No.316397 [Last50 Posts]
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.
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No.316412
>>316397
> Tell me, what are you working on?
Homebrew OSR. It's been mostly my houserules and such, so I didn't think to do it before. But after reading more other OSRs and seeing how similar a lot are to each other, I realized that the large amount of similarity and cross-system usage was pretty much the name of the game anyways.
> Where are you stuck?
Words. Design is done, but holy shit there is a lot of writing involved. Especially now that I've finally started moving onto the "fluff" stage.
> Have you playtested anything yet?
Some but not all. Most has been playtested in other systems, obviously. I'm not too worried though, because - let's be frank - balance and such are a meme to begin with.
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No.316421
>>316412
>Words.
I know that honey nut feelio. I sometimes open an old project to see if I can reignite the spark of creativity and then all I end up doing is tweaking wording and random sentences and getting jack shit done.
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No.316906
>>316397
I was thinking about the elements of good game design, and after some pondering I've nailed 3 of them that work in tandem and need to be balanced. Ease of play, Rules Crunch, and Player Options.
Ease of play is how smoothly the game runs and whether or not it interferes with actually playing the game. This is stuff like needing to reference tables of flip through the book every 5 minutes. Having overly complicated dice mechanics that require several steps and additional math to resolve. A game that needs you to have 3 books open, a calculator, and your full character sheet out at all times is doing things wrong. Going too far in the other direction are games where the system barely matters. Rolling is practically optional and when you break it down, it's just talking about a story in between casual conversation.
Rules Crunch relates to the way that a game handles different kinds of interactions. This concepts exists as a sort of synergy between Ease of Play and Player options. This gets into subsystems, situation-specific mechanics, player workload, and the general intuitiveness of it all. Part of this is a matter of balance as well. Poor implementation of subsystems can land you with super-stats that dictate too many useful abilities and actions, or under-utilized stats that are used for a single thing. This element is all about making sure your rules cover a broad spectrum of possibilities in a satisfying way without becoming too convoluted or too easy to break. It's about knowing which actions to roll together under basic umbrella mechanics, and which need their own satisfyingly crunchy mix of resource management and risk-reward decision making. As a word of advice: Don't give absolutely everything it's own unique system and super special subset of rules that govern how it works. It's a nightmare to get right and even worse to balance out for group play.
Player Options is the last in this celtic knot balancing act and refers to the amount of content and choices available to players. This relates both to character creation and in-game options. What players get to pick from and how customizable and unique their character feels is a big draw for a lot of people, but it doesn't work for every kind of game. The kind of options available to players also inform them what kind of game awaits them, and their choices inform the GM how they are going to play that game. When it comes to feats and things like them, avoid trap options at all costs. Never punish your players for assuming you are playing fair. Sheer quantity isn't the answer either, as you can end up with a list of minutia and highly specific +1s… or you might just end up reinventing GURPS.
Which brings me to one specific good game design practice: Recognizing that other systems exist and already do most of what you're trying to accomplish. It sometimes just might not hurt to homebrew some content for an existing game, rather than inventing yet another highly specific fantasy game, or another "do anything" generic system, or making the mistake that so many 14 year olds make, and trying to make your current anime obsession work with a d20 system (they never do.)
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No.317141
Currently designing a game for a setting I've worked on for a long time.
Attributes and skills represented by dice, with specific trappings with the skills and other character factors represented by positive or negative bonuses. All characters also have Fortune and Misfortune scores, represented by a dice rank.
Dice ranks scale: 1d2,1d4,1d6,1d8, with anything at a d10 or beyond legendary, hard to obtain and usually it's through magic.
Designed to be small numbers game. Dice pools feature both positive dice and negative dice on each roll. When making a roll, PC's are required to roll at least one positive and one negative die in their pool. Max base dice pool for a roll is 3, with up to 1 positive and 1 negative bonus dice based on circumstances or abilities.
This means the maximum number of dice ever rolled by a PC on a given roll is 5.
What do you guys think about the presence of both positive and negative dice on a given roll?
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No.317144
>>317141
That just sounds like Savage Worlds
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No.317145
>>316412
This guy. I realized what was holding me back was the formatting. I was trying to keep something similar to the BECMI format, which I did because just one big sheet was a pain. I've switched my format to something closer to the OG "booklet" style with small pages, and it's a lot easier on the eye. Making good progress now.
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No.317171
>>316397
I'm thinking in a tabletop/card game of survival inspired in The Thing of Jonh Carpenter and also in a roleplay game set in a postapocalyptical world about body horror and mutations that someone could associate with text erotic furry shit but without any furry crap nor sex.
The card game is more advanced in the planning, just still figuring out what cards include for the players to save themselves, but I have no idea how to make a game where you can make your character progress normally without mutations but also you can get random crazy mutations if you don't cook properly your food.
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No.317180
>>317171
Any situation that causes a chance of mutation can be represented with die sizes or a check depending on the type of core mechanics you're running with, for simplicity I'll assume die size. So if you eat something radioactive and glowing lets say its a d10 and you have two factors or two cards that drop it by one each, for example cooking it properly might drop it by one size, so you drop down to a d6. Whatever result you get is compared to one chart that has numbers from 1 to 100 or whatever your maximum check or roll number is with increasing consequences, so basically proper actions ensures that you get lower numbers which are less impactful than higher numbers. Or flip it around, it doesn't really matter, the idea is the same.
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No.317182
>>317180
What I'm thinking is mostly an almost autistic genetic system where people can get mutations regarding the creature they eat.
Imagine that you eat, for example, a giant chicken. First you roll for the body part you get from the beast, be is the beak head, the skin, the wings or something else. Then you roll where that mutation happens, so you can get a chicken head in your right arm or replace your leg with a wing. THEN you roll a compatibility roll, depending of how many mutations you have and the animal kingdom the mutation is related to, if you don't turn into a Cronenberg abomination that basically means auto death.
It would be a game about harvesting genetics to turn into a better abomination or risk it and eat to get a random mutation that might fuck you over or help you.
I was thinking in a d100 system. Would a generic system work for the idea?
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No.317186
>>317182
You would have to define and describe every unique body part and effect of every creature and plant that exists as well as many more generic options. That makes the idea sort of impractically complicated to write and also unwieldy for players to learn, if its all random then they have few to no options to influence what happens to their characters which sounds more frustrating than entertaining. You could plug the idea into pretty much any system, what you want to do doesn't have any specific components that warrant a unique base system because its top level. You could put it in 4E if you wanted, doesn't matter.
If I was going to write it I would make it system generic and just write out effects without any mechanics as a giant table so that it can be ported over to any system but you describe it as a game in of itself so I hope you have more ideas than that to flesh it out.
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No.317188
>>317186
WEll, I was thinking that the mutations are somewhat unique the creature, some being just copies of regular animals and others being fusions of different genetics into one.
Mutations are, basically, loot that can help or fuck them, every one unique depending of the GM.
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No.317191
>>317141
>Designed to be small numbers game.
I will always appreciate a game that understands the importance of small numbers.. But that's more of a thing that just tickles my 'tism.
>Dice pools feature both positive dice and negative dice on each roll.
I've played a couple games that, and the crux of a mechanic like this is for the mechanic to be semi-optional, but still tempting to use.
One game, an early build of the new Spycraft edition. It used a sort of communal action dice mechanic, where every action die used was added to a pool which was eventually cashed in for different rewards and bonuses. The twist was that there were good and bad action dice. Bad action dice came from the GM, who could spend them on different narrative twists and bonuses (kind of like FC's campaign quality mechanics) but the GM could also tempt the players with them, making different deals. Do a thing, get more action dice to boost your rolls, but each GM action die rolled goes to its own pool, which can eventually build to the GM getting to declare really bad shit happens.
The other game, I don't remember as clearly, but it had a sort of dice betting system where you had a limited pool of dice for the whole session, and eventually you would be forced to use dice that would potentially sour the outcome.
Either way, it's a potentially neat mechanic.
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No.317200
>>317191
>finite dice that eventually turn bad
Don't Rest Your Head
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No.317211
>>317200
It was called Samsara, and it was a game being playtested by a friend of the designer. It was about being India's MIB who dealt with the fucked up supernatural creatures of Hindu lore. Not quite like DRYH
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No.317229
>>317186
>>317188
Ok, now I slept more I can describe well what I had in mind.
The game is about surviving in a world where some sort of unknown alien agent infected all the world and it has the property of mimicing any DNA it infected and replicate it over new hosts, but it doesn't detect well where the replicated DNA should be deposit to start a mutation, so it can mutate any body part trying to replicate the DNA it asimilated, sometimes making the mistake of making an arm where a leg is supposed to be, or even a tongue if you aren't careful. In a few centuries the world is filled with horrible chimeras and creatures that go beyond what genetics can do.
The system I want to use is a mixture of regular RPG mechanics that use XP like usual and also some sort of narrative took to play with the genetics. The DM would be the one deciding what powers the players get from the absorbed DNA. Do you get feathers? you might have extra isolation against cold. Do you get hollow bones? you get weaker but are much more agile. Things like that.
Of course, it might seen like you should get mutations to survive in the game, but I people can use technology to survive, building guns, vehicles or even primitive mecha to fight giantic monsters.
You can also refine samples of infested DNA to make them mutate someone in a particular way. For example refine bear claws to mutate the right arm in the right way instead of getting a bear head in your dick if you just eat bear meat raw.
The cooking skill also would play a hard role in the game. People need to cook a lot the food not to get undesired mutations, but also they need to eat not charred food for their health and their mood. It is a postapocalyptic world, so people doesn't have as many tools as the modern world had, but the safest thing you could eat are vegetables.
Another mechanic I wanted to include in the game are DNA hybridation. Let say you eat two different DNA samples from different sources. Normally, the DNA consumed just overwrite the old DNA member or turn the limb into a Cronenberg mass of body horror flesh, but there are some little chances where both DNA samples fuse and create something unique. Lets say you have a wing in your right arm, then you eat something with hard scales like a reptile or a pangolin. If both DNA samples fuse, they might turn the wing into a hard flexible shield that can still be used to glide.
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No.317443
Alright, I've gotten through my Class Document. That's the first 74 pages completed. Next up on the agenda are:
> Monster Document
> Main Rules Document
> Magic Document
… and maybe a World Document. But I think I'll be able to put most of that stuff in the other three by spreading it about.
Main character classes:
> Adventurer, Artificer, Barbarian, Cavalier, Cleric, Druid, ESPer, Fighter, Forester, Gunner, Mage, Magic Knight, Merchant, Monk, Paladin, Swashbuckler, Warlock
Racial character types:
> Elf (Wood, Wild, High), Dwarf
There's also the split-class Assassin and Bard characters, the Amazon as a variant to the Barbarian, and the Witch-Hunter as a variant to the Assassin. Split-class characters of other types are also possible but it's generally at a disadvantage.
I'm thinking I'll put things up after I'm done but if anyone's interested I'll post the first (and probably longest) document. I don't think there's anything really innovative to it so far, though. Just sort of a hybrid ruleset.
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No.317461
>>317443
Here is a friendly caiman, also some advice.
1. Word is garbage, use Google Drive and Google Documents. A Google Document is common currency in the industry and you can export it to most common formats, if you want to bring someone in to clean it up for publication and you have a Word Doc instead of a Google Doc your illustrator/graphic designer/editor/etc. is going to hate your fucking guts. Plus it auto saves, syncs to the cloud, can be accessed from the cloud on the go and from other devices, etc. and in exchange all you do is give Google information they already have about you.
2. A lot of classes for a first foray, assuming they're as complicated as d20 classes tend to be you're commiting to a lot of work. It would probably be easier to have 3-6 classes and turn the rest into variants, like 5E does, at least at first. If it doesn't end up fitting as a variant THEN make it a seperate class but if you can make it work as a variant then you saved yourself a lot of time and energy. You never know until you try but its better to work from a goal of LESS labor and then end up needing more than to do MORE labor than you needed to begin with.
3. If it isn't innovative or doesn't offer anything new, why are you writing it? Wouldn't it be better to just modify a ruleset which exists that way more people are able to use what you create and you spend less time working on it? Making a unique system requires that it be unique enough to warrant such an investment, system development is a huge burden that you just do not need to undergo in many cases. An awful lot of games that exist would work better, make more money, and be more successful as supplemental material to existing games instead of reinventing the wheel every 4.6 seconds.
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No.317465
>>317461
> 1
I will not use Google. The only site I will ever use for upload is Mega. I do not use Microsoft Office, either, but LibreOffice. Graphic design is meaningless, since I have no plan of hiring an artist.
> 2
It's OSR, and it piggybacks heavily off of older system. Not much work to it, especially since it's taken from my houserules and notes. Most of the classes fit on a single 8.5"x5.5" sheet of paper, not counting spells for casters. Some like Paladin take a bit more. ESPer and Monk are the only "fucking shit" classes because of the customization in abilities. The reason for the number of classes comes principally from separate XP progression.
> 3
It's not innovative in the sense that nearly everything done has been done by other systems, but it's my composite houserules. It's not for the sake of money, but personal ease of having all of my notes put together, including things that I didn't write down because I've internalized them as "how the game is run". If it stands out at all, it's in the fact that since the OSR as a whole has focused heavily on AD&D and the "heroic vs superheroic" and all of that crap, there's been a lot less focus on the Blackmoor and Arduin sides of old-school gaming, which is where my focus is aimed.
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No.319603
Let's discuss something that I don't think I've ever seen properly discussed in regards to homebrewing: When is it actually appropriate to homebrew an entire game?
I sometimes find myself jumping at the chance to string a few random ideas together into it's own game, but as many of you have likely experienced, the daunting task of getting past the ideas stage is more work than it seems. But there's also the extreme opposite where someone takes the time to homebrew hundreds of pages of content for an adaptation of an existing system that turns out to be completely unfit for the kind of game they want to run. For instance, making D&D 3.5 homebrew for your current flavor of the month anime.
In either case, the problem seems to be that people either jump at the opportunity to make something new when they should use an existing system, or they make something for an existing system which does not jive with the kind of gameplay experience they want to create.
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No.319609
>>319603
> When is it actually appropriate to homebrew an entire game?
When you like a lot of things in a lot of games and wish all of those things you liked were in one game. Also autism.
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No.319797
>>319609
Autism a component of it. Certainly necessary to go through the trouble numerating and articulating a lot of really abstract shit, but doing it just because your autism compels you to finish a project doesn't quite justify making a shitty homebrew that could either be handled better by another, existing game, either way.
I think the deciding factor comes down to theme. More specifically, the kind of gameplay experience that is trying to be evoked with the mechanics. Like trying to make everything into D&D for instance.. Not every setting works a class system where players level up to get a strict list of powers and abilities. Not every type of game works with tedious methodical combat where you just roll to attack over and over. Certain styles of play can take priority and that means you either need an existing system that can handle those interactions with ease and satisfying complexity, or you need to make something that is tailored to that kind of experience, meaning your mechanics need to be informed by your theme.
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No.320274
What are all the important things that a homebrew system needs to make sure to cover?
What are the things that inexperienced writers most often forget or overlook when making a system?
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No.320281
>>320274
> What are all the important things that a homebrew system needs to make sure to cover?
Playable stand-alone or otherwise easily integrated into other systems.
> What are the things that inexperienced writers most often forget or overlook when making a system?
Fun.
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No.320451
Haven't had time to really work on my RPG system lately because of IRL stuff, but I did shit out a nomic-like game called "By the Rules". Dunno if /tg/ is interested in that kinda thing.
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No.320456
>>320451
Bring it out, faggot, then we'll see.
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No.320476
>>320456
Rules for playing "By the Rules":
Players can enact a rule by casually mentioning it, along with something like "according to the rules", "it's in the rules", "don't you know the rules", etc.
If any players retort with "no it isn't" or something similar, then the players must determine whether or not it's a rule, which may require making a rule. Retorts may come with a counter-rule, or otherwise be used to introduce a rule. Players are encouraged to logically back-up their retorts, appealing to the functionality of the game rather than explicitly appealing to the players. A declaration cannot be retorted after it has legally influenced the game.
Rules should be treated as though they were always part of the rulebook. Failure to do so, such as treating rules like a pitch or idea, results in automatic rejection. It is important to pretend the rules aren't being made up on the fly, even though they are. Rules can, however, acknowledge that the game involves making up rules.
Passed rules must be added to the rulebook. Rejected rules go in the blacklist, meaning they cannot be proposed again.
Rules cannot contradict existing rules, including the rules in this post. Rules are not retroactively effective unless indicated by the declaration. Rules are assumed to apply fairly to all players in function, but not always result, and therefore may not directly target specific players.
It is possible for the players to go along with something that isn't a "rule", as long as it isn't rejected with a rule. If the players seem to mostly agree with a non-rule, with a minority not taking part, it is recommended that the resistance be squashed by making it a rule.
The goal is to be among the winning players of the game, which cannot exceed half the total group. If the victory condition is met by more than half the players, then the game isn't over.
=
Strategic advice (deliberately kept vague):
- Players should establish a method of passing/rejecting rules early on, before a conflict of interest is too strong.
- It might be useful to make finite measures of players' ability to declare and retort, to mitigate stalemates.
- Creating an in-world for the game can be useful in a variety of mysterious ways.
- It may be necessary to use common interests to further personal goals.
- There will need to be a victory condition in order for the game to conclude, and it will need to be passed.
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No.320511
What are some good resources to go read on combinatorics and the mathematics behind making card games? I understand I'm no Richard Garfield and probably never will be, but knowing even a little of the math is better than knowing nothing.
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No.321392
Last summer I did a lot of work on a homebrewed wargame Autism Simulator. When I took a hiatus from it, the line of sight / cover rules were pic 1.
After rediscovering it a few days ago and rereading it, I decided that I was absolutly retarded when I wrote that, and was struck by inspiration (from seeing an Infinity Silhouette Template) to change it to pic 2.
I feel like pic 2 is much better, and is actually something that is usable if someone were to actually play the game.
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No.321410
well i have an idea for a hotwheels based homebrew
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No.321427
>>316397
This thread reminded me of the game I left unfinished.
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No.321429
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No.321430
>>321429
It's a party based card/board adventure game, where you take on one of the role of one of the characters progressing from left to right on a zig-zaggy path towards the villain, who is (supposed to be) uncovered by the things you fight along the way. Fight lots of undead? It's probably the Lich.
It uses a threat based combat system where each individual must juggle how much threat they have taken on so they don't receive unwanted focus from the enemy. Each character has only two actions in combat (items not withstanding) but there are many choices to be made, and its played off the average D6.
For example, the Sorcerer Adept has the unique resource of mana, earned every time they roll low. On rolling a 6, or by using 1 mana, they get an empowered effect on their abilities. However if they roll a 6 and spend 1 mana, they get an even greater effect. If you roll low you can make the ability better by spending mana, but if you store it up and roll high you can be rewarded to a much higher level.
Combat is meant to be simple and fast flowing, only building complexity as time carries on items are accumulated and encounters get harder.
Things I am happy with
>Game mechanics and flow
>Player characters
>Locations
Things that are passable
>Enemy encounters/variety
>Items and item acquisition
>Quest implementation
Things I am unhappy with
>Boss mechanics/challenge
>Difficulty adjustment for player count
>Meta mechanics (how the boss is chosen and the impact it has on the game)
I think if I sit down and work on it I can get the bosses into a working position.
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No.321863
Can somebody who knows about material science and weapon science help me? I need some information for a homebrew module about metallurgy.
Do swords need to be elastic? I know they need to have a high yield strength so they don't bend quickly, but should they be deforming (elastically) significantly before they reach their yield point?
What about the same question for armor?
Does malleability play any significant part in the effectiveness of a weapon, or is it more of just a manufacturer-side issue?
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No.321868
>>321863
Only thing I can really tell you is that practice swords tend to be flexible towards the tip for safety reasons, but real swords were more rigid. Couldn't really get into the material science or metallurgy aspect though.
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No.321897
>>321863
Swords and bladed weapons in general need enough flex that they won't break or be yanked out of the users hands when they become stuck in something (e.g. a shield). For armor, stronger is obviously better, but they should fail by crumpling rather than shattering. Disclaimer: I am not an expert
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No.321899
>>321897
The part about breaking sounds more like a yield strength thing, right? Like between two materials that take the same amount of force to bend, it doesn't matter if one bends twice as much before it gets to that point because the force is the same, right?
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No.321905
>>321899
Yes. Assuming the same yield strength, a more flexible sword will be easier to control in the case where it becomes stuck because it is not rigid and the impulse would be lower
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No.322209
If I dump my PDF will anyone look at it? It's a town/city building RPG, kinda low-fantasy-ish but not really. Undead-filled world, basically a fantasy zombie apocalypse and you are rebuilding a town in it.
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No.322214
>>322209
When you say "city building rpg" are you talking more like State of Decay or Banished?
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No.322409
>>322214
More like Banished.
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No.329252
Tell me, teej, what have you been working on?
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No.329261
>>329252
>Tell me, teej, what have you been working on?
Map and some custom monsters, don't know what system I'll use though.
<what's the map about?
A mining base for little /tg/ project I have in mind, I'll post it here when I'm done but if you've ever played SS13 and played shaft miner on the lava planet I'm trying to create that feel.
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No.329290
So the other day at my FLGS I saw a carnifex on a shelf next to a 6mm building and inspiration struck.
I have now begin the preliminary stages of design for Kaiju Command, a 6mm wargame of asymmetrical combat between nightmarish creatures from the deep and the UN's newly founded Colossal Creature Response Force. Kaiju players will create their creatures like an RPG character, spending points on abilities and stats (breath weapons, armor plating, number of heads, etc), while the human player spends a comparable amount of points building an army of tanks, jets, battleships, gun emplacements, and so on (maybe add rules for Jaegers in a future expansion?). The Kaiju will have specific objectives, rolled randomly and kept secret from the human player, and the UN force simply tries to incapacitate or drive off the Kaiju before too much damage is incurred by the city. If the Kaiju racks up too much damage too quickly, the human side may get to scramble reinforcements and bring extra units into the fight mid-game; gotta keep that cinematic pacing and all.
Still very very early but I'm having so much fun thinking of ways this could work. I'm going to talk with a friend at the flgs who's way big into Full Thrust, since that system has a lot of customization to its ships.
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No.329291
>>329252
Someone mentioned fantasy macha/Excalibur type things now I want magically powered giant metal fighting men in a fantasy world with magic but without most of the big killer monsters.
>Most of the namesake monsters have been destroyed or limited to very specific natural territories but the magamechs they inspired continue on centuries after the countries of magic released the folly of their MAD (Mutally Assured Dragons) policy.
The continued rivalry between Magic Foundries Onatarian Ground Recce and Evasion units and the General Infantry Armored kNight Types (O.G.R.E. vs G.I.A.N.T). The variety of flying units eventually culminatoring in the Aerial kNight Gyrovotrix Electromaginic Limiter series and their counter part D.E.M.O.N
And the 5 dragons that ended the old magictech world, the status of their pilots unknown.
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No.329293
>>329290
>one superpowered enemy against a swarm of smaller enemies
Sounds like OGRE in a way.
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No.329297
What are your thoughts on a system that split Dexterity and Agility into two different stats. Do you think it would potentially be confusing for the player or is that likely to be a non-issue?
What I had in mind would use Dexterity for things involving the character's skill (hit rolls, blocking attacks) and Agility for things involving the character's speed (initiative, dodging attacks rolls). Most systems tend to have a single stat covering both areas usually named one or the other, so I thought it'd be worth getting an opinion.
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No.329299
>>329297
You're essentially looking at Gross Coordination (bodily movement) and Fine Coordination (Hand-eye, precision movement) which are pretty distinctly different things. Reacting and dodging are more of a Reflexes thing, and if you want to be semi-realistic, then speed is a matter of muscle more than anything else.
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No.329323
>>329299
>and if you want to be semi-realistic, then speed is a matter of muscle more than anything else.
It's not a huge concern of mine, but for the sake of argument, I'd say any physical stat (as opposed to mental or social of course) would fall under the umbrella of muscles and thus agility would be an appropriate stat to use for speedy things.
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No.329384
>>319609
Whenever you want something that doesn't already exist. As a fantasy fan, that's basically every single time I play. Homebrew is bestbrew.
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No.329389
>>329297
Pointlessly complicated, few people have a really good grasp of how the nervous system works, so the stats could be called anything related to bodily speed or coordination and most people wouldn't even notice, might as well just use one stat to keep it easier.
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No.329426
>>329389
I see it as a balance issue - to keep one stat from offering too much on its own. I'm not sure how "how the nervous system works" has anything to do with it.
Looking at combat alone, with what I have in mind, Agility would cover dodge rolls, initiative, and a bonus to damage dealt with ranged weaponry. Dexterity would cover to-hit rolls with any sort of weapon, and rolls to block or parry incoming attacks. My concern with combining the two is that it offers too much. Any non-magic character would put everything into that stat and be set.
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No.330281
Make fun of dumb shit I slapped together a decade ago.
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No.330296
>>316397
I am brainstorming a set of house rules that bring more consequences to actions in general. Too many complaints that 3.X/Pathfinder favors casters too much, yet they balance out at level ~15. I sense an opportunity to flesh out magic wielding to make it a function of experience and exertion, with fun boons and backfires being possible. In order to prevent overbalancing in favor of martial classes, critical hit/fumble tools + massive damage rule can be implemented. If magicas have to think twice before firing from both barrels, so do martials.
Off the top of my head, two big schisms of magic schools can be used to create boons/backfires: Arcana and Divination.
Arcana is about harnessing the forces of the universe, but bending the universe can cause it to bend back. So all Arcana spells (Evocation, Enchantment, Transmutation, and Necromancy) have a chance to go Wild, leading to unforseen consequences based on how far from the DC the spell slinger landed.
Borrowing from WoD, Divination relates to the metaphysical state of things. Forcing yourself too far (regardless of alignment) outside of a level-scaling comfort zone can cause Insanity. The focus of Insanity's boon is speed and consistency of use. If you have to teleport or heal and you already have Insanity built up, that spell is for that instant becomes more powerful, but future spells have increased DCs. If you go too far too fast you will go insane, effectively a PK (and the GM has a new toy.)
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No.330307
>>330296
To expand Divination (Abjuration, Conjuration, Divination, Illusion), if you gain your level in Insanity in too soon a time (a day for example) you do a Will check, and depending on how you roll you become fascinated or dazzled for 1d4 hours.
I'm going to hammer out details and tables, borrowing heavily from what other OGL writers have put together. If /tg/ has any interest in the final product I'll try to whip together a post. Any thoughts?
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No.330347
>>329426
The nervous system is what controls your body, so how it works would be an important thing to know if you were trying to simulate something like a realistic gaming system.
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No.330497
>>329290
Sounds like it could be fun. I especially like the sounds of the Kaiju having specific secret objectives that it is trying to fulfill that go beyond just "wreck the city". Things like Gamera eating fire or MUTOs making a nest of eggs or King Kong looking for a specific lady to kidnap all come to mind.
My suggestion would be to make that part of the game mirrored by hidden objectives for the human player. Lots of kaiju movies have the human scientists developing some sort of secret anti-kaiju weapon that may or may not work, such as the Oxygen Destroyer in the original Godzilla. Some objectives could be "protect this specific building where the scientists are developing the bomb" it gives the Kaiju player an equally strategic game of trying to guess their opponent's motives and select the RIGHT building to smash.
Aside from a super-science weapon, human objectives could also be ideas like finding the twin fairies from Mothra to sing the kaiju back to sleep, or summoning an Ultraman type character to fight the kaiju toe to toe.
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No.333189
One of the elements (wood) in my magic system has the quirk that it can do anything, but has to "cheat" to do it. An example are that it can heal (normally exclusive to water), but it does it by giving the target regeneration instead of directly healing them. Its other unique thing is shape shifting living things and their remains.
Any suggestion for "cheating" in effects?
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No.333215
>>329290
>Jaegers
Reeeeeeeeeeeeeeeeeeee! Please call them mechs or mecha.
Or their technical name: giant robots.
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No.341324
I'm working on trying to make a playable race in pathfinder inspired by the medusa. If the following appeared alongside the other basic race options, would you feel that it was an interesting choice, or no? I'd be happy to hear feedback.
Medium Humanoid (Maedu)
Hardy: Maedu gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Ability Scores: +2 Con, +2 Dex, -2 Int. Maedu are tough and move with the speed of a striking snake, but the cacophony of small reptilian consciousnesses linked with their own taxes their minds.
+1 Natural Armor: Where a Maedu's skin isn't covered in scales, the flesh is abnormally tough.
All-Around Vision (Ex): A Maedu’s snake-hair allows her to see in all directions. Maedu gain a +4 racial bonus to Perception checks and cannot be flanked.
Basilisk's Cursed Gaze (Su): 30 ft. range. While a Maedu's regular eyes are open, they take 1d4 points of dexterity damage per round as their features begin to calcify and turn to stone, though they may reduce this damage to 1 with a successful Will save (DC = 10 + 1/2 HD + Charisma modifier). Anyone meeting a Maedu's gaze while their eyes are open takes 1d4 points of dexterity damage, and can make a Will save of the same DC to negate the damage. Anyone who's dexterity reaches 0 as a result of this is permanently turned to stone. A Maedu cannot reduce the ability damage taken from using this ability to less than 1.
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No.347093
I’m toying with the idea of a stripped-down CoC/BRP variation for something space opera related.
6 main stats: Strength, Endurance, Dexterity, Wits, Willpower and Charisma. Roll 3d6 and multiply by 5 to get a percentage score. Reroll if below 6
I’ve thrown out skills in favour of Careers, inspired by Barbarians of Lemuria. Pick 4 Careers. Each starts at 50% and adjust accordingly. Can’t go lower than 20% or higher than 80%
Next you pick 4 traits, which are freeform descriptors. Basically, if they are relevant to the roll, you can roll twice and take the better result.
Secondary stats. Health is the original 3d6 roll for Endurance. Sanity is equal to Willpower percentage.
For languages, character starts with a native language and spends points equal to his WIT score on new languages (50% WIT = 30% Mandarin, 20% Russian). Certain careers can give additional points to spend.
Weapon Proficiencies: All characters start with 35% Melee (knives, fists), 25% Small Arms (Handguns, Shotguns, Sports Rifles), 20% Automatics (SMGs, Assault Rifles) and 0% Heavy (LMGs, Rocket Launchers). Take the percentage of your highest combat-oriented career for points and divide them over the categories (50% Mercenary = 45% Melee, 55% Small Arms, 30% Automatics). Take base numbers if you have no relevant career.
Sample Character:
STR: 55% END: 55% DEX :40% WIT: 65% WIL: 60% CHA: 45%
Careers: Mercenary 60%, Spacer 55%, Pilot 45%, 40% Explorer
Traits: Born on a Desert Planet, War Veteran, Intimidating Tattoos, Mean Left Hook
Health: 11 Sanity: 60 Languages: English (own language), 40% Spacer Creole, 25% Mandarin
Weapon Proficiencies: 45% Melee, 45% Small Arms, 50% Automatics, 0% Heavy Weapons
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No.347105
I've wanted to make some ultra-light weight game like Rock/paper/scissors or chopsticks, but give it actual depth and interesting gameplay. I don't think this is actually possible. Peoples hands can only hold so much information, can't store that information to pause games if something else comes up and can't be used for lengthy games as they get tired. It also means random elements can't be used (unless I have people play R/P/S to decide outcomes, but I really don't want to do that).
I've got this small padlock I use as a key chain for whatever reason (basically the same as the one in the picture, but coloured differently). Seeing as I carry it around with me all the time anyway, I'm thinking I could use that to store information/represent the game-state, and have some small slip of paper in the back of my wallet to hold rules (or rules that are simple enough to be memorized in minutes so they can be explained to someone new easily).
With three one digit numbers, the current idea I have is that two players each get one digit to represent their score and the third is set at the start of the game and not owned by anyone. The players then take turns using actions from a small list to interact with the numbers in some way (taking points from the unowned third, stealing from the other person, I don't know what else you'd do). The goal would probably be to get to a certain number of points. Theme is the last thing I should be worried about here, though this concept did come from an idea I had for competing wasteland survivors.
The issue is that not only is that concept symmetrical, but its literally one dimensional. Other symmetrical games provide a wealth of choices for players and allow for unique play styles. That's what makes them interesting. Here, players are given two options (up or down), one of which makes them lose.
This is where I'm stuck. I've got all my limitations down, but now that I actually have to do some game design, I've hit a brick wall.
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No.347203
TL;DR: give me feedback on this archetype http://homebrewery.naturalcrit.com/share/rkXj1JsQ-f
I was thinking of ideas for interesting characters when I thought of an idea for a rouge serial killer. But didn't want it to just be a background. I wanted to have special features. So I made it a archetype. Let me know what you think. The biggest feature I added is something I have dubbed "Bloodlust" basically the longer you go without a kill the more unhinged your character becomes. It has not been play tested yet so let me know if you see any exploits/ oversights in the features.
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No.347204
>>347203
Forgot to mention this archetype is Ment for d&d 5e
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No.354941
>>329426
I think my point about the nervous system may have been in reference to >>329299 - sorry. He does have a valid point about what you assign to agility and dexterity not making sense. For example I would add absolutely nothing to ranged attacks based on either, except perhaps at very short range. What determines the damage of a ranged weapon is the weight of the missile, the style of head, both of which are entirely dependent on the equipment and the STRENGTH of the character, and where it hits, which is so nebulous that even a quite skilled archer, slinger, or javeliner would laugh at the idea of "called shots".
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No.355237
Here's a condensed game I made this evening called S.C.A.G. - Simple Class-based Adventure Game.
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No.355803
Has anyone done a RPG with minimal combat focus?
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No.355827
>>355803
I've done one before but in all honesty it's HIGHLY dependent upon the group and GM. Granted you can say that about pretty much any RPG but I found it especially true whenever we did more slice of life focused stuff. Due to the fact that without the intense aura of death being present with battles people tend to get bored quicker and the longer the campaign goes on the harder it becomes to keep interest. You can't just throw a bigger monster at them in order to keep their heads in the game. As well another issue is the problem of Magical Realms. Since there isn't any combat a lot of GM's get especially lazy and end up falling to fetishshit in order to keep player interest. Which, while it does keep their interest for a short while, ends up fizzling the game faster than before.
The way I handled it for my group was to make the game a non-combat battle anime. You can look to anime like Idolm@ster, Yu-Gi-Oh, Food-Wars, pretty much any and all Sports anime, for examples of what I mean. Instead of HP think of damage and wounds suffered as more of a hit to your pride and status. Instead of fireballs raining from the heavens it's a huge musical number that gets the crowd on your side. instead of +1 swords and magical armor, think more like Cute Dresses that allow you to more easily charm people and top of the line cookware that gives a more even fry (+1 to frying).
Basically you apply the same rules of storytelling in a non-combat game as you would in your standard RPG: have the character's actions have consequences and only make them roll if there's a chance to fail. Granted you're also going to need a system or homebrew that can suit your needs. If you're doing an idol campaign you're going to want more than just "Performance" as your one skill. So split it into multiple groups and subgroups like "Singing," "Dancing," "Showmanship," "Cuteness," "Beauty," etc. Be creative and tailor the system to actually FIT the setting you're going for.
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No.355895
>>355803
Doesn't sound fun.
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No.355930
>>355803
Golden Sky Stories has no combat and whole Ryuutama has combat, it's in a secondary or sometimes tertiary priority. Japan seems to do a lot of games where Combat isn't the primary mechanic.
The trick when removing combat from the center stage of a game is to have some other variety of conflict to take its place. Conflict is the center of most stories. Remove it, remove the chance to fail or the consequences for being unable to complete something, and you're left with.. well, it's more like a freeform RP. It's not bad, but it's less of a game and more of an acting/writing exercise then.
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No.356300
Here's an early version of a game I'm working on. Should I keep at it, or scrap it?
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No.356302
/agdg/ here, I'm working on a system which I'm making specifically to port to a vidya I'm working on. It's meant to feel like a mixture of d6 and d20 with a setting similar to Fallout. Tons of dice of all sorts are used specifically because I don't really intend to have people run the game in real life, rather it will mostly be handled by computer in the games I'm making. I'm a little worried about overpowering the character because I'm using a mix of multiple die from skills and modifiers from attributes, still, I can iron all that out in the testing phase.
What I'd love feedback on is classes. First let me explain that my character creation has a priority system where you decide what's most important to your character, and one of the items you must rank is class. This rank will unlock various classes as you pick the higher ones, and my basic idea is the lowest rank is just 5 or so basic (non-magic using) classes which can then later spec in to prestige classes, then the next rank (ranks are lettered so rank D) allows the character to start out as one of the prestige classes (I'll probably try and make a lot of these, at least 10 for the first game, maybe more). The next rank and the rank above it allow the player to become an Adept (magical monk) and focus magical energy, yet they cannot cast it (the only reason this takes up both levels is so every race can become every class with one exception, race is also part of the priority system). The level above that allows access to either of the YinYang-esque magic classes I'm making.
So, does that sound appropriate in terms of classes, or should I try and go nuts making a ton? And again, I can't stress how unlikely it is for this to become an actual tabletop game, it will be a video game I just want to work a very crunchy tabletop system in to it for a proper feel.
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No.356319
I've made my world and all the characters but I can't come up with a campaign.
Life is pain.
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No.356321
>>356319
Just steal something from a movie/book/television show/video game and give it a twist anon. Hell just setting it in your world should be twist enough, players love being put in familiar situations (and if it's not familiar you look like a genius).
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No.356322
>>356321
You're right, I'll try and find a couple things to snatch and mix together.
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No.356733
>>355237
Retooling it for a sci-fi setting, as I've got another, more in-depth system for fantasy games. Mental stat has now been rolled in with social to form the Mind stat, and Physical has been renamed Might. Class-list has been culled down to three classes at the moment, hoping to get one more. Here's the current sheet. I've condensed it down to one page, removing examples.
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No.356734
>>356733
Here's the unfinished second version of fantasy SCAG for reference.
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No.357228
>>329297
Was done (AD&D Player's Options, Wizardry), advantages are not obvious.
Separate attack stat (like in D&D). Or better also split melee and ranged attack (like in WHF and 40k RP).
Also, turn dodge and initiative into skills, so that they can be adjusted separately and improved separately (and easier).
What's the point of splitting anything else?
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No.357231
>>356302
After some drafting I ended up with a sum of classes so now this question is more to the point: Is 27 classes a good number to start with for a class based game? Mind you this includes prestige classes.
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No.357247
>>357231
Depends on what those classes do.
The rule I maintain with classes is that they all need to play differently from each other. If everyone at the table is a different class, they should have somewhat different goals, different strengths, and different weaknesses. I also like to make it so every ability score is useful to every class - a Wizard doesn't get as much use from STR as a Fighter, and gets more out of INT, but both should still find it better to have a higher score than not; i.e. if you ran a point buy system, a line of 13s should have utility on par with a line of 11s and an 18.
So the question I'd have is: Are any of those classes redundant from the perspective of playstyle?
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No.357274
>>357247
One of the first things I did when designing all the classes was focus each one on a specific skill so I'd say they each serve their own purpose. Obviously combat classes often focus on the same stats, but each one focuses it's skills on a different weapon or maybe different additional skills (example: the Master of Arms focuses on the same three stats as the Martial Artists, but martial artists are focused on just close combat with other skills to aid them in non-combat areas, where as the master of arms has multiple weapons skills as his focus, etc.) Closest overlaps still clearly serve a different purpose, for example I have a Face class which can later specialize into a Diplomat or Commander class. Commander focuses on giving bonuses to allies in combat, diplomat focuses on persuading and negotiating, though both can do bits of what the other does it's not with the same level of success. Also from the previous example I could argue the Face class is also viable as it can run mixed better than either specialization can.
Good advice, I'll look through the rest of my classes and see if I find any slackers.
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No.357400
>>357274
The big thing to ask is whether or not a player could simply play the same way with the same class. For instance, consider Skyrim - Mage's Guild? Thieves Guild? Dark Brotherhood? No matter which you pick, you can hack and slash through with a sword and heavy armor. On the other hand, a game with proper classes used properly will bind in what you can do. Faggots call this restriction, people with common sense call it replayability.
Another factor to consider, when designing a party-based game especially, is that every class can do something that nobody else can do. This is especially good with multi-player, because it means that everyone gets a chance to shine. Nobody likes a game like 3E where the Wizard can do everything and everyone else can do some things. Nobody likes a game like 4E where everyone can do everything. People want to get the spot-light, at least some of the time.
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No.357446
>>316397
Designing a hyper-christian Golden sky stories ripoff cause I'm a huge christfag
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No.359420
Does a mechanic have to make perfect sense, despite balancing concerns? Long story short, my friends and I are building a system, and two of us recently introduced a new build based around a new fun, yet marginally more complicated mechanic. The rest of my friends did not like it because it was unrealistic (mind you, this is a lowkey fantasy setting with robots, flying ships and furries), "nonsensical" depending on how you imagined the hit trade went, and also too complicated. The counterproposal involved buffing an already broken build (because it made more sense and was more "realistic") and nerfing two other certain builds the ground to the point they would become barely usable by adding more complexity to the rules.
The player who complained the most is also the kind of guy who always complains about armor mechanics in other games not being realistic enough, because IRL, there are practically zero disadvantages to wearing heavy plate armor, or that mass should pretty much be ignored when designing projectiles because faster always scales better (despite cannonballs saying otherwise, because momentum is not a thing, I guess), so I am not sure if we should listen to him or just make the numbers work. From what I have seen around here, and online in general, people tend to complain about "unrealistic behaviour" in mechanics introduced for balance purposes.
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No.359488
>Rework large scores of my game several times over
>Same asshole in the group is always negative and critical about everything
I'm friendly with him but god if it doesn't get old. He's sort of on his last chance.
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No.359493
>design adventure as the bastard lovechild of an Arthurian story from Wales and Madoka Magica
>ends up being a surprise hit with everyone wanting to stay up an hour longer to wrap everything up
Feels good.
>>359420
Rule of Fun. Whatever makes the game the most fun is the mechanic to use. Keep in mind this will vary from table to table - some player groups do just fine with WvsAC and find it adds something to the game at no true cost, while others don't even like giving different weapons different amounts of damage, and just go with a d6 for everything. Where you put things is up to your group.
>>359488
Talk to him on the side and tell him that if he doesn't like shit then he can fuck off. Or be more polite, however you feel about it. If it's a problem for your table fix it, otherwise, keep at it.
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No.359495
>>359420
I wanna echo what >>359493 said but wanna add that having a more complicated optional mechanic may piss off players who don't use it as it bogs down the game.
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No.359543
>>359420
The functionality of your game is the most critical aspect, it is first and foremost a game after all and it is secondarily a simulation. You are not aiming to create realism, you are aiming to create a game that includes enough realism for players to have an easier time roleplaying within it. If you wanted to make a simulator then you probably started in the wrong place, if you wanted to make a game then things being 'unrealistic' is part and parcel with the whole 'game' bit. You do your best to wave away kinks and disconnects but some is expected.
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No.362034
>>359488
I had one of these for a few years and it really put a damper on my creative output. Sometimes you can sort it out by pulling them aside and saying "hey you're being super negative," but sometimes it's some deep-seated thing that's entirely in their head and you can't do much about it. I guess you could escalate along the lines of "FYI you're negative" -> "you're not obligated to come to my playtests if you don't like them" -> "please stop being so negative at playtests or stop coming"
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No.362036
>>359420
Expectation management helps a lot in game design, and it's critical in RPGs because people come into them with so much baggage. "Unrealistic" is a common way of expressing a "doesn't mesh with the preconceived notions I brought to the table" complaint. (Also reality is unrealistic; articulated plate armor was contemporaneous with guns.)
One way to handle expectation management is to reference other media. Your thing sounds like Final Fantasy or a lot of anime (I'm sure you can pick a more accurate reference point), so you should calibrate your "realistic" relative to that. If the logical conclusion of your mechanics doesn't end up looking like the world you're emulating, it's unrealistic to that world.
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No.362040
Completely rebuilding combat in my system, looking for reactions and thoughts.
Combat proceeds through a fixed set of phases (ambush, ranged, melee, close). Everyone gets one action in each phase, and barring special abilities, extenuating circumstances, or retreat, the next phase is the next on the list. During each phase, everyone in the party with initiative gets their action (in whatever order they like), then everyone in the other party.
Initiative - All members of both parties make opposed skill checks against whoever is on watch for the other party to see if they get to ambush. The party with fewer people who failed this check gets initiative (ties to the player party).
Ambush - Only people who passed the check in the initiative phase get an action. You may only use ambush actions, and there are some excellent ones out there, but the only default available one is a basic ranged attack.
Ranged - You may only use ranged actions. The default ranged attack isn't very good.
Melee - You may only use melee actions. If you attack someone who hasn't went yet, they may break turn order and take their action immediately so long as it's targeting you. If you attack multiple people with one action, only one of them gets this option (opponents' choice). The default melee attack is good.
Close - You may only use close actions. The melee turn order modification is still in effect. This phase repeats if combat is somehow still going, but the default close attack is extremely deadly.
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No.364181
> Tell me, what are you working on?
Erotic Text RPG vidya like CoC.
>Where are you stuck?
Designing stats and combat system that is simple yet flexible.
>Have you playtested anything yet?
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No.364207
>>316397
Currently hacking Shadowrun (SR3R) - magic and Tolkien shit to do A-Team in space (a la Dark Matter, Killjoys, Sci-Fi channel space ruffians).
Simultaneously building char generator and hammering out rules. Wrapping up cyberware now, but stuck on Skillwires (woah, I know kung fu) as they have always been a problem. In particular how the skillwire system needs to be different/the same when applied to an optional android character type. I've already got Physical Adepts reskinned to be genetically engineered "special" characters.
After that, I need to run some simulations on ship-to-ship combat. I currently think shields may be too good, but don't want to flip too far in the other direction and make a TPK too easy.
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No.364219
> Strength for attack power with melee
> Constitution for HP and resistance to physical status ailments
> Perception- accuracy with fire arms, evasion to magic. Also more dialogue options.
> Agility- physical evasion, thief stuff, dodge outside of combat
> Will - psionic (same as magic in this universe) attack, when convincing someone in dialogue, resisting mental and psi ailmentd
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No.364234
>>364219
"dialog options"
Am i misreading the little "tg" in the URL?
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No.364281
>>364234
>I have to have the ability to aay and do anything and go off the rails at any time
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No.364335
>>364281
What, the fuck, are you talking about?
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No.364387
>>364281
Freedom of action is kind of one of the core concepts of tabletop roleplaying, friendo.
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No.364596
>>364387
Hell, he's not even talking about freedom of action, he's talking about freedom of talking. I mean, there's some actions you can't take in RPGs just by the nature of the setting (like flapping your arms and flying in a non-magic game), but having limited options for talking is next level retarded.
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No.367654
>>364596
Okay so I'm looking for some advice. For shits and giggles, I've decided to try my hand at 'brewing a system based Mega Man Battle Network. The big thing I realize is that a lot of it is based on purchasing chips and Navicust program, or obtaining such things from mystery data or enemies. One of the major things I want to do is lessen that kind of item dependence by attempting a 'library' system. The idea is that when you're statting out your navi, you select its 'element' which are based on the ones you would find on battlechips.(Aqua, Break, Cursor, Elec, Fire, Heal, Null, Plus, Obstacle, Sword, Wind, and Wood) Now the idea is that you get to stat out your PC's 'chip library' by distributing points to each element. Each one would be measured in MB(more on that later) and begin at 0MB except for the one that belongs to your Navi's element, which begins at 50MB. Now, the PC gets 100 MB to distribute between all categories as they see fit so long as it doesn't exceed 50MB.
So now this links in to how a player builds folders. So folders are built based on the MB budget a player will have statted out prior while following typical folder restrictions in BN(No more than 30 chips, only a certain amount of the same chip allowed depending on it's MB cost, ect…). For the moment, I'm using the chip lists of the last 4 BN games, and rounding the MB cost down to the nearest 5(minimum of 5.) So, a player with 50 in Aqua, Null, Sword can begin play with his folder looking like
=Aqua
Bub-V(20MB)x2
Bubbler(10MB)x1
=Null
Vulcan1(5MB)x5
Cannon(5MB)x5
=Sword
Longsword(25MB)x2
Or
=Aqua
AquaSword(30MB)x1
Bub-V(20MB)x1
=Null
Spreader2(15MB)x3
Cannon(5MB)x1
=Sword
Longblade(35MB)x1
Sword(5MB)x3
After expending points from their library, the player then would be able to free add any chips given out as rewards from earlier fights, mystery data, or even purchased. Now the issue I have is that I'm not sure what to do with chip codes, or if I should leave this as is for the moment and try working out character creation. I have a habit of hopping around a lot.
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No.367655
>>364596
>>367654
Ignore that post link.
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No.367755
Currently experimenting with using hidden customized cards (probably index cards) as a core mechanic. Currently got two forms of this in the works; an RPG and a political strategy game.
These aren't draw-from-the-deck systems, the cards are just to allow information to be hidden individually, whilst clearly premeditated. For example, a player might write "poisoned the wine", then after all of the characters they wish to target with it have partaken they'll reveal the card for it to take effect.
This is to prevent skilled players from always knowing the perfect move at any time, while minimizing the presence of randomized dumb-luck. Players might still get lucky/unlucky in the sense of not knowing what information is hiding, but there's a difference between luck and dumb-luck. Some cards may still incorporate simple dice rolls, however.
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No.369083
It's been a while since we've really indulged in the good ol' homebrew thread. Can't say I've done much work on any of my projects, though. Too much on my plate at the moment.
That aside, I've been wondering if maybe we should try and follow /agdg/'s example and keep these threads active both as a source of encouragement and motivation, but also as a resource for insight, feedback, advice, and the more technical aspects that often crop up… Like, how the fuck do you format something into a passable PDF that isn't just 2 columns of black text on a white background? How do you set up a PDF to be print-ready?
We could also do playtest days, similar to /agdg/'s demo days; a specific date, agreed ahead of time, where all participating designers must have a playable game ready for playtesting and reviewing by other designers.
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No.369084
Not sure if this is the best thread, but does anyone know some good ways to make a travel or mercantile game more exciting?
My players in a Pathfinder game have decided to be a bunch of caravaneers, with plans to be a wander alchemy/food shop.
Problems are the Pathfinder merchant system is really dull and can be handled by a single character (Running off Diplomacy, Appraise, and Sense Motive) and even for story caster types characters will just have their class matter more. I want to make merchant deals a major part of the game and exciting to take part in but my RP skills can only go so far and I don't want only one or two people dominating the socializing. Basically if anyone's got ideas how I can make non charisma characters feel just as involved in trade as others I'd appreciate it, since as is I've just thought of doing like BAB checks to evaluate weapons or demonstrate goods.
Also any tips for road travel to make it not just X days pass, random encounter. Well planned encounter, but I don't want combat to be the major thing on the road. As of now I've only thought to have different caravans and merchants, maybe some scenery to catch their eye, and stops in towns for more traditional adventuring.
Sorry if this is asking a lot, but the system they want just isn't too well suited by itself to work with a merchant game. Just trying to make the game more fun for the guys playing martials.
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No.369087
>>369084
This isn't the thread for that kind of thing. "Homebrew" gets misused to represent any kind of houserule or non-specifically stated idea that players come up with that isn't part of a pre-written adventure or campaign setting. In this thread, we are discussing homebrew in the context of games being wholly made by amateurs and independent designers and writers.
You can probably ask this question in the QTDDTOT, but just to give you some feedback: You're using Pathfinder and that's the source of your problems. Pathfinder is a combat game, first and foremost. It's also a poorly tweaked version of D&D 3.5, but that's for the system wars thread. Either way, you're trying to run a game about things that the system isn't built for. It doesn't do Merchant adventures well because it was built with hacking and slashing your way through HP-bloated XP sack monsters and +1 Swords. Nothing wrong with that. It just is what it is.
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No.369404
I just had a crazy idea for a rolling mechanic. Please talk me out of it.
Overlapping Dice Pools
The basic pool involving one stat is Xd4 count 4.
If there are two stats involved, roll Xd6+Yd4 count 4+, where X is the lower of the two stats and Y is the difference.
Additional stats will step up the dice to d8, then d10, then d12.
For example, suppose you roll a melee attack with a sword. If your strength is rank 5, your fighting skill is rank 3, and your sword gives a +2 item bonus, you roll 2d8+1d6+2d4.
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No.369433
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No.369463
>>369404
Keep things simple or few people will play your game. Example: Me and my current group love Shadowrun's setting and lore, but I refuse to play later editions and I really feel 3rd is too difficult for the mostly new to tabletop group to learn, so instead we're going with simple D20 games. And that's Shadowrun with it's interesting world and long history. Keep your game simple, one way or another you'll make it complex by adding in systems to explain complex situations, keep the basics uncomplicated or you'll end up with a real mess later on. Unless you're a coder and are making video games, then do whatever insane shit you want so long as the player doesn't have to see your mess.
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No.369468
>>369404
Wow, and I thought my game had too much math involved in damage.
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No.369470
>>369463
>Me and my current group love Shadowrun's setting and lore, but I refuse to play later editions
Did you give Anarchy a try?
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No.369484
>>369463
>>369433
>kindergarten level subtraction is complicated
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No.369490
>>369404
Your post has convinced me that many posters here are stupid because they think what you describe is complex.
Ideas for why it would be bad kept popping into my head, but when I tried to do the actual analysis most of them weren't actually true.
I like the fact that it encourages having many applicable skills over hyper specialization, but I'm a bit worried it may go too far in the wrong direction. I think that may come down to who decides what gets added in.
What I mean by that is - using your example - what if a character is attempting to do an acrobatic attack? Would that mean that mean they could add both Dex and Strength to the attack in addition to skill and weapon? If so, that means it would always be desirable to do that, even if you were a klutz. 1d8/3d6/2d4 is better than 4d6/2d4.
The probabilities of the dice seem OK and it's not a huge jump, it's just a question of whether there is some cost incurred for adding lots of different dice other than trying to convince the GM to let you. Because adding even a low dice number will likely have a large effect given the high likelihood these higher-sided dice will be successes.
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No.369506
>>369470
Nope, I'll have to give it a go
>>369484
>implying I said that
While you're putting words in my mouth and dismissing my paragraph with one line of greentext, let me return the favor:
>implying that shifting dice based around various stats is something most people want to do
>implying people want shifting dice pools at all and that most people don't just want a simple straight forward system that lets them quickly determine the die they need and then roll it with an obvious result
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No.369510
>>369490
>what if a character is attempting to do an acrobatic attack? Would that mean that mean they could add both Dex and Strength to the attack in addition to skill and weapon?
Well presumably Dexterity and Strength are the same category of stat and you can't use both in one roll for free, same as how D&D normally can't stack bonuses of the same type.
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No.369639
>>369468
>too much math
It seems entirely intuitive to me. Just visualize the numbers as rows and columns.
At least it's not color-coded 6-sided dice with different success ratios. That would've had more uniform probability scaling by stat gains, but been very inconvenient to play with real dice.
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No.369641
>>369639
>color-coded 6-sided dice with different success ratios
In case you didn't understand that:
output [count {2..6} in 0d6] + [count {3..6} in 0d6] + [count {4..6} in 2d6] + [count {5,6} in 1d6] + [count 6 in 2d6]
Adding a die to the rightmost bracket (i.e. +1 to the highest relevant stat) gives 1/6 average success.
Moving a die one bracket to the left (i.e. +1 to any other relevant stat, or adding a stat of 1) gives 1/6 average success.
It's more uniform and thus feels fair, but requires more specialized materials.
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No.369645
>>369641
More uniform, but I'm not sure it's better mathematically depending on what the different pools are meant to model.
Under both systems, going from 1 skill contributing to the roll to 2 skills contributing doubles the success chance for the given number of dice, but the die size increase tapers off more quickly. If success range on a d6 is increased 4 times, the success rate is 5* higher than the base level. If the die step system is used, the starting rate is higher, but after 4 increases, the success rate is just 3* higher.
So, it really depends on how strongly you want the returns to diminish. The large change between first skill and second skill makes sense. Effectively you're going from an unskilled person defaulting to a base attribute to someone actually trained in a specific ability. Doubling is good for that. After that, it's a question of how much of an effect you want stacking to have.
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No.369646
>>369639
If you have to visualize numbers as rows and columns when rolling damage, then your damage formula is busted.
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No.369648
I want to make a board game in the vein of DnD 3.5 edition.
However the feat system would be a two parter.
The first list of feats you gain via leveling up or when your class grants you one.
However there would be a big difference.
For feats with paths lime fighting styles you can only get the first feat on the path.
So crane style you can only get the crane style feat.
This brings in the second feat path.
Through roleplaying (reading scrolls and practicing katas and strikes in this case and attempting to use the abilities in combat) you gain experience. When you finish the combat you get level xp and feat xp the latter of which you can put towards progressing that path.
I was thinking of making it in either a fantasy setting or science fantasy
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No.369649
>>369646
Your brain is busted.
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No.369653
>>369646
You may be retarded. In play, you count 4+, just like the vast majority of dice pool systems.
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No.369664
>>369653
Care to name one of these dice pool systems?
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No.369668
>>369664
The ones where you roll vs a target number and count successes?
Shadowrun, WoD if you want big ones. I think you'd have a harder time naming one that doesn't. The only one that springs to mind that doesn't work that way is WEGd6.
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No.369671
>>369648
Fantasy Craft already has a lot of what you're describing with feat paths. Spending XP to gain feats sounds wonky and unpleasant to track. Also, stop trying to make "D&D 3.5 but better" – Just work towards making a good game. Don't try to emulate D&D or think you can houserule it into a good edition.
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No.369687
>>369404
I feel bad that I had to read this twice because it's a fairly simple idea. I think it would require too many rules of what stats are allowed to be combined or else players would argue every stat applies.
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No.369689
>>369404
>>369641
>count 4
>output
I think this is the thing that's getting people hung up, because this is coding terminology. This isn't /tech/ so your meaning is being muddled.
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No.369734
>>369689
>coding terminology
Not him, but that's anydice syntax which any homebrewer who wants to roll their own rolling mechanic should know unless they do their own dice calculations.
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No.369742
>>369689
Would you be more familiar with a roll20 macro?
/roll ((?{highest number|0}-?{2nd highest|0})d6>6)+((?{2nd highest|0}-?{3rd highest|0})d6>5)+((?{3rd highest|0}-?{4th highest|0})d6>4)+((?{4th highest|0}-?{5th highest|0})d6>3)+((?{5th highest|0})d6>2)
/roll ((?{highest number|0}-?{2nd highest|0})d4>4)+((?{2nd highest|0}-?{3rd highest|0})d6>4)+((?{3rd highest|0}-?{4th highest|0})d8>4)+((?{4th highest|0}-?{5th highest|0})d10>4)+((?{5th highest|0})d12>4)
Since there's a necessary hard limit of 5 numbers to enter, you are allowed one attribute, one skill, one item bonus, one power bonus, and one circumstance bonus.
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No.369755
Does anyone mind if I post some of my world building ideas? I also had some questions on how the balance sounded for some minor adjustments I made to the character creation system and psychic system in Dark Heresy Second Edition. I did not really make any drastic changes, so I was wondering if this would be ok to post here.
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No.369765
>>369734
>>369742
Just to be devil's advocate: How often have you seen /tg/ (this /tg/ specifically) use anydice syntax or roll20 macros to explain mechanics?
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No.369768
>>369755
There is a worldbuilding thread for that sort of thing ( >>332161 ) . As for balancing homebrew rules for Dark Heresy, the 40k general might be helpful, the QTDDTOT is applicable, but here works too, I guess.
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No.369807
>>369765
Honestly: never. However, I'd expect it to be understood in the homebrew thread. On the topic of uncommon dice distributions is there a consensus on multiplying dice together? Gary Gygax used it in Cyborg Commando, but that isn't much credit to it.
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No.369811
>>369765
Funny, the game I play has tons of support for roll20 thanks to the community simply because there's so much math and bookkeeping involved for pretty much every step of the game. It's entirely possible that more people play it through roll20 than in person.
sage for non-homebrew
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No.369833
>>316412
>I'm not too worried though, because - let's be frank - balance and such are a meme to begin with.
Balancing to the point that everything is the same thing or thinking that you'll make everything perfectly equal are both memes. But not even bothering to try or deciding you're such a genius you had no mistakes that will pop up in testing will turn out to be almost as bad – possibly worse.
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No.373945
Would a rule for turn order like this be too complicated to play on Roll20?
SPEED = 13 (for example)
Round 1: (+0)
Turn @ 13
Turn @ 3
Round 2: (+3)
Turn @ 16
Turn @ 6
Round 3: (+6)
Turn @ 19
Turn @ 9
Round 4: (+9)
Turn @ 22
Turn @ 12
Turn @ 2
Round 5: (+2)
Turn @ 15
Turn @ 5
Round 6: (+5)
Turn @ 18
Turn @ 8
Round 7: (+8)
Turn @ 21
Turn @ 11
Turn @ 1
Round 8: (+1)
Turn @ 14
Turn @ 4
Round 9: (+4)
Turn @ 17
Turn @ 7
Round 10: (+7)
Turn @ 20
Turn @ 10
Turn @ 0
IN 10 ROUNDS, TAKE 23 TURNS
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No.374153
>>373945
I don't know how much can happen in a turn in your system, but it seems like having the best speed would be a HUGE advantage because you would always go first and get more turns.
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No.374253
>>374153
Thank you Captain Obvious, but you didn't answer the question.
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No.374259
>>374253
All you'd need to do it on Roll20 is have a turn counter. It's just more for the DM to keep track of. Nobody on Roll20 will want to playtest your shit homebrew with busted stats.
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No.374382
Making a Pathfinder class. Rough as my first homebrew, any massive glaring issues?
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No.374549
>>369639
Star Wars Edge of the Empire and etc. do this.
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No.374831
Here's a simple game designed in such a way that the rules and the character sheet are the same thing. It's tile-based, with tiles being defined in size by the GM, though I typically consider a tile to be an arbitrary measurement, used in dungeons, and combat create a clear, definite area where players can and can't go.
A, amm = Ammo
Sorc= Sorcerer
Move = Tiles per turn
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No.374865
>>374259
Monsters with multiple turns aren't built into your system? Those are a fucking blast to play with.
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No.374927
>>374382
I'm not feeling this as anything other than a Transmutation-focused variant on the Alchemist. It feels too similar. What's your high concept here?
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No.375022
Got the core mechanics and most of the lore done, and from a few test plays It's playable though I still need to figure how to work the vehicle combat. If you guys are interested, I can post it here and let you guys see if it's crap or not. The Lore is a bit long to explain but to put it simply it's a Cyberpunk take on WW1 with a touch of fantasy in it.
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No.375023
>>375022
Pic not mine but it does fit with the game itself
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No.375024
>>375022
If you're planning on dumping it in post form, consider instead putting it in a file, saving that as a PDF, and posting that so people can peruse it if they choose.
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No.375210
Silly question, but is the savage world system good to make a detective game that could EASILY devolve into survival horror?
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No.375212
>>375210
From my understanding its a 'whatever' system. It can do pretty much anything if you stat things right.
It probably works very well as survival horror as instead of hit points you have a very limited pool of wounds so any and every hit can be seriously detrimental.
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No.375289
>>374865
Mainly I'm asking how Roll20 can handle a character in a multi-turn system suddenly gaining or losing speed from a haste spell or whatever, so the turn order gets recounted, because that's a common thing in video games.
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No.375290
>>374927
Exactly that actually.
A major player of transmutation, since I think the regular alchemist is sort of all over the place this was my attempt at making one that stuck to themes of transmutations (Or just 'modification' in general) instead of going ham into things like mad science, explosions, or whatever else the different archetypes do.
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No.375371
Planning out how workers function in my wargame. Focusing on soldiers, but I plan to make other workers (diplomats, miners, etc.) operate using the same system.
Each unit has two tables of actions, one for offense and one for defense. Each table generally has 2 to 4 actions. These tables work with ten-sided dice rolls. Each die roll coordinates to an action on the table, and the player chooses from among those they rolled.
Currently it works like this:
1) Offending unit selects a unit to attack.
2) Defending unit rolls one die.
3) Offending unit, knowing what that action may be, rolls multiple (usually 2-4) dice and selects one of the results.
4) Defending unit, knowing the offender's chosen action, rolls again and chooses between the two results (if they are different).
5) Math happens, people die.
Additionally, players can activate "strategy cards" to help them during battle. Among these include "directive cards", which provide an alternative action table for use of any controlled units.
For example, if the skirmish involves protecting an embassy from rioters, the player may run a directive that gives actions related to crowd control and barrier erection. If the controlling player has 3 dice to roll on a unit, they could choose to distribute the rolls between the unit's standard actions and the directive actions.
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No.375540
Friends I'm starting an RPG business and I've got to put out a survey as part of the course I'm doing, if you could fill it out I'd appreciate it, and I'll share the results when they're all in: http://www.smartsurvey.co.uk/s/HUQEL/
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No.375544
Trying to figure out how squad-size should influence attack vs. defense. Essentially a unit is a card, and the tokens on the card are troops. I'm thinking about working it like this:
Damage has a base value, and a bonus per troop. So lets say a shocksquad has an attack of 10+3(t). If there's 4 troops on the unit, they'd have a collective attack of 22. If they attack a unit of 5 troops with 8 defense, they'd eliminate 3 of them.
Any major problems with this approach that I might not be considering? There's more to it, but this is just a very barebones idea to how I planned the damage to work and I'd rather get an opinion on that before tackling the intricacies.
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No.375563
Should one cap stats in a roll-against system below the highest number on the die to ensure that there is always a chance of failure, or should it be possible for players to reach a point where there is no failure?
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No.375564
>>375563
Personal preference but generally speaking I like it when there is at the very least a critical failure, so you can have dramatic moments, though you could have some mechanic saying 'If you reach this level, critical failures are just regular failures for you, because you're just that good'
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No.375591
>>375564
Well in the system I'm developing, it's a roll against d100. Stats would cap at 75, and critical failure would occur when the result is 20+ higher than the character's stat. Maybe I'll have it so that characters can choose three specialties, giving +5 to rolls on certain actions such as climbing, leaping great distances, etc. so that they only have a critical failure 1% of the time upon capping.
What's the opinion on points-buy during character creation? In my system, I'm having it so that players get 45 points to allocate to stats. Stats will only increase naturally on leveling up if the stat is 15+, preventing jack of all trades, master of all characters. There are ways to increase stats in other ways, such as studying in a library to increase intellect, but these ways can only give 1 point increase per location, meaning one would have to locate 15 libraries. Further, magical items may provide an artificial increase to a stat, such as boots which increase agility by +5. These increases obey stat-cap, and don't allow natural skill growth.
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No.375746
Tard who is >>375022, sorry for not posting the pdf file but I was a bit busy for the week and I honestly wanted to do some changes to it since the the current one I have needs work. but here it is, The Pre-alpha version of Orion (The name is one of the things I wanted to change), please do tell me what you think of it, I know it's a incomplete mess and I will get back to work on it when I get the chance, probably be on mid June.
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No.375975
>>375371
>>375544
Just tested this out with a 1-on-1 between shocksquads, each with 5 troops. The test turned out very well. It was a very barebones test, with only one unit type and no strategy cards, but I didn't find it boring at all.
To explain the statblock pictured:
< Si(size) and Wt(weight) are for effects, didn't matter here.
> Dr(durability) is damage required to kill a troop.
< Mr(morale) effects the number of dice rolled on offense. I ignored it for the test and just used 3.
> Sq(squad) is the number of troops that can be placed in a unit. I started both sides with 5.
> Two tables, OFF and DEF, determine which actions can be rolled depending on whether the unit is on offense or defense.
> At(attack) is the damage output of an attack. It has two substats: coordination and targeting. Coordination is the amount each troop adds to damage output, while targeting is the amount of target troops that can be affected by spillover damage (per acting troop).
> Rn(range) and Mv(movement) affect damage resolution priority. In normal conditions, offense resolves first. If defense Rn exceeds offense Rn+Mv, defense resolves first. If offense Rn exceeds defense Rn+Mv, the defense gets no counterattack. Move will have more uses later.
< Skills and tags are for effects, didn't matter here.
In addition, I included a "criticality" rule, in which if multiple dice landed on the same number (not just the same table result), then the effects of that action would be multiplied. I didn't expect this to come up, but at one point one squad rolled three 10s, forcing them to use advance but tripling the damage output. This absolutely devastated the defenders, with the sole survivor being easily picked off the next round.
I'm very satisfied with how the barebones test played out, and am currently planning other unit types to throw in. I probably won't do much with strategy cards until I test with other players, however.
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No.376067
Here's the first page from the zeroth draft of my WIP game. It'll receive some formating changes for sure, so don't comment on how lazy it is. I just wanted to put this out so the really core mechanics and the way I word things can be picked apart and criticized.
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No.376332
>>369689
I'll be honest, that's certainly the part that's got me completely mystified. Sure, the rest is just basic addition and subtraction, with very small numbers no less, but that doesn't help much when a key step basically translates to "???" to me.
>>374153
>and get more turns
Just wanted to say that I personally think speed/initiative totally should mean more turns/actions/whatever rather than simply going first, and vastly prefer video games that run things that way, but I've never found a good way to do it adequately… smoothly, for lack of a better term, at tabletop-friendly number scales and calculations. Things seem to get exponentially more complicated once you try to break out of the classic "everybody gets one turn per round" paradigm, since the way I see it, you have to throw out the concept of "rounds' entirely.
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No.376368
I was thinking of trying my hand at designing a board game to just see where it goes or how it does with friends. I have never done anything like that before, so I was wondering if I could get some advice. Any ideas on how what to keep in mind for inspiration vs stealing?
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No.376428
>>376368
The first thing I'd ask is how abstract you want it. Do players control characters in a setting? Pass resources between impersonal entities? Or just looking for rules and results?
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No.376588
Here's a setting-agnostic game which utilizes the concept of word-spelling. Consonants are free and limitless, but vowels are limited. Vowels serve as meta-currency for stats and boons, as the combat stamina mechanic, and as the character creation system. Future editions will expand on things such as weapons(weapons with long, vowel-rich titles will deal more damage than those without), trades(various reagents have a vowel count associated with them, which can be used to create various appropriate items) and more examples of play. It is very much a GM driven game.
I'd like to properly playtest this at some point. I'll post information about it in the game finder thread when I feel it's ready for a formal playtest. Consider this a sort of and alpha-beta release, as it doesn't fit into either camp perfectly.
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No.376972
So I'm working on a subsystem for Pathfinder, since I'm getting sick of magic items fucking up my games I've made a simple set of rules so that they decay over time:
CL x 2 - (Enhancement Bonus^2) = # of days it remains active. When this duration is over the item is completely destroyed
For most items each category is +1. Lesser Minor is +1, Greater minor +2, Lesser Medium +3, so on.
If a magic item has no category (Ex animated objects, elemental augmentations, oozes, etc) it instead treats the highest level spell used to create it as it's enhancement bonus. So a scroll of clashing rocks is effectively a +9 bonus.
The minimum lifespan for an item is one day
The idea here is to make powerful magic or low level crafters make short lived items. So the ideal is a good CL (Which increases cost on most things) on a lower level item. Making them all more like tools than perma buffs, so a +1 longsword might be a bit of a waste unless something has DR magic but if you get a decent lifespan on a bag of holding it can make looting a lot easier.
Also got a few ways to boost life span:
Sacrifices
As part of crafting kill a creature with HD >= CL, their total HD is added in days to lifespan
Runestones
Shitty batteries that only work on things up to an effective +1 enhancement. Cost 20 x CL gold, once used they add their CL of days to an item and prevents it from being charged again at all. However they decay by 1 CL every year, otherwise being stable.
Mana core
Better batteries that act like runestones. 30 x CL per level, up to CL 10, and can work on any item. They decay at the same rate but don't prevent an item from being charged again.
Mana Generator
A bulky device built into an item. No max CL beyond the creator's, 500 x CL gold and adds 2 x CL lbs in weight to the item. They add 10 x CL days to the item's lifespan, however their CL must be at least half that of the item's.
Engines
A few different kinds, but they all operate on the same logic: Not magical in themselves but can use spells cast into them to fuel other items. All can be built into an item as long as they can hold the engine, and most have some 'sockets' which can have items placed in them to drain the charge. So you can build one into a flying ship and have featherfall items on charge in the sockets to act as magic parachutes. Downside is unless they're in a vehicle they're not too mobile, save you have a colossus around to carry one in it's magic sword.
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No.376976
>>376588
>in a pregunpowder fantasy medieval
game, one may not use the word Sniper, as this would not fit the setting.
Crossbows existed.
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No.377028
>>376976
You can't snipe with a crossbow. Crossbow snipers don't exist.
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No.377199
Here's a WIP fork of The Black Hack for play in a weird, medieval/modern/industrial science-fantasy mishmash setting. Goal is to increase difficulty, lethality, simplicity, and add a few features here and there.
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No.377237
>>377028
You can snipe with anything. Sniping is just accurate shooting over long distance at its core.
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No.377633
I did it, /tg/. I published. My work is for sale.
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No.377634
>>377633
Well.. Tell us about it, man!
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No.377636
>>377634
It's a historical low fantasy game set in 15th century England. I've been working on it for about a decade. DriveThruRPG just emailed me telling me it's live for sale.
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No.377637
>>377633
Stop pissing about and post a goddamn link.
>durr shilling durr
If you aren't working to shill something that you worked on and made then you are a damn fool.
Also, how hard is it to get a game on DriveThruRPG?
What's the process?
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No.377638
>>377637
All right, all right, fine.
http://www.drivethrurpg.com/product/228422/Middenarde?src=8chan
It's not very difficult, though granted I went through a lot of refining so there wasn't much to take issue with. I wrote the whole thing in Word, and then assembled the PDF in Scribus with all the art assets (the editor I hired did the bulk of the work on that, but it's not terribly hard to learn, just time-consuming).
You set up a publisher account on DTRPG, upload your files, fill out the description and such, and then submit it for review. After 1-5 days (took 4 for me), they email you letting you know that it's live or not. Once you've published a few things through them you can do it on your own without oversight.
As far as getting paid, they mail you checks for $50 or more until you're a trusted author and then you can direct deposit into a PayPal account. They take a 30% cut, much like Steam.
All in all, pretty easy. If you have a quality product, they wanna sell it, so they don't make it hard to do so.
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No.377641
>>377636
>>377638
What are the mechanics of your game?
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No.377642
>>377641
It uses 3d6 as the basic roll for skill checks, with a modifier for your rank in skills. Since I was going for a low-fantasy approach (and also it's simpler and easier to learn), there's no physical stats like STR/CON/CHA and what have you, you just invest ranks in skills when you level up through gaining experience. Because the player characters are so squishy, they also get luck points when they level up, of a type according to the ancestry they choose in character creation, which have different uses but all of them help you get by.
I was inspired by Ironclaw et. al. in making dice pools for the combat, which I feel makes fights more balanced and lethal. You can't ever get so high-leveled that someone who's level 1 couldn't touch you if you rolled all 1s, but unless the stars align you are probably going to beat them handily. There's a locational damage system which can see your characters' limbs crippled or cut off, and you can also bleed out, so armor is important. I tried to strike a balance between the spergy minutiae of simulation medieval combat, and being understandable and fun, so the combat and equipment went through a lot of refinement and rewriting.
Skill checks and combat rolls are pretty much all there is to it. The meat of it is more in the various rules for playing the game, and the stuff laid out for the low-fantasy magic user routes (which cover hedge wizardry, Christian invocation, heretic invocation, and demonology/summoning and contract-making), and obviously roleplaying and fluff.
The introduction chapter is available as part of the full-size preview and is more detailed.
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No.377646
>>377199
Second release. Tidied it up and made some major changes. Firstly, conjurers are no longer a thing: all magic is performed through prayer, which is performed via the faith stat. Secondly, priests and archers have been added. Archers are pretty standard, basically a thief-fighter intermediate with a few bonuses towards ranged combat. Priests are the conjurer-cleric replacement. They can produce prayer letters(spell scrolls basically), heal targets, and create medicine for later use. Thirdly, I added a bunch of new positive and negative traits, including 8 sub-class traits which add features to your character's class, such as the ability to perform strong attacks, or the ability to attack with a sword and a dagger simultaneously.
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No.377662
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No.377663
I kinda want to make a kickstarter for 200$ just to get a camrea and buy a draw fag to put illustration in my book. After that i'll release it to the backers and sell the pdf for 5 bucks. what do you guys think of that idea? I pretty much finished up 1.0 of the game but i'm still on the finishing and editing phase of it.
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No.377666
>>377663
Kickstarter is a lot of trouble for such a small sum of money. You're better off just saving up the money on your own or borrowing it from a friend or family member if your bar is that low.
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No.378388
>>377638
Thanks for the rundown breh.
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No.378390
>>377663
>camera for less than 200$
>drawfag for less than 200$
A decent camera is going to run you like 250 and an artist doing just a cover illustration can be expected to charge similar amounts on a full art, background, colored piece like that. Even cheap deviantartists and the like would probably floor at 50$, thats not counting any other illustrations you need for the book which will run you at least (again, with some low price deviant artist with an inconsistent schedule and too many mental issues to be trusted to do the job you pay them for) 15 a piece, more likely 25.
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No.378407
>>377663
>>378390
Hungry drawfag here. What kind of artstyle did you have in mind?
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No.378462
>>378407
Similar to this.
If you want I'll make sure to place you in the credits. Also I'll give you some dosh if you can pump out some good art. Not sure how much but definitely dependent on how well the kickstarter will come. If you still are interested I'll give you 3 picture I need for the revised edition for the game.
>>377666
Lot of the funds will come from my pocket anon . I might have to rethink my ideas on how much you I might need and it might be a bit more then that but who knows.
>>378390
I'll probably get a decent digital camera for 85$ and I feel like majority of the budget will be on the draw fag alone.
Thanks for the insight anon I have to think about my budget being kick starting this bad boy. Maybe a bit higher lets say 1k or 2?
Either way I'll have to write a list on what I need to do with the revision version of the game besides the illustration.
I'll probably post the 1.0 release soon on here and on drive thru rpg for the low low price of freezy.
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No.378464
>>378462
Kickstarter costs really depend on what your needs are and what you promise, a huge issue is people who promise things at tiers that don't cover the cost (usually shipping) but you also have to remember to pay yourself for your time. One that I've seen a lot of people get fucked by are handwritten or handsigned things because that means the production can't just ship the book where it needs to go, a price estimate you can get along with printing pretty easily if you know what you're printing already, instead you have to do it...which eats mountains of time if you have even mild success, imagine even 250 books you have to store somewhere in your house (god help you if its an apartment) where they won't be damaged, you have to buy 250 boxes to send them out in, 250 stamps, and then you have to somehow move them to the post office when you're done or get them to pick it up both of which will probably take multiple trips or high costs. Anything you have to physically do or interact with? Consider just...not. The same issue arises with figurines. Don't even get me started on what happens when packages don't arrive or issues turn up with addresses or people just lie and try to cheat you (someone will) all of which you have to handle personally because you sure as hell aren't going to hire a PR agent.
In my opinion the best Kickstarter set up for a new enterprise is to offer digital products exclusively or print-on-demand which ships directly to the buyer, make sure you get a good quote on how much that will cost of course. If the product is free already you'll have to get creative with what you offer but every tier should give you something and the lowest tier should be the product, these 'thank you' tiers are a meme that damages your Kickstarter success (if its 5$ to get a thank you and 25$ to get the book you might think having the lower tier gets you more money but it won't, people like to support your lowest available tier with rewards.) Again, these are my opinions with the platform and how people I know have used it or succeeded or failed, there are professionals who can actually help manage a Kickstarter with much better advice but universal advice in the Kickstarter industry is to have a social media presence a year out before the Kickstarter itself to build hype, discuss the game, interact with other creators, etc. Twitter is the most common choice but you could use anything, just be sure to put away time every week to update it and chat with other creators who you can cross promote with, if you can find other people who are making games you like or can at least tolerate. You can try emailing other small companies using Kickstarter for advice too, they're usually super helpful.
If you need placeholder art most of Sine Nomine's art is purchased completely so that the company owns the art (normally when you buy art you only buy the piece to reproduce and use commercially but you don't actually OWN it, you would be surprised how many people don't know that) and have it available for anyone to use, for free. Thats part of their costs that they get Kickstarted to help other people get Kickstarted or make games so double check what they have available and if it can work for placeholder art for you since its free.
It can help to register a trademark and consider other legal issues but tabletop games tend to just be a complete wasteland since you can't copyright or trademark game mechanics and ideas anyways so all you can do is own your name and the specific combination of elements that makes up your products, its still legal to take parts of it away so your legal protections are slim regarding theft but regarding a sudden influx of Kickstarter money and your taxes? Might be worthwhile to look into, you can save yourself some headaches. Google every stupid question that comes to mind before you Kickstart so you don't get fucked by some small detail and become another failure before you even get a dollar donated.
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No.378475
>>378462
Drawfuggle here.
I could try that style, but it certainly isn't what my hand is tailored towards. Might be best to seek out artists that fit your vision and proposition them yourself. That said, I'm WILLING to take a crack at it. Never hurts to expand myself.
For reference: Picture attached is from a short animation I did in college a while back. Unfortunately don't know where I put the full thing, so here's a still.
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No.378503
>>378464
Very nice post anon. I have a lot to think about. In the meantime i'm definitely going to do some more playtest with myself and see if I can't get a demo or two at my local shop.
It shouldn't be too much dosh needed. Like I said before I just need illustrations.
The book itself was almost always going to be pdf and I was (maybe) going to offer a physical version for 50 and up for hardback for instance. Now that you mention the troubles physical products for a little start up company i'm planning on that's making me think about it for sure.
The 1.0 realease i'm planning to release a couple of weeks is 100% free, but the refined version going to have completely new rules that cut off the fat and adds new mechanics, commanders, etc along with a weird initiative card system I was planning on. As well as defensive reaction a lot of systems seems to be adopting.
Also thank you kindly for the suggestion place holder art. This is exciting I feel like i'm actually going to make something good here.
>>378475
lol I like it anon. Can you make a real quick rough draft of this real quick so I can see the style your generally good at?
Also don't worry i'll make sure to see if I can get someone that can recreate my best friends art style. Since i'm not an artist I can't really put a hand on the style he was doing with the cover.
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No.378510
>>378503
The complication I could foresee is that sites like drivethruRPG have no problem with removing titles that they believe are objectionable and have done so in the past so if you use them or other common businesses to sell, POD, etc. that being associated with 8chan could cause problems if anyone cares to connect things. I don't think anyone here is making anything big enough to catch such negative attention and I think that 8/tg/ is small enough to be glossed over but it's worth mentioning. Especially since when you publish it that is presumably going to have some link to your real name in a doxx happy era.
I am also uncertain if 8chan is good advertisement, I know we've had a Kickstarter or two take out ads here but I'm not sure how successful they actually were and if it's even possible to gauge how much support came specifically from 8chan anyway. Can't remember what the games were either so that's probably not a good sign.
These are higher level concerns though if the game isn't even done or polished but I'll freely admit I'm curious to see how the handful of fa/tg/uys trying to publish will fare knowing all that, could be a horrible disaster, could be a thrilling tale of success. I'll watch it, either way, it's more interesting than yet another 40k meme post. Old school entertainment and old school getting things done, it would be nice to see though I have my doubts about how much 'getting shit done' will actually happen. I gave the other guy with his own thread a big screed and pointed him to playtesting in the gamefinder thread and haven't seen it happen yet so I'm convinced half the time I'm talking just to hear myself.
Anything I said over there is also applicable regarding whether or not it's even a game worth pushing to publication but I'm too lazy to repeat myself and I get tired of hitting word limits on posts anyways.
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No.378522
I have an idea for a one shot that I'm starting to flesh out.
I've never tried to make anything or DM before, so I'm sure it'll be a trainwreck if I ever actually finish it.
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No.378529
>>378503
Whatever amount of money you think you'll need, take that figure and double it. Likewise for production and work time. You need to be as generous as possible with your goals and honest with yourself because you are going to underestimate the challenge of what you're doing, and overestimate your ability to get it done.
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No.378921
>>377646
Third release. More tidying up, additions and changes. A cover page, utilizing a woodcut which I assume may have been from an Albrecht Duerer copycat, based on the (possible) signature below the goblet's lid. TBH's original spells have been replaced with custom ones more fitting for the Priest class. I'm debating on whether I should include a class I made called the boxer. His abilities are quite substantial, and would have to have a page of their own, unlike those of the four baseline classes which all fit neatly on to one page, save the spell-list.
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No.381233
>>316397
Would you guys mind taking a look at my game?
It's all formatted and stuff, my goal is to make something that's malleable without being "rules lite".
Would appreciate some eyes on it, I've been getting positive feedback now after 6 rounds of critique over about half a year but some overall perspective would be really great.
This is the condensed version, there's a ton more if you're interested.
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No.382748
Working on some races for pathfinder. I want one of them to get their favored class bonus more often, but I'm not sure how much would be reasonable. Getting an extra bonus even every second level sounds like too much to me, but I'm not sure. I can balance it out by making the rest of their racial traits worse of course, but I'd still like some opinions on what you'd think would make it a somewhat balanced ability just on it's own.
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No.383330
>>381233
Character portraits are super cool and I'm digging the quotes for the races. I like the backstory as well, are you planning on having the "contractors" be somewhere inbetween Dark Heresy and Paranoia? That's what it seems like to me.
Couple notes:
The character creation list is out of order. It's kind of a small thing but everything looks aesthetically nice otherwise (did you use indesign or is there somewhere to download these page backgrounds?) so that stands out a lot more than if it was in text format. Some of the text is in a weird position and not completely justified, if this is a final version you might want to go back over everything and fix the positioning
Not all the way through the ruleset yet. The active and passive stats are cool. Are you planning on doing character sheets? It's difficult to conceptualize without having the reference point of a premade character sheet. When skimming through the effort level table caught my eye as interesting but will have to go through the rest of the mechanics to see if that's easy to implement. It's a little intimidating on first glance because of the page number, it looks like the straight mechanical aspect is on the first 20ish pages though.
Gonna end with a question:
What is the system meant to do?
A lot of games in development have difficulty articulating that. Haven't read through everything in the mechanics section yet but the part of your post
>my goal is to make something that's malleable without being "rules lite".
doesn't tell me anything about the purpose of your game. For reference: I liked Shadows of the Demon Lord and what helped draw me in was their quick description. Your setting and the style are both cool (still need to go through all the rules but they look interesting) but you have to throw the hook out there. The only reason I opened the .pdf was bored on 8ch and saw this at the bottom of a thread on page 4. I got it after reading but there was nothing in your post that intrigued me.
TL;DR
Post better I like the game so far though, good job anon
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No.383333
>I am also uncertain if 8chan is good advertisement,
Advertising here is a bad idea. cuck/tg/ in the (g)olden days back in 2012 or thereabout was very hostile to just about everything and that spirit is still alive here. It's a pretty reasonable reaction to the constant disappointments in tabletop with the added bonus that we're considered toxic troglodytes by the trash that inflicts our noble hobby.
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No.383629
Well alright I pretty much finished my game but I have no idea where to put my game at all. Where do I publish it drive thru rpg? I can't figure out how to put games on there at all. I guess board game geek?
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No.383670
>>381233
>>383330
Part 2, I've had this open in a tab for a day now.
Read/skimmed over the mechanics. I actually like them quite a bit. The effort level or target number idea works better than I thought it would given that the races are all human. Cool how you can manipulate scores with other party members and lower the threshold for success by being clever. If I were to run this I probably could figure everything out fairly easily, which is a good thing for new systems. Liked the improvised weapon creation. Needs more equipment though, there's a few neat bits in there but it's not enough.
Feels like there are easy reference points for just about everything. 3d6 system is a good call. Also went over some of the enemy types. Holy shit the vivamancers seem brutal. I basically get AIDS if I can't think hard enough? The term 'fleshcrafter' is metal as hell btw.
What you're missing is a starting quest. I don't like premade quests but I do like having a reference point on how everything interacts. Going through the pages gave me a fairly good idea of what goes on: government throws people at a problem to save on more valuable manpower> get caught up in shennigans> maybe survive. Problem is that something like DnD will always have an easier time with this stuff because their setting is already familiar, having a good starting quest would tell me how to best structure my own quest for this particular game. I'd try it out if you threw in some extra pieces that I mentioned above and if I could get a group together more than once a month.
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No.383685
I've been working on a "Space Station Game" that was inspired by something I saw in Inquest when I was but a lad. Today I opened up my folder after a few weeks off, and just started gutting the rules and it's very satisfying, exactly what I needed to breathe life into the game and actually muster the guts to finish it. The rules were a fucking MESS, way too many dumb "points" for players to keep track of and spend (Action Points, Move Points, etc) and way too many interrupts. The game needs to be simple and slightly "dumb" because after all the players are just a bunch of sci-fi cliches wielding sci-fi cliches and trying to murder each other in a desperate scramble for an escape pod key. More later maybe. Don't even know what advice I expect to get.
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No.383690
>>383685
I advise you to look at the rules for Classic Traveller. It's a 2d6 throw-based sci-fi system that's incredibly smooth, and can essentially be condensed into a single small booklet rules-wise. Look over the rules, and isolate the problems you have with it - what skills do you not need, what do you think are missing, etc.
One piece of advise I was giving is to look for verbs. Make a list of actions you expect a character to perform in the game. Condense each point to a single (or at most 2~3) word action, and then ensure the game supports it. Wrap everything under a unified mechanic, like the Traveller 2d6 throw, scaling DCs, roll under, or whatever you think is appropriate.
For the record, I don't recommend AP, MP, and the like. I tried using an AP system at my table, but in the end, we had to hack it out after a single session into a simple abstraction of "that's about how much you can do, give or less" and usually ignoring it. There are better ways to do it.
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No.383708
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No.383760
>>383333
>Advertising here is a bad idea. cuck/tg/ in the (g)olden days back in 2012 or thereabout was very hostile to just about everything and that spirit is still alive here.
Depends on the nature of it. If you're someone who is deadset on turning your homebrew game into a legitimate product, and making your amateur game designing into a business, then there's not much 8chan or /tg/ can offer you. Not sure about cuckchan, but they might not care about shilling quite as much because so many of the users are redditors who are just used to e-begging and being shilled to.
Main reason I say this is because the heart of digital business is social media. Assuming your game has enough of a unique hook to it that it actually could attract attention and get sales, you're still going to need to constantly shill it. Facebook pages, twitter accounts, instagrams, snapchat, youtube channels, every single fucking social media platform you can be on, you need to be on and you need to be shilling and pushing your product as much as possible. You need to be sending out copies and inviting others to play and review it. You need to pay for ads and abuse tagging systems. You need to be a shill. Otherwise, no one knows your game exists and it will maybe get a few dozen sales over the few years if you're lucky.
Even if you are successful and you gain some sort of following, at best your game will become a "side hustle" and net you a little bit of passive income. Even if it sells really well, you might not ever make the switch to full-time game design and shilling. This is the unfortunate truth of the industry. Unless you end up working for one of the big boys or you get picked up by one of them and they help with the social media presence stuff for you, a huge, profitable success isn't possible. And considering all of that, places like 8chan and even the more active cuckchan are an afterthought at most.
Now, on the other hand, let's just say you're passionate, but you are only making your game because it's something you want to do so you can play it with friends and share it with others out of love for the hobby. Well, ∞/tg/ can offer you some support and take a look, but we're a small community. Honestly, we're a weird anomaly as far as internet communities are concerned. At the very least, you can get an honest and straightforward critique of your work, and on rare occasion, you might encounter someone with autism strong enough to offer you some very specialized insight. As long as you're up front with your intentions and honest about your goals, we can try to be of some help, but that's about it. We're not going to jumpstart your RPG-making career, though.
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No.383786
>Tell me, what are you working on?
Currently working, again, on my Procedural Police Drama game. Uses PbTA for it's engine.
>Where are you stuck?
Now? I'm not. But, a week ago, I was stuck on playbooks and moves. Moving along nicely now.
>Have you playtested anything yet?
Yes! Sort of... I was stuck on playbooks and moves for the longest time, so I asked some of my more creative group members to help out. We had a "conceptual playtest" a little over a week ago. It worked fucking wonders. Just running a game, letting everyone pitch their own moves and shit... It was a miracle.
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No.383888
Working on a grand-strategy game system and have gotten to a point where I'm testing out some mechanics. I feel like I've struck gold, this is coming along beautifully in ways I hadn't anticipated. I look forward to being able to share some stuff, but it may be a while before I've got things strung together.
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No.384171
>>383760
Personally I feel like I owe it back to the community to at least involve them in the process as things get more firm and playtestable as 8chan has been a great resource for ideas and conversation. I'll probably buy adspace and give it a shot here even if it doesn't prove fruitful or I get called a redditor shill, seems like the decent thing to do. Share a free PDF of the game in a thread, by a banner ad, dump a Kickstarter link, and be open to talk to people about it even if 8chan is small and unlikely to return much monetarily on time spent here as opposed to other social media platforms. Anons might take it the wrong way but that's in their nature, not like mean words hurt.
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No.385706
I started working on a naruto rpg on a whim. Not even really that big of a fan. But anyway I think it might be approaching done next weekend.
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No.387351
I'm homebrewing(or trying to) homebrew a set of magic items for D&D 5e and I have a rough idea of what I want them to do, but I'm iffy on the specifics.
A set of stones catering to different archetypes that start moderately powerful but not too useful for the level they become available at, charge up to on-level, then charge up again to become a powerful swing.
The first one I have done and ready to playtest is the Stealthstone. Advantage on Stealth and Acrobatics for an hour/+Invisibility for ten minute and squeeze without penalties/+Greater Invisibility for a minute and Sneak Attack even if you aren't a Rogue. Charge up through slaying an unaware creature from Stealth(subject to change; specifically stating the creature can't know you're there AND you must be stealthed)
I want the next one to be a Magestone that full- and half-casters can both find useful, but, aside from proficiency in Arcana(maybe) and eventually refilling spell slots, I dunno what to do for them that put it on par with the Stealthstone. A bonus to save DC?
Ideas for other stones/archetypes would be appreciated.
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No.388404
Forgive the fucked up formatting, I exported it from mobile. I'm taking my old classless RPG my friends and I made together and condensing it heavily. In doing so, I had to bring back classes because it was easier than condensing the classless system. Anyway, can I get some input?
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No.388716
>>388404
Finally finished and unfucked the formatting.
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No.388824
>>388716
Why isn't Orc Territory called Orc Island if its an Island. Or does their territory stretch inland as well?
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No.388847
Skipped the thread after reading about the first tenth, so one of you probably already did what I'm trying to do and did it a million times better. What started as a small set of house rules to make D&D/Pathfinder more martial-friendly spiraled into a mad attempt to make my own murderhobo system. Trying 5e, Starfinder, and the PF2 playtest have only heightened my infantile desire to reinvent the wheel and do it so much better than those professional hacks.
The house rule that started it all was allowing players to take a combat feat, teamwork feat, or weapon/armor proficiency by spending some skill points. After that I decided to give every player a trait ("half a feat") every level instead of a feat every 2 levels, and let them spend two traits to get a feat, or one trait to get a shitty feat. Now it's become an a 'la carte point-buy system that:
>is class-less and level-less (with templates if you just want to roll up your D&D guys quickly)
>uses the d6 exclusively
>has nine stats (Strength, Vitality, Agility, Dexterity, Reflexes, Perception, Intelligence, Willpower, Charisma) (CHA doubles as SAN for madness mechanics)
>enforces MAD (for resistance/saves, some skills, and I'm just flat-out stealing Ryuutama's mechanics for using weapons)
>divides features and traits into different ranks with different costs depending on their utility
>is technically effects-based but goes out of its way to mechanically define and handle causes
>focuses on damage reduction instead of avoidance for armor
>uses a dynamic action economy (split 6d6 any way you like for your actions, add some k0 dice for skills, drop dice for extra movement, reserve some for reactions, or borrow some from your next turn)
>does not use "dramatic" or narrative-driven action rules; rules for targeted attacks and extra effects from energy damage are included in core
I want to expand from this with social rules and "scalar" systems (business/kingdom/exploration/war/etc.) using the 6d6 split mechanic, but I should probably focus on making a small bestiary for playtesting first.
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No.388864
>>388824
Because Orc Island sounds weird
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No.388871
>>388824
>>388864
Give them a collection of islands under their control and call it the Orchipelago
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No.388873
>>388871
>orc_about_to_get_raped.png
Somebody call the guards!
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No.389329
>>388871
cuckold fucking queer, get off my /tg/, this interracial propraganda shit is fucking disgusting and annoying. you are not /tg/ and you never will be
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No.389330
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No.389339
>>389329
Ok, here's something more your speed then
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No.389340
Almost ready to release a game I wrote, friend said I should post about it here:
>Tell me, what are you working on?
http://www.wyzzards.com/ I started out doing a magic system for fun and built a game around it
>Where are you stuck?
Got to revise a small handful of powers so they're good, I've got this spell which is just freezing stuff and I can't think of anything else interesting for it to do.
>Have you playtested anything yet?
Yeah, for the past few months - we've had a lot of fun.
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No.389341
>>389340
Is that the artstyle you're using for your game, because if so, I'm interested to see more. I've bought more than a few games on art alone.
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No.389343
I've had a few ideas kicking about, some of which will probably never go anywhere, but I figure I might as well share the collection of half-baked mechanics that I've got halfway developed just in case someone here can make use of it.
Mechanically it's pretty simple, the player has a dice-pool of varying sizes of die, checks are rolled against a target number with varying degrees of success or failure. Advancement is tied strictly to this pool, when the player gains sufficient XP they can either advance a die one step (d4->d6->d8->d10->d12, d12 is the biggest a die can get), or split a d4 off of a larger die by making it smaller (e.g. d8 becomes 2 d4s, d10 becomes a d4 and a d6, d12 becomes a d4 and a d8)
Combat as far as it's been developed is done similarly. Both combatants select a number of die from their pool and roll them, then take turns removing various die from their rolls. Each combatant removes one die from his roll, then one die from the opponent that the removed die beats (e.g. If the player removes a die showing a 7 from his own pool, he can then remove any die showing a 6 or under from the opponents roll). This continues until either one combatant can't remove any die from the opponent's roll, runs out of die or opts to end the round, at which point the combatants put the die they used back in their pool and repeat the process. Whoever runs out of die first loses the combat.
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No.389347
YouTube embed. Click thumbnail to play. >>389340
>wyzzards
You fucked it up.
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No.389349
>>389340
Holy shit, nigga, that looks tight.
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No.389350
>>389340
>website is literally piped in from a remote service
>20+ blacklisted elements on the front page
>smear filter on background art
Consider suicide.
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No.390548
Currently working on the rulebook for my game system. I'm aiming for a grand-strategy game, but with the narrative immersion of a roleplaying game. So far the parts I have working I am loving the mechanics of, and since the basic setting is rather plain (no magic, no high-tech stuff, etc.) there's a lot of room for homebrewing and supplemental materials down the line to expand on the rules.
I have yet to see how a few things (such as resources and research and building) play out with other players, but I'm pretty optimistic. I'm trying not to make it too complicated, and while it seems a bit more complex than some RPGs I think it'll be fairly simple as far as strategy/war simulation games are concerned.
Artwise I'm not entirely sure what I want to do. Lately my MS-paint hand has been VERY shaky (shitty attempt attached), so I might decide to do scanned hand-drawings instead. The vibe I'm going for is very cartoony, and most of the art in the rulebook will probably be in a faux-2bit black and white.
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No.390562
>>390548
the style doesn't matter so much as being able to convey information correctly
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No.390570
>>389340
good production value, but how does it play and can we have a pdf you niggard?
>>390548
How are you handling research and building? Most systems I've seen have them being on a hidden information sheet.
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No.390605
>>390570
I'm personally fond of hidden information, I think it's something that more games should try to develop as a component of gameplay. In this case, the game uses a lot of index cards, and the term "drawing a card" has a bit more of a double meaning, though players are encouraged to prepare cards beforehand to speed things up (as well as to give factions a sense of existing identity).
When adding a card to the table, the player must announce that they are "drawing a card". While the other players can't see the card's contents they can see the player adding to its build (for example, adding a tally for time each turn, or spending some of a resource on a hidden card, etc). The card can only be used when it has both been revealed and all of its requirements have been met (which can potentially happen in either order). This is to ensure that players actually have to premeditate their strategies and work towards them, as opposed to pulling a helicopter out of their ass because they suddenly need one.
In the case of cards for research, usually players will add to the value of a research type after it's already been revealed. Some forms of research will also have requirements. For example, ballistics will require a certain amount of engineering research, as well as the blackpowder development which requires a certain amount of chemistry research. There will also be several ways for players to benefit off of other players' research. In addition, certain research and developments are assumed by default at the start of the game depending on which period it's set in (neolithic, dark ages, colonial, industrial, etc).
Yes, there will be a lot of index cards on the table at any time. There will also be rules on how they are organized, so they're not just some messy heap of hassles slowing down the game.
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No.390606
>>390548
That kobold? looks like he's tired of your shit
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No.390797
>>390606
Those are my donut-steel race. They're kinda like a mix between kobolds, humans, and rodents. They're the only race that'll be present in the basic rulebook (other than "outsiders", which are purely fluff), but I may add others in later supplements.
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No.390806
Doubleposting because I'm a trainable and I forgot to set a password for my previous post.
Anyways, for when I'm away from my computer (and thus unable to work on my grand-strategy game), I've started developing another game on my phone's memo-pad as a side-project. It's simpler, so good chance it'll also be ready sooner.
Like my other game, hidden cards play a big part in gameplay. However, this one's meant to be more of an arena fighter game in tabletop form. The rules themselves are really simple, but also very dependent on content, so I'm gonna need to make a decent amount of cards before it's ready for any sort of testing.
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No.393439
After having months of canceled sessions and at least 5 campaigns falling apart after a couple sessions this year alone, I've decided that I'm going to change tactics. I want to run serious, long-term campaigns with character arcs and crunchy mechanics, but that's not happening. Wasting the time setting those up takes just enough time for my groups entire schedule to fall apart. Instead, I'm going to see if I can convince them to sit down, toss together a couple ideas with me, decide on some basic bitch mechanics, and get a low-effort Beer and Pretzels-tier game going. If I'm successful, I'll post results here.
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No.393440
>>393439
That sounds like fun, savage worlds is always good for this kind of stuff
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No.393510
The tabletop arena-fighting game is coming along well. I set a deadline at the start of this month to have a demo ready by October. Turns out that was more time than I needed, and I'm planning on doing some open-air tests at a few of the local nerd cafes early next month.
The game is very much built for competitive 1-vs-1 play, though it can easily support more players. Content is packaged in the form of pre-made characters, but players are encouraged to mix-and-match parts to build their own fighters. If this gets any significant amount of attention at all, I'd definitely like to build up a competitive scene.
One thing I'm not quite sure about is where I want the direction to land between exaggerated and outright fantastical (pics related). On one hand, I like the idea of magic and monsters being very much supported by the game content, but on the other hand I don't want to lose the raw masculine stylistic appeal of muscular fuckers just beating the shit out of eachother. I figured this is something I'll be playing with early on in, but I more than welcome any outside input.
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No.393646
I put together a prototype for a turn based strategy game built around mecha and collecting loot to customize them. I want to know if it's worth developing further or not and want some feedback.
https://mega.nz/#!HuZyWKCK!jJqZCLr4CNUHYnXrKOzP9uL8n-k5HKZ_geFXG7CfQVA
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No.393662
>>393439
>>393440
Sat down with my friends in between board games and beers and hashed out some ideas. Some were more receptive to it than others, but eventually we got things going. They were up for a Spacey, Magicky, kinda western-Firefly-y setting. All the magitech talk in the setting creation thread put me in the mood to just have magic science and scientific magic.
Eventually, we landed on a general idea that encapsulated what we had in mind: Magic Assholes In Space
It's just going to be a simple Attribute + Skill system with a separate set of Magic Schools as their own skills. And funny that you mention Savage Worlds, because one of them suggested Attribute and Skill Ranks rated in Dice Size (so d4, d6, d8, d10, d12)
Since the whole thing is going to be super low effort and low commitment, we're not establishing any kind of hard setting guidelines, no races, no classes. If they want to play some specific kind of aliens, we'll just represent that through stats and traits, and leave it at that. The crunch is supposed to stay low and simple, and the setting is supposed to adapt to the players' input, rather than writing a giant fucking pile of lore and worldbuilding that they'll never read anyways. I've done that shit too many times and had too many games die on me to make that mistake again.
I'm going to hash something together over the next couple weeks. Maybe post it here. Everything else will be made up along the way.
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No.393665
>>393662
that sounds like a lot of fun, make sure to stuff it full of Neogi.
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No.394024
Tonight. Two men enter, one man leaves...
... Although I'll be running several tests for the sake of rule variation. But after this I'll be able to enter the next phase of development: making more character decks. Yesterday I started roadmapping plans for what kinds of decks I'd be building, character themes, etc. Currently the only set I've built is for a semi-vanilla fighter, by which to compare the others later on, as I wanted to test this out before building more fighters. This, of course, has slowed things down a bit, as I am a lonely caveman and testing this really requires two players.
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No.394329
I've been toying around with the mechanics of using Attribute and Skill ranks as different types of dice, and I just don't know if I like it. My intent was to see where the curve lies for 2 of each die type to get a feel for what would be an average roll for an extremely low skilled character and then moving upwards to figure out how to stagger the average difficulty curve. I kind of saw this coming, to be honest, but I didn't think it would be this bad. Feels like it would be too swingy and end up complicating matters, rather than being the smooth and quick resolution mechanic I wanted for a casual game. Adding a third die gives you a smoother bell curve, but I'd be going back to the drawing board to figure that out.
Right now, I'm trying to avoid over-mathing things. I don't want players checking their sheets, then throwing dice, then checking their sheets again, then trying to fudge their roll a little higher with begging and rules lawyering. I like the idea of using different kinds of dice in pools, but this is difficult to reconcile with the style of playing I'm aiming for.
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No.394388
Alright here's a Naruto RPG. Its not really finished yet and the Advancement EXP costs are completely arbitrary but the important bits are there. The thing that's really holding me up are the jutsus.
Criticism is good but just know that its not meant to be a super serious game. Also Jutsu suggestions are appreciated.
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No.394415
>>394329
I had kind of a similar idea at times but you may want to think about mixing up the dice pools (say roll d8 + d12 and so on) by making the first dice be limtited to certain sized and their pairing to other sized (maybe a lot of overlap in the middle, and a way to multiply smaller dice in the first set of dice, making it a lot more common to roll say 1d4+1d4+1d8 then 1d8+1d8 (this also allows you to have a third set of mechanically relatvent bits the multipliers or adders to help low pools reach certain DC's or whatnot). Short story, math is your friend.
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No.394454
>>394415
The intention wasn't that players would always be rolling 2 of the same dice, but that they'd be mixing them, based on the rank of the attribute and skill being used. So, you could have a d10 in an attribute, and a d6 for the skill being used. This makes the probability curve wonkier, as it's not just a a small nudge in the prop.. I started toying with the idea of a third die for equipment. So, a character could have a d8 in Strength, a d6 in Attack, and a d4 sword, and that would be rolled as a pool, added, and the result figured from there.
However, the immediate problem I ran into is that it wouldn't make sense to have "equipment" for every single kind of roll. It could be argued that certain things become equipment in certain contexts, like a nice suit being equipment in a social situation, but that doesn't always work. And then you end up in a situation where players are constantly angling for a higher die or arguing that whatever random object they can grab is gear that gives them that extra die that swings the probability curve into a more comfortable area.
And none of that really gets into how to play out resolutions. If I fudge together something that makes the 3 dice thing work, it still might not be fluid enough to make more for low effort gameplay. I think I'm just going to have to shelve that idea and put it aside for a different sort of game entirely.
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No.394483
>>394388
>"Where's the kekkei genkai"
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No.394727
>>394483
Maybe I'll put them in after I finish the jutsu list. Although I'm not quite sure how I would handle how players get them other than just rolling for them.
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No.395545
>>394024
Didn't do a follow-up on this because of IRL stuff, but the testing went VERY very well. I tested both A0.0.1 and A0.0.2 just because I hadn't tested the first version before developing the second, and as expected A0.0.2 was a huge improvement. Doing away with dice rolls really helped with the immersion, and while the second version requires a little more number-tracking it's pretty easy to get used to it.
Knowing what I know from testing, I'm now moving into A0.0.3. This is the version that will likely most resemble B0.1.0, which is what I intend to take public early next year. This will include a reformatting of how actions are presented on the cards, an expanded set of characters, and a more comprehensive set of terms and status effects in the rulebook (as opposed to overly-detailed mechanics taking up space on the cards themselves).
I haven't abandoned the strategy project. I've just switched focus onto the fighter for reasons that are a mixture between personal and business-related. Working on the fighter game is also really helping me visualize and nail down concepts and mechanics for both the strategy game and the RPG I'm working on, as they all share certain design principles, despite playing very differently.
I'm expecting to open this to public beta in February (or sooner), during which I will also resume work on the strategy and role-playing games. After a sufficient period of testing and balance-patching the project will enter v1, and the focus will shift to content expansion and further development on other aforementioned projects.
After years of starting things I never finished, overestimating myself and expecting things to go smoother than they actually do, I'm finally getting my shit together thanks to this game. Already it's exceeding my expectations, a reversal of every project I've taken on in the past. I'll definitely be keeping this thread informed.
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No.395639
Anyone think Babylon 5 A Call to Arms is a good enough game to go off of? From the rules I have read it seems fine, but I haven't been able to find any videos of people playing it.
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No.400529
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No.406067
I have been on my own wargame on and off, but have only really started ramping up the development and playtesting.
I got tired of 40k for two main reasons:
-my turn/your turn.
-"dice bucket" fatigue. When it's theoretically possible for a 40-point unit in a 2000-pt game to make 800 rolls to hit and wound in a single turn...
So what I've been working on is an alternating activation system that uses a regenerating resource pool of Strategy Points to manipulate the turn order. You can activate multiple consecutive units at incremental cost.
The real kicker is that I'm using "intent to attack" interrupt mechanics.
A attacks B. B's player can interrupt, choosing a unit to perform 1 action.
If that action is offensive, it must target A, and A's player gets to interrupt if a Strategy Point is spent.
Etc. It's a LIFO resolution and makes things feel "almost" real-time as there's minimal downtime.
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No.406101
>>400529
>1st pic
What is that?
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No.413622
How the fuck do I faithfully adapt a combat system from a video game where every attack action involves at least an accuracy roll vs. an evasion roll, independent critical chance and block chance, and then a damage roll that can vary tenfold between a given character's basic and ultimate attacks?
Every homebrew tabletop game out there boasts "fast abstract combat!" as a selling point, and the homebrew tabletop game community generally abhors multiple rolls in one action, but the distinction between blocking and dodging is a big deal in the source material.
All I have so far is:
1. Combine accuracy and evasion into a 2d20+N roll vs. 20+N static.
2. Combine critical and block into a percentile roll, where critical is a top range, block is a bottom range, and overlap cancels out.
3. Never add more dice to damage when a static bonus will do.
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No.413664
>>413622
http://www.necropraxis.com/2016/12/02/stonehell-prepare-to-die-blocking-and-dodging/
I don't implement something like it myself, since my players aren't big fans, but this guy has a few writings on the topic of a combat system which aims in similar direction. Effectively, the idea is that instead of the the GM rolling an attack, the player rolls either "block" or "dodge" (or in your case, evade), with different enemies requiring one or the other.
Taking from Chivalry & Sorcery here: From there, I would recommend you replace the standard damage die with a critical die. On the lower bounds, the damage could be around what it says (for instance, on a roll of 1-6 on the d10, damage is 1 to 6). Higher numbers could have a multiplier - for instance, 7 to 9 could indicate rolling a second die (d6 perhaps) and 10 could indicate a critical strike for some immense damage. The "range" for critical could then adjust - from as low as "10" to as high as "7-10"; alternatively, you could have the die increase - from d6 (no crit), to d8, to d10, to d12.
Doing this would only slightly (but meaningfully) increase the complexity of the system versus something like D&D, while still keeping the total number of rolls the same, and more or less hitting all of the points you're bringing up.
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No.413687
>>413664
I will definitely read and share this, thank you.
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No.413720
>>413622
>How the fuck do I faithfully adapt a combat system from a video game
Generally, depending on the video game in question, you don't. Which is why so many games rely on narrative abstraction on multiple levels to make combat bearable, instead of having every single action being a matter of referencing an encyclopedic list of potential maneuvers, making 5 different rolls, cross-referencing those against the enemy's rolls, and then hopefully resolving that one action before everyone else at the table falls asleep.
Also, what game are you attempting to adapt?
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No.413804
Been doing some extended testing on my arena-fighter game, as well as some numbers-tweaking an roadmapping for content. As far as how the game plays and feels, it's turned out far better than I anticipated. However, for upkeep reasons I'm not planning on taking it to any publishers, and instead building up funding to market it independently with a non-market model.
My actual development focus now has been on two projects I'm preparing to talk to publishers about in late April, and constructing physical presentations to bring with. One is a three-lane strategy game about prehistoric holy war between pagan tribes. Mechanically it's pretty simple, but with field-building giving the players a lot of ways to break up the formula and keep things interesting.
The other is a very experimental RPG focused less on direct engagement and more on situational control. A big part of my focus is translating character personality into game mechanics, in ways that bridge strategic flexibility with roleplay immersion. Time between sessions also plays a part, with players not knowing exactly what one-another are preparing to bring next session.
I also have been repurposing a miniatures game concept into something more marketable I plan to talk to publishers about this summer, but not working much on at the moment other than writing things down as they come to mind. Before I imagined a large-scale modern-war game with a system for individualized troops, but the more I worked on that idea the more the appeal and practicality were at odds. I plan to adapt some of its concepts into a small-team mecha game instead.
Polite sage because deleted-and-updated reply.
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No.413853
>>413720
>How can I do X?
>By not doing X.
I bet you respond to questions about Windows with "install Linux".
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No.413869
>>413853
Assholes like that consistently piss me off. If you aren't going to actually answer the question, them shut the fuck up and stop trying to discourage people, because 90% of the time the endeavor is pointless and the person asking just does it anyway. They're looking for assistance, so they'll probably ignore everything else, as they should.
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No.413875
>>413853
>>413869
Normally, I'd side with you, but adapting vidya to tabletop often doesn't go well, because most vidya thrives in fast-paced, moment to moment gameplay. Saying "I want to make this vidya into a RPG" is usually right up there with "I'm going to fix D&D!"
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No.413883
>>413622
Is it a particular game, or more the general concepts of the game genre/subgenre itself?
If the latter, I'd say don't try to mimic the vidya, but rather try to imagine how the genre would have emerged differently in tabletop than on vidya. You'll wind up with something that differs mechanically, but captures the feel a lot better than more direct mimicry. I'm speaking from experience, as I've got a tabletop fighter-game I've been testing.
If you were to try to take an existing game and translate it to tabletop, however... Well, that really depends on the game. Often it might not be that realistic to try to make a complete faithful adaptation of most games. I'd suggest taking the defining traits of the game, any gimmicks or gameplay features that set it apart, and try to translate them onto an otherwise standard tabletop formula.
For example, in a tabletop version of Red Dead, you'd want to include points you could spend on Dead Eye mode, but you could easily apply that to an otherwise standard RPG format using dice, tiles, and turn-based combat. It may not feel like you're playing a real-time 3rd-person shooter, but as long as your Red Dead is set apart from other tabletop games analogous to how the video games are from other 3rd-person shooters, it will still capture the essence and feel of the game.
>>413853
>>413869
This is way overreacting. Yeah, his initial answer was "generally, depending on the game in question, you don't", but then he went into related details and then opened the question of "which game" is to be adapted. It looks like he's not just saying "the answer is don't lol" and is probably open to give actual advice on the topic. Part of that advice just comes in the form of why it's generally not advised. This can be just as valuable in correcting a designer's approach, as opposed to discarding it.
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No.416017
How do i make a tabletop tank rpg.
I've never homebrewed anything other than a little strategy game played on a chess board.
There's this gaming system developed by a bloke on a blog, but he's dropped off the face of the earth 2 years back due to family reasons and I can't get ahold of anything other than what scraps were put up on his blog.
https://houseofqueeg.wordpress.com/?s=sabot&submit=Search
So given that i have this much to work with, how do I put together a wargame with rpg elements? Where do I even begin?
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No.416038
>>416017
If you've never homebrewed anything and aren't especially familiar with many systems and games, then starting by making a wargame from the scraps of someone else's project is going to be difficult. Trying to fold in RPG elements on top of that is likewise going to be tricky. Even though this is the homebrew thread, it's worth asking if you've exhausted all your options when it comes to other systems. Like finding a system with decent vehicle rules that you could adapt to work alongside an RPG system you already know, for instance.
If you're sure that the sort of thing you want to play doesn't already exist, then you need to ask yourself what it is those other games don't have that you want to fulfil the kind of gameplay experience you think a Tank RPG should have.
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No.416691
>>316397
>Tell me, what are you working on?
I have purchased the Lovecraft collection to read, as well as the Edgar Allen Poe collection. I would like to use these to homebrew a decent campaign. This will be the first campaign I have ever dm'ed so hopefully I do not muck it up. I have played many pathfinder games though so I'm somewhat familiar with the rules/systems.
>where are you stuck?
This is still just a kernel of an idea. I purchased a module, but after reading through it didn't really care to use it. I genuinely believe I can make a better game with the right inspiration, but now I have to prove it to myself.
>Have you playtested anything yet?
Negative, I'm still waiting for my books to arrive in the mail.
>what makes a game good
Leniency on rules that don't really matter that much. Thankfully it's a different player in my group that does this and not the DM, but zealot-level minutia rulecucking just kills the flow of a game, and I'd still play a campaign if he ever decided to DM one but I would play it begrudgingly.
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No.416692
>>394329
Use roll-under and make the bigger dice for inferior ability. That way the more skilled you are the more consistent you are, but even the most incompetent character has some chance of success. This also means that for some "normal" difficulties, a master will always succeed.
If you want to avoid math, you could do dice pools - roll XdY and count the number that successfully rolled under. I saw a mechanic once based on the die type reflecting base attribute and the number of dice in the pool reflecting skill. You could also account for synergistic skills by throwing in an additional die or two according to different skills (e.g. 3d8 +1d10)
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No.416695
As long as people are talking about homebrew, are people interested in setting a date for another Homebrew Show & Tell?
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No.416697
>>394454
I'm >>416692
If you do like I suggested (roll under and take the number of successes) instead of adding anything, not having equipment won't lower your average roll, but it will reduce the number of possible successes. Say you have a challenge with a DC of 6 to roll under. You have a d10 and d12 for skill and ability. You've got a 1/2 chance with the d10 and a 5/12 chance with the d12 (~70% of at least 1 success, ~20% of 2 successes). Throw in a d6 (5/6 chance) for heroic gear and you now have ~95% chance of 1 success or ~43% chance of 2 successes. You could also get 3 successes (~17%). A challenge could get different results based on how many dice beat the DC, like criticals, or a task may just require a certain number of successes.
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No.416700
I'm working on a new roll system. Tell me what you think:
>Assuming optimal stats during character creation on that specific skill, the result of the dice is expected to be 50% of the total
>Most types of roll require rolling three dice. The results are ordered from lowest to highest, but not summed. I haven't run the maths, but I suspect you should expect the dice to be somewhat more predictable than single dice roll, but more random than an additive double or triple roll (basically, you are using medians and not means).
>Once you have ordered that 3dX, sum to each dice the governing stat, then sum your skill, which is divided in three values: the value you must sum to the lowest dice, the medium dice, and the highest dice. I will explain later what do each of the numbers represent.
>For non-opposed tasks, the DM has to set three difficulties. Unless the DM wants to do some weird kinky oddly specific roll, this is actually easy: choose a "main" difficulty, like in any other difficulty-based roll system, then offset the lowest value -Z/2, and offset the highest value +Z/2, where Z is the expected average of the roll (that would be, more or less, Z = 3 in a d6, for example, or 4 in a d8; as a rule of thumb, unless you want to use multi-dice rolls, you are basically looking to offset the roll by DICE_MAX_VALUE/4). Say the target difficulty is 10 and we are using a d8: the lowest difficulty value would be 8, and the highest difficulty would be 12.
>The lowest value represents "everything that could go wrong". A failure here would mean you have fucked up, and would represent a critical failure in any other system, but despite this, you may succeed at the main task at hand (say, your lowest roll modifier is much smaller than your medium roll modifier, and thus you succeeded at the medium roll, but failed the lowest roll), so this is more or less the fail-forward value.
<Example: difficulty set 8, 10, 12. Player rolls 2, 4, 8. After modifiers, this turns into 5, 11, 10. The character wanted to lockpick a door. Since the medium roll has succeeded, this means the door was successfully lockpicked, but since the lowest roll was failed, this means he was either too slow, too loud, or simply broke his lockpick in the process.
>The medium value represents the binary yes/no result of the task. It's the usual roll in any other system: you go above target value, you succeed at the task no questions asked; you don't, you weren't able to succeed. Simple as that.
>The highest roll represents "the degree of polish". If a character succeeds at this, they win a small advantage to go with the roll, just as if they critted at the task, except they don't necessarily have to succeed.
<Example: same difficulty set and rolls as above, but the modifiers are different. This time, the result is 7, 9, 12. You weren't able to lockpick the door, and in fact, you broke your tools in the process, but you are sure you have gained enough insight into the lock that you could open it if you were to find a replacement for your lockpick.
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No.416701
>>416700
Advantages:
>the system is bound to create some interesting situations, where everything could be a fail-forward if the players don't put enough points into the damage control skills
>the opposed rolls may be insanely descriptive: you could, for example, imagine a combat scene where the defender has managed to block a punch (medium roll won by the defender), but out of the attacker's sheer force, he was forced to backstep against a wall (attacker won the highest roll), and he accidentally bumped his head against a rock in the process (defender lost the lowest roll).
>keeps some degree of randomness to avoid making it a Bell curve borefest, but players can estimate whether it is worth it to attempt the roll or not.
>rich chargen options where you can represent how many times they have faced hardships in a certain skill, and how creative they can get when things go in their favour
Disadvantages:
>You need to perform a lot of sums to determine the result of the roll. Keep in mind this roll system is still faster than high level Storyteller rolls, and scales without complexity.
>Even though it scales without complexity, it doesn't scale infinitely. This is to say, you can't expect to make stat and skill scores grow indefinitely and keep stuff in control. You can see a similar problem with the Interlock system, where "average difficulty" rolls, like shooting with a handgun someone 12 meters away from you can only be done 50% of the time by your average real world cop or soldier (that is to say: a regular, average human who has been trained extensively into the use of guns), whereas a more optimized character (world class sharpshooter tier, which is available during character creation) can succeed 100% of the time at hitting people 25 meters away.
>It may be taxing on the GM to determine what's the exact outcome of a roll. Combat would use harder rules, but it could be difficult to make shit up in the spot regarding disadvantages or advantages.
>I've had players that were lost at the roll mechanics of a simple stat + skill + 1d10 roll system at their tenth sessions. I don't want to imagine how much would filthy casuals be lost if they were to juggle four different modifier scores at once instead of two.
>Skill distribution during chargen is thrice as long.
Would you play my shit if I published it, /tg/?
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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
>>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
>>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
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
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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
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
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
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
>>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
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
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
>>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
>>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
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
>>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
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
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
>>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
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
>>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
>>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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