Despair Edition>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 think Broken Crucible (Name pending) is about finished. I'm including the artless version here. https://files.catbox.moe/5976cv.pdf
Work on Inversion Beta 4 continues, but still feels like I'm months out from it being done. So much shit needs to be adjusted with the Dodge rework. One unexpected benefit is enemies are going from individual dodge to just giving the GM a big dice pool to spend across all threats. Much less work for the GM.More Beta 4 preview art. This time for the Arcana skill.Posting beta 3 here.https://files.catbox.moe/0nu4ke.pdf
>>98030962Questions: > How do you guys playtest? > Do you even? > Is it something you do along the way, or do you wait for a specific threshold, playtest, then work again based on feedback? > How many sessions would constitute a proper playtest?
>>98030995I had to get to page 10 before I saw the first mechanic. Put the core mechanics in first before starting the lore section.I'm stealing momentum and hindrances. It's way fucking better than advantage.I like that you have gold and zenny, Games should have more currencies it doesn't make sense that everyone uses the same money. but how much zenny is a gold worth?Seems pretty well thought out so far, I'll read the rest and give my thoughts later.>>98031331> How do you guys playtest? > Do you even? I'm the GM and my players are too lazy to run, so they play whatever I put in front of them. I treat playtests like a real campaign, and anytime a player asks a question I write it down because the game didn't answer it for them.> Is it something you do along the way, or do you wait for a specific threshold, playtest, then work again based on feedback? Weekly game means weekly playtest. It's how I stay motivated to update my game. Got to have something new to test for next week.> How many sessions would constitute a proper playtest?10
>>98031331This might seem weird, but the second i feel i completed enoigh of the game that the players can make characters and i can run it, i just begin running the game. It could be half-finished, but i will play and work on it at the same time. I dont change things for the players, but i do change them on the "new" version and fill in the empty spots
>>98031375>>98031887Isn't weird at all. Turned Pathfinder's Ultimate Campaign into a turn-based civ-game, and patching / updating it as you go was my method of choice. And I see I'm not the only one.I was curious if some people went without, or even needed help playtesting online. Might be interested, especially if your resolution mechanic differs from d20.
Bless you for continuing to make these threads on the worst board of all time.Recently while going over some (bad) D&D homebrew, I've been looking into the idea of a more freeform combat system. Based on the idea of the "attack roll" being Amy kind of called shot, stunt, or special move which is meant to make combat more exciting or realistic.For example, instead of "attacking" the orc, you decide to cut off his arm because the DM tell you he has no armor there. So your roll is more like a condition inflicted on the enemy, which your teammate could follow up with a deathblow since now you've disabled his shield hand for example.I really like this idea, but I'm not sure how to implement something with so much focus on the fiction. My idea would be something like a d20 roll plus modifiers with a sliding scale of difficulty based on how tricky or strong your maneuver is. I'm not really confident it can be made into a workable system.
>>98031331>> How do you guys playtest?i mostly just grab some friends and make them run a small dungeon to make sure everything is working correctly and in a way that's playable>> Do you even?r-rarely...>> Is it something you do along the way, or do you wait for a specific threshold, playtest, then work again based on feedback?i usually playtest when i have a few new specific systems ready to stress test. no sense playtesting for minor tweaks right?>> How many sessions would constitute a proper playtest? usually one is enough, i just need to see the system running under load and get third party insights on it. it's not like i dont understand the math behind it after all...
>>98032057I made the following system for combat, and i felt it truly filled it with life when i played with people. Its super simple, yet the variation of weapons and ways of fighting makes it so good.You can add more to it, to make it exactly what you want, i decided to limit it to keep it simple.every round you get 3 AP, move is 1 AP.-Melee Attacks-Light Attack: +ACC, no bonus dmg from strength only from weapon.Regular Attack: normal ACC, dmg bonus from strengthPower Attack: 2 (AP), extra damage and pierce.Push: you can move someone to any point within 1m of them or 1m of you. You can also push them prone if you wish.Grab: you grab the creature or an item the creature is holding. Push and grab can be done using weapons, and can be used to disarm or grapple someone.You can aim for a body part for some modifiers based on size (small is -3, tiny is -6, miniscule is -9).-Interplay between damage and armour-Every weapon has a dmg and a piercedamage are a dicepool, and pierce/armour affect the TN.This makes the type of weapon you use matter more against different enemiesMostly a weapon with high dmg has low pierce and vice versa.Threat Strike: when you enter the melee range of an enemy or move within their area they can take an attack against you. They can take one threat attack against you only until the end of your turn. (costs 1AP)melee defense:Dodge: you roll evasion against the attacker's melee.Counter: you roll an attack of your choice against the attacker's melee, if you win you hit instead. (costs 1 AP)Block: block with a weapon or shield, you get a bonus based on the item.
>>98034123things i have noticed: builds and stances appear naturally. One of my players played using a two-handed sword (high dmg, low pierce) and uses counters and light attacks, usually allowing the enemy to attack and then countering them with a quick attack. This has proven to be one of the best ways to fight as a duelist.Another player plays a strong heavily armoured guy, even sacrificing some attack bonuses to become more armoured. He just grabs the enemy's weapon/grapples the enemy and turns it into his advantage by basically jumping on top of the enemy and cracking their head open with a mace. This is highly effective against the first player as his damage is useless against heavily armoured enemies.Heavily armoured guy gets destroyed by warhammer guy, as he can kill two power strikes.heavily armoured guy can kill ten goblins without even worrying (they can't deal dmg to him) while the troll brought him to 0 hp in two turns. Two-handed sword guy killed the troll easily.
>>98034123>>98034143nvm i just read you are trying to homebrew dnd. i am kinda blind
For a game that's basically Traveller, but with airships and floating islands instead of spaceships and planets, that's all about trade, upgrading your ship, etc, but with more combat than Traveller, would I be better off with:>an OSR-esque system (hit dice, classes, leveling up)>a freeform system, possibly with levels, with some amount of hit point bloat (maybe gaining a flat amount per level) and skills you can branch into instead of classes?This is also a question of marketing it too because I do want to publish this game.
Making a capitalism/industrial themed TCG. Set 1 is pretty much complete and ready for playtestingThe plan will be to self publish this eventually, going to crowdfunding with the public domain artwork in the hopes of it being successful enough to do custom art for each card
I had a concept for a particular dice gimmick. Basically it involves actually using colored dice for various mechanics, and the hook is your character sheet IS your dicepool.The basic premise is;>Your character (race, class, background, feats, progression, etc.) is just a dice pool with dice of different numbers, sizes, and colors>Whenever you roll, you get to roll all the dice>Dice of certain colors have special abilities depending on the challenge>So in combat, a blue "magic" or "knowledge" dice would just count as a regular die, but a red die which is a "Brutal" die could count as extra damage or punch through enemy die>Each challenge uses dice slightly differently; so you want characters with large dice for combat, smaller dice with lower numbers for magic or intelligence checks, and characters with many die (pairs) for skill or agility scores, etc.Are there any systems that use a similar gimmick? And do you think it's an interesting enough mechanic to base a game around?
>>98038233Involving colours makes it too gimmicky IMO, and limits your audience by hindering accessibility (since now you need lots of specifically coloured dice, which you may not have, may not be possible using your digital tool of choice, and sucks if you have issues with colour discernment). I think anything beyond "Pick two differently coloured dice and one represents X and the other represents Y" is too much for a game.But Dread is a game that uses Jenga blocks and is quite popular. I probably would have called that too gimmicky too if someone pitched it to me. It may be useful to come up with a more concrete proof of concept/set of rules to judge off of.