>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.>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 is a good way to share big chunks of work, now that PDFs are out of fourchan?
as for myself, I am trying to complete the vague summon system in John Harper's World of Dungeons by developing a whole "pokemon-like" subgame about spirit catching and spirit combat.Anybody is interested on the idea?Wish me luck.
>>96940090I have a bit of a more technical problem I was hoping somebody could help me with. There is probably a very obvious solution, but I've always been terrible with crafts stuff, so it eludes meI am making a sci-fi skirmish game, played on a square grid and mostly on maps consisting of complexes of rooms and corridors. I have began playtests and so far they've been very promising. What I have trouble with though, is how to make walls for the maps, to separate the rooms from each other. My approach so far was to take a bunch of long and wide slips of paper, fold them in half, glue the middle together and fold the ends at right angles, to create a sort of long ⊥ shape that stands on its own. Then place the room floors on top of those bases, so that the grid would be visible. In practice though, when there is a bunch of those rooms and wall segments all placed closely and touching each other, it's very unstable and moves around even at slight touch. Also takes pretty long to set up. Any suggestions how to make simple wall segments that would be fairly stable, easy to make and wouldn't obstruct the grid on the ground? It doesn't have to be pretty at this stage, just functional. Of course another option is just to ditch the walls altogether and use something like colour coded room borders to mark where you can pass/shoot through and where you can't, but I'm worried this could be somewhat illegible. And obviously less cool than a 3d thing
>>96941023Why not use erasable playmat and just draw walls?
1. Work on my semiuniversal YZE-like homebrew I am currently playing with friends.2. Work on D&D 6e which is Dark Souls the TTRPG3. Work on a joke game about AIB like 4chan
>>96940123Only if half of players are mages and half are their demons.
>>96941738Would have to buy a bigger one than I currently have (last playtest map was around 60x60cm large and it seemed about right), but yeah, I suppose I could give that a try. Just kinda worried it may not be well readable enough for the players if it's just flat lines, but probably I'm exagerrating
>>96942017Maybe LEGO then?
>>96942242Hmm, good idea, might just work. I may take some bricks next time I visit my family home
>>96941023I have suggestion for you anon, we used to do this for our kill team games:>go to home depot, or your local home improvement store>get expanded polystyrene used for facade insulation>get basic carpet cutting knife>get double sided tape>cut modules of desired shapes from polystyrene (I assume walls, walls with doorways, windows, etc.)>connect modules together with double sided tape and affix to playing mat with double sided tapeNow this is absolute basic bitch setup that can be used to quickly setup terrain for structures and modify as long as you have tape/replacement modules at hand. If you want to refine it further:>go to toy/gadget store>buy those magnetic fidget toys with neodymium magnets, which are just bunch of small cubes>embed magnets in intended contact surfaces of polystyrene modules>wrap modules in some construction paper, or tape, or paint with watered down wood glue to affix magnets and seal the polystyrene>add weight to bottom part to make them more stable (I suggest this metal tape used to affix shit in wooden framing)Now you have plug and play modules that you can combine together and they will survive if someone will hit them, while moving mini. You can refine it further with better tools, some nice wrappings. Just keep in mind following:>polystyrene is highly flammable>polystyrene will melt when in contact with acetone>polystyrene will crumble like bitch if not cut with sharp tool, or heated wire>if you want to spray paint it, we used to "prime" it with diluted wooden glue wash first, so it it properly sealed
>>96940090TQ: I think just upload to catbox, since that also has both the relatively permanent and short-term uploads, though that depends on everyone playing nice in here.I think that my game is ready for all of the ancillary stuff that isn't just rules (e.g. art, layout), now that it's been okay tested a bunch, so that's a relief. Though now I'm stuck on what to work on next, and see if I can't make my solo rpg inspired by Reus work or if I should switch gears and start on the dungeon escape/survival RPG.
>>96940090>>96943727Tq: normally I use a link to the blog, it is actually the easiest for all, but sometimes im scared that i will be seen as ego or fishing for views
>>96940090>Thread Question: what is a good way to share big chunks of work, now that PDFs are out of fourchan?I was thinking about it and one idea is to convert my PDFs into manhwa styled long strips. Like every chapter would be single strip, which would also force me to drop any unnecessary content and focus on pure project related stuff.Maybe general question to ALL anons, what about setting up mega<dot>nz repo for /wbg/ and us? Or is there another aggregator, that could have few moderators, drop point to push files and stuff? I would suggest git repo, but I don't think many anons are willing to learn about git and push/pull requests.>>96946441>i will be seen as ego or fishing for viewsRelax anon, no-one takes shill screechers seriously, since they are bots that will scan posts and generate message automatically.
>>96940090>TQ: share big chunks of work, now that PDFs are outWith a png that has embedded text. Need to embed it before sending, then extract it after download.<s>I read how to do it but haven't tried it yet and don't know if possible on here even</s>
I use the word "action" for four different stuff in the rules and it's confusing. Which synonyms could work?I use "Action" as>"Action phase", as opposed to "reaction phase">"Action" as "anything you can do on your turn" ("attacking", "defending", or "drinking a potion" are "actions")>"Action" as "anything you can do on your turn which isn't attacking or defending" ("drinking a potion is an action")>"Actions" as a unit of time "level 5 characters have 5 actions during the turn, which they can spread between attack and defence"
>>96954269I dunno enough to comment on the first, but i feel like action works before for the second thing. The fourth can be called something like a phase or a turn (though ultimately it depends also on how you handle initiative)
>>96954482stop using Action as a concept for your ruleset if it is problematicin retrospect anything anyone does is an action so yeah...
>>96954269Action phase is okay I think, since that's when actions happen, it's instinctive. I would just introduce a term like "non-combat action" for the 3rd thing and I think it should be fine then
>>96940123I'm particularly Lost on the equivalent of "throwing the pokeball" part. I don't think that fighting the target, then trapping it is the Best. How should I make the standard courting of the spirit to be "catched"?The Best idea i have is to have the wizards get into a spirit-ripe zone and the, make it either:>A ritual demand of allegiance + a roll>Spending some time in the zone, which should be inestable or dangerous>Resisting the spirit's attackIdk, there should be some challenge involved in the catch. Maybe it can be different for each Pokémon, i mean spirit
I had already posted my game in the previous thread, but it got deleted just after and the english version of the rules where not easy to find, so here I go again :CESTUS is a 2-player dueling game built on simultaneous action reveal. Each turn, your choice is shaped by your previous move and by your opponent’s current action. Players can further customize their fighting style with a set of Traits chosen at the start of the duel. The core rules are simple and the game needs no minis or board, only a pair of “battle zines” from which you select your actions.https://drive.google.com/drive/folders/17GIVDqqxNe6y9NbFhGYLm8aBuZj6FeJo?usp=drive_linkAny feedback would be really appreciated !
>>96954269>>96954269>>"Action phase", as opposed to "reaction phase"active-reactive phases>>"Action" as "anything you can do on your turn" ("attacking", "defending", or "drinking a potion" are "actions")action>>"Action" as "anything you can do on your turn which isn't attacking or defending" ("drinking a potion is an action")non-combat action>>"Actions" as a unit of time "level 5 characters have 5 actions during the turn, which they can spread between attack and defence"also action (you are describing the same as in the point 2), or turn
Hey, so currently I'm designing a system that is narrative driven but still crunchy. My goal is to create a Spiritual Successor to the Riddle of Steel, but one that is accessible and easy to learn for players who have little experience in TTRPGs, such as those fresh off of D&D 5e.So far, I've figured out the core resolution mechanic, basically the same as tRoS's that being roll a number of dice equal to your Attribute Level and try to have each roll equal to or under a Target Number equal to your Skill Level, with each die that does so counting as a success and each die that doesn't as a failure, with the goal of having a number of successes equal to or exceeding the Challenge Difficulty of the roll.I guess why I'm here is because I'm not entirely sure where to proceed, or rather HOW to proceed from here. I don't want to make a clone of the Riddle of Steel, or Song of Swords for that matter, but I still want the game's DNA to have a clear inspiration as to where it comes from. With this in mind, what are some key design facets that you guys think I should work on, or avoid for simplicity's sake?
>>96941023I think I'd need to know more about how maps are created/generated. Are the maps generated through play of the game, or are you creating them ahead of time and then just need to represent them? Gloomhaven's book model is a good way to go about this if they're pre-created. There's generally a reason maps aren't 3D in games unless the terrain is a craft for the players to make (40k) or some kind of toy (heroscape)>>96954269This is just a terminology issue. Make them distinct.If the Action Phase is where you do actions, that's fine. Point 2 and 3 should delineate actions into types, Combat Actions and General Actions for example, this drives that the action is #4, the discreet unit of time that a person uses.This way, they all tie together as the same thing ala>In the Action Phase, each character may take a number of Actions equal to their level. Actions are either Combat Actions (Attack, Defend), or General Actions (Walk, Drink a Potion, Look at Pictures of Beetlejuice)Always say the whole thing, ie Action Phase when talking about the phase specifically, General Action when talking about non-combat actions.The point of a rulebook is to create a language to play your game, and the definitions are the syntax of that created language. Ambiguity is your enemy.
>>96957998Looks really good. It took me a moment to parse the previous/opponent move effects, but once I figured that out the tables were super clear.I notice that some of the traits include "weapons" for lack of a better term (e.g. the barbed shield, the war hound). Was having specific equipment ever part of the design or was it too fiddly/out of scope?
Making a fantasy mech skirmish game, here is part of the shooting system. Almost done with the rules, trying to full translate to english
>>96959688Thanks ! Yeah the I realize the concept of taking into account your previous action and the opponent's current action could be confusing, so I tried to spell it out as clearly as possible.As for the equipment, I prefer to have a single category for customization, rather than skills, equipment, classes etc... I want the focus of the game to be on the moment to moment decision about what your next move should be, and have the Traits slightly (or not so slightly) alter your playstyles. I had to nerf a bunch of Traits a couple of time as they were a bit too powerful compared to regular actions.>>96959176I haven't played any of the game you mentionned, so the only advice I can give is to think about how you want to make the player feel through your game mechanics. How do you translate the feel of the game you want to create through the rules. Is it about making quick decisions, making bets, sacrificing something in the hope of a big reward, etc ? Once you determined your game feel, you can use it a filter to check all the rules you're thinking about and see if they're coherent with that vision.
>>96959758For translating I used AI and it works wonder. You still need proofreading but it is such a timsave.From the extract you posted, I would advise you spell out the calculations to make it abundantly clear.Something likeRP = (18/8) * -1RP = 2.25 *-1 (rounding decimal down)RP = -2
>>96961157Yeah, the moment that I figured out that each number in the effects corresponded to the move in the list, that's when it clicked for me.Still, very cool!
>>96961177thanks anon, noted. this is the second part, includes an example of firing
How's binomial distribution for damage mechanics? I'm thinking of a D6 system where only rolled 5 or 6 count as 1 point of damage. Under this system, for example, an attack of strength 30 deals count(30d6 > 4) damage, this makes a normal curve that peaks at 10-11 damage. Buffs, debuffs, armor, resistance and such modifies only the dice count.I'm assuming all players will using digital dice rollers, but I wonder if "the damage you deal is expected to be around one third of the calculated strength" is intuitive enough.
>>96955825>>96958387>Active phase>Action>non-combat ActionAhe, I think you are right. This is the best solution
I'm trying to simulate urban gunfighting combat. What are some useful resources to look at? Books, accountings, studies, whatever there is. I've been reading about ww1 but that's mostly trench warfare, and most of the close combat accounts are "I ran up and shot the bastard" which, while candid, is not very helpful.
>>96967680If people playing RPGs with d6 dicepools where only 6s count as successes is any indication (Shadowrun, Coriolis), you'll be alright.Fragged: Double Tap, while not a RPG, has damage on 6s.
>>96957998This is cool as a game. Like, really damn cool. I can't comment on how good the meta is but the core concepts here are fantastic. There's a huge amount of potential just in the basic six actions but traits look like they expand it greatly.Out of curiosity anon, why only six actions though? This feels like it's been playtested a fair amount so I'm interested in what you've learned while making it.
>>96968440Unironically? Video games. SWAT 4, Rainbow Six (Any of them, though Siege in particular helped me work out an urban gunfighting system), Ready or Not, Insurgency. I've also heard Six Days In Fallujah is good but I haven't played it myself.
Im >>96940123 Is it much of a steal if I make a Phoenix spirit give fire resistance but not fire attacks?Resurrection and Fire is a little OP, Also its kind of strange to see a lawful creature such as a phoenix burning people by command>>96967680if 5s deal 1 damage and 6s 3 damage, you get the same distribution with half the dice, which is better for physical gaming. Still 15 dice is madness nigga what are you emulating
>>96974236NTA but that wouldn't get you the same distribution, and digital dice rollers make rolling thousands of dice easy. Ironically, counting sixes thrice would make it more cumbersome for most rollers, rather than less.
Would you like to put a link in the OP for all the projects in here? Like something where we can see each other's progress, that would be a good way to force us to actually do the work (by having a public, That Even if doesnt like our shit, at least we can prove we do the work to)
>>96979953Someone would have to setup a Pastebin or something with all the projects. If you want to put the list together then go ahead, but there's no "official" list of projects. Especially since most games don't get much further than 2 posts in a thread about a dice mechanic, or a hit point system, or a setting. Partly because making a whole ass game is fucking hard and takes forever.
>>96979953https://docs.google.com/document/d/1IqYhvb2Nn-rXFV-O4Lm7xu6fP8BgviQBBicPa_KwJC8/edit?tab=t.0
>>96981929there is at least 2-3 fully playable games made from anons i think, a pastelbin would be nice
I've had an idea for a while now about a TTRPG where you have really limited knowledge of your surroundings, and were timed on your reactions to said limited info. Battles would be like deduction games.You play as several distinct and very alien races that have weak eyesight, weak hearing, total blindness, etc.>exampleAn enemy draws something from behind their back and hurls it towards you.>race 1: poor eyesight, good hearing, good reflexes (not racial)Your exceptional hearing identifies the weapon's metallic clatter before it even leaves the enemy's belt. (Object is metallic. Since this character has good hearing, he receives auditory information first and thus gets to digest it longer) As it begins it's path, your ears detect a low whistling, almost a warble. (Signature sound) Your eyes, however, struggle to make out the object. Rushing towards you is little more than a blue smear. (It's blue). You blink once, twice, and it's nearly on you. (It's moving fast) Owing to your great reflexes, you are given 15 seconds to decide how to respond. *I flip an hourglass that begins their reaction period. It ends when they decide what to do, declare it, and throw the corresponding die. Not responding in time is an automatic failure.*>race 2, poor hearing, excellent sight, okay reflexes (not racial)The gleam of metallic blades draws your eyes as the enemy attacks. (metallic blades) A circular bladed contraption with deep blue paint is launched towards you, cutting through the air with startling ease. (It's blue, but only because of paint. It's ease of movement could point to it being more advanced than it seems) Your ears perk up, listening, but hear nothing. (The sound was too low a frequency for this race to hear). Your reflexes afford you 10 seconds of time to react. *Same hourglass turning.*Does this sound like something that would be too annoying to play? I have fairly limited experience with TTRPGs. The specific time you are given is not set in stone at all
>>96973674Hey thanks for the kind words. Actually this hasn't been play tested at all. I just ran a few "games" with a very early version with ChatGPT to clarify the concept. So yeah I would love to playtest and get feedback from other people, if some move or traits are completely busted.Regarding the 6-moves limit, this came from my inspiration for this game, Joe Dever's White Warlord and Black Baron. It's a pair of Choose Your Own Adventure books but each player/reader has a book and they control a character in a maze that is fightning the other character. This is a terrible explanation so have this youtube video instead : https://www.youtube.com/watch?v=8SiUnqMJEVUMy idea was "how can I recreate that with only a 8 pages zine for each player ?". As I wanted to have a cool cover and back cover for the zines, that narrowed it down to 6 pages, so one page per move.And then I can up with the idea of having your move influenced by your previous move and your opponen'ts current move. And then the traits for character customization.
>>96985915That seems fairly complex, is it roleplay based in the action you can take, or do you look up stats, cards, tables ? Is there a GM ? I like the physical time limit but having to frequently starts a timer can get annoying (except if it's a physical hour glass, that's cool).
>>96986234There would be both stats and roleplay elements, I guess. There would be a GM, and he would have basic guidelines for what degree of senses should correspond to what result.You'd have eye speed, motion tracking, night vision, hearing, touch, smell, and maybe less intuitive ones like electroreception. At most they would be 0-3 stats because it would be very difficult to understand at once the difference between 'hearing 8' and 'hearing 9'There would also be more traditional stats like strength, intellect, wisdom, agility, etc. These would scale higher.The hourglasses would be physical.You would play as a multispecies expeditionary force that travel to different locations to investigate strange happenings. Most of the gameplay is actually surviving the low tech trek, with the dietary needs of the various party members and survival more relevant than combat.My only real experience with TTRPGs is playing a homebrew version of DnD with a couple friends in high school. I'm starting at almost zero. I just wanted to know what the idea sounded like to people who know more about this kind of stuff.
Updated my game to beta 2. Smaller patch notes then change from alpha to beta because there was less stuff to fix.Still left TODO: Art, stat out way more threats, expand the social interaction section a bit, and sample adventureStill can't post PDFs so link: https://gabyno.itch.io/inversion-rpg
>>96987035>https://gabyno.itch.io/inversion-rpgJust checked the itch page without checking the rule, Just wanted to say that they page looks very good and it introduces de setting and base mechanics very well.
>>96986419I see. In my opinion that's still very complex and it puts a lot of work on GM to interpret and convey how your limited senses perceive the world in immersive manner, plus having to track all the stats.If I were to create a game with a similar pitch, I would make it way less RP dependent and I would try to convey each sense into a hardcoded game mechanic. Something like :Vision : the more vision you get, the more stats you know about an enemy when you encounter one (HP, attack, defense, weapons etc). Smell : How many cards (let's assume it's a game where you have to draw cards) you can look at before decidning what your next action is. If you have 0 smell you have to declare all your actoins before the cards, and if your cards don't correspond with your actions, you're fucked.Hearing : How many point you can redistribute to dice rolls, attack points, defense points etc during a turn. Reflexes : Same as Hearing but points you can redistribute to your other stats. If you have 2 Reflexes you can give 1 point to Vision and 1 point Hearing this turn.Just some random unbalanced ideas but I hope you get what I mean. The concept of this system would be that your senses stats directly relates to how much information you have during combat encounters. And maybe for outside of combat you could use these stats in a more RP fashion.
>>96967680>I'm assuming all players will using digital dice rollersWhy would you assume that?
>>96968440Be more specific, asymmetrical warfare is completely different from counter terrorism for example.Here's things I can think of:>Traps>Near infinite hiding spaces and angles of attack for combatants>Vehicles are suicide(it's actually a wonder they are still committed IRL)>Difficult target identificationhttps://youtu.be/GzK6kEu6GXI
>>96987233Thank you for considering it. I think you're right about it having too much resting on the gmIdeally the reaction timer thing would only be used occasionally and for effect, to trick or surprise the player about something new. Like a trap going off or an unexpected enemy attacking an unprepared player. I didn't really plan out what more streamlined combat would look like other than the senses being more passive influences to other active stats.I like the more gamified versions of them you made, especially the 'smell' bidding.I'll have to think about it a little more
>>96986419That sounds less "annoying" and more "impossible". The basic requirement of constantly giving everyone at the table different information is already incredibly awkward. Trying to do it in real time based on a variety of different non-human modes of perception is probably well beyond anyone's capacity to run. And you want to do that against a timer.
>>96987417Or you could flip my advice around and do a nearly 100% narrative RPG, where everything in the game is done through talking with the GM. It's still complicated to pull off and least you don't have to worry about stats and stuff. Not my thing but some people enjoy those.
>>96987461It wouldn't really be constant, it was just for reactions. Players would be able to plan out their actions without any pressure in the downtime between these occurrencesThe timer would only be for the one person affected by the event who is already somewhat familiar with their own specific set of senses. It's only for scenarios where you're supposed to feel pressured and paranoid. Creating mistakes you otherwise wouldn't make is what the timer is for. It's simulating a split second decision. I could introduce a sort of "heroic action" where a reasonably close player with a greater reflex stat could intervene and take on the event to get their own description and timer.Maybe it sucks as an idea, or it wouldn't be fun, but I don't think it's impossible for someone to parse a sentence as it's being spoken, and then 10+ seconds on top of that. And if you were a person who reacts poorly under pressure, you could always make a character with better reflexes
>>96987661I'm not much of a story teller, so I don't think I could personally have much success going down that path.
>>96986214Huh, color me shocked then.I gave it a test fight earlier with a friend, no traits to keep it simple. In his own words,"Yeah this kinda fucks, I like it. It has just the right amount of complexity to make it fun. I'm never like, in a state of option paralysis."And in my words, it was pretty neat. I had one turn where I read my opponents move properly, Parried him and completely canceled his Masterstroke, and almost carried through to a win.I'll need more experience before I can suggest anything definitively, but one thing I can say is that I don't actually see a use for Kick. Kick has 3 points spread across it, the lowest aside from Roll. But while Roll hard counters many attacks and has powerful effects, Kicks effects seem very weak.Chaining Leaping Strike > Kick seems kinda weak because defense is already high risk high reward and Parry still negates Kick. Parry > Kick and Charge > Kick feel almost pointless. 2-3 Attack isn't much, and Leaping Strike, the only thing Kick really hits into effectively, gets a bonus against Kick that always makes it trade better or evenly.In return Kick's own bonus against Roll doesn't matter at all because Roll will always have enough defense to work, while Masterstroke will always rip right through Kick for a favorable exchange and always defends, and Charge takes no damage from Kick either.Basically, the only time I'd want to use Kick is after Leaping Strike, used to counter a Roll and MAYBE a Charge (Though Charge would still stop all damage), which makes it really hard to justify since the payoff is just pathetic, and the risks are the exact same as using Charge which also has an easier time countering Roll. I feel like Kick could punish Roll more harshly, maybe go up to 2/2 and cancel Roll or something.
>>96987675If you think my main objection was to the timer then you didn't understand anything I said. Which does not bode well for your ability to write communication based games.
>>96989879Wow, thank you for your feedback and for taking the time to do a test. You guys may very well be the firsts to ever play this game. Glad you enjoyed it.I am taking good note of your feedback about the kick and I have already started working on adjustments to make it more viable. Not as a damage option but more as a tool to destabilize and control the flow the game. Something like if you use it against/after a certain move, or if you deal damage with it, you can disable a move of your choice from your opponent's selection for the next turn. Or maybe the effect of a single trait for a turn ? Still thinking about it.
>>96990739I realized that I didn't articulate myself well after I wrote it, but I didn't want to shit up the thread with addendum after addendum considering I barely have anything more than a concept.outside of these timer scenarios I would simply pool all of the parties' senses into one. They aren't being fed information in the same way they were when the timer was brought out. That's why I only addressed the timer. Outside of the surprises, their senses aren't functionally lesser than a human would have in the same circumstances (provided they didn't all choose to be blind, but that's just natural selection at that point)I already told the other anon that I think the gm would have a lot on his plate, so you're absolutely right on that frontI'm just going to leave it be after this until I have something actually workable to critique instead of my delivery of the concept
done with the english verison. needs proofreading for errors or better rules layout. And lots of playtesting of course, but the core game is complete and ready to be torn appart. https://drive.google.com/file/d/1Ch_qtKV0zVb4uy_9HFcpUJrFU2m3KWcD/view?usp=sharing
>>96973996I played a couple and it gave some ideas. I also watched some videos on ww2 field manuals for panzergrenadiers to get some ideas for combat in open terrain.>>96987327> Be more specific, asymmetrical warfare is completely different from counter terrorism for example.You see, you addressed my problem without knowing. I’m utterly ignorant on this topic and don’t know where to begin. I guess the scenario I’m running would be closer to counterterrorism. Think hollywood bank robbery.>vehicles are suicidedoesn’t combined arms tactics help with this? humvees still look like death traps for ambush or flanking situations but BFVs supported by infantry seems relatively safe for urban combat. again, I know little about the topic. I’ll take a look at the video you posted later I got work to do right now. Thanks friend.
>>96994184I'm not a /k/fag either but for Counter Terrorism, it's a little less retarded. Still plenty of accidental friendly fire on civilians.You can check out all the CT operations in the 70s/80s. The movie Heat will be a good reference too.AFAIK Shadowrun, Cyberpunk and Blades in the Dark are all heist games.>BFVs supported by infantry seems relatively safe for urban combat.Any vehicles get smoked by high ground vantage points, too many angles that you can't cover in urban areas.
bump!
I've successfully updated each of the four decks
>>97000290Looks very nice anon !I'm thinking about posting a couple of solo, minimalist games of mine that use a regular 52 cards deck. Would that be of interest to you guys here ?
>>97000619>Would that be of interest to you guys here ?sure, anonpost away!
>>97000619if you can handle the gulaghttps://boardgamegeek.com/thread/3569158/2025-traditional-deck-game-design-contest
>>97003608Thanks. Here's the first game I made: Soluna (name will change soon, I later learned another game already uses it).It's a solo prediction game built around a very small 24-card deck (1–6 in four suits). Your goal is to complete 8 different predictions before the deck runs out or the board gets blocked. Predictions cover color, suit, parity, and a few combined constraints shown on the 8 board spaces.The rules are short enough to be printed on one size of an A4 zine, with the game board on the other side.https://docs.google.com/document/d/1ObbBUY16D7QLOFszxDibxyUg1GkfAK8pCTCa6-4vE1Y/edit?usp=sharing>>97005475Very interesting, thanks for the tip. What's so gulag-y about this place ?
I can't tell you all how happy I genuinely feel for making the Google Sheet I have for my Transformers TTRPG do cool shit.So the system has Timelines, which are an easy way for a GM to tailor the tone of their game, offer reccomended alt modes and Purposes (think mini-classes, a small package of abilities you get that define how you play the game, not quite as expansive as say D&D, just like 4 abilities and maybe a restriction on size/alt mode including a passive bonus of some kind), and give everyone some kind of small bonus (a +1 to a derived stat, extra chargen resources), and the sheet has places to drop a URL to show your character art, right?I made the placeholders silhouettes of Optimus Prime (or primal for beast era) from each era. I.e., if you pick Live Action but don't put in a URL for your robot mode, the placeholder is 07' Optimus' robot mode and the same works for alt mode(s). I am so fucking happy I got it working even if I don't have any immediate plans to run the system (I have another game I'm gonna be running soonish for another system I've made instead!). Like fucking hell for all the shit it's taking to automate my sheets this part is really cool and I love what I've done with it.
not sure about my games anymore I don't feel so good anon
bump
>>96994184>videos on ww2 field manuals for panzergrenadiers to get some ideas for combat in open terrain.Got any links?>I guess the scenario I’m running would be closer to counterterrorism. Think hollywood bank robbery.I've got some experience with this. There were a few key elements to making it fun I think.1st is to make gunfights lethal. One good hit either disables you or seriously wounds you, and while body armor might stop lower power firearms, when you're using a rifle any hit is a good hit. This will make players wary and feel vulnerable. Do be careful that you don't go too far though, and don't make it so they're heavily punished for not optimizing and squeezing out every last drop of mechanical advantage they can.2nd is to give the players and enemies ways of countering that lethality in combat. You can do this by making it so getting shot when you're moving around is harder, and by making cover extremely valuable and decisive in victory. Someone that's behind some sandbags and popping out to shoot should win 99/100 against someone who's running into a room blind. Someone that's standing next to a dumpster they could quickly scoot behind should have a strong advantage against the guy advancing straight down an alleyway.3rd is to have some kind of mechanism for breaking typical turn order/initiative rules and heavily reward using it. Maybe everyone has a "Ready" or "Prepare" action that they can use and declare they're going to ready themselves to shoot the next target that they see through this doorway or angle they're holding. And unlike a normal attack, this can have much higher/guaranteed odds of success, IF it goes off. This is reliant on predicting what someone will do so it's tough to use, and the rewards have to be suitably high to offset the chance that you're wrong, or people will ignore it.With these things together, I've found great success in giving my players fun and tense gunfights. though my own system for this is still a WIP.
cool
>>97018211Sure thing friend. https://www.youtube.com/watch?v=DVM6QQuYE3Mhere's the one for squad tactics. this channel makes videos that take information directly from officer training and field manuals. All of it is good, gives an idea of how a proper army moves in combat and most of it still applies to modern day. >3rd is to have some kind of mechanism for breaking typical turn order/initiative rules and heavily reward using it. Maybe everyone has a "Ready" or "Prepare" action that they can use and declare they're going to ready themselves to shoot the next target that they see through this doorway or angle they're holding. And unlike a normal attack, this can have much higher/guaranteed odds of success, IF it goes off. This is reliant on predicting what someone will do so it's tough to use, and the rewards have to be suitably high to offset the chance that you're wrong, or people will ignore it.The one I came up with is stances that you take that mainly affect turn priority, accuracy, and action limit. You assign one to each fighter, and then you and the opponent each pick one to reveal and the higher priority goes first. also allows you to set up an ambush order face down that goes up when an enemy fighter crosses you, the downside is that fighter loses priority completely.
>>97024167Stances isn't really a good word, I would probably just call them orders cause that's what pretty much every game calls them.
>>97018211also thanks for the advice.
as of right now, I've designed enough cards to build four decks, one for each color (green, blue, red, and gray)do you think I should make more cards? enough cards for a "base set" so to speak?how many cards should a starting set have? I was thinking about 300 cards... which is quite a lot...
Howdy~ Peep the SystemsWyrms & Warfare: https://docs.google.com/document/d/1TaTPOcOFYfDdRiF4a79_zGxAL-AhX0TFzZ1Fo2433UU/edit?usp=sharing A few months ago, I started working on a tabletop RPG and an accompanying setting I'm calling Wyrms and Warfare. Wyrms and Warfare is a 2d6 system reminiscent of the Powered by the Apocalypse style of systems, where results of a 7+ will register a mixed success and higher results will give off grander effects. I’m also trying to have combat be reminiscent of the small-scale skirmishes of Kill Team and certain aspects of the Fire Emblem team-up abilities. The setting is set in a dubiously timed setting—mixing 15th-century elements, Napoleonic-era aesthetics, and oversized dragonoid-type creatures looming around the world. The long and short of it is that players will be mercenaries, nobles, and soldiers, each participating in small skirmishes that serve as small pieces of some grander overarching plot that kicks off border disputes, faction fights, and full-blown wars. The players will have to arm their troops with good quality gear, remind their employers to actually pay them, fight off the encroaching worms, and hope they can survive their latest injuries going into their next combat.
>>97038395 Each player starts off with a race that grants 2~3 starting abilities that they can pick from a pool of abilities innate to them. An example would be dwarves who can treat all weapons they wield as being one quality higher than they are thanks to the Dwarven Touch innate ability; humans, on the other hand, have been graced with an ability called Indomitable Spirit, which allows them to treat a morale test as an advanced success. Following, the players pick up a class, which will give them a unique Link-up ability they receive whenever they are directly leading a group of troops. These benefits they can impart can range from giving additional movement to simple bonuses to certain rolls during combat or even allowing passive benefits when certain conditions are met. Once a player has collected enough success from repeated failures and at the end of session XP, they may choose to gain a new ability from their class, and once they’ve done this enough times, they can choose to rank up to an Advanced Class and later a Hero Class. Still holding on to most of the benefits but only getting to choose one class link up the bonus ability to reward their attached unit. This is obviously my first attempt at even writing both a setting and a system from the ground up. But I think I have something interesting, and I would love critiques and inputs. I just would really love to make something playable and a halfway decent setting that will keep my longtime players intrigued for a few years. I would gladly accept feedback, offers of help, or even collaborators willing to give me a shot.Mostly been drawing from elements I like from:Darkest DungeonFire Emblem: Awakening~Three HousesMonster of the WeekWarhammer 40k: 7th~10th EditionWarhammer 40k: Kill TeamWarhammer 40k: Rogue TraderAnd plenty of minor fictional settings that have drawn my interests
how important do you think it is to have looping paths in a dungeon? is it a meme vs having multiple entrances?
>>96940090I’ll bump. I got stalled on the game I was making because it felt more like a VG than a tabletop simulation. Premise was guerrilla warfare using squads and AI combat. There was too much note keeping, game seemed to be longer than what average person could endure.
>>97027986my game tries to adapt the feeling of a skirmish miniature game purely in card form, but it uses deterministic values to resolve combatshould I use dice rolls to add a layer of uncertainty?
>>97044732I was thinking about something simple, like>Strength Stat + 1d6 vs Agility Stat + 1d6>If Attack Value > Defense Value --> the attack hits and the attacking creature deals damage >attacking is resolved by order of Agility, so more agile creatures attack first, even when blocking>there could be abilities and card effects that increase any of those values >Touhgness remains as how much damage can a creature sustain
>>97044767there's another option still... one more similar to Warhammer, that would use a pool of dice>the attacker creature throws dice equal to its Strength>4+ are considered hits>the blocking creature throws dice equal to its Toughness>5+ cancel one success>the attacker deals damage equal to the succsessful hits>Agility remains as the order in which creatures attack>a player could pay {2} to add or reroll a die
>>97044732Have you looked at Star Wars: Destiny for comparison?
>>97044865I haven'tI'll take a look, thank you for the suggestion
>>97044865>>97044869that's not quite what I had in mindbut thanks anyway
>>97044869>>97044910Another comparison option could be Berserk (idk if its rules have ever been translated).Here, combatant cards have three strike power values (weak, regular, strong); when fighting, the combatants do a roll-off (a single d6 each), and the roll-off difference corresponds to what strike the attacker and the defender deal to each other respectively.
>>96941023Maybe use the Space Hulk method and assume impassable walls at the edge of each floor-tile except where an open door counter has been placed?
what if I took "inspiration" from Battlefields in Riftboudthat would be silly!unless...
>>97038395>>97038405And out of curiosity anyone know any people taking writing commissions
>>97051432I'm trying to remove the player as an entitythe game tries to emulate skirmish miniature games, so miniatures (or minions in this case) should take front stage and become the major contributor to winning the game, without involving the player by this, I mean that minions should not attack players directly, but instead interacting with the other player's minions as well as "objective points"players need to claim these objective points to increase their Morale (i.a. Victory Points) and reduce the opponent's, and thus achieve victory
>>97051432>>97057388testing continues!now with the introduction of Strongholds™these are "objective points" that minions fight over for to score VPcombat needs some polishing, thoughthe core mechanics of the game revolve around "the deck as the battlefield" metaphor
>>96942242very cool aesthetic
Posting what i have now >>96940123I am going for minimalist stat blocks but that give some ideas on how to find the monster, its personality and probable manifestations. Spirits go from level 1 to 4, at each level you get 1 spell or choose between two of the same levelKIRIN - Careless holy creatures that fly over high peaks and through stormy skies. For good-hearted wizards possible to call their attention by praying to them when walking in lonely places through bad weather. 1. bless (a future roll affecting the blessed target can be rolled again. If the result is not better, keep the bless)2. heal (d6 targets and d6+level damage; can attempt to dispel fear or purify something corrupted)2. luminaire (white light as a sustained lightning, works as holy symbol)4. storm (summons bad weather, cast again to summon lightning for 2d6+level damage)SNOW WOMAN - Mute, gloomy ghosts that serve the god Boreas. Can be found blowing winds on snowy lands; their mere presence generates melancholy. They are naturally drawn to introverts (+1) but tend to avoid male summoners (-1). Weak vs Fire1. Icy touch (can attempt to freeze small things, 1d6+level damage)2. Winter aura (passive +1 resistance to cold, you develop an alluring winter trait)2. Cold Wind (d6+level damage in a cone, all affected are slowed)4. Clairvoyance (improves scrying)IFRIT - Rebellious pyromaniac spirits; they don't like to serve men much, but are specially ill-mannered against beautiful women. They take fun in misbehaving while still technically obeying the commands. They are classically found in deserts and in the ruins that lie on them. Weak vs Holy1. Mage hand (basically an invisible hand doing things at range distance)1. Fire (2d6: one is targets and the other, plus level, is damage to each. Can attempt to ignite torches or similar)2. Lend Strength (+ 1 strength, feelings of lust and/or rage)3. Fireball (2d6+level damage in a small area; can attempt to cast a firewall)
>>97059949SERAPH - Emissaries of god that will help people find their way, sometimes accompanied by the force of a Madonna. Will often guide the caster subtly to certain places or situations to help others. Is is moved by the caster's heart more than his magic level (this might change what bonus you apply to summon rolls). Casters can learn this summon by attending a church or similar.1. Protection from evil: d6+level holy damage, keeps evil creatures at distance as long as the summoner doesn't falter. 2. bless (a future roll affecting the blessed target can be rolled again. If the result is not better, keep the bless)3. Clairvoyance (passive bonus for scrying)3. heal (d6 targets and d6+level damage; can attempt to dispel fear or purify something corrupted)ARACHNID DEMON - Will contact in dreams or similar with inexperienced but power hungry casters. Will sap away wisdom, inducing the caster into doing it's will until s/he is in the practice its avatar. Instinctivelly will try to bring chaos into the land as a way to thrive into it; will lure the caster into magical and practical ways to do it. 1. Cause fear and doubt (d6 damage if used vs a spirit)2. Read heart (detect somebody's truth, loyalty, desire)2. Wall of force (can be used to push someone)3. Summon a small group of aberrations (weak to holy?)SANDMAN - 1. Induce sleep2. Astral projection2. Clairvoyance3. Force sleep
>>97059963ARACHNID DEMON - Will contact in dreams or similar with inexperienced but power hungry casters. Will sap away wisdom, inducing the caster into doing it's will until s/he is in the practice its avatar. Thrives in chaos and will lure the caster into magical and practical ways to bring it in any land it inhabits.1. Cause fear and doubt (d6 damage if used vs a spirit)2. Read heart (detect somebody's truth, loyalty, desire)2. Summon a small group of aberrations (weak to holy?)3. Form of darkness. Passive armor as your body becomes semi intangible darkness. You have invisible long limbs with visible shadow, that can grab or attack for d8 damage at shot distance.Rewrite of the arachnid demon (crappy name). I have Lolth on the mind, but acting a little like Vaati on Zelda's minish cap
>>97058657really struggling to make combat workalso, bump
>>97060297Im in the search of an appropiate monster or entity to bestow psychic powers such as wall of force/telekinesis help
>>97038405I'm just skimming at the moment but want to sit down and give it a more detailed read later. It looks like a solid start from what I can see, though I'd hesitate to call it reminiscent of PbtA since as far as I can tell, rolling low doesn't do anything other than "thing doesn't work" and not rolling low adds new complications, and the mixed (between 7 and 12) are just normal successes. It can just be a 2d6 system without needing to invoke PbtA, nothing wrong with that.Will have more thoughts later.
>>96940090After letting a big RPG project sit for awhile I finally got to work shopping it with some friends and figured out the last puzzle piece to make the whole thing work. The health and recovery system always felt unsatisfying and fiddly, but we hit a breakthrough and now the entire system feels "right."Time to redo everything from top to bottom now that the framework is done. And get a new short shot ready for table by January.When I get the rules doc updated to the 2.0 release I'll post it here. Never give up on your projects, even if they occasionally need some time to steep.
A few days ago I found a set of wargaming rules I was working on fuckin’ years ago, tucked away on a cloud account. They were intended to be a simplified version of 40K 4th edition but with opposed rolls, using a single chart to generate success values. Going to polish that turd a little and post it so you all can critique it, I think.
>>97057388‘Jyhad’ did this years ago and it was the last CCG I enjoyed collecting and playing, right up until they changed the name to ‘the eternal struggle’ or something gay like that.
>>97067904cheers
bumplet's hope this thread is alive by tomorrowI think I'll be able to post the last update for my rulebook by then
>>97072215What's the elevator pitch for your game? Looking forward to reading through it.
>>97074136>Disturbia is a 30-minute, two-player urban-fantasy card game with no board and minimal components. Players build 30-card decks and compete by creating Domains, managing temporary resources, and executing tactical strikes with their minions, while trying to claim strategically important Objective for their own. Its unique “surfacing” mechanic brings agents into play from within your deck, while Hold functions as the game’s tension-driven victory track. Disturbia blends the feel of skirmish games with the speed and portability of a card battler.that sums it up
>>97063581>>97072215does this makes any sense to you?CombatCombat represents the clashes between minions as they struggle for control of the city’s streets. AttackingAny minion in play may attack an opposing minion during their controller’s Main Phase by discarding cards from their hand equal to that minion’s Rank.Minions may attack any enemy minion in play, except those occupying an Objective. A minion inside an Objective cannot be attacked directly; to fight it, the attacking minion must move into that Objective, which immediately causes combat to begin there with every minion the opponent controls in that Objective.When combat begins, each attacking and defending minion rolls a number of dice equal to its Strength. Combat resolves according to Agility: minions with higher Agility apply their dice first, before any slower minion has the chance to respond. A faster minion may therefore deal damage immediately, as its dice are compared and applied before the opposing minion’s dice can attempt to cancel them. Only after the faster minion’s dice are resolved do slower minions apply their own dice; if two minions share the same Agility, their dice are compared simultaneously.Dice are compared directly. A die may cancel any opposing die of equal or lower value. Cancelled dice are removed from the comparison. Once all possible cancellations have been made, each minion deals damage to the other equal to the remaining dice. If any minion accumulates damage equal or exceeding its Toughness, it dies and is sent to its owner’s Vault. That may happen even before it has the chance to compare their dice to those of the opposing minion.Combat ends after all dice have been resolved, and any destroyed minions have been removed. Surviving minions remain where they are, whether on the open field or inside an Objective.1/2
>>97075821Objective ScramWhen a minion enters an Objective occupied by opposing minions, combat breaks out immediately, and every minion inside that Objective joins the fight. Combat with multiple minions resolve as normal, with the exception that each minion participating in the fight rolls its own set of dice equal to its Strength, and these dice must be kept separate. Players should place each minion’s dice in its own group or row on the table so no results are mixed.To resolve a minion’s attack, compare its dice from highest to lowest against any available dice belonging to an opposing minion. A die cancels any opposing die of equal or lower value. Cancelled dice are removed from both groups. After all possible cancellations are made, any remaining dice from the acting minion deal damage equal to the number of dice left. The acting player chooses which opposing minion receives this damage, unless an effect or ability restricts that choice.After the fastest minion’s dice are resolved, the next highest Agility minion resolves its own dice group, again comparing only its remaining dice against any opposing dice that still remain. Minions that share the same Agility resolve simultaneously: both groups of dice are compared at the same time, cancelling each other’s dice before either can deal damage, and any remaining dice from either side deal damage simultaneously.Combat continues in descending Agility order until every surviving minion has resolved its own separate dice group. When all groups have been resolved and all destroyed minions removed from the Objective, combat ends. The attacker and any surviving defenders remain inside the Objective.I feel I should add some clarifying examples2/2
>>97075824>Scramnot the right word, it seemssorry, I'm ESL
>>97075821>>97075824don't look... it's not ready yet
>>96943727You should first work on at least 1 module/expansion/addon for your existing game, instead of releasing and abandoningWhat you do is actually poison for marketing, I've seen it in person a lot with comic booksIf you ever tell people "i'm working on something else" that instantly devalues the current productComic book artists and game developers stress that to infinity every time a team diverts>we have NOT abandoned X, the team has expanded and we are working on BOTH thangs, the art director moved to Y but the new art director for X works closely with him and....
Transforming robots in WW2 anon here. I have the basic test rules. I have terrain images I've made up to cut out and use. I have the characters and a few grunt units the player can use. Basic missions included. I just keep vacillating between scales and it's annoying me. Also, included a few new characters, and printing stuff out, I'm not sure the scale i was working to for the characters and terrain is right, sooo... sigh.I could clean up what I have now and have it online in a bit, if I can figure how to insert the art into the document, but I keep thinking there's something I've missed, and that it's not ready to share yet. It is, but it just doesn't feel like it.
>>97038395>>97066395I finally got to sit down and read it, and my main takeaway is that you need to fully flesh out your rules first before you move forward with anything else. I can tell that you've got lots of ideas, some good, some bad, but it is hard to tell without a full system to apply them to.As an example, you have in a couple of places that certain things hit with a greater magnitude, or have +1 magnitude, or some other increase. What does that actually mean in gameplay? Until that's actually defined, adding things that increase/decrease magnitude aren't super useful. Or just simple things like, is this game intended to be played on a grid or on a free-form battlemap, because there's a few references to increasing movement, but no actual rules governing that. Rules first, and then give the aelves and orcs and wyrmkin abilities that allow them to modify those. Too many cool ideas stumble on incomplete or bad basic rules, so none of the other stuff ends up mattering.I do appreciate the "overcast a spell at the cost of losing all spellcasting for the day" that you have written in the magic section. More games need you can do a big swing at the cost of needing to recover mechanics in my opinion.
>>97080264That is an interesting angle I hadn't considered. To be fair, I had always intended on this specific game to be at best a PWYW title with the basic, unformatted rules remaining as a free download as a freshman attempt. Also, due to the nature of the game, I am not certain how I would expand it in a way that wasn't essentially a second edition. It's not really something that lends itself to modules, as it's more a fantasy parliament simulator than it is the standard D&D fantasy heartbreaker, so it's not like I can write an adventure for it, per se.Still, good food for thought. Thank you for the insight.
>>97077742alright, I have something to show youI've revamped the victory conditions and the combat mechanics in its entirety and added examples to aid comprehensioncare to read?>https://drive.google.com/file/d/1YJmNU_sANLbW1yaPRnmFElIsitdGoUaN/view?usp=sharingthis version is not final, I plan to add some visual references for card anatomy and game zonesthe glossary section still contains terms and mechanics that have been deprecated, so take it with a grain of saltwhat do you think?
>>97067877Okay the combat and recovery system has been ironed out. Its "finished" (for now) and needs a playtest. Now time for a fresh re-write of all the rules.One of the breakthrough moments from tonight's game dev was asking "Do we really need all these talents and feats? Or does the skill list and dice system already represent the player's abilities?"Thank you Traveller, you showed us what a "skills only" rpg system could look like.
>>97082357I've updated the linked file, so now it features a complete glossarythe only things missing are some visual aids
Working on a skirmish wargame. The game has different factions with subfactions that each have a major gimmick. One subfaction's gimmick is that they start out in a stealth mode and get a chance to try and infiltrate the other player's side of the board. There are mechanics for being spotted, noise, etc. Haven't playtested this faction yet.I was telling my friend who I playtest with about the faction and how they work and mentioned that I plan to add mechanics where the other player's units have restricted movement until they're alerted. My friend is of the opinion that doing this will be unfun as it'll turn the faction into the guys that impose a bunch of arbitrary rules on how your guys act and what they can do. With the way the game works and what the objectives are imo it's very unlikely that a player would be able to stay hidden for an entire game, and once they're revealed the game plays as normal.Won't be able to get a game in for another few months. Anyone have any insight as to whether this situation really is as unfun as suggested?
I am working on a horror themed romanian dnd like / into the odd but more of a meaty game. I wish my english was good enough to translate it, but I'm afraid it ain't. It sucks because not many people play these kind of games in my country. https://files.catbox.moe/t36nxl.pdf
>>97087523>un joc de rolfor a second I thought it was in Catalanapparently in Romanian is exactly the same?the more you know...
>>97088073aren't romanians, catalans and all those just gypsies that settled down?
>>97088175
>>97088185no, he's correct. Every diaspora group from Romania and westward are just some flavor of brown gypsy.
I'm messing around with a solo gladiatorial combat concept. It plays on a 6x6 grid, orthogonal movement(except for some circumstances). Moving around, I feel like it's missing some granularity, but I don't want to expand the grid as I like the simplicity/claustrophobic feel of the 6x6, and it simplifies some stuff on the NPC side of things(so far). What I'm toying with is further dividing each grid cell into 4 subcells. Movement happens cell to cell, but within each cell you can choose which subcell you finish in. Combat can only happen in adjacent subcells. This would allow you to dodge(can move any direction one cell, not just up/down/left/right), but finish in an offensive stance(adjacent to an opponent) or slightly more defensive(spaced out a subcell).There's other actions like feint(which rotates your opponent 90 degrees) that could use this, like 90 degrees and move subcell in that direction). I need to sit down and crunch out scenarios this week to really test this. Are there other games out there with something like this? I like grid-based stuff for solo play, but I feel like it loses some of the tactical nature of gridless.
>>97088719>Are there other games out there with something like this?Probably. Ember: Obsidian Protocol has a grid with further subdivisions, although it's a mechs-and-drones game.
>>97006750Let's just say if you have any opinion that slightly deviates from users like picrel, you will get banned
>>97088719depends on what sort of action econ and game feel you're hpoing forthere's Hoplomachus for more of the tactics feel but I tend to find it kind of bland (and way too fucking expensive)there's the time the History channel made a card tactics game, no joke look up Anachronism if you can't think of the main mechanical drive then work backwards and think of the things you don't want the game to feel like (not a roll and move, not a programming game, etc.)
>>97088719Have you considered using a hex grid ? Not that I think it is necessarily better, just curious. Also, as it's a solo game, how are managing enemy AI ?>>97087523Very cool visuals anon, have you considered using AI for translating ?Had this idea the other day : a game where you upgrade your dice (probably six-sided) through combats and events, adding pip to sides at your choice. But taking damage or failing certain actions can remove pips from your dice. Meaning that your D6 can read something like "1,2,2,5,7,3" by the end of the game. How you add or remove pips are supposed a central and interesting mechanic of this game, but I am still unsure on how to make it work. I'd like to make it a solo game, maybe narrative-focused ?
>>97088729I'll check it out, thanks>>97089531basically on your turn you roll 5d6 and look for doubles, triples, maybe singles, you can "lock" some and reroll like yhatzee. then you spend singles, doubles, triples, whatever on performing actions. It's pretty inspired by Kuroi, but I'm trying to fix a lot of things I don't like about that game and also make it into a melee-focused game. >History channel made a card tactics gamesounds amazing I'm gonna look it up>>97089887Eh not really, as restricting to orthogonal movement for moves(but not dodges) creates some interesting decisions. Enemy AI is a WIP but basically you roll 5d6. each enemy is given 2 numbers, like 1/2. lower number is defensive posture, higher number is offensive. you activate whatever numbers get rolled. This limits to 3 NPCs but I think that'll be enoughI mentioned Kuroi above, I really liked this way of handling enemy activation and the yhatzee element in the player turn. Everything else was kinda meh and the rulebook is horribly laid out. But there's some really good ideas in there
Are there any games out there where characters Stats also act as their Resources that get spent and replenished as the game unfolds?
>>97090470retro sci-fi rules from zozer does damage this way
>>97089887I asked a fren to translate it for he. I don't know how well he did and if some things got lost in translation but oh well.https://files.catbox.moe/aevpf0.pdf
Does anyone here know of skirmish-sized wargames (so, a handful of units max) that allow for narrative campaigns? I know many skirmish games do, but unlike them (in which /yourdudes/ usually belong to this or that faction and then end up running into other players' /yourdudes/), I am looking for games in which players are expected to seize and hold ground. I am interested in the dynamics of what could happen if a player attacks another player's base and that other player isn't home. Or how to handle pairings when player decisions themselves decide the direction in which a certain warband is moved.