So what are you working on?>Why should I homebrew?/tg/ products are fairly unique in that it's actually pretty simple to make them these days, with a plethora of products to assist in making and playtesting your game. Making your own games helps understand why games are made the way they are, as well as being fun to do.>What you should 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.Had to remake the thread>Resources for the aspiring developer>https://anydice.com/ (A fantastic resource for checking probabilities)>https://miro.com/ (A online whiteboard with tools to help organize yourself)>https://www.notion.so/ (Similar to the above, but in a bit cleaner format for those who work in larger teams)>https://rolz.org/ (Impromptu playtesting at its finest)>https://www.youtube.com/user/georgephillies/playlists (Game Design Lectures)
i am supposed to be working on my megaten skirmish game but it requires a large amount of computer programming . I got no responses in the alternate activation vs igougo thread so I will restate here that i intend to make the first of 3 combat phases alternate activation and the subsequent two combat phases igougu for my trinity press turn action economy.
>>97818983I am turning my dog transgender.
>>97819059Why tho
>>97819064Cause I wanna play with its tits.
>>97819410freaky, but not unprecedented...
>>97819846Hell yeah. Dude knows, whats up. I figure if I keep giving this mutt estrogen and eventually I'll have a set of g-cups to bat around.
Doing all of this.
>>97818983Working on a crunchy tactics martial arts system. Combat uses a independent tick based declare/resolve mechanic where the tick cost is how long before it resolves rather than a cooldown after.Having a weapon changes the tick cost of attacks. Previously different weapon size had different costs with small weapons (like daggers) having 0 change. I am considering a universal "if weapon, cost +1" mechanic which will be cleaner but will lose "realism" for lack of a better word.Is this a level of crunch worth giving up if I cant balance it correctly anyway?
>>97818983>So what are you working on?A homebrew setting that I can EASILY explain to players who literally showed up to the table that very night (so I can run this at conventions). The rules I have already blatantly stolen from a published setting (and will credit them as much).It's basically cyberpunk, but instead of being street criminals, the players are mercenaries who can get into military conflicts that may involve tanks, airstrikes, and artillery (but of course much lower powered conflicts and heists as well). Inspirations include GI JOE and the Metal Gear Solid series.I need something I can fit onto one page of a handout I can literally just hand to a new player who bumbles up to my table at a convention and is looking for a near-future game that resembles cyberpunk.The fastest one-paragraph explanation I can think of is something like "The world is a dystopian shithole where the gap between the rich and the poor is a fucking Grand Canyon but it's become so divided and balkanized that law enforcement is only for those with money - everybody else is subject to the laws of the Wild West. That's where you come in, and you get paid for it."
>>97820239I work in education and have to design shit like this all the time, maybe I can give you a little advice:> You put a pic into your post because it allows you to convey information. Put a pic on your handout as well, along with the text.> Your one-paragraph explanation is solid. That really puts me in the mood to get to playing, it creates a clear moral and material conflict, it creates my place in your world, and it leaves plenty of opportunity to have a few quick thoughts of how I want to position myself in this lore, what kind of character I would like to play. As I said it really gets me going.> Structure this document for use at the table, don't plan it to be something they read once and then keep all the info in mind when playing. They will forget and have to read it again, making everyone choose between disrupting play or ignoring the handout. Make it a sort of mini wiki / reference sheet, not the first page of a book. Well structured headlines/sections, precise information that doesn't have to be perfectly clear (you are at the table and can explain things to them) but has to be dense with information, and preferably nonambiguous.If you really want to go apeshit with this, include a small blank writing space with a question about their character in which they need to use the lore information you provided. Brains don't recall information and don't fill it with meaning unless they are forced to use it.
>>97818983What worldbuilding??
Idea/Worldbuilding:Players are robots trapped in a ancient Rome style megacity. They are immortal and can only "die die" if there core is destoryed AFTER they lost all there limps and moduls.System:D6 for everything and everyone. All items or extra abilities are put onto carts with written rules for easy access.The abilities like the classic intelligence and strength are kept vague to allow for role-playing and ensure true coolness.If the player wants to lift something superheavy or add his spin on the lore he DM give him the chance to roll for it.Progress so far:Character creator and basic bodyparts are done.Every playerrobot is made of a head, two arms, a generator, a hull/skin and a pair of legs/wheels.Have my problems to come up with "halftrack" rules or how to deal with more then 2 arms but its a problem for future me and my playtesters friends.Hacking and alot of programs are also done.From firewall to maleware should everything be covered. Got a neat mindcontrol system too.Becouse of said minecrontrol system and my love for cave of qud and Cataclysm: Dark Days Ahead i could not manage to not include PSI in it. Its less about the robots are psikic but more that a human psiker finds a likeing in them and help them out by borrowing them some powers.That is also currently my bigges writers block. How to balance the gain of psi powers. A thing i most likley can work out soonish.Thanks for reading, this it helps me sort out some stuff by explaining it to stangers.
>>97818983I'm working on redoing some of the earlier art for my Modern Fantasy system now that I've gotten a bit better (and decided I have different design preferences for some of the species).
>>97823536For the setting. That comes with your system. That determines what mechanical options are available. For your system.
How do you decide what core dice resolution system goes well with the theme of your game? I can't quite tell if they have any tangible effect to the "feel" of the game it's supposed to take part in. For example, if I wanted to make a cyberpunk game, does the type of dice resolution I choose (d20, dice pool, percentile etc.) affect how I should approach any future design? Like if I use a d20+modifier system, does that necessarily follow a more/less mechanically complex game?
>>97824404You must be new here. TG isnt about games, reading a game book, learning to play or god forbid playing games is not a thing here. tg is for realm weaving and story forging through worldbuilding settings. Gamechuds are elitist and try to gatekeep.
>>97824968>Retard can't readMany such cases! If your system doesn't have a setting, or at least a genre or tone, then you won't know what mechanics to put into the game. You cannot have one without the other, and retards like (you) fail to comprehend this and it's why you are incapable of creating, only gobbling up the slop corporations dump into your trough.
>>97824423It depends on how successful you want the players to be and how the other mechanics interact with the dice.>1d20You want modifiers to matter more than the die, because you have a 5% chance of hitting anything from 1 to 20. Otherwise, you want high randomness and low reliability in the outcomes.>2d6/3d6/2d10You want a system that leans towards averages with both the best and worst results being exceptionally rare. It's easier to balance the game around these because you can use the average for the Average Difficulty of checks.>Roll-underMainly with d100s or 2d6, the idea is that you want to emulate a percentage system where instead of adding to the roll modifiers increase odds of success. For example, for a fallout system, 1d100 roll under vs your Skill on a check would work out, and you can add a Complication system to prevent auto-success in all cases at 100 in a skill if you like.>PoolsThese are IMO generally best for combat, but for core checks you can add granularity to your checks. For example, using d10s like Exalted where a 10 is 2 successes instead of 1, and totaling your successes to see if you succeed, critically succeed, fail, or fumble.Of note, it's best not to have d6s for core rolls in pools as they lack the granularity to gain benefit of this type of core roll.I favor a mix of 2d10 + Modifier, 3d6 + Modifier/D6 pool, and in a couple of odd cases 2d8 + Modifier and d8 pool check options. The fallout example is right out of my currently being reworked Fallout RPG, where it's being changed to be roll-under d100.
>>97824985Elitist gamechud!
>>97824404Stop responding to such lazy bait. At least make them work a little.
>>97824985Uhm actually reading systems is really consumist so no you should not do anything you say and also you are being a chud when you tell people to read because tg cant read so stop being worldbuilderphobic
>>97824423Dont worry about the actual dice before deciding how you want results to behave and people to act. Randomizers are just randomizers, so the form they take or the method doesnt matter until you have the vibe decided.For instance, if you want to encourage players taking risks, make a blackjack-style mechanic and add whatever randomizer you think will work best for you. If you want something which makes more average results, use something that creates a bell curve. Et ceteraAlso try to think about what mechanics you want to see, and what randomizers help you make that run smoothly. For example, a wargame im working on uses d12s because of how i wanted to do morale rolls (roll over [half the number of models the unit lost] plus [number of models lost this round] to avoid losing a model). I could use all sorts of dice or tweak the mechanic, but a d12 works well enough for it
>>97825022most dice nerds 1) don't play games and 2) don't have a nuanced viewpoint like you do. good job anon>>97824423i would argue that doing exotic dice resolution mechanics ( which is generally anything other than muh d20 and muh big british pile of d6s) adds complexity that you can put in a more interesting part of your game. Using a classic dice resolution mechanic also will increase your player base. This depends on what kind of game you are making too - boardgamers are more open to alternate dice than wargamers or roleplaying gamers. early in 13th age's release cycle someone asked Rob Heinz at a convention or AmA or something ' did you ever consider using something other than d20?' and his response was ' why?' and it was a correct response - he did several innovative things with the d20 that some cutting edge game like tom abbadon's icon use. i think two dice + x is bad for RPGs and good for wargames. warmahordes used 2d6+x and you could boost a roll to 3d6+x for a mana. RPGs thrive on randomness. >>97825061right wingers did not start getting called chuds until we found out what was going on in the brooklyn tunnels many years before we found out how real that meme is.
i just released my latest thing! it's about cute animals building a settlement, dungeon crawling and dying horribly.playtesting a dungeon right as we speak.>https://morso-irl.itch.io/small-bones-on-the-frontier
>>97818983My yugioh based ttrpg I am working on. Needs feedback and balancing but I feel it has a decent foundation as a magey summoner game, even if you dont like yugioh.Pretty simple mechanics, uses the cards as spells and stat blocks. Only balanced around early stuff.https://files.catbox.moe/40h9rw.PDF
>>97822676Thanks! I'll take your advice!
>>97826081>Cutesy little game for cutesy little beans>Not using 2d6Interesting...
>>97826735>>Cutesy little game for cutesy little beanslmao
I wish I wasn't so burned out on ttrpg design. Like 2 years ago I struggled to give 5e Clerics a unique subsystem so hard that I devolped OCD and have finished maybe two projects since. fml
https://itch.io/jam/90s-toyetic-action-cartoon-show-jamdecided to host my first ever game jam, rules might not be perfect but I hope everything is clear enough for people to understand.
>>97825500>right wingers did not start getting called chuds until we found out what was going on in the brooklyn tunnels many years before we found out how real that meme is.What does that have to do with anything? Are you a retard?
https://files.catbox.moe/c58mlm.pdfBeen working on a martial arts shonen/xianxia tactical ttrpg for a while. Hitting the feedback block again so I would love if someone could give it a read and tell me what they think. Looking for whats missing and whats confusing, not looking for feedback on book structure. Also general balancing needs to be worked on but feedback on that is welcome too. The main "gimmick" is the declare/resolve combat system that lets characters act at different rates and allows to respond between the start and end of another characters action.You are also able to use energy to enhance your physical properties like DBZ or YuYu Hakusho.I am pretty happy with the framework foundation, even if it is crunchy.
>>97828078chud means cannibal human underground dweller, it is an old grindcore movie, yet it is the liberal reddit owner who ran /r/cannibalism . Its the left projecting onto the right and it is a linguistic false flag to poison people against the real cannibal human underground dwellers who walk amongst us today
>>97828661>Grindcore movieFrindcore is an offshoot of Death Metal; it is a music genre.The term you are fumbling for is "Grindhouse", and desu, I'd call it more of a shlock horror than a , and I'm not sure it meets the grindhouse criteria because that's about it getting a double-bill back to back release at cheap cinemas.I'd call it more "Shlock Horror".Being a Chud myself, I don't care what they call me.
>>97825022D20 needs some decently big numbers for mods to matter more than dice. Anything less than +11 means the dice roll probably matters a lot more than the mods. And this is before getting into what you want your target numbers to be. If you want mods to matter more than rolls you're probably gonna wanna do 3D6 where the majority of rolls will land within a smaller average range, where +1 actually matters a lot more than +1 in a D20 system.
>>97829341you are a tunnel living cannibal? You are right that I got my linguistics twisted
>>97818983I'm getting a 3D printer for metals.
Still working on my homemade TCG that focuses on supply chains rather than combat. Feel like I'm getting close to a good enough card design to get printed for playtest.Decided to go with public domain traditional art for the initial art, seems to work pretty well
Work on Inversion RPG Beta 4 continues silently and slowly.Somehow, last month Beta 3 managed to hit the front page of itch physical games, and it got way more eyes on the game out of nowhere. That's been really helpful for getting feedback on things to fix and couldn't have come at a better time.I'm hoping to add a decent bit more art to Beta 4, and I really don't like posting things until they're done, but here's some preview for the art for one of the skills.
Current work-in-progress. It's magical girls! d6 dice pool system. Got ideas for an update, but everything is still basically up in the air. https://cvl-industries.itch.io/magia-msa
>>97842517>Inversion RPGHello! as a TTRPG DM, when I'm trying games, I don't really care about art FOR ME.I do care for art for my players. If you provide 4 pregens (with art) and a simple adventure, I'd be happy and try it. If you provide art for mentioned pregens and for the monsters/challenges they will find, it will be awesome.Just give me the simplest most straightforward adventure I can play with a table at my TTRPG club, for lvl 1 players, I don't mind if the Far Farmlands and the Endless City don't have a unique full page spread, I want my players to be able to pick their pregen based on how cool it looks and gauge how dangerous a turtle knight is by looking at hte paper mini I show to them. You're playing meta. You're getting the GM to like your game by the cool things he can show his players; illustrations are not cheap, make use of them not to fill pages but to make them be usable at the table.
>>97845055Right now, I'm creating Daggerheart pregens in a pamphlet mode so I can print them (and give them away at local conventions, with my club IG on the back).I resent that a bit, but they gave me pregens, art, a simple adventure (Sablewood Messagers is a decent introduction adventure) and enough NPCs and encounters (as in "3") that I can get the idea end follow on my own.
I'm thinking doing some light homebrewing in D&D. Using the standard D&D Spellbook, I want to make all spellcasting into a single paradigm of >Must have components to make spell potions, salves, etc. before use on a daily basisSo potionmaking is not optional but the only way for spellcasting to work. Just like regular potions they can be shared between party members, thrown, etc. But in this homebrew using a sling or something is the only way to get range on them that is greater than what strength allows. To make the potions and simplify it for tabletop: Anyone can purchase a Bandolier. Bandoliers carry 4 drachms of any generic reagent. A drachm is enough to make spells for a single levels worth of spell slots. So at level 1, a Wizard's bandolier has enough drachms to brew three cantrips and two 1st Level spells. At Level 2, a Wizard has learned to be more efficient so they can brew three 1st Level spells. At Level 3, they need to buy a new bandolier to have enough drachms of reagent to brew 2nd Level spells. Spells selected would need some kind of fixed rules to help translate them from their schools to specific reagent requirements and amounts. Brewing a potion requires skill checks against Dexterity and Intelligence. Failure requires players to roll against a table, similar to what happens to psykers in 40kRPGs. This can cause anything from weakening the spell to causing it to go off during brewing.Damage to potions can also cause them to either leak harmlessly or go off in whatever is holding them, whether that's a pack or a hand. The idea is just to have something a little harder and mechanical to fit a homebrew setting I'm working out.
>>97845055This is great advice. As soon as Beta 4 is out, or with it's release, I'm going to make those pregens.
i've just got done working on two d100 systems, one is cute animals in a fantasy world dying horribly and the other is a science fantasy/space opera system. but i've been thinking next i wanna do a 2d6 roll under dark fantasy game. something more simple and back to basics, using only d6es instead of a full set of polyhedral dice.like my other games, characters would be built out of a chosen race which gives bonuses and drawbacks, and then the player chooses advantages, disadvantages and skills in a stripped back gurps-like, classless character creation flow.tonally, i'd like to game to be dark, grounded, and use one or two second turns. but how should i go about the combat mechanics? my previous games have used active defenses in response to attacks, which themselves are just a skill check. i don't like dungeons and dragons-like AC systems. what other alternatives are there?
>>97845843Simple direct damage reduction like in the Into the Odd games, Pirate Borg, Black Sword Hack.
assuming i'm using all my own ideas, things i've compiled in lists and plain text, am i justified in using AI to compile all of my work into a readable format, with nicer tables and formatting?
I need some recommendation for PvP focused RPGs or RPGs that have good PvP, I've read Paranoia and Shinobigami but I still need more, whenever I find about PvP stuff it's wargames, I want to make something combat focused.I also need to ask, what makes pvp good for pvp enjoyers? is it balance? speed? complexity?
>>97851740Unironically, my system mentioned at>>97828525I think it works well for PVP tournament style combat
I have an idea that I don't quite know how to express it mechanically yet but the crux of it would be that, instead of deciding the outcome of an action with just one skill/attribute roll, the player picks which traits he wants to use for a roll and has to roll for each one of them. An individual roll for whether or not this piece of equipment helped, that personality trait proved useful, you applied your skill correctly, you had enough strength, etc.The catch of this being that said traits not only provide passive benefits and opportunities outside of rolls but they can also be downgraded and upgraded with enough bad or good rolls over time. After surviving enough drunken bar fights your alcoholism trait might grant you a boost in combat with a corresponding penalty for being sober. Or you might miss so often with a new sword you looted that it might turn out to have been cursed sword all along.Now obviously having to do three or more separate rolls with the full song and dance of modifiers and TNs would be very painfully slow so I'm still open for ideas as to how to streamline this at a table.
>>97855225Give each trait a die value, roll a dice pool of the traits.
You all ever start working on something then think to yourself "for crying out loud, why am I even working on this? I'm not even going to ever play this" then throw out the project, and then go through the same process all over again 6-9 months later?
>>97857020No, because I know at some point eventually I'll get to run/play the system.I literally had a friend say "Hey after this Dragonball game we're doing (using MY DB system), was thinking of running a fantasy game using [another one of my systems] or 5.5 with [Anon's] homebrew fixes like [other player in the group] is gonna do in may" and there was an immediate, overwhelmingly positive and eager response to use my system (and no, not because they're all faggot contrarians like /tg/), so if you've got friends and can design a game for shit, you'll get a chance to play it.
>>97857020>>97857020Yeah. I finish a project MVP or get close to it then realize I won't ever be able to playtest it.
>>97818983Rough ideas for a card game. TCG/LCG oriented.> Each player draws X (probably 6) cards at the same time. In each round players will play their entire hand before drawing a new hand and starting a new round.> Take turns playing cards to one of three zones:> - Resource Zone> - Combat Zone (face down)> - Build ZoneOnce all cards are played, reveal cards in combat zone and pay any costs if necessary by tapping cards in resource zone. The player who wins the engagement in the combat zone wins one round. Not sure what combat looks like yet. All cards in combat zone are then wiped.Cards in your build zone can be deployed to the combat zone in later turns (creatures) or activated (commands/spells/etc) with resources. However some creatures/abilities can destroy cards in your build zone.Win the majority of rounds to win the game.The nature of cards means you can use the face down nature to easily build a little mindgame of brinksmanship. Want to see if that can build the backbone of a combat system more interesting than the typical attack/block found in most games.
>>97857020I use the systems for solo play, anyway.While I do have a friend group that I play games with, they tend to enjoy games for different reasons than I do so I don't really see myself ever trying to get them to play a game I've made.
>>97856832Feels very Cortex-esque, which in hindsight is exactly what I'm envisioning already with mixing different traits for a roll.
>>97845843two days later. done a bit of work on this. i decided to keep active defenses. no alternative really speak to me in the same way. let me know what you think of these mechanics:the system works like>2d6 roll under. you have three stats: Brawn, Agility and Wit on a scale from 3 to 11. each skill is tied to one of these stats. skills are either Untrained (stat -2), Trained (stat +0) or Expert (stat +2 max 11). >when creating a character, roll 1d+2 three times and distribute as you wish. you can reroll one result, but must take the reroll. starting characters are somewhere from 3 to 8 in all 3 stats.>double 1s are a crit success, double 6es are a crit fail>to gain a level, you must be in a safe location (a town, a safe camp, not a dungeon) and have access to a trainer or suitable facility. then spend the required silver, and one week per level. levels 1, 2 and 3 cost 100sv each. levels 4, 5 and 6 cost 200sv each. 7, 8 and 9 cost 400sv each. and so on and so forth.leveling grants you the following:>every level: gain a new Trained skill, or promote one Trained skill to Expert. Mages may instead learn a new spell.>every 2 levels (level 2, 4, 6, 8, 10...): raise one stat by +1, to a maximum of 11.>every 3 levels (level 3, 6, 9, 12...): gain one new Advantage of your choice.>every level: roll 1d for HP. If your Brawn is 8 or higher, add 1 to this roll. If your Brawn is 4 or lower, subtract 1 (minimum 1).>Every level (mages only): roll 1d for MP. If your Wit is 8 or higher, add 1. If your Wit is 4 or lower, subtract 1 (minimum 1).choose four Trained skills and one Expert skill at level 1>brawn skills:climb, run, swim, sword, axe, blunt, polarm, unarmed, shield>agility skills:stealth, acrobatics, sleight of hand, lockpick, dodge, dagger, bow, crossbow, throw, ride>wit skills:persuade, intimidate, bluff, bard, haggle, heal, wilderness, lore, occult, sensestarting HP = Brawn. Starting MP = Wit/2 if you're a mage
>>97858301hyper colloseium had drawing full hands and it is a good mechanicwe really dont need another card game though
>>97859621>skill listyngmi
>>97859946>skill issueyngmi
>>97860140>kissless zoomer
>>97859946>WAHHH NO YOU HAVE TO LEAVE YOUR SUCCESS UP TO THE GM YOU CAN'T HAVE OBJECTIVE MECHANICAL MEASURES OF YOUR CHARACTER'S ABILITIESSkill lists are not only useful, they are mechanically necessary for many TTRPGs. Be it for derived stat calculation, modifiers for combat, or simply a way to abstract a character's abilities so that you don't have antisocial autists like (you) trying to stutter their way through a social encounter. My system needs skills, because they factor into a ton of derived stats as well as determine how much damage you do with weapons (the damage dice of weapon categories AND spells are determined by your ranks in the skill, from 0 to 5, 1d2 to 1d12).
>>97861005spells effects governed by skill ranks is some tactical calculus i have not seen since vana'diel I have found that games with quantum skill systems ( IE players write their own skills down ) end up with much more entertaining skill challenges. 13th age and lancer come to mind ( though the lancer community plays this incorrectly and newer modules support that interpretation) . When you let social skills be covered by a stackable modifier roleplaying gets replaced with SEND IN THE FACE. solving puzzles gets replaced with SEND IN THE ROGUE and you end up with dumbass 3.5 shit where some people dont participate in combat due to focusing on non combat builds (good for simulationism , bad for coheision) where as more permissive systems get the whole group to participate in a way that makes the game more fun. Nice fucking strawman tho, I am sure someone so quick to go for a logical fallacy is great at game design.
>>97859932Is hyper-Colosseum the digimon game? Had never heard of it.What kind of game _do_ we need?
trying to think of some dark fantasy factions that could tie into a morally fucked world and interact with the campaign and player characters naturally. like i'm thinking there's a faction of Knights: The Holy Inquest who are sent out by the Queen and the Church to supress magic in all its forms. burning down villages that are said to be practicing heresy or harbouring a mage, finding and destroying magic items, imposing the will of the Temple like thought police. i think it'd be interesting if when finding a magic item, it becomes a blessing and a curse. sure, you found a shiny +1 sword that'll help a lot in future battles. but now you have to keep it a secret or the Inquest will come hunting for you
Next Monday I'll know if my game gets to the final phase of the contest.The waiting is actually killing me!
>>97863864the original one from the 90s yeah I think we could use a game for flash printed 3-d miniatures with a unit variety that matches a gacha . A skirmish game with randomness that is beyond customized mordheim where people have to utilize very random units.
>>97863864the shared turns mechanic or action for action mechanic, however you want to call it, from Runeterra is from hyper Colosseum as well.
>>97859621i've also started working on a bestiary with tiny, easily readable stat blocks. thoughts?
>>97869447minimalist statblocks really help DMing a game but many games have done minimalist statblocks with distinct signature abilities. 13th age comes to mind
>>97852385Thank you, I've been reading through it and it's been helping me with some stuff I wasn't so sure about.Delving through the archives I also found thishttps://files.catbox.moe/ycd9bx.pdfIt's PvP focused and helped me with how I want to handle weapons.
>>97870545>minimalist statblocks with distinct signature abilitieswhat do you mean?
>>97874151Nta but I'm imagining it means it's lower on the stat variance between monsters creating less "power creep" for the design and instead giving them each a distinct mechanical niche via a special ability.
>>97874151alot of games will throw something on a simple statblock like 'when a goblin misses or gets missed they move two spaces' and then skew their dodge high and accuracy low, or put some kind of phalanx ability on cornhusk men ( with spears) or orcs have +4 to crit when they are above half HP . One line of ability text can completely change how an enemy plays, and if you eventually design more complex variants of enemies these simple abilities become tribal universals
>>97874743good idea! goblins getting +1 when attacking from stealth could be appropriate.
>>97874821i find that to be not gamey enough. that kind of rule is so simplistic that while it may lead a DM to utilize the monster in a specific way its also so minor that you might as well skip it. You want a one sentance ability that has a dramatic effect else you want to cut the pork fat
>>97874947You bring up traps in the description, why not give a pre-battle ability for them to place 1 trap for every 2 goblins in the encounter?
>>97825022I've been considering making my system 2d10, but the modifier is the difference between player offensive stats and enemy defensive stats to keep bonuses and penalties around the max of +-5 mark. Is this too complex for my chosen dice, would you say?
>>97875006that sounds fun. and maybe on a successful dodge they can backstep two tiles or something. i'll go through the bestiary and add some little touches like that.
>>97864814I'll keep this thread alive just one more daythen I'll be able to share some news about my game
>>97880266What was the contest you entered?
>>97880665>https://ascensio.cat/concurs-ciutat-de-granollers/
>>97825022This is a high quality post, so let me ask, what about Dream Pod 9's / Blades in the Dark's?> Skill d6 as a pool, down to 0 (2d6, pick lowest) and up to 5d6, usual pool is 2 or 3, and instead of Hits, the result is the highest die rolled. Sometimes with a bonus for extra 6, when any.
>>97880926Is this not something you would want to take all the way to market yourself? Your hope is to sell it to a publisher?
My system prioritizes a world where player actions define global lore. To manage contradictions, it uses a framework for truth and consequence. Lore is categorized into three levels: Primary (foundational), Regional (local), and Disputed (rumors or myths).Every campaign and character starts with a Canonicity Score (CS) of 100. This tracks adherence to established reality. Additive actions in unknown spaces cost nothing. Alterative actions like shifting local politics result in moderate loss. Destructive or contradictory actions like killing major NPCs cause heavy loss.When a character moves to a new table, their history is filtered through the receiving group’s reality. The CS Difference dictates how their past is perceived:+-----------+--------------+---------------------------------------------+| CS Diff | Effect | Interpretation |+-----------+--------------+---------------------------------------------+| 0–10 pts | Seamless | History is treated as absolute fact. || 11–30 pts | Minor | Mostly accurate; minor misunderstandings. || 31–60 pts | Questionable | Contradictions emerge; accounts are doubted.|| 61+ pts | Apocryphal | Viewed as a liar, myth, or delusional. |+-----------+--------------+---------------------------------------------+Artifact Persistence ensures physical items remain real even if a story is deemed apocryphal. The object exists; only its origin is disputed. To join global history, groups submit reports. If reports conflict, the account with the highest CS or detail prevails. Otherwise, the event remains a Disputed Myth.
We are here to advertise your rpg system in our let's play coloring book.It's a brand new way to advertise your rpg system, rules for your drawings, now we get to make the exact same experience from the rpg STREAMINGS to your coloring books!RPG COLORING BOOK WE CREATED WITHOUT AIhttps://archive.org/details/Rubikscubehumanrightsvolume3After our last experience, we've decided to offer our services as an advertisement agency. We are a non governmental organization called Rubik's Cube Human Rights, they call this kind of organization a jazz band. You can send your pdf to our email address and eventually, your advertisement will be ready.(Or maybe I should just stop asking for people's permission before doing this kind of stuff?)
>>97882281i looked through this and i'm so confused. manga and colouring book? what are you asking people to send? how do i understand the manga you linked?
>>97882281you're a jazz band? with a patreon? what's your operation? there's some serious lore here.
>>97864814>>97880266welp...I'm out of the contest.I'll try again next year.
>>97818983I'm nearly done with my damage + healing system.I'm mostly happy with the result, but it ended up being 12 pages long. Seems like a lot.Here were my goals for this part of the system:>It’s loosely inspired by the Cyberpunk 2020 system, but it removes all of the need to roll for damage and location and instead uses a success margin system for the damage.>The idea is to have a system grounded in a certain degree of realism, yet abstract enough to keep it simple and applicable to a wide range of different species>It’s also designed to provide real utility and a range of tactical options for “medic”-type characters>Finally, it’s designed so that a character who has been seriously injured retains a mark that changes who they are: a cybernetic prosthesis, a cloned limb...I'm wondering if the length is just the normal the result of that part of the game being ambitious, or if I really went too far.
>>97890880You don't need someone else to publish your game where you live, do you? See how much it costs to get pre-made decks printed and plan a crowdfunding campaign
>>97891859that's sounds mighty difficult
>>97844655Sell it to me anon, at first glance it reminded me of Maid rpg
>>97891993It might be more challenging than handing over a game to a company, but that it was may allow you to find success in the sea of options. Self fulfillment isn't as hard as it may seem at first, and think of how much you could have learned in the last few days you've been waiting for a response. How many cards in your set?
>>97892037I've already typed this up three times because of some stupid state-wide IP ban, so here goes. Inspired by MahoAko and a magical girl webnovel that got haiatus'd. It's meant to be easy to pick up and play with simple to make characters. Simple d6 dice pool system in order to reach the most people. Combat is the only system module I'm having issues with, because I don't want it to be too easy or take too long. A few systems are in place to represent the more common things you'd find with magical girls. An Identity system gives you benefits for portraying your character's personality. A Bond system is in for Power of Friendship. Magic is supposed to be easy to set up and varied enough to keep things interesting. There's also a corruption system that trades power for an eventual Bad End. At the moment the system is abstracted enough that you could potentially refluff everything as a superhero or toku setting. An update I have in mind will change this, but will hopefully make some of the systems and rules mesh a bit better. What it needs right now is playtesters that can tell me what works, what doesn't, and what needs changing.
Can anyone recommend a good place to find a beta reader for a homebrew wargame? I'd post it here but it's like 150 pages currently, I'm guessing will probably end up being 250 total, and I doubt anyone is going to want to take the time to actually read through all that.
Ok folks, I really need a different point of view there:How would you classify/stat a wide variety of senses?Like, obviously we all know what seeing or hearing allows us to perceive or not. We also have a rough idea of what the sense of smell of a dog allows it to do.But what about the Vomeronasal organ of a snake, for example? Or the vibration senses of a spider?This is a very concrete problem for me, because my game is centred around playing a wide variety of different animal species, so if a player has a shark-like character, I need a simple way to sum up what... say... electroreception allows him to perceive and not perceive and how to roll for it.Here are the two approaches I can think ofOption 1: Full-blown effect-based classification>Senses are cut down into a list of effects, like:>How far does it perceive? (line of sight [perception decreases with occlusion]/ radial [perception decreases with distance]/ contact)>Active or passive?>Does it require the target to be there, or just to have passed by?>What does it target well?>What are its limitations?So, a sonar would be: Active, Line of sight, target present, perceive volume, doesn't convey colours.Option 2: "Work like">The game mechanics for a few senses are detailed, probably sight, hearing, smelling... the usual>Each additional sense is written like "Work like (sight/hearing/smelling...), potentially with a simple tag system to add new possibilities or limitations.So, a sonar would be: Like: Sight [darkvision]I'm not sure if there's a smarter way to go about that.
>>97893129My sister wanted to write a comic/manga thingy for some time. With no real intentions of actually publishing, but autistic enough to be done right.So she pays college psychology students to read and present feedbacks about her writing and stuff. Maybe pay some of your local nerds to read it? not necessary money but a invite them a meal if they read up or something along those lines.
>>97893603Personally i think youve got tunnel-visioned.Describing what it detects, how it detects, and a special function is better than over complicating it.For exampleSonar detects matter clearly at 30m. It uses sound/vibration to do so.Detects [sensed variable] clearly at [average distance where it can clearly distinguish a human-sized object without Fail] using [detection method/medium].You can also add a special disclaimer like for example infrared can detect footsteps if a short time passed
>>97895571Hmm... I was trying to think of a counterexample, situations where the mechanism would break down, but unless I really go for weird stuff like using echolocation to figure out that someone is pregnant yeah, it seems like you suggestion pretty much covers all of the needs.Hey, thanks anon! That's exactly the kind of perspective I was hoping for. Thank you so muchHave a SFW cute girl picture picked at random from my download folder
>>97874151NTA, but I think he's talking about something like how I have it with my shitbrew experiment:Goblin: HP 6 (1d8+2), Morale 7, Move 5.Club: Melee vs. Reflex; 1d6 strike. Sling: Missile vs. Reflex; 1d3+3 strike.Eat Anything: The creature is immune to all ingested infections and toxins.Scamper: 1/round the goblin may, if it is hit with an attack, take a normal Move.See In The Dark: The creature can see in the dark out to 50 spaces. Enemies do not benefit to save rerolls do to low light levels.
I'm thinking about creating a system for my setting that I built for a novel. The setting is hell, and the only real supernatural ability is soul manipulation. The problem is that this is a little bit vague. I don't want to arbitrarily limit the player, but I still need to divide things up into classes and I can't decide how to do that.The martial/caster divide more or less corresponds to manipulating your own soul or the souls of others:>changing your soul to increase your own physical abilitiesFor this I can think of two main archetypes. One would be a druid/barbarian hybrid, where you pick a form and only change occasionally. The other would be more of a rogue/fighter, where you actively shift in combat to increase your abilities or change weapons or such. I'm not sure if these are too vague.>using souls to buff yourself or others>creating constructs from other soulsBoth of these fall under the general theme of "caster". I am much less certain of how to proceed in this case. Would it be too much to divide this up into artificer, damaging spell caster, summoner, and buffer/debuffer? I don't want to make things too inflexible.I'm almost thinking of just doing away with classes and levels and make it so that every individual ability is its own skill. But still I feel like providing some sort of archetype or grouping is necessary. Maybe I can make it so that you can take levels in any class/skill, starting from half of your highest level rather than from level 1? Or maybe you simply accumulate points and stronger abilities cost more? I don't know. I don't want one person to do everything, or for everyone to only take the meta abilities.Also, how should I handle "races"? Basically everyone is human, but their souls can look very different based on who they are. Should I just do size modifiers? Maybe a list of traits with bonuses and detriments? Maybe a sin based alignment system with mutations based on the traits that got you to hell in the first place?
>>97891746Can you share what youve made so far if you dont mind? I am a fan of cyberpunk2020, so this is very interesting to me.
>>97899791This is interesting to me. Here are some ideas from my side:Soul manipulation should be like "Engineering" its a big word that describes a massive number of thingsYou can then advance into more specific levels or a variety of topics. Here are some "specializations" I thought up:Self Molding: improves basic stats, makes you faster, smarter, stronger.Can further specialise into: shapeshifting, immortality (tankiness), Fury (more actions), Shadows (sneakiness)Soul Forging (use souls to make anything tools or elements): advances into Soul Smith (your soul weapons and armours become special), Soul Machines (turret making basically, functionally summons، also make actual machines), Soul Burning (wizard attacks using souls as fuel)Soul Manipulation (simple buffs and debuffs) advances to Enchanter (charms, hallucination, fear, mind manipulation, etc), Soul Breaker (psychic attacks, paralysis, controlling their body, etc), Soul Repair (Healing).I think a "skill tree" would be best, were you need prerequisites for certain abilities.I think there should be 3 total "races" Demons, Amalgams, GuiltyDemons were born in hell, and their bloodline embodies one of the six vile ones (the Betrayer, the Butcher, the Devourer, the Trickster, the Great One, The Silent) basically fallen angel, khorn, hungrt monster, trickster, conquerer/king, death/plague. And each should grant a suitable bonusAmalgams came into being from shattered souls, they are innocent, and are either Malformed (slime), Formless (ghostly), Bound (frankenstein of souls). Each gives special bonuses, such as Bound can heal themselves using souls and can use their health in place of souls when using powers.Guilty are souls that fell to hell, they can be sin based. dantes circles of hell could be fitting, or maybe your own set of sins. Each give a bonus.
>>97899360yeah, dw. the goblin statblock in question looks more like this now
Are any of your games fun?
>>97901470No
Can't decide on something designwise.I have a summary of action costs for combat in a table. I don't know if I should order it by cost or if it should be in categories of actions (picrel)
>>97901470Yes my game is funAlso this guy >>97901470 is lying his game is fun too
>>97901470I think so, and the people I have playtested it with have enjoyed it. I hope I can get over my fears and get this to market eventually
>>97901470I like to think so but rarely got to playtest them
>>97900277I'm ESL, so my text is not in English, but I got Grok to translate it https://grok.com/share/c2hhcmQtNA_af2ba2df-7ad5-4ce4-b754-60a549c87ee6Just for context:- The game is gonzo scifi- It uses pools of D6s- Character starts with an Id equal to their level in the Id ability + 2. A normal level in the Id ability is 0, a very tough character can push this ability up to 3. Same for Robustness.
>>97901470apparently not >>97890880
>>97901470I run my >>97891746 game regularly. I have two groups of players currently, they both can't get enough of it.Scheduling conflicts is a bitch though
>>97893129Sadly there isn't a good place. I've found boardgame design spaces where people are fairly helpful, I've found cardgame design servers and I've found RPG focused spaces. I have yet to find a space where wargame designers congregate in sufficient numbers to find people willing to read your stuff.Your only real bet is volume of exposure in order to get some bites. Be in every boardgame design space and keep your eyes open for the handful of wargame enthusiasts, join existing communities of similar games and try to get people interested in their off-topic channels.As for beta reading, at 150-250 pages you need to pay someone, you're looking for a serious proofreader. You may want to look at hiring freelance proofreaders. It will be hard to find one who translates well to games, but a proofreader specializing in technical documentation would probably transfer well enough to a rulebook.I don't mind taking a look myself but I'm not going to read 150 pages.
>>97901470fun?
Crunchy urban fantasy dungeon crawler: Is there such a thing or do I have to make it myself? Essentially limbus company with the serial numbers filed off
>>97906584
2 player boardgame, one person manages a town of ratkin and has to apease two political parties, if one side wins too much they'll take over so you try to avoid that. The other prepares a demonic invasion in a more standard engine builder. After a few turns of this world building crap ends and the war begins, the ratkin have to mobilise in time before the demons are able to crush them.
>>97901470I made a wargame about throwing cannon balls at napoleon-esque formations. That was fun.
>>97907719>t. HG Wells
>>97906577Not that anon, but I recently finish my first draft of a wargame. I originally didn't plan to more beside making a cute game for myself and my friend group, but it seems some people are interested and a digital release of the rulebooks would be nice.The thing is my native language is Spanglish, meaning my English and Spanish are good and can sound native. The issue is I have enough oddly constructed sentences when writing due to my brain mixing both languages into one, that everything reads off in both languages.The good thing my rulebook is about 20 pages long, at least this first draft. So I could ask random people to at least give it a read and leave a comment if they find something off or my rules are extremely retarded. No idea where to upload it though, beside google drive and start sharing the link on random places.
>Guns have different firing modes that affect their attack and damage>Unarmed attacks are built around restricting and displacing the enemy via grappling, shoving, etc.>Melee weapons...?Any ideas? I know I've written myself into a bit of a corner here by choosing to give unarmed fighting a lot of things that other systems typically let melee weapons have too (or even just by bothering to differentiate unarmed from melee).I've toyed around with some different techniques like adding movespeed or doing higher damage, but ultimately it just feels weaker compared to the other two.
>>97909753Whats the theme here? Psuedo-superhuman CQC combat? In that cass melee weapons can block bullets cut through cover and walls and the like. Different "Stances" give different cool abilitiesMovie-Style Gun Kata? Super high damage and good at destroying objects (peoples weapons). Using melee weapons to throw, block, move around.Simulationist? Melee deals more damage but doesnt have any armour penetration (wounds bigger but harder to make) nothing special
>>97909476Could upload it to catbox and I might peruse it
>>97909476I'd read it.
>>97909901Second one is pretty much a spot on descriptor, the game is about high-action heists and mercenary work akin to something out of Cyberpunk and Shadowrun. I actually gave melee the ability to deflect/disable bullets and projectiles as an alternate to dodging, but I didn't think about the possibility of destroying weapons too. That's actually a really good idea that fits into what I was going for, I'll play around with it and see what works. Thanks anon!
>>97909925It appears there is an issue with catbox and my third world country. Because not even images or .txt files are working. It shows that it uploads, gives me a link, but when I test the link it shows failure to upload.Fucking great.
https://www.worldwarzoogame.com/
Is it possible to have a defensive ability not have exponential gains while rolling a single dice? For a wargame so it should really stay a single dice for ease of mass rolling with minimum abstraction.It's like with Strength vs Toughness or AC, needing to roll an 11 makes that AC 10% more powerful than a 10, needing a 17 is 25% better than AC that requires a 16 and so on.Saves are just as bad where a 3+ save on a D6 makes the target 300% as durable as an unarmored target and a 2+ save makes you 600% as durable.But the inverse isn't true for high attack rolls. Going from a 50% chance to wound to a 95% chance increases your overall damage by 90% while having defenses high enough that the enemy has only a 5% chance to wound is a 1000% increase in survivability over 50%.Preferably without having funny numbers where you stagger the effects of high defense or something. Just to make it easier to count.I feel like imitating attack/wound rolls could somehow work. That a 100% chance to hit is only twice as good as a 50% sounds appropriate. But I just can't figure out how to implement that defensively.
>>97900277...but to sum up quickly the part which is the most relevant to your interests:In order to avoid the roll for damage:>The damage is equal to: success margin + damage level of the weapon - armour of the target - the body stat of the target>The highest dice which did not mark a success indicates a slight variation in the level of damageIn order to avoid the roll for fainting and dying:>Characters have two stats: Willpower and Health>Damage level translate into direct combat effect: minuses, or character being put OOC. Spending Willpower can negate these effects (this replaces the rolls to stay conscious)>Damages also causes loss of health>Get your health in the negative and your character is dying>The further in the negative, the more difficult it is to bring the character back (this replaces the rolls against death)In order to avoid the rolls for hit location>You only get localised damage if you aim for a specific body part. Defaults hit are assumed to be equivalent to hits to the centre of mass.>By default, random headshots or hits to vital organs are represented by the success margin.And just like in Cyberpunk, healing is done in two steps, with Step 1 being field stabilisation, to prevent the character from bleeding out immediately.That's what gives medics a crucial role in combat.
>>97911836Yeah i translated the part after downloading the pdf. You clarified it more for me here, i liked the damage calculation but my players wouldnt, Pretty neat stuff.
>>97911715Maybe I'm not getting something here but this is just the nature of small denominators and it works exactly the same for offensive scores. A 6+ to hit (1/6) vs a 4+ to hit (3/6) means a 4+ is 3x stronger. It's just an unavoidable effect of the underlying math. Another way to think of it, if it's the type of game where you can apply modifiers to make your rolls easier or your opponents, you start with a fixed ability score X resulting in Y% of your potential damage going through. If you manage to outmaneuver your opponent and gain a modifier, your X+1 now resulting in (2*Y)% damage is a 2 fold increase in output. IF you look at it from the starting line, it's a big difference, but if you look at it as a players reward for pulling tactics off, it feels a lot better.One way of solving is to just have more granularity and then constrain the min and max so they aren't too far apart. In infinity all of the saving rolls for weapons are between 5 and 8 (before modifiers).Is there a particular reason this is a problem for you?
>>97911715I know you view this as a problem but you shouldnt, its purposeful. Near-assured success and failure should be exponential.Also its a function of limited probability so i dont think you can do much about that
>>97912153Was mostly thinking of it as starting from a base 50% between equals, then the elite units that have higher stats from there. On a D6, the squad with +2 strength are 1.66 times more deadly to basic units while the squad with +2 toughness are 3 times more durable against basic units.Though maybe it's not so bad if I consider the context of a great monster with both +2 strength and toughness which is better fought with the strength squad since the tough squad won't be dealing much damage and will still be getting wounded 50% of the time.>>97912153>>97912193But yeah, maybe there's no way to force the dice to do something they're not meant to. Can always use a limited range of numbers like how in Warhammer Fantasy everything from dwarfs, to orcs, to ogres and minotaurs all have 4 toughness and everything from humans to goblins had 3 strength because the designers knew that letting the SvT gap be greater than 1 means needing a 6+ to wound, which requires needing to land twice as many hits as a 5+ to wound.I'm already using D12s but don't feel like going to D20s. Suppose I'll just have to reign in my numbers.
>>97912291It's not an asymmetry on attack vs defense. As long as you can drive the TN down to 1/X, comparing anything to it will result in massive differences.With a D12 you already have a lot more freedom. You can contain your common numbers such that most comparisons end up being in the 6-8 range, with 5&9 being somewhat uncommon and anything more extreme only achievable via stacking mods.If you're doing a comparative S-T system like it sounds, you don't need to go with every 1 advantage gets you one easier roll and the opposite. You can make it harder to get advantages like:+1 if one over, +2 if 2x (works better with other modifiers)+1 if one over, +2 if three over, +3 if 6 over (cumulative)Or other things
>Hmm that could be a neat puzzle idea>It's just Ingenious but worse>Hmm okay let's simplify it>It's like A Gentle Rain but worsewell at least there's comfort in the schizo drawings
can someone have a look at my TTRPG? I've finally finished a draft i'm comfortable with people looking at. i've populated it with stock medieval art due to my lack of artistic talent>https://files.catbox.moe/c06xzo.pdf
>>97914807>catbox link broken>drive . google . com/file/ d/1J3xSmkCDPRwD0yXw_i01kjyv1Cg5Jyci/ view? usp= sharing
>>97909925>>97910251Was easier to set up an itch account than trying to deal with catbox, no idea what was messing with the uploads. https://ton-ojisan.itch.io/tacticool-magical-girls
>>97914821>link not working>check for spaces>still not working>ohhhh there is a space before the d/I really dislike the spam filter regarding link. I'll give it a read between work. I envy that you have generic art to draw from. For mine there isn't really too much generic art of magical girls with guns.Your system for some reason reminded me of 7th sea, even though they are not even similar, wonder why.
>>97914948thanks! appreciate it. i've made a couple of games it was super hard to source art for. this is a 2d6 derivative of them in a more typical fantasy world, which i'm wanting to take a little more seriously. good luck with your magical girl game
I'm making an AI GM based ETTRPG meant to be played with 1 or less humans and 1 or more AI's.https://files.catbox.moe/81amk5.pdfIt's like 60% done, still got 8 city states and a notable non-affiliated character section to go, but it's functional. I'll make some sloppa art when anima is done training in a few months. It's meant to be copy pasted into a context window so the AI can run the game. Pic related is the rough map, I'll pass it through a sloppa engine when everything else is done to make it pretty. Thoughts on the tag system mechanics would be appreciated.If you want to run it you need a decent LLM; GLM5.1 or opus 4.6 are the current recomendations.
>>97915448The tool used to automatically run the tag calculations currently only exists on my computer, but I'll put the extension for sillytavern on github when it's done of course.
>>97914894Questions after a skim:>one player can activate a model and use actions, then proceed to do so till he has activated all his models or failed ones of his activations.What causes an activation to fail? I couldn't easily see anything about what is considered a failure.>ReactionsHow many models can react? When are strike reactions declared/made? When you have reactions it helps to be very explicit about the ordering of things.>These Reactions are done as the name implies in response to another player's Actions, with the finality of negating an effect targeting the model doing the Reaction.I have no idea what the second half of this sentence is supposed to mean.>Magic/PanacheFrom the example it seems like you had P=2, then you did an action and spent one, but somehow ended up with 1. I would have assumed since actions always cost 1 and magic is said to cost an extra you would spend 2 per cast but the example makes it seem otherwise.>Hit the Deck action2nd sentence missing a word or two at the end?Biggest question - if the game wasn't about magical girls, what is the intended mechanical draw of the system?
>>97917205>What causes an activation to fail? I couldn't easily see anything about what is considered a failure.The idea is that you chose a model to activate, and do as many actions as your Panache (i added the Panache +1 for actions mostly because you can end with Panache 0, but a phantom always having base action could be a better solution)An activation fails if you take damage in (either your shields drop to 0 or you lose a hit point) or at the end of your activation you fail 3 or more Cool checks (you do one per action used) The idea is that a player during his turn can activated all the units he wants usually just 2 actions, the third one can cause him to fail and pass the turn to the next player>How many models can react? When are strike reactions declared/made? When you have reactions it helps to be very explicit about the ordering of things.totally miss that, I should totally fix it. The idea is that each model can react once to an enemy model taking action, as long as it is within line of sight. It is declare once the action starts within line of sight of the model doing the reaction and resolve simultaneously (So it is possible that attacking and reacting models kill each other)>I have no idea what the second half of this sentence is supposed to mean.Thanks to pointing it out need to fix how I wrote it. >From the example it seems like you had P=2, then you did an action and spent one, but somehow ended up with 1. I would have assumed since actions always cost 1 and magic is said to cost an extra you would spend 2 per cast but the example makes it seem otherwise.The idea is that P is used to determine the number of action a model can make, every time you use magic the action of using also removes one point. Having P 3 for example you could move and cast a spell, but you could not do a third action since the spell casting consumed 1 P.
>>97917285>2nd sentence missing a word or two at the end?It was written when I had different stats block, need to fix that. The idea is that you get a benefit against attacks coming from range and a penalty from attack being done at base contact.>Biggest question - if the game wasn't about magical girls, what is the intended mechanical draw of the system?Honestly it started as project for my group, but some local people liked it and now I'm here trying to write a less schizo thing and play test it.The draw? Well there is only one other wargame about magical girls and for some reason people do not seem to like it, because positioning and line of sight is not much of a thing there.And in theory the system can can ignore the magic part and still function, it started as a bootleg necromunda in my original draft.
>>97917285>>97917300In the example under Magic a model with P=3 does a move, then magic, then is explicitly stated as having one action left.Everything in line of sight reacting with only a -1 penalty is pretty harsh. Infinity does the same but the penalty for reactive turn shooting is much harsher. This seems like tables need to be incredibly dense to compensate.I don't see the parts about cool tests or fail on damage, but those two conditions make it seem incredibly risky to do more than two actions. If you fail on a model you're losing 2x 'free' actions for each of your troopers you haven't activated yet. Seems very lopsided reward to risk ratio in terms of action economy.Is damage while active a turn ender even on your first action? If so you don't even have the two guaranteed actions.
I'm having a personal crisis about AI and game dev. I'm an AI alarmist, but have enjoyed using it as sounding board before. I would usually specify to the AI NOT to make any suggestions, just to prompt with questions for me to consider.In the age of AI disclaimers, I've got a new project I definitely won't give up on this time for sure (this one will actually be fun!) and I'm afraid to even touch AI at all, even though I'm sure it could assist with the more mind-numbing aspects of the work, like rules organizing or spamming names I can select from. What are the opinions of you fa/tg/uys here on the use of AI? Avoid like the plague? Inevitable, so better get used to it? Is AI pro-skub or anti-skub?
>>97917358>In the example under Magic a model with P=3 does a move, then magic, then is explicitly stated as having one action left.Good catch, will fix.>I don't see the parts about cool tests or fail on damage, but those two conditions make it seem incredibly risky to do more than two actions. If you fail on a model you're losing 2x 'free' actions for each of your troopers you haven't activated yet. Seems very lopsided reward to risk ratio in terms of action economy.You are write, reason why I need to playtest more initial playtest worked fine, but I need to stress test it more.I'll take de -1 and up it up, -2 or -3 should do it. But the tables are suppose to be dense. If you fail the activation for any reason, you can still activate model when your opponent fails or finish. The round only ends when everyone activates everything or your run out of models that can be active (died for example)>I don't see the parts about cool tests or fail on damage, but those two conditions make it seem incredibly risky to do more than two actions. If you fail on a model you're losing 2x 'free' actions for each of your troopers you haven't activated yet. Seems very lopsided reward to risk ratio in terms of action economy.As in already having damage? No. Only when you get your shield broken or take a hit point.
>>97917363AI is just bigger google for how most people use it.Personally I think the intention is to avoid using AI for work that should be done by a human like the finished art of a game for example.For example I avoid using AI, mostly because the brain is like a muscle if you stop using it it will degrade over time. BUT there are thing that I can be ass to do like writing a summary and then fixing it for whatever bullshit the IA added.Like doing translation work. You throw it at google for the bulk of it and then correct whatever idiot translation it gave to you.The issue comes when people try to use AI to replace actual human work and try to pass it was human. Everyone is using in some form mostly for things that you mention mind-numbing stuff. No one admits it and is hopping no one notice it.
>>97917476yeah, i've used ai because i have lists of items and shit and couldn't be fucked putting them into nice looking tables. it worked okay. i'd never use it to write the actual lore or make the art though
>>97915448why don't you have a seat right over there
>>97919794what the fuck
>>97919794ERPGIt's suppose to support shota elf on priestess.
>>97919794moralfags get the rope
>>97919847The implication was that elves reach maturity faster than humans, the age of maturity is different for each race, for minotaur's it's 15. So the rules of very much simulationist in nature. It's not intended to be played with a group of other humans.
reworking some old thing i had, where I supplanted spells for spirits. Basically they work as spells with versatile effects, but on partial successes the spirits act on their natureKIRIN - Carefree 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)these are some examples but im gonna start again from zeroHow appealing is the concept guys?
>>97899791seems like a cool idea,here are my two cents.keep it classless.create a range of skills/spells/powers for players to choose from, so they can mix and match the things they want.make each of them unique, with their effectiveness based on the individual level.make a lot of them and then limit the number that can be attained, so there is an opportunity cost for those not taken.have a heavily armored hell knight that shoots fire lasers from his eyes.a stone skinned berserker that summons golems.a flying frost witch that swing a glacial ice block on a diving flyby.or a diseased zombie that throws rotten spears that burst into a noxious miasma.if any of the abilities becomes too dominant, just limit their use or effectiveness, or remove them.as for "races"could be cool if their appearance was affected by their sins, but using the big seven is a little overused.i suggest that so long as they remain humanoid, they can look like whatever.made from blue and cracking crystal.pale with black sores oozing tar.emaciated and skin stretched thin over the face.gold automaton.hairless blood red and apelike.covered with course hair beady white eyes.goat horns too i guess.
>>97923473so every caster is wild mage then?id say either reign it in so its not too unpredictable.or lean into it and built your entire system around it, with absolutely batshit crazy chaos wizards with no sense of right or wrong throwing magic bullshit everywhere and hoping some of it sticks.
>>97924231every caster works like that, yes.I started again to make it even more close to Pokemon casters, with spirits evolutioning into more badass versions of themselves.Imps (Mage hand) evolve into Ifrits (+ Fire attacks) which evolve into Djinn Lords (+Bestow Strenght). Mage Hand and Fire grow in power with each evolution, but so does the bad behavior and the rebelliousness of the Djinn on a failed casting roll (Imps mischiefs are always due to clumsiness or innocence)So, yes, the casters are poketrainers more than wild mages
>>97818983I am reworking a game of mine thats about victorian-style fantasy mages in an archipelago where the remainder of humanity lives (everywhere else is destroyed). The PCs are "mystics" who are mages that are more like superheroes.The following is what the game does (simplified):>1d10+Attributes+Skills for conflict resolution>Melee is a clash where the one who roles higher deals dmg.>Ranged is an accuracy thing>armour reduces damage by a flat amount>Custom power-making system close to that of HERO system. (Much simpler and less versatile>simple crafting and repair system, haggling system, simple naval combat rules, environmental rules, etc. A lot of little systemsMy problems are as such:>Weapons are underwhelming. No reason to use a weapon unless you are a superstrength focused mystic, who uses melee weapons.>Mystic Powers act like very specific superpowers rather than magical abilities.>Mystics are too powerful to face normal people, as such monsters are the only ones that can face them.Any ideas, recommendations, thoughts, even completely unrelated to my issues are more than welcome
>>97928037>Weapons are underwhelmingSo the Grand Brotherhood of the Spellblade has become that obscure? Oh how far they have fallen from their noble heights. It was said their fusion of magic and steel could cut through the toughest knight's armor like butter and that their spells lingered on their steel for days at a time, allowing preparation of powerful spells.>Mystic Powers act like very specific superpowers rather than magical abilitiesDo the venerable traditions lay back in the home country, some 100 miles beneath the cursed sea's grasp? Back in my father's time, no Mystic would be graded before he had mastered a dozen cantrips for general use. Could a gentleman be called a gentleman if he lit his pipe with a match like the commonfolk? If he shined his armor with brush and grease instead of prestidigetating it clean enough for the king himself to eat off of it? Dark times I say, dark times indeed.>Mystics are too powerful to face normal peopleSounds like the jabbering on of someone who's not caught a bandit's arrow tween his shoulders. No Mystic can watch every angle, not detect every poison. The commonfolk rightly fear us Mystics, but oft times they forget the noblis oblige that is the point of our power. They sometimes turn their fear to resentment, and a resentful lot of commoners breeds trouble like rats. Wh, an old friend of mine, Lumina rest his soul, caught the ire of a village near the edge of his holdings after he set two barns ablaze. Mind you, he was fending off a pack of wargs, but that seemed not to matter to those brutes. I hear the magistrate's daughter slipped some sleeping powder in his supper and the town descended upon him in the night. The village was hanged for that, after the Order got the truth out of them, but the story still haunts my imagination.
I have received the foil samples! This type is a bit overpowering so I probably won't use it. Still excited to try out the cold/hot foiling techniques
>>97928495What's the site you use?
>>97928508>>97928520Whoops. Used Makeplayingcards
>>97928530Out of sheer curiosity how much does it cost?
>>97928479Thanks, once i read this it just seemed so damn obvious i felt like an idiot for not thinking of it.I already have a magic material called Rawn being extracted from demons and reacts to mystic power. I can easily have it be used in super-expensive ammunition and weapons which only a mystic would want.Also simple cantrips being given to mystics sounds ideal.
>>97928602$58 for the 216 normal cards$32 for the 55 foilPlus shipping, tax, and tariff it was around $130 total
>>97928648Cheaper and more expensive than I thought if that makes any sense.
>>97928664And it gets much cheaper when yoi order in quantity
>>97928741I'm making a game, the original idea was to have a deck of items, but this seems to be a bitch to deal with. I mean a rolling dice and comparing it to a table would accomplish the same result