth anything. Retard.
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>>97914504
So what if someone made the system?
>>
Nope, you already lost.
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>>97914943
But what if someone made the system though.
>>
No.
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>>97914985
You'd look really stupid if someone made the system though. What if they did? They could. It's entirely possible. All you'd need are monster hunter fans who are also avid tabletop enjoyers who are least know enough to understand how math works.
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>>97915003
Definitely not me I guess I can't even grammar today
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>>97911948
Why would you ever want or need it to? Its just a hypergaymified arcade version of what you already do in every medieval fantasy TTRPG. It doesn't get any more generic and braindead than monhon, sorry if its your favorite franchise or something but its just how it be.
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Neither generic nor braindead, obviously.
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>>97915121
You haven't played monhun and it really shows.
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>>97915121
>It doesn't get any more generic and braindead than monhon
What the fuck are you talking about? Generic games don't invent genres that lead to decades of other studios trying to copy the formula.
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>>97914504
How would you feel if you had something different for breakfast?
>>
>>97914332
I just wanted to call him pretentious in an extremely roundabout and long-winded way.
>>
>>97915209
>>97915566
Angry but unable to argue against anon's highly salient observation.

>>97915798
They do exactly that, in fact. If you put your AAA slop consoomer brain to work real hard you might note that "genre" and "generic" share a word origin.
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>>97911948
>errrm guys how would you make a ttrpg about hunting monsters
Wow what a fantastical and original concept, probably impossible to do.

On a more serious note, the fun part of monster hunter is the fluid combat, which is something ttrpgs dont do (ttrpgs are more about tactics and luck).
If you mean the monster hunter setting, then sure you can i guess, buts its not that appealing.

I dont know why i am telling you this. YOU should know this as i assume you play ttrpgs and monhun
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>>97916277
Highly salient? Dude thinks monhun is about exploring dungeons and fighting goblins.
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>>97916277
>you might note that "genre" and "generic" share a word origin.
It's very funny you thought this was a clever comeback. You are extremely retarded.
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>>97915566
Ironic.
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>>97917223
Ironic that you clearly haven't engaged with a game and just made a bunch of assumptions? Yeah I agree.
>>
yep, you didn't get it. lol
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>>97917414
Then enlighten me oh wise teacher. If it's so obvious you must be able to explain. Because if you can't explain I have no option but to declare you a troll.
>>
If it's explained to you, you won't learn anything :)
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>>97917953
You don't know how learning works either? Good job sport you're the dumbest retard on this site.
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>>97911948
You'd want to try and evoke the stuff that's implicit in the games, but gets glossed over.
Like environmental dangers and survival challenges.
But the games themselves also have loads of mechanics that translate well into tabletop.
Like hit location injury charts, foraging to resupply in the field, tracking, and the appearance of guest monsters.
You could also go much further into the ecology aspect of the game, and essentially use a diagram of the local food chain as an encounter table.
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>>97911948
Notepad Anon gave it a little brainstorm https://youtu.be/mieqZ9p2tcE
and seems to me that it's perfectly workable
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>>97921884
Super this. Make people actually track monsters. An encounter with Rathalos isn't going to be 20 rounds all at once, it'll be 5 rounds over 4 different encounters just as an example. But you're not also going to have a magic map that tells you exactly where he's going. I like how in World you have to use scratches and markings to track monsters, add some of that.
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>>97924391
Yar, I'd basically turn a hunt into a mini hexcrawl, full of distractions and a few side-quests, with a relatively short time limit to complete the hunt in, say a manner of days or weeks.
Translating to tabletop has the opportunity to do far more indepth stuff than just drinking some hot tea to keep away the chill.
>>
At a high level you want to evoke the feeling of Monster Hunter without the grind, because grind in a tabletop system absolutely sucks. I'd build out three distinct phases for exploration, combat, and downtime.

>Exploration phase
- Hexcrawl where each hex has a chance of certain resources or minor monster encounters. Can also provides hints to the hex where the target monster is located.
- Minor monster encounters should be abstracted but can provide rewards if completed.
- To simulate the time limit, set a limit to the number of moves a group can make along the hexcrawl.
- Allow the players to be able to move independently.

>Combat phase
- Actual grid combat since positioning is important in the big monster fights.
- Combat map should have environmental hazards the hunters can take advantage of.
>Monster
- Monster should have hit zones with their own stats. Breaking a hit zone causes material drops, additional damage to the monster's overall HP, and affects certain monster attacks.
- Attacks should have a combination of generic attacks and unique attacks that cycle in sequence during combat. The sequence simulates learning a monster's moveset.
- To simulate phase changes, these attacks gain a new sequence with some attacks switched with charged up versions. Exhaustion shouldn't be another phase but maybe a chance that the monster does a generic attack instead of a unique one.
- Monster can fly/run away at certain points which switches the game back to exploration. The monster can heal itself by a limited amount if the players take too long to find/catch up with the monster.

>Players
- Stamina-based system that allows players to use weapon maneuvers based on their weapon type (GS/Hammer -> Charge attack, Lance -> Guard Counter, etc).
- Generic maneuvers for running, rolling and diving when weapon is sheathed.
- Regular movement can be free. Using an item can be free but stops movement.
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>>97928628

>Hub/Downtime phase
- This is where you can build items and equipment based on the resources gathered.
- MH already has a quality level for their materials so you can probably abstract crafting to be a required number of material points but not specific materials. For example 10 rathalos mats for a weapon, tier 1 mats are valued at 1, tier 2 are valued at 2, etc.
- Cantina to eat food buffs for the next quest, these buffs expire after the quest completes/fails.



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