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Game Design General /gdg/
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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

This week's general topic:
>Have you ever come up with a mechanic that you later found was already implemented somewhere else? Did you keep it?
>>
OP here.
Getting new starter pics would be nice, so could someone put up the gdg logo as its own file? Unless the original creator wants to keep claims on it, of course.

I tried to crop and separate it myself, didn't go too well. A master of photoshop I am not.
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I have a new health system brewing, does someone care to comment?

The idea is to have three separate damage bars for Physical, Social and Mental damage, and then have one health bar.

The idea is that when someone attacks successfully, the opponent receives X damage, where X is something like 1 for small weapons, 2 for medium weapons, 3 for heavy weapons. On non-physical health types, the damage depends solely on the roll, unless they use magic.

These damage bars (I'm probably gonna just make them like pic related) are cycling, meaning they fill up again and again. When your damage bar is filled, the opponent gives you nasty status effects.
>Physical: Wound, Disarm, Trip
>Social: Anger, Confusion, Aggravation
>Mental: Depressed, Disheartened, Afraid

If you rack up wounds, you start rolling to stay conscious, and then to not die.

The design idea behind this was to make combat something where you can engage in multiple ways, such as making your opponent angry to have them make mistakes, rather than just applying a metal bar until death.
>>
>>48117652
Those status effects are just examples, of course there are more.
>>
>>48117652
>>48117664
So like Marvel Heroic except it's harder to lay in the kill?
Just don't make it too death-spirally, as that encourages rocket tag, the biggest problem in MHRPG.
>>
>>48117686
My aim is to make death kind of uncertain, as in, possible to fall unconscious at first hit, but VERY UNLIKELY. I want to emphasize the difference of character not by boosting health pools, but by making it unlikelier to fall unconscious.

Methinks that the idea that the players are asked that, when they get an opponent in a bind (their physical damage goes to zero), do they want to wound them or disarm them.

I would want to add some system that causing other damage becomes easier when they receive status ailments from somewhere else, like making intimidation make more mental damage (in this case) after the opponent has been disarmed.
>>
>>48117759
>>48117686
Gotta check up on Marvel Heroic though, I am interested to see how that worked out.
>>
>>48117686
Read up on Marvel Heroic's Stress system...

Yeah, I guess so. Because that stress system really feels like it snowballs to death pretty fast, because instead of you getting minuses to actions, the opponent gets BONUSES to actions, which is... Unique, but seems a little snowball-y.

Oh yeah, and one thing I forgot to mention here (As I hogged the beginning of this thread) was that you can push by causing yourself one singular damage, giving you +3 a roll. The rolls are 2d12 roll under, maybe. That part is currently under revisions.
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>>48117967
Cool.
I'm doing a beer-and-pretzels style game for something like online RPs where people just pick it up and play.
What I have planned is a 2d20 roll under tri-stat (each with four skills) where one d20 is a Stat die and the other is a Skill die.
>Roll under both, Success
>Roll under one, Partial Success
>Miss both, Failure
Advantage is roll 2 of each and take the lower, taking the best arrangement (critical success on all three being below the lower of the Stat and Skill), while disadvantage is roll 2 of each and take the higher.
A 21, 2, or 40 total all create Stunts, which are like Fate points.
Stunts can give you advantage, remove disadvantage, or change from Critical Failure->Failure->Partial Success->Success->Critical Success.
I was considering having some sort of Stamina system where you can tap from Stamina to get a Stunt, and when you fail you lose Stamina. Maybe 5+1*level Stamina, up to a maximum of 15?
>>
>>48119039
I just realized that I rewrote part of that halfway through and forgot to fix the rest of it.
>Advantage is roll 2 of each and take the lower, taking the best arrangement (critical success on all three being below the lower of the Stat and Skill), while disadvantage is roll 2 of each and take the higher.
should read:
>Advantage is roll 2 of each and take the lower, (critical success when both Skill dice or both Stat dice are below their target), while disadvantage is roll 2 of each and take the higher (critical failure when both Skill dice or both Stat dice are above or equal to their target).
>>
>Trying to come up with base mechanics of my system
>Think about making a Legend of the Wulin hack because it does so many things I like (The status effects system, gracefully handling multipule effect attacks, amoung others)
>Realize that fucking 4 rolls to damage someone is way too many and I want something quicker
>Can't come up with anything better.
Fuck me
>>
Rolled 8, 5, 5, 10, 2, 7 = 37 (6d10)

>>48120042
What if there was something like a Pool where certain effects triggered on evens or odds or a certain number of dice came out above X?
Like, take a pool of 6d10s and apply the following conditions:
>Attack is a success if more than (enemy DEF, let's say 3) dice turn up 7 or higher.
>Effect X can be activated by paying a fee whenever three or more odd numbers turn up
>Minor Effect Y adds a counter whenever a dice pool has at least one 9 or higher in it, you can spend from it to some sort of benefit
>Certain special attack can be used whenever three or more of any number is rolled, having a muted effect if the attack as a whole fails and having a greater one if four of a kind or higher is rolled.
Man, I don't know.
>>
>>48117306
I just want to bump this thread because it's good.

/tg/ gave me a lot of help with my RPG, so I'll loiter in the thread and give any advice I can.
>>
I'm making an RPG where the characters are part of a village in a post-black-plague fantasy zombie apocalypse with tons of weird undead out there.

I want to make mechanics that focus on the village with characters spending downtime and having Downtime abilities to improve the village.

Population basically functions as hit points for the village and each month there is a roll on the Fortune table to see what happens (Drought, raids, etc)

One thing I am trying to decide is whether to use boring old spell points, or to do an at-will / daily system for spellcasting. Spell points are nice but you have to remember different costs for different spells and you also have to erase and rewrite the number of points almost constantly.

The at-will / daily system would be basically you know X spells, the daily spells are shit like light and magic missile type of spells, as well as some slightly more powerful attack spells (obviously no healing since they can be done at will), and then daily spells can each be cast only once. You cannot double up on a daily spell. So if you cast a Fireball or a Time Stop, that'd be it for the day for that particular spell. Also a lot of the more powerful spells have downsides. Like the only kill spell in the game has a pretty significant chance of also killing the caster, and there is no resurrection.

Basically I am going for low fantasy with lots of resource management and stuff. Any advice? Yes I have read the Quiet Year I've got a 50 page work in progress game but I always appreciate ideas and feedback.
>>
>>48120181
Actually, let me continue running with this, using the example. Let's assume this is a 'fighting-man' sort of character.
>Attack is successful. Since it was exactly 3, the attacker delas damage bu gets no 'raises', bonuses that can be used to create more effects associated with an injury.
>Since three or more odds turned up, he can gain a bonus to defense by spending a Momentum token.
>He gets a Momentum token anyways because of the 10 in his pool (this resolves before he has to choose whether to spend the token or not)
>His Second Wind ability (regain some energy/HP) does not trigger because the highest number of similar numbers is 2 (2 5s)
>>
File: Fearsome Gods.pdf (1 B, 486x500) Image search: [Google]
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Any feedback or advice on this?
>>
>>48121505
The last line, where it says "Magick dice only return between adventurers", did you mean "adventures"?
>>
>>48121646

Yes, thanks.
Thread replies: 18
Thread images: 3

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