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/gdg/ Game Design General
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A thread dedicated to discussion and feedback of games and homebrews made by /tg/ regarding anything from minor elements to entire systems, as well as inviting people to playtest your games online. While the thread's main focus is mechanics, you're always welcome to share tidbits about your setting.

Try to keep discussion as civilized as possible, avoid non-constructive criticism, and try not to drop your entire PDF unless you're asking for specifics, it's near completion or you're asked to.


Useful Links:
>/tg/ and /gdg/ specific
http://1d4chan.org/
https://imgur.com/a/7D6TT

>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
https://docs.google.com/document/d/1FXquCh4NZ74xGS_AmWzyItjuvtvDEwIcyqqOy6rvGE0/edit
https://mega.nz/#!xUsyVKJD!xkH3kJT7sT5zX7WGGgDF_7Ds2hw2hHe94jaFU8cHXr0
http://www.gamesprecipice.com/category/dimensions/

>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
https://mega.nz/#!ZUMAhQ4A!IETzo0d47KrCf-AdYMrld6H6AOh0KRijx2NHpvv0qNg

>Design and Layout
http://erebaltor.se/rickard/typography/
https://drive.google.com/folderview?id=0B4qCWY8UnLrcVVVNWG5qUTUySjg&usp=sharing
http://davesmapper.com

Previous thread >>47339932
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>>47370940
Has anyone played any of your games? How did it go? Did you change your game significantly based on the feedback?
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>>47372783
I hear that someone has playtested my game, but I have yet to receive any feedback about it. :(
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>>47370940
any advice for a beginner?

I wanna make a Gundam game using ORE Mecha (maybe modify some shit and take stuff from other ORE games)
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>>47372783
With or without direct input?
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Hey, I'm a longtime lover of games and their design but I'm trying to hammer out a fun sort of homebrew, but I'm getting stuck on mechanics.

I want to make an extremely focused demon hunting roleplaying game, where the players all play over the top demon hunters. Player tropes would be drawn from things like Devil May Cry, Doomguy, Monster Hunter, and other such media.

It'd be easy enough if I was sticking with a simple dice system, but I'm trying to do something a little more gamist, like perhaps a card system. I want the mechanics to reinforce the idea of the characters doubling down on their motives and going for broke at great cost, but it often being the right call to do so. I'd like it to feel like gambling.

I hope I'm making some sort of sense. I was inspired by running some hunter the vigil then playing too much devil may cry. I want to make a game where the players are all competing for spotlight and spectacular combat feats, while working together. A bunch of badass loner types fighting alongside each other trying to decide who the main character is via bodycount and style.

Anyone had fun with roleplaying games that had a gambling feel and encouraged friendly competition between the players?
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>>47373719
>>47373719

A friend directed me to Monsters and Other Childish Things for very focused roleplaying games that encourage players to be creative.

I also love when my players describe their combat actions and the whole table has fun when things get cuhrazy. I've been wanting to look into Feng Shui for this. From what I hear, that game has a mechanic where player actions actually become easier to accomplish when described in detail and powered by ridiculous kung fu movie logic.

I'm mainly poking in here to see if anyone has heard of similar things I might want to look into or has any ideas that spring to mind.
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I'm working on an Indian mythology inspired fantasy game about taking risks, cinematic action and larger than life characters that grow through hardship. Hopefully that's a decent short description, haha. Not my forte.


Anyways, I would like feedback on "Circles" a group sheet mechanic to help promote teamwork . In world, groups of awakened band together in groups and use a ritual to link together, allowing them to look out for each other and better coordinate their abilities. These groups are called Circles and advance much like an individual player does. Circles have their own sheet, used to track group resources and relationships, as well as special circle abilities that are gained as the group advances.


I would really appreciate any help, feedback, criticism or questions!
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>>47373799
One last job's flashback mechanic is pretty great for that. So far as gambling feel, everyone is john, hillfolk and the old street fighter game are decent references for mechanics. As you said, feng shui is amazing for action
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don't die I need to get my shit ready
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How do these look for the character sheets for my game? They're intended to be as simple as possible while also serving as scratch paper.

Game's rules are at http://www.buddingheroes.com/pdf/guidebook-advanced.pdf if you didn't grab them before
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>>47374307
>>47373565

I'm not able to post this weekend, but post your stuff next week if there's a new thread
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Hey guys, I gotta ask a favor.

I'm running time trials for character creation for my game. Fastest I've been able to do it is 2 minutes.

All you have to do is roll 2d100 and follow this chart. Let me know what you think!
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>>47378330

Maybe bring that health/regen section and other combat abilities frames and move them to the bottom of the page. What do you think?
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>>47379379
did it in around 2 minutes. tall fox thing, 8 str, 4 agi, 3 mind (combat)
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Today I had a breakthrough regarding one of my character classes. It's a class that was kind of incoherent before, but now I think I've found a solid mechanical schtick for it. I need to learn to stop overthinking things so much and just simplify.
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>>47373719
>Anyone had fun with roleplaying games that had a gambling feel and encouraged friendly competition between the players?

Frankly, no. Well, not for RPGs. Usually when I do it's tabletop games like risk or heroclix.

That sounds really cool though. Go with it and see what happens.
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>>47379439
Moving it to the bottom would give better visual framing, but the whole point of having the scratch at the bottom is so that the unprinted margin area can also be used for notes and whatnot. I also want the blank space to be able to extend in case the sheet is printed on a4 instead of letter (that's why the page's width isn't 8.5 inches - it'll print at the right size whether on letter or a4).

I could switch the places of the combat block and description/etc to change the visual weight, I just didn't want to de-emphasize the story elements
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>>47373719
I have had fun with games that had a gambling feel. Specifically, Dogs in the Vineyard with its raise/see mechanic.
I have also had fun with a game that encouraged competition between players. Specifically, Paranoia.
I've just never played a game that combined the two.
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>>47372783

Yeah, I've been running a test campaign. For months. We have alot of fun and the testers have been infinitely helpful, worth their weight in gold.

The tests have been over roll 20 but we first started rizon.

There have been tons of edits and tweeks since we started testing. Just the name of the game.

Here's the session log for today's test:
http://pastebin.com/BDFwGpcQ
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>>47379678

Maybe move it to the top then? Or maybe to the side or something? The more I look at it the more I hate it!
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>>47372783
I ran my system for a couple friends, it's changed a lot since then. For the better.
(Mostly)
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>>47373719
What it sounds like you want is a Blackjack mechanic. You don't have to use cards either, dice work fine.

The premise is exactly like Blackjack. You want to get as close to the target number as possible, but not go over. With dice its roll under with penalties for too large of a gap or going over. With cards you could literally just play blackjack. You could have players roll something like two dice: roll one, add any modifiers you might want or not add those you don't, and then roll the second. Or, the player rolls and adds modifiers, and then adds a GM roll for the total. It still boils down to the same thing. Higher numbers are good until they're too high.
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>>47379850
Yeah, the hunch was right, moving the blocks together did help. I was just being overly paranoid, I suppose
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>>47380749
If it's supposed to be competitive, how about having a mechanic where one player can roll a number that will be added to *both* players' total?

If the target is 21, you have 18, and I have 16, I could roll a d8 to try to fuck you over but also risk fucking myself over if the roll is too high
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Hey guys anon on the smash bros rules. I got a test game in with a friend.
The game took around 30 minutes. 5 minute to set up and no items along with a board similar to battlefield.
We only had 1 stock this time but once you get the hang of what you roll/your stats you tend to go by much faster.
A lot of things I didn't cover like jumping and falling which i'll do in a minute.
I also noticed that X Pow with all of the specials seemed a little bit too unbalanced since special characters with lets say 6 special could seriously do up to 12 damage with just 2 Pow.
Also i'm getting rid of recover and instead you roll depending on how long you've been stunned.
Also adding a stunned state which makes the player to the rules(i believe certain abilities actually have this already written down.)
I'll also add rules for items and put character and item templates into my pdf so you can make your characters and items without writting it down in a bio or something. So far so good if you ask me.
If you have any suggestions or questions i'm more then willing to not only answer but here your suggestions.
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>>47381411
If you have to make contested rolls against a player, then I'd just play it like normal blackjack. The highest number you can get without going over 21 or another neutral number based on whatever system you're using (cards, dice, etc).
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Hello /gdg/uys! I have a minor problem with my homebrew for a post-apocalyptic setting, maybe you'll help me sort things out.

It's something simple I put together to run some 1-on-1 adventures over the Internet. Basic mechanic is 1d20+ability/skill, roll more or equal to DC. Combat is divided into 3 seconds rounds. Combatants can take actions that cost different amount of seconds, up to 3.

I have a problem of modelling automatic fire for guns. Right now I have:
- Burst Fire has no to-hit modifiers, but for each multiple of weapon's Recoil over the DC you get another hit (that one's pretty much yanked from GURPS). You can do a normal (2 sec) or snap (1 sec) burst, which have +0 and -4 to-hit modifiers respectively.
- Full Auto takes 3 seconds. It has no to-hit modifiers and you also score additional hit for every multiple of weapons Recoil. The thing is you can also Suppress your enemy - he must pass a Morale check or lose a turn cowering behind his cover. Moreover, you may decide to sweep your fire among several enemies, threatening to hit all of them and forcing them to make Morale check, albeit an easier one.

I was and still kinda am on the fence of how the automatic fire should be resolved. On one hand, the more shots you fire, the higher your chances to hit something. On the other hand, each consecutive shot is less accurate. Should I give a flat to-hit bonus or rather a chance to score multiple hits in one go?
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>>47382763
I guess a simple to-hit degradation/cone of fire mechanic would be a subtrahend that per "second" of fire increases to make each second of fire progressively more wild.

What this means is you'd be rolling separately per "second" of attack--3 events, in your case.
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>>47382763
Sustaining auto-fire doesn't infinitely get more inaccurate. What I would do is have the multiple of a weapon's recoil cause a Level of Suppression effect to happen (assuming lower recoil stat = better).. For every Level of Suppression, you could cause a flat amount of damage (or roll a hit like Burst Fire) and/or have a Suppression penalty like you already were thinking about, unless they take full cover, in which case they won't take any ill effects, but then they also can't do much. As far as spreading the fire out, I'd make each target a "Suppression area". If you want to suppress multiple targets, then each additional area will increase the DC. As for morale checks, they can negate levels of suppression if you wanted them to, that way suppressing fire isn't lose-lose.

So ultimately, its not too different from what you've already written. full auto is accurate enough to suppress and area, so for every multiple of Weapon Recoil you beat the DC by, you can add more suppression for more damage/ill effects. Morale would negate levels of suppression while trying to spread out your suppression amongst a larger area would increase the DC, meaning less severe suppression across the board.
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I've made a game about Polish nobility duels but fuck me, I have no vocabulary needed to translate different sword techniques. Any source I can consult with?
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>>47383249
I recognize those images! Dzikie Pola 2ed.

There's no reason to name simple cuts. Just call them "cut from the wrist, cut from the elbow, cut from the arm" - that's more or less how there were called in Dzikie Pola.

Do name some special manoeuvres, like the Polish Cut, Flemish Cut and Royal/Emperor's Cut (don't remember the exact name).

>>47382876
>What this means is you'd be rolling separately per "second" of attack--3 events, in your case.
This might be a good idea in the end. I wanted to avoid rolling for each separate attack or even bullet, but rolling 3 times isn't too bad. The general idea was to roll once for autofire and that would be all.

>>47383114
I'm not sure I understand this completely - you saying that alongside additional hits from each multiple of Recoil there also should be a "suppression hit"?
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>>47383442
I wrote out this longer than necessary explanation, and then re-read everything to double check.

Basically, its exactly that. You don't have to change much from your current auto-fire idea. My idea is that for every additional hit you gain through auto-fire, you can get a suppression-hit like you mentioned, which can be an additional layer (like more damage, an action penalty, or whatever).

I think what I'm really getting at is that the morale check shouldn't just be a pass/fail test, but should be more difficult based on how well the attacker beats the DC. Morale would then be the counter point, where you could lessen the penalties, but maybe not overcome them entirely. Like a partial success. Taking 2x suppression penalty might suck, but it sucks a whole lot less than taking the 5x penalty you would've before you made that morale check. The morale check might remove damage (if damage is going to be the main deterrent) or it might not. But, if you're going to have levels of success in how many attacks you get while firing weapons, you might as well use the same mechanic for suppression vs morale.

Its 5am here, so that might account for the misunderstanding that lead to my previous responses. The more I read your original question, the more my idea ended up already being what you wrote (minus the scaling suppression aspect). And here I thought I was coming up with something you hadn't considered.
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>>47383635
Ah, now I get it. I actually like your idea of variable suppression, not just pass/fail. Still, I would like the suppression to be a bit more separate from damage - with suppressive fire you can hit bugger all, but the hail of lead will cause your enemy to keep his head down nonetheless.
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>>47382763
Also, my mistake - Full Auto DOES have a -4 to-hit modifier.
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>>47383696
I mean, its not like you don't intend to hit something when using suppressing fire, you're just sending frequent reminders that a sturdy wall is your friend. They could not take any penalties, at the cost of their action, by staying completely in cover, but if they decide to pop out of cove while under fire, they should probably have a bad time. The initial damage might not be enough, so you might add an action penalty. Or, overwhelming damage that could potentially be completely negated by a very heroic morale check could well provide a decent risk/reward ratio. That's the real key. What's the risk/reward of both the suppressing fire, and the morale check.
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>>47381411
>>47380749
>>47379703
>>47379612
>>47374040
Thanks for the sources and tips. I'd been trying to simplify craps but blackjack would be so much simpler.

The competition was hopefully to have players fighting over spotlight and possibly bonus combat actions at most, with the monsters they fight being the clear commen enemy.
Im not too bitch to admit I'm not quite that far. But frankly feedback has inspired me.

Sorry for being gone so long. Had work.
>>
Is there room in the market for a randomly generated in depth Dungeon Crawler board game? Co-op and Gamemaster vs Players.

- 2.5D Dungeon Terrian. Doors, chests, furniture, etc is represented in miniature along with characters and monsters. Flat cardboard tiles make the board.

- Cards and 2 spinners are used for randomized dungeon generation. Randomized locational loot and traps. Dungeons are themed in encounters.

- Tactical grid based combat.

- Character progression in loot, equipment, character levels and combat/non combat encounters in between town, wilderness and dungeon.

- NPC hirlings, pack mule, war dogs, torch bearers, footpads, muleskinners, mercenaries, healers, Wizards, etc

I know people will say just Play D&D. Trying to bridge the gap between over simplified board game Dungeon Crawlers and true RPGs. Closest inspiration would be the Orginal Warhammer Quest.
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>>47379703
Holy smokes, you've actually played Dogs in the Vineyard? That game is genius and pretty much has the bests conflict mechanics I've ever seen, and is completely unpalatable for just about everyone I know.
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>>47372783
After nervously pushing past a few rough playtest sessions and 3 equally awful armor iterations, my group now favors my system to 5e, calls my turn as DM "a treat" and another player has decided to run 2 campaigns in it, reskinning from fantasy to sci-fi for one that's about to start. Only took about 6 months of gnashing my teeth over stupid stuff and realising that an ounce of inelagance is better than a ton of inconsistency.
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Going to post in here rather than the desperate pit that is game finder. Any of you interested in playtesting my cyberpunk system? It'd be a regular game on EST weekends. Skype for voice, roll20 for map. As for plot, think AJIN meets Black Lagoon in a Cyberpunk shell

System : https://docs.google.com/spreadsheets/d/1Aa3XMcdHzkkiY4SF2RBS2pZSgDhMrmO57xNYnWlAJ7I/edit?usp=sharing

Post your skype and I'll add you if you're interested.
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>>47385280

I ran it twice. It's an interesting system, but it's so hard to play since it's so different from everything else I've done.
Didn't reskin it; played it straight in the default setting with teenage Mormon gunslinger missionaries in a wild west that never was.
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I've been jotting down notes for an upcoming [Dragon Forest] rewrite.
The section on monster creation will include monster skills grouped by role and type.

Here are some monster skills:

>Skirmisher Tactics
When this creature attacks a hero, it deals +2 damage on a hit if the target has the highest doom score among heroes or is tied for highest. Otherwise, this creature takes a -2 penalty to the attack roll.

>Lurker Tactics
When this creature attacks a hero, it deals +2 damage on a hit if the target has the lowest doom score among heroes or is tied for highest. Otherwise, this creature takes a -2 penalty to the attack roll.

>Guardian Tactics
Whenever a hero in reach makes an attack that doesn't include this creature as a target, that hero takes a -2 penalty to the attack roll, and triggers this creature's opportunity attack.

>Artillery Tactics
Whenever a hero in range willingly moves towards this creature, this creature may make a ranged weapon attack against that hero as an opportunity action.

>Minion
Whenever this creature would take damage from a passive effect or a missed attack, this creature may save. If successful, this creature takes no damage instead.

>Elite
This creature may take one additional major action during its turn.
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>>47384766

Well, there's a lot of other games like this on the market right now. You would have to either do something really novel or pull off some really slick presentation and design.
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>>47384766
Your biggest competition is going to be Descent. As >>47391367 says, presentation and design are going to make or break it.

>>47389503
I'm not sold on the name for Skirmisher Tactics. Just feels bland compared to how it interacts with the Doom mechanic.
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>>47391864

It's a tentative name. Will probably change all of the skill names as I continue to develop them.

My plan at this point is to include a very short list of example monsters in the rules, and an extensive toolkit for GM's to make their own monsters. This will be a fairly straight-forward process:
1) Determine monster level
2) Determine monster rank (minion, normal, elite)
3) Select monster role (skirmisher, guardian, artillery, lurker, etc.)
4) Select a realm type and one or two thematic types.
5) Select skills

Each monster belongs to one of seven realms:
Gods of Deva-gati
Titans of Asura-gati
Humanoids of Manusya-gati
Beasts of Tiryagyoni-gati
Undead of Preta-gati
Demons of Naraka-gati
Aberrations of the Void

The above are the monster's realm types. Thematic types include:
Vermin
Swarm
Ooze
Elemental
Spirit
Construct
Plant
Aquatic
Flyer
Serpent

Each rank, role, and type has a list of skills associated with it plus stat adjustments, and GM's are encouraged to mix and match. Maybe I'll include tables for random monster generation.
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>>47391864
>descent

Ok I've played 1st edition Descent. There is no character creation. You are assigned a premade character. There were no randomly denerated dungeons you were completing pre laid out very small "dungeons" every single one with a boss. Character progression required an expansion.

Everyone sees dungeon tiles and miniatures and thinks descent but descent gave me none of the exploration feeling of heroquest and Warhammer quest.
>>
In relation to conflict resolution, how do we all determine in what order the resolution happens? I.e., is it based on going first in initiative? do actions happen simultaneously? do you break things down into phases?

What is your conflict resolution mechanic and why is it the best for your system?
>>
Define conflict resolution. A counterattack? Two people attempting to rush the same thing? A duel that you are handwaving?
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>>47392054
Again, if you can pull off sleek design and/or novel mechanics, then go for it.
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>>47392054
Its still going to be your competition, because of exactly as you said, people see dungeon tiles and miniatures and think 'Descent'.
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>>47395126
conflict resolution is just a broader term for things like combat resolution, skill checks, and whatever. Its whenever you need to roll, but specifically when time/order matters.
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>>47374004
This is cool. It sounds a bit like the circle resembles "story XP" - additional rewards obtained for following a storyline, playing in character, and solving problems as a team.

I have some questions about the mechanics in your .pdf:

1) Players in RPGs usually don't have in-game time count against talking. In D&D, its treated as a Free Action (meaning it can be done as much or as many times in a turn as possible). What benefit will Telepathy give if players are going to talk to one another anyway? Distance?
2) What exactly are spheres?
3) Will there be a mechanical benefit to sensory sharing? Same as telepathy (distance-enabled communication)? Or will everyone have access to the highest perception skills, etc
4) Are there mythical beasts/magical creatures/divine avatars, do they form groups that could be called Circles, do they ever work with/affect prana pools? From where is prana derived and is there a corresponding magic system which Awakened people pull their abilities from?

Additionally, I have a non-game mechanics related question.

1) How will the circle deal with players who come irregularly or for part of the campaign? This happens more than we would like to see in games where individualism allows a more flexible party.
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>>47374004
I am sorry I did not comment on this earlier!
It would help if you enclosed the actual character sheet for the circle, and maybe included a complete example.
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>>47395869
My point was that if you define the question more specifically you answer it yourself. If both are moving to do something, then AGI or the equivalent stat should give you your answer. If it's something that requires reaction time like drawing, then roll initiative if the system has it, otherwise make some kind of secondary roll based on an appropriate stat to see who reacts first.
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>>47395725
Well, let's not discourage the guy too much.
Pic related is a centreless wheel. Impractical at the moment due to their complexity, but potentially promising with future advances in maglev bearings.

A testament to human ingenuity; you can, indeed, reinvent the wheel.
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>>47392040
I'd have called it a Striker since it's meant to focus the highest priority target.

Skirmisher tactics would be if they gained a bonus to attack when attacking players who are in a formation (ie in tile contact) to encourage breaking formation to deal with them.
>>
>>47396224
The idea was to drum up some discussion and be at least a little more useful than a bump.

However, you're assuming a lot by what you mentioned in that response. There might not be an AGI equivalent in a system, or systems might not have initiative. In fact, the system I had in mind when making the question uses neither, but runs its combat through phases (movement and action).

And then there's conflicts that don't resolve around combat to begin with. Perhaps two characters are trying to push open a door from opposite sides. You might make an opposed Strength check (or equivalent if present), but perhaps you don't include contested rolls in your system. That's a perfect invitation for someone to describe how their mechanic gets around that issue.
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>anything from minor elements to entire systems
Does this mean if I'm making modules and supplements for Swords & Wizardry, it's cool to post about them here?
>>
>>47396696
That's a good idea!

One of the things I want to do for each of the monster roles is to give each one a list of skills commonly associated with that role to give GM's a good scaffolding to work with when creating and customizing monsters.

Skirmisher monsters should probably get the following:
1) A bonus to attack and damage against high doom (powerful) PCs.
2) Multi-target melee attacks to punish players for clumping together in close formations.
3) Close burst/blast attacks to punish players for clumping together in close formations.
4) Increased speed and mobility related effects to help skirmishers get in close.
5) Reactive or minor action step/teleport effects for hit & run tactics.

Lurkers, for comparison, would want the following:
1) A bonus to attack and damage against low doom PCs.
2) Invisibility/concealment effects
3) Annoying status effects and action denial targeted at support characters
4) Mobility effects including teleportation to help lurkers slip back into concealment
5) Illusory terrain/darkness effects to help lurkers slip back into concealment
>>
I am working on a generic system that is meant to be rules lite but crunchy.

I am thinking of using a d12 mechanic. I know that is more "random" but I don't really like the predictability of 2d6. Plus 1d12 has the number handle stat plus skill well.

Stats will go -1 to +3, you get Vitality (basically hit points) equal to 10 plus Strength, or 5 plus strength for really lethal games. Average people have 5 plus Strength hp.

A dagger would deal 1d4
A one handed weapon deals 1d6
A two handed weapon deals 1d8

A pistol deals 1d8
A rifle or shotgun deals 1d10
A shotgun will give +1 to hit with buckshot, I liked that rule from savage worlds, but it was broken in SW in my opinion.

I'm planning to have as few modifiers as possible. My biggest concern is bookkeeping , especially for large battles. I'd use a toughness system, but pcs Ina lethal game would be either alive or dead, whereas a small number of hp would be lethal but at least there'd be detail beyond up or down like in Savage Worlds.

Basically I want a game that can handle heroic and gritty gameplay in the same system. Probably a doomed endeavor but i appreciate your ideas.

Are hit points a big drag in large battles? This system would be used for a zombies game fighting huge hordes as its first play test. I'd use savage worlds but characters are too durable, and the system is weird for zombie bits (like, if you get bitten, it has to do enough damage to shake you, even though any bite would infect)
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so without getting too in-depth (I can post more if need be), I'm having a system that's basically [factor A] + [factor B] vs a target number.

included, is the ability to get a better roll by taking your time (wind-up for a haymaker), and also act faster at the cost of effect (flurry of quick attacks)

the thing I'm having an issue with, is where do [factor A] and [factor b] come from. there's a lot of options; ability scores, quality of weapon/item, skill of action, circumstance

I like the idea of an ars magica noun/verb system; quick + sword would be a quick jab, whereas heavy + sword would be a heavy slash.

trying to think of a layout that's encompassing without listing unneeded skills like underwater basket weaving, while not being so minimal as to be forced to be super pidgeon-holing
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>>47398265
I'm also a fan of the noun/verb system. Would that apply to both attacks and defense? Or do you mean to add in generic skill checks too? Going after common enough verbs shouldn't be too difficult. I'd consider looking through 3.5/pf metamagic feats to find other verbs you could use in your system. Things like Silent or Still could get around hearing or seeing an action.
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>>47395964
>The intention behind telepathy was both distance, and the fact that you could talk telepathically without people overhearing you during other conversation or negotiation.
>There are three spheres. Mind, body and voice. I would call them attributes like a normal person, but I have something else using the name that fits slightly better.
> Sensory sharing was built to allow people who aren't in a given scene to have some impact instead of sitting around and waiting for the GM to get to them. Possibly allow some chars to act through them. It will most likely be reworked once I get the ability pillars actually written instead of playtest standing.
> Prana in Indian mythology is a rough analogue to Ki. Life energy as it were. So everyone has it, awakened are just hose who can tap into their full reserve and do the cool stuff. The awakened have prana pools of their own that are used to enhance skills and fuel abilities.
> I can see more intelligent creatures might. As well as a creature or two that does it innately and is a kind of hivemind.

Non story:
> That's part of the reason the locus thing exits. People can be detached or attached to a locus without having to redo the entire circle. So irregular members could just come for a session or two snd either remain part of the circle but off screen. Or detach themselves after. In universe it's mostly a matter of trust. If should are in a circle, the others there are putting some trust in you not to abuse the connection.

>>47396117
Haven't quite designed character sheets yet. I'll get to it asap. The complete example also seems like a good move. I wanted originally to get the mechanics and psychology of it down before I went there.
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>>47400061
trying to make it pretty universal. so perception could refer to a scrying spell [arcane (increase) + perception], trying to hide from a town guard [sneak + perception], or trying to to see if someone is lying to you [speechcraft + perception]
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>>47400061
attack and dodge would also be used
[power + melee] = heavy attack
[fortitude + melee] = block

trying to find a way to expand on both attack vs defense without bloating TOO bad
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>>47400234
This along with the original idea looks like [Player Skill + Opposing Skill] vs TN, which doesn't make sense. Just having opposing rolls would make sense, but then that would be different than [A+B} vs TN.

>>47400261
And this sounds more like what was going on before. Once again, metamagic feats might provide some good inspiration. Silent+Melee could be fore a sneak attack, or Extended+Melee might be a flurry of blows. Also consider combat maneuvers for verb ideas. You might Bull Rush with Shove+Melee, or make an improv Bolas with Trip+Ranged

Ultimately you're going for verb ideas, so try to find some in whatever your favorite system is. Metamagic and Combat Maneuvers can be good inspiration. Especially Combat Maneuvers, because they show an effect, something different you can do in melee than just attack.Once you get a maneuver to focus on, then you can figure out the best verb to represent how that maneuver might happen.
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What are some advantages and disadvantages of dice pool resolution systems?
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>>47400415
I'm wondering if I should just make it open-ended. like you have your main stats, and for everything else, the players just make up skills.

block? sure that's a skill. block+fortitude is a full on defense. block+agility is more of a parry.

everyone is assumed to have 1 rank in any 'verb'
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>>47400455
>pros
Pure chance has lesser impact on the game. You roll multiple dies and average result lies closer to normal distribution.
You can adjust it further with roll and keep systems.
You can tie more mechanics to different aspects of the roll.
>cons
Dice pools require a lot of dice. It might be a problem in physical format.
Dice pool systems look more complex on surface. Some players will avoid the game after hearing "dice pool".
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>>47400506
I'd recommend making a list of extremely common skills that you could reasonable expect to see in nigh every game. Then, give plenty of space for GMs to create their own skills that might be relevant to their particular game. If your system is supposed to transcend technology levels (like handling Medieval, Steampunk, and post-apoc each), then this would be perfect for the technology related skills, or magic skills, etc. If you expect people to block in every game, the Block absolutely should be on that list of mainstays. It doesn't mean your list /has/ to apply to every possible game you're designing for, but they should be used in the majority of games played.

Having a list of essentials should provide a helpful amount of structure for players that a purely open skill system wouldn't provide.
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>>47400775
the idea of actually rolling an active defense actually brings up something I wanted to with MY homebrew; rock-paper-scissors. anyone have a good system that does that?

like if you are attacked by a heavy swing, you're gonna want to dodge that, but if you block it, you're gonna feel the pain.

if you bock a precise strike, it's going to get into the gaps in your armor.

I'm trying to figure out how to deal with you attack me with a heavy attack, so I dodge, so you change to a quick attack, so on (who gets priority)
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>>47401100
I remember thinking up a mechanic where initiative/momentum becomes a per-round thing. In your case, winning the rps would allow you to become the attacker, and winning rps while attacking would land a solid hit. This would mean multiple mini-rounds of rps, like perhaps doing 6 to represent a 6 second round. Whomever wins an rps bout while an attacker would actually score damage, like volleyball (score points while serving). This allows for a wide range of outcomes while still being rps at the core.

That might spark an idea for you.
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Someone hear me out on these grappling rules. Theres a sligtly more detailed version on my google sheet but...

To initiate, make a Brawling attack, on hit you both gain GRAPPLED [movement is 0, cant use your main hand, ac increased by 2. Nat 1s on him hut you nat 20s hit both if you from people furing into the grapple.]

Every round, the aggressor must spend their move action as an opposed brawling check to maintain the grapple. Then, the aggressor can use their standard action to apply PINNED [ ac nets out to -10 and they cant use either hand]. The defender can use their standard to try and become the aggressor, or anything that doesnt need their main hand. They can't actively escape a grapple, unless theyre PINNED, thats represented on the aggressors turn when they try to maintain. Either grappler can make an opposed Strength check to move the grapple.
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>>47403030
Damn it, I thought I checked for typos
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I finally got around to compiling all the moving parts for my conflict/combat chapter.
Since all rules are mostly just varying abstractions, Im trying to make them work more on a descriptive basis to make combat more cinematic. Trying to avoid saying narrative because of the buzz-word feelings, but in reality my rules are probably align with the expectations of narrative combat. Heroic and Gritty are ideals thrown around, usually opposing to some degree, therefore I have reworded gritty to Dangerous.

The basis of combat goes
1) GM description followed "What do you do?"
2) Player Response with action or reaction
3) roll, want only a single roll per turn per player. DoS and DoF add extra consequences to the roll
4) PC-GM negotiation of what happens, what the true interpretation of the roll is. 'Horse-trading' of player resources (and GM resources too?) for in-game effects. Spending HP to reduce consequences, accepting conditions to push for greater effect. Etc, this should allow players to have some influence. Allow Risk/Reward play through narration rather than a dice roll.
5) The outcome. Just to settle everything.

Above is the formality of the conversation, but onwards to the interesting points, besides step 4:
Assuming 1 on 1 combat, complicated situations just modify this setup.
Sliding scale called Edge to determining winner. Take-Out is an action to end a fight, it have multiple enablers. Players have their own turn, but they "activate immediate opponents", meaning players and monsters act at the same time. This should be possible to handle with the above 5 step setup.

Combat is not about who runs out of HP first, but about who has the upper hand (Edge). As combat rages on, Escalation happens, making numbers DoS/F bigger, driving the combat to an end. Conditions comes in 3 steps: Minor (mostly descriptive, low impact: out-of-breath, off-balance, bruised) to moderate (hurt, knocked-down) and major (serious stuff, broken arm).

TBC
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I'm undecided on how I want to do my core resolution mechanic. Game is somewhat of a supernatural modern that tries to be both a power fantasy and downward spiral.

Make a dice pool from [Attribute + Skill + Corruption], then make a set of matching dice. Width determines degree of success. Each 'corruption die' in the set progresses towards increasing your corruption level. So basically if you use corrupted dice, then your corruption increases, so you get more corrupted dice to use. You can't pick and choose the dice of a set, you either use all matching dice or none of them. There's a little bit of nuance, but that's the gist of it. Then:
1) I want to use d8 because the numbers feel more right, without really having tested it too much, but d10's are significantly more convenient, especially since you need to separate them into two categories. Practicality or vision?
2) I don't know if I should go full ORE-like and use height as well. ORE is very pleasing from a design perspective, it has a nice elegance. However, I don't think I really like what it does to a system in a lot of ways (primarily hit locations). It bothers me that the numbers on the dice don't mean anything, but I can't find any meaningful use for them.
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>>47403030
Well, I'm not very familiar with DnD grappling rules but I want to note the following:

Only one character has to initiate and maintain the grapple. Other character may choose to not grab his opponent's clothes or limbs and try to move away and break the grapple on him. He can use move action to break grappler's hold by moving fast and escape. If he doesn't suceed, grappler moves with him but can't use his own move action.

If the aggressor wants to PIN, he needs to throw his enemy (make an oppossed roll) and bring him to the ground. Now his prey can't use move actions, only standard actions.
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>>47403086
Minor conditions is mechanically action tax for the most part, with the danger of being upgraded: Off-Balance to Knocked-Down. However enough conditions can apply penalties through the Trauma Gauge, which is determined by the Defense characteristic. Hit Points are in this system but is not like in DnD, rather they reduce conditions by one step. With slow recovery, means the player determine if used. HP comes in 4 different flavors, depending on the source (the Drive characteristics). Faith HP is Gods protection, Good old fashioned Luck, Protagonism (need a better name I think) provides plot armor, and warriors can translate Expertise into "Im trained in how to avoid damage"

Im hoping /gdg/ can help find flaws in my system to smooth it out to something workable. Currently my combat rules are just some rules stitched together with thin thread, at least that's how it feels. It's very unique in the sense it's a paradigm shift from DnD (basically all my rpg experience).
There's still a "reduce this number to 0 to win"-element with edge, but it's still far from standard Hit Point implementations. Turn structure have been redone to feature player/enemy interaction as key, not slapping rules like "Attack of Opportunity" to make sense of "disconnected 5-by-5 ft square 6 second time advancement" that is the usual turn structure. I have taken this idea from TRoS/SoS with their Limelight, but without experience I gotta try myself.
Action description for players falls into "What are you primarily trying to accomplish this turn?" A fleetfooted elven fighter might charge into enemies and start tearing them up, while the short-legged gnome might have to spend his time moving from point A into the same fight. This is the essence, but I have yet to complete my brief action descriptions with their ties other mechanics, such as Overview being able to change initiative place (enemies still interact with your on your turn) or Defend action increases the Outmatched rating.
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>>47373565
I'm not a huge fan of ORE Mecha to be honest, because it's using Wild Talents as a baseline, and it's not the most intuitive thing in the world.

My question for you is, what kinds of things do you want in your game?
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>>47374307
Nice progress on this so far. I like the introduction to the section and the explanation for what each part and Stat does and is for.

Question: what exactly is the Structure stat used for? Stats are supposed to be used along with a Pilot's Skill, but how does Structure work with all that?
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I know this is probably going to sound weird but hear me out...
I'm trying to create a system that uses a Scout Badge type system, where specific skill and talents must be earned by specific in game actions and achievements (e.g. You lit a fire without a fire-starting kit or magic? You earned the Survival Skill Badge!)
How specific should I make the rewarded skills to the action needed to earn it?

And by scout badge system, I mean literal scout badges, so if anyone has any suggestions in that regard, that'd be great!
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>>47397273
>I am thinking of using a d12 mechanic. I know that is more "random" but I don't really like the predictability of 2d6. Plus 1d12 has the number handle stat plus skill well.
REEEokayIllusewordsinsteadEEE So the "swingy" means that you can beat it by a lot (rolled 10, 7 more than target number) or by little (3, just hit the target number), but if there's no difference in those two successes, then it's not swingy, it's an illusion of swingy.
>1d1+stat+skill
That's because 2d6 and 1d12 is not same granularity, 1d12 is larger and a roll over-like system this makes better use, where in 2d6 systems a single +1 means much more.
>predictability
http://anydice.com/program/1557 Now they are equally predictable. Sarcasm aside I actually am a bit sorry about the tone, what you probably refer to is that 2d6 rolls middle numbers often. That does not matter unless you use how much you beat the target number by, the difference in a pure "beat TN"-system lies with the interaction with modifiers. Press [graph] and [At Least] on anydice and see with 2d6 you more reliably defeat low number. Any bonus is just a simple shift on the x-axis, but as you can see, +1 changes by a different amount depending on where you are.

>toughness system vs HP
Usually what people mean by toughness or wound system is just Hit Point system that doesnt not scale much and start very low. Throwing damage reduction doesnt really change much about what it actually is.
Pdf related for some true alternatives to HP, wound traits, and trauma gauge. Most health system is a mix of those 3 and some variations. DnD is the "bloat version" of HP.

>large battle
Needs another system than the usual 2-6 man party.

>heroic and gritty gameplay in the same system
Gotta define those and then make mechanics around those goals.
Gritty: fx Can die in one shot - already done
What do you with heroic? Fast HP regain is considered heroic and so is High Action, but what else fit your idea of Heroic?
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>>47400775
>RPS system
Interesting, but with only 3 options it might lack granularity. To meme a bit, add Spock and Lizard. To expand, first, more options, second adding victory points into it. The rogue gains a bonus winning with scissors while the fighter gains a bonus winning with rock and etc. You could make the stat system like that.

>Fighter
Rock 3, Scissor 3, Papir 1, Spock 1, Lizard 1
>Mage
Rock 0, Scissor 2, Papir 2, Spock 4, lizard 1
>Rogue
Rock 1, Scissor 3, Papir 2, Spock 1, Lizard 2

What you use the victory point to could also depend on class. Goal is still winning RPS but there's some extended rules around it make it less binary.
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>>47406320
>>47401100
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Bump with a thread question:

>What kind of media is inspiring your work?

For me, I've been trying to broaden my sci-fi bibliography recently. The last book I finished was Alfred Bester's The Stars My Destination, which is a pretty great solar system-centric sci-fi epic that would be real awesome to play in my ORE space game.
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>>47407985
>What kind of media is inspiring your work?
Anime?
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>>47408022
Hey, don't knock it. Plenty of great games are mad-anime. Tenra Bansho Zero and Double Cross come to mind.
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>>47408022
Some animus and mangos have pretty neat ideas for interesting worlds and game mechanics. Plenty of shonen mangas roll with some quirk to their world to let the main character develop their power level. Like in Black Clover and to lesser extent Chivalry of a Failed Knight.

If you dress their settings in some nice mechanic, you can get pretty enjoyable RPG.
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>>47404759
At the moment it's a standalone stat. If a pilot were trying to push or lift or endure a massive hit, they'd use the Structure rating for their dice pool.
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I've got a post-apoc style game that tracks both Needs and Vices. Needs are pretty self-explanatory. Food, Water, Shelter, Love, but don't tell anyone. Its not for Magical Realm , etc. Vices are more like addictions, Smoking, Drinking, other drugs, non-substance related addictions, and all that. Both Needs and Vices will tick up (probably per "event"), starting at 0 and increasing to some undetermined number. When you fulfill a Need or Vice, that number will go back to 0. If you don't, the tick will increase in intensity (i.e. going from 5 points to 6, or going up the Fibbonacci sequence, or whatever the final numbers might be).

I'm considering having a mechanic to get rid of Vices. Vices will be attractive options to take during character creating to make things cheaper, but within the game they can range from being a nuisance to being the death of many people you wouldn't want dead. What I'm initially thinking of is to have a way to buy off the penalty that Vices cause. This might be represented in a limit to how high vices can go, and performing a necessary action would reduce that limit until you hit 0. I'm wondering if there are any other options that might fit better. The idea is that the world sucks, and life in that world sucks, so getting rid of an addiction should be even more difficult than it already is in real life.
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バンプ
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>>47408022
Vidya
Lots and lots of vidya. I don't really spend tons of time of settings, which could easily be taken from multiple sources. My mechanics will either come from current tabletop systems, or from translating vidya mechanics into something usable for tabletop.
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late night bump
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>>47403528
fast, accessible with some crunch but doesn't require a spreadsheet

I want to emulate Gundam (mostly UC and the One Year War era) so gritty to gritty with some heroics. maybe the option for some psychic powers (Newtypes)

the mechs would be based off the ones in show,

leaning towards doing something different for the armor. Reign does it differently right?
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>>47405076
Don't know what to tell you other than find some copy (preferably online) of a Boy/Cub Scout Merit Badge manual and go from there.

I know you didn't mention it, but awhile ago there was an anon who was thinking of requiring players to study real world knowledge to use in game. Things like reading up on the climate of a given area to use Knowledge:Nature or something for the game world analogue. This would actually work perfectly for your game if you wanted to use it. Players would need to research the requirements of each Merit Badge they wanted and then perform the necessary steps in game to receive it.
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>>47381815
It seems like this type of game would be more interesting and zaney with a scatter die for fling direction and different die sizes, d6/d8/d10, for inches of distance...rather than a set number of spaces.

You'd have different character weights which sets their default knockback distance, Light/Med/Heavy -> d8/d6/d4 and attacks add flat numbers to that.

Weak/Strong/Smash +1/+3/+5

At certain damage thresholds, your knockback dice are upgraded.

>Using Normal Weight baseline
0-30% Normal
31-50% d6 -> d8
51%-75%: d8 -> d10
76%-100% d10 -> d12
101%+ d20

Stage obstacles/hazzards could be setup at the start of a game a la 40K or the like.
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>>47419166
Yeah, armor in REIGN is pure damage reduction. Each point of armor you have cancels 1 point of Shock and 1 point of Killing. It's a lot simpler and faster than the Light/Heavy armor system from Wild Talents.

How do you envision mobile suits working? Are they just vehicles or do you want to treat them more like an extension of your character?
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>>47420909
This is something I could get behind.

Your damage could also represent a minimum distance that you're flung.

Let's say you start 0-3 damage is a d4. When you get flung at this range, you roll a d4 and that's how far you go. However, within that range, the current damage you have is a minimum distance, so if you have 2 damage, your fling distance is 2-4.

Once you hit 4, you upgrade to a d8, so your fling distance is now 4-8. When you hit 8 you upgrade to a d12, so you can get flung 8-12; 12 damage upgrades you to a d20. If you manage to get up to 20 damage, that's Instant Death, the equivalent of being at 300%.
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one more bump for good luck
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>>47421003
the latter would probably be more exciting
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>>47424053
I'd agree, so it's good to know that we're on the same page.

Now think about a few things:

>1. How do you think that the pilot and the mobile suit interact with each other?

In this project>>47374307, mechs have a handful of Stats liked Handling, Targettign and Structure that you add to certain Skills that the Pilot has to get a dice pool.

In my own project, the idea is similar: a Craft has a number of Systems that are combined with a pilot or crewman's Flight Skills to get a dice pool.

So what you need to determine is, what's the interaction between the Pilot and the Mobile Suit?

>2. What are the key elements of a mobile suit?

In >>47374307, a mech has three primary stats (Structure, Handling and Targetting) and a number of substats like Communications and Sensors. That's basically it.

With my project, a spacecraft can have any number of Systems, such as Weapons, Shields, FLT Drive, as well as features like a medical bay or a cargo hold. The only stipulation is that all craft need at least 1d in Thrust, which is what allows a craft to move around.

The goal here is to isolate the things that are special and unique to UC Gundam and work out their mechanical roles with respect to a mobile suit.
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>>47372783
I've done 3 or 4 now, and each has drastically changed and focused the system. Most recebt playtest found that the players saw 1d100 as too many values that didn't matter, and too high a chance of failure at my established starting stats+skills
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>>47425432
Speaking of which, I'm looking at changing up the dice I use, but keeping the "(stat+skill)+/-situational modifiers" target value. Possibly 2d20 or 3d6? Not sure. What sort of chance of success should level one characters have in their best skill, while leaving room for improvement? What about their worst skill while not making it impossible?

I'm doing scifi characters that have training in their disciple, but are just starting out.
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>>47425812
Leaving room for improvement, I feel like 60% is a good baseline for "Best skill, inexperienced character".

Also I love that character art. What's your game, if I may ask as a fellow sci-fi developer?
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>>47425967
Thanks for the input! That's what I've kinda had in mind, but I could always use more opinions.

Ah, well, I'm going a bit ambitious with this. Probably in over my head. But I noticed that almost all scifi RPGs are specific to a certain setting. There aren't a lot of generic systems that let you create different sorts of adventures like DnD without going full GURPS. Now, there's some really good reasons for this, like not being able to rely on everyone using swords, magic, elves, and humans. But I figured I'd give it a try anyways. I am working on a few setting guides as well, but I want the system to be as setting-agnostic as possible
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>year of our lord two thousand fourteen plus two
>not using tabletop simulator for prototyping
How does it feel to be such a failure?
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>>47426250
That's basically my project as well, though I'm using the One Roll Engine, not 2d20/3d6, and I'm building it as a supplement to the already fantastic REIGN RPG. If you stick around this thread enough I'm sure that we can compare notes.
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>>47370940
That typography job in the OP cracks me up every time I see it, because the guide itself is super useful, but the typography of the guide is SO BLATANTLY TERRIBLE.

Which I'm sure is just to show why typography is actually important, but it's still hilarious.
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>>47421003
Depends on the setting and the kind of mech. Most "western" settings where they are basically just a humanoid or semihumanoid tank, it should be a vehicle.

However, in most eastern settings, it should function as a character, with pilots having traits that influenced it.

Honestly, ideal anime mech system should be able to be reflagged into a JoJo campaign, fluffing the pilots as your character and the mechs as your Stand, with minimal tweaking to no tweaking of the rules. Assuming you are going setting generic. Obvious that expectation is kinda silly for something like Adeptus Evangelion, though it could probably still do it.
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>>47426342
Ah right on! I'm afraid I'm not actually familiar with that system. What are the highlights?

This is one of the projects I've been working on, a random alien generator. Anyone got more options I can add to this?
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>>47426759
Not that anon, or familiar with REIGN specifically, but I've played other One Roll Engine games before. The core mechanic of ORE, is you roll [Stat value]d10, and then create 'sets' of matching dice, which have a width (number of dice in the set) and a height (number of the dice) and those values are used for whatever mechanic the systems has you rolling for.

So if you have to make a check with a stat you have 8 points in, you would roll 7d10. If your result was {1, 5, 5, 9, 5, 7, 9, 5} you would have the filling sets to use on that check: 1x1, 5x4, 7x1, and 9x2.

The strength of the system is that it gives you a lot of information with each die roll, hence the name. One Roll Engine.
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>>47427119
>you would have the FOLLOWING set to use
My bad on that. Also I got the notation wrong, it's usually written Width X Height.

Also, it varies by actual system that uses it, but generally you can't select a set with a width of 1, unless you have no other sets to use.
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>>47426759
If you're around tomorrow I'll give you some details, but I'm off for tonight.
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>>47424303
>a Craft has a number of Systems that are combined with a pilot or crewman's Flight Skills to get a dice pool.

that sounds solid enough
Weapons
Thrusters
Sensors
2.
Weapons are a big part on what the suit can do
A mobile suit usually only has a shield if it carries one with it like in pic. either your suit's armor better be up to snuff or DODGE!
Radar, Thermal, Sonar, and Cameras but radar, thermal, and sonar is worthless if the Minovsky particles are dense enough and if you lose your camera (usually the head) you're blind. (Newtype psychic bullshit can overcome this though)

This whole thing is still in its infancy
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I just want to take a moment to thank everyone who provides feedback in these threads, whether it's a little or a lot.

It can be difficult to muster up the interest to read through someone else's work and comment on it, let alone provide useful criticism and feedback. There are countless anons out there with a dream, and every reply or comment in a discussion gives them that much better of a chance.

So again, to everyone here who has taken time out of their day to help another anon, thank you. You da real MVP.
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>>47426281
How does it feel to be such a shill?
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>>47411887
Assuming Vices require a sort of save with the counter being some kind of negative influence on the die result, you could have every success (degree of success? success against a certain difficulty of higher?) give you a tick toward lowering the Vice. However, you need a certain number of these ticks to reduce the Vice by a single increment, and in the mean time, you're still making those difficult Vice checks. You could have the players spend some of those ticks to avoid or lower the negative consequences of failing a Vice check, making them difficult to hold on to without other means (therapy, medication, etc). This would mean you could eventually eliminate the Vice through sheer willpower and luck alone (hanging on to those ticks, regardless of negative consequences) if the character isn't too far gone, but it's better to find additional support in eliminating it, which has its own costs.

Just spitballing. I'm not sure it'll fit the rest of your mechanics or even be harsh/difficult enough for the feel of your game.
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>>47427400
I'm real interested in this. I'm an old Gundam fan, so keep me posted on your progress and let me know what you need help with.
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>>47428069
You hit on a few points that I want to get across with this idea, but allow me to explain more.

Vices work very simply. If you don't perform an action needed to satiate your vice, the counter increases by 1 step and you take that total.

Vices don't cause penalty to actions in any way. Instead, the points you get from vices end up becoming what the GM uses to create encounters, traps, or other complications. However, your post has given me the idea that perhaps during withdrawal there might be some penalties. that would make sense.

There will be a mechanic to share those Encounter Points among other players though. It'll be one of only a few ways to completely absolve characters of adding to that encounter total. In relation to Vices, this can either have other players become enablers if the original player doesn't want to get rid of their vice, or they can become supporters if the original player does.

It really comes down to determining what would constitute trying to be clean, and then determining what exactly would allow you to show progress. Because these points determine what the GM can use to create problems, they either can't be something that can be easily removed, or they have to be something that grows so quickly that the GM will have plenty of reserves for a decent length game.
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>>47428639
all I got so far is a name (O.R.E Wa Gundam) and unfinished Zaku II F statblock

>MS-06: Zaku II F

Abilities
Size: 9 (58.1 metric tons) (17.5 meters)
Armor rating: 1

Body: 7d
Coordination: 3d
Sense: 2d

Mecha Qualities
N/A

Armaments and Equipment

Rear Rocket Thrusters (Flight 3d)
U,D,A
if/then: in space -1; Obvious -1


ZMP-50D 120mm Machine Gun(Harm)
A
W+2 in SK (Spray+5)

Heat Hawk Type5
A
W+1 in K
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How do you guys lay out your drafts? I want to start writing down mechanics for my game but I'm not sure how to organize them. The rules are nowhere near complete enough for me to just go all-in and organize it exactly like a printed rulebook, but I'm pretty sure there's enough that just jotting down notes on a piece of paper won't cut it.
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>>47429560
Break it down by logic. Big to small information.
What are the things you need?
What are the thing you have to do?
What are the thing you can do?

If it's not a complete set rules don't treat it that way. Just write it down. You'll likely have to explain any questions your player may have anyway since it's not finished.

If it's a WIP just write it and then you can still edit it later or rewrite, if necessary.
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Ever get hit by something gaming related so out of left-field that it messes up your whole development?

I recently went over the rules for Mantic's Deadzone v2.0, and I ended up really, really liking their dice pool resolution system. So much so that its messing with my own development to the point where a complete overhaul might happen.
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>>47428841
That is an excellent name.

If this thread makes it to tomorrow we can discuss this some more because I've got some ideas for this that could be interesting.
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>>47430632
Oh yes. My advice is to find out what you want your goals to be and then see how your chosen system lets you achieve them.
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>>47431704
Its amazing how much the system fits what I want. I was struggling, because I currently have opposed rolls to hit, roll dice equal to attack/defense and choose highest, but damage is regular target number roll. I tried one-roll resolution, but it didn't work the way I wanted.

This system has all that. And its so simple. Basic actions are 3D8's rolled against each other with modifiers adding and subtracting dice. Models have 3 stats, Shooting, Fighting, and Survival, and its simple, just roll the stat on the dice, rolling more successes determines success of the action. For example, shooting an enemy is you roll 3D8 using your Shoot stat against your opponent's 3D8 using their survival. Each successful die rolled that isn't countered by your opponent's success is a hit. So simple, so easy, so quick.
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>>47433344
That does sound pretty good, actually, as well as easy to work around. If you do use it I hope everything meshes well!
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>>47433901
I forgot to mention it uses exploding 8's. I'm thinking of adapting a version of it for my system. D12 base, models have an Attack, Defense, Armor, and Resilience stat, while weapons have Power and Strikes. The idea is when attacking, you take a number of D12's equal to the Strikes on the weapon and the target takes a number equal to the armor. You roll, and any dice that roll the Attack or Defense respectively is a success, with exploding 12's. Compare successes to the Resilience of the model, and for every one full amount, the model takes damage. Damage acts as a stacking debuff to the model. I'm thinking about how to use the Power, might be something that works with counting successes; for every success from a Power 1 weapon, it counts as one, a Power 2 is 2 each, ect.

Most of this is literally just being pulled from my head, so obviously will need work.
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I'm kinda surprised that no card creators are in the "tools and resources" sections.

Take nanDECK for example. You can make a whole deck of cards with a bit of code and excel sheet/text file with data. Adding new card is simple - just add another entry to the data file. No need to line-up icons, text or whatever. It also can save the cards as separate files or the whole deck lined up for print as PDF.

Here's a basic example of cards made from the same deck file.
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>>47436236
Of course I forgot to add the file.
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>>47421870
Whichever you think works out, really. I just happened to like the aesthetic of "shit, I just got knocked back like 15" lol"

You could have a cap/damage limit if you wanted to do an Instant Death type thing. I assumed the play area would have an out of bounds area marked off where someone would die if they end their next turn still in it (if there's any kind of recovery/jump options and such)
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>>47424303
Ever hear of an old timey computer game called One Must Fall?

Mecha based fighting game where each mech had it's own baseline stats and the pilot had their own like stun resistance, speed and some such. Made me think of a mech game where the focus was on gladiatorial combat over space opera.
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>>47427400
I suppose it depends on how raw you want it to be. Are the players to be piloting gundams that are just retardedly tanky like in some series? Or pretty fragile (08th MS)?

I think the biggest factor when it comes to more fragile Gundams would be, Dodge, and maybe working in some sort of Momentum mechanic where the person with MORE momentum is more likely to score a hit.

You could add in obligatory armor saves, probably like a 6+, other wise specific areas like limbs are just destroyed in a hit, or so.

I could see a barebones system like Battlefleet Gothic being used where Gundams just have a preset nmber of HITS they can sustain before being scrapped with crits fucking up specific systems. Your weapons would generally just differ on how easy/hard it is to hit with them, dice pool, range, area of effect.

Melee should be dangerous as fuck, because beam sabers/molecular blades and such.
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>>47428841
Okay so the first thing I would say is don't use Mecha ORE. It's not that it's badly written but it's more a set of guidelines for turning Wild Talents into a mecha game, and it's basically a statement saying "hey you can turn Wild Talents into a mecha game, here's the basic idea." It's not really adding that much to the system. Moreover I don't think Wild Talents is a very good system for UC Gundam. Maybe one more the AU Gundams where the Gundams are unstoppable god machines, but UC is much more grounded and low power, for all intents and purposes.

For instance, weapon output in WT is way off. In WT, all firearms do a minimum of Width in SK, which is the highest tier of damage that an attack can do. This is because it suits the default atmosphere of WT: gritty superhero action where a stray bullet can kill even a superpowered individual.

In your example, you're having the Zaku's machine gun, which is basically the weakest firearm used in the series, start off at W+2 in SK, which is an insane amount of damage.

Moreover, the Miracles system isn't a great match for this, because it's apply what is a fairly complex system to attributes (like RR Thrusters) shared by almost all mobile suits.

The Zaku II IS the starting point you want to work with, though, because it's the most basic mobile suit in UC.

Now here's what you should think about:

>What are the key components that are common to ALL mobile suits?
You can treat these as the Suit's Stats, because they can be used to compare the baseline strength of two Suits.

>What features are commonly or uncommonly added as options for Mobile Suits?
These are your Qualities or Advantages (in the REIGN usage) that you can affix to a Suit to change its role on the battlefield.

>How do Pilot and Suit interact?
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>>47426759
Kinda crazy how we're sort of on the same page with this. We hit on a lot of the same point (such as the Gestural and Pheremone Communication) that otherwise might not come up in systems like this.

So your system uses separate d100 rolls for each field then?

Here's what I've put together along the same lines. Since it uses the One Roll Engine what you do is grab a bunch of d10s and roll them together, and match them up. The more matches, the more extreme and exaggerated traits become.

The actual process to create an alien race (called a Xenotype in this system) is a three step process where you do rolls for their mechanical characteristics, their cosmetics and their culture.
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>>47437835
Guess I'll go read up on Reign some more
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>>47440498
Check out the Enchirideon, since that's REIGN without the setting fluff.

Fundamentally, however, the game isn't significantly different from Wild Talents, it just uses different trappings. The mechanics are the same (Stat + Skill dice pool, same hit locations, same damage types). What it adds is a more grounded approach to character building and rules for fighting and skills that make it so that people without super powers can still do cool stuff.

It's not so much that you need to read REIGN (though you should), but rather that you should take what you know about the ORE and build a system custom designed for UC Gundam around that, which I not only think is doable but would actually be very easy.
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>>47439564
Ha! That is interesting how much many points we were similar on. I went with 1d100 percentile so I could add a lot of options while still manipulating "rarity" of traits. I think the main difference is that I didn't break the traits down nearly as much as you did. I git tired if trying to make some of the more exotic features work together and kind of left it up to the player
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>>47441062
One of the points I have blank still is a section in the Skin trait. I have Color, Texture, Pattern and then special effects like being bioluminescent, but I still need one more category. Any suggestions?
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>>47441169
Do you have a section for fur/feathers/scales/ect? Maybe something about thickness/toughness going all the way up to "exoskeleton"
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>>47441169
> fur/feathers/scales
Part of Texture

>thickness/toughness
This ventures into mechanical traits which is a seperate area. Having thick skin or an armored exoskeleton would have mechanical benefits (the first granting extra hit boxes, the second granting natural armor).

It's tricky, that's for sure. The Cosmetics section is purely for "let me randomly make my alien look real weird."
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>>47441276
This was in reference to >>47441223
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>>47441276
Hmm, that is tough then since that covers most all cosmetic skin options Incan think of. You may have to break down one of the categories ibto two perhaps? My process was going through different races from scifi fiction and seeing if I could recreate them. I'll keep thinking on it.

Random races have been pretty popular in my test games. We had a tiny mechanic that was a giant ball of fur, with multiple insectile legs, no hands, and a prehensile snout that was pretty hilarious. We decided it had a neck holster and fired the pistol sideways with the snout.
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>>47441535
Awww yiss son that's great.

That's not a bad idea, I could separate "texture" and "protrusions" or something, so you could have a spikes, tendrils, etc...

I've also had a lot of fun experimenting with my generator. It's actually created some really interesting stories.

For one, we rolled up two aliens. One was a species of slow moving, eyeless tentacled slug monsters while the other were viscious, carnivorous monkey spider things. Since our scenario had them both on the same planet we stipulated that the slugs were the original inhabitants of the planet, while the monkey-spiders had invaded and drove the slugs near to extinction, save for a small settlement in the arctic regions where the invaders couldn't survive.

What's the bit in Clawed for "Add your roll damage to unarmed attacks"?
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>>47370940
I'm currently making a homebrew world, and I'm curious what system would fit it best. My playgroup and I use 5e, which I like and am familiar with, but I'm not sure it would work well in 5e. It is mostly a traditional fantasy setting, but with some major historical overhauls (the whole world is under one empire, orcs are enslaved, elves are 2nd class citizens, dwarves are nearly extinct and scattered) but overall it's very similar to 5e. If anyone is interested in hearing more I can make my google docs for it public and post links
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>>47441645
Generally that's more for the Worldbuilding thread, since this thread is more about working out rules and mechanics. But since today's a slow day: what gives you pause about using 5e? Generally pure setting fluff has very little impact on DnD as long as you're still playing in a fantasy land.
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>>47441615
Ha! That's awesome.

I've actually got the results tied to mechanics (i didn't post the stat bonuses with it). Normally damage is a flat value olus a value on the dice rolled. Unarmed is just your flat strength bonus in damage. But the claws let your unarmed damage add the rolled amount to the flat damage.
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>>47441765
Well, I want to homebrew some lore that wouldn't work with many of the racial traits that exist. How can a Dwarf be proficient in smithing tools when he's lived by himself his whole life? How can he have stone cunning? Stuff like that. I do however, want mechanical help with the Kobolds I'm making. A large part of the world is a massive underground expanse called "the Dungeon." Areas of the dungeon, especially Dwarven ruins, are populated by Kobolds. I want to make them extremely agile and reliant on hit and run tactics, so I was thinking about making them able to move 10 feet as a reaction to someone coming close to them. This would still provoke attacks of opportunity, but I was thinking of giving them advantage vs attacks of opportunity only when they're using the movement reaction. To balance it, though, I'm giving them fairly low AC (despite their high dex) and vulnerability to blunt weapons, but resistance to fire and slashing weapons. Does this seem too complex and confusing, and would it work in the 5e combat system? Also thanks for pointing out the worldbuilding thread, I'm new to /tg/
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>>47441784
Do you have anything for random planet generation?

Here's an early draft of my system. I need to go through and revise the formatting to match how I handle it now in my other One Roll Workshop entries, and also to extend the Planetary Features section by adding probably two more tables of stuff.
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>>47442043
Forgot the attachment.
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>>47442043
I haven't actually started working on that yet. I've mostly been working on establishing the core mechanics since I've been working from scratch. I only did the alien generator this early because I wanted more than just humans to start. I do plan on doing so at a later date though
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Bump before I have to leave for the evening
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I had multiple tabs open and stupidly posted in the wrong thread. I am so embarrassed.
>>47443673

Any 4E D&D fans in here?

I'm fiddling around with my game's classes and I'd like some feedback.

My classes are going to be divided up into roles, but I'm deviating from 4E's striker/defender/leader/controller setup a little bit.

First off, striker will not exist as a dedicated role in my game. Instead, all classes will have striker features. Strikers have the most design space (ways to deal damage) of all the four roles so 4E is a bit lopsided with a glut of strikers. Splitting striker features up among the other roles should help to spread some design space out. Plus, giving increased damage potential to all of the classes should speed combat up a bit.

The classes will instead break down as follows:

Leader (Support)
Grappler (Melee single-target hard control)
Defender (Melee multi-target soft control)
Denier (Ranged single-target hard control)
Zoner (Ranged multi-target soft control)

Thoughts?
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>>47443703
4e was my guilty pleasure. I spent way too much time in the character creator making hybrid class builds. I think you might be on the right track seeing as nearly every maneuver in 4e dealt damage anyways, might as well build to that.
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>>47444937

Hybrid builds are a lot of fun.

Following up from the other thread:
>>47444544

Well, here are some different methods characters in 4E can use to deal more damage:

High number of attacks
High Accuracy
Power Attack (lower accuracy, higher damage per hit)
Crit-Fishing
Charging
Radiant Mafia/Permafrost
Ongoing Damage
Sneak Attack
Half Damage on a Miss
Suicidal Aggro (pay HP, surges, grant advantage, or take some other penalty to increase damage)
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So I'm trying to brainstorm a list of vague archetypes to contain all the traditional types of fantasy class. Let me know what I'm missing.

Martial
>unarmed
>melee weapon mastery
>ranged weapons
>assassination
>protection
>maneuvers
Magic
>studied
>innate
>nature
>divine
>performance based
>borrowed
>summoning
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>>47445142
I realized I didn't explain this well. Basically the idea is to have containers fir the various combat styles that can be mixed and matched. So a paladin would be melee weapons+protection+divine magic. Non-combat stuff like "being sneaky" would be handled by a different system I'm still working on.
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Does anyone know how to set up Anydice to count numbers in exploding dice?
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>>47449151
It's an iterative process. Fortunately Anydice supports scripting:

function: explode ROLLEDVALUE:n {
if ROLLEDVALUE = 6 { result: 6 + [explode d6] }
result: ROLLEDVALUE
}

output [explode d6] named "explode on 6"

In this example the function does explosions on d6. You can change the values to the largest face on any die. Just be sure to change them all.

The function is named "explode" so you call it with output [explode dX]. Named is just there to give your output a name.
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Good morning /gdg/

How are the ORE-devs doing today?

And if you aren't an ORE-dev, here are some thread questions:

>What do you estimate is your completion percentage on your project?
>If you're using a standard resolution system like d20 or 3d6, what modifications have you made to it?
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>>47451313
Do you know how to set up Xd6, Highest die only, each 6 beyond first gives +1, such that three 6s equals an 8?
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>>47452038
Honestly, not sure percent wise. I'm building from scratch but borrowing where I can. Evertime I figure something out, something else arises. That said, I have the core mechanics, character creation, gear, and advancements in place. They need tweaking, but it's playable. I still need to build a lot of the non-combat systems, as well as work on the setting.
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Any of you guys put stuff up on Dungeon Masters Guild? Thinking if trying to make some bucks with adventure midules on there. Any advice for me? Im quite a bit better than what Adventure League is putting out
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Has anyone played around with dice pools other than linear numbering? I was thinking about having a 24 number pool, 1-10, with more 5s than anything else and less of the extremes. This is to better replicate a bell curve, so that character skill and smart choices more likely dictate your outcome, with some chance still there.
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>>47456147

Fantasy Flight's Star Wars games do something along these lines. They use proprietary dice with special symbols (Success, Failure, Threat, Advantage, Triumph, Despair), and you roll a pool of them. The dice aren't all identical: certain dice have more Successes, Advantages or Triumphs on them, while others have more Failures, Threats and Despairs. These special dice are used to represent difficulty (you add dice with more negatives for harder tasks) and fortune/proficiency (adding dice with more positives) in a really interesting way.

So not exactly the same, but similar in spirit.
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another bump. Slow day today.
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>>47455578
Bump
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>>47452038
My main project is probably about 30% done with mechanics, and maybe 15% done with Fluff. Its fairly ambitious, so slow progress is expected (also, all the details are lost in a non-working harddrive at the moment, so I'm sol right now)

My next project is... maybe 40%? I need to make a bunch of stat blocks, but then most of the mechanics should really be done after that. Its based on vidya so no fluff needs to be made.

All other projects are still in initial design phase, though one of those projects might be getting more work.
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>>47442054
This... this is going to be useful as hell for my planet generation system for my space opera thing. I'm going to be borrowing some ideas from this.
Unless you don't want me to. I'm nothing if not polite.
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>>47460868
Go right ahead. It's an early draft anyway so I'm putting some more work into it myself.
>>
Is anyone else making use of procedurally generated areas for their projects? It might make more sense in board games, but I'm thinking of trying to implement a system for an RPG I'm working on.
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Question for SpaceOperaman: What do you think about imposing Difficulty on rolls to simulate the accuracy capabilities of different weapons?

In O.R.E., of course.
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>>47466314
I'm just some other lurking OREdev but it seems pretty logical to me. It does however conflict with hit locations, unless you specifically order hit locations from most to least difficult to hit (since you couldn't actually hit 1-2 hit locations at difficulty 3, for instance).
You could try a 'difficulty spread' instead - a range of valid numbers, so if you have a weapon whose accuracy is only 4 (of potential 10) you can only nominate a range of 4 numbers that are valid hits. That's less sensible logically (low accuracy weapons can hit a narrower area when logically they hit over a wider area) but it's better mechanically IMO and once players are familiar with it it shouldn't slow play down. Being able to nominate four disparate numbers (1, 3, 6 and 7 instead of 2-6) could be a low-investment proficiency perk, too, since it's not all that useful generally but it gives you a bit of control and versatility with that weapon type.
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Thread Question:

Surely this should get some responses. What is the best part of your homebrew? If you had to brag, what aspect would it be about?
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>>47466314
That would work very well for a system that didn't use hit locations (or if you wanted to do a separate hit location roll, I guess). Accurate weapons have a low difficulty to beat, inaccurate ones have a high difficulty. That's actually a pretty good way of making Height important if you're discounting Hit Locations; it's also a really good way of adding in passive defenses, which is something I've personally struggled with actually.

Funny enough REIGN does a little bit of that with some of its Martial Paths. The School of the Insouciant Monkey, for instance, has an ability which imposes a Difficulty of 3 on any attack against you whenever you perform a Dodge roll; essentially it means that your legs can't be hit as long as you dodge, even if your Dodge doesn't beat your opponent's attack.

It's a good idea; how were you thinking of implementing it?
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>>47468418
Right now the best part of my homebrew is that it's not FATAL.
But I'm a horrible critic of myself, and prefer worldbuilding to numbers, so I can't really say if there's anything I'm particularly proud of related to the system's crunch.
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bump because I'm working on something hopefully to post here today.
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>>47468418
For my scifi system, my favorite so far is the Size Class system. I wanted to have generally the same rules for basic combat, vehicles, spacecraft, ect. without running into HP bloat ect. I also wanted a robust called shot system.

So I came up with a system where every object has a Size Class from 1-10. So 1 is the size of an eyeball, 2 a limb, 3 a person, 4 a car, 5 a tank, 6 a large mecha, 7 a fighter craft, 8 a full spaceship, 9 for battleships, and 10 for space stations.

Each size class higher you target gets a stacking bonus to hit, and each size class lower a negative. One Size Class larger you do half damage, more than one higher you do 0 damage. One Size Class smaller is double damage, more than one instantly destroys it.

You can also make a called shot to target any subsystems at their soecific size class, instead of the entire object's Size Class. So you can target someone's weapon to disarm them, or a 2m exhaust vent to destroy the space station. Also, weapons have a Size Class, so a tank's main gun obliterates infantry, but has trouble tracking them. Meanwhile the hatch mounted machine gun can't damage other tanks, but is great for countering infantry
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>>47471290
Nice, that's almost identical to what I've figured out for dealing with size disparities between spacecraft in my project, though I only have a three point scale (Small, Medium and Big) and it only applies to spacecraft.
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>>47471290
>mfw every person can immediately destroy your eyeball subsystems
That's pretty metal.
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>>47471404
Yeah, I'm still working on balancing it out. Currently Called Shots really eat up your actions, and the negatuve to hit is pretty high. So it's hard to do offhanded, but a sniper with time to stack aim actions and line up a shot shouldn't have trouble making headshots regularly.

Of course if you're fighting a giant enemy crab that's too large to damage normally for instance, its weak spot maybe be Size Class 3, so as long as you've got the actions you can easily attack it for massive damage.
>>
Aren't you worried that a 1-10 scale for size may be too granular to be of much use? I know as a player I'd struggle to make sense of it personally.
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>>47370940
Let's talk healing.

It's always bugged me that monasteries and temples are run more or less like healing shops that charge for top-tier healing services whenever adventurers show up on their doorstep.

I've thought about implementing healing monoliths in my campaign; large obelisks that emanate an aura that speeds recovery over roughly an 8 hour period, restoring HD and curing ailments or alleviating the effects of more serious conditions. They would be rare in the wild as most towns would have sprung up around these healing sources much like water sources, and obviously a temple or sanctuary would be erected over the monolith to protect it from potential assault during war or vandalism otherwise.
However, as I doubt people want to implement healing monoliths in all settings, what do you think is the most appropriate manner to conduct healing rituals?

Is it fair to players to only provide sub-par healing in smaller locations staffed by novices?

How long do you require your players to heal?

how often do you break character's limbs or give them debilitating diseases?
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>>47379379
>mandatory animal mutations
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>>47445142
Martial
>improvised
>raging
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>>47466852
>>47469575
I was thinking of either not using hit locations except for called shots (where any success would count, regardless of accuracy), or to use waste die as your hit location. Either way could work, really, and I might just include both as little notes saying "here's what you can do".

The main reason for this is that I'm adapting another game to the O.R.E. system, and it has a very heavy emphasis on gunplay, with different guns having very different stats, especially accuracy.
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>>47471923
That's totally legit. Honestly an ORE system without hit locations would be pretty nice, because a lot of people don't particularly like them for the complexity they add to things. They also make games a lot grittier, since each hit is potentially more damaging. Removing Locations and instead turning targets into masses of HP would greatly simplify certain aspects of ORE in some games.

It would also make more traditional fantasy-type dungeon crawlers much more doable, which again are more HP reliant.
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So here's what I was able to do this week. This is a major part of my project: the rules for Spaceflight, i.e. how to combine a character's Flight Skills and a Craft's Systems. With this, my homebrew is actually about 2/3rds playable, though not in a complete way in the least. I need to add rules for this section for running with Crews as well, not just individual players, which should be fun.

Next step is doing the space combat rules, which are referenced repeatedly in this section. That's gonna be fun.
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>>47471769
That's really dependent on your setting and type of game you run.
If you play a setting in which the gods interfere with mortal affairs, or can clone a new body if you need one you could even have limbs grow back or introduce a save point system.
If you are super serious about muh realism your characters may die of pneumonia if they ventured out in the cold without wearing a hat.

It really depends on the tone you want to set for your game. If you want an action game, players should be able to easily heal up after fights, if you are going for something more political or motivated by character interaction you'd have to treat it differently.

What function does healing ultimately serve in your game?
Is it a necessity or one of the cornerstones the game is build around? Or maybe it's so trivial that you resolve it with a single dice roll. Did you fuck up anyway, if a physical altercation happens and healing is therefore a penalty of some sort?

Kind of hard to answer without context.

First and foremost you should answer why that mechanic is in your game in the first place. Make it serve that function. If you realize you don't even need a mechanic for it, you don't even have to worry about it at all.
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>>47471769
>I've thought about implementing healing monoliths
I would replace them statues or idols of the gods accociated with life and healing like gods of nature, sun, fertility, earth or water. Prayers and offerings attract attention of the gods who can heal devout players.
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So, I'm trying to do locational targeting, damage, and deviation in a way that doesn't suck and is pretty easy for a new player to grasp. The template I have is for mecha, but I would like to make it applicable to basically anything.

So the idea is that each area has a hit modifier (torso being unmodified, limbs and head being harder to target). You pick your target and roll your to-hit, and if you succeed you hit and roll damage.

If you miss, you take out this little octagonal overlay and put it over a loose drawn model of the target and center it on the part you were targeting, then roll a d8 (direction) and a d4 (magnitude). Your attack now lands in that spot, be it a hit or miss. If it's a hit, roll damage as normal for the area.

How bad is this?
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>>47471769
I'd say it depends on the setting, but I like the idea of advanced herbology more than anything else. A fruit that acts as anesthetic, a disinfectant sap, special leaves that act as skin grafts, etc. Healing can be mystical without being "dude waves a staff over you and magically fixes you." Plus it adds some weight to injury.

That said, long healing times are generally unfun and I prefer to avoid them or find ways around them.
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>>47473833
It's pretty impractical.

First off, most systems with hit locations have a problem where it slows down combat significantly, both at the point where the location is calculated and then when dealing with the effects. And in most tabletop games, combat taking a long time is fairly big problem.

Secondly, the overlay requires proprietary stuff that a table might not have on hand. What if you lose your overlay? A lot of GMs aren't going to want to deal with that.

Thirdly, you've got several points of randomness here.

>Roll to hit
>On a miss, roll twice to determine where your miss hit
>Roll damage

That's three rolls using at least 4 dice to figure out the effect of an attack. It's too much work.
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>>47473833
wouldn't it be easier to just roll for hit or miss and assign number to bodyparts like so?
If you miss you don't need to go any further, but if you hit you could still adjust probabilities of hitting the head for example, but it's pretty clear what it meant to happen here.
The octagonal thing doesn't really seem very transparent and you'd need to make a new diagram for each of your units. Or build a template or something. Seems pretty complicated.
If you just assign bodyparts (assuming everything is a biped) you just roll for the body part and then do the magnitude and damage after that.
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How do you guys break writer's block? I've hit this wall for the last 3 months and just cannot get past it. I've normally worked on group projects which helped keep moving but I've got no momentum and no idea where to go but the complete image in my head and it's driving me crazy.
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>>47474362
For me, usually by reading. Not necessarily RPG books but stuff in the genre that I'm working in. It keeps me immersed in the medium itself (as opposed to TV usually, which is more passive), it gives me ideas and if it's a good author it makes me want to write too.

Try reading something relatively short so you can get back into it quick.
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>>47474362
Work on something else for a while, even just a one-shot idea you'll never go anywhere with. Getting your mind off of your current project will help, and you'll come back with fresh eyes.
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>>47474525
>>47474528
It's just breaking my spirit at this point. My last project (which did not end in a good way on good terms) hangs over me like a fucking shadow and it's really getting me down.

I play a lot of vidya these days to distract myself but every time I come back to it, NOPE, WE AIN'T BUDGING CAPT'N.

It's demoralizing me and I'm worried this is gonna be a never-happen project instead of my magnum opus.
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>>47474789
What's the project anyway?

Like I said, try reading something. Video games are, like you said, a distraction and aren't engaging the creative part of your brain. You need to be immersed in words, not optical stimulation.

Listening to RPG podcasts also helps me as well. In particular One Shot!, Campaign and especially System Mastery. System Mastery is great because the guys there typically review bad systems, and when I get done listening it instills in the me the idea that I can do better.
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>>47474873
It's this cyberpunk RPG that's been sitting on my brain for a few years now but I only recently in the last few months made stabs at it. It came about after a long love/hate affair with the genre and it's lacking games. I can see it working and can talk it and explain it to anyone but the words just don't come to me. I look at this page long design document and get angry myself for being overshadowed by previous shoddy work.
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>>47475169
Explain the idea to the thread. At the very least you'll be getting it out in the air.

(Unfortunately I have to leave for the evening soon so I probably won't be able to offer much help).

There's at least one other /gdg/ anon working on a cyberpunk project that you may be able to bounce ideas off of.
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>>47475410
Alright here goes. System works on a roll under 1 - 100 system (If you know the FFG 40k stuff, kinda like that) except a bit more success heavy once you get to the higher end of gameplay.

Originally it was supposed to focus heavily on mercing out with a PMC company in Europe after/during WW3 with puppet states warring for the mega-corps but over time it's sort of grew into just a general system because there is no good cyberpunk system. Combat is quite gamey and just rolling for attacks with someone your equal in a 1 on 1 melee fight is just gonna cause parries and a stalemate. Skills and qualities are a big part of the system and you are expected to use them (think like special moves and combos to break the flow of just rolling for attacks) and they recharge relatively quickly. It's big on the slaughter mooks/duel enemy heroes element of combat.

Weapon and augment creation are things I wanna include as standard because they let me produce content that can be recreated with the tools given and it let's people get in depth with their characters. For example, say you wanted your character to a be super heavy brawler, you'd buy him armour, sub-dermal weave, heavy augs and a hammer. You can custom make that hammer to represent his way of wielding it by choosing the way it's attack dice are weighed or it's special moves I.e, he can do a flurry of light strikes with it or a huge overhead "sword-breaker" smash that has to be dodged not blocked with a focus on single attacks in a turn.

Combat is gory yet not. You can fight human opponents but it's being design that the more... interesting weapons are got against cyber'd up foes (using a ferro liquid saw on a fleshling is not mental imagery I want to really have coming up early/often).

For the story and world building... well that's not my strong suit.

Typing this shit out is harder than you think
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I'm working on something strange. It's a universal system with (what I hope are) some interesting ideas regarding diceless (and possibly GMless) mechanics.

Here's the core idea:

To begin a session, all players, GM included, grabs one suit from a deck of standard playing cards, essentially giving them a hand of the numbers one through thirteen (aces are low, faces count as their numerical rank).

Whenever a player character makes an action, the GM can either say "yeah, okay." or Make it Interesting. They do this by first stating the possible risks or fuckery, and asking the player if they want to fold (say "forget it" and go with a more safe and boring course of action) or press their bet. When they do so, both the player and GM play a card from their hand face down. They are both flipped - if the player's card is higher, he gets what he wants, otherwise the GM gets to decide what really happens (ties err in favor of the GM). In either case (and this is the important bit), the player and GM then take the card the other has played and add it to their hand.

This also applies for aggressive actions by the GM. If anything narrated would threaten and health, safety, objectives, or agency of a player's character, the player again has the option of either allowing it or negotiating an alternate outcome. In the latter case, the same resolution mechanic occurs: they both play a card, reveal, and then trade. High card gets their way, except in this case ties err in favor of the player (you'll notice the rule of thumb about ties is that they always err in favor of the person whose "domain" is being muscled in on.)

Finally, this resolution mechanic factors in instances where two characters are actively vying for an alternate outcome. In these cases, both players (or GM, if one is an NPC) repeat this process, but ties result in no clear winner: the situation changes (often for the worse) but neither really gets what they want.
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>>47476195

(cont.)

Character creation would likely consist of defining a few freeform traits with numbers attached and adding those to your card value if relevant.

Thoughts?
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>>47475713
Tell me more about the skills. What specifically can they do? And what examples do you have?
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Anyone been following the Game Designer's Workshop podcast on RPPR?

Quite interesting, even if it's pretty light on actual detail of designing.

The game (Red Markets) sounds pretty damn good, just launched the Kickstarter some timein the last week.
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>>47476299
Oh I have a few examples. Skills in combat are typically you're aces to move combat in your favor and are typically weapon dependent if they are aggressive, stat dependent for defensive.

Disengage - Agility score is greater than 50 - Leap back several feat, breaking melee combat and increasing difficulty modifier of shots taken against you by X. Long weapons may still strike you within the turn.

But the fun comes with modifiers. Say you have smoke grenades. You'd be able to use those as a modifier for the skill. You'd drop it at your feet with an automatic success. You'd get more use out of them used normally though... but what if you pulled a Monsoon? Phosphorous grenades and such. Could be pretty dangerous. More fun with artillery flares and marker smoke.

That's the power of skills. You use them to twist the rules of combat in a sure manner and suit your needs. Your basic attacks are just that, basic. But if you want, you could totally upgrade them instead. Make every standard swing a called shot and such.

For aggressive you'd be looking at something like

Shield Bash - Requires large shield like - Bash forward with your shield, automatically blocking frontal attacks up to your block rating. Roll 1 attack die for each frontal foe.

How do you improve this? Well, spiked and rending are options in weapon creation...

And so on. The balance for this is, they have cooldowns and are limited by your inventory in cases of being modified. Sort of like MMO combat. So you want to be tactical in their use.
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Working on 'survival' rules in [Dragon Forest].

>Need
You have a Need score that accumulates at the end of exploration scenes.
When Need is equal to Constitution or greater, you take a -1 penalty to all defenses and attack rolls.
When Need is equal to Constitution x2 or greater, you take a -2 penalty to all defenses and attack rolls.

>Sadness
You have a Sadness score that accumulates at the end combat scenes.
When Sadness is equal to Wisdom or greater, all effects that cost song points cost twice that many song points instead.
When Sadness is equal to Wisdom x2 or greater, you can't spend song points.

>Weight
Items have weight.
[Heavy n] items give you n points of weight. For every four [Light] items you have give you one point of weight.
If total weight is equal to your Strength or greater, divide your speed by half.
If total weight is equal to your Strength x2 or greater, your speed becomes 1.

>Memory
Magic items have memory.
If memory equals your Intelligence or greater, all effects that cost you hero points cost twice that many hero points.
If memory equals your Intelligence x2 or greater, you can't spend hero points.

>Morale
Still working on this...

Also, I'm not sure what to do with Dexterity.

Any suggestions?
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>>47476570
Morale: Every time X happens (X meaning something that would decrease morale, like being knocked down for the count or your friend dying), you get a Downfall (name pending) point. When Downfall exceeds your Charisma, Doom points are occasionally free for the GM or something.

I'm just spitballing here, hoping something will stick.
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>>47379574

Awesome!

>>47471809

It's mandatory for the setting! But I think most actual players just choose. There's always people that want to roll table the whole thing and sometimes the results are fun.


Today I've got a new mechanic for the game, gambling. Short of making them actually play the game I thought to do what the Dark Eye did and make a short thing to summarize how much the player's win. Could you guys tell me if this sounds good?

>Games: This skill can be used to summate what would be hours spent playing. Sure, anyone can play a game but this skill is about winning games. Special wrist techniques, counting cards, etc. The best use for this skill is gambling. To gamble you and the defender roll 1d10 for every $100 or so dollars being betted, you roll, and compare highest dies in order. For every d10 you have that is higher than one of his you gain a $100. For every die that he has that is higher than you lose $100. Reroll tied dies. For each level in this skill you may remove a die from the defender. Best when played amongst players.

Also, right now I've got intimidation being a contested roll between the player and the target but I've got negotiate being a skill that works completely differently. Do you think Negotiating should be a skill or a natural ability anyone can use? (Negotiate right now works on rolling 1d100 and is a success based on your skill level three levels being 33% odds. You can decrease your roll to increase the percentage taken off the asking price. As it is right now it does not factor in any abilities the seller might have.)
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>>47476570
>Also, I'm not sure what to do with Dexterity.

Well, I know that when you're frozen or suffering from exposure in some way or another your dexterity does go way down. I don't know if Need correlates to environmental factors like that but it fit.

That is a tough one.
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>>47476287
>>47476195


That sounds cool. So you'd have your stats writen down then a card that adds to that?
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>>47436236

That is a point! We have alot of anons here working with or at least flirting with the idea of a card system.
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Would it turn players off if the game rules are expressed in kind of an expression?

For example, the is all tests made were explained in a way like: stat1(stat2) = target number or stat1(stat2). The idea is all tests would either be you rolling a number of dice equal to stat1, and trying to roll stat2, and either comparing it to an opposed roll test for the enemy, or a target number of successes.

For example, basic attack resolution would be written Strikes(Attack) = Armor(Defense), where it would represent a model rolling a number of dice equal to Strikes, and trying to roll the Attack value; while the defending model rolls a number of dice equal to its Armor, trying to roll its Defense; and the goal is trying to score more successes than the defender.

Rules will be written out to explain, of course, but the idea is to keep a specific formula for all rolls in the game, so when reading the rules, you have a logical following of how things are done. The "expression" is just to save time writing it out and reading it.

>>47483048
Random tables are always fun, even if its just for certain things, as long as you offer an alternative way. Pure random sucks when building a character, since a lot of players have an idea already what they want most of the time. The random table would catch the times when they don't.
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>>47373719
This is from 7 days ago, so probably wasting my time, but...

Maybe take a look at how the dark souls boardgame ran combat.

Stamina and health are essentially the same thing in there, which kinda seems like what you're talking about. Basically the more attacks you make, the more likely you are to die if you take a hit. Kind of stupid thematically, but w/e.

For your card based combat I would do up a set of cards for characters. Include stamina cost, ability name,description, and combo cards. Combos do bonus damage, more stamina used = lower defense. Call it an... agression debuff or something. Make the combos color based and intuitive .
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>>47483476
That shouldn't discourage people from commenting on older posts, considering how slow these threads usually are.
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>>47483406
>Would it turn players off if the game rules are expressed in kind of an expression?
Probably? It looks very dry and math scares people.
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>>47483406
Depends a lot on what your game is/target demo. Seasoned War/skirmish gamers probably wouldn't mind.

Your example in particular looks super clunky/overly convoluted/worded weird or something.

But basically...
3d6 + attack ≥ 2d10 + defense = 1d4 dmg?

Seems fine if you just write it out. Problem is numbers. Game is going to grind to a halt with every action unless you keep them very low. And no one wants to play shit where they have to use a calculator.
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>>47476195
Only problem is that as a gm, sometimes you just flat out would need a "trump" card. Players do stupid shit.

Especially when you consider that it would likely be at least 3 vs 1. Gm wouldn't be able to do anything
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>>47473833
What you could do is instead of having an overlay, just include that on the card/image/character sheet. Then you don't have to worry about carrying around/lining it up. Also...

While yours fits more thematically, what
>>47474206 put is functionally the same thing. On yours rolling a 7 and a 2 will always be the exact same spot. Same as just rolling a 3 on their model.
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Wanted to include a mental stress system for my combat. Does this sound like a solid idea?

As you take damage in combat you accumulate wounds, which are more serious injuries that cumulatively penalize most physical action. At the end of every round (in which every player likely takes multiple turns, so a round is relatively long) you roll a will check with difficulty equal to your number of wounds (skiping the specifics on all this because i should probably show it all at once at a later date when it is compiled neater).

If you fail the roll, you take a "charisma wound" (working on a actual name) which cumulatively penalizes charisma based rolls (including will).

Also, whenever you take a charisma wound this way, you roll a random panic status effect. Ive made a list of eight ways a character can panic, each with different penalties (none actually force the character to anything like run away or attack a random target).

When you create your character, you create the random table for that characters panic on a table with 12 values. So if you think your character would never despair, or freeze up, but might berserk or become socially dispondant, you would set your table to
1-4 = berserk
5-8 = dispondant
9-10 = x
11-12 = y

You cant set any one status to more than 4 values or less than 2.

If you hit 0 charisma from "charisma damage" any status you have twice becomes semi-permanent, requireing substancial downtime or a sidequest or something to heal.

Thoughts? Need more info?
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>>47485368
Instead of charisma wound why don't you go with how you started- stress.

Sounds like sanity in most eldritch type games. Might be worth looking into for refining your system. If you play vidya at all check out darkest dungeon. They do permanent modifiers from sanity as well.
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>>47485368
>So if you think your character would never despair, or freeze up, but might berserk or become socially dispondant, you would set your table to
Doesn't that kind of open the system up for abuse?
Going beserk sounds like it could be useful depending on circumstances, while freezing usually never is.
Imo, you should just give the characters the opportunity to modify their rolls depending on their charisma/or whatever else your governing attribute is on one universal table.

Assuming we are talking about something vaguely resembling D20 based systems, a dude with strong leadership is able to use his charisma modifier of, say +3, to modify the result on the table to a more desirable result.
People with less 'strength of character' get less or no modification on a single table that is universal.
Cuts down on your book keeping and undercuts the whole 'my guy is so awesome he won't shit his pants' crap.
Though depending on character trading the charisma for endurance, wisdom or something comparable might be more sensible, but that depends on the context of the rest of your system.

I'm a misanthrope with a a disdain for special snowflakes though.
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>>47485524
Not that anon but-
Bezerk- deal double damage/only able to attack (can't use skills/items), attacks with random weapon, attacks closest target (includes allies)

Would be great to see that one in action.
>bezerk sounds awesome! I want that!
Kills teammate(s)
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>>47485524
>>47485645
Beserk forces you to burn through endurance at max speed, rather than having the choice to do so or pace yourself. To be fair, this by itself itsnt that penalizing since at this point you are starting to deathspiral anyway so you would likely choose to pull all the stops, so in addition you cant take "focus actions" which is annoying for everyone and devastating to some.

Im trying to avoid things like "you run away" or "you attack your friend" and so on, in my experience this is never fun outside character meatgrinder games. Deathspiral allready encourages fleeing or surrendering once you start to lose.

Maybe that kind of thing could happen when you hit 0cha though, as at that point the player has pretty clearly already lost.

Giving players the option to modify a roll on a universal table rather than make their own table is pretty good regardless though, i might switch over to that, thanks.
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>>47473965
>First off, most systems with hit locations have a problem where it slows down combat significantly

Yeah, I really haven't found a light weight way to add it into a game, but I think that this is a better solution than a number of others I have found. I could also be entirely blind to an obvious answer to this problem. As for the proprietary stuff, It'd probably be plenty easy to make a printable version.

>>47474206
The big thing with this idea is that it doesn't allow you to actually target specific parts, it seems to allot damage to a random part of the target.

> . . .you'd need to make a new diagram for each of your units.

My line of thought would be group like units (humanoids, quadrupeds, vehicles, ect) to remove redundancy.

>>47485172
>On yours rolling a 7 and a 2 will always be the exact same spot. Same as just rolling a 3 on their model.

The idea is that you would center the overlay on the part you intended to hit (see image), so if you were trying to hit the arm, if you missed the arm, you'd be less likely to hit something else by accident.
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>>47486951
>The big thing with this idea is that it doesn't allow you to actually target specific parts, it seems to allot damage to a random part of the target.
I don't know. Strictly speaking the way I'd laid it out would be making the distinction between an aimed shot and and regular shooting. You roll high on the regular shot you hit something more important, like the head in the pic I posted for example if you were rolling on a D6.
For a targeted shot you could just do another roll to hit.

In practice:
>roll to hit (if you miss it ends here, if you hit:
>apply hit as usual, if you were going for an aimed shot:
>roll to hit again to see if you hit what you wanted to hit

Depending on how good a shot your unit is that should take into account wether or not they are able to make an aimed shot as well.

Would be easier to resolve as a yes/no kind of roll, instead of applying a template. From a game design pov it would also add another element of suspense, since taking an aimed shot would be a real gamble, so the emotional payoff is there. I imagine that would be a little more exciting than resolving it via template on a diagram, might just be me though.
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>>47484889
Yeah, you're probably right. It'd make things easier to write out, but people hate math for some reason, even though that's what most games are.
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>>47488312
It depends on what that math means. Simple math might get you closer to "good stuff" (like adding bonuses for damage), while other simple math might prevent "good stuff" from happening (like 2 layer hit confirmation). Complex math, or simple math presented in an esoteric way, might prevent the player knowing if it's good or not which generally reverts to being bad.

And that's just from the player's point of view. There's other groupings of math that would apply to the GM and Designer, and all three could either overlap or conflict with each other.
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>>47483352

Essentially. You might have something like:

Gunslinger for Hire (5)

Which would add five to your card value when applicable (special equipment would function as temporary tags). Just enough to ground the whole fiction resolution economy thing in at least a bit of believability.
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>>47486951
>The big thing with this idea is that it doesn't allow you to actually target specific parts, it seems to allot damage to a random part of the target.

I just struggle to imagine a scenario where that amount of detail is really necessary. Needing to distinguish between "the arm" and "the left bicep" is so granular that I think most players wouldn't even care. It also means you need to keep track of that many parts not just for your character but for enemies as well, which would rapidly become unwieldy.

It's pretty telling that the only game I can think of that tracks injuries in that amount of detail is Dwarf Fortress. Process that for a minute.
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>>47485041
Missed this one.

I haven't explained it well, which wasn't really what I was asking out.

Mechanic resolution is when making an attack, the attacker rolls a number of D12's equal to their Strikes on the weapon, and you need to roll equal to or higher than their Attack stat for a success, while defender rolls a number of D12's equal to their Armor, needing to roll equal to or higher than their Defense to cancel out a success. Dice explode on a '12'.

So a model with 2 Strikes on their weapon and an Attack of 7 attacks a model with Armor 3 and a Defense of 8, the attacker rolls 2D12 and need a 7+ on each die to score a hit, while the defender rolls 3D12 and need 8+ on each die to negate a hit. Rolls of '12' explode and damage will be a different system, but the main point of the post was about using a general format for all tests in the game, where you just plug in names to show what stats to use.
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>>47483406

Nah, reiterating it as an expression just rephrases it so people can quickly understand. It's just summarizing.
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>>47496616
I guess another example would be if you had to roll a non-opposed test, it'd be written Nerve(Morale) = 2

Which would mean the Nerve value in D12's needing the Morale value or higher to succeed, and 2 successes to pass.
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>>47485058

There's nothing saying you can't just flat out shut down player actions if they're idiotic (or better, explain WHY it's idiotic and ask if they want to try something else instead). Common sense always trumps mechanics.

That kind of argument is lobbed at "say yes or roll the dice" type principles a lot, and it never sticks because if someone clearly isn't taking it seriously then that's a group problem, not a system one.
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Bump for post limit
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>>47373719
That's a nice batman
>>
bampu
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I'm working on what, in some ways, boils down to a sealed-bid auction game. The game itself is shaping up nicely, but what I don't have and can't seem to dream up is an elegant way to physically handle keeping the bids secret. I've never liked screens, cups don't really seem to fit the sci-fi theme I'm working with, and using cards to bid on other cards doesn't feel quite right.

Are there other good physical mechanisms for concealing & revealing information about one value across a broad range?
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>>47507860
Chits?
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>>47507894

So, the problem with chits is that a bid can be either positive or negative and can vary by several orders of magnitude.

I can't think of a great way to handle being able to have one player secretly take five million from the bank and another bid ten thousand on an action.
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Fuck it, I'm finally going to make my own system that no one will play.
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>>47508952

Have you considered just... not?
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>>47509391
You came to the wrong general
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Post-Apocalyptic OSR I've been working on. Hoping to keep it simple at cap at around 20 pages. Looking for any suggestions or feedback. Thankya.
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>>47509735
I'm basically off this thread till Tuesday or so, but if this thread is around then (or if there's a new one) then I'll absolutely check this out.

>>47510804
Oh man this is awesome. So this is why you were asking about Difficulty to represent weapon accuracy!

Like I said above I won't be able to give this as detailed a read through right now as I'd like, but I will absolutely do so at the earliest possibility. Just from skimming it though it's clear you put a TON of work into to and I'm really excited to dig into the Anomalies section.

One suggestion: any chance you can put a table of contents on the front page of the document?

Seriously though, this looks awesome and I'm psyched that something cool like this is coming out of ORE.
>>
So I managed to make a working prototype for my rpg. I have been testing it with my group for the last 4 months and it is slowly improving. I'm actually pretty pleased with progress so far but I'm stuck on one problem. System is supposed to be gritty and realistic (but not super realistic) and it's great for one shots/short camp. Problem is in longer campaigns someone gets injured seriously and that sucks hard. I have no problem bending realism but if someone gets their guts spilled and barely survives there is no way they are doing anything soon. This is super problematic if GM story can't really handle a pause at the moment, injured player is basically as good as dead or worse. I got no idea how to handle this.
>>
>>47511384
1. Let character recover quickly outside combat with the help of priests/doctors.

2. Give each player roster of retainers/allies/siblings to replace them while other character recovers or let them play one of NPCs they are working with.
>>
>>47511108
Can't wait for your read-through. I'm playing through STALKER at the moment, which is what prompted this project, really. It may need a few tweaks here and there, and maybe some rules on creating anomalies/artifacts/etc., but as it is I'm happy with it.
>>
>>47507860
One way to conceal information about amounts is to have players always play the same number of cards, but have "dummy" cards.

Example:

Each round you lay face down five cards for a bid. Cards could have values 10, 100, 10000, it doesn't matter, but crucially any card could be a "dummy" that is worth zero, and does nothing but pad the hand. Each player would always need access to at least 5 dummies. This is easily accomplished by having dummies always cycle back into the player's had after their turn is over.
>>
>>47511553
System is very low on magic of any kind. Doctors can only do so much in realistic setting. Retainers idea is good but sadly not always applicable.
>>
>>47512902
What time period? If it's slightly future at all you can just have tech med pacs that magically heal, or augments or some shit.

Current tech, find work arounds maybe. Adrenaline shots, spray on skin, injectable blood clotting, whatever.
>>
>>47507860
Can you not just have people write on one side of a piece of paper and flip it over/stuff in an envelope/whatever?

If you want to go fancy you can grab some cards and hit them with that whiteboard paint and give one to each player and a marker.

Super fancy you can make a little thing with dials on one side. Make a phone app. Ir just enter a #on calculator on phone and everyone reveals at once
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