[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
Homebrew General - /hbg/
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 66
Thread images: 12
File: 1450315825086.jpg (219 KB, 736x736) Image search: [Google]
1450315825086.jpg
219 KB, 736x736
A thread dedicated to discussion and feedback of homebrews made by /tg/ regarding anything from minor elements to entire systems, or even inviting people to test your system in Roll20.

Try to keep discussion as civilized as possible, and avoid non-constructive criticism.

Last Thread: >>44152365

>Useful Links:
/tg/
http://1d4chan.org/

>Project List:
https://docs.google.com/spreadsheets/d/134UgMoKE9c9RrHL5hqicB5tEfNwbav5kUvzlXFLz1HI/edit?usp=sharing

>Online Play:
https://roll20.net/
https://www.obsidianportal.com/

>RPG Stuff:
http://www.darkshire.net/~jhkim/rpg/freerpgs/fulllist.html
http://www.darkshire.net/~jhkim/rpg/theory/
http://www.therpgsite.com/showthread.php?t=21479

>Dice Rollers
http://anydice.com/
http://www.anwu.org/games/dice_calc.html?N=2&X=6&c=-7
http://topps.diku.dk/torbenm/troll.msp
http://www.fnordistan.com/smallroller.html

>Tools and Resources:
http://www.gozzys.com/
http://donjon.bin.sh/
http://www.seventhsanctum.com/
http://ebon.pyorre.net/
http://www.henry-davis.com/MAPS/carto.html
http://topps.diku.dk/torbenm/maps.msp
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/demo.html
http://davesmapper.com

>Design and Layout
http://erebaltor.se/rickard/typography/
https://drive.google.com/folderview?id=0B4qCWY8UnLrcVVVNWG5qUTUySjg&usp=sharing
>>
File: Harry potter wand beam.jpg (32 KB, 450x272) Image search: [Google]
Harry potter wand beam.jpg
32 KB, 450x272
Still looking for feedback on a mana system.

Namely, I want to find a way to replace DnD's magic system by using mana or spell points instead, but I run into a few problems. If you give too many points a level it makes levels insignificant, but if you give only 1 then it makes using higher level spells extremely expensive, and makes it harder to spam low level spells.

Could an alternate way to deal with this be including things like magical fetishes that refund spells cast or can store a certain amount of magic points?

The math currently is something like;
>Start at 2-4 mana
>In combat attacks cost 1 mana each
>Ritual spells cost 3 mana for a level 1 spell
>Get +1 mana a level

If this is the case then magic users have a lot of weakness. The only alternate solution is to either increase the amount of mana they get per level, or maybe make all spells cost the same and just weaken or strengthen their effects based on how much mana they use.
>>
>>44332702
Are you wanting to limit spells per-combat or limit spells per-time? As in, do they regenerate mana as time goes on?

You could have the spell costs static and scaling per spell level listed in your sourcebook or something like that. And then either every turn, or when they take an action to channel/pray/whatever, they build up a number of mana scaling to their stat and/or level.

I feel dirty for basically ripping off my own system that I've posted before, and am going to post a big update for in like five minutes.
>>
>>44332846

It's less about the limiting and more about making them useful and more balanced at all times. Yes, they do regenerate mana over time and if they stand still and 'charge' they can get a single mana point to spend on something, such as a blast or magical spell that they lack just 1 point for.
>>
>>44332702

Would modifying the cost of a spell that falls below say two or three levels of current level work?

>lvl1 - blast cost 1 mana
>lvl4 - three blasts to a mana point.
>>
Hello /hbg/!

I didn't really browse /tg/ a lot until recently, but I'm looking for some advice.

I'm also asking you all because I figure you have to have a decent idea of various systems rules to be involved with homebrew systems.

I'm looking to run a fantasy TTRPG game, but I've only GM'd for Sci-Fi/Modern/Historical settings before.

Could anyone give me a rundown of the popular/widely used systems people normally use for fantasy?

If anyone's feeling particularly helpful, would you mind explaining the differences, and the pros and cons to each system?

Sorry if this is a little off-topic, but thanks in advance.
>>
>>44332702
why don't you make it scale off the related basic stat? after certain thresholds, give +1. +2, +3 etc per level based on how good of a mage they are
>>
>>44333020
Then if you cast a bunch of different (basically) cantrips, you have to keep track of a bunch of cost tracks...maybe just have them be free altogether. Maybe a higher-skilled mage isn't really bothered by the low-down spells. Might cause some balance problems later; I'd have to look through the spellbook again.
>>
>>44333020

That's an interesting idea but it would be difficult to keep track of 1/3 points, for instance. The other reason is that I want blasts to cost a flat 1 point each to tie in with their charging power, and you can spend additional points on a blast to make it either stronger or to hit multiple targets.

>>44333203

This was another idea I had but I didn't like it for 3 reasons.
A) This game features a much slower and more ponderous level progression system. Only warriors get any extra health past level 1, for instance.
B) Character progression is meant to be a lot more tied to class so that you can play many variations of the same class. Stupid Wizards and weak Warriors are an example, though while most people won't play stuff like this I'd like it to at least be possible.
C) And most importanlty; I want Wizards to value a large number of stats. Intelligence is what scales well with combat spells and world affecting spells, Wisdom for summoning and divination, and Charisma for illusions, mind magic, magic resistance, etc. The idea being that there can be three wizards, each really high in one of these stats, and each has a very different focus.

I'm already giving the level 1 base mana a bonus from Intelligence, so its already a mandatory thing. Unless it was entirely tied to class, I don't know. Might be better that way.
>>
>>44333338

desu, sounds like you want different point systems for different spells but do not want to admit it.

Pointing at your Wizards playing very different wizard sub-classes from each other, it would seem that allocating points using each of those three base stats as different point sets might be your deal.

Charisma/Charismana
Wisdom/Wisdomana
Intelligence/Intellimana

Your low level blast spam could use any of them.
Your high level Summon uses Wisdom, and lots of it, but still leaves whats left in Charimana and Intellimana available for blast spam.
>>
>>44333687

That's a lot of fucking bookkeeping and a lot of of stat dependable, but it is an interesting idea.
>>
>>44333726

I don't know how difficult the bookeeping would be. I was picturing 3d20 all different colors to use as mana counters to use counting down to no mana as spells were cast.
>>
The last first version of Realms of Triumph is done. The only real question is what image should I use as a cover picture? I feel like the one I currently have doesn't quite work. We were also looking for a new tagline. The old one was "Everyone has a story to tell. What's yours?" And I absolutely hated it.
>>
>>44333126
This would be better as it's own thread. /hbg/ is more about making new games than it is about helping people choose pre-existing games.

Also, fantasy is, in essence, a super-genre of sorts. Sure, there may be magic and elves and swords and all that sort of stuff in most fantasy, but there's a big difference between someone's heroic fantasy game and someone's dark fantasy game, and thus different systems will be better suited to both.
>>
File: rpg thing.pdf (1 B, 486x500) Image search: [Google]
rpg thing.pdf
1 B, 486x500
i have made a 2d6 roll under system that is similar to GURPS. I am curious how much shit it is. I am guessing a lot.

I made it because 2d6 roll-under was faster to roll than 2d6+adds and allowed me to do stat + skill more easily.

I want to implement a Toughness / Wounds system like that in Savage Worlds, or in the d6 system such as MiniSix. Dunno quite how to do that. Would it be weird seeing as the system is roll-low but damage would be roll-high? I guess it would be either way.

My problems with what I've made so far:

> you have to do some formula to derive base melee damage from Strength
> opposed rolls suck in roll under systems
> dodge against ranged attacks is annoying
>>
>>44333851
Fair enough.

My main is /a/ and I know how recommendation threads go down there, so I didn't want to fuck up.

Cheers for the advice anyhow.
>>
Is there a good way to combine "narrative dice" and exploding dice? I like both mechanics and would like to include them if I can.
>>
File: ALT RPG WIP.pdf (1 B, 486x500) Image search: [Google]
ALT RPG WIP.pdf
1 B, 486x500
>>44333852

I'll dump my previous homebrew for comparison. It's main flaws were lack of stats (Strength as a skill felt weird for various reasons) as well as just a general emptiness to the character / creature stats.

For example a character was basically:

Novice Legolas
Skills: Shooting 3, Awareness 1
Traits: Elf

There was no way to represent a clumsy zombie or weak kobold. I wanted stats ranging 1 to 3 but the choice was either all-physical stats, or having mental stats that were basically useless. Or having Intelligence as a stat, but getting rid of character points and having separate pools of points.

SO I ASK:

/hbg/, do you like character points ("you get 100 character points to build your character"), or do you like separate point allocation systems ("you get 4 points for attributes, 5 points for skills, etc").


Also, for an autofire system, would you prefer multiple rolls at a penalty, or a small bonus to hit, and extra hits depending on margin of success? What if it was a 2d6 system? 1d10 system? Rolling 2d6 over and over and adding a bunch of modifiers feels slow. Yet autofire as a bonus to hit feels unrealistic and makes "spraying and praying" the best option with an automatic weapon most times. When in reality it isn't.
>>
File: Virtuous.pdf (1 B, 486x500) Image search: [Google]
Virtuous.pdf
1 B, 486x500
I've posted a previous incarnation of this system like a month or two ago, and got some good feedback from both that and a short playtest. This is the core rules. Through some formatting dickery I somehow got it to stay at a nice 3 pages despite a couple sections expanding to have better wording. One of the Disciplines got nixed because it turned out to be shit (the old Vigorous), but was replaced with a new one (Inspiring).

Beyond that, the main part of this update is some supplemental material, beginning in the next post.
>>
File: Virtuous Toolkit.pdf (1 B, 486x500) Image search: [Google]
Virtuous Toolkit.pdf
1 B, 486x500
One player was experienced with 'open' systems like Fate and /tg/'s own Mario RPG that ask the player to come up with their own abilities, and was fine with just the core booklet. The others who come from heavier, more 'structured' systems like DnD were totally lost in trying to come up with Savvies from scratch. One of these players explained that they prefer just looking at a list and choosing from that. I tried to ask them why, but all I could get from them is that "it feels more like a game." I guess I just can't reach the gamists with this.

I attempted to put together a small document that provides an outline in coming up with Savvies, similar to the Mario system I mentioned, which I personally found super helpful when playing that. It also indirectly provides a sort of balance suggestion for everyone in general.
>>
File: ExampleChars.pdf (1 B, 486x500) Image search: [Google]
ExampleChars.pdf
1 B, 486x500
One player also mentioned it would be nice to have some example characters to work off of, so I did end up doing that. I'm disappointed in myself that I could only think of characters from video games, though.

So now, I want to ask a few things.
>Just white-on-black pure text is so boring. It makes the mind gloss over it. What ideas do you guys use to spice up your own presentation?
>Do you prefer loose or strict systems? Why or why not? Does what I've made appeal to you? Why or why not?
>See any mechanics problems, balance problems, etc?
>>
>>44333338
>>44332702
> If you give too many points a level it makes levels insignificant,
>C) And most importanlty; I want Wizards to value a large number of stats.

You wrote the answer yourself without seeing it.
1) Mana depends on stat 1
2) In order to cast, needs to pass a DC using stat 2
3) In order to improve the result, the Wizard can optionally use stat 3

For example. Aneya the Blood Priestess calls forth power from her own body. As such her Mana pool is 2d4 + Stamina.

Let's say she tries to cast Tongues of Fire, a five-fold stream of red-golden flame. She rolls a Wisdom check symbolizing the insight required to weave her inner power. On a pass the spell forms, on an exceptional success it costs 1d3 less mana.

She can finally roll Dexterity to boost the damage incurred by the attack, symbolizing her aiming carefully before unleashing the built-up arcane might.

This accomplishes the following:
-Mana pools aren't automatically 'I win' buttons
-Levels matter since it becomes easier to spam lower-level spells due to easier-to-pass DCs
-A wide spread of skills is encouraged
-Multiple builds are possible. Maybe Aneya's wheelchair-bound sister prefers to never aim but instead weaves with such power everything around her is immediately annihilated etc

Sound cool?
>>44333795
This is good.
>>
Reposting

So I mentioned in a previous homebrew thread that I'm making a setting where the "world" is just a ginormous amounts of islands floating in the sky.

On each island is a giant crystal that determines the island's climate and is theorized to be what keeps the island floating.

The islands are either "tame" or "untame". Tame means they are safe for people to live on, untame means the flora, fauna, weather, generally nature itself makes the island uninhabitable for safety reasons. The untame islands can be tamed through manipulation of the crystals (magic!) but for the most part most islands are difficult to keep this way as most crystals will try to revert to their untame state. Thus, colonization is pretty much non-existent and exploration is extremely difficult, so in the group of neighboring tame islands where the currently known races live, only a handful of the surrounding islands have been explored.

cont.
>>
>>44334870


Historically, the "world" has been like this for thousands of years, records mysteriously not giving any indication of how the world came to be like this. The people formed "way gates" in the major cities on the islands that take them to the other nearby islands that also have the gates, and in some cases islands are close enough for there to be bridges built between them (good bridges as the islands are immobile, not rinky-dink rope bridges or anything). Right now the only other ways to travel between islands is if you can fly (so basically animals capable of flight) or magic. However, the major point of the story is for the party to travel around unexplored islands, so I'm trying to figure out how to make that a thing since there won't be gates or bridges. They're currently in a low-tech realm (basic low-tech fantasy setting) with a race that's known for being pretty tech savvy (think the dwarves and gnomes in WoW) with tinkering and stuff, so I'm wondering if I should just handwave it and say the races got together and built a flying ship that has to "refuel" its energy at the crystals or something. I dunno, doesn't sound that great to me as I feel like there are a lot of possible plot holes. What do y'all think?

And for explanation on how the world came to be like this, long ago there was constant war and the gods, who used to walk among the people, got sick of it and split up the world, separating all the warring parties and made it so reaching each other would hopefully be next to impossible.

What do y'all think would be a good mode of transportation between islands? Some kind of teleportation device? Flying ship? Something else?
>>
>>44334767

>This is good.
Not as good as this.
Thanks.
>>
>>44334888
>>44334870
I know it's seen as trite at this point, but you'll probably want hot air balloons or zeppelins. There is no "below", right? Or weather patterns in the space between?
>>
Anyone got systems with Sanity/Integrity mechanics you find interesting? I need to fukken BURROW myself in that subject.
>>44335000
>Not as good as this.
>Thanks.
You're very welcome.
>>
>>44334888

Gondolas from Island to Island! Terrifying gondolas hanging from a wire.
>>
File: tonkari.png (157 KB, 758x769) Image search: [Google]
tonkari.png
157 KB, 758x769
>tfw you kinda color doodle your races but your style doesn't fit the feel you want to give at all

stop smiling you piece of shit space elf i hate you
>>
>>44334767
You are right that using a few dice to track things is good. People complain endlessly about bookkeeping as though they can't simplify it with basic shit like dice, coins or paperclips.

As for your actual idea, I can see how it works to make casters scale in competency but only relative to casters - passing a DC makes them super unreliable, and it makes casting a spell a huge pain (pick a spell, find or calculate its DC, roll, work out its effects, roll your bonus stat, roll the overall effect, find or calculate the final result - you've rolled thrice for a spell, usually at least twice)

>>44334870
>>44334888
If the way gates and bridges are still a thing and are viable, even the party should use them. I'd have the richest of the rich use free-flying airships that harness some obscure principle and difficult-to-manufacture drive, and the parties would early on rely on some rich game hunter or somesuch going on crazy voyages and later 'inherit' his airship after his 'mysterious' demise. By which I mean most groups will kill him for his airship but he could also be taken out of the picture some other way.
That or give them flying mounts first and let them work towards a proper airship. With mounts it limits the loot they can bring back, so they're limited to exploring islands, finding cool stuff, annotating their maps and going back to find some rich crazy who wants to bring an airship to retrieve it. Which, honestly, I'd play that campaign.
>>
I'm making a system for a starwars the old republic game. I want to take the core of what SW:TOR was and make it into an TTRPG. I like that MMO style where you have a laundry list of skills that you can use in various situations to help you out.

But I digress. My main issue is, I'm trying to set a foundation down for all of this. By foundation I mean one critical element, the die I use for difficulty checks and hit checks die.

I only know of two promient systems, d100, or d20. Would it be cheap if I just coped out and did a d20 system? Or is there some neat idea that I could use to do difficulty checks and hit checks.
>>
>>44335009

Correct, just clouds. And no below that people can tell, just clouds.

>>44335100

Ha, I can picture it now, harpoon an island and ride the gondola to it. That would be horribly terrifying.

>>44335246

Well the point of the story is for them to go as far as they can before returning, as they're just looking for islands that can be inhabited and valuable resource locations that someone else will later come and take care of. However, I do like the idea of some crazy person donating an airship to the exploration guild's cause in exchange for a cut of all the potential profit.
>>
>>44332460
This was missing. It's pretty empty at the moment though.
https://docs.google.com/document/d/1FXquCh4NZ74xGS_AmWzyItjuvtvDEwIcyqqOy6rvGE0/edit?usp=sharing

>>44333814
Maybe a picture of a party looking over a realm triumphantly? You'll have to communicate with the artist to not have it look too cliche though. As for taglines, what emotion do you want to hit people with when they read it for the first time?

>>44333922
I'm not familiar with narrative dice, mind explaining? I know exploding dice means rolling another die if you get crits/max number.

>>44334280
You should probably combine the three pdfs into a single thing. Regarding presentation, I've seen a few use colors for keywords and stuff, others have a pleasant font choice. The most entertaining ones are those with funny rules explanations, but that depends on the theme. I plan to add pictures to mine myself to illustrate a few of the rules.

>>44334888
If the islands are close enough they could find a way to glide to the other islands if conditions are right. Alternatively, the traditional climb across the rope would be terrifying, but probably an option. Maybe latch a rope on a higher island and swing to the next one?

>>44335099
Cthulhu Dark has a simple "add 1 to Insanity if fail check" thing, works since it's a rules light system.

Don't Rest Your Head has you choose on a 'flight or fight' thing whenever you want to use 'madness dice' to improve your results or use certain abilities. If you can't choose either, then you 'snap' and have a psychotic breakdown. This is in addition to several other mentally straining mechanics.

Trails of Cthulhu has you choose concepts that the character believes in or is motivated by, and his sanity is affected whenever something happens to affect those concepts, or when the character goes against the thing that they believe in. This is in addition to 'the monster is horrifying, lose sanity' stuff.
>>
>44335099
As someone who was recommended it, I recommend Unknown Armies, it is so neat how they handle it! Basically you have different "Tracks" and they can become "Hardened" or "Failed" and going too far Hardened leaves you emotionally dead, too far Failed makes you crazy, and you can work towards both at once. Highly recommended.
>>
Rip me a new one /hbg/.

I'm thinking about having nine base stats, organized in groups of three. The stats themselves stand individually and can be raised independent of the other stats through various methods, but on level up the player would place point in the category instead of individual stats. Like this:

Mind;
Intelligence - Pure Mind, increase by 3 upon level up in Mind.
Endurance - Hybrid Mind/Body, increase by 2 upon level up in Mind, by 1 upon level up in Body.
Charisma - Hybrid Mind/Spirit, increase by 2 upon level up in Mind, by 1 upon level up in Spirit.

Body;
Constitution - Pure Body, increase by 3 upon level up in Body.
Agility - Hybrid Body/Mind, increase by 2 upon level up in Body, by 1 upon level up in Mind.
Vitality - Hybrid Body/Spirit, increase by 2 upon level up in Body, by 1 upon level up in Spirit.

Spirit;
Willpower - Pure Spirit, increase by 3 upon level up in Spirit.
Wisdom - Hybrid Spirit/Mind, increase by 2 upon level up in Spirit, by 1 upon level up in Mind.
Awareness - Hybrid Spirit/Body, increase by 2 upon level up in Spirit, by 1 upon level up in Body.

I want some kind of Pseudo-level system in place, such that they provide no tangible benefit from having them, but they're necessary to actually leveling up and can be spent to make a roll succeed or something like that. What I'm thinking of doing is, leveling up wouldn't be resultant of experience alone, instead requiring a pseudo-level in the stat category of choice, as well as a generic pseudo-level acquired from accumulated experience. Like this:

Physicality/True Level: 2
Soul/False Level: 2, 4/8 Exp to next level.

1 Pseudo-level(s) available.

Mind level 1, Augmented by 0, 1 Pseudo-level(s) available.
Body level 1, Augmented by 0, 0 Pseudo-level(s) available.
Spirit level 2.

Spirit would level up automatically and can't be augmented because it's the category responsible for augmentation of stats in the first place.
>>
>>44337751
Hold on, why does spirit level up directly from exp? That seems broken as fuck. Like, stupidly broken.
>>
>>44337846
The reason is that there is a mechanic by which False levels are sacrificed to permanently increase True Levels, the requirement for increase of equal value to the number of levels already in True levels, or Mind+Body. It's limited by a geometrically increasing level up requirement without exponentially growing exp. gain.

This is because I wanted two systems of leveling, one of which can be retracted and redistributed easily, this being the False levels through augmentation which can be retracted back into Pseudo-levels for redistribution or use in Feats, as well as one which is more permanent but not divorced from the other system of leveling.

I mean, looking at it, I'm going to end up changing this because there's still no reason to increase Physicality when it's higher cost to increase stats by the same amount as with Soul.
>>
>>44337751
Just to clarify, upon leveling up the player can use exp/points to modify several things:
>Mind
>Body
>Spirit
>Pseudo-levels for Mind and Body
Modifying Mind Body or Spirit gives permanents stat changes, while pseudo levels let you modify rolls and are required to level Mind and Body up.

Augmentation is the weird part here I think. Assuming you use pseudo levels for it, what's stopping a player from min-maxing and distributing all their levels into Mind/Body for one specific scene? Also, there's a pretty neat puzzle in place with how upgrading the 3 categories and how they affect the stats work. Letting players ignore that puzzle and allowing them to retract points and change around their stats seems weird and non-committal.

If you still want augmentations to happen, maybe give a bonus for players who choose permanent stat upgrades over pseudo levels? In a way that a player who does permanent upgrades all the way would be slightly stronger stat wise than the player who is indecisive and uses most of his points in pseudo levels.

And I agree, Spirit leveling up directly seems really broken, you could probably get Spirit to a really high level at half or less the cost needed to upgrade Mind and Body.
>>
>>44339351
>Just to clarify, upon leveling up the player can use exp/points to modify several things:
>>Mind
>>Body
>>Spirit
>>Pseudo-levels for Mind and Body
>Modifying Mind Body or Spirit gives permanents stat changes, while pseudo levels let you modify rolls and are required to level Mind and Body up.

Kind of. Pseudo-levels in Mind and Body are gained from sources other than Exp., and Spirit can't be increased by typical means.

Something I now realize I neglected to mention in my original post was that Pseudo-levels in Mind and Body are gained by preforming a ritual that can only be done in specific locations and can't be done more than once in the same general area for any tangible benefits.

continued in another post, was to long.
>>
>>44340072
The way I figured it out is that Spirit, while it can't be augmented, should have Pseudo-levels in a different form. When leveling up Soul, one should gain a pseudo-level in Spirit instead of a level. The generic Pseudo-levels gained from Soul can be used to permanently level up Mind or Body by sacrificing Pseudo-levels in both, augment Mind or Body by tying them up with Pseudo-levels or permanently level up Spirit. Spirit Pseudo-levels wouldn't go away when a permanent level is gained.

In permanently leveling up Mind and Body, the player must sacrifice Psuedo-levels in equal number to the value of the stat categories level, like such:

Soul/False Level: 5, 32/64 Exp to next level.

4 Pseudo-level(s) available.

Mind level 2, augmented by 0, 5 Pseudo-level(s) available.

Progresses to...

Soul/False Level: 1, 0/4 Exp to next level.

Mind level 5, augmented by 0, 0 Pseudo-level(s) available.

Players can also use Spirit Pseudo-levels to augment stat categories. Players gain a boost to stats from augmentation less than they would gain from a permanent level up in that category.

Like this:

Augmented Mind;
Intelligence - Pure Mind, increase by 2 upon level up in Mind.
Endurance - Hybrid Mind/Body, increase by 1 upon level up in Mind.
Charisma - Hybrid Mind/Spirit, increase by 1 upon level up in Mind.

Individual stats could also be augmented, but only at the same efficiency as in increasing a stat category permanently would achieve. Like so:

Intelligence - Pure Mind, increase by 3 by Augmentation.
>>
>>44340082
In the case of permanently leveling up Mind and Body, both will lose all Pseudo-levels, and the players Soul level will return to 1. I'm also thinking that I might make Physicality a separate level based on the number of times this process is done, make it so that every time the player does it, Mind and Body reset to a value based off of physicality, for a refund value also based off of Physicality, and the base stats gained through training, learning, or other methods are lost.

Pseudo-levels in one stat category can't be used to permanently level up the other.

The permanent level of Spirit can be applied as generic Pseudo-levels to both Mind and Body level up cost at no consequence.

Spirit Pseudo-levels are lost in the process due to Soul level returning to 1.
>>
>>44337751
What's your actual dice mechanic? It looks like the system you're proposing is going to experience rapid stat inflation, so the dice better be able to handle that.
>>
>>44340971
It's a no crits with degrees of success/failure and dice pools kind of system, with roll against for interactions, the stats used and modifiers depending on the context.
>>
>>44337751
>>44338422
>>44340072
>>44340082
>>44340243

In the past couple of hours I've rethought a lot of this stuff and the conclusion I came to is this:

Physicality is calculated by adding Mind and Body together and dividing by 2. It affects base stats and grants a number of generic Pseudo-levels equal to its level upon 'Reincarnation'.

In the case of a 'Reincarnation', all categories except Spirit are reset to their lowest level, and Pseudo-levels not spent expire.

The cost of increasing a level in Mind, Body, or Spirit, is the number of levels in the category in question in generic Pseudo-levels. For Mind and Body in specific, category specific Pseudo-levels as well as Spirit levels, which are not lost in the process, can account.

Category specific Pseudo-levels become Empty/Inert Levels when they are either spent on increasing a category level or expire due to not being spent in 'Reincarnation'. Empty/Inert Levels can be recharged with a ritual into category specific Pseudo-levels.

Beyond this, there are several Classes which are limited to certain Stat Category ratios, various Traits/Mutations, Items, Spells, Techniques, and other stuff.
>>
In my system I was considering making each weapon group have a unique feature that helps them stand out. So far I've got:

Heavy Blades just do a little more damage, since they're the most basic group.
Dueling Weapons add to your evasiveness.
Bows are ranged ofc
Polearms/Spears extend your reach

The ones I'm stuck on are Light Blades(from Shortswords to daggers) and Bludgeons (Maces, Clubs, Staves, etc.). Light Blades originally had slight armor penetration, but now I'm thinking that may be better suited for bludgeons. Which weapon group should get armor penetration, and any ideas for the other group?
>>
>>44343561
I forgot to mention: the system uses degrees of success/failure, if that helps.

And while all weapons deal more damage the more degrees of success you get, axes get additional bonus damage for higher rolls.
>>
>>44343561
Light Blades could get a bonus to hit, as a trade-off for doing less damage.

Bludgeons penetrating armor makes sense
>>
>>44343561
bludgeon ignores armor, light blades could attack twice in a single action and have somewhere around 60-75% damage compared to heavy blades
>>
>>44343838
I like this one, I think I'll go with it.
>>
Question for an uninitiated shit: in which books are which magic systems? I'd like to do some deeper reading on them, but I'd rather not go through every single book trying to find them.
>>
>>44344135
Can you elaborate? This request doesn't make a lot of sense.
>>
Would an Apocalypse World hack be a good way to learn homebrew?
>>
>>44344427
Holy fucking shit, that was supposed to be in GURPS general. Sorry, disregard that question.
>>
>>44344467
PBtA hacks are probably the most popular homebrews these days, so I don't see why not.
>>
So, I'm considering having 2 seperate kinds of "Level" Tracks, a Character Level tracks, where with each level you can pick a new Trait, gain 1 Skill point, and every so often you get an Attribute Increase. There are also Unity Levels, where after you invest a set amount of unity with an ally, you can learn either one Trait of theirs or gain a point in a Skill they have a higher score than you in.

Thoughts? Would this end up making characters too "samey"?

My alternative what just use Unity as the experience gauge and when you level it acts like a normal level up.
>>
>>44344612

They're really easy to get into. Thinking of creating a small system based on steampunk.
>>
>>44344683
What's your inspiration?

I only ask because Steampunk can either be really good or kinda terrible depending on how you approach it.
>>
>>44344843

An alternate post-apocalyptic history based on H.G Wells' The War in the Air and Shape of Things to Come.
>>
>>44333795
I used to have something like this set up for my own system, before playtesting. The idea of 3 separate d20s per caster player for players to accidentally pick up, mindlessly spin/tower, move by bumping the table, nudge when no one is looking, terrifies me.
>>
>>44334888
Have the islands kept afloat by a lighter than air mineral and you just hijack a bypassing rock and use some kind of propulsion system that latches on with a drill
>>
>>44332702
Check out howl bears moving castle's spell dice article for inspiration.
It's for dnd but I like it. I use it for my 5e game it might give you some ideas at least.
>>
File: Zerk 0.2.0.pdf (1 B, 486x500) Image search: [Google]
Zerk 0.2.0.pdf
1 B, 486x500
In response to play-testing feedback I added some new systems and tweaked old ones. I can't really tell what works and what doesn't, and in most cases that will require dedicated testing. However I think that the player death mechanics need work more than anything else.

Right now this is how it works:
>The suit must already be ruptured
>>NOTE: An attack may not rupture and perform the following steps at the same time.
>Until the rupture is fixed all attacks detract from might.
>>The damage is whatever is left of the roll when ½ of the bulkiness stat is subtracted from damage (rounded up).
>When might is 0 the player performs a sanity check and if they fail the character perishes.
Any off the bat improvements I could make?
>>
File: Vanguard Final.png (2 MB, 1200x1200) Image search: [Google]
Vanguard Final.png
2 MB, 1200x1200
So, Trenchbreaker is basically with develpment done. The rules seem to be complete, and I'm getting ready to move into playtesting.

Trenchbreaker is a game of vicious trench assaults with mecha in the alternate world of the Former Aquilonese Empire; one of those mecha, the Astarian Model 181 "Vanguard", is seen in the picture. Gameplay features include simultaneous turns, army customization based on cards, and emphasis on the fluff of an original world.

For anyone who wants to take a look at the rules, the link is here. Comments are enabled on all the docs if you want to throw any opinions in, but I'll also hang around the thread.

https://drive.google.com/open?id=0BwBWo5FzN-KvfmdER2RVRnlpR0l4cjhjdGF4OEhiQ0NibU9Oa1JEUVFhVnhrZ2YySDJHRTQ
>>
File: daylands.pdf (1 B, 486x500) Image search: [Google]
daylands.pdf
1 B, 486x500
I started a thread for this because I didn't see the usual homebrew thread image, but I'll post it here now anyways.

I need some feedback on the magic section. Is it understandable? Is it nice?

I want to change or improve shapeshift, to make it a little more powerful, and maybe the healing one too.
>>
>>44349815
It's interesting, very random though. I LOVE the HP mechanic, it's pretty damn clever, and one has to appreciate that. I also like that if you roll a result in your class that you already have, you get to roll in another class's table, helps "level sideways" if that makes sense, which I love when games do.

Overall is seems kind of swingy, and like it may be difficult to make the character you want. If you're going for a "You're gonna die, it's just a question of when" mood, this works, as it takes like 3 seconds to make a character, If you want to create a cohesive narrative over a long time, or build a story around the individuals involved, I'm not so sure.

All in all it seems like a good, beer and pretzels game, in a good way. Something you and your buddies go to when you just want to have an adventure.
>>
>>44350226
>>44349815
As for your specific inquiries, they seem, vague, but that's probably what you're going for, in that case maybe let the healing magic also allow one to cute diseases and things like that. Shape shifting seems cool, bit sure how balanced though, depending on how creative one gets with it.
Thread replies: 66
Thread images: 12

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.