Thread #97818983
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So what are you working on?
>Why should I homebrew?
/tg/ products are fairly unique in that it's actually pretty simple to make them these days, with a plethora of products to assist in making and playtesting your game. Making your own games helps understand why games are made the way they are, as well as being fun to do.
>What you should post
Ideas for games, games you're currently making, updates to your own games in broad strokes, and any homebrewing for existing products that don't get much attention. Discussion about the above is welcome. Post good, be good, and look over others products, they care if someone looks more than anything.
Had to remake the thread
>Resources for the aspiring developer
>https://anydice.com/ (A fantastic resource for checking probabilities)
>https://miro.com/ (A online whiteboard with tools to help organize yourself)
>https://www.notion.so/ (Similar to the above, but in a bit cleaner format for those who work in larger teams)
>https://rolz.org/ (Impromptu playtesting at its finest)
>https://www.youtube.com/user/georgephillies/playlists (Game Design Lectures)
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i am supposed to be working on my megaten skirmish game but it requires a large amount of computer programming . I got no responses in the alternate activation vs igougo thread so I will restate here that i intend to make the first of 3 combat phases alternate activation and the subsequent two combat phases igougu for my trinity press turn action economy.
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>>97819410
freaky, but not unprecedented...
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Doing all of this.
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>>97818983
Working on a crunchy tactics martial arts system. Combat uses a independent tick based declare/resolve mechanic where the tick cost is how long before it resolves rather than a cooldown after.
Having a weapon changes the tick cost of attacks. Previously different weapon size had different costs with small weapons (like daggers) having 0 change. I am considering a universal "if weapon, cost +1" mechanic which will be cleaner but will lose "realism" for lack of a better word.
Is this a level of crunch worth giving up if I cant balance it correctly anyway?
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>>97818983
>So what are you working on?
A homebrew setting that I can EASILY explain to players who literally showed up to the table that very night (so I can run this at conventions). The rules I have already blatantly stolen from a published setting (and will credit them as much).
It's basically cyberpunk, but instead of being street criminals, the players are mercenaries who can get into military conflicts that may involve tanks, airstrikes, and artillery (but of course much lower powered conflicts and heists as well). Inspirations include GI JOE and the Metal Gear Solid series.
I need something I can fit onto one page of a handout I can literally just hand to a new player who bumbles up to my table at a convention and is looking for a near-future game that resembles cyberpunk.
The fastest one-paragraph explanation I can think of is something like "The world is a dystopian shithole where the gap between the rich and the poor is a fucking Grand Canyon but it's become so divided and balkanized that law enforcement is only for those with money - everybody else is subject to the laws of the Wild West. That's where you come in, and you get paid for it."
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>>97820239
I work in education and have to design shit like this all the time, maybe I can give you a little advice:
> You put a pic into your post because it allows you to convey information. Put a pic on your handout as well, along with the text.
> Your one-paragraph explanation is solid. That really puts me in the mood to get to playing, it creates a clear moral and material conflict, it creates my place in your world, and it leaves plenty of opportunity to have a few quick thoughts of how I want to position myself in this lore, what kind of character I would like to play. As I said it really gets me going.
> Structure this document for use at the table, don't plan it to be something they read once and then keep all the info in mind when playing. They will forget and have to read it again, making everyone choose between disrupting play or ignoring the handout. Make it a sort of mini wiki / reference sheet, not the first page of a book. Well structured headlines/sections, precise information that doesn't have to be perfectly clear (you are at the table and can explain things to them) but has to be dense with information, and preferably nonambiguous.
If you really want to go apeshit with this, include a small blank writing space with a question about their character in which they need to use the lore information you provided. Brains don't recall information and don't fill it with meaning unless they are forced to use it.
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Idea/Worldbuilding:
Players are robots trapped in a ancient Rome style megacity. They are immortal and can only "die die" if there core is destoryed AFTER they lost all there limps and moduls.
System:
D6 for everything and everyone. All items or extra abilities are put onto carts with written rules for easy access.
The abilities like the classic intelligence and strength are kept vague to allow for role-playing and ensure true coolness.
If the player wants to lift something superheavy or add his spin on the lore he DM give him the chance to roll for it.
Progress so far:
Character creator and basic bodyparts are done.
Every playerrobot is made of a head, two arms, a generator, a hull/skin and a pair of legs/wheels.
Have my problems to come up with "halftrack" rules or how to deal with more then 2 arms but its a problem for future me and my playtesters friends.
Hacking and alot of programs are also done.
From firewall to maleware should everything be covered. Got a neat mindcontrol system too.
Becouse of said minecrontrol system and my love for cave of qud and Cataclysm: Dark Days Ahead i could not manage to not include PSI in it. Its less about the robots are psikic but more that a human psiker finds a likeing in them and help them out by borrowing them some powers.
That is also currently my bigges writers block. How to balance the gain of psi powers. A thing i most likley can work out soonish.
Thanks for reading, this it helps me sort out some stuff by explaining it to stangers.
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How do you decide what core dice resolution system goes well with the theme of your game? I can't quite tell if they have any tangible effect to the "feel" of the game it's supposed to take part in. For example, if I wanted to make a cyberpunk game, does the type of dice resolution I choose (d20, dice pool, percentile etc.) affect how I should approach any future design? Like if I use a d20+modifier system, does that necessarily follow a more/less mechanically complex game?
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>>97824404
You must be new here. TG isnt about games, reading a game book, learning to play or god forbid playing games is not a thing here. tg is for realm weaving and story forging through worldbuilding settings. Gamechuds are elitist and try to gatekeep.
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>>97824968
>Retard can't read
Many such cases! If your system doesn't have a setting, or at least a genre or tone, then you won't know what mechanics to put into the game. You cannot have one without the other, and retards like (you) fail to comprehend this and it's why you are incapable of creating, only gobbling up the slop corporations dump into your trough.
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>>97824423
It depends on how successful you want the players to be and how the other mechanics interact with the dice.
>1d20
You want modifiers to matter more than the die, because you have a 5% chance of hitting anything from 1 to 20. Otherwise, you want high randomness and low reliability in the outcomes.
>2d6/3d6/2d10
You want a system that leans towards averages with both the best and worst results being exceptionally rare. It's easier to balance the game around these because you can use the average for the Average Difficulty of checks.
>Roll-under
Mainly with d100s or 2d6, the idea is that you want to emulate a percentage system where instead of adding to the roll modifiers increase odds of success. For example, for a fallout system, 1d100 roll under vs your Skill on a check would work out, and you can add a Complication system to prevent auto-success in all cases at 100 in a skill if you like.
>Pools
These are IMO generally best for combat, but for core checks you can add granularity to your checks. For example, using d10s like Exalted where a 10 is 2 successes instead of 1, and totaling your successes to see if you succeed, critically succeed, fail, or fumble.Of note, it's best not to have d6s for core rolls in pools as they lack the granularity to gain benefit of this type of core roll.
I favor a mix of 2d10 + Modifier, 3d6 + Modifier/D6 pool, and in a couple of odd cases 2d8 + Modifier and d8 pool check options. The fallout example is right out of my currently being reworked Fallout RPG, where it's being changed to be roll-under d100.
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>>97824423
Dont worry about the actual dice before deciding how you want results to behave and people to act. Randomizers are just randomizers, so the form they take or the method doesnt matter until you have the vibe decided.
For instance, if you want to encourage players taking risks, make a blackjack-style mechanic and add whatever randomizer you think will work best for you. If you want something which makes more average results, use something that creates a bell curve. Et cetera
Also try to think about what mechanics you want to see, and what randomizers help you make that run smoothly. For example, a wargame im working on uses d12s because of how i wanted to do morale rolls (roll over [half the number of models the unit lost] plus [number of models lost this round] to avoid losing a model). I could use all sorts of dice or tweak the mechanic, but a d12 works well enough for it
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>>97825022
most dice nerds 1) don't play games and 2) don't have a nuanced viewpoint like you do. good job anon
>>97824423
i would argue that doing exotic dice resolution mechanics ( which is generally anything other than muh d20 and muh big british pile of d6s) adds complexity that you can put in a more interesting part of your game. Using a classic dice resolution mechanic also will increase your player base. This depends on what kind of game you are making too - boardgamers are more open to alternate dice than wargamers or roleplaying gamers.
early in 13th age's release cycle someone asked Rob Heinz at a convention or AmA or something ' did you ever consider using something other than d20?' and his response was ' why?' and it was a correct response - he did several innovative things with the d20 that some cutting edge game like tom abbadon's icon use.
i think two dice + x is bad for RPGs and good for wargames. warmahordes used 2d6+x and you could boost a roll to 3d6+x for a mana. RPGs thrive on randomness.
>>97825061
right wingers did not start getting called chuds until we found out what was going on in the brooklyn tunnels many years before we found out how real that meme is.
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i just released my latest thing! it's about cute animals building a settlement, dungeon crawling and dying horribly.
playtesting a dungeon right as we speak.
>https://morso-irl.itch.io/small-bones-on-the-frontier
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>>97818983
My yugioh based ttrpg I am working on. Needs feedback and balancing but I feel it has a decent foundation as a magey summoner game, even if you dont like yugioh.
Pretty simple mechanics, uses the cards as spells and stat blocks. Only balanced around early stuff.
https://files.catbox.moe/40h9rw.PDF
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>>97825500
>right wingers did not start getting called chuds until we found out what was going on in the brooklyn tunnels many years before we found out how real that meme is.
What does that have to do with anything? Are you a retard?
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https://files.catbox.moe/c58mlm.pdf
Been working on a martial arts shonen/xianxia tactical ttrpg for a while. Hitting the feedback block again so I would love if someone could give it a read and tell me what they think. Looking for whats missing and whats confusing, not looking for feedback on book structure. Also general balancing needs to be worked on but feedback on that is welcome too. The main "gimmick" is the declare/resolve combat system that lets characters act at different rates and allows to respond between the start and end of another characters action.
You are also able to use energy to enhance your physical properties like DBZ or YuYu Hakusho.
I am pretty happy with the framework foundation, even if it is crunchy.
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>>97828078
chud means cannibal human underground dweller, it is an old grindcore movie, yet it is the liberal reddit owner who ran /r/cannibalism . Its the left projecting onto the right and it is a linguistic false flag to poison people against the real cannibal human underground dwellers who walk amongst us today
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>>97828661
>Grindcore movie
Frindcore is an offshoot of Death Metal; it is a music genre.
The term you are fumbling for is "Grindhouse", and desu, I'd call it more of a shlock horror than a , and I'm not sure it meets the grindhouse criteria because that's about it getting a double-bill back to back release at cheap cinemas.
I'd call it more "Shlock Horror".
Being a Chud myself, I don't care what they call me.
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>>97825022
D20 needs some decently big numbers for mods to matter more than dice. Anything less than +11 means the dice roll probably matters a lot more than the mods. And this is before getting into what you want your target numbers to be. If you want mods to matter more than rolls you're probably gonna wanna do 3D6 where the majority of rolls will land within a smaller average range, where +1 actually matters a lot more than +1 in a D20 system.
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Still working on my homemade TCG that focuses on supply chains rather than combat. Feel like I'm getting close to a good enough card design to get printed for playtest.
Decided to go with public domain traditional art for the initial art, seems to work pretty well
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Work on Inversion RPG Beta 4 continues silently and slowly.
Somehow, last month Beta 3 managed to hit the front page of itch physical games, and it got way more eyes on the game out of nowhere. That's been really helpful for getting feedback on things to fix and couldn't have come at a better time.
I'm hoping to add a decent bit more art to Beta 4, and I really don't like posting things until they're done, but here's some preview for the art for one of the skills.
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Current work-in-progress. It's magical girls! d6 dice pool system. Got ideas for an update, but everything is still basically up in the air. https://cvl-industries.itch.io/magia-msa
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>>97842517
>Inversion RPG
Hello! as a TTRPG DM, when I'm trying games, I don't really care about art FOR ME.
I do care for art for my players. If you provide 4 pregens (with art) and a simple adventure, I'd be happy and try it.
If you provide art for mentioned pregens and for the monsters/challenges they will find, it will be awesome.
Just give me the simplest most straightforward adventure I can play with a table at my TTRPG club, for lvl 1 players, I don't mind if the Far Farmlands and the Endless City don't have a unique full page spread, I want my players to be able to pick their pregen based on how cool it looks and gauge how dangerous a turtle knight is by looking at hte paper mini I show to them.
You're playing meta. You're getting the GM to like your game by the cool things he can show his players; illustrations are not cheap, make use of them not to fill pages but to make them be usable at the table.
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>>97845055
Right now, I'm creating Daggerheart pregens in a pamphlet mode so I can print them (and give them away at local conventions, with my club IG on the back).
I resent that a bit, but they gave me pregens, art, a simple adventure (Sablewood Messagers is a decent introduction adventure) and enough NPCs and encounters (as in "3") that I can get the idea end follow on my own.
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I'm thinking doing some light homebrewing in D&D. Using the standard D&D Spellbook, I want to make all spellcasting into a single paradigm of
>Must have components to make spell potions, salves, etc. before use on a daily basis
So potionmaking is not optional but the only way for spellcasting to work. Just like regular potions they can be shared between party members, thrown, etc. But in this homebrew using a sling or something is the only way to get range on them that is greater than what strength allows.
To make the potions and simplify it for tabletop:
Anyone can purchase a Bandolier. Bandoliers carry 4 drachms of any generic reagent. A drachm is enough to make spells for a single levels worth of spell slots. So at level 1, a Wizard's bandolier has enough drachms to brew three cantrips and two 1st Level spells. At Level 2, a Wizard has learned to be more efficient so they can brew three 1st Level spells. At Level 3, they need to buy a new bandolier to have enough drachms of reagent to brew 2nd Level spells. Spells selected would need some kind of fixed rules to help translate them from their schools to specific reagent requirements and amounts.
Brewing a potion requires skill checks against Dexterity and Intelligence. Failure requires players to roll against a table, similar to what happens to psykers in 40kRPGs. This can cause anything from weakening the spell to causing it to go off during brewing.
Damage to potions can also cause them to either leak harmlessly or go off in whatever is holding them, whether that's a pack or a hand.
The idea is just to have something a little harder and mechanical to fit a homebrew setting I'm working out.
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i've just got done working on two d100 systems, one is cute animals in a fantasy world dying horribly and the other is a science fantasy/space opera system. but i've been thinking next i wanna do a 2d6 roll under dark fantasy game. something more simple and back to basics, using only d6es instead of a full set of polyhedral dice.
like my other games, characters would be built out of a chosen race which gives bonuses and drawbacks, and then the player chooses advantages, disadvantages and skills in a stripped back gurps-like, classless character creation flow.
tonally, i'd like to game to be dark, grounded, and use one or two second turns. but how should i go about the combat mechanics? my previous games have used active defenses in response to attacks, which themselves are just a skill check. i don't like dungeons and dragons-like AC systems. what other alternatives are there?
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I need some recommendation for PvP focused RPGs or RPGs that have good PvP, I've read Paranoia and Shinobigami but I still need more, whenever I find about PvP stuff it's wargames, I want to make something combat focused.
I also need to ask, what makes pvp good for pvp enjoyers? is it balance? speed? complexity?
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>>97851740
Unironically, my system mentioned at
>>97828525
I think it works well for PVP tournament style combat
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I have an idea that I don't quite know how to express it mechanically yet but the crux of it would be that, instead of deciding the outcome of an action with just one skill/attribute roll, the player picks which traits he wants to use for a roll and has to roll for each one of them. An individual roll for whether or not this piece of equipment helped, that personality trait proved useful, you applied your skill correctly, you had enough strength, etc.
The catch of this being that said traits not only provide passive benefits and opportunities outside of rolls but they can also be downgraded and upgraded with enough bad or good rolls over time. After surviving enough drunken bar fights your alcoholism trait might grant you a boost in combat with a corresponding penalty for being sober. Or you might miss so often with a new sword you looted that it might turn out to have been cursed sword all along.
Now obviously having to do three or more separate rolls with the full song and dance of modifiers and TNs would be very painfully slow so I'm still open for ideas as to how to streamline this at a table.
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You all ever start working on something then think to yourself "for crying out loud, why am I even working on this? I'm not even going to ever play this" then throw out the project, and then go through the same process all over again 6-9 months later?
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>>97857020
No, because I know at some point eventually I'll get to run/play the system.
I literally had a friend say "Hey after this Dragonball game we're doing (using MY DB system), was thinking of running a fantasy game using [another one of my systems] or 5.5 with [Anon's] homebrew fixes like [other player in the group] is gonna do in may" and there was an immediate, overwhelmingly positive and eager response to use my system (and no, not because they're all faggot contrarians like /tg/), so if you've got friends and can design a game for shit, you'll get a chance to play it.
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>>97857020
>>97857020
Yeah. I finish a project MVP or get close to it then realize I won't ever be able to playtest it.
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>>97818983
Rough ideas for a card game. TCG/LCG oriented.
> Each player draws X (probably 6) cards at the same time. In each round players will play their entire hand before drawing a new hand and starting a new round.
> Take turns playing cards to one of three zones:
> - Resource Zone
> - Combat Zone (face down)
> - Build Zone
Once all cards are played, reveal cards in combat zone and pay any costs if necessary by tapping cards in resource zone. The player who wins the engagement in the combat zone wins one round. Not sure what combat looks like yet. All cards in combat zone are then wiped.
Cards in your build zone can be deployed to the combat zone in later turns (creatures) or activated (commands/spells/etc) with resources. However some creatures/abilities can destroy cards in your build zone.
Win the majority of rounds to win the game.
The nature of cards means you can use the face down nature to easily build a little mindgame of brinksmanship. Want to see if that can build the backbone of a combat system more interesting than the typical attack/block found in most games.
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>>97857020
I use the systems for solo play, anyway.
While I do have a friend group that I play games with, they tend to enjoy games for different reasons than I do so I don't really see myself ever trying to get them to play a game I've made.
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>>97845843
two days later. done a bit of work on this. i decided to keep active defenses. no alternative really speak to me in the same way. let me know what you think of these mechanics:
the system works like
>2d6 roll under. you have three stats: Brawn, Agility and Wit on a scale from 3 to 11. each skill is tied to one of these stats. skills are either Untrained (stat -2), Trained (stat +0) or Expert (stat +2 max 11).
>when creating a character, roll 1d+2 three times and distribute as you wish. you can reroll one result, but must take the reroll. starting characters are somewhere from 3 to 8 in all 3 stats.
>double 1s are a crit success, double 6es are a crit fail
>to gain a level, you must be in a safe location (a town, a safe camp, not a dungeon) and have access to a trainer or suitable facility. then spend the required silver, and one week per level. levels 1, 2 and 3 cost 100sv each. levels 4, 5 and 6 cost 200sv each. 7, 8 and 9 cost 400sv each. and so on and so forth.
leveling grants you the following:
>every level: gain a new Trained skill, or promote one Trained skill to Expert. Mages may instead learn a new spell.
>every 2 levels (level 2, 4, 6, 8, 10...): raise one stat by +1, to a maximum of 11.
>every 3 levels (level 3, 6, 9, 12...): gain one new Advantage of your choice.
>every level: roll 1d for HP. If your Brawn is 8 or higher, add 1 to this roll. If your Brawn is 4 or lower, subtract 1 (minimum 1).
>Every level (mages only): roll 1d for MP. If your Wit is 8 or higher, add 1. If your Wit is 4 or lower, subtract 1 (minimum 1).
choose four Trained skills and one Expert skill at level 1
>brawn skills:
climb, run, swim, sword, axe, blunt, polarm, unarmed, shield
>agility skills:
stealth, acrobatics, sleight of hand, lockpick, dodge, dagger, bow, crossbow, throw, ride
>wit skills:
persuade, intimidate, bluff, bard, haggle, heal, wilderness, lore, occult, sense
starting HP = Brawn. Starting MP = Wit/2 if you're a mage
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>>97859946
>WAHHH NO YOU HAVE TO LEAVE YOUR SUCCESS UP TO THE GM YOU CAN'T HAVE OBJECTIVE MECHANICAL MEASURES OF YOUR CHARACTER'S ABILITIES
Skill lists are not only useful, they are mechanically necessary for many TTRPGs. Be it for derived stat calculation, modifiers for combat, or simply a way to abstract a character's abilities so that you don't have antisocial autists like (you) trying to stutter their way through a social encounter. My system needs skills, because they factor into a ton of derived stats as well as determine how much damage you do with weapons (the damage dice of weapon categories AND spells are determined by your ranks in the skill, from 0 to 5, 1d2 to 1d12).
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>>97861005
spells effects governed by skill ranks is some tactical calculus i have not seen since vana'diel
I have found that games with quantum skill systems ( IE players write their own skills down ) end up with much more entertaining skill challenges. 13th age and lancer come to mind ( though the lancer community plays this incorrectly and newer modules support that interpretation) . When you let social skills be covered by a stackable modifier roleplaying gets replaced with SEND IN THE FACE. solving puzzles gets replaced with SEND IN THE ROGUE and you end up with dumbass 3.5 shit where some people dont participate in combat due to focusing on non combat builds (good for simulationism , bad for coheision) where as more permissive systems get the whole group to participate in a way that makes the game more fun. Nice fucking strawman tho, I am sure someone so quick to go for a logical fallacy is great at game design.
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trying to think of some dark fantasy factions that could tie into a morally fucked world and interact with the campaign and player characters naturally. like i'm thinking there's a faction of Knights: The Holy Inquest who are sent out by the Queen and the Church to supress magic in all its forms. burning down villages that are said to be practicing heresy or harbouring a mage, finding and destroying magic items, imposing the will of the Temple like thought police.
i think it'd be interesting if when finding a magic item, it becomes a blessing and a curse. sure, you found a shiny +1 sword that'll help a lot in future battles. but now you have to keep it a secret or the Inquest will come hunting for you
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Next Monday I'll know if my game gets to the final phase of the contest.
The waiting is actually killing me!
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>>97863864
the original one from the 90s yeah
I think we could use a game for flash printed 3-d miniatures with a unit variety that matches a gacha . A skirmish game with randomness that is beyond customized mordheim where people have to utilize very random units.
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>>97859621
i've also started working on a bestiary with tiny, easily readable stat blocks. thoughts?
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>>97852385
Thank you, I've been reading through it and it's been helping me with some stuff I wasn't so sure about.
Delving through the archives I also found this
https://files.catbox.moe/ycd9bx.pdf
It's PvP focused and helped me with how I want to handle weapons.
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>>97874151
alot of games will throw something on a simple statblock like 'when a goblin misses or gets missed they move two spaces' and then skew their dodge high and accuracy low, or put some kind of phalanx ability on cornhusk men ( with spears) or orcs have +4 to crit when they are above half HP . One line of ability text can completely change how an enemy plays, and if you eventually design more complex variants of enemies these simple abilities become tribal universals
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>>97874821
i find that to be not gamey enough. that kind of rule is so simplistic that while it may lead a DM to utilize the monster in a specific way its also so minor that you might as well skip it. You want a one sentance ability that has a dramatic effect else you want to cut the pork fat
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>>97825022
I've been considering making my system 2d10, but the modifier is the difference between player offensive stats and enemy defensive stats to keep bonuses and penalties around the max of +-5 mark. Is this too complex for my chosen dice, would you say?
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>>97880665
>https://ascensio.cat/concurs-ciutat-de-granollers/
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>>97825022
This is a high quality post, so let me ask, what about Dream Pod 9's / Blades in the Dark's?
> Skill d6 as a pool, down to 0 (2d6, pick lowest) and up to 5d6, usual pool is 2 or 3, and instead of Hits, the result is the highest die rolled. Sometimes with a bonus for extra 6, when any.
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My system prioritizes a world where player actions define global lore. To manage contradictions, it uses a framework for truth and consequence. Lore is categorized into three levels: Primary (foundational), Regional (local), and Disputed (rumors or myths).
Every campaign and character starts with a Canonicity Score (CS) of 100. This tracks adherence to established reality. Additive actions in unknown spaces cost nothing. Alterative actions like shifting local politics result in moderate loss. Destructive or contradictory actions like killing major NPCs cause heavy loss.
When a character moves to a new table, their history is filtered through the receiving group’s reality. The CS Difference dictates how their past is perceived:
+-----------+--------------+------------------------------------------ ---+
| CS Diff | Effect | Interpretation |
+-----------+--------------+------------------------------------------ ---+
| 0–10 pts | Seamless | History is treated as absolute fact. |
| 11–30 pts | Minor | Mostly accurate; minor misunderstandings. |
| 31–60 pts | Questionable | Contradictions emerge; accounts are doubted.|
| 61+ pts | Apocryphal | Viewed as a liar, myth, or delusional. |
+-----------+--------------+------------------------------------------ ---+
Artifact Persistence ensures physical items remain real even if a story is deemed apocryphal. The object exists; only its origin is disputed. To join global history, groups submit reports. If reports conflict, the account with the highest CS or detail prevails. Otherwise, the event remains a Disputed Myth.
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We are here to advertise your rpg system in our let's play coloring book.
It's a brand new way to advertise your rpg system, rules for your drawings, now we get to make the exact same experience from the rpg STREAMINGS to your coloring books!
RPG COLORING BOOK WE CREATED WITHOUT AI
https://archive.org/details/Rubikscubehumanrightsvolume3
After our last experience, we've decided to offer our services as an advertisement agency. We are a non governmental organization called Rubik's Cube Human Rights, they call this kind of organization a jazz band.
You can send your pdf to our email address and eventually, your advertisement will be ready.
(Or maybe I should just stop asking for people's permission before doing this kind of stuff?)
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>>97882281
you're a jazz band? with a patreon? what's your operation? there's some serious lore here.
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>>97864814
>>97880266
welp...
I'm out of the contest.
I'll try again next year.
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>>97818983
I'm nearly done with my damage + healing system.
I'm mostly happy with the result, but it ended up being 12 pages long. Seems like a lot.
Here were my goals for this part of the system:
>It’s loosely inspired by the Cyberpunk 2020 system, but it removes all of the need to roll for damage and location and instead uses a success margin system for the damage.
>The idea is to have a system grounded in a certain degree of realism, yet abstract enough to keep it simple and applicable to a wide range of different species
>It’s also designed to provide real utility and a range of tactical options for “medic”-type characters
>Finally, it’s designed so that a character who has been seriously injured retains a mark that changes who they are: a cybernetic prosthesis, a cloned limb...
I'm wondering if the length is just the normal the result of that part of the game being ambitious, or if I really went too far.
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>>97891993
It might be more challenging than handing over a game to a company, but that it was may allow you to find success in the sea of options. Self fulfillment isn't as hard as it may seem at first, and think of how much you could have learned in the last few days you've been waiting for a response. How many cards in your set?
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>>97892037
I've already typed this up three times because of some stupid state-wide IP ban, so here goes.
Inspired by MahoAko and a magical girl webnovel that got haiatus'd. It's meant to be easy to pick up and play with simple to make characters. Simple d6 dice pool system in order to reach the most people. Combat is the only system module I'm having issues with, because I don't want it to be too easy or take too long.
A few systems are in place to represent the more common things you'd find with magical girls. An Identity system gives you benefits for portraying your character's personality. A Bond system is in for Power of Friendship. Magic is supposed to be easy to set up and varied enough to keep things interesting. There's also a corruption system that trades power for an eventual Bad End.
At the moment the system is abstracted enough that you could potentially refluff everything as a superhero or toku setting. An update I have in mind will change this, but will hopefully make some of the systems and rules mesh a bit better.
What it needs right now is playtesters that can tell me what works, what doesn't, and what needs changing.
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Can anyone recommend a good place to find a beta reader for a homebrew wargame? I'd post it here but it's like 150 pages currently, I'm guessing will probably end up being 250 total, and I doubt anyone is going to want to take the time to actually read through all that.
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Ok folks, I really need a different point of view there:
How would you classify/stat a wide variety of senses?
Like, obviously we all know what seeing or hearing allows us to perceive or not. We also have a rough idea of what the sense of smell of a dog allows it to do.
But what about the Vomeronasal organ of a snake, for example? Or the vibration senses of a spider?
This is a very concrete problem for me, because my game is centred around playing a wide variety of different animal species, so if a player has a shark-like character, I need a simple way to sum up what... say... electroreception allows him to perceive and not perceive and how to roll for it.
Here are the two approaches I can think of
Option 1: Full-blown effect-based classification
>Senses are cut down into a list of effects, like:
>How far does it perceive? (line of sight [perception decreases with occlusion]/ radial [perception decreases with distance]/ contact)
>Active or passive?
>Does it require the target to be there, or just to have passed by?
>What does it target well?
>What are its limitations?
So, a sonar would be: Active, Line of sight, target present, perceive volume, doesn't convey colours.
Option 2: "Work like"
>The game mechanics for a few senses are detailed, probably sight, hearing, smelling... the usual
>Each additional sense is written like "Work like (sight/hearing/smelling...), potentially with a simple tag system to add new possibilities or limitations.
So, a sonar would be: Like: Sight [darkvision]
I'm not sure if there's a smarter way to go about that.
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>>97893129
My sister wanted to write a comic/manga thingy for some time. With no real intentions of actually publishing, but autistic enough to be done right.
So she pays college psychology students to read and present feedbacks about her writing and stuff.
Maybe pay some of your local nerds to read it? not necessary money but a invite them a meal if they read up or something along those lines.
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>>97893603
Personally i think youve got tunnel-visioned.
Describing what it detects, how it detects, and a special function is better than over complicating it.
For example
Sonar detects matter clearly at 30m. It uses sound/vibration to do so.
Detects [sensed variable] clearly at [average distance where it can clearly distinguish a human-sized object without
Fail] using [detection method/medium].
You can also add a special disclaimer like for example infrared can detect footsteps if a short time passed
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>>97895571
Hmm... I was trying to think of a counterexample, situations where the mechanism would break down, but unless I really go for weird stuff like using echolocation to figure out that someone is pregnant yeah, it seems like you suggestion pretty much covers all of the needs.
Hey, thanks anon! That's exactly the kind of perspective I was hoping for. Thank you so much
Have a SFW cute girl picture picked at random from my download folder
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>>97874151
NTA, but I think he's talking about something like how I have it with my shitbrew experiment:
Goblin: HP 6 (1d8+2), Morale 7, Move 5.
Club: Melee vs. Reflex; 1d6 strike.
Sling: Missile vs. Reflex; 1d3+3 strike.
Eat Anything: The creature is immune to all ingested infections and toxins.
Scamper: 1/round the goblin may, if it is hit with an attack, take a normal Move.
See In The Dark: The creature can see in the dark out to 50 spaces. Enemies do not benefit to save rerolls do to low light levels.
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I'm thinking about creating a system for my setting that I built for a novel. The setting is hell, and the only real supernatural ability is soul manipulation. The problem is that this is a little bit vague. I don't want to arbitrarily limit the player, but I still need to divide things up into classes and I can't decide how to do that.
The martial/caster divide more or less corresponds to manipulating your own soul or the souls of others:
>changing your soul to increase your own physical abilities
For this I can think of two main archetypes. One would be a druid/barbarian hybrid, where you pick a form and only change occasionally. The other would be more of a rogue/fighter, where you actively shift in combat to increase your abilities or change weapons or such. I'm not sure if these are too vague.
>using souls to buff yourself or others
>creating constructs from other souls
Both of these fall under the general theme of "caster". I am much less certain of how to proceed in this case. Would it be too much to divide this up into artificer, damaging spell caster, summoner, and buffer/debuffer? I don't want to make things too inflexible.
I'm almost thinking of just doing away with classes and levels and make it so that every individual ability is its own skill. But still I feel like providing some sort of archetype or grouping is necessary. Maybe I can make it so that you can take levels in any class/skill, starting from half of your highest level rather than from level 1? Or maybe you simply accumulate points and stronger abilities cost more? I don't know. I don't want one person to do everything, or for everyone to only take the meta abilities.
Also, how should I handle "races"? Basically everyone is human, but their souls can look very different based on who they are. Should I just do size modifiers? Maybe a list of traits with bonuses and detriments? Maybe a sin based alignment system with mutations based on the traits that got you to hell in the first place?
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>>97899791
This is interesting to me. Here are some ideas from my side:
Soul manipulation should be like "Engineering" its a big word that describes a massive number of things
You can then advance into more specific levels or a variety of topics. Here are some "specializations" I thought up:
Self Molding: improves basic stats, makes you faster, smarter, stronger.
Can further specialise into: shapeshifting, immortality (tankiness), Fury (more actions), Shadows (sneakiness)
Soul Forging (use souls to make anything tools or elements): advances into Soul Smith (your soul weapons and armours become special), Soul Machines (turret making basically, functionally summons، also make actual machines), Soul Burning (wizard attacks using souls as fuel)
Soul Manipulation (simple buffs and debuffs) advances to Enchanter (charms, hallucination, fear, mind manipulation, etc), Soul Breaker (psychic attacks, paralysis, controlling their body, etc), Soul Repair (Healing).
I think a "skill tree" would be best, were you need prerequisites for certain abilities.
I think there should be 3 total "races" Demons, Amalgams, Guilty
Demons were born in hell, and their bloodline embodies one of the six vile ones (the Betrayer, the Butcher, the Devourer, the Trickster, the Great One, The Silent) basically fallen angel, khorn, hungrt monster, trickster, conquerer/king, death/plague. And each should grant a suitable bonus
Amalgams came into being from shattered souls, they are innocent, and are either Malformed (slime), Formless (ghostly), Bound (frankenstein of souls). Each gives special bonuses, such as Bound can heal themselves using souls and can use their health in place of souls when using powers.
Guilty are souls that fell to hell, they can be sin based. dantes circles of hell could be fitting, or maybe your own set of sins. Each give a bonus.