What attributes and/or skills do you think a ttrpg should have? How many should a level 1 character start with? I'm trying to make a homebrew system and I'm going around in circles.
If you're struggling with the literal first step you're not gonna get far.
>>98579408Any parameters you put in a TTRPG should be relevant to resolving its challenges.That is the only universal rule.Everything else is up to you, to design your game how you want it to be played. What works for me doesn't work for other people. What works for other people doesn't work for me. How you design your game is subjective to what works for your preferences.
Luck and Skill.
>>98579408If you're unable to make decisions then don't bother trying to design anything.
>>98579804>>98580725If you don't have anything to add then don't post anything
bump
>>98579408>I am actually just shitposting on /tg/ with a nothingburgerPost what you've got or fuck off.If you have nothing to post, then you aren't making anythig.
>>98582159how is asking for suggestions a shitpost? you fuck off.
>>98582195NTA, but where did you ask for suggestions? The opening post asked for objective truths ("should").
>>98582211"what do you think" implies I'm asking for people's opinions. You're being pedantic for no reason. If you don't have anything useful to say don't post.
>>98582218"Should" implies an inherent correctness, a duty to uphold, or an obligation.Adding "what do you think" doesn't remove its objective implications.
>>98582281again, you're being pedantic about this thread's topic for no reason. it's obvious what I'm asking.
>>98582195How is not posting your material helping with solving the issue of you being a faggot spamming the board?
>>98582218>>98582302>Answering a simple question is too much>MUH PEDANTICZoomers were, as always, a mistake
>>98582377I'm not gonna post anything if you're gonna be a whiny faggot
>>98579408There are systems where a level 1 character is a god, so there is no consistency. A level 1 character is the bare minimum power level a PC should have in the game. You decide what power level the game is designed for.
>>98582588This is actually a really good point, thanks anon. So far I've been operating under the assumption that my pcs will be slightly above average humans.
>>98582414>he whined
>>98582302My mistake.Would you like to offer your thoughts on pre-flood worldbuilding, as an olive branch?
>>98579408It depends entirely on what you think a typical task for a level 1 character should be.There are games in which level 1 PCs are assumed to already be somewhat established as heroes, and there are games where a level 1 PC is little more than a skilled peasant. In terms of the number of skills, it's a matter of precision. If you're running a modern day mystery game like Call of Cthulhu, having distinct Anthropology and Archeology skills might make sense. For a fantasy adventure game where the individual topics might come up more rarely, bundling them together or forgoing the skill entirely might make things more streamlined.This sort of logic also extends to attributes.What is your game supposed to be about, and how do your attributes skills help contribute to the PC's efforts?
>>98584747I'm going for something like call of cthulhu where monsters are generally stronger than pcs but I also want the system to be easy to understand and work for fantasy dungeon crawls as well.
>>98586329Well in that context, you could probably get away with not having skills at all. There's lots of retroclones or NuSR games that start the characters with very little, just relying on the players to make the most of their equipment, and monsters can be quite deadly when fought head-on. And plenty of those games likewise enjoy their dungeon-crawling procedures.
Well?
>>98588082That's an interesting idea. How would you represent characters who have special aptitude in things like medicine then?
>>98588170You don't really need a particular skill in order to use potions. Healing spells are either a factor of class or finding a magic item that lets you cast the spell.If you want the system to be easy to understand, then you don't want to add in a whole subsystem for medicine checks where the player is rolling and adding their skill check in order to see if they can tie a bandage properly in order to increase a character's recovery rate or whatever.The sorts of things you'd use a medicine skill for like disease, injuries, or long-term wounds are the sorts of aspects that simply add complexity to your game, so you're going to have to choose if you want in-depth rules or to handwave it.Handwaving it just means you assume the PCs have enough basic first aid knowledge to clean wounds and keep themselves patched up.Alternatively, you could try going for a profession-based skill system, which allows you to represent that sort of aptitude in a straightforward way without having a proper skill list.
>>98580881Your were given valuable advice though. The advice is: give up. You're not creative enough to make a game. If you were, you wouldn't be asking questions this basic.