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/gdg/ Game Design General

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Thread replies: 221
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File: GDG 6 alt.png (1MB, 1100x672px) Image search: [Google]
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It's technically saturday edition

/gdg/ is a place for full-on game designers and homebrewers alike. Feel free to share your games, ideas and problems, and comment to other designers' ideas and give advice to those that need it.

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

>Game Design:
http://www.indie-rpgs.com/articles/1/
http://www.diku.dk/~torbenm/Troll/RPGdice.pdf
http://www.therpgsite.com/showthread.php?t=21479
http://www.gamesprecipice.com/category/dimensions/
http://angrydm.com/2014/01/gaming-for-fun-part-1-eight-kinds-of-fun/

>dev on /tg/ discord:
https://discord.gg/qRHhfZ6

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

>Games archive:
http://www.darkshire.net/~jhkim/rpg/freerpgs/fulllist.html
http://www.darkshire.net/~jhkim/rpg/theory/
https://docs.google.com/document/d/1FXquCh4NZ74xGS_AmWzyItjuvtvDEwIcyqqOy6rvGE0/edit
https://mega.nz/#!xUsyVKJD!xkH3kJT7sT5zX7WGGgDF_7Ds2hw2hHe94jaFU8cHXr0

>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

>How do you approach designing non-player characters in your system? Do they have full statblocks, partial or a different system entirely?
>>
>tfw you get nothing done in a week because of work shit
>>
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>>51546770
>tfw you get nothing done because you're a lazy piece of shit
Well, at least I got the dice system down.
Please rate and review.
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>>51547021
Very interesting.
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>>51546370
>tfw a player wants more options so you add some and then tweak half your system to make it work
>>
>>51546370
A little earlier than I expected, but I can't complain about a thread on my birthday.

Haven't really done any work on my system, so there's nothing to post, but maybe I'll get some stuff done over the weekend.
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>>51546770
>tfw you get nothing done in months because you're doing videogame development instead
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>>51546370
BUMP-- You almost 404'd on me you guys.
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>>51549990
At least you're doing something. I spend most of my work day thinking over game ideas, and then forgetting to write them down.
>>
Are these rules clear and understandable?

>All protagonists are also equipped with jump kits - ion booster equipment that greatly increases their mobility - that allow them to perform amazing feats of agility. The jump kit itself has zero weight and its effectiveness is determined by the wearer’s weight.
>Protagonists carrying five or fewer weight gain the [lightweight] tag. Their jump kits allow them to double jump, hover in mid-air and run along walls for extended periods, in addition to the below features.
>Protagonist carrying between five and ten weight gain the [middleweight] tag. Their jump kits allow them to gain a boost to jump height before gliding down and to briefly run along walls, in addition to the below features.
>Protagonist carrying ten or more weight gain the [heavyweight] tag. Their jump kits only allow them to gain a sudden burst of momentum in any direction (including vertically), safely bounce off of walls and withstand falls from great heights.
>>
>>51553453
Yup, nice and clear.
>>
One quick bump before I go to bed.

Here's the most current version of my Ace Combat homebrew.
To Do:
First pass stat blocks for planes and weapons
First pass pricing on planes, weapons, and upgrades

Since I'm basing many things off of one specific game in the franchise, I just need to get that running and I can probably straight rip the stats/cost and adjust from there. That'll allow me to get into deeper playtesting and closer to share ready.

Comments always welcome.

Google Doc: https://docs.google.com/document/d/1-x7vMbcJeXps8ZaeTa2ovoXK2yoB7ICqcEmNKP1dlww/edit
>>
>>51546370
>https://docs.google.com/spreadsheets/d/134UgMoKE9c9RrHL5hqicB5tEfNwbav5kUvzlXFLz1HI/edit?usp=sharing

How many are D&D/fantasy heartbreakers or OSR games?
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Finally (kind of) finished this fucking homebrew class.

I don't think there are any glaring issues anymore, but still gotta keep proofreading, because I realized that I got frequent brain farts while writing, there are a lot of incomplete or incoherent sentences.

At least the class features should be kind of clear, I hope.

In other news, I've been reading up on Legends of the Wulin, and finally now kind of get it. Interesting system, but horrendous editing. So horrendous, that I'm gonna make a better characters sheet for it. The lines are really uneven. That just doesn't fly.

>>51552646
Well, the unofficial rule is to make a new one on Saturday, so if it dies before Sunday, new one can just be made.

>>51555120
I don't actually know. I think we should kind of just restart the project list, because I think many of those are probably obsolete these days.
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>>51555299
How do i into nice visuals like you?
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>>51556268
The entire thing has been made in Homebrewery, and the image is a photoshopped version made with Walrock's photoshop tutorial.

Just google "D&D layout photoshop" or something to that effect to find the tutorial and the resources.
>>
Anyone feel like looking over my skirmish wargame draft?
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>>51556743
>>51556268
Here's a link.

http://dnd-5e-homebrew.tumblr.com/post/134421010799/phb-homebrewing-tutorial
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>>51558517
Thanks man, have my Stalker homebrew in return.
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>>51558644
Seems a bit bloated, but your character sheet is pretty neat.
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What is bet of the following two core mechanics?

>GM sets a target number between 1 and 6
>the player rolls 2d6
>dice that meet or exceed the TN are keeps
>choose one die to be the success die; if it is a keep, narrate how the PC achieved their intentions
>if it is not a keep, the GM narrates how the PC failed to achieve their intentions
>the other die is opportunity die; if it is a keep, narrate some additional advantageous element into the scene
>if it is not a keep, the GM narrates an additional disadvantageous element into the scene

>GM sets a target number between 1 and 6
>the player rolls 2d6
>dice that meet or exceed the TN are keeps
>0 keeps: "No, and", failure and negative consequence
>1 keep: "Yes, but", success and negative consequence
>2 keeps: "Yes, and", success and positive opportunity

The former allow more flexibility but I feel most players will use it in the latter way regardless. It is meant to be similar to FFG Star Wars, but using only 2d6 to determine both ends of the outcome.
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>>51560841
Where does character variability come in with such a narrow dice range?
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>>51560841
I like the second, simple and elegant. I take it there are few, if any modifiers?
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>>51547021

So with the 5 Pip Dice of Fate, the character will always find a new problem coming in the way of the problem they were originally trying to resolve; doesn't matter what the numbered dice are. Am I understanding this right?
>>
>>51561051
Yes.
But like mentioned in the examples, the event could make the problem resolve itself i.e. someone unlocking and coming from the other side of a locked door.
So if a lot of 5 pips are getting rolled the DM has the option of showing some mercy.
>>
>>51560841
I like both, to be honest. I would, however, suggest to use something else than 2d6, because both dice are independent, so the game is basically 1d6, meaning getting modifiers to the rolls could easily break the game, where as not giving players modifiers can make the players frustrated and reduce the amount of important choices they can make.

Do you have a ready system for how stats are going to work?

Because my idea for stats, for the former system, could be something like:
Stats are rated 0-3
>0 - No effect
>1 - You can reroll opportunity die once
>2 - You can reroll either die once
>3 - You can reroll both dice once

The experience system should be incremental, maybe even exponential, meaning something like: you get 5 exp per game session, raising a stat costs 5x the rating.

>>51561128
That actually reminds me of Interesting Times from Legends of the Wulin
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>>51560911
Characters have four stats, each one used contextually, that range from 0 (human average) to 5. Enemies or obstacles have a similar number simply called an "Obstacle Level" from which the character's stat is subtracted. The result is the TN.

For example:
>The merchant has a Logic of 2, he is pretty smart.
>The PC has a Guile of 1, he is a pretty decent liar.
>Because 2 -1 = 1 and 100% of d6 rolls will be >= 1, the PC successfully dupes the merchant and gets a good bargain.

Contrast:
>The merchant has a Logic of 3, he is very intelligent.
>The PC has a Guile of 1, he is a pretty decent liar.
>Because 3 -1 = 2 and only ~83% of d6 rolls will be >= 2, the player rolls 2d6.
>If both dice are <= 2, the PC is caught in his lie and the merchant calls the guards (or something).
>If one die is >= 2, the PC convinces the merchant to buy the stolen item but gets shorted on its value a bit.
>If both dice are >= 2, the PC convinces the merchant to buy the stolen item and the merchant gives him a bonus (thinking it is more valuable than it actually is).

>>51560938
The only modifier is advantage/disadvantage.

Advantage:
>If the player can describe one positive circumstance, useful tool, etc. they have advantage on the roll. Use the highest die result twice.

Disadvantage:
>If the GM can describe one severely negative circumstance, disruptive factor, etc. the player has disadvantage on the roll. Use the lowest die result twice.

>If both advantage and disadvantage are described, roll as normal.

>>51561156
Players are awarded EXP by other players for good roleplay and clever thinking. Similar to how an audience applauds. They use EXP to buy gear, heal wounds and create new narrative elements in a scene.

EXP is not used to increase stats because then the party could get uneven. Instead the GM awards everyone a stat advancement at narrative milestones.
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>>51561128

I like it!

Though I think with the 5 pips one, and if it were me designing this, I would include the result of the numbered dice into the descriptor of Fate; and differentiate it from a Success and a Failure. Because right now, it shows (at least to me) that it doesn't matter whether the numbered dice are amazingly rolled or not.

You mentioned how Fate can be "positive" or "negative". If it were me, I would say, "If the numbered dice rolled come out to be a fail, the Fate is 'negative'. If the dice rolled come out to be a success, the Fate is 'positive'.

Like you mentioned with the unlocking of the door, only for a guard to open it from the other side- resolving the problem just like that. That could be a 'positive' bout of Fate.

But a 'negative' bout will be that maybe the lockpicks got stuck, or maybe the sound of the footsteps of the guards are coming closer from around the corner, and the door still didn't open up. It's 'negative', because Fate didn't solve the problem; it just make for another complication on top of the one you already have.

You can take this or leave it. But if it were me, that's what I would do.

I like your dice system, as it provides the GM with some direction for the chaos they can put into a situation (ala the Ming Vase rule, or others like it).
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>>51561250
Seems a bit counterproductive.
The dice system tells me you're going for rules lite and minimalist rules, but because of the way it works everything that's going to be rolled against needs a stat block.
That, or the DM has to wing it. That's terrible, because then it means your stats are meaningless because the TN is always going to be relative to the player stat in question.

I'm not saying you can't make it work, but as someone who tried to do something similar I couldn't think of a fun away to do it. Or maybe my expectations were too high for my own untested homebrew. Not like I ever ran a session of it anyways.
>>51561304
I like your advice. I thought of a similar thing but the way you put it makes it sound functional.
When I was thinking of "success is a positive fate, failure is a negative fate" all I could think of was "isn't that just a regular pass/failure mechanic?" But yeah now that's it's actually been written out I can see that it can still have ramifications on the narrative.
I'll make that change to it.
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>>51561401
>That, or the DM has to wing it.
That's the idea. For context the player characters are magical robots in the far future that also pilot mechs. The intersection of Destiny's guardians and Titanfall's pilots.

The GM chapter gives a lot of advice for setting target numbers, based around the idea that the PCs are big fish, just in a big pond and that they shouldn't need to roll every single thing they do - only when they are actively opposed. Instead of setting up a 6+, break the action up into multiple rolls. Generally anything the PCs are gonna face will initially be around a 6 at most, then their stat is subtracted.
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>>51561401

Glad I could help.

What's your game going to be about? It looks like in a pinch, you could apply it to all manner of themes.
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>>51561560
Don't know, just came up with it. Most likely going to write rules for generic fantasy, but I've been wanting to sci-fi or sword and sorcery lately.
Thread is active enough, I'm going to write up the magic system rules really quickly because I've been needing thoughts on it.
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While it gets across the feel of how I want magic to be, it's easily abused and relies on DM fiat heavily.
But then again, that's what happens when you want to include something as unrealistic and arbitrary as magic.
>>
Can't settle on a good health mechanic.

Right now weapons do 3-4 harm a pop. Every five harm you take a wound and go back to 0 harm, take five wounds and you're out of the scene (not necessarily dead, just helpless).

Harm is sort of like bumps and bruises, you don't have to worry about healing it. Wounds have narrative consequences and cost resources to heal even after a fight.

My goal is to give lasting (but not permanent) narrative consequence to being in a fight but also providing some leeway. A good comparison would be the Halo video games: your shield bar regenerates after a few seconds, but your health bar stays at the same level unless you use a health kit.

But this feels kind of contrived and like it would take forever to kill a PC (NPCs don't take wounds, just a few harm).
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>>51562650

So it seems that in your magic system, observation plays a significant role (since it seems that viewing the magic in action can do some nasty things to you). Not something I've ever thought to do before, but I think it's neat.

With this, and correct me if I am wrong, but I can cast spells of literally any magnitude or power, so long as if I can fool observers into believing it wasn't magic.

Not sure if you intended it or not, but when you wrote up about Level 1 effects, you have the sentence: "A Level 0 Spell effect must be subtle enough to be explainable to witnesses other than the spell caster through ignorance or coincidence such as: ..."

What then is a Level 0 spell? I don't see any Level 0 spell descriptions, but I can't imagine their effects doing any actual damage (since 0d6 Psychic Damage always is 0 damage).

I'd also like to hear your answer in how you think this system can be abused by both DM and players alike. I want to know where you stand in your own system.
>>
>>51563037

This isn't a bad mechanic if your PCs are big larger-than-life heroes.

You can also maybe use this mechanic to "set" the gritty vs. heroic level. Maybe make 5 Wounds be for PCs who want to be heroic, 1 Wound if you want to be gritty, or 3 for middle ground.

And also if the game is about the PCs trying to manage their resources, this is a fine system. Don't worry about it being contrived/ being realistic. Realism is the biggest pitfall a game designer can fall into. Believe me.
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>>51563263
>This isn't a bad mechanic if your PCs are big larger-than-life heroes.
They are, but I still feel this might lead to the D&D 4E problem of too durable characters making too long combats.

>Don't worry about it being contrived/ being realistic. Realism is the biggest pitfall a game designer can fall into. Believe me.
I agree 100%. I didn't mean contrived as in "unrealistic" but that maybe my description in the book is too meandering or complex:

>One tag in particular does have a mechanical impact: harm. Harm is a measure of how severely damaged, exhausted or otherwise drained a character is. It is applied like any other tag, but unlike other tags, harm can stack - characters can have this tag more than once.
>Wounds are severely negative tags attached to one of a protagonist’s approaches, loweing that approach’s rating by 1. Whenever a protagonist reaches five harm, they gain one wound; if a protagonist would take more than enough harm to cause a wound, disregard any harm over the five required to cause a wound.
>When a protagonist would gain a fifth wound, they instead gain the helpless tag - they cannot take action and are effectively removed from the scene. They may be knocked unconscious or even killed, as appropriate to the fiction.

Since this is a sci-fi game, I have debated renaming harm to shields or something to more accurately encapsulate the comparison to Halo, and also because I feel harm is inaccurate when it doesn't effectively hurt the PC.
>>
>>51563173
>Not sure if you intended it or not, but when you wrote up about Level 1 effects, you have the sentence: "A Level 0 Spell effect must be subtle enough to be explainable to witnesses other than the spell caster through ignorance or coincidence such as: ..."
That was a mistake from when everything was a lower level. I increased the levevel range from 0-2 into 1-3 to make the DC for casting spells more fluid.
I probably could have kept it to 0-2 and make spellcasting (3x Spell Level)d6 with the base as 6.
>I'd also like to hear your answer in how you think this system can be abused by both DM and players alike.
Following RAW and a permissive DM, a Level 1 Spell is more powerful than anything a level 2 or 3 spell can do.
You could poison a dish with a poison just as fatal as an empowered poison from a Level 2 spell, as long as you did it while no one was looking. And because of the fact you're poisoning someones dish, it means that you're going to be doing it when no one is looking anyways. A level 3 spell could also work for the same effect, but it's far less likely to succeed. So you might as well go with a Level 1 spell as it's far easier to cast.

And I just realized I wrote "A level 1 spell cannot be observed under any circumstances". I should have specified "cannot be observed being cast" or maybe "if the spell cannot be rationalized the spell fails"
Anyways I'm glad the concept of the spell system is understandable ( at least, you understood the idea behind it ). The problem is without arbitrary rules a lot of game breaking stuff could potentially be done.
It's not balanced, but I could pass it off as "It's magic, it's not supposed to be balanced. It does have rules though"
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>>51563496

You can rename Harm to Damage perhaps? Damage is neutral, but you find it all over SciFi.

Also, not every situation has to lead to death.

For example, at least in the old D&D, the focus was on the resources characters had; be it their hitpoints, their spells, their gear, and even food and water if the dungeon goes a long way. The point was to gather as much treasure as possible and get out.

Monsters, especially the wandering kind often didn't harbor much treasure while still having the means to wear out characters. It just wasn't worth it to fight monsters more than you have to.

My thinking is that the "hitpoint system" you made should be taken in the context of the entire adventure, and not just each individual encounter. Plan the whole adventure to be deadly to players, but each individual cog in this machine exists to wear the players down to a point closer to death. Perhaps the monsters, instead of killing players, are instead geared up to make the PCs suffer Wounds.

Of course if they kill, that's gravy. If not, then let the PCs have whatever it is that remains.
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>>51563603

I think that's why a lot of designers tend to weigh spells by Power, so that a higher level spell is always more powerful than a lower level one (Unless you're playing 3.pf, but in principle...)

But what I do see here in your system is that it ranks by situations in which it can function.

You're right about the level 1 spell being more powerful than the level 3 spell in that regard, but I also think that making the conditions for a level 1 spell to work would be more difficult than that of a level 3 one.

The only thing stopping a level 3 spell is whether or not an observer is trained in observing them when they come.

I have an idea. Make a note about the leniency of the system. But maybe suggest to the GM that if a powerful spell might be so easy to apply that it compromises the need for teamwork, then make up another situation that can impede the casting of that level 1 spell.

Like what you were saying about the making of the deadly poisoned dish. Perhaps a sudden problem came up in that the king's guard arrived that are trained in catching magic usage and are now overseeing the chefs cooking the feast for the king you wanted to poison?

This way, you're not saying "no" to the idea, but it provides incentive to use a more powerful spell, or even get your friends to distract the guard?

See what I'm saying?
>>
I'm using a heroic 3d6 roll-under system and trying to decide what the main characteristic (str, agi, edu, wits ect) values should be.
So far I'm thinking 6 should be for people who never need to use the characteristic and also the starting level (office worker's strength), 8 should be for people who use the characteristic for their job/casually exercise it (avid reader's Education), and 10 for people who focus on using that specific characteristic (competitive gymnast's Agility).
I was also planning the skills to be 1-4 (adding that number to the characteristic for relevant rolls), with a 4 being a master of that skill.

What do you guys think of this? Should I bump the base characteristics higher or should I keep them as is? There's 8 characteristics total and they all start at 6, so do you think I have 10 points to spend at character creation?
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>>51563037
I'd raise the amount of harm you could take before you take a wound, make it so that the only way to only way to heal wounds is to spend you game's fate/hero/drama/whatever points if you have them, and kill the character if they take more than 5 wounds.
That's if you're making a heroic game though.
>>
namefags pls go
>>
My game features collaborative worldbuilding. I want to let everyone have a say, but I know I need to acknowledge some people are just fucking stupid without it devolving into limp-wristed X-card bullshit. How's this:

>As with everything in GAME, participants are encouraged to always work together and collaborate when creating facets or factions. No one creative vision should dominate the creation of the world, nor should any individual be shouted down. The game trusts the group to take action and moderate as necessary to create an interesting, compelling game world together.

Just a disclaimer at the bottom of the worldbuilding chapter's intro. Too much? Not enough? Poorly worded?
>>
>>51565482
u wot m8
>>
>>51565483

At this time I can't see anything wrong with it. Not sure what it's missing if anything at all.
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>>51565483
Honestly, no matter what you write, shitty groups gonna be shitty and good groups gonna be good. Having some sort of guideline stated in the rules might help but I wouldn't worry to much about it.
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>>51565520
Thanks. I am hoping it will be enough.

>>51565563
Yeah, kind of what I figure. One of my design tenets is to trust the group. I don't want to fall into the rabbit hole of trying to regulate everything. I was reading a few other games that attempt things like this (Questlandia and Forthright Open Roleplay) and they talk mad shit about making the game "safe" and "affirming" with detailed rules about unconditionally vetoing others' ideas. That's what I want to avoid.
>>
Posting latest version of Hellsgate. Need to expand on it when I have a chance.

>>51556808
First thing after giving it a quick glace is that the cover rules are a bit much. I get the concept, but the writing needs a little cleaning up.

Other question, when attacking, you choose 2 dice rolled, but that's not in the defense roll. Is that intentional?
>>
>>51565824
And forgot to attach it, or check if I did before leaving the house. Fuck.
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>>51563037
Does harm roll-over into the next wound pool? Whether it does or not will affect the time to kill a PC. Other than that, you'll just need to look at the ratio of damage dealt to health and adjust accordingly. If we math out a PC punching bag, it would take 9 hits to be helpless at 3 damage, or 7 hits at 4, with harm rolling over. Without roll-over, you're looking at 10 hits regardless.

Consider how approximately long you'd like combat to last and how long a PC should live. Also consider if you expect or encourage players to stay at 5 wounds, or if you can keep them wounded for much of the game. If you have a lot of ways to heal, then players will generally have more health more often. There's a trifecta to consider between Damage, Defense, and Recovery that will determine how survivable your players really are.
>>
Hmm... I'm trying to figure out the best way to handle EXP in a game with relatively low granularity.

The jist in the current iteration is that you can gain experience in two ways:

>You solve a problem that your character has
>You take a new problem (Max 4)

If a condition is filled, the character gains one development point in the end of the game (only 1 ever). It would push players forward, but it might bring intraparty conflict.

My friend suggested something to allow players to exchange things 1-for-1, like raising a weakness to lower another, or change a saving grace to another one.

I thought of a minor development point system for that, where at every session, all players have one minor development point to use for a thing like this.

But if I were to bring that system, I should probably relegate Major Experience to truly character-changing moments, like major character deaths, betrayals or the like.
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>>51568078
You might want to consider hardcoding a milestone system into the game which would provide context as to when exactly you could make a major or minor change. Overall I think you're on the right track with xp in a game like that.
>>
Welp, today I got my letter from the library of Congress about copyrighting my system.

So my shit is official, dawgs.
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>>51570309
Oh nice. Congratulations on that.
>>
>>51570462

It's just the basic system, sadly.

I'll finish my book and copyright that. Still, it's enough to cover my ass.
>>
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Roast my "luck bonus" system. It's sort of a low-magic wild west setting where you'll have a good number of anti-heros. Basically, it relies on a combination of playing your class well and roleplaying your character's strengths and weaknesses properly.

Grit
>Activated during a check to draw the top card of a poker deck in the middle of the table.
>The value of number cards are added to the roll; face cards make the check a success; aces are critical success; jokers are critical failure.
>Can also be activated to go at the start of a combat round, barely survive lethal damage, etc.
>Classes and feats offer new ways to activate it, such as to instantly reload or double the range of a weapon.

Gaining Grit
>Characters start with 2 and gain 1 every level.
>Grit is also awarded through great roleplaying.
>Grit can be gained through completing certain tasks based on your class, such as getting a critical hit with your melee weapon, or using X amount of gold to craft items.
>Grit is also gained (or lost) by your character's Vice and Virtue, explained below.

Vice
>Vice is a destructive tendency or habit a character has.
>Vices include addiction, a bad temper, etc.
>Vices must be satisfied on a weekly (if not more) basis, or you lose Grit.
>Vices also grant a small bonus, such as a +1 to bluff for a gambling addiction.
>Characters normally have one Vice.

Virtue
>Virtue is a character's most righteous quality.
>Virtues include mercy, bravery, faith, etc.
>Virtues grant a small bonus, much like Vices.
>Taking actions that embody your Virtue grant Grit at gamemaster's discretion.
>Taking actions that run counter to your Virtue remove grit at gamemaster's discretion.
>Characters normally have one Virtue.
>>
Lets get a little discussion going.

What is your health system, and more importantly, why did you chose it?

There are many health systems out there, and all of them "work", but why you chose one way over another has a lot more meaning. Was it because of familiarity with other systems? Did it look interesting because it was novel, unused, or misused? Was it because of tight math? Did it allow you to expand or reuse other mechanics? If you don't already have a health system in place, what kind are you looking for? What do you want it to accomplish in relation to the above?
>>
Ok, let's see if I can upload it this time.
>>
>>51571724
Whoops, wrong one.
>>
>>51571263
Aight.

My system, personally, is all about the dramatic context, so having something as vague as Despair is perfect. It also helps that while it is mechanically a system that is not that unique (If you roll under Despair, you're removed from the scene, and if Despair is high, it's more dangerous), but what sets it apart is that first, there's no separate roll for it, and second, the player themselves causes most of the damage a character takes.

My health system is basically the thing I'm most proud of in Misfortune, I think I managed to weave the most important things about the game into it.

World favors the bold, but they must br vigilant, to not die like dogs.
>>
>>51571263
Since my system is about modern aircraft and dogfighting, focusing on the planes makes the most sense. Taking from the Ace Combat games, planes have 100% health (really its 10 health, but since the games use 100% it doesn't hurt to have 10% chunks). Most missiles/special weapons will end up doing 100-150% health without Defense factoring in. Defense (rating 1-10) reduces damage by 10% for each point, which instantly makes the average missile (100%) take two hits to down a plane. Planes can be shot down in 1-4 missiles (includnig special missiles), so emphasis is more on avoidance. You can either evade missiles by beating the attack with an Evasion roll, or just not put yourself in harms way to begin with. Enemies will have a hard time landing a hit unless they're behind you.

Players/Pilots don't die when they're shot down. Instead, its intended that planes are your fighting resource, and losing or needing to repair a plane will eat into your xp reserves (money). Pilots that are shot down can re-enter combat with either a different plane they own or a "rental" once they've been rescued. This deviates from the games a little, but they weren't designed with cooperative tabletop in mind.

The Ace Combat games gave me a lot of things to work with, so all I had to do was translate their mechanics to tabletop. As far as health and damage goes, I think its pretty decent. Knowledge from the vidya will largely transfer to the tabletop which was a goal of mine.
>>
>>51560841
I did something similar for a shitty unfinished GMless system.
If first d6<target number: failure; else: success.

For the second dice (basically a d3):
1 or 2: failure/success AND […]
3: failure/success IF[…]
4: failure/success
5 or 6: failure/success BUT […]

The first d6 can be substituted with something more granular.
>>
On the topic of dice, how do you guys feel about a game that uses a deck of cards instead of dice? Or, in the very least, a deck of cards in addition to dice. I've been watching/playing a bit of Malifaux recently and I got a bit interested in the system.
>>
>>51571263
I'm having reservations about my health system so here it is.

Currently, I have 8 hit locations determined by a 1d8 roll. Head, Right Arm, Left Arm, Right Leg, Left Leg, and 3 Torso. Health is determined by a health stat and is applied equally to each hit location, so if I have 5 in Health, I have 5 hp in Head, 5 hp in Right Arm, and 15 hp in Torso. I have small penalties when a hit location drops below 50%, and a larger one when it hits 0. Unconsciousness occurs when 3 hit locations hit 0, and death occurs when all are 0. You can also take a special action to sever/impale a hit location when its at 0 which makes that damage unrecoverable without a special recovery to heal it. Hit locations are designed to be weak since you need to disable multiple and you don't have tons of control over which is hit. Armor will also change how much damage you end up actually taking.

So that's basically it. The problems I'm having are that I'm not sure if that's going to be the best system for the tone of game I'm running (it definitely makes creating a Monster Hunter module easier) and that I don't know if it'll end up slowing combat down too much. There's also a lot of interdependent systems, so making any large changes might cause a lot of problems. A replacement I've thought of was actually inspired by a /gdg/ a few weeks ago, where you have multiple levels of hp within one hp pool. The problem with that is determining what exactly contributes to hp. One idea is to have all 7 stats contribute and have one uber-resource as Health. It would give characters of the same level the exact same health, and characters would use each of their 7 pools of health as resources to perform actions (instead of mana, you cast from your magic's contribution to hp). This might be some bookkeeping to take care of and still not speed much up, but its extremely interesting nonetheless. The other option is to be boring and just have health = 5*stat or something.
>>
>>51575987
I've seen a couple systems that do that. Deadlands and Aces & Eights, both of which are western in theme. It can be a lot of fun to do something different though naturally it can take a lot more time if you need to shuffle for any reason.
>>
>>51571263
HP, with a tweeeest. HP is arguably more representative of the characters stamina. If it gets set to zero, the character is knocked out/disabled for the duration of the encounter/dungeon/whatever. The party can opt to take a rest outside of fights to restore HP/rez unconscious characters. This takes about an hour of in-game time, and if they're in an unsafe area, they may risk having their rest interrupted, with whatever finding them naturally being able to attack/move first, along with other consequences that are mostly time-sensitive, like being unable to get to a slowly-closing vault door in time. An interrupted rest does not count as a full rest, and for the sake of simplicity, they can't take a fraction of a rest and heal for a fraction of the health. When an unconscious character wakes up after a rest, their HP is reduced by one flip (IE, drawing a card off the top of the deck and subtracting its value from your HP. Probably the only time you really want to see Aces and Twos.), and they can choose to flavor it as getting a cool scar or wound. If your max HP is reduced to zero, you obviously die. Other things, like Radiation and certain attacks will also have a chance of either mutating or reducing max HP. Getting hit by huge stuff, like a car, a falling boulder, a rocket launcher, or anything that would deal your max HP + 10, will instantly kill you, and it probably won't be a pretty death.

It's my attempt at creating a very 'lethal' system that's also semi-forgiving.
>>
How would you create a scale for hit points? For example, the game we're designing also has stamina points, and we decided that an average human can throw about 20 good punches before getting exhausted. So using that we can create a scale for the stamina pool without deciding on the exact numbers.
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>>51571263
All-in-one abstracted resource. It's thematically appropriate in my setting for exhaustion to be every bit as deadly as bodily harm, and I want to keep things light and bookkeeping minimal. To make sure players aren't dropping like flies for wanting to do something cool attacks that do direct damage are quite rare.
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>>51578583
Figure out what the smallest occurrence that'd count as damage is and the smallest occurrence that'd cause instant death for any character. Your health scale is the second value divided by the first value.
>>
>>51579051
A problem with that is dealing with the force used in an attack. Stabbing someone in the arm compared to the eye, heart, lungs, throat, etc. will hurt them differently, despite the same force being used. Considering using a system that has damage to body parts in addition to overall health but that may be too complex. Also still deciding on how abundant healing options are. I think it'll have to be a style where everyone can be easily killed, but they also have a limited number of instant heals.
>>
>>51579522
I'm not sure I understand the problem, or how your system is incompatible with the basic health scale I described. Locational attacks causing different amounts of damage is irrelevant when you're setting an arbitrary scale. Figure out what the smallest unit of damage you care about is. Maybe this means a paper cut is 1 damage, maybe that's a weak punch instead. Then figure out an example of minimum fatal damage to be the soft maximum, like getting crushed by boulders or in your limb-based case something like having an arm mangled/cut off to be 100 damage (or whatever, the number is arbitrary and largely dependent on target granularity). Once you have that scale you can place attacks logically along it so that your arm stab does less damage than an eye stab.
I'm making assumptions here, but I imagine your proposed system would effectively resolve a successful attack like [method damage]*[location multiplier] = Limb Damage*[limb multiplier] = health damage.
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>>51570479
Hate to break it to you but I don't think you can copyright mechanics. You can copyright the wording but the abstract is fair game. You may have just wasted some money
>>
>>51571263
So I actually need help with a health system. I have an idea for a game that's really just an idea still. I don't even know what the health system will look like conceptually, but here's what I have so far.

People struggle and scrape just to get by. The world is out to get you. People are judged and known by their faults and failures. Survival is the expectation, and the exception.

The idea is that weaknesses will be player stats, and you roll high to overcome them. How health fits in will be interesting. In some ways it could be as simple as renaming health into damage and counting up. I also really like the idea that healing can cause cancer/overhealing is detrimental, so that's going to be a factor. Like I said, I haven't really gotten anything solid, so there's a lot of flexibility. Any suggestions /gdg/ might have would be nice. Getting a good idea on health might help other parts fall into place. I could go a lot of different directions with stats and stuff, so I feel its like sudoku in that finding that one number can open up the whole puzzle.
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>>51582357
So you want to have optimum health at 0 with death being say 30 and negative numbers causing some form of malus? I can see it working, especially if everyone has the same amount of damage they can sustain before death.
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>>51582703
That, or possibly two ways to take damage. One being normal wounds and the other being something related to indulgence and gluttony. I could try making a dichotomy of Deprivation and Indulgence which could apply to more than just health. But, I don't know if I want health to be abstract, or meat points (which would definitely be fitting), or perhaps just a stat death spiral (also fitting). I just need to find something, health or not, that speaks to me and the design.
>>
>>51582957
Could use a standard health system and a vice track. Health can go over "max" with certain types of healing - food, drink, and drugs for example - but having more than max hp accrues points towards Indulgence where having less pushes it towards Deprivation, possibly in greater amounts the father their health total is from max. This creates a desire to balance the the need of not dying with the want of extra hp. You'd definitely need to carefully balance the malus each side of the scale causes against its requirement though.
>>
>>51583130
That's something that's crossed my mind. I'll need to think deeper on it. Whatever I end up choosing has to positively drip with theme. Its quite possible that it ends up being the right fit, but it doesn't feel like it can carry that weight on its own. It could work well if it was supported by something else though.

Now, I do also vaguely remember a mechanic that would play into a Deprivation/Indulgence track, but that doesn't initially look like it would represent any meat points well, and I feel like having meat points is in some way necessary. The most annoying thing about this system is that its so much easier seeing what doesn't fit rather than what does. Again, like Sudoku, I can't just throw something random in there and build off that, else I'll get something less than desirable.
>>
>>51583130
>>51583541

Sounds like a combination of food mechanics in Fable and drug mechanics in Fallout. Not sure how it would work with pnp but I'm certainly curious to see the result.
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>>51582357
So I think I've decided that I'll have 7 stats/attributes/skills/things. One for each of the 7 Deadly Sins, because it makes too much sense. Now, this doesn't necessarily affect my decisions for a health systems, but it does give me some places to go. If I want to stay super abstract, I can makes something out of the Deadly Sins. If I want to add some more physical grit (aka meat points), then I can easily do that too with the stat/attribute system I'm thinking of. Its a pretty nifty mechanic that plays into some more numerology. Stats will range from 1-6, each point determining how many dice in the pool. When making a contested roll (against a player or special NPC), you add your pool with your opponent's pool together, and then add one more (so max 13 dice for any given contest). All dice are rolled together. You remove your stat's worth of the lowest dice, while the opponent removes their stat's worth of the highest dice. Whatever result the last die shows determines who wins (usually 50-50 high-low, but more granularity can be added). Against environmental obstacles, like pushing a boulder, you just try to beat a TN. Other players can attempt to help you by adding their roll to the total, but they also increase the TN by 1/2 the die max rounded down (I'm leaning towards pools of d6 for obvious reasons, so that would mean each additional die beyond your own increases the TN by 3). Its super arbitrary I know, but this is integral to the feel of the system.

Anyway, this was a nice bump for the thread and I actually made progress, so win-win.
>>
File: CryptoCrusade.pdf (1B, 486x500px)
CryptoCrusade.pdf
1B, 486x500px
Cryptomancer smooshed with Black Crusade.

Featuring:
>unified dice system
>40K combat streamlined
>base building
>inevitable death spiral, for both PCs and the campaign
>status effect index card for combat worked on for over 9000 hours in inkscape
>>
>>51583541
Food, drink, drugs (legal and illegal) heals. But when used add 1 to the respective vice track. If overheal, add the overhealing to track. PC lose 1 from track every 8h rest.

Then build upon it. Maybe after 5 in the vice track, the item heals more per use, but not using it after (24 - track) hours, player gets a penalty. The penalty gets worse every hour not using, to represent withdrawal.

If all healing have this, players either will play safe to not get hurt or go down their vice (the drunk cop cliche).
>>
These threads average one interesting conversation per ten trite imitations
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>>51591470
And the interesting bit is usually someone being trolled
>>
>>51582357
I forgot to mention. I also have a meta-resource that is integral to to game. Any time the players get "better" at something, they increase this meta-resource, either in a lump sum or as a per-session ticker. This meta-resource (which I haven't named yet) is used by the GM to create events, whether that be combat, social, traps, bad luck, etc. Whatever my health system ends up being, it'll need to conform to the meta-resource concept. Its amazing that this was one of the two reasons I even wanted to make this system, and I forgot to mention it until now.

>>51590593
The premise of this is a lot of what I've been thinking about. I don't know if its necessarily the right decision, but its definitely one of the closest.
>>
File: 1471793904638.jpg (110KB, 800x800px) Image search: [Google]
1471793904638.jpg
110KB, 800x800px
The biggest problem for me is to make creature stats scale with level properly and making levels feel meaningful without bloating the system.

How do your system handle levels and progression?
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>>51595182
In the most basic way possible: No levels, players receive small amounts of exp often that they can spend freely.

I've never properly played a system that uses levels, what advantage do they bring? What are the reasons for using them?
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>>51596069
Levels (and classes) are easier to balance, offer clear direction and theming, and help minimize the threat of tyranny of choice.

The obvious drawbacks are constrained character building and a shift towards gaminess as opposed to simulation.
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>>51595182
Really minor stuff. Each player has one minor development point to use in a game session, and they can say anytime that they use it. They then can change their stats, but it's all 1-for-1.

Then, when major stuff happens, the characters gain major development points that give one freebie change. The game is rather small-scale so a one-point difference can really affect a character's effectiveness in a meaningful way.

NPC:s? They only have one stat, their story relevance. Less relevant characters have shittier stat, important characters have better. And because the power level doesn't change a lot during the game (unless the action scale subtly goes up), an antagonist with a 2 in a stat is formidable in any phase of the game, but always beatable.

>>51596069
Neither have I, but levels give this kind of clarity to the character creation, where if a character actually dies, it's really easy to see where the new character has to be to be useful to the party. It also makes encounter planning easier, because opponents can be rated and the ratings can be compared to the level of the party.
>>
>>51595182
I think you should be taking the opposite approach. Create an interesting monster, and then see what level party would be appropriate to fight it.

Though in my early system levels are fairly simple, you get to put one point in an attribute and get a skill point that can either be used immediately or banked until a later downtime, because leveling up skills may require more than one skill point at higher levels.
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>>51596395
>it's really easy to see where the new character has to be to be useful to the party

Eh, it's about as easy to keep track on the partys point total.

>It also makes encounter planning easier, because opponents can be rated and the ratings can be compared to the level of the party.

This makes sense, but only if the game have a very clear focus that all character types would be roughly equally good at, such as combat.
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>>51597537
Usually the comparison to opponents is actually made from the party's total power level, you can think of it as a mean + 1 for everything.

So if you could rate each character's fighting ability from 1-10, the total challenge they can meet is the mean + the party size. I don't know the exact math, but something along those lines is how it should work.
>>
>>51597537
>Eh, it's about as easy to keep track on the partys point total.

Yeah but unless everything a player can spend those points on has equal utility in combat that total doesn't necessarily tell you exactly how powerful they are. It's ultimately an issue of variance, with a point buy system you have to account for a player at a certain point spent total who has spent their points as poorly as possible and players who have spent them as optimally as possible which become increasingly broad as the number of skills they can buy increases. with levels and classes the choices a player can make in building are much more restricted, causing less variance and therefor easier balancing.
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>>51596284
>>threat of tyranny of choice.
AKA how long can it take for a player to make the worst choice possible? And to complain about the game balancing later?

On the note, I find that "levels" (even soft levels) are mostly necessary, and exp-buy is usually very troublesome...

>>51597537
>This makes sense, but only if the game have a very clear focus that all character types would be roughly equally good at, such as combat.
This is not truth, a well balanced game will work anyways if you use the "standard" ratings for the encounters.
>>But my PCs are not playing "X-focused" characters, that said, tough x encounters will be very hard but whenever they are on their field of expertise it will go smoothly. Or if everyone is playing well rounded characters, it will provide the expected challenge
>>
>>51597956
Good point.
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>>51598114
>On the note, I find that "levels" (even soft levels) are mostly necessary, and exp-buy is usually very troublesome...
Yeah, point-buy systems often use scaling skill prices for this reason. It's not a perfect solution but it does help smooth things out a bit.
>>
>>51591470
these threads are mostly a bunch of half-assers fapping to their own homebrew
>>
>>51595182
All characters will be within levels 1-20. At character creation you choose a stat array which will grow without player input. Stat arrays go between 0-20. At each level up, the player can choose to add 1 point into any stat unless it would push the stat total above the maximum. Each stat has multiple thresholds that can be reached at various times, which means there's lots of opportunity for meaningful growth beyond just the free +1 stat, or even the normal growth from the array. This also means every character will have the exact same number of stat points when they're at equal levels. The only difference is stat allocation. Its also impossible to either min-max (in a negative sense) or gimp yourself. You are guaranteed to have strengths and weaknesses no matter how you allocated your stats or what array you chose. Even characters made to be as average as possible stay completely viable.

I haven't gotten to enemy creation rules yet, but I've laid the framework for a solid system with my characters. I always know what might be possible at any given level, and so I can design creatures that fit within that power band. My design choices might not be for everyone, but they work for the intent of the game.
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>>51568078
I now changed how experience works in my game. There are GM-mandated milestones when characters get Development points, which are free experience.

In addition to that, every play session every player has one "Twist" they can use. Twists are like development points but cause sudden and dramatic effects that change the characters. The best example of this is the awakening of supernatural powers. Say, a character is getting their ass handed to themselves, and the player decides to use the Twist to awaken the character's latent powers. They gain a power of the player's choice, but they also get something lasting that is a detriment to the character (Like getting an especially ugly scar in their face, or a bad bone that doesn't really heal). It can be used in more creative ways, such as buying a lottery ticket and actually winning a substantial amount of money, but becoming paranoid about said money.

Players don't need to use their Twist every play session, but it is an additional tool to use in sticky situations, and a fun little system to change and influence characters over time.
>>
What's the best homebrew you've ever read? Ever played?
>>
Working on a game with guns. Can't decide if poker chips or countdown clocks (ala PbtA) would be better. Right now I'm leaning toward chips because constantly moving a paper clip around is a pain in the ass.
>>
>>51555001
Made some progress. All the planes I want are translated and in the doc. There hasn't been any balancing, particularly on price, but they exist. As it turns out, I'll need to play through the game I'm using again to re-unlock everything and find out the prices. Once I get the game prices down, I can tweak from there if necessary.
>>
>>51601213
Knights and Knaves was a good one that was actually completed.
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>>51601323
Definitely chips between the two
>>
File: TriadRPGSystem.pdf (1B, 486x500px)
TriadRPGSystem.pdf
1B, 486x500px
I'm in the office and cannot properly introduce the system, but if anyone wants to skim through it and give feedback, it'd be great.

Three-stat system that uses different dices and a few flat modifiers. Tactical combat based on dynamic resource management.
No setting specific.
>>
What is a quick and easy rule for for determining if "X can parry Y", in cases where X is a small weapon and Y is something huge, either armed or unarmed? I want to avoid having to roll damage for attacks that are parried and rather not introduce a new stat for weapons.
>>
>>51609505
Give each weapon a damage reduction roll, which is used against if the character is able to reduce damage. If it reduces damage to 0, gongrats, have parried.

Maybe?

Or perhaps a similar thing, except you roll to parry over the weapon's size rating (for example), and more defensive weapons have better defensive dice.

I prefer rolling all the things rather than having static difficulties. Gives the defender the feeling of intenseness.
>>
>>51609759
I mean, I still have it so that you need to roll for the parry, I'm just looking or a good way to define what attacks are to heavy to ever be properly parried with a smaller weapon, like a dagger can't block a greataxe.
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>>51609835
Give bigger weapons and shields better defensive dice? A dagger would be d4 while a spear would be d10, a longsword would be d8 and so forth?
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>>51609505
What are all the attributes of your weapons? List whatever numbers you have and what they mean.
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>>51607446
Skimmed through and liked what I saw. Particularly stats and how stats relate to your average TN. Its unrelated to your system, but it got me thinking on a mechanic to represent both potential and consistency. I also liked using playing cards for enemies and what all was involved with that.

Overall its quality. Normally I don't like to be the guy that offers no criticism, but I don't really find anything egregious.
>>
>>51609505
Depends on how weapons and damage work in your game

If it's a strength or damage modifier you could just say if a weapon is double the other on stopping power it's unappariable although that breaks down with things like magical damage augmenting physical weapons.
>>
>>51612041

Well, thank you. Glad you like it. Feel free to try it (or simply develop the mechanica it inspired) and get back to me (my e-mail is in the document). I'd love to make as many improvements to the system/manual as possible.

I'll use this post to attach my current character sheet design.
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>>51612646
I'll just talk about the mechanic here, for all of /gdg/ to see. Its not quite as smooth as it could be. Here's a straight copy/paste from my notes.


Dice mechanic for Potential vs Consistency.
3 degrees of Potential. 8-12-20
3 degrees of Consistency 1dX, 2dX, 4dX
The maximum of any combination will always equal Potential while Consistency determines probability curve. That gives an array of
1d8 - 1d12 - 1d20
2d4 - 2d6 - 2d10
4d2 - 4d3 - 4d5 (4d2 - 3d4 - 5d4?)

d2 is any die, Odd = 1 Even = 2
d3 is d6, 4,5,6 = 1,2,3
d5 is d6 reroll on 6

So the most consistent portion is where it gets rough. Rolling 4 dice is equivalent for all, but the dice themselves are odd numbers with special rules. I also thought about using d4 for the 3d4 and 5d4 which makes the die a bit more natural (since they exist) and also allows for the 3d4 and 5d4 to both have a minimum roll of 25%. The problem with that comes in with the 4d2, as your minimum is now 50%, or you could go crazy with (2d2+2d3)-2, but that seems like a lot of effort for mild OCD.

Either way I really like the premise behind the mechanic. Don't know if I'll ever make use of it however.
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>>51610909
There's the usual; weight, Strength-requirement, damage, and reach. Then there's the Balance number; it's used as a penalty any time you do fancy stuff, such as double-attacks, move-and-attack or multiple parries in the same round; Lower numbers are better.
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>>51613551
Assuming you roll for damage (following DnD style, 1d4, 1d8, 2d6, etc) you could determine parry-ablility by the damage die (1d4 weapons cannot parry 1d12 or 2d6 weapons).

Or you could do similar with Strength requirement, depending on what that exactly means (Min 8 Str cannot parry Min 15 Str weapons). And since you mentioned Balance, augmenting that in some way might also serve your purposes.
>>
>>51612798

For d3 usually I use d6/2. For d5 d10/2.

As for your mechanic, the idea is interesting, but there is definitively a problem when crunching numbers. Of course, it all depends on the expected difficulty/threshold of the rolls, IMO.

The main problem I see is the uneven gap in potential between 8 to 12, and12 to 20, although I understand that there are no d16 dices afaik.

Besides, there is an counterintuitive element. Success with an expected result of 7+:

1d8 (2/8) - 1d12 (6/12) - 1d20 (14/20)
2d4 (3/16) - 2d6 (21/36) - 2d10 (85%)
4d2 (5/16) - 4d3 (33/48) - 4d5 (753/768)

That means that, due to the bell curve, 1d8 is better than 2d4 and only slightly worse than 4d2.

My head hurts about the 4d5 thing,
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>>51613790
>1d8 is better than 2d4

You meant the opposite, right? the average result of 1d8 is 4.5, for 2d4 it's 2.5+2.5=5.
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>>51613790
I have a d16, made by Gamescience.

But I am more or less a die collector, so... Not the standard fare, I can assure you.
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>>51613852

Read my post, for a expected result of 7+, 1d8 is better due to 2d4's bell curve (extremes are less likely).
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>>51613712
The weapon damage sometimes uses multiple dice, like 2d6, so it's not an easy comparison to make. Good idea tough.

Strength requirement is probably the best bet so far. I'll have to make it work out differently for weapons and unarmed attacks, but it could work out.
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>>51613933
Well, 2d6 has the same max as 1d12, so I'd consider them to be the same, along with 3d4. If you organize by max result, you could end up with a sufficient dichotomy.
>>
Hey /gdg/, what do you guys use to put together PDFs? I've never made a pdf before but I'm working on something and I want it to look a little more professional than a notepad file. Also walls of text are just hard to read in a notepad file.
>>
>>51615414
Just save to pdf.

Unless you mean doing layout, in which case you'll need something more professional.
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>>51615414
Adobe Indesign is a professional tool, but making a basic document in letter-size, checking the primary text box and setting column amount to two, and you're already getting somewhere. Scribus is similar but free, dunno how it works though.

Alternatively just use Microsoft Word and put it on two or three -column mode.
>>
>>51615528
>>51615545
Thanks
>>
>>51595182
>How do your system handle levels and progression?
Every now & then, typically after achieving a waypoint or milestone, the GM will say, "you guys all get +1 stat point." There's technically no levels. There's stats for things like attack power, accuracy, action economy, and defense. There's also a stat that governs more specialized, non-combat skills and one that governs how many class-specific feats you can get. So they get some good variety of choice in what to upgrade. They also get money as they go, which can be spent on equipment upgrades.
>>
File: Mutant UA.pdf (1B, 486x500px)
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Currently working on a translation from Swedish to English. Mutant: Heirs of Doom. Mostly because I saw the Albion idea of 1d4chan and noticed there wasnt actually any translation of Mutant: UA yet.
Its not pretty, but it works. I'll probably make it look better when the translation is done. Anyone got any good layouts that might be nice?
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>>51617432
Bra jobbat så långt, det lilla jag läste iallafall. Se till att posta uppdateringar lite då och då, jag vill se hur det går.
>>
Just realized my game has three chapters devoted to Session 0. Fuck! I wanted to keep this short.
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>>51613790
I got curious so I put it through anydice.
http://anydice.com/program/aa8e

I actually really like this graphed out. I can dig the apparent abnormalities with the different amounts of dice. As far as I care its mechanics that fit the fluff, and that's flavorful.

How I use it, however, is a whole other issue.
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>>51621186
Probably should've done this earlier, but w/e.
http://anydice.com/program/aa8f

A common d16 would be absolutely beautiful. The above graph is perfectly fine and workable, but this is even better. Another notable change is including 3d4, 4d4, and 5d4 for simplicity and another interesting wrinkle in things. Minimum roll is 25% of max, but you also have slightly different starting points at max consistency which makes for some interesting things between 5 and 15.

What might be the best way to replicate a d16 in the physical form? Without specialty dice or electronics, I'm thinking a single special rule for 1d20 reroll on 17+. Dunno if there's a good way to get out of requiring special rules one way or another.
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>>51553453
Seems good enough, just one suggestion, make the weight classification more clear , like "with weight lesser then 5 (...)" and "with weight equals or greater than 5 and lower than 10"
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Questions:
>What are your opinions on d% systems? Do you prefer to check the value under a single attribute like in 40kRPG or summing attribute with skill

I'm thinking of homebrewing a system but im not sure what path I should take, or even if i should make it d%.
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>>51621573
d% works very well for a few things.
It arbitrarily works well for Modern and Sci-fi games because math, technology, percents, whatever.
d% roll under is also pretty intuitive, since you know the exact chance of X happening.

One thing to note is if you can divide your numbers into a common die, then its better to just use that die. Like if you only move in increments of 5%, just use d20. d% loses its purpose unless you're making use of all those individual percentages.
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>>51621855
Makes sense. It's just that i want there to be room for character improvement by cybernetic / genetic augmentations or power armors and etc. So in a way if I make d% i might have to make the regular human somewhat underpowered. Do you think that , considering this, using a d20 like system would be better?

Im just not sure
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How do you guys like symmetry in your homebrews?
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>>51622189
Looks pretty dope. But does this mean that opposite sides of the circle are incompatible? Like observation and Stamina?
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>>51621898
It really depends on the power band you're looking for. If there's a huge gulf between the minimum powerlevel and maximum, then perhaps d20+mod might be better as it allows for more growth. If min and max are closer together, then you could get away with d%. Another thing to think about is linear vs exponential power growth. If you scale things exponentially, then you could also have a wide power gap in a d% system.

I'd think about exactly how you'd want to organize growth. If you want simple and easy math, then smaller numbers and addition is preferable. Larger numbers and slightly more complex math (subtraction and division) trend towards more granularity. Modern and (moreso) Sci-fi games tend to have more granularity, but that's not necessarily a requirement.
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>>51622386
Thanks anon, I hadnt considered exponential power growth. I'll take that into consideration
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>>51622340
No but if you choose one of the attributes(colors) to be your character's main one, the abilities from the opposite attribute cost more to be learned.
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>>51622189
I always think about symmetry in my design. I'll frequently add or remove things to provide more symmetry, or in rarer cases I'll add something specifically to make it asymmetrical. Case in point, I have one game where I had a nice dichotomy of 6 attributes. I added a seventh specifically to disrupt the pairings, which increased the weight and meaning choice when it came time to increase an attribute.

Other than situations like that, I quickly look to make a pair of opposites or an rps polygon.
>>
>Come up with idea for workable system that is thematic and simple
>Do some quick math and realize starting characters could be throwing like 15 dice at something in special circumstances
This doesn't actually break my system, honestly, but I am worried about the practicality of doing this in meat-space. How bad is this, and assuming I really want 25% increments of probability, would massive amounts of d12s or d8s be easier for people to get their hands on?
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Instead of doing something I was supposed to, I instead started to rewrite a system I had that was trapped on a hard drive. The first order of business was to recreate my stat array and stat growth tables. The premise for attributes is:
You choose an archetype which gives you a stat array. Each array is made up of one Great stat (3), two Good stats (2), three Average stats (1), and one Poor stat (0). When you level up, your stats automatically grow according to the growth chart. In addition, at each level including first, you can place a free stat point into any attribute (so by level 20 you've added 20 free points). The only rule is that stats can't ever go above 20. This limits you to 4 points in the Great stat, 8 points in the Good stats, 12 points into the Average stats, or 16 points into the Poor stat. So you could maximize your Great and Good stats, maximize your Great and Poor stats, or shore up your Average and Poor stats (16 in Great, otherwise 12s across the board). Each character will always have the same number of stats at equal level, so the difference comes in allocation. I wanted to design around Nature vs Nurture. You have the character's Nature being the archetype they start out with, but by the end of Nurturing, you can end up with wildly different characters.

I'm mostly just glad to have something to work with again as its otherwise just been a memory. I even had the opportunity to improve on the original, which I'll continue to do as I go through the rewriting process. Most of the ideas I shouldn't need to touch, and I can start smoothing over and simplifying some of the rougher areas. The stats themselves will be the next step, as I just recently had some ideas to make certain stats more impactful.

Let me know what y'all think, especially about the arrays for the archetypes. The archetype names are just placeholders for now, so suggestions for those are welcome. I'm trying to find flavorful yet generic terms which is a bit of an oxymoron.
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>>51624703
Looks like it'd be good for a FFT-like videogame. Swapping between classes, multiclassing, making broken and minimaxes combos.

I'd never want to play it as a trpg tho.
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>>51622189
I love it, but it needs to be symmetrical all the way down. Often with this sort of thing you wind up making up useless skills or whatever to fill a gap. That's not true symmetry and you wind up with god-stats. or with unbalance to be less hyperbolic.

>stamina
>athletics
See what I mean?

Of course, how those four core attributes come into the rest of the ruleset is important. If they're equal in one part of the rules but not in another overall they are unequal.

This is one of the main Gamist vs Simulationist stresses in game design.

Also I'm assuming Perception is meant to be interpersonal while Observation is situational. Maybe rename Perception to Empathy for clarity.
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>>51625148
>stamina
>athletics
Although I understand what you're trying to say, your example is flawed. These two are actually different enough to warrant separation, just maybe Stamina shouldn't be a skill. Perhaps a resource or limiting mechanic? Just my two copper.
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>>51621431
Use a d8 and a coin?
Head: d8+0
Tail:d8+8
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>>51622189
My personal opinion is that Asymmetric gameplay is more fun, and making everything symmetric can sometimes feel forced or unnecessarily restrictive on character building.
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>>51622896
Do you sum the dice values, or only counting successes? If the former, you could replace huge dice pools with multiplication; for example, instead of rolling 15 dice you could roll 5 and multiply the result by three.
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>>51571263
if we're talking about what happens when armor proves to be ineffective and the weapon hits the meat:
each character has a pain threshold, which gets filled up whenever they get hit. it fills, they go unconcious and can be killed with no roll. you get more than 300% of threshold and you die outright; under it, you regenerate and wake up.
when a character is in the dangerous situation, the adrenaline kicks in and they get an additional pain threshold, but they can start draining from it once the normal is full, so when situation calms and adrenaline wears off, they can still fall uncouncious.
on top of that there is bleeding, which is independent from pain and just crosses off one point every other round, at half character goes unconcious, when empty, it dies.
system is meant for quick, dangerous and not so often fights and pain is the last line of defence for characters, after evasion, shield and armor.
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>>51627273
>>51625148
Stamina is an ability that is basically to resist stuff, like poison, spells etc. Athletics is more if an active ability where you do stuff like climbing, jumping etc.
Perception is more of a passive ability that encompasses attention, listening and spotting, and Observation more of the active ability of searching, deducing and brain power.

>Stamina shouldn't be a skill
I was trying to make up a system with only one "dimension" of abilities to keep dice pools small and to make it really slim. The attributes don't increse the dice pools.
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>>51628182
I think one of the reasons homebrewers go for symmetry is because it is a nice way to get things balanced, or at least to give the aspect of balance.
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>>51625097
Could I ask why you don't think it'd be good for a trpg?
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>>51628209
Success.

I suppose I could include a success buying component, but I am not a huge fan of the minimum companies threshold that creates...
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Are these rules clear and understandable?

>Tags are adjectives that describe a character or object. To distinguish them from normal words, tags are always presented as bracketed and semibold, like so: [exemplary]. There are not mechanical rules governing every possible tag; they are simply facts about the characters and objects to which they are attached. While most tags may not directly impact the game mechanically, they impact the fiction and thus the conversation.
>New tags may be placed on a character or object when they are affected in the fiction - typically when other characters use their approaches on them. When something has a tag, it must abide by it in the fiction - a door that is [broken] no longer closes, a merchant who is [deceived] does not know the truth and a villager who is [consoled] is less worried by their troubles.
>Eliminating tags works just the same as adding them: taking appropriate action in the fiction and, if that task presents a risk, succeeding at that risk. Removing the [burning] tag may be as simple as choosing to stop, drop and roll, while removing the [freezing] tag may require Logic or Guile to find shelter from the biting wind.

Is there anything I am forgetting to explain?
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>>51631025
The likely argument is overcomplication in the levelling system, but honestly after playing D&D 5th to 11th level or so in three different games I'd kill for a levelling system that actually has some meat. The simple fact that levelling up, even writing all your class features out, takes less time than the average round of combat says to me that the game is cutting from the wrong places.

I think it's excusable for resolving a levelup to take ten minutes, by contrast, because you do that once or twice per session at most. And a robust levelling system allowing me to define growth in stats to achieve a goal sounds like a great reason for it to take that long. I'm a big fan of systems defining core stat growth through other choices - not so much by an "archetype" but instead through other minor things. In my system you buy individual skills which may have prerequisite skills or stats, and those skills also contribute back to your core stats. It does mean that it's easy for players to end up with their sheets desynchronized from their skillsets, but in playtesting I intend to help players directly with that.
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>>51635445
Nothing really jumps out as unclear or muddled.
>>
I've got a problem deciding how to best handle defending against magic damage.

Right now I have Armor acting as damage reduction, mostly for physical attacks. I also have an attribute that currently serves as protection against magic, which is where I have magical damage reduction placed. I'm wondering if I should: a) keep what I have, b) have Armor reduce all damage regardless of source, or c) possibly have another way to provide magical damage reduction.
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>>51637882
I'd say how it is now is fine. Problem with B. is that it makes sense if the magical damage is something like a fireball or icicle, by gets weird if its like a curse or petrification. You could say they ignore the armor, but that might lead to balance issues down the line.
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>>51636666
It doesn't really even take that long. The Stat Growth table shows your "base stats" for whatever level you happen to be, and that same level is also the total number of free points you have. All you need to do is look at when numbers change.

I really like the idea of creative expressions using small tools or building blocks. I'm a hteorycrafter at heart, so I think a lot of my system derives from that. I'll be rewriting weapon creation rules, spell creation rules, armor creation rules, etc etc. In order to make the game run faster I'll be chopping some of that crafting opportunity down (nobody wants to be doing the math to figure out how expensive a spell might be during every round of combat), so it'll mainly encourage that development to happen during downtime, either in game or out of session. Spells, for example, are crafted by adding effects and multiplying their cost through metamagic. You can spend your time optimizing spells during downtime or between sessions, but once gametime rolls around you'll have a list of X spells you can cast so that people don't bog down the game.

I also like having multiple paths to a goal. Looking back at my archetypes, lets say you want to make a Gish character. The three most notable ways to create a gish would be choosing the Warrior and pumping Magic, or the Mage and focusing Power, or even the Druid and increasing Accuracy. All three of those methods provide strong Gish styles, but they're also very unique considering the rest of their stats. There's a lot of possibility space, and that's something that I personally love having in any system.
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>>51635445
Probably put a word in about who gets authority over tags. GM or table consensus or whatever.

That sort of storygame probably needs a dedicated section to how it's intended to be played and the importance of players being on the same page.

>>51638020
It's just a bit tedious. You're right it's not complicated at all and gives plenty of freedom.

An important aspect is how those various stats come out in play. The two extremes I see are 1) the stats are used rarely when purchasing abilities or the occasional dice roll, in which case why did you spend time minimaxing your Gish or Kite or whatever when it has little affect on actual game play? or 2) you're using the stats all the time as each one is often used in every combat/scene/whatever, in which case you're playing a very crunchy game that leaves little room for getting the chargen wrong or just roleplaying.

I guess something closer to 2) is what you're going for. Which is fine, just not my mug of seeped leaf.
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>>51639211
Its closer to #2 for sure. Its worth noting that these are all combat stats, and they only have value during combat. I'm not a big fan of rules for roleplaying (preferring guidelines instead) so RP won't be affected by these stats. During combat, every stat will have importance, but nothing should feel absolutely required to have. As it stands now, there isn't really enough to truly minmax anything, mostly because I haven't designed everything relevant yet (and I have to rewrite what I have done first). The intention behind the stats, however, is to hit various thresholds created either by the game or by yourself. Thresholds the game creates are things like extra actions with the Power stat. at 5, 10, 15 and 20 Power, you get 2, 3, 4, and 5 actions respectively. Speed is similar in that you can move additional units depending on hitting thresholds. Magic is largely something you create, so you're making your own thresholds. If you want to cast a spell with X, Y, and Z effects it'll cost W mana. Mana completely refills each round, so it determines complexity of spells rather than a resource that's whittled down. The Magic stat is the quickest way to increase Mana, so in order to cast your desired spell you just need to have W Mana. I know some of this is based on knowledge I hadn't shared before and I blame it on the rewrite keeping things from a semi-finalized state. I'm trying to both remember everything I had and trim the fat so many things are still in flux.

As I mentioned in >>51638020, one of the things I like is having multiple paths to a goal, and this is a key director in my design. I intend no room for someone to get the chargen "wrong".

And its fine if its too crunchy for your tastes. I'll take every excuse to talk about my systems. And if it provides a thread bump in the process, even better.
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>>51641216
So your stat growth spreadsheet is used to derive secondary stats that you actually use in combat? That's kind of interesting, makes chargen and progression a kind of minigame. Which people would probably spend more time in a between sessions doing (I.e. character builds).

Got a character sheet to post?

I do really like making generator frameworks for magic, stunts/feats, gear as well, btw. They usually require a really solid core system to work with, though I usually just write in "you're friends, decide what can and can't fly yourselves". I feel safe trusting to players' common sense only because I know the chances of anyone playing my games when I'm not there playing with them are nil.
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>>51641696
In many cases, yeah. I don't have a character sheet as my original computer suffered traumatic existence failure before I had gotten to that point and many others, but I can list off the tentative uses for each of the stats.

Power:
Extra action at 5, 10 ,15, and 20. At each of those thresholds, also gain Martial Dice (always d6) that can either be added to damage or used to make Maneuvers. Determines complexity and number of weapons the character has proficiency with.

Defense:
Stat = Health per hit location. Also determines proficiency in different types of Armor

Accuracy and Evasion:
Helps determine quality of an attack. Attacks are either misses, glancing blows (50%), hits (100%), or crits (200%)

Magic:
Stat = Mana (which is per round). Increases damage done by magic equivalent to stat.

Magic Defense:
Reduced damage taken by magic. Possibly determines quality of healing. Possibly increases Mana by 50% stat.

Speed:
Determines movement speed. Increases chances of landing an Attack of Opportunity. Might increase Initiative.

I'm using a lot of placeholder names, but those mechanics are going to be relatively close to their placeholders.

cont...
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>>51642080
My concepts for the generators are:

Weapons are created by adding a "handle" and "striking portion(s)". Handles and Striking portions will each have tags that determine the specifics. If you wanted to make a Long Sword, you'd just add the tags that specify "Long, Straight Blade" and "Tang+ Crossguard", and there you go. You'll be able to recreate any commonly used weapon, and create some brand new ones. Armor is similar. Armor is chosen by body part and comes in abstract styles like Light, Medium, Heavy so that historical armors can be approximated and replicated.

Magic I mentioned is adding effects and then applying metamagic to the relevant effects. You start with one effect and one "shape" (projectile, wall, beam, cone, etc), so a Fireball might be Fire Damage (2MP), Projectile (3MP) for 5 MP total and it might deal 1d6 damage at 20ft range. Then you can add metamagic on top as a multiplier, so that Fireball might then become Fire Damage (2x4MP) Projectile (3x3MP) for 4d6 damage at 60ft range. You can cast any spell as much as you want in combat as long as you have the Mana for it. Things start to get interesting once you start mixing extra actions with Mana. You'll need to spread your Mana out between all the actions you take if they're relevant. If you have 20 Mana and 5 actions, you could cast one 20 Mana spell and make 4 weapon attacks, cast one 15 Mana spell, one 5 Mana spell, and make 3 attacks, or you could augment all 5 of your attacks at 4 Mana each.

I'm still looking into adding support for non-combat actions, but I never got deep into that before my computer died. I don't think I need to make "rules" for roleplay, but I do like the Backgrounds and similar mechanics from 5e and others. And, that's basically the jist of what I remember having. There's also a custom setting that would go along with this, so I had plenty of time devoted to that also. Fortunately I was better at taking setting notes so I won't lose much time there.
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>>51641696
Something else I wanted to mention, particularly with my Magic system...

>makes chargen and progression a kind of minigame. Which people would probably spend more time in a between sessions doing (I.e. character builds)

A lot of this stuff gives players actual reason to make use of downtime. They could be crafting/repairing armor (if I decide to add extensive rules for that) while they rest. Particularly with magic, there's no more handwaived "prepare spells for the next day". Players will tangibly create and prepare their spell lists for tomorrow's encounters. If they know they'll be running in to zombies, the casters might replace their lists with fire damage or cure disease spells. Casters definitely have something to do during downtime so I'll want to make sure Martials do also. I could go a slightly supernatural route and have maneuvers be equipped like spells, but I don't know if I'll want or need that. The goal is parity between choices while keeping in all the fun and nifty bits that make it worthwhile.

Anyway, I need to sleep so I'll be back to comment on both my works, but more importantly others' works, later.
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I'm going to gm a campaign about cavemen in a couple of weeks. Do you guys know any existing system I could use or easily modify?
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>>51637882
>>51638001
You could simply split magical effects between "Physical" and "Direct", and have defense work differently for them. So fireballs would be Physical, and use armor for damage reduction, while curses and the like would be "Direct" and use whatever it is you had as magic protection.
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>>51642512
I think I remember hearing about a sucks and stones RPG? No idea on the quality
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>>51643628
Sticks rather. You can use sticks and stones RPG as a Google search for at least one result
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>>51642512
There was Ugg, where you pick three words you can say and the rest of your communication must be grunts and pantomimes.

I forget what else it did, but you could bolt that onto Risus or something and have a good time.
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>>51643735
Thanks, I'll check it out.
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>>51547021
I love this. It's a lot like those systems where you draw cards but without needing those props.
>>
Okay, so D&D's alignments are shit and I don't really want something that restricts the players' behavior, but I do need a system that determines alignment/allegiance/affinity/alliance for a wide array of creatures and cultures. It'd be useful for reference, flavor and social mechanics.
I instantly thought of MTG's color piechart but I don't have "colors of magic" in the game or target setting and it's pretty low fantasy so it felt out of place.

Have you ever designed or seen something like this? Any ideas?
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>>51645152
As far as players are concerned, I'd just have a bi-directional slider for 3-ish factions that I could monitor the reputation of myself in game. Whatever the 3 most important factions happen to be to my character (current allies, desired allies, enemies, whichever). Otherwise, the DM could have party sliders for everything relevant in the campaign.

A similar way to do it would be to only have the DM control every faction slider and have the characters record their own individual modifiers to wherever the party is positioned.

If you need something slightly more abstract then you might want to just take the DnD alignment chart, but have it specify that its reflective of the character's own views of themselves.

There's plenty of other ways to do what your asking, but I don't know if I fully understand what you truly want to offer more.
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Here's a thing I made

I hope you enjoy it
>>
Can anyone help me do math because I'm an idiot? I'm looking at using a 3d10 roll under stat+bonuses core mechanic, and I want to figure out roughly what percentile increase a single +1 would be. How do I go about doing that, and sorry if this is highschool math.
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>>51547021
What dice font is that?
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>>51646494
Just go to anydice.com and put in 3d10. You can compare the difference in percents and go from there.
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>>51646648
Thanks
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>>51646095
Thank you, have my favorite space ship in return
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if someone were to try to market and sell their homebrew system, how would one go about doing so?
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>>51648938
Like you would sell and market most anything.

If you want to sell physical copies you'll want to find a printer, and whether digital or not, you'll want a distributor. Many distributors offer ways to print by purchase so you don't have to invest in a certain amount. You can also get away with offering it completely online, either through flat rate or pay what you want. I'd check out places like Drivethrurpg and others, just search RPG distributors and you'll likely find what you need.
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>>51650525
would having the name/system copyrighted/trademarked be a good start?
As far as obtaining art for the book itself, would it be smart to commission local artists?
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>>51650646
It all depends. In some cases you're automatically protected by virtue of creating the work, but there are instances where you'd want to make things extra official. You'll need to talk with a lawyer for the specifics.

Local artist commissions aren't a bad way to go, just make sure to monitor and compare costs between different options. You can also find a lot of royalty free art that might allow you to make a profit with.
>>
Not sure how to handle powers in my game. I keep waffling back and forth on whether they should require rolls to see how well they work (though they ALWAYS work).

For example, should a cloaking power simply say, "You appear as a pale silhouette and your sounds are muffled for a few minutes; most people would never notice you, though liquids short out your cloak."

Or should it say:

When you activate your cloaking device, roll a guile risk.

On a success choose two:
>you are invisible
>you are inaudible
>no one notices you vanish

On a failure negate one:
>your cloaking device is not damaged after this use
>your cloaking device does not flash brightly as you vanish, attracting attention
>you are either inaudible or invisible, not both
>>
>Want guns for a space fantasy game
>Guns are too good, understand why fantasy settings completely avoid this problem by removing guns entirely
>Preferred solution is to keep gun lethality, make the game narrative focused instead
>Now have no idea what to do
Guns are so aesthetic why is designing RPG around them so difficult.
I understand part of my problem is wanting space fantasy

Another issue is that Star Wars is too iconic, everything I think of feels like a Star Wars ripoff. Fuck it, I'll just remove space swords entirely.

Any good reads on space fantasy? Preferable something that starts with regular fantasy tropes and spins them on their head with sci-fi because I'm a pleb that likes stuff like that.
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>>51646515
Doesn't seem like the dice are changed by changing the font, had to resort to copypasting it after googling them because I couldn't figure out how ALT characters worked.
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>>51631382
>>51622896
Same anon here, but what about a consolidating die mechanic?

Like, say, instead of rolling 15 dice, you could instead roll 5, but each success would be worth 3 successes? It obviously skews the results toward the extremes, but the expected value is the same.

Prime or otherwise not easily divisible numbers like 17 could be done by rolling remainder dice that are just worth 1.

This seem workable? Or should I just rebuild from the ground up to not have a system that needs this many dice in its die pool?
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>>51635445
Looks good. What systems and mechanics inspired this?
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>>51654628
Can you give me a rundown of how to reproduce them?
>>
Guys I have made a stat allocating "system" for a 5e homebrew I am planning (which i need help as well)

but it kinda akin to fallout where the choices as a kid give you your character stats

so they start of 10 to everything

and so there is 5 choice and they get to another 5 point to allocate to their stats

The choice are distribute thought +2 stat A -1 stat B

Childhood book for each stats
eg +2 Con - 1 wis

Class
Gym-STR/ Lesson- Int /Sneaking-Dex

Break
lazing off- Con/ Flirting about- Charisma/ hanging with the older kits- Wis

Weapon Training
Depending on weapon STR orDEx

Magic training
Wis/Int/Con/Char (Con is not able to first draw magic at first)

and then 5 point to allocate
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>>51655251
Looks like Fate's aspects to me.

>>51654550
I don't know about the genre because I have good taste but the usual school of design to have melee and highly-effective range work together is by making melee very powerful. So it becomes a high-risk high-reward kind choice to be a melee guy.

I also believe you have a lot more battles "face-to-face" in that genre (and in RPGs in general, since you can then emphasise characters more) than the extremely long distance battles more hard scifi tends to do.
>>
File: 8bearsgdg.png (235KB, 312x445px) Image search: [Google]
8bearsgdg.png
235KB, 312x445px
was bored and made this
also:
what are the main things to determine when making a miniature game?
>>
>>51658114
I mean things like:
Movement rules
attack rules
>>
>>51658114
What you have to consider is the physical components and the abstract. Unlike RPGs, where most, if not all, things are an abstraction, miniatures use physical pieces and physical space. Even if its a board game with game pieces, you still have to take those things into account; game pieces generally cannot occupy the same space, and the distance between them is real.

Always first piece of advice, read a fuckton of rules. Expose yourself to whatever you can find. You'll notice common trends. For example, a lot of movement rules come down to focus on how you measure the movement. Since you are working with physical game pieces, you don't need to worry about things like deciding if something can move through a space; you can see if the model can move through it or not. This physical aspect also makes precision on things important. In an RPG, you can abstract something like a back stab, but with miniatures, you have a physical set up to show if they can back stab or not. So your rules should focus on placement of the model for when it can back stab, as well as timing. Examples are like Warmachine, where they have line of sight arcs and specific rules for getting a back strike bonus, while other games, like 40k or Malifaux, take the whole sight arc thing and remove it, either because they feel its too fiddly in the rules or that the abstraction is that soldiers would have awareness on the field to counter it.

It also comes down to what kind of game you are trying to make. A mass battle game is going to prioritize things over what a skirmish game does. Pre-WWI tactics are more about positioning and getting the charge on your enemy, so movement and flanking would have priority, while a more modern or futuristic game would focus on the ranged game and mobile firefights over terrain and cover.
>>
>>51658114
>>51658412
I'd also check out the Delta Vector blog and his articles on game design. He has some off opinions on things (he hates official paint schemes for one), but most of that is minor and has nothing to do with actual rule design. The rest is solid advice and worth reading through if you are really into game design.
>>
anybody working on something related to city planning / creation

i neeed
>>
>>51654550
I've never read any of the Dune series, but iirc they have shields that can block the high velocity projectiles of guns, but don't protect against melee weapons (if they were tuned down to a speed slow enough they would vaporize a lot of normal things like wind or something like that), so you could go that route.

There's also a lot of vidya like the Borderlands series that have shields that can provide enough protection to allow someone to get into melee range. There are a few melee oriented builds in the games themselves, so it might be worth looking into. Halo does something similar with shields, health and melee. If you want to go steampunk or something, you might also consider a Normal, Magic, Technology RPS triangle.
>>
>>51658575
I've thought about adding city and dungeon makers to my project since I'm already planning on having a lot of other content builders already. I might even get to the point of not needing a GM because I can offload all their responsibilities in different ways.

If we were to make a city planner/creator in tabletop, how do you think it should best be done? Could you get away with rolling on tables and building it block by block?
>>
Question:

Would anyone object to playtesting a /d/ game in the near future? I've almost got it in a playable state.
>>
>>51658114
Competivness vs story emergence
Scale of game in numbers and miniatures
How you're supposed to outskill your opponent
>>
>>51646095
This is amazing
>>
>>51570980
I love it.
>>
>>51662055
I'd be interested in comparing it to my own. Got a pdf?
>>
>>51663824
Think of it as a slutty FFT.

https://docs.google.com/document/d/1p6H_emT6Ks6jrTaINpg_TlmzOdbCEjmRzrYSZL8yl28/edit?usp=sharing
>>
>>51663903
It's really interesting how beyond having Magical Realm in the title, being an erpg, having 4 sexes and 4 stats our games are completely different. I went in looking for inspiration to get around a few hurdles in my own dev but there's basically nothing I can use.

Can I ask why you chose to go with newhalf as your fourth sex instead of the more logical neuter?
>>
>>51664125
Well, I don't prefer to have neuters in the game.

They'd seem to be a bit broken considering all they'd have to stimulate are butts or something.

Plus I wanted to have two different flavours of futa for those with preferences to either for the sake of flexibility.
>>
>>51664157
I don't take my preferences into account when designing, like I don't approve of scat, pedophelia and gore but my system supports it since supporting as many kinks as possible was a core design goal. Neuters are quite strong defensively in my game but that's balanced by being extremely weak offensively and lacking access to many abilities that demand genitals and/or tits. As for different flavors of futa I offer only a single flavor stock but you can easily make a newhalf - for example male elves have the racial trait Trap which can be combined with the Big Sweaty Baps trait.
>>
>>51663903
>I realize that there was a crippling flaw with my initial design. I couldn't play and fap at the same time. For a game about sex and fucking, I can only imagine it'd be pretty hard to play and enjoy the game at the same time if you needed both hands.
I recommend checking out /hgg/ and H action games in general, it should prove illuminating.
>>
>>51664255
I suppose that's how I'd do 'neuters', but of course I intend to have strapons as a piece of equipment, and that's one of the reasons why I'd consider them a little too powerful. All of the 'offensive' abilities of a penis with none of the lust build up is a risky thing.

As for scat, gore, and necrophilia not being in the realms, I'm writing lore about that, mostly because the kingdoms have grown incredibly averse to actual warfare, thus they turned arguments towards who's a better fuck instead. Then again there is a class dedicated to enemas.

If there's enough of a demand, I wouldn't object to watersports, but hard scat and coprophilia is just something I don't want to handle mechanically or artistically.


>>51664353
I've played a few, and creating the game with an easy to use mouse-only interface is my goal.
>>
>>51664408
Well part of the issue is the big difference between how we handle orgasms re: damage. In your system maxing out lust and cumming is your loss state but in mine it's only a single instance of damage so players can expect multiple orgasms in any one sexual encounter. Since orgasms are effectively death in your system a strapon is just as good as a penis but in mine a strapon is no better than any other phallic object where a penis can perform various ejaculation/urination/impregnation/sounding attacks.
>>
>>51664494
That's something I need to clear up then. Vigor and the derived stat Reserves means you can also experience multiple orgasms in an encounter.

In technical terms yeah, orgasming is something of a loss state, but only if that individual character's reserves are completely depleted. At which point they cannot make any more actions until they get time to rest for the next sexfight.

Oh, and sounding seems like something I need to figure out how to do. Don't know if I should make it an exclusive Kink, or perhaps just some equipment-gained tease attacks?
>>
>>51664565
Standard sounding would need equipment but especially massively hung types could get some cock-in-cock action.

Also why is there encumbrance rules for huge tits but not massive balls?
>>
>>51664607
Good point. I guess I should amend that. Now that we're on the subject, I do intend to have 10-15 feet tall giants as a kink class, so I'll have to make some amendments to that too.
>>
Page 11 bump.
>>
>>51664565
You might want to add a page or two of sample combat to help clear up any confusion readers may have about how your system actually works.
>>
>>51668219
Sure, I'll get to that. The system I made has a bit of math on the front end, I did this because I intended this to be vidya actually, but with simplified math involved in the long run.

At most you'll just need to know your PEMDAS and that's just about it.
>>
>writing setting fluff
>I know the beginning and the end, all I have to do is fill in the middle!
>Get close to the end
>No longer sure I like the ending
>don't want to rewrite half of my shit
fug

Time to work on something else for a bit. Recently I decided on changing race from giving a single sex-based trait to a sex-based trait and a general race trait. This makes more sense since there's surely something each race's sexes have in common that separates them from other races other than the quirks of their sexual dimorphism but now that means I'm stuck thinking of 3 unique-ish traits per race. Not too tough in some cases but in more vanilla ones like humans it's a bit of a headscratcher.
>>
>>51672123
I suppose I could give an example while I'm at it. Elves where one of the easiest races to fill out:

Racial Trait [Aural Pleasure] Elves large, expressive ears are a major erogenous zone and take +1 damage from stimulation attacks. Elves also have a degree of control over their ears and can wiggle them seductively as an arousal attack.

Racial trait [Trap] According to other races male elves are nearly indistinguishable from females. Once per Sexual Encounter the first time this player hit by an assailant with any (prefers female) Trait the attack is nullified and the enemy is unable to act until the next turn due to sexual confusion.

Racial Trait [It's Not Rape] Female elves are seemingly incapable of expressing dissent mid-coitus, giving the appearance that they always consent to sex. Assailants with the [Rape] Kink gain no bonus against them.
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