-ber Month Supremacy>Last bread>>93601955>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 postIdeas 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.>Oh No! The Thread is Over!The typical game designer guy makes a new thread every month. I'm just making one a bit early to talk some design.One suggestion: Bump the bump>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://obsidian.md/ (Notetaking and other assistance)Thread Question: What are some creative ways your system handles injury and avoids HP attrition?
>>93784340Can I run a few ideas by you /tg/1.So, I've been dabbling in a couple injury mechanics inspired by other game designers I've seen. One person has a system whereby you have a number of "strain" (which I think I'll re-name "trivial injury" or something like that) and- rather than HP- boxes to represent a lethal injury, critical injury, and serious injury (picrel)Rather than rolling "for damage", you roll a some number of dice (usually between 1-4) that's specific to the weapon (a fist is a d20, a gun might be a d6). You are looking for the lowest number on those dice.Rolling a 1 inflicts a critical injury, rolling a 2-3 inflicts a serious injury. Rolling 4+ inflicts a minor injury/strain. You can also combine this with called shots so that, when you note where the critical injury is, you can note what part of the body is affected. You can also combine it with additional statuses (bleeding, festering, etc).As you can imagine, rolling many dice is better compared to rolling few and the more lethal dice have smaller dice intervals to roll. When your strain fill up, rolling a 4+ instead fills up the next row down- upgrading the strain/minor injury to a major injury. Likewise, this eventually adds up to a lethal injury that kills you outright. A few things to ask:>I'd like to treat armor as a passive "damage reduction", presumably by downgrading the severity of an injury. How many steps do you think is "too much?">My system allows for you to roll multiple successes (it's MYZ-inspired dice pool, roll XD6 and keep the 6's). Should rolling successes upgrade the lethality of the injury or allow for the rolling of an extra injury dice (and therefore increase but not guarantee the chances)?What do you guys think?
>>93784436A few RPG design elements that I want to crowdsource an opinion regarding, as well. I've seen iterations of this work, but I'm curious if you guys have noticed any obvious "cons" in playing with these ideas:2. Main dice pool system: add up rank in attribute+career+gear bonus. That's how many D6's you roll. Rolling a 6 grants a success. Typical checks require only 1 success. Daunting tests require 2 or more. 3. Thoughts on using "careers" (a la Everywhen or BoL) in lieu of skill lists or discrete classes? So, for example, you might be a Rank 5 Thief (expert), anytime you do something thieves would do, that's how many dice you roll. Any problems with this system? One I think might show up is the possibility of grey-area or ambiguous skills. I figure the GM can allow half the career bonus (rounding up) to apply.4. Renown score. This could add physical dice to certain social tests, discrete social benefits (followers, differences in application of the law), and hirelings. Any systems that have these social mechanics you find really effective? I hear L5R is pretty good.5. Derived endurance (from physical attributes) and resolve (from mental) pools that can be spent to do interesting things (and run out with certain activities such as long travels and forced marching).
>>93784340i a d20 roll under convert I'm sorry but its good
>>93784340>Thread Question: What are some creative ways your system handles injury and avoids HP attrition?I've considered a "plausible in kind" setup where the vast majority of survivability is from armor preventing damage altogether shifting attrition to equipment. As a fully mundane question of material acquisition, rapid campaign paces can be achieved with neither unreasonably rapid "natural" recovery times nor world-altering magic as a starting party assumption. Certainly not simulationist of exact reality, but aiming to get close enough that people would buy it working realistically under the gameplay abstractions so armies on campaign are about in line with the real middle ages. Verisimilitudinous, if you will.
>>93784436>>93784508idk
I made a Thing to help with coming up with session ideas for slice-of-life games.
>>93784436It sounds like i essentially have a pool of wounds which kill me if i run out, then a pool of lesser wounds which absorb smaller hits before they go to criticals, then another pool of even smaller wounds again? So perhaps i can take two criticals, or six near criticals (4+2), or 12 small wounds 6+4+2), or some combination like one critical, one near-miss and say, nine lesser hits? Its interesting, i guess it depends on how many dice you expect people to be able to eat. For the array i just gave i would expect to die after 5D4, 7D6, maybe 9d8s... seems fine but if im eating 2d6 per attack then my guys only have a half life of 36 hits before i would expect to die from lucky double criticals. Or say, one in six gunfights i will be one crit from death after the first attack, and if i take two more hits from there theres a 30% chance i die outright before ive had a chance to retreat
I may have strange preferences.Character variety, many classes, skills, abilities and all that fascinate me. If you want me to get interested in an rpg, be it a ttrpg or vidya, then tell me about what characters you can build, bonus points for creative character progression.So, a good chunk about this homebrew project is about characters, character progression, classes and subclasses, abilities, spells and equipment, very focused on player characters. Really wanting to give players the fun of building their heroes in various ways. This is one of the appeals, the fun and power-fantasy this system is supposed to offer.Though, the enemies need to be able to keep up with that. Player characters are offered a lot of tools. Fear I lost sight of something. An enemy-builder for each type is supposed to remedy this, giving potential GMs the excuse and tools to increase their creatures and foes power, and give them various abilities and bonuses as well. Also, there are "boss abilities" (yes, very gamey), that ALWAYS activate at the start of a round before anything else, with the purpose of making it harder for player characters to just alpha strike them.The latter exists because in my games, whenever I used a powerful singular foe against my players, they tend to roll like shit during the initiative phase and just get shot down within one round
>>93784436The idea seems really cool, but I'd wager players won't like it much. Rolling high on your attack dice is more satisfying and intuitive.
>>93784567it's more player facing, diferent types of stories work better or worse with it.
>>93784766It's not bad, but I feel it's a bit too mcuh.Are you running so much out of context sol stuff that you need to randomly generate it instead of commenting on what happened up to that point? I'm not seeing the usefulness in practice as is. But it's solid content, I'm taking it for starting scenarios on one shots or something like that,
I'm doing a dying earth gonzo Mothership hack. I replaced the panic table for hoplesness, added a very punishing magic system, fantascience classes, and I'm covering the bases for locations and traversal challenges. But-How much outside of mechanics should I cover on the base rule set? Should I leave most lore and practical elements to secondary texts?-How to hit the sweet spot between thematic and evoative but short and quick tables? (I'm aware this is a case by case thing, but I'm struggling)-How much time should I dedicate to making it look cool? I spent some days trying stuff with indesign presets, but I don't think I can do better than the default thing
>>93787471If you're taking other DMs in consideration you might want to have a solid amount of pre built enemies. I feel that more people would be willing to give players a shit ton of options if it didn't mean they had to build dozens of characters under that system, it gets boring much faster.
>>93788543It's basically for quick prep for one-shots or help with coming up with ideas when you're stuck. Specifically, it's made for Golden Sky Stories, which I love but have a hard time coming up with ideas for.
I played Ronin for the first time last month and really enjoyed it, got me thinking about these "storytelling" games. I started working on my own thing because it seems like an opportunity to get something going that isn't a full blown RPG/boardgame/whatever.The premise is basically Alien, you're on a sci fi location trying to get away from some evil thing stalking you. You mvoe from point to point, rolling on tables to develop each location, give you an issue to solve, and opportunities to "prepare" for when you inevitably have to face the thing. I've got an Attention meter that builds over time, representing how much attention youre drawing to yourself allowing the creature to find you easier. Preparation gives you bonuses during encounters. Combat in an encounter is skewed against you, but hopefully I can balance it out with the Preparation mechanic. I think my core mechanics work out good, but I just gotta grind out the tables to really be able to test them. I have a vague idea for a stress/panic mechanic too, but I'm kind of putting that on the backburner to see how it feels overall first but I think it could end up integrating well
How much does it make sense to borrow from 5e if I want to make something successful (even if I want to do something in a different genre, such that you can't just port of over a 5e PC)?
>>93785667Somewhat, yes. I do plan to have the critical wound be incapacitating (but not necessarily lethal) and debilitating. So, for instance a crit to a leg might break the bone and render the leg completely lame as well as fold you over. It would end your fight, but you'd be a live. A major wound would deal damage to you and penalize your future rolls. A major wound to the leg might slow you down, for instance. Well, I grok'd out the math on the likelihood of rolling a certain result depending on dice just to get a feel regarding the lethality. Assuming the injury dice is a D6 (maybe a high powered rifle or something) you have a solid 17% chance of a crit and about a 66% chance of inflicting a major injury. I also ran the data on additional successes upgrading the injury versus rolling multiple injury dice and taking the lowest. Turns out it's rather incredibly lethal when rolling multiple dice (3d10 has a 30% of rolling a crit, for instance). I kind of like this because I'd like armor to reduce the severity of the injury by a certain number of steps. The trick is balancing it out so that you aren't whacking at a tin can too much.Lastly, I have a pool of "endurance" that characters get based on Might+Dex (usually 4-5 points) that are spent to do extra shit (grazing wound on a missed attack, reducing a scratch to no wounds). This is an additional 5 or so "hit points" that when you lose them you lose out on spending them to do other things. So it's sort of a difficult choice to make (Do I risk getting hurt or do I spend the endurance point and turn the strike into a miss?).
>>93788476God, I appreciate that and totally get it. It's the only way I can use multiple dice types without running into the problem of having certain dice (say a d4) having to hit many more times to deal any meaningful damage. Every dice, by comparison, can roll a 1,2,3, or 4. I'm guessing that like roll under systems, it gets satisfying once it happens. It also takes the math out of things completely which I really enjoy.>>93793140In general you have a few routes to becoming "successful" as an RPG designer:1) Hack something popular. 5e and D20 mechanics are being co-opted for games like DC20, PF, and other very successful projects.2) Do something unique/interesting. Apocalypse World, BitD.3) Get a popular IP (usually requires being an established designer/publisher). 4) Make something very aesthetic (Luca Rejec is a good example of this) that draws people in to give it a try. In general, no matter the approach you'll need to make it pleasing to read, good art(gone are the days of 3 ring binder printed charts, everyone wants fun art to look at), and nice layout. And you need to network online RPG reviewers and other designers to get them to promote your game for a successful launch. If it's your first game, you'll probably need Kickstarter. Kevin Crawford (Worlds without Numbers) wrote a really nice Kickstarter Guide on DrivethruRPG.
Character sheet coming along nicely.>>93784436>>93784508
>>93793197>1) Hack something popular. 5e and D20 mechanics are being co-opted for games like DC20, PF, and other very successful projects.What I'd like to do was take a crack at something inspired by Gamma World, which was largely always D&D adjacent.
>>93793811what do you wanna take from GW?
>>93793846Its flavor of dark age post-apocalypse, with most of humanity reduced to swords and clubs.A flattened character power, where it's frontloaded but advancements tend to be small, modest bonuses or from gear.Nanomachines, son (from White Wolf's take)Maybe go classless, or have a D20M-esqe class tree
>>93784340Random blurp. Really like the dice resolution of That lord of the rings game. where its d12 + however many d6 worth of proficiencies you have in shit.I find a lot of basic d6 dice pool systems make each additional d6 effect the roll way too much, so you dont have much cross over between + or - a few dice, while I think starting with that blanket d12 really smouths out the curve so that each additional d6 doesnt feel too extreme of a jump, but still signifigant. Not the biggest fan of its gameplay proper though. a bit too restrictive for my taste, though I could see it being fun a few times.
Busy writing the introduction to my game again. I think why I was getting responses from other anons about how they didn't get what it was about was due in part to me thinking to write the game as an essay rather than as a game to be played. I'm content to just lurk and maybe give feedback on other's projects this month around.
>>93793617the left side of page 1 is the first thing your eyes land on. whatever's there should encapsulate what your system is about
>>93793846I wanna take all the money from Games Workshop because they no longer deserve any of it.
>>93795645Who deserves it and why?
>>93795656I do, because reasons.
>>93784340>Accidently
>>93795645Gamma World, you retard.
lads, how do I settle on a game idea and how to build it?I know I want to make a game that fixes my issues with 5e, but also want to do something that's not just another generic fantasy RPG. Maybe something with magitech or weird fantasy elements?I just feel so directionles
>>93795720I accidently shit on my dick.
>>93795832My advice is not to sweat originality. Nothing is original; it's all been done before. What you're striving for is something authentic. With it being authentic, it *feels* original. If you want something "generic", then make a game that you would call "generic'.My question to you is (and I know it sounds stupid), how is 5e a generic fantasy RPG?
>>93795832Uh, thats kind of what makes it yours.I guess try to narrow what you want down to one fundamental point. then underneith that right a secondary point, then a tirtiary, etc. then once you see all those things reorganize them interms of importance, maybe at first you thought simplicity was more important, but on second thought you think meaningful decissions is even more central. Then you will have a little flow chart diagram to refer back to when you are going about your process so you dont get too off track. The first thing should hold most weight first in your mind, and each indivigual piece less and less so.
>>93795832It's a bit of a meme, but genuinely have you tried not playing 5e? This reads like every other 'new' RPG that tries to fix D&D without ever really having played another system, and so ends up just repeating the same mistakes in a different way because it's their only point of reference.
>>93784340Anyone know of a game that does this:each turn you decide on an action AND how you go about it. like:"I attack defensively" meaning something like you get a bonus to your defense this round or"I try to defuse the bomb with all of my focus" giving a bonus to that skill check.Basicly, you have a floating bonus that can be applied to different aspects of the engagement up to the palyers descretion. making something more likely, adding more damage or effect, shoring up your defenses etc. Being a bit more complicated, maybe you have to take a malice to one thing in order to get a bonus to another. decrease your damage to increase your defence.
>>93795832I'd recommend trying more systems. I was pretty sick of 5e so I've been going to local events to try stuff out. There's a shit ton of things out there, and usually if played with the right energy they'll be good.
>>93795948I don't, but I think any GM worth their salt would try to make any system play out like that. A lot of games also offer a set of bonuses or penalties to apply to actions that are tweaked in a way like you said.
>>93795880>My question to you is (and I know it sounds stupid), how is 5e a generic fantasy RPG?by virtue of being the defining fantasy ttrpg for 50 years.>>93795939I've played pf2e, but it's not exactly much of a departure. I'd be curious to try other systems, but I don't really know how to get into a non-5e game without gming it myself. I don't exactly have any friends who are into that sort of thing
>>93795948Mothership and SEAcat say that you have two actions per turn, you can mix and match and interpret it as you wish as long as the GM aproves.
>>93795832>but also want to do something that's not just another generic fantasy RPGWhy? It sounds like that's the sort of setting you prefer to play in. I mean, if you really wanted magitech then you wouldn't have any issue here.Make your generic fantasy setting and make it how you want it.
>>93795980Given your answer, I will have to side with the other anon's suggestions in trying other non-D&D games to get a broader view of RPGs. Aside from generic fantasy, what other kinds of genres and themes do you enjoy? Do you like superheroes? Science-fiction? Anime? Maybe you want to try a kind of fantasy that isn't D&D and that's alright. What might it be?
>>93796030cosmic horror, weird fiction, anime, noir, modern, jrpg, maybe cyberpunk?
>>93795980>but I don't really know how to get into a non-5e game without gming it myself. I don't exactly have any friends who are into that sort of thingLocal events, anouncements in your LGS, discord, the looking for group subreddit (I know, but it's just a website, people like you just go to find games and having usernames reduces chances of getting fucked twice) Check out Ultraviolet Grasslands, you might love it.
>>93796045Neat! A game on the market that fits some of those themes is Call of Cthulhu (Investigating horrifying shit). Cyberpunk 2020 is an older game that is still pretty fun to read through (I'm fond of the book "Listen Up, You Primitive Screwheads!" as a GMing advice book to this day). For Anime, at least for the kind of anime that is catered to teen boys to young adults, I do like to use the Cortex System (It's a general system, and while there is Cortex Prime; I learned the system through Marvel Heroic Roleplaying (Basic Game), but I think it's worth playing around with to tweak it to your anime needs. I remade it into a Pokemon game with satisfying results). Ryuutama is a simple system that's only meant to last one or two sessions, but every part of it is deliberate (I wish Fabula Ultima adopted its battle-format with a frontline and a backline, but alas). Just some games off the top of my head.
>>93796062Also, it's a good idea to learn how to run those games solo. A good group can add spontaneity that you could never give yourself, but you at least will always be there, and you can teach yourself how the game works by yourself. Plus, learning to play solo teaches you to be more comfortable with impartiality from your part.
I have been trying to make a ruleset for online pvp post-by-play game where players develop nations or organizations https://pastebin.com/7AG9SeZ2What am I trying to do:>as little load on GM as possible>rules nudge you into interacting with other players asap>players only need to post once to resolve their turn>players resolve all their actions in one single roll>clear win condition>around 15 turns to finish and can carry over board state into new game easilyTwo most glaring issues right now are:>When you attack you are interacting with opponents forces as they were last turnThis is the big one. It creates issue where whoever posts the last can make the best decisions. Right now I'm solving it with mechanical bonuses awarded the following turn to players which post first. I know it's weak solution and this issue will never be fully solved but I think it's worth it considering it enables smooth gameflow.>Act roll is incomplete/doesn't make much sense/is not very easy to understandI wanted something which rakes your units a little bit each turn, and which counters linear tactics where whoever sends the most units will win the conflict. I went with d6 sum of two best opposed roll but I know it probably is a poor choice. What kind of roll and resolution mechanic would be better?I know there are many other issues like lacking perks, too much extermination relative to expansion, perks being rotated in and out too often, etc. but these can be finished only when the action roll is fleshed out.Any feedback pls?>pic unrelated
85 pages of my main rulebook are spells.I'm not even fully done with this section.Fuck.
>>93795136I appreciate that! I think the major thing I want players to see is their lifepaths, boons and banes because that's what makes up the dice roll (# dice = ranks in career). Careers also replace skill lists (so having a rank 5 rogue lets you do a lot of rogue shit well). Do you think Attributes lining the top is good? Or too cluttery?
>>93797310Question: why are you making large spell lists? Are you testing them as you create them?
>>93784508My only issue with careers is that they are vague. For example, your thief. Is a thief a burglar, a forger, a safe cracker? Can they use guns, knives? Can they use computers? I tried to use this myself and thought about defining 3-4 primary keywords for 3-4 secondary, secondary being half the bonus. Problem is, players can try and justify most things and at that point, you might as well have a skill list if you're having multiple careers and/or hobbies. We dropped careers in the end as they can be too vague and easy to abuse.
>>93797630Unironically autism, but also various aspirations.It's a relatively high-fantasy setting and also mechanically it's also very easy to pick up at least very basic spell-casting. No restrictions. So the various spheres of magic are designed to offer something for everyone. Arcane spells are based on 10 elements, so 10 spheres of magic, but then there are also 10 spheres of divine spells, based on 10 gods, to mirror this.Spellcasters can add additional effects to arcane spells to make them viable at higher levels, miracles are overall often a lot more involved by default.Also, the formatting probably doesn't help, though I'd rather keep it readable instead of squashing the spells for the sake of reducing pages.So, that may give a glimpse on why this stuff goes a bit out of hand.Other sections aren't exactly short either.
>>93797310You fucked up. Set it on fire and start over.
>>93797310Post a page.
>>93797709Take a glimpse at my insanity.
how crowded do you think labels on a map should be?should every system(or town, if you want to talk general terms) be labeled with a name?how many 'landmarks' really need it? theoretically i could potentially label every nook and cranny nearly, but, obviously thats a bit much. its also a matter of both wanting to label things but also not wanting to cover up potentially important details too.
>>93797864For a map like that, labels - in my opinion - would be crowded. What you could do is put a number in each town dot and have a legend. I would put labels for main things on the map - main features for example, but each nook and cranny should go on a more detailed map.
>>93795832>have general idea of what you want. Generic system, genre system, hyperfocused setting system>look at existing examples>boil down the basic resolution system you want to use>work out some basic probabilities so you have an idea how the dice will fall>start making general notes of what you want in the system in a mechanical sense>start honing in on what you're doing that isn't already immediately available>make more detailed notes about the general systems the players should engage with>start running into issues>rework your still basic notes>switch things around>patch problems in rules with more rules>throw out concepts you initially considered core to your system because you can't get them to work>work out what you need to finish to get a minimum viable product for playtest>realize how much work that actually is>realize how much that's still leaving out>realize things that seemed simple and fun in concept invite problems in practice>realize basic questions contain confounding dilemma's>realize you have already worked your way into a complex mess that's impossible to visualize without actual play>realize important parts still only exist as the equivalent of "do something here">realize you haven't even really started>be unable to still the doubts about the flaws of your system>get tired of your own system>don't work on it for a while>get back to it>still a total mess>contemplate giving up
>>93797884i can understand where you're coming from, but i dont think a number system would work long term.i'll probably just have to do an unlabeled/ capitals only grand map, and only fully label for regional snippet maps, or something.could also semi-separate out a 'landmark' map too maybe, yeah, though i do think i'll just keep what landmarks i label limited regardless.
>>93798610Don't be a doomer. In those situations, you write out what's wrong or what the system you made ended up doing instead of what you wanted it to do. It may be that you will have to change the questions and goals in the middle in order to make everything mesh better.
My game is very simulationist, and somehow its also quite light and runs quickly with only a handful of breakpoints mostly around stuff like changing item properties with size and jumping and so on, which are things i set up the earliest when i had the least experience and the least idea how to integrate everything. This made me wonder what it would look like if i'd done it properly the first time, and more generally if there's a perfect solution. In other words, do you think there's a theoretically possible perfect system that has a perfectly integrated rules set? A unified RPG theory if you will?
I got the lore down but in terms of a system, I have none. What do you guys do when coming up with a good game loop to keep the session engaging? My money's on something similar to WoD or kinda dice heavy but not really. Not. Fun of crunch but I know that some appreciate that sort of thing so it's not off the table
>>93798670I don't think there is such a thing as a perfect system. Even GURPS that has the materials to be anything you want it to be will still feel like and play like GURPS in any setting or scenario. This is fine if you want GURPS (and I think it works great for a Fallout game). Not all characters in all settings however are best thought up as a point-buy, where you get more points by giving yourself maluses, especially if you want to get silly with them (which is part of the game's charm).I personally don't like thinking of characters as a set of Perks + Flaws. A "flaw" might work well in some situations (In CoC, being illiterate can be quite the benefit), and it might be that you want to just have characters be defined by some distinctions (I love the Cortex system for this. FATE might also do it, too but I'm not as familiar with FATE), but sometimes I don't even care and just want my character to be my avatar as I take on a challenge (Sometimes a nigga wants to play some motherfucking D&D).In conclusion there isn't a perfect game, and I only addressed character creation. It's also ok that your game isn't "perfect"; it just needs to do what it set out to do, and to do it well. Whatever you do, don't make your system boring.
>>93799111I see what you're saying, i think i might not have been clear though. Im trying to describe a system which near-perfectly simulates reality while still being actually playable and without needing a million special cases to resolve internal conflicts. A system that can run all games is an interesting idea too, i cant say ive thought about it very much though
>>93799292The question is, will your game simulate reality, or will it simulate what you think to be reality? I think it's better to be believable than for it to be "realistic".
>>93795981two actions per turn seems pretty different.this seems like one action and one modifier to that action.
>>93796436>It creates issue where whoever posts the last can make the best decisions.but that's realistic>>93797310make it an independent supplement or a wikia style page. People notice the page count and react differently to the material, whether that's possitive or negative it's gonna be ruined when they realize it's 100 pages of things they'll never need to know or even see.
>>93797864mark them, put names in the main ones (bigger, plot relevant, better developed, cooler, whatever) and have a digital version where you can click on them.>>93798610That's why Motheship had like 40 play testers and they write the text in the design software. You need to see games as games, not as everything projects, and interact with them in game terms.>>93798670At the most basic core every system is perfect and universal. You need to develop a ton of stuff in real time, but d20+skills against target number could theoretically cover every scenario. Same with d100 roll under skill, or dice pool. They give you different experiences and pushe the numeric results and onus of play in different directions, but they all can cover anything.The thing is that a universal simulation needs to cover everything, and that adds more and more rules to include even if most epople will never see them. Like with GURPS
>>93799662You might be thinking of modifiers as etereal things, but you need to do something to modify your action and that's an action in itself>take cover>shootor>aim through the scope>shootor>run>shoot behind methe GM judges how some of those actions affect the game (for example aiming giving advantage, running giving disadvantage).
>>93799796>make it an independent supplementThis is a good idea, though I don't know how I feel about such an important part missing while everything else is complete.Aside from the bestiary, I already plan to have a limited selection in the main rulebook and fill out the rest in its own supplementBut I could trim the number of spells down and release the rest in their own book. Especially the super special rare ones. Thanks for the suggestion!
>>93799856>mark them, put names in the main ones (bigger, plot relevant, better developed, cooler, whatever) and have a digital version where you can click on them.>have a digital version where you can click on them.oh, well thats a neat idea, i'll have to look into how to do that.
>>93799937are there any games that handle tge existence of the internet well?
>>93799903OSE does it. You can get the big book or three smaller ones that you can keep open or pass around. both you and >>93799937have to take in consideration that you probably won't print physical books. If it's a digital product there are digital tools you can incorporate.>>93800027inside the game? no. Not more than a library I guess.in their design? Mothership has interactive DM resources. And obvously all lore for D&D is tracked, shared and regulated by internet users to the point the real corporation doesn't need to do anything.
>>93800027not off the top of my head. unless you get quantum entanglement or permanent wormholes or something, even planet to planet internet within the same system would suffer realistically.>>93800054>have to take in consideration that you probably won't print physical books. If it's a digital product there are digital tools you can incorporate.i'll always keep the dream of physical alive in my heart, but regardless you're right. regardless of the physical, there would be 0 reasons not to make the digital as good and interactive as possible.
Been wracking my brain on this for a bit, I have rules and systems for the core game decided out, but I feel like I need the actual setting fleshed out first to go any further.Should I just make the setting? It's not fantasy, it's like a planetary romance type setting like Barsoom. I feel like it probably needs to be taken into account when I do rules.
>>93800190probably best to have something thought out at least, but you can always start off smaller scale and build your way up.focus on one place, even one continent, and just sprinkle in and expand just what parts of the wider galaxy as you need it. once done with that continent, expand to the planet, then system, both focusing on already established existences you had to mention for the first part, and basically just keep building up from there once you've finished a previous puzzle piece.or just parkour from one part to another like a mad man like i do, your choice.
>>93800190a lot of succesful games don't have a decided setting. If it's important for the mechanics or a selling point then yeah, include it. But it's not really needed.
What are your stages after everything is more or less set up? Are you using it at home and leaving it as is? Are you testing it with strangers? Are you asking other people to run it without you present and give you feedback? Are you dropping it on itch hoping to catch someone's interest? Are you putting the big boy pants and trying to get hype from other places?
>>93795939If it's not 5e-adjacent, nobody will try it or buy it
>>93801083Who cares? I want to make a game because me and my group want a specific system that doesn't exist, so I'm making it myself.No one cares about 5e adjacent systems anyways (look at Symbaroum).
>>93801083it's the other way aroundyou need years of being out there for people to pay attention to your 5e suplement, even people making a living out of talking about 5e have to do limited runs and kickstarters.
>>93797780>wind deflects missiles except gunpowderBut that's the one I want it to work against the most! I better be able to upcast it to deflect cannonballs.
>>93788658>How much outside of mechanics should I cover on the base rule set?If your mechanics are tied into the setting, setting info, at least insofar as everything that links directly to mechanics + plot hooks for missions, is a necessity.>How to hit the sweet spot between thematic and evoative but short and quick tables?This is entirely dependent on what your tables are for and how quick and thematic you want them to be. ie it's a matter of preference and what you think is necessary for your game to work at its best.>How much time should I dedicate to making it look cool?No one can answer this one but you because unless you have a deadline or have very little time for hobbies IRL the level of cool you want, the amount of learning you'll need to get to the skill level necessary for you want, and whether or not your time is wasted is extremely impossible for strangers over the internet to gauge. At the very least, leave making it look good for last. There's no point in faffing over the design if you still need to frequently change the text, and thus change the formatting of it.
Is notepad anon kill?
I can feel it in my cockles.It's time to remove hitpoints from my system.
>>93802133how you planning for that to work?just pure armor that is more likely to stop damage but is basically always nearly lethal if you get past it?i've thought of similar before, but its... not easy to balance. mind you im doing a tabletop game, so.
ok, I think I have a cool idea for an rpg>you play a group of exorcists trying to stop creatures from coming through from the Other Side>to help you, you have a familiar who serves as your muscle>you play your exorcist in narrative play and your familiar in combat>consequently, your exorcist has your mental stats while your familiar has physical>the narrative system is skill-based, with magic being largely rules-lite>the combat system is pokemon adapted for tabletop
>>93802123Yes, I killed him.
>>93784340>TQKeep HP numbers low and give characters a way to actively mitigate damage instead of just soaking it.
>>93802133Mutants & Masterminds has a Toughness rating, meaning that there is an effect if it meets or exceeds the rating. Otherwise, nothing happens even if the action were otherwise a success. It's not the most satisfying to have nothing happen when you strike a foe. One thing Hitpoints does do is add some granularity to the blow to differentiate between light and heavy hits.
>>93802374Cool! Go and hash out a draft of the mechanics and show us.
>>93802133In Cairn HP is mitigation you can actively spend when you see an attack coming, but otherwise damage is deduced from your strength score until you recover.
Whenever you want to create your own game, do you start with the setting or the system first?
>>93799856Those are just dice mechanics though, they dont describe relationships between things. You can use them however you want but its not really simulating anything unless you do a bunch of modeling to make your resolution mechanic conform to your projections
>>93799476Hopefully whatever oversights i make are oversights everyone else makes too, and the magnitude of my mistakes are never recognized. In my limitless narcicism i think realism is a good goal, because if people passively absorb things from my work id like those things to be useful, or at least somewhat true
>>93803456I'd start with a goal. If you dont have something to motivate you you wont know what to do and you'll never even try. Then id start with the system. The setting is important, but only after you have the basics down
>>93803492Sounds like you're set, then. Go get-em, Tiger!
>>93803456if a setting chance in a system you already play is enough then you don't need more.If there's a system that will make that setting work better you can start from there.
>>93803456depends on just how things flow, but typically setting first for me.
>>93803517I can only promise to try!
Do you guys think a FASERIP-style chart would be an interesting base system for handling degrees of success and so on?I was thinking of having a PCs base column determined by their skill points, and then use the familiar 6 stats with OSR-style +-3 modifiers to shift the column left or right, and in that way represent talent's effect on skill.
>>93804804I think it's worth trying if that's what you're asking. Go and do it and show us what you make of it.
Hi guys, I'd like to hear a few suggestions.I've been putting off actually finishing my setting's game system for too long, and I'd need some help in designing the combat system (and also a few things about other stuff)The basic jist of the setting is that it's a "WW1 two, but with batshit insane politics and over the top weapons".The system is supposed to be relatively easy. You have 8 characteristics:Strength, Resistance, Agility, Dexterity (IE, how good you are with your hands), Intelligence, Perception, Courage and Charisma. They go from -3 to +3, and at character creation you assign them in such a way that their total is 0. The die used is a D12.There are 2 types of rolls: basic (standard DC roll) and Opposed (2 characters roll, the one with the highest result wins. In case of ties, the highest modifier wins. If they're equal, re-roll).The main idea of the damage system is that there are 6 locations (left arm, right arm, left leg, right leg, Torso and Head). Each location has 2 hit boxes. When a location gets hit you roll Damage VS Resistance. If Damage wins, you check a box. When you check the second box, and every time the same location gets damaged, you roll on the location's Trauma table. It's similar to the Whfrp critical hit table.There are 3 types of "special" damage: Fire, Explosion and Gas. They are all assumed to have hit the torso, and roll on a different table for traumas.The main thing is: how should I structure the actual combat round? I don't like the idea of having individual initiative, and I'd prefer having "phases" (for example, Ranged phase, movement phase, melee phase) in which the combatants are assumed to act at the same time.I'd like it for actions to be all opposed tests: for example, Perception vs Agility to hit someone in ranged combat.
>>93805841I'd also need help with designing melee weapons:Ranged weapons have 3 ranges: Far, Near and Point-Blank, and also a Damage value. They're all modifers, and the the sum for "regular" weapons is 0. Damage is always a positive number.For Melee weapons I was thinking of having a "Defense" and a "Damage" modifier, but I'm not sure if their sum should be 0 or some other number. The Damage modifier is added to the character's strength. There are also 2-handed melee weapons, and I guess they should simply have bigger numbers.There's also armour, who's assumed to cover all locations and who's modifier's applied to the Resistance roll to resist damage. I'm thinking of making it so that armor imposes as penalty to Agility rolls, or a cap to the Agility modifier.
>>93801974I added it, just for you. The spell needed additional effects anyway.Still costs extra MP.
>>93803456That depends on your end goal. If I want to do a relatively setting-agnostic science fiction system, where I would encourage GM's to make up their own settings with the rules provided, I'm going to consciously avoid ANY setting stuff. If I want to do a fast and loose weird apocalypse hex crawl meant to invoke stuff like Prophet, Ultraviolet Grasslands, Gazoline, and various Heavy Metal comics then setting is going to not only be front and center, it's going to be baked into a huge amount of the game's systems.However, I'd caution getting too bogged down in setting stuff before getting to the rules. When push comes to shove, the meat of the work is in putting together a system that plays well, not in pages of lore.Cross the wrong officer and find out just how quickly your military career prospects can go from Mog Recon Battalion to Legs Hanger Nightwatchman.
>>93805841>>93805878Is it happening on a grid? In an abstract space like a zone?
>>93805926I appreciate it.
>>93808316For practical reasons, so far I've been only using theater of mind. The kind of fights that tend to happen (a shooting between secret police and the villagers of a remote settlement, or between small groups of soldiers in fortified positions, are pretty hard to represent on a table without going the full skirmish game route.
>>93784508Hot!
>>93797653I thought about this too. However, the specificity you are describing is pretty rare in RPGs. Some, of course, have you choose between things like "lockpicking" "pickpocketing" "stealth". When that happens, very often your thief ends up sacrificing part of the career. I think there's merits to this. In class-based games usually there's generic bonuses for thief shit that remains fairly across-the-board unless locked behind subclasses.You mention that you found it easy to abuse. What was happening to make that happen? I do think there's probably some gray areas where your career has partial applicability (and perhaps a partial bonus) but what did your players argue for that made it easy to abuse? Would having examples of what each profession would be good at within the description of each help clarify this, you think?Thanks for your insights!!>>93795981>>93795948I sort of like the "action point" solution to this problem. Let's say you have 2 action points, you need one to parry or block an incoming attack. However, you can spend both points to make your attack much stronger. Do you risk attacking and leaving yourself vulnerable (or perhaps counting on your armor to handle the blow)?The only issue with the "I attack defensively" is that players always try to subvert that system. "I uh... attack in such a way that feints my enemy into making a mistake but sure to keep my guard. When I see an opening, I'll attack a weak point!" Okay, Jim, I see that you want to do everything.
>>93808926I think one can abstract it to larger spaces (ala Zones and/or subzones). Is the focus of your game going to be fighting?
>>93784340Did old Dungeons and Dragons material really use lynching imagry so casually? No wonder people moved on from it and treat it like an embarrasing relic.
>>93812740>"I uh... attack in such a way that feints my enemy into making a mistake but sure to keep my guard. When I see an opening, I'll attack a weak point!"you just ask for specific verbs, adjectives are for flavor.
Saw a 1 page RPG thread a little bit ago and thought I'd give it a shot. But I feel like I misunderstood the homework, because I think I just made a normal tabletop engine on a single page and I'm not sure if that's what I was supposed to do.
>>93784340I'm just going to ask some random questions, because this site has the most honest assholes on the internet- fuck you faggots but bless all of you, I love you. SO, questions:>How would you feel about a game that's low-fantasy, to the point of being more 'black powder' and less 'black magic'- to a point where it doesn't even feature 'magic-user' characters, but you're still fighting monsters and such? Are 'magic-users' absolutely necessary for anything remotely resembling 'fantasy'?2- I'm considering using a D10 system, where the number of successes counts in attack/defense/evasion/etc. Is it more feasible to have the 'skill check' roll (roll within X number), or the 'target number' (Roll X or higher), or 'Ten to Win' (Roll dice, add modifier- if it goes higher than ten it's a success).>In a skirmish game where players are either cooperatively playing with 1-3 characters each, or player versus player with ~5-7 characters- what's a reasonable expectation for survivability for an average attack? 2 turns? 1 turn? Are 'hit points' worth the trouble, or should it be something simple like 'five wounds' with exceptionally good attacks able to deal that much damage w/ criticals?>How do you feel about something insane like 'successful doubles converts one failed dice to a success'?If any clarification is required, please don't hesitate to ask. I'm going to say I'm a faggot now and save you the trouble, you're welcome.
>>93814942All that magic is, is a force that isn't understood. Black Powder fits in with the craft of the magi, but make their "magic" the means to craft such wondrous works of artifice. Your second question's proposition reminds me of World of Darkness. I don't see why you can't adopt it/tweak it to your liking.As for numbers, I aim for "3" if when in doubt. You're going to need to test the numbers yourself, though.
>>93814975Thank you. I also like the idea for 3- but I think it'd be better for the player vs. player combat, rather than the cooperative games where the players are controlling far fewer characters against NPC hostiles.
>>93784508>2. Main dice pool system: add up rank in attribute+career+gear bonus. That's how many D6's you roll. Rolling a 6 grants a success. Typical checks require only 1 success. Daunting tests require 2 or more.isn't that the mutant year zero system that they use for so many tie in games?
>>938149421. Sure, whatever. Not every game has magic.2. So... World of Darkness?
>>93815434>2. So... World of Darkness?Oh, no. No, no no. You see, I actually want to make something fun.
>>93814425There's going to be a good amount of it, but it's not supposed to be only about that. Especially because dying is pretty easy.
Was thinking about making a Lifepath/backstory sheet for a cyberpunk horror game (it's SLA) that serves mostly to give some basic backstory details for the character but is really used for when the spooky ghosts start fucking with the characters by bringing up random details only they know.Then I got lazy and never started it.Wonder if anyone knows of something that I can copy most of the work from.(already looked at the CoC backstory form and the FL Blade Runner background which actually was the main inspiration)
I've had this loose concept for a class for a long time but I've never been able to hammer it together, something like Final Fantasy's Blue Mage. The gist of it is that your character would have some kind of tie to monsters, and harvest bits of defeated monsters to power themselves up.I've played with the idea using different themes - like witches using a "blood magic," surgeon/scientists patching themselves up, specialized druids - but my big hurdle is trying to figure out a way to make it mechanically fun and fair while not boring everybody else at the table. The way I think it would have to work is that you'd have some kind of attunement mechanic and attune the parts of whatever monster/animal you harvest from, so that you can't just continuously stack your monster monster powers. Has anybody ever seen this kind of piecemeal character customization system?
>>93817475Enchant gear with monster powers. Give fun gear to party members.Limit could be how much gear you can equip or some class resource limit if they're too strong. Could even have separate limits on personal gear and party gear to encourage sharing.
>>93817475This may only really work if you build the entire game around it and make it so that basically any character does this, and then writing the monster abilities with the player characters using them in mind.Alternatively, you could do the heavy lifting and codify which abilities your blue mage class can adopt and use. Which makes this very involved, but it may not matter if every class have something mechanically meaningful going for them. This is also a lot more work for you.The other problem: blue mage characters are then incentivized to go out and hunt for these monsters, which may not have anything to do with the actual campaign and adventurer, forcing other players to just tag along for the sake of increasing this one characters power.
>>93817580I was thinking something along the lines of how Wizards get rewarded with scrolls and things that can be permanently added to their spellbook: special encounters with monsters come with rewards for this player type. I was also going to expand it to common animals, so you'd have light common utility abilities that gradually become swapped out for your more gamechanging rare powers.What was probably going to happen is that there'd be a table of potential bonuses and then recommended thematic monsters attached to them so a DM could use it as a reference table and see "well this is a similar monster to the given one, so it might have this power." Maybe have some kind of "dud" power for things that don't fit that can be used as a one-off buff or something before burning out. As far as character interactions go the sort of theme of the character was that you'd have everybody fighting a big monster, and then the one weirdo going and digging around in its corpse while everybody is counting out loot.
>>93815781the WoD system is fine for small rare checks, but painful for repetitive things like combat or imitating skill challenges. MYZ improved it making it d6 and standarizing the amount of successes needed.I never understood why WoD had two ways to increase dificulty, it always felt capricious.>>93817475there's an anime 5e compilation in newvola right now that includes a couple of those if you wanna compare notes
>>93784340Started pondering on how combat should be in my setting and wanted to get some thoughts before playtesting it. I wanted to keep things relatively simple, but something feels off for me.basic melee combat would be something like this:>attacker: 1d20+agility/strength modifier+weapon skill+other modifiers>defender: 1d20+agility roll+other modifiers>if attacker rolls higher, he hits, if the defender, he evades/blocksThis was my first plan, although maybe the attackers would aways be at an advantage (unless the other guy has a shield)?And for the reason why I'm really here. I want armor to actually feel like armor. First thought was giving each gear an Armor Point, which shows how much damage it reduces. I would just have to come up with some fair numbers (perhaps armor uses dice? Might make combat longer).
>>93817825Some games like Shadow Run have a soak value for armor, something you roll after you reduce the number of successes with your defensive roll. Leaves things up to chance, can make armor impactful, certainly slows combat down.
>>93817825>I want armor to actually feel like armor.then don't make it oposing rolls.you have a 1-20 range of chance, and then 1-4 range for armor. Luck matters way more than armor. You could make it that armor gives you advantage in your defensive roll, that way it matters. But you end up with each attack being a bit of a slog with multiple rolls on both sides.
>>93816274Sounds like combat ought to be avoided if dying is pretty easy. If that's the case, what is the real focus of the game? Espionage? Wilderness/Apocalypse Survival? What?
>>93817825Way back when I made a shitty system for forum play, and I kinda like how I did armor in it. My memory is a little foggy (I lost the rules a long time ago), but I used two threshold values. The first one had to be overcome to actually do damage, and acted as damage reduction. The second one was higher, and if that one was overcome the damage was considered high enough to blow through armor entirely and do full damage.
>>93812740i guess a solution is that you add a bonus to any one calculation during the round. Like your AC your to-hit or your damage. seems like fudging will be hard there.
>>93784340Anyone ever experimented with a 2d4 based system for a skirmish game? a lot of skirmish stuff just uses 1d6 like mordheim, and I understand having a small range for expediacy fo play. 2d4 has a nearly as small range, and the far extremes of a 2 output and a 8 output are only 1/16 and the central output is 1/4. THat means randomness is still a signifigant factor, but incrimental bonuses and malice's are more impactful
>>93817936The players are military agents of one form or another, sent to do special missions. A few examples I ran are radical revolutionaries trying ti assassinate a policial figure, secret police investigating a village or a team of a party's paramilitary force overseeing an expedition in Antarctica.The setting is alternate history 1930s with bashit insane goverments and over the top tech.There are ways to become hard to kill, but that usually means sacrificing a lot of stuff. Character death is expected. You're nota doomed to die if you enter combat, but don't push your kick.
>>93818391the big benefit of d6's is that they're common and feel better than throwing caltrops
Completed the first version of my game. Still need to do some random flavour tables, but all the essential rules are in place. Nothing to ask, just felt good so I wanted to share.
>>93819697how are you planning to test it?Where are you uploading it? Are you promoting it?Once you become famous will you pretend you've never even been on 4chan? (I would)
>>93819866>how are you planning to test it?Play it myself (designed to be 1-player-1-GM or Solo friendly). Get other people to play it by posting it somewhere, maybe here.>Where are you uploading it?Will throw it on here and the itch page I've only ever used once.>Are you promoting it?It's rules lite (about 12 pages) and artless, no way I could charge anyone for that. Shall be free and posted unceremoniously.>Once you become famous will you pretend you've never even been on 4chan?Of course. When my dozen page game unseats DnD I shall declare all my help and inspiration came from Reddit.
I've fallen down the rabbit hole of using chatgpt to help me brainstorm game mechanics and class options. Obviously i shouldn't just use it as is but it is nice to help me get a baseline to work with at least. Anyone else here used chatgt and what was the experience like for you?
>>93818832>feel better than throwing caltropsI dont know if thats possible. there is little better then doing a ninja and throwing a foot killer. No weirder then a 20 sided die in retrospect. and people who play wargames probably arent too unfamiliar with the d4-d20 range.
>>93819943>I dont know if thats possibleWhen you're rolling physical dice d4s are probably some of the least satisfying and most annoying.
>>93819943>and people who play wargames probably arent too unfamiliar with the d4-d20 range.the problem is *typically* you'll be rolling alot more dice at once in a wargame than rpg. and anything not a standard d6 generally is more expensive and harder to get ahold of in general, much less in bigger batches. even if you yourself make and offer up your own custom dice (or whatever type), a potential player is going to be less likely to play if they cant use their already existing stash, and instead have to invest in dice they may not really be able to use anywhere else.that said, i've still thought about doing it for my own, but, its a hard sell even to myself.
>>93817475You'd need a system where the monsters' abilities are priced transparently with PC abilities to grade the cost.>>93817533That's not Blue Mage, that's Monster Hunter.>>93817580Not necessarily the entire game, just that there's similar power-budget in it for everyone. The same body-parts having a monetary price as loot other party members could buy stuff with, or having general crafting follow the Monster Hunter mold with the Blue Mage internalizing that from a different list of options.
>>93820070>the problem is *typically* you'll be rolling alot more dice at once in a wargame than rpgnot in a skirmish style like mordheim like I mentioned. where its usually 1 and only sometimes 2.
is there a 40k/whfb resource for looking up spells abilities that collates info by troop/weapon types?
>>93822224eh, i said generally, and i've still seen skirmish games slap out a few dice.thing is, even rolling two non-d6s is still making you roll more of an alt dice than many may be willing to have. less likely, but its still generally going to mean buying two sets of rpg dice sets only to possibly use one die from each with a bunch of others as waste. get up to even 3 dice, and well, exponential issue basically. and even for a skirmish game i dont think a rare 3 dice is actually that unreasonable to expect.
>>93820016true enough, they dont have the easy rolling effect of more sides.>>93822346thats fair. I could see how it could get out of hand at scale. Guess I had frostgrave/ rangers of shadowdeep in my head where they use d20's, and I think that Oathmark uses a d10. But now that I think of it, both only use 1 die for 1 action (Though frostgrave/RoSD role 2 d20's at once, but one always represents your guys and the other represents the oposition)>>93822259Isnt that kind of a 40k/fantasy/specialty gw general kind of question?
Is there a fantasy ttrpg that's radically different from dnd but still heavy on combat systems?
>>93824953well, you have D&D from a different edition than the one you were thinking.
>>93824953what do you consider heavy on combat systems?
>>93824953Thats fucking vague, and tons. Warhammer fantasy RPG, Dominion Rules, various GURPS editions, Conan d20, Legend of the 5 rings, Runequest, Ars Magica, and more.Also, not a rec thread, but amateur design thread.>>93824964Really dude, you cant think of anything outside of dnd?
Please talk me out creating spells and abilities that fuck with initiative order.Not even talking about abilities or mechanics that allow one to act out of order, like as the first participant. There are plenty of those in games.But effects that have the goal to push the enemy down and make them act later, or last.
>>93827278Why would I? seems simple enough. Just erase the original initiative and write down the new one when it happens.I could see it maybe getting confusing if the target took thier turn or not, but you just have to be more careful about remembering who has had their turn this round. maybe by checking next to each as they go around, so once everyone's checked, you know the turn is done.
>>93827278>>93827670just sell your propietary initiative tracker with every game.make it so it's hard as fuck to play without it
>>93827752Delightfully devilish.>>93827670In that case, the creature could act last in the next round.
>>93827786joking aside, with a visual initative tracker it's pretty easy to follow and switch around. Look at one of the later Atelier games*, each type of action eats a different amount of time so you can make an early character act twice before the enemy or push the enemy behind or stuff like that. It's a super simple mechanic when mediated by a computer, but it could be done on the go if you have names in a time line with clear divisions.*those games can be extreme pedo bait
>>93828019I have to admit playing mostly on roll20, for the usual reasons and circumstances. So using such markers isn't possible for me.The reason I would resort to a simple "goes last" is so that the GM doesn't need to rewrite and reshuffle anything, regardless of if they play online or in the physical realm. It would be simple enough to not stop the flow of combat.
>>93828300It'd be similar to the alternative tracking in 5e (I think it was the style in a previous edition?). Let's say: Attack eats 2 spots, bonus action and movement eat 1 spot, small interactions eat half. To add more granularity, maybe spells and multiattack eat 3, a rogue object interaction count as half, and so on. You resolve them one at the time.
>>93828350Thanks for the input, but granularity is not the name of this game.
>>93819697I'm in the midst of table hell right now. Grinding these out is rough, too bad they're most of the content
>>93824964>>93824984>>93827258to be clear, my question is that, given 5e is built around combat, are there any genres of game where combat is still the focus of the system, but for which 5e's chassis is even worse of a fit than usual?for example, I know 5e cant really do a pokemon-style game without either leaving trainers out of combat or limiting you to either taking trainer or mon actions each turn, not both
>>93830431everything besides superheroic fantasy 5e cant really handle properly.The most simple example is anything deadly low fantasy/power.%e is a fantasy superhero game wearing a pseudo-medieval coat.5e parties are a marvel superheroes group disguised as an adventuring party. They are far stronger than the average person, have a ton of special abilities or unique items, mow down mooks with relative ease, but now they are called kobolds, goblins and orcs etc, and fight against special big bad guys that others cant handle beholders, dragons etc.
>>93833513That's not capeshittery, that's just dragging the LONG standing mythology-rooted bullshit down to a ridiculously low level. Tall tales of grand warriors personally cutting down meaningful fractions of a small army stretch into prehistory, and the fantastical bullshit that is the D&D Wizard is toned DOWN from what the TSR days could plan out, let alone 3.5 all-splatbooks turning every single constraint into a joke.
>>93833872It feels exactly like guardians of the galaxy or some such shit. You fail to understand the influence comics have had in modern nerd culture (at least in the us) in the last 20-30 years and the way this has permeated things like dnd as well.I also believe that it's one of the reasons why there are no big superhero rpgs nowdays unlike the 80s and 90s, cause eventually dnd took over that niche, not in themes but in feel.There is a reason why Adnd felt like a completely different game than modern iterations starting with 3rd edition. It really has nothing to do with mythology, but you are entitled to your opinion.
>>93814831Post it. One page games are exponentially better thr more setting-specific they are. The more you can imply solid details about the environment the better, resolution systems are not original.
>>93829589The worst part for me is how you get a ton of great ideas only after a week of being done with it.
>>93833872>>93834361The big difference is how much they do. Mythical heroes did one huge thing and then fucked around for ages. Most people don't remember the majority of Hercale's 10 tasks, those were lvl1 one shots. Arthurian tales are full of zero challenge wacky shit. A superhero needs to do something engaging every month in under 30 pages. It has to keep coming all the time, at most slowing down to go even further in 3-4 issues. Movies are worse, they don't even get months, in 2 hours you need to be over the top. And it's in every movie, some people only watch that so it's in every movie they ever watch.That makes it feel cheap. It's not the chosen sword that has this particular backstory and thus connects with this other thing and that means this specific tale, it's your +2 sword you use every week for hours. It becomes cheap.