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File: FDRMNB4aIAAL15M.jpg (700 KB, 1409x1000)
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I never have any appropriate images for these kinds of threads.

What are you working on right now?
Any issues? Lacking inspiration? Smashing your head against a creative wall? Or just having a hard time getting all these pages done? Tell us about your projects and progress.

>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)
>>
Right now, I've changed my game idea yet again to be more of a single-player wargame/RPG. Mostly because I was writing this as a gift for a friend, and then thought... you know, maybe he won't actually have anyone he can play this RPG with?

So, for people who see my extremely spasmodic posts. I was writing a TF RPG. Concept being a starter box. I couldn't get behind the character designs I was doing and the gameplay always felt crap, so moved it to a WW2 fanfic setting I came up with 25 years ago. Earlier this year, figured if I wanted to release it, I should file off the Hasbro edges, and now I have alien robots that can change shape having crashed here and woken up in WW2... not TF at alllll.

I'm much happier with the characters and concept now, and the way the game I think will fit together, but now I have the problem that it just looks like 5 Parsecs with giant robots. Not sure if that's a good thing or not.
>>
>>96699230
I am working on a d20-roll-under homebrew that can run Arcanum, Fallout, Dark Souls, and D&D. It has action points, dodge rolls, and enemies who act depending on what you roll at the beginning of the round on d6, so they can telegraph the moves, and stuff. I call it One Hack.

Today I've started my draft from the scratch again (for the third time), since I am not satisfied with the core mechanics.

I am not sure if I need to have different attributes for every fork, or just make a set of common attributes.
I am not sure if I need to make some analog of Weapon Scaling.

I also thought about making a Resistance system hack for VtM.
>>
>>96699455
P.S. I would appreciate hearing your opinion on attributes.
>>
>>96699455
>>96699457
This is a strange project. Don't want to dissuade you, but you want to create a universal system for wildly different settings. Dodge-roll combat is not Fallouts flavor, not in the style of the original games (which was already based on actual TTRPG systems). You can technically take GURPS for everything, but the point of having a specific system for specific games and settings is that such a system can suit the flavor, tone and atmosphere better than something generic. A mechanics are the basis for flavor. It's not just all fluff and equipment lists.
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An idea for a less bloated damage/health system, while keeping the good part of rolling several dice with a dice pool system.

Since I hated how Daggerheart makes you roll a lot of dice, only to end up dealing just 1 to 3 damage, which isn't the problem itself, but the whole time-consuming process is, I thought of the following proposal. Not for Daggerheart, but a generic attack rule.

I would take the attack rule from Nimble, where you roll the damage dice directly, and the leftmost die is the main die. If you roll a 1 on it, you miss, any other value means you hit. However, instead of summing all the dice to inflict damage, you will just count how many dice did not result in a 1. So, for example, if you rolled a dice pool and got the results [6, 1, 8, 7], you would hit the attack because the main die is not a 1, and you would deal a total of 3 damage, since one of the dice resulted in a 1 and therefore doesn't count.

For crit, I thought about keeping it almost the same as Nimble's exploding die mechanic with the main die. So here, a maximum result on a rolled die, for example, a 6 on a d6, would already count as +1 to the total damage, and you would roll that same die again to check if it explodes again. So for each maximum result, you get +1 and roll again until your luck runs out.

From this point on, I haven't fleshed out how much health each PC and NPC would have, I would also borrow Nimble's creation table for that adjusted to be less bloated. For armor, I'm still seriously considering if damage mitigation would be a good idea, since for NPCs it would mean calculating how much damage is reduced from every attack. And for PCs, it would be less repetitive because the defend action can only be used once outside of their turn.
>>
>>96699939
Well, my opinion on the subject is that...

These games are CRPGs, so adapting them into TTRPGs will already create a lot of synergy. Many mechanics from video games simply don’t work in a tabletop format due to “vidya crunch” and technical limitations. While replacing these parts, you can rework them however you prefer as a GM. For example, in my games, items are usually divided into a few tiers by cost and availability, giving a clear and simple economic model that makes it easy to evaluate what players can buy and what the actual worth of imaginary money is.

Second, these games already have a lot of balance and option issues. There’s no point in recreating them exactly as they are, because it’s not fun for a player to discover that in this particular game, a certain skill or ability is a trap option. Again, it’s a tabletop game, not a solo video game where you make new PCs for yourself.

Fantasy adventure games are very similar at their core. For example, you mentioned that dodge-roll combat isn’t part of Fallout’s flavor, but in the first Fallouts, saving APs increases your AC, which isn’t fundamentally different from keeping your APs (Stamina) to evade an enemy attack through a reaction.

d20, YZE, GURPS, Borgs, PbtA, Savage Worlds, and BitD are all used for very different settings. So I believe, a ruleset becomes “universal” not because it has that word in its name, but because of the number of splats and adaptations built for it.

And most importantly, what should actually be the “mechanics that define the flavor” are usually present in the original computer game only in a rudimentary form. In a TTRPG, you can do much more with things like the conflict between magic and technology, or hollowing, simply with the help of a few tables, improvisation, and role-playing. These mechanics can just be optional rules on top of the core ruleset. Much more engaging than just having the same list of skills, for example.
>>
>>96701123
You may be missing the point.
You want a universal system for that. There is no universal traits shared among all of these systems. You are better off creating a system for each game. Or make a universal system that handles anything.
>>
>>96701123
Also, hollowing should absolutely be a game mechanic, something that doesn't fit anything in Fallout.
>>
>>96701227
It can be an optional game mechanic for the setting, and it is very obvious that in Fallout it is relevant if you are playing as a ghoul.
>>
Good to see another one of these, OP.

I’m writing a “science fantasy action adventure game”. The core mechanic uses a d6 dice pool with two to six dice. Rolls of 4 to 6 succeed, and falling short of or exceeding the target number results in varying degrees of success.
Sixes explode, offering bonus rolls, but ones defuse any rolls that would explode. Attributes determine the sizes of dice pools during checks, and skill levels grant modifiers that players can use to improve failed rolls, get rid of ones or create sixes.

I have character and monster creation tools pretty much finished, but I’m still working on “techniques,” anything that costs MP to use. I’m getting my players together on Sunday to test it out.
>>
>>96699230
making a dungeon for my players that i hope they enjoy in daggerheart and i'm finding the game doesn't really have a great weapon and armor loot pool desu. so i'm going to add some classic magic item effects like flame brand so a weapon can go from physical damge to magic damage when lit adding 2d6 damage, blinding shield that gives a disadvantage to attackers and a 2nd disadvantage to enemies in a burst when they owner loses a tick of armor but i don't know if its too strong or weak. Also weapons that can do an ability (use a card) once a scene would this be to strong?



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