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File: 44f1e4c770892c7⋯.jpg (527.85 KB,1024x1485,1024:1485,1319416490188.jpg)

 No.316397 [View All]

Summer is here and so is all the extra free time that often comes with it. That means it's time to start working on your homebrew games again! Your time is now, /tg/. It's time to make game.

Tell me, what are you working on? Where are you stuck? Have you playtested anything yet?

As a further topic of discussion, let's discuss what makes a game good. What are the elements of good game design and what can be done to ensure that your final product doesn't end up as a fantasy heartbreaker, or something completely derivative? There's no one perfect game that can suit the needs of every group GURPS, but there are certainly ways to ensure that the gameplay experience of a game lives up to the intentions put into it. Discuss.

262 posts and 98 image replies omitted. Click [Open thread] to view. ____________________________
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 No.416714

>>416695

I don't frequent these threads, but set them during every full moon. Also setting a monthly show and tell is a great idea.

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 No.416725

>>416714

The general idea is laid out here ( >>412298 ) and discussed and minorly carried out following that post in that thread. The idea is to encourage more homebrew and work on homebrew by setting a date, similar to /agdg/'s demo days. Every full moon seems a little excessive, but that really depends on how many people are actually here and willing to post about their shit.

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 No.416810

File: 7c1548aba6d525e⋯.jpg (384.13 KB,579x828,193:276,1410888391377.jpg)

>>416038

>>416697

You're responding to posts from months ago, but the long and short is that I shelved the idea for now, but still intend to toy with it and maybe use it for another game I may work on some day once I've gotten my current project complete enough.

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 No.416996

I'm currently making a metric ton of custom magic items, artifacts etc.

What should I not do when designing magic items for characters to build themselves around?

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 No.417368

File: 52ec418e4dc00b3⋯.jpg (797.73 KB,700x700,1:1,1291432009935.jpg)

>>416714

Well, next Full Moon is going to be Saturdy, May 18th.

GET YOUR SHIT READY FOR THE NEXT HOMEBREW SHOW & TELL ON MAY 18th!!

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 No.417957

File: a193523f46d5f4e⋯.jpg (1.64 MB,1742x1000,871:500,26895067.jpg)

Since the matter came up in the QTDDTOT, I'm curious what programs and techniques everyone uses to put together their homebrew material. Publishing is a distant dream for most of us, but having a neatly assembled document is still nice.

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 No.418071

>>316397

>Summer is here

Summer ended 6 months ago, are you retarded or something?

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 No.418074

>>418071

Are you?

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 No.418106

>>417368

Alright, I'l come up with something for the 18. See you then.

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 No.418291

File: da3f00738da111a⋯.png (9.73 KB,386x506,193:253,ClipboardImage.png)

Working on the CRS layout for a monster-trainer RPG system. Four fit on a letter-sized paper, since players are expected to get more as they go along. Once I have the mechanics laid out and a default bestiary, should be good to go. This is one among a few quickie side-projects, after this I'll be starting on a fantasy-lifeguard game which mingles cooperative and competitive elements.

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 No.418406

File: b9b4f33dcc2cf65⋯.png (11.01 KB,356x480,89:120,ClipboardImage.png)

File: 85890d9134e307a⋯.png (25.56 KB,356x480,89:120,ClipboardImage.png)

Finished the layout for the creature sheet, then tried filling it in with arbitrary asspulled information. It's a feral, so no name or loyalty rolls, thus why there are some empty fields close to the top. Right now my main concern is that the two moveset boxes are tiny, and thus how each move actually functions isn't clear on the sheet itself. I'm considering having either the backside of the sheet or a fold-open area store further information on moves a creature knows for quick reference, since it might be annoying for players to have to use the book for that. I also wanted to be able to have the player adjust a creature's moveset between travels, so having a direct repository on-sheet instead of just anything in the book they meet the prerequisites for will probably make things much more user-friendly.

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 No.418541

Reminder to bring your homebrew on May 18. Don't worry if its shit,

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 No.418934

File: d539542c87e003e⋯.jpg (53.7 KB,640x445,128:89,1350154279316.jpg)

The Full Moon is tomorrow. I hope some of you have something to share with the rest of us.

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 No.419128

Sorry for the late post, its saturday now. I wanted to make a simple mod to d20 to have less hp bloat and have only one hitdice. I realized halfway through that you can just convert WOD or Ars Magica to dnd instead.

Its like this.

Combat Rules

Steps

1. Roll 1d6 for initiative for each character. Higher numbers go first.

2. When its your turn, you get a movement and an attack in any order.

3. When attacking, roll a D20 and then compare it to the target’s defence. If it beats the targets defence, the attack hits and roll for damage. If it doesn’t beat the target defence, the attack misses.

4. After everybody has acted, start at the beginning of the initiative order.

Damage

After rolling a successful hit, roll the weapons damage or 1d6 if not specified. Then add any modifiers then subtract the targets Armour value from the damage total.

If damage done is more then the targets current hit points, the target takes 1 fatigue.

Fatigue

As battles continue, PCs and NPCs begin to tire and fatigue begins to take in. Depending on the type of armour worn, you will be gaining fatigue every 5 combat rounds or 10 combat rounds.

When you gain fatigue two things happen.

-Your evasion decreases -2

-Your armour reduction decreases by -1

Fatigue can stack, but it can not reduce evasion or armour reduction to negative numbers.

The amount of fatigue points a PC or NPC can take is dependent on their max hit points.

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 No.419130

My cat puked all over the sheet of creature designs I had prepared.

FMITA. ):

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 No.419148

I'm going to be out of town until tomorrow evening, but I plan to have some stuff to post.

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 No.419189

File: 32f7d9b33522f4c⋯.pdf (317.08 KB,Magic Assholes In Space - ….pdf)

File: 81edfcfcb5a2e6d⋯.pdf (183.21 KB,MAIS Sheet - V3.pdf)

File: 5cbd6c922181d50⋯.pdf (82.18 KB,MAIS Ship Sheet - V1.pdf)

File: a8ff40b0551ff78⋯.jpg (179.24 KB,1009x792,1009:792,mixed_concept_spaceship_by….jpg)

>>419148

Magic Assholes in Space still being worked on and playtested semi-regularly. Weekend activities fucked with my workflow, but here's the latest draft with a variety of updates and also lots of half-finished and disjointed bullshit still floating in there. I wrote up some new stuff in the combat chapter and due to recent events in our playtest, I put a lot more work into figuring out how spaceships will work.

The game was originally intended to be a lot simpler, but it's quickly grown way outside the constraints of a 'rules-lite' kind of game. So I'll probably have to rewrite and adjust some of the early chapter nonsense that most people skip anyways.

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 No.419352

File: da49f4b73dd897a⋯.pdf (7.12 MB,ADtD40thous777 ed.pdf)

Here's something I did last summer and polished over the year. It still looks like shit but all the words should be good.

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 No.419353

>>419352

This summer I am working on rules for playing a card game using cards from at least YGO Pkm & mtg, but I may also add more.

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 No.419370

File: 9d8bd91e91bb310⋯.pdf (623.61 KB,AA new attributes.pdf)

File: daf93c4e4703163⋯.jpg (4.62 MB,3300x2550,22:17,Mechanos2Final.jpg)

File: 2a72dad224f13ee⋯.jpg (331.9 KB,2112x2108,528:527,LOGO 1.jpg)

I made a game that's set in 1952 America. The players are agents/soldiers of the government after an alien invasion. There's a fair amount of magic.

I'm calling it America Alone but it's really closer to Semiautos & Cellars (Guns and Gorgons?) Guns, tanks, and magic.

Wanted to make a tactical RPG, I love the m1 Garand and Pershing tank. It's a WIP but I've run several games recreating battle scenes from movies like Saving Private Ryan.

I'm having a lot of trouble figuring out what works best for ammo counting. There are a lot of automatics. Anyone have any ideas?

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 No.419404

>>419352

Are you the guy behind the original Dungeons the Dragoning, by chance?

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 No.419405

File: da7c188f5f8ff1a⋯.gif (1.27 MB,343x480,343:480,da7c188f5f8ff1a8f790dd8ec4….gif)

>>419370

I always kind of likes having it Full Ammo, Nearly Out and Reload as far as the ammo goes. (maybe a belt fed weapon would go Full Ammo x2, Nearly Out x2, and Reload). Even WW2 era guns spit bullets fast enough to empty themselves in about 2 seconds flat my idea was always.

>Taking Single Aim'd shots would you get about 3x full ammo, 2x nearly out, and 1 empty

>Taking precise (or at least short) bursts would get you the Full, Nearly, Empty (maybe a bonus Nearly )

>Full Auto takes you to empty but gives you a cone of attack (or something like an enemy debuff, suppressing fire).

Goodluck wiht your game you reddit spacing faggot!

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 No.419423

>>419404

As I say on the first page of the PDF no and I have never had anything to do with him bar playing his amazing game.

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 No.419442

File: 7f813142b1e5af3⋯.jpg (51.49 KB,359x400,359:400,1731893-muddlefoots021-359….jpg)

>>419405

>Jap cartoons

Absolutely treasonous. Report to the nearest FBI office for questioning. Real Americans read Donald Duck.

Thanks anon, might go that direction. Also thinking I might put a 0-40 scale at the bottom on character sheets so my players can get the tactile aspect of moving a counter. Belt-fed can just add a 0 at the end of each number.

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 No.420299

Next full moon is June 17th, so keep working, and try to give some feedback. Also try to post more about what you've been working on.

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 No.420844

How do you measure the linear fighters/quadratic wizards?

I'm making a little game, and I wan't to avoid this. What is the best metric to measure this? Is it spells that deal more damage than fighters? The options that combining spells opens up? The status effects that are exclusive from martial characters? All of the above?

I wanna have a discussion on this, I wanna understand it better.

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 No.420879

>>420844

The Linear Fighter, Quadratic Wizard is a matter of options, mostly. As the Fighter levels, he has a strict progression track that amounts to steadily building a little power with each level so he can attack more accurately and more often. Wizards, on the other hand, gain more and more spells that allow them to put every other class to shame. With each new level of spell and more spells, the Wizard's options can expand wildly in all directions, and in some cases, they just get instant win options as well. Meanwhile, a Fighter of similar level can now attack a few more times, and if the GM has been gracious, maybe they have a magic sword that lets them do a little more damage and a few feats that allow them to Trip or Grapple with a slight bonus.

This problem came about because Monte Cook and the other designers for 3.5, were literally being a bunch of pretentious twats. Their belief was that each class and mechanic and feat should be like Magic the Gathering's card rarity and meta-game system. This meant that the Fighter was a basic bitch common card with no fancy mechanics to learn or understand, while the Wizard and other casters were meant to be rare, powerful cards with synergy and special rules and all kinds of neat shit meant for advanced, intelligent players to appreciate and feel rewarded for mastering.

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 No.421028

>>420844

To understand this, let's start at the beginning:

Chainmail has Heroes, Super-Heroes, and Wizards. Hero-types are nearly impossible to kill by normal men, and can also fight powerful enemies. They will generally lose to a Wizard. Further, Wizards have a lot of other 'special' things they can do. However, other than Elves, only Hero-types can use magic swords and magic arrows. Though a Wizard is powerful, a Dragon will annihilate them almost every time. But Hero-types, especially with a magic arrow, can shoot down a Dragon. They also boost the morale of their allies. These make them special.

OD&D retains glimpses of this. Fighting-men have the best saves, and only they can use magic swords, the strongest magical devices. They can take an amazing amount of punishment. Magic-users are weak at the beginning, but become very powerful later down the line. Even then, there are still things they can't do - a fighting-man retains functionality.

Later games give the magic-user more and more spells, that do more and more things. They take away magic swords as fighter only, they balance out saving throws, and they boost HP across the board. Monsters especially get a lot more HP, meaning a fighter goes from as tough as a dragon, to a mere fraction! On top of this, magic-users end up with a much easier time of item creation.

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 No.421890

File: f4db502583e327c⋯.png (1.11 MB,1280x720,16:9,ClipboardImage.png)

Been cycling through three projects, currently back onto my tabletop fighter-game. However, in the middle of a revision (from A0.0.4 to A0.0.5) I started to notice a problem: material bloat. Having several kinds of jabs, several kinds of cross, several kinds of roundhouse-kick, etc... It started to seem like the box would contain a lot of shit, with each player-group essentially winding up with a bunch of junk that might not fit their playstyles.

So I started working on an A0.0.6 version. However, I am not considering this to necessarily be a follow-up. It's more like I'll be comparing tests of both A0.0.5 and A0.0.6 to decide which will be the basis for B0.1.0. Currently my focus is on A0.0.6, as it will be quicker to complete than A0.0.5 which also bears a closer resemblance to previous alpha versions, so this should give me much quicker insights as to how both compare.

Anyway, to summarize the core distinctions of the two versions:

> In A0.0.5, you pick 3 actions each round. These actions are pretty specific: disrupting jab is different from leading jab, for example, and you decide which ones you put in the moveset.

< In A0.0.6, you pick 3 actions and a modifier. These actions are much more basic, but the addition of the modifier adds to the dynamic: you could apply "disrupting" to "jab", "headbutt", etc.

Weighing some hypothetical pros and cons of each system. Green refers to A0.0.5, red refers to A0.0.6:

> Each action is more dynamic, allowing for dense inter-round strategic moves with unexpected applications.

< Diversified movesets and in-game strategy allow for more in-game combat control and less risk of one-sided beatings.

> Moves not bound to a base, different jabs follow common design principles rather than common base numbers.

< Easier to balance for the long-run, with move-types being much more consistent in how they function.

> Quicker planning-phase due to just picking 3-actions, possible better flow.

< Extra-layer of active in-round decision (deciding when to activate the modifier), so possible better immersion.

> More straightforward character-building

< More straightforward move effects

> Won't have to worry about pairing issues as the game expands (modifier not applying to a move because it predates a move).

< Less card-bloat, no need to package as many moves players might not really use as much.

Now, I realize this isn't a lot of information to go off of as far as gaining feedback goes, but does anyone here have any thoughts JUST going off of this? I realize I'll get more information from running the tests once they're ready, but figured I might as well throw this out there in the meantime.

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 No.421941

File: 954bba3d84e2724⋯.jpg (2.62 MB,1936x1296,121:81,US_Army_53525_Soldiers_com….jpg)

File: 0336265186d90f0⋯.jpg (89.21 KB,1280x720,16:9,fencing.jpg)

File: c27140c32f0f3f2⋯.jpg (140.56 KB,1024x608,32:19,exceed_street-fighter_bund….jpg)

>>421890

Biggest problem is in a fighting game, I would want the ability to push forward, feint back, maybe even circle around. Is it a cage fight? Tournament square? A wrestling circle? More along a straight line like fencing/street fighter? Are there stances that provide benefits/weaknesses? How about incremental injuries to exploit? Is it purely striking, kicking, or is there an entire grappling subgame?

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 No.421942

Wanting a switch crack so I can play Brawl minus on the switch

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 No.421944

>>421942

Wrong kind of homebrew, dipshit.

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 No.422073

>>421941

> "I would want the ability to push forward, feint back, maybe even circle around."

Got all of that in. A big part of the game involves moveset customization, and maneuvers are actions just like any attack.

> "Is it a cage fight? Tournament square? A wrestling circle? More along a straight line like fencing/street fighter?"

The standard arena is an 11-tile-diameter hexagon surrounded by walls. However, I've also got a few others printed out, including a few straight corridors of different widths and I've been experimenting with some hazard-based arenas.

> "Are there stances that provide benefits/weaknesses?"

I don't have a direct system for stances, but there are actions and modifiers that essentially function as these.

> "How about incremental injuries to exploit?"

Like doing damage to specific parts of the body? I don't have a thoroughly-developed system for that specifically (nor do I want to, for both thematic and design reasons), but I do have a status-ailment that sort-of represents it. However, this particular ailment is currently in a sort-of experimental phase, I haven't fully decided how I want to incorporate it.

> "Is it purely striking, kicking, or is there an entire grappling subgame?"

There is very much a grappling system, which can be used to support certain strikes or access grapple-only moves. It's a rather high-stakes approach to combat, as while it can be extremely effective if used right it can also leave the user vulnerable if they don't pull off the grab itself properly.

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 No.422346

File: d63c35b9bf66449⋯.png (261.54 KB,1080x1397,1080:1397,char sheet-5.png)

Haven't had much of a chance to work on the document for my game, but I spent the past week or so putting together a proper character sheet that isn't just a mess of nested tables in a google doc.

Remember to keep working on your shit, fa/tg/uys.

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 No.422381

I took GURPS lite specifically because it was short and built a custom system off it it, particularly my own magic system. It has it's own game world and even 5 separate religion skills to pick from (four are cults) each of which grants abilities for the first six levels taken. Magic is as follows:

>Artificing

You can break down existing magic items to learn words or get them from a teacher. Then you can use a combination of the three to engrave an item- lastly you complete the feat associated with the spell whether that is throwing it 30 feet in the air or stealing it from a goblin a week+ after losing it. Once this is achieved the spell or affect becomes permanently active. The ascii characters associated with each Word is randomized every campaign via a python script I wrote. Fire in one campaign could be DJFH and in another ALLF, so the players can never truly know/metagame unless they have the profession.

>Alchemy

Make potions with ingredients that have effects. Ingredients have 2-3 of 5 possible essences, and can have more than one of the same essence. 4 of the essences combine with one another to prevent additional side effects from appearing in the potion, so you have to balance it without diluting your potion. Ingredient essences, along with the color, texture, and unique taste are randomized every campaign via script. You can also perform transmutations at rank four which don't change between campaigns, and can be quite powerful/useful.

>Bardery

You can sustain music over a time duration (5 minutes) which applies a constant buff or debuff to ALL characters that hear it. That means you have to be careful what volume you are playing as this determines the AOE and strength of the music in most cases.

>Cults

There's the defacto religion which is a riddle god; this gives you abilities like precognition, prescience, smiting, etc. Then there's ice/death, pirate/muscles, sand/assassin, and clockwork cults.

Aside from the magic system I included a whole mess of extra rules for armour bonus against types of damage, specific kinds of wound, executions, nobility, guns, horses, and all sorts of other shit while trying to keep the experience streamlined.

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 No.423508

File: 38d5b4ed454889d⋯.pdf (1.99 MB,Ascalon VolI.pdf)

It's been a few months since I posted an earlier draft:

I've been working on an OSR-type system for some time now. There's a lot more still to do, but I've almost finished with the first two books now - these ones both concerning the PCs and what they can do. I have a few more details to add, like the Table of Contents and bookmarks for the PDF, and a few charts to fill in once I get a few other tables filled out (the Alchemy table is incomplete), but for the most part the work is finished.

The game is derived from OD&D and the Arduin Grimoire, in terms of its "game" roots, but takes a bit of a different source for its inspirations, and therefore went in a few very different directions on a few things. The magic system is closer to the Nasuverse than anything else, which makes it quite distinct; item fabrication has a lot to it. Character creation can just be simple, traditional style; but you also have the optional aspects of an Arduin-inspired random traits, and Traveller-inspired background generation, all of which is extremely swift - it takes you less than 5 minutes to get it all done. Besides that, the equipment section is about as well researched as it can be - I won't say fully authentic (it's not supposed to be - if it was, I wouldn't have included New World crops), but most of the information matches up with late-medieval prices.

The books are A5 size, so they'll work best on your standard monitor if you open them in "book" view. The formatting lends itself to a "two pages at once" view. VolI is attached here.

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 No.423509

File: dd343289c506f07⋯.pdf (3.22 MB,Ascalon VolII.pdf)

>>423508

And here's VolII.

I tried attaching them both at once, but for some reason I've never been able to get the 8chan server to take two PDF files at once. It's only PDFs - images don't have that issue. But whatever.

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 No.423566

>>423508

>page 74

>is stupid, or immortal

Should be immoral, not immortal.

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 No.423573

>>423566

Thanks; fixed it.

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 No.423596

File: 205f98dd935b574⋯.png (2.82 MB,1980x2850,66:95,bh-prototype.png)

Here's a system I've been working on. I don't have the updated rulebook in pdf, but the quick rules and reference cards be strong enough to stand on their own.

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 No.423600

>>423596

So if we're talking strictly in terms of mechanics, that's a very nice way to handle a miniaturized skirmishing game - certainly more elegant than a comparatively clunkier system like 4E. I don't think you should be labeling it as a role-playing game though - while I suppose there's nothing stopping you from trying to, there's nothing here which lends itself to anything but fighting, nor any mechanics for resource tracking, exploration, characters, or really anything else.

But as a skirmishing game? Looks pretty fun.

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 No.423601

>>423600

Nice, good to hear it's on the right track. And, yeah, there aren't really any rp mechanics on the combat side of things; the game isn't super intertwined, but that's by design - some people can use combat as a minigame in a normal rp session, and others can just use some light rp as a framing device for one battle after another.

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 No.423602

So a few months ago I saw a thread about making the sorcerer more mana centered rather than a wizard with party tricks

While I have very little actual knowledge or experience with the game I finally after kicking a few ideas around decided to write it down and see if it's any good

Please forgive any grammar mistakes or it being trash in general

Sorc Origin: Mana attuned

The Innate magic comes from the very fabric of mana itself for everything magical pulls and bends it one way or another.

Level 1

Mana Rip: At first level the M.A. gains access to the mana rip the users Makes a Melee spell attack roll Hands turn Ethereal and will sink into a creature attempting to Siphon mana from the target If Successful It will do 1d4 damage and the user will gain a Buff*

* Still uncertain if should be a set buff based on creature type and extending onto class type as well another suggestion was to leave it up to DM

Level 3

Mana Hound: This Passive ability Allows the user to detect magic items within 15ft radius As well as being able to tell if any magic has been used within 15ft radius Seen as tears in the “fabric” can also make an investigation roll to see what school of magic it was that caused this tear.

Level 6

Mana Echoes: Through the use of the mana tears the user replicates a spell (Cannot use one higher there their maximum spell level) takes up a spell slot equal to the level used. Can use a Sorc Point to cast the spell from the point of the tear as if the user was there

Level 14

?????

Level 18

Harvest: Once Per long rest ability User Siphons all mana in a 10ft Radius centered on the caster any creature in the area of effect must make a dex save roll or take 2d10 damage on succeful save only takes half

For every 10 damage dealt restores 1 spell slot ( example 10= lvl1 , 30=lvl 3 slot)

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 No.423604

File: e8affcc0bd3bdc2⋯.png (5.09 MB,2000x1426,1000:713,__kazami_yuuka_touhou_draw….png)

>>423602

first-what system. it is impossible to help you without that piece of knowledge

secound- your formating is bad

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 No.423622

>>423604

My bad broski its 5e

Also yea

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 No.423709

File: ef19424cbe1e318⋯.pdf (1.95 MB,bh-book-prototype-201907.pdf)

>>423596

Here's a PDF of the rulebook for playtesting

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 No.424126

>>316906

Man do I love your post. I'm curious, tho, about applying it to systens I dislike.

< Pathfinder

>> Ease of play

While I'm not a fan of 1dX system, unless someone brought up an obscure rule, like how high characters can jump, we could play whole sessions without opening a book.

<< Crunch

Monk vs AM BARBARIAN vs Wizard. 'nuff said, it's a broken mess.

<< Player options

Trap options galore which can have characters down in one round encounters meant to challenge the whole group or have your character remain completely useless.

< Shadowrun

<< Ease of play

The complexity of tracking wound penalties, recoil, range, visibility, upgrades, implants, wind force, spread, ammo type and burst fire modifiers GUARANTEES no roll you'll ever make will both take under 2 minutes and be accurate.

>> Crunch

Curiously not so unbalanced. For a game this complex, very few characters will end up not contributing at all, and most who will probably were made thay way on purpose. The decking shit should be NPC work tho. Plus the lore is pretty good.

>> Player Options

Varied. Significant. Often, even without perusing the very complex rule set, you end up with a viable character. Exception duly noted of Aspected Mages. Also, reagents, foci and programs are a bit too obscure.

Huh. Seems to me that there's a degree aspect that's important to denote with your theory.

> A game designer might wish to be okay in all 3 aspects rather than awesome in two and terrible in one.

< On the other hand, 3.PF / Shadowrun are quite succesful despite or because they min-max those 3 aspects.

Food for thoughts.

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 No.424135

>>419128

1. Tracking Fatigue per round is going to be tedious and will be forgotten if not at every round.

2. I expect a character at 0 hp becomes unconscious / dying. If he is, what is the point of adding a single point? Might as well max him out.

3. Even with DR, seasoned heroes with a single hit die fighting in a system that uses no bell curve and thus extremely fickle seems like prone to frequent, unwanted and inevitable character deaths.

May I suggest you take a look at the Epic 6 rule set for D&D 3.5? I made a variation for Star Wars saga, otherwise another horrible d20 game, and it worked excellently, avoiding HP bloats while still giving the feeling of progress.

4. Why use d6 for initiative? As much as I hate d20, unless you want modifiers to matter a lot, granularity and the lack of a bell curve seems desirable in that instance, the thing d20 is actually suited best to do.

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 No.424188

Working on a homebrew D&D system that is a mashup of 3.5e, 5e, and a bit of Pathfinder. All set in a homebrew setting called "Red Tide". It utilizes the simplicity of advantage from 5e, while keeping the3.5e multi-classing options. Characters get stat boosts based on the races and classes they choose. I have created a spell resistance system, created 2 new classes, the Shaman and the Dread Knight. I am hoping to start playing here in the next month. Maybe after it is all done ill make a link available to those that are interested.

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 No.424872

>>416700

>>416701

I know you've gone a long time without a reply, but this post caught my attention (it's my first time dipping my head into this thread, or homebrewing in general). Initially I was opposed to your idea on principle, but after some consideration, I think it has potential if you pair it with other mechanics.

Broadly speaking, this seems like the kind of dice system that encourages players to revel in minutiae, but without being simulationist, and you should be proud of doing what I previously would have thought to be impossible. Thus, as you noted in one of your drawback points, how do you make this system engaging within the context of a larger TTRPG? I think the solution may be to take a more generic approach to the larger details: instead of doing full prep, you could measure story progress in "narrative units" that allow you to advance towards a conclusion, or move away from it depending on your successes and failures within a specific situation.

There were some Dungeon Generator and Adventure Generator-style PDFs in the share thread a while ago. I'm not sure if I saved them, but that's what I'm imagining would pair well: the party can focus on the simple stuff in terms of slashing monsters and the larger story beats are automatically generated. Perhaps the party's progress within the story could be its own object, and the more the party succeeds at minor tasks, the higher its modifiers are: when you need to advance the story, you roll and do something appropriate. There was one particular system that used this style of story progression, and the players and Big Bad all had generic names to better facilitate it (The Evil, The Barbarian, The Hunter, etc.) I think the name was Mythic or something. It's bugging me that I can't recall it.

Anyway, that's my view on the system you've created. If I were to make one system change, I might reduce it from a three-roll system to a two-roll system. I prefer simpler mechanics in general, I think having one roll to determine success/failure and one roll to determine the degree of it would be enough; having a system where you can simultaneously succeed and fail and succeed, then fail-forward would be very difficult to grok on the level needed for quick, intuitive play.

Please do keep developing this idea, though; I would like to see it implemented because it has real potential, and I love any alternative to shitty d20 systems.

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