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Why was the game design thread deleted? Are we getting a separate

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Why was the game design thread deleted? Are we getting a separate board for game design threads?

ITT: Dump your current PDF and other anons will read it through and give critique on it. Forget the whole "don't post your PDF". Describe your game in a short blurb and if it catches interest people will read your PDF. That way you get critique on your little elevator pitch thing (which is important too) and on your actual game instead of isolated mechanics out of context.
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Reposting from last thread,yeah its strange that they deleted this, if mods could tell us why

What do you guys think of this mechanic
D12+D6+skills+stats(The D6 is the wild die, if the d6 lands in 1 and the d12 too, it is a critical failure, if the d6 lands in 6 and the d12 in 12 it is a critical success)
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Im currently making a game and finding it very hard to stay focused long enough to actually write down all the rule in my head. Anyway to help?
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>>49332632
What I do is just open Docpad and start writing down every idea that comes to mind

Then later I write the core concepts for rules down on paper and start asking questions about how they'll work with each other and how to best emulate the type of game I'm trying to make.
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>>49332632
Discipline, start writing now
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>>49332327
Because it has to do with creativity., and the poltards and board fun police don't allow that here.

Look at the world creation threads in the catalog. they're all dead.
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>>49333027
well, lets start focusing in being creative, currently making my third or fourth attempt at a tabletop game this time trying ot make an high fantasy game that feels a bit like old school Japanese rpgs like final fantasy, but with fast combat, right now i am looking in a mechanic and general game design like if it is going to have classess, that its the normla thing for a jrpg but i want character creation to be flexible
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>>49332327
Are you sure it was deleted and not just falling off the board through lack of use?
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>>49333195
>>49333210
>implying there are any creative people left on /tg/.
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>>49333027
Well you know how it is. The horrible mindset of "You don't like what I like and hate what I hate which makes you a bad person"

>>49333254
Depends on how you define creative. If you ask some faggots nobody on this planet is creative at all.
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>>49333210
>Are you sure it was deleted and not just falling off the board through lack of use?

http://archive.4plebs.org/tg/search/subject/game%20design/
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>>49332632
Been having the same problem. A lot of it is avoiding the full rules rewrite I need to do.
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>>49332632
I have that problem constantly. Delays in feedback and playtesting are the worst and can easily kill any idea.

Really helps to design something not as a solo project, and find the different bits that each person can feel motivated to get on with, plus have frequent design-focused discussions, proper meetings even, helps a ton in structuring when mechanics need to be written and what they are. Nothing helps more than a deadline of getting shit done before the next meeting so you can sort out the next stage.
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>>49332632
Open a .doc, write down generalized chapters, such as Combat, Initiative, Dying, Stats, Wounds, Movement, Actions, Enemies, Traps, Magical Items, Consumables, etc. Separate all of them to be one-per-page via Ctrl+Enter.

Group similar things together; Combat could have Actions, Initiative, Movement and Dying; Base mechanic should have what dice you're using and what are stats, conflict resolution, and so on.

You'll write it in a few days. Testing (and especially playtesting) is a bitch tho.
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>>49333911
May have to try this.
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>>49333287
OP may also have deleted it due to not having the regular /gdg/ copypasta of reference links (which we should move to a thing on Notehub or a static page on someone's website, so there's only one link you need) but we'll never know because both mods and OPs are faggots
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What is the fastest task resolution?
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>>49337123
Low dice size with minimal modifiers against a fixed whole number target.
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Reposting from last thread

https://docs.google.com/document/d/1-x7vMbcJeXps8ZaeTa2ovoXK2yoB7ICqcEmNKP1dlww/edit?usp=sharing

This is my WIP Ace Combat homebrew. I've had to put it down for awhile, but I might be able to get some more progress into it soon.

Its designed to work with as little required from the players (i.e. no minis, no special map grids, low-level math) while also offering plenty for the players to customize their experience. Its built with the format of the vidya in mind (episodic missions). Combat will follow the rules (once finished) while RP is more freeform. Players control their pilots and the GM controls allies, enemies, AWACS, etc.

Things still on the docket:
Plane Stat Blocks (big one)
Plane Modifications
Finalized combat rules
Fluff text to evoke feeling
Formatting to tie everything together
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>>49332519
Sounds like a little too much going into everything. Are skills and stats particularly small? because there's possibility for a huge range of numbers
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Deep thoughts for the thread:

What purpose does healing serve in your combat system, how is it mechanically implemented, and does a party need a healer to succeed at combat?
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>>49332327
>Why was the game design thread deleted?
Because Virtualoptim made the thread and he's permabanned. He's removed his IRL name off his Fallen Lands game, but you can still find it in the archives.
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>>49332327
JoJo's 1d6 Adventure. Exactly what it says on the tin. A rules-lite 1d6 system that gets around the constraint of reaching a target number by changing the way the dice are interpreted, rather than add or subtract bonuses for difficulty. It's also freeform enough to allow as much versatility in Stand Creation as you like.
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is there a point in creating an innovative dice system or just tweaking what is it already there?

i am struggling creating a dice mechanic but i end with dnd or savage worlds

maybe i doing it wrong, inst selecting the principal dice mechanic the first step on game design
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>>49337475
Yeah, so what you want to do is decide what kind of genre your system uses, then find mechanics that reflect that.
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>>49333210
well, I am quite creative but since I am going to publish my game, I am keeping details close to my chest.
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>>49333457
>Delays in feedback and playtesting are the worst
No, not getting NO feedback from your friends is the worst and can sour even long-standing friendships.

But I did get the game done anyway, if anything it has motivated me even more.
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So why is it that using dice is a big no-no in blad games, but is somehow acceptable in rpgs? Should we start having more eurogame resolution mechanics in rpgs too? Makes you think how we accept some things as staples in gaming without ever thinking if it's even a good idea in the first place.
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>>49337845
*board games
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>>49337845
Resolution mechanics that aren't dice only tend to work in games with limited scope where potential changes to the boardstate can only go in so many different ways.
The only alternate system I've seen work in RPGs is a deck of traditional playing cards where the numbers and faces mean, well, numbers and special results.
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Right, so ideas and suggestions please.
I have been developing a homebrew for a while, and the thing I keep getting stuck on, is skills. So I was reading some posts the other day and people there mentioned using professions, specifically Barbarians of Lemuria. Well, I haven't looked that, but thought I would try my hand at something and over complicate it completely. This was written on the train to work this morning, so feel free to tear gaping holes in it...
This system would completely replace all skills, so no more skill lists.
The basic roll system (for this example) is that each profession has a rating (3-6) which is associated with a die; rating 3 = 1d6, rating 4 = 1d8, rating 5 = 1d10 and rating 6 = 1d12. Basic default rating is 3 or 1d6.

So, everyone picks professions. This would be done via points, so you could end up with many or few. Each profession would be chosen at a level, so truck driver 3, research scientist 4. There are three levels of profession which depend (in the real world) on the amount of training needed to be able to do that role and (in the game world) how useful that profession would be (ie, the amount of skills it would conceivable give).

Some examples
Basic professions - Shop assistant, cleaner, truck driver, factory worker, admin assistant
Trained profession - Soldier, mechanic, Air force fighter pilot, acrobat, computer tech
Speciality profession - Spy

cont...
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cont...

How they would work
If the task at hand was directly relevant to the profession, then roll your profession rating. If the task at hand was indirectly relevant, or it took some blagging, then roll the die twice and take the lowest result. If you had to blag and blag for the profession to be relevant, then GMs caveat.

Questions
I was wondering how to do skills which were not a profession, but instead hobbies. So, if you had a computer hacker who liked to shoot (but not be in the army). This would be a Trained profession (computer hacker) and then hobby (shootist). Hobbies would be treated as Basic professions and be much more narrow in focus. Do you think this would work?

Thanks for any feedback and be, you don't have to be kind if you think this is rubbish!
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>>49338519
nah, it works, of course. it's basically a mashup of savage worlds and dnd 5e. all you need to do is have normal skills and treat professions as skill packages.
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>>49337845
Dice are simple. RPGs are already complex, so we use simple dice.
Board games are simple, so we experiment with more complex mechanics and are bored with just dice.
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>>49338519
It works, Shadow of the Demon Lord works kinda like that, read it up; and die number getting bigger with better skill works like Knights and Knaves from that one guy a while ago.

I don't like single die systems, I like my bell curves; but it works.
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>>49338766
>>49338967
Thanks guys, glad it looks like I'm on the right track, which is nice.
As for the actual die rolling mechanic, well, everything can change, this was just on the train this morning! ;-)
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page 9 bump
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How do you guys feel about wargaming style turns in RPGs? That is everyone acting in seperate phases of movement, casting, fighting, that kind of thing, rather than one player at a time doing all their stuff in one go.
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>>49342305
Makes archers OP because they play first depending on system and stuff. Wargame turns are better for armies that fight, PCs are too personal to do that. Tried it out once, everyone was confused at the table too.


I dislike it personally. I use Party AVG Initiative vs. Monster AVG Initiative; wanted to roll that every round like 2e, but I always forget, so it's a simple "either the players or the monsters play first". Simple d6 lighthearted system.
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>Design idea
>Theme - Zombie/Survival

>You can scavenge during the day
>low resource scavenging
>relatively safe, zombies not so dangerous
>small chance of encountering people
>very small chance of encountering dangerous raiders

>You can scavenge during the night
>better resource drop rates
>infected are much more dangerous
>very little chance of encountering people

Thoughts?
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>>49337441
The guy uses like twelve different names, but can't figure out how to spoof an IP?
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>>49343463
Pretty shallow and kinda expected.
Not to say it's bad or wrong, but there's very little to work with here until you make a real setting.
Where are the zombies coming from? What type of zombies/infection? How does it spread? How did it win? What age are we in? How big is the city? New York's gonna be hella different to survive in than Fucknowhere, Indiana.
Is there a coherent military/government group? Is the whole world dead or is it just your area, and the government is trying to quiet that shit up (this would be a pretty interesting deal).
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Not really game design, but I don't see a worldbuilding thread up.

What do you do when it's time to go back to the drawing board? Looking back on the setting I haven't worked on in a few years, it just feels too much like an MMO, with all the countries being divided up by racial, cultural, and neatly geographic lines.

My races also ended up being just humans with a different skintone or weird feature (ears, tail, horns). Their cultures are also all the same for each race, and tend to just be a real world cultural mishmash with the serial numbers barely filed off (Urkai are [red] skinned with [horns] and based on [Persians]. Dwyrin are [short] and have [doggish] ears and a culture based on [China], etcetera)

I like the general shape of the world, but the geography as a whole needs to be fixed. I need to break up my countries into not just giant continents.

I'm never sure how to handle the fact that the setting has magical technology and magic that gives it a scifi feel, but is mostly still fantasy, albeit fantasy with machina and airships and laser rifles.

Somewhere along the way I didn't want active deities, so they became an ancient precursor race type bunch.

Not to mention that I've grown attached to what were ostensibly "placeholder" names, so talking about the setting is kind of like talking about a jRPG, with all the random mythological reference names.
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>>49344524
I'm not a worldbuilder; I did the same thing you did but with Strogg Brasspunk race and other wonky shit. I'm afraid to look at my old setting because it's a cringy piece of shit, but I still kinda use its locations without using the rest of the setting's lore, deities or other info.

If your players are WoW gamers or something, it's a fine setting, honestly. Your crowd determines how well you should make something. If it's shit but passable, it's good. If it's amazing yet no one plays/understands it, it's shit. Know your audience.

Retouch it. Make one-sentence lines about every nation/region, and stay true to them.
Maybe make something smaller sized than a whole world with continents and multiple states that the players would likely never see or even if they did they wouldn't memorize them. Downscale it, and extract all the cool things you really like in a single continent the size of Australia, or smaller.
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I'm designing my first card game and I have a question - when and why do you decide a game is finished (either in a good or in a bad way)?
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Ok crits - currently critical successes for actions outside of a hardsuit are achieved on a roll of 1 on the 1d10 (roll under with 10 as the maximum value of both pilot and hardsuit stats)

Given that all rolls involving hardsuits are taken on a 1d20 (a pilot stat + a hardsuit stat) a roll of 1 would make crits being achieved on it a whole factor harder so...

Would having the Hardsuit critical success achieved on a 1 AND a 2 work out better?

Would having a critical failure of a 10 for the 1d10 pilot tests and 19 and 20 on the hardsuits 1d20 tests?
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I need to stop forgetting about this boardgame I keep forgetting about.

It was inspired by Metal Gear Solid (Portable Ops, Peace Walker, Ground Zeroes, Phantom Pain) and was going to be about building and managing a base. I sort of changed the fluff to be more of a fantasy thing, focused on running a guild. I'm not really sure what I want to do with it, though, or which features work and which don't.

I kind of want to do something similar to Dead of Winter, but I'm not sure if I'd rather have players working together or working against each other. Or working together in one way but against each other in another (i.e. each player is a different guild, but they need to work together to solve the problems of the city, Ravnica style)

>>49345663
Honestly, it's not even for a game. It was originally to flesh out a world for a novel. I basically started worldbuilding to procrastinate but pretend I was still doing something.
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>>49343463
why do the zombies always have to be night creatures? I understand why it is like that, but wouldn't be more interesting if zombies were active in the day (making most of the day dangerous) and you could better scavenge during the night - but facing the lack of sleep etc?

>tl;dr
why day=not dangerous and night= dangerous?
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>>49346095
Because seeing zombies is safer than not being able to see zombies
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>>49346095
Its assumed zombies can navigate in the dark via super senses or other senses, putting them at an advantage in the night. Also possibly being attracted to light sources needed by humans in the dark.

One way to deal with that would be to have your zombies have senses as limited and vulnerable as humans. e.g its senses are as good as whoever they used to be but once they rot (eyes are first to go) they'd have to rely on their remaining senses.

A problem would be that it'd depower them significantly given that you'd probably only have to hold up for about a week until their faculties had decayed (eyes rotting, scent cells dying off, the thin eardrum falling apart etc)
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>>49346126
my two cents is why designing one of the thousands zombie games if it isn't different from the others
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>>49346325
I'm not the designer, I was just pointing out what >>49346307 elaborated on.
>Its assumed zombies can navigate in the dark via super senses or other senses, putting them at an advantage in the night. Also possibly being attracted to light sources needed by humans in the dark.

Unfortunately, the part about "just wait a week and the zompocalypse will be over" doesn't make for a thrilling setting.
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>>49346426
Frankly neither do zombies in general. Of the myriad of things they could be, zombies have been covered in nearly every form and then done to death. Intelligent vampire zombies in I am Legend, Fast rage zombies in 28 days later, magic zombies in the Evil Dead series.

Even meme zombies in Pontypool

Question as to if zombies are needed at all. It'd be the same design idea if you replaced zombies with nocturnal werebats
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I'm on final testing for my game. I've got to make a decision pretty soon to either take it to kickstarter or go and present it to a publisher.

There's a publisher close by who I have contacts with, but the game is fairly simple so having it manufactured personally wouldn't be too outlandish.
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>>49346095
>>49346325
Because things get more dangerous at night applies not only to successful works of art (literature, games, etc) but also applies to real life.

When designing anything, you need to play to preconceived notions or else its not relatable. You could design a zombie game, but if your zombies are short people with hairy feet that want to throw a ring into a volcano instead of eat brains, people aren't going to understand why its a zombie game.

There are only so many ways you can change a chocolate chip cookie recipe before its not a chocolate chip cookie, or a cookie at all, and just a pile of ingredients.
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I hate myself and want to design a game with Riddle of Steel-like wounds.

Why.
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This is my card-generated Gauntlet for my D&D like simpled6 homebrew; any thoughts on what else I could add? Wouldn't want to make it too complex.
Draw a card per room entered, 10 rooms and you can descend down a level. I used multi-GMs here, with every GM/played describing a room. Was great.
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>>49332519
I like it, and I think you should do something with the fact that one die is smaller, give it some unique function.
Have the d6 determine secondary effects of attacks that don't apply to every hit.
Make up a mechanic for rolling 2d6 and keeping the higher one under some conditions. It's approximately just a +1 on average, but it's tactile so it feels better to do.
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>>49351336
Thanks i have been randomly making "systems" like this one:

FIS 3
AGI 2
Melee 1d6+Agi
Evade 1d4 +Fis
Sword 1d6+Fis
Leather Armor 1d4

Skills go from 1d4 to 1d12, you roll your melee vs opponent evade or parry, if you got an higher result you hit, roll damage, also you can roll your armor to reduce damage, rolling 1 in armor make it deteriorate
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>>49351223
I like it
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>>49351439
But i think it is slow to use different type of dice , so i dicided to only use d6, then to use multiple d6 and ended with something like D6 adventure lol
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Eh?
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>>49351511
>install Gentoo
I've looked at several generic systems. They don't do what I want, and I enjoy creating mechanics I never intend to play.
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>>49345783
when you test it and players are happy, willing to play it again
>>
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https://docs.google.com/document/d/1pbolzNZbt8NAPIuf2MctFEmIfmnvhZ0WGBySfwE6M-U/edit?usp=sharing

is this any good? I feel that the artillery and some shotguns may be a bit dinkey, but that may be the result of it not being playtested enough.
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>>49351511
But SoB&H isn't that good.
>>
Working on drawing up a Tacticool + Eldritch + X-Com machination. Working on mechanics and classes, so then we can playtest. I think I have a solid grounding for combat, so far:

Strength determines output for Melee and Perception is main stat for Ranged/Firearms. Stats range from 1 to 6.
Weapons have Bonus Dice/Damage associated with them.
Attacks are made with Pools of dice, d6's (though I might consider d12's because they're easily divided)
Generate Pool: 1d6/Main Stat + Weapon's Bonus Dice
>Perception of 5 plus a Rifle that gave +3D Bonus would result in a total Pool of 8d6.
Check Target's Armor: Units can be Unarmored, Light, Medium, or Heavy Armored. (Flak vest, kevlar vest, trauma plate kit, Bulldozer armor, etc)
Target numbers for hitting targets are: 2+ for Unarmored, 3+ for Light, 4+ for Medium, 5+ for Heavy. (Heavy armor is generally rare as it cuts into movement speed considerably.
Armor also provides an "overshield" for damage. So damage is applied to Armor first. When all Armor is gone, it Breaks. You are then Unarmored, and in deep shit.
Crits (natural 6's) ignore Armor and deal damage directly to HP.

>Example
>You have 5 Perception and are armed with an Assault Rifle that grants +3D Bonus Pool.
>Your target is wearing Medium Armor and has 10 Armor Points and 10 HP.
>You roll 8d6 for the Attack, trying for 4+
>You roll 2,2,3,4,4,5,6,6
>This result scores 5 Hits, 2 of which are Crits.
>Your target loses 3 Armor Points and 2 HP.
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>>49337352
Interesting, it does seem like it'd be easier to keep track of things with pieces, but I dont think that's what you meant with Minis. It comes across as simplistic but the speed thing is a little convoluted, at least in my mind. I do keep thinking back to the X-Wing Game, I don't personally indulge in it often but it is pretty easy to get a grasp on what's going on.

Only thing I could suggest is the somewhat wonky Missile mechanics and tracking how long it takes to get somewhere. Gothic just has you slap a Torp token on the table and move it every turn, might be a good idea to just have missile tokens moving every phase to make tracking easier.
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>>49353647
A link to the rest of the shit I've written up thus far. It's long. I work on it every day, but it's fun and fulfilling. I'll actually organize it better later.

https://docs.google.com/document/d/109UfQ2bmwQWLVceX6CPbiD9fWG3I6j58YlMkwFaYhw8/edit?usp=sharing
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>>49353873
Thanks for the feedback.

Yeah, by minis I mean anything casted, with altitude stands, or the like. If all you have are scraps of paper and dice to represent the planes and movement, it should be able to work.

As far as Speed goes, I wanted to represent how you can turn more by going faster, but eventually you're going too fast to turn tightly. This should make a diamond shape of movement possibilities which I could make into a picture in a finalized pdf. I hope that clears your confusion.

I could also write some small rules regarding missile "tokens" so that missile tracking can be easier. Missiles will also have their own stat blocks to determine how easily they can turn.

Sounds like its simple enough, just need to make things a little clearer. Thanks again.
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>>49332327
It needs gygax to not get deleted
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R8 my stat block, races, racial abilities, and whatever other feedback you have, I'll be working on rewritting my main combat system soonish, though I'll probably just give up when I hit currency again, because damn is that a boring grind, need to figure out a simple wealth based system
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>>49354905
the base system is meant to be universial since all combat is based and balanced on the human stat block, but fantasy will be the first main focus, hence all the fantasy races
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>>49354905
I hate most of your choices. That's because I'm sick of D&D derivatives and typical high fantasy stuff. You also spelled "quite" wrong while describing "Sapient Dim", which I find ironic.

I feel like you're trying to make a joke with "Sapient Average" only saying that you can count to 10, while "Sapient High" is a big ridiculous calculus equation.

The rules regarding "diving" seem a bit too simplistic. Everybody can just dive and it always increases their defense?

In general, I find your style of game design to be a mixture of unoriginal, uninspiring, and poorly thought through

>>49353986
Can't argue with your concept, but I don't like how much math is involved, or the weird correlations with D&D style stats.

>>49337408
Serious healing doesn't really happen during combat in my system. To the extent that it does happen, it's a way of pacing aggression and risk-taking versus defense and strategy. You recover some stats while not engaged in combat. There's a lot more going on in the fight besides just HP going up and down in my system though, so it's not a fair comparison.

>>49333911
This is very mediocre advice imo. For me, the key was all about formatting, but not just grouping things together. You need to figure out the purpose of what you're trying to write in the first place. I'm actually using a unique format I've never seen before in a Handbook or manual before, and I'm proud enough of it that I'm not going to share it.
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>>49355114
>I'm actually using a unique format I've never seen before in a Handbook or manual before, and I'm proud enough of it that I'm not going to share it.
>inb4 decoration font for body text
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>>49354905
I think you should distance yourself from D&D more. D&D has more writers doing this kinda shit writing down rules for flying or underwater basket weaving, you should be better off trimming the fat rules away. I don't like or understand the HP system, and what's your Damage/Combat system?

I don't like the "at half HP people are bloodied and might think about fleeing". Just say that they play smart and have morale, and they run at GM discretion or have a morale system.

Fatigue seems interesting, maybe have it happen when really heavy melee attacks happen, make deals with the players.

Good luck.

>>49353647
This all works well. Maybe not have armor be destroyed to lessen bookkeeping. Or maybe have it work once because the plate cracks.
>>
>>49355821
It's my theory that D&D handbooks in particular are designed to be badly organized so that people can't easily copy pages for future reference. I decided to go the other way.
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Hex or square?
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>>49355821
>>inb4 decoration font for body text
Some decoration fonts aren't that bad. A lot of 3.5 books are written in Historical, for instance. At full size it looks ancient and weathered, but at 12px it just gives the hint of fantasy.

That reminds me, I need to get some fonts back on this computer.
>>
When you guys read other PDF's, hanbooks, or game design manuals, what do you mostly pay attention to?

I read the starter's PDF for Burning Wheel and noticed how clever it was to have little imp characters that expressed the author's advice. Dividing the "tips" from the official rules really inspired me to format things by purpose more than logic.
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>>49356539
Black Chancery is nice but is it overused?
>>
I have alot of friends who don't got alot of time but still want that Dnd experience. I decided to make a homebrew variant, here's the skinny.

You play as a group of summoners that take control of a random monster from a pool. You fight as far as you can go before dying, then you get gold to spend on the RP of side (summoners in town) and experience towards your summoner. When you level, you get more monsters to summon, and you can add bonuses to all monsters you get (+25% health, +1 AC etc.)

https://docs.google.com/document/d/1cvAflNZA5Hyif0dqzp0teDAW0HZKArjmrDWb5p2XKXA/edit?usp=sharing

I'm having a blast coming up with monsters, and I don't have to worry too much about balancing since getting a slightly worse monster is just something you have to deal with.

Any recs for monsters or criticisms about what I got so far?
>>
File: cheat sheet.pdf (1B, 486x500px)
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When I'm done, I'll put up an ad for some players and co-gms
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>>49358593
I can't even read this.
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XAG combat.pdf
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>>49355114
>I hate most of your choices.
I'm a fan of D&D, so ya It's going to borrow from that and typical fantasy stuff, although I think my gnomes are unique

The intelligence stuff is in there as a joke ya, I might scrap the whole humanoid intelligence sections, they really aren't very useful, was going to make it a requirement for things like engineering or maybe alchemy, but getting rid of it is probably worth it and just having one general thing for all humanoids/self aware creatures

Diving requires you to be standing, makes you go prone, costs 2 actions, and gives you a higher defense bonus than some other bonus defense actions, I probably need to rewrite it


>>49356140
>I think you should distance yourself from D&D more
I've trimmed a ton since version 1, the idea is to create, then simplify until it feels right

what's confusing about HP? 50% in "Injured" -25% is dead dead.

the injury thing is more of a suggestion rather than a rule
there's the current combat engine

Basically there's D100 for attacks against a defense rating of 50, so 50% base chance to hit. And there's base damage, which is 10 for a medium creature, with weapons dealing a multiple of it, so a long sword is say 1.5x for 15 on a hit.


The main focus is on combat
>>
>>49359187
Also doing the injured thing lets me set the humanoid abilities as they are

basically one MISC ability, and usually one ability that happens when a creature is injured or dying
>>
>>49359187
Action System's a bit convoluted. 4AP.
1. True Action (costs 3AP or 2AP)
2. Move Action (costs 2AP or 1AP)
3. Reaction (costs 2 AP);
Maybe just quick-it down to "if you don't move you have a reaction/interruption, or if you spend your True Action readying a reaction but move"-deal. I'd personally have trouble remembering how many actions I'd play with, and if I was GMing, that would fuck most monsters up.
So, basically, it's "Either Move+Shoot, Shoot+React or Move+React".
That's how I understood it, might be mistaken.

Most of the time, there aren't guaranteed results/rolls in combat, no "taking 10"/30, but it's okay to have and I personally use it when there's hopeless mooks involved that the players grossly outclass, but not for serious fights.

10 hits to drop someone is an amazing amount of time, in your combat example; assuming that the enemy is unarmored, that's 5 hits to die. That's 50 seconds of successful strikes. You might want to cut back on HP bloat. My shitty d6 usually has 1-4 hits to die on most things.

Base damage being static puts me off.
Your Twohand/Onehand bit isn't well written, and dual-wielding penalties are pretty nasty. Like fuck, why would anyone even attempt dual-wielding in your system; maybe that's what you want and it's okay then, but I like my shitty D&D fantasy with some wuxia going around.

Parry or Dodge are ok, Dark Souls like. You could also add Reckless Counter where both you (the defender) and your attacker's attacks go through, but either of you has no defense. Think of it as a duel between two pistols, they both shoot at the same time and they don't dodge. A pretty desperate move that could catch people off-guard.

I strongly recommend reading 1e, 2e and OSR clones; they will be extremely easier to build your homebrew upon, copy some of their mechanics and add your own spin to those.
>>
I'm working on a card based game, where the players all help take control of a singular protagonist. This is my first draft. The only commentary I've gotten so far, other than some grammar fixes, is that I need to try and focus on a single genre, or theme to build around. If I can get some ideas put out there, I would really appreciate it. Also, just a general review of the ideas and mechanics as they are right now would be great, too.

https://docs.google.com/document/d/1GmVDIyho4f87F1LVyU5aS0UpvILvYez_WGjBJbqcokY/edit?usp=sharing
>>
>>49356512
Hex.
>>
>>49356512
Triangle.
>>
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A couple weeks ago I posted about making a Final Fantasy/Fire Emblem/older JRPG-inspired game. One suggestion was a wider variety of jobs after I posted the initial roster.

Here's what I've come up with since, but I'm really struggling to come up with more jobs for White Mage and Black Mage.

Any ideas?
>>
>>49363680
I should also note how jobs work in this game. Jobs have a command (a set of five special abilities), skills (broad packages of "I'm good at/know about this"), and five traits (passive bonuses). Every level you buy into a job adds one ability to its command set and unlock one trait.

At character creation, each character selects their major job; only one character in the party can have a particular major job and it can never change. Characters always have their major job's command and skill.

Once a character unlocks all five levels of their major job, they can change freely between minor jobs. Minor jobs give you skills and let you unlock traits, but you can't use their commands.

Once they master a minor job, they unlock its advanced job, which is like an additional major job.
>>
>>49362391
Man, I ran tests with a group using triangle configuration boards and they never got movement down and had a lot of spatial awareness problems.

It was really fun seeing them try to keep track of things.
>>
I'm trying to figure out how to do health of models with my new system. Current idea is you can take as much damage as your Size.

For context, the base numbers I'm looking at are attackers roll 3 D12's, rolling a success on a 5+; defenders roll 3 D12's, scoring a success on a 6+. A roll of '12' counts as two successes. You subtract the defender's successes from the attacker's to determine hits. Every 2 hits cause a point of damage. Most models will have Size 2, so that means 2 points of damage to remove them.

The idea is, the bigger they are, the harder to remove them, but since there's already an "armor" system, there'd be no reason to over-inflate the number of hitpoints a model has to represent the chunkiness of the model.
>>
>>49366450
Seems like it should work, though how big do you expect things to get?
>>
>>49366450
If you have something that can hit specific defense types (i.e. one penetrates armor, and one hits HP easily) then keep the two defense attributes. If not, then its probably more simple to have just the one.
>>
>>49368167
Size 4 at most, armor 3 for the really heavily armored stuff, 4 for things that are like trying to smash a wall.

>>49368263
I forgot to mention that weapons have multipliers for the number of successes. Standard small arms is Power 1, heavy weapons are Power 2, while things like artillery are Power 3.
>>
>>49337845
there are great ways to use dice in board games. Roll-to-move and certain kinds of combat resolution (Risk) are shit, but many board games manage to make interesting mechanics out of dice
>>
>>49369207
Right, there's a huge amount of uses for dice that are just awesome.

More all the time.
>>
>>49369148
Should also throw out, this is all in hypothetical, "in my head" stage of things. I can always go back to some of the older forms that are a bit more traditional for wargaming. The only thing I'm set on having is the roll-off part. Its no fun sitting there as your opponent does all the rolling and you have no input.
>>
>>49366450
Maybe you're this guy, but if not, here's this thread
>>>49353985
>>
Is this the right place for people making card games, or are we limited to RPGs? I've got an idea for a game where players play Terrain cards to create the battlefield. Basically Magic, except that mana is bound between turns so long as you have a permanent on the battlefield costing that mana, and creatures have to move around the battlefield to attack. Dumb, or interesting, or both?
>>
>>49372673
Oh, and one other thing about Terrain: You do have Terrain with certain Affinities (colors) and special properties, but you can also play any other card face-down as a Basic (colorless) Terrain. There may be a few effects revolving around flipping them face-up and putting them on your nearest Terrain.
>>
>>49370564
>Its no fun sitting there as your opponent does all the rolling and you have no input.

Thankfully a trend that's been moved away from in the majority of new wargames over the past decade.
>>
>>49351511
I've honestly considered this. I mean Baldur's Gate was basically made this way until they decided to change some things. Could work...
>>
Has anyone ever made a modern military RPG with strong fantasy influences? The closest I can think of is shadowrun, but I find that to not have the ridiculous amounts of weapons and autistic rules for weapon handling I'd like.

Incidentally, what system emulates firearm combat best? A large armory or a way to easily make your own weapon statcards would be nice too
>>
>>49372673
>>49372711
you are talking about TCG?
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>>49376092
Nah, that guy's being an ass.
>>
>>49378216
Okay, whatever. That doesn't change the fact that I'm still considering trying GURPS as a base and tweaking it from there...
>>
>>49378436
I'm gonna meet this thought half-way: to homebrew, you should've already read or played at least 20 different systems of any length.

Even if you don't use GURPS, you might like some if its design philosophy or choices and wish to replicate those.
>>
>>49378494
Okay.
>>
>>49378436
Its more the fact that he's posting it in this thread. If it was a thread where people are doing it for just their group, yeah, he has a point. But there's many that frequent these threads that are looking to go commercial with their system. It'd be like going into a room of writers and telling them to stop writing because other novels already exist.
>>
>>49378631
I'm not doubting he isn't being an ass. I was able to tell just fine. Nobody needed to clear up anything for me.
>>
>>49351511
Because none of them support my autistic magic system.

I even tried GURPS, and I learned I just don't like GURPS in general
>>
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I wanna try my hand at Social Combat.
System's a tri-stat system with a d6-dicepool resolution a la Shadowrun.

Give thoughts, critique, call me names.
>>
>>49376092
>>49378216
Its still worth considering, because there are lot of times its really the setting that needs to be made.

I know that for my personal projects, its because I want to make them for my own benefit, not because they're some great idea that needs to be shared with the world.
>>
>>49379432
What comes first, the setting or the system?
IMO it's a chicken-egg paradox, they both grow at the same time.
>>
>>49378494
>>49378507
Its not in the OP, but the paste we used to have was full of useful links. One's that's been great for me when dissecting existing systems and their mechanics has been
http://www.therpgsite.com/showthread.php?21479-Design-Alternatives-Analysis-Archive
Its a fantastic resource for learning how mechanics have been implemented before.

>>49379432
I depends on the needs. For one of my projects they absolutely grow at the same time. For my second, the setting is already done, but there were no mechanics that fit my wants. Personally, I'm not going to make a system if there isn't a unique (read: underrepresented) mechanic to pair along with whatever setting fits best. Otherwise, I probably could get away with using an existing system. But, I enjoy the process of designing itself, so in order to do more of it, I'm always on a lookout for interesting mechanics that I can build a setting around.
>>
>>49379523
The link's extremely helpful, thanks.
>>
>>49379418

So what you are doing is literally what GMs have been doing forever when having a conversation between the PCs and an NPC.

At least I hope to god they've been doing it forever.

You might be on to something big and worth money.
>>
>>49382236
I doubt there's any money involved, but thanks.
My biggest inspiration are video games for mechanics, ironically.
>>
>>49355114
What math are you talking about?
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>>49355114
>Can't argue with your concept, but I don't like how much math is involved, or the weird correlations with D&D style stats.

And I'm not quite seeing the D&D correlation, at all. This is more like White Wolf than anything else. 1 Point in a stat = a dot. A dot = a die in your pool. So, there is almost no relationship to D&D except maybe one or two stats that are named the same.
>>
>>49384328
Just look at including "Intelligence" as a stat. It feels out of place, clearly should be replaced with actual skills like medical, hacking, etc. Being smart does not mean you know how to stabilize bleeding or hack a computer, specific training does.

>>49384292
I misunderstood how the dice pool system worked there. I was imagining adding dice and modifying the sum. It kept talking about adding dice. My bad.
>>
We've been working with a game concept.

I just spent the last 4 days pounding out 3 complete demo prototypes for games built around that concept.

I'm so exhausted.

We're going to do some testing on Monday.

Two of them are super solid, the third is super experimental. I'm going to do some solo runs with it this weekend. I don't know if I should present that one first or last.
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>>49385442
Int actually is used for stabilizing and hacking because it makes the most sense to use that over any other stat on the list.

The Occultist class also uses it for a variety of their spells and attacks gained via their studies.

A character who is dull witted and stupid may try throwing dirt on the wound and calling it good, while the particularly intelligent may know that this person needs some shit clamped and cauterized quick.

For the most part, instead of bogging the game down with a list of generic skills, the stats more or less govern them. A character with an intelligence of 6, the highest, is assumed to be well versed with a variety of things.

All operatives are assumed to have been trained in basic field trauma and electronics, the more intelligent operators are more successful at them.

Now, the Tech class has Skills revolving around hacking because it's a class and one would assume they heavily focused in it. Their Investigative Skills can run anywhere from infiltrating a system a standard Operator would have no hope of to stealing identities and bank records, and so forth.

So, while any Operator can probably bypass an electronic lock, the Tech is going to be the one who does the typical "hacker bullshit", among other things.

I plan on having a Generic Skill pool list, later on, things like First Aid and Electronics should pop up; essentially bonuses to related for 1 or 2 dies, but less expensive to purchase than a Stat upgrade.

Intelligence, for lack of a better term, is generally used during the Investigative phase (non-combat) in conjunction with a lot of the player's skills in that phase. I just don't have the associated classes/skill list ot make it seem like Intelligence does something.
>>
File: ROUGH TIMES.pdf (1B, 486x500px)
ROUGH TIMES.pdf
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Hey I made that picture.

I also made this but lost Interest at the very end
>>
Hi guys, don't think there's any better place to put this:

So I'm designing a Savage Worlds 'collected and adapted rules' thing of sorts for a future game I'm going to be running, just to save cross-referencing between eight bloody documents. Doing it in LaTeX, purely because that's the only thing my potato-puter can handle.

I need some way to insert a Wild Card symbol in headings, tried using dingbat but really unsatisfied with how it looks. I have a little set of icons that I'd like to use but apparently you need to "convert them to a format TeX can use" according to StackExchange, with no further info. Halp?
>>
>>49387055
do you use a graphical frontend?
>>
Alright ive been having thoughts lately about how to make RPGs less "bullshit" and have more choice. What i mean is that in dungeons and dragons (and other RPGs) there is often a flat "succeed or not succeed" roll (saving throws for example) which can mean a lot of stuff just wipes stuff out first move by luck, but has no better chance to work on a worn down enemy.

So I've been wondering about a "stamina" system that would be spent to move, attack etc etc and could be reduced to fuel abilities or by the effects of foes abilities, but could also be spent to resist things you've failed to resist (or perhaps as the only method for resisting things?) and i was wondering if there's good examples to look to for this.

I was thinking maybe you have a maximum stamina plus a default amount you generate each turn (altered by what actions you take) and you spend it to resist/dodge attacks, make your own attacks etc and could spend it an increased cost to take "out of turn" actions, like moving to avoid an AOE etc.
>>
>>49388317
So basically the Stamina of Dark Souls?
That could work as long as HP damage doesn't lower Stamina.
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>>49388659
It wouldn't, it would be a method to protect HP though, spending it to dodge or block etc, with it costing more the more accurate or hard hitting an attack is etc.
>>
>>49388659
I'm pretty sure souls didn't come up with this sort of thing, heck I'd say armored core did it long before and thats by the same company.
>>
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>tokens, stacks, etc.
Are collecting these actually fun? I'm making homebrew material for D&D 5e and I'm looking at seldom-used or outright unused mechanics, stuff I can crib from other games, and I noticed 5e doesn't do any token accumulation type stuff at all.

My main question is, is this actually a fun thing? I can imagine the bookkeeping would get dull if it was used a lot or there was more than one type of token, or if the numbers bloated and constantly went up and down, but would it be alright if there was a simple and quick way (with a relatively low maximum number) to build up tokens during battle that you can use to fuel special abilities?
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A couple of questions for you guys.
1. How are you playing around with survival? Do you have flat HP stat, do you use wounds? Do wounds cause loss in attributes/skills, or raise their difficulty level?
2. How do you recover from fight? Is it instananeous, or do it takes time? How about serious wounds? How about spells/powers etc, do they need resting?
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>>49389067
Well for my >>49388317 stamina system i was planning for something like taking damage forces you to roll on a chart and take an effect, the more damage the bigger bonus the roll gets, with higher results being worse.

The two ways to die would be either through cumulation of injuries (each thing on the chart might have a point value, get more than X value and you drop dead/unconscious) or by rolling high enough on the chart you get an instant death result.

Tougher people would apply penalties to the injury roll etc and be able to take more points of injuries/ignore injuries etc etc.
>>
>>49389067
>>49389394
As for healing, i was sort of thinking the typical "first aid can heal, but then doesn't work till you get injured again" so you sort of get a flow.
2 Injuries in battle, 1 gets healed, go up to 3 next battle, healed to 2 etc etc. Temporary relief (removing the effects of injury, but not the injury itself) should be plentiful in mid combat battle.

Healing is a difficult topic because many DMs love to do sort of time limited adventures and players feel like the campaign is slowed down if they have to take a week to rest, even though the "week" takes 10 real life seconds and offers them the opportunity to do lots of downtime activity like crafting, day jobs, roleplaying experiences etc that "day after day" adventuring doesn't allow for.
>>
>>49332327
Repost this and tell the mod to move CYOA and Gamefinder threads off /tg/.
>>
>>49388317
early RPGs like The Dark Eye had it. turned out the bookkeeping was not the effort, especially when you want heroic action.

so... you can do it but it will limit your audience to grognards.
>>
>>49389729
Really? I didn't think it would be that hard to just cut out little green tokens and give you three a turn or like plastic sleeve on a printed card with some dots to fill in and rub out with markers.

I mean fuck people have to keep track of a giant fucking excel sheet with stats and abilities and six different kinds of dice, this is basically just the resource system from TCGs. That said i will look into the dark eye.
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>>49389778
don't. the early editions did never get translated into english, no point. rolemaster had some kind of optional exhaustion rules. mind you, it was the 80s... and it wasnt token-based but more... math-based.

i imagine it's kinda easy to forget about stamina/exhaustion when you're focussed on the action. you know have 2 constraints for actions:
1. does the action fit into the round? how long does it last? remember: it most games you have an action ecvonomy involving, swift, standard, full, free, complex, simple, half actions and reactions.
2. the second constraint is now: can I afford to expend the stamina?

and all that before resolving the action.
>>
>>49389067
In mine, I don't have it actually written up but Armor acts like an Overshield for HP; damage is deducted from Armor first and when it runs out, HP is affected.

It's supposed more of a grit game, so HP healing is close to nonexistant, or low, with a focus on repairing Armor with quickfixes.

In between Encounters, the team might have an opportunity to Regear (modern-future setting) which would restore Armor, but again, not so much on HP. This puts a focus on using Cover and exposing oneself to fewer attacks.

While wounds do not cause attribute/stat loss, being Downed (0 Hp) might. I'll most likely have an Injury Table reminiscent to Blood Bowl: roll on a table, consult. Crippled means something got fucked up, stat loss. Severely Injured means the character is put up for a time. They may gain a Phobia of what put them down, and so on.
>>
>>49389527
We're toying with the idea that players might have a few characters (Operators) since we plan on things like severe Inuries taking a bit to recover from. Along with a semi-decent fatality rate, and Mental Scars requiring psychiatric treatment to cure.

As a result, I'm trying to streamline down Stat lines and classes so it's less confusing and kind of the "yeah I want to play this class next" draw.
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>>49390249
Interesting point with the Action Economy. I was trying to figure out an Action system for my game. So far I've come up with a basic 2 Actions per round. Moving/Shooting costs an Action. Some attacks require 2 Actions. Some attacks/effects are "Sustained" meaning you can do nothing else but continue the Sustained effect on upcoming turns. Reactions are Free, and are triggered on certain conditions. Free are free.

Is there anything else I'm missing or over looking, in your opinion?
>>
>>49390609
Well, "yes", but I don't want to give away the system that I am about to publish. The system you are describing is pretty much the action economy of 40K Roleplay is tried and true. So, you should be good, don't worry.
>>
>>49388843
I quite dislike those, but I'm a pencil+dice (and maybe, maybe cards >>49351223). It's something to track that annoys me.

Numberbloat is easy to avoid; just have your dice do less than the total die (your d20 shouldn't have mods that go over 20, your 3d6 shouldn't have +18 rolls (3d6 shouldn't have many +9 rolls either due to bell curve)).

If you like them, or if your players love them, you godda include them.

>>49389067
HP with it not going over 20, and 20's pretty much pushing it, means you made a specific tank build. Most PCs do from 1 to 12 damage with most monsters doing 1-12 damage. Wounds don't cause a loss in rolls; but combats are almost always over by round 4, boss-fights included.

2. Takes time, days to recover HP, or instantly via magic that costs Mana (mana is regained at 15minute meditations, but I still chuck random encounters if they're resting in an unsafe place). There are once-per-day abilities too, but they're hella powerful compared to normal stuff.

There are no serious wounds because that's WFRP's shtick; mine's easy-going, simplified D&D with no stat-loses.
NPCs are quite a deal more vulnerable than PCs. An NPC, when hurt a few times a day and healed, might faint from combat, and has psychological fatigue, or insanity if they witness something really fucked up. An NPC in my game plays WFRP, while the players play the big damn heroes.
>>
>>49389067
In my fantasy game, you have a specific stat that correlates to HP..Each of your 8 hit locations has its own HP pool (the three torso areas are combined into one large pool, and then head, 2 arms, 2 legs) and its own armor, which acts as DR. When a pool reaches 1/2 HP, its bloodied (extra effects can then happen) and at 0 it's injured. When any 3 locations are injured, the thing is considered dead. If you sunder an injured location's armor, you can then sunder that hit location (usually it'll be faster to kill something normally, but in some cases it might be worth going for a decapitate, or subduing by severing an arm etc. HP healing will happen fairly often in and out of battle. Serious wounds (like severed limbs) can be recovered using ritual spells that take more time than anything.

I also have a survival/post-apoc game where Stress is effectively your HP. Characters will have low meat points, and stress is going to be for the rest of the possible HP abstractions. Stress is only lowered when you complete your character's vices and objectives and rises continually everyday, so you might not even need to be injured to be in danger of serious problems.
>>
>>49370564
Throwing it out there, the idea for the other system is you roll a D12 for each atyack or defense point, and choose the highest. If the attacker rolls equal to or higher than the defender, the attack succeeds and the defender is hit. You roll a D12 for each strike on the weapon, adding the power modifier of the weapon, and compare it to the armor of the hit model. Rolling equal or higher does a point of damage, I'm thinking either for each die, or Dark Age style where one or more successes does a point of damage (the Dark Age way means most weapons are limited to 1 strike).

The first way has the advantage of being cut down to one roll, but is limited in number ranges and seems convoluted. While this system is more traditional and a little bland, but more straight forward and flexible in the numbers.
>>
>>49390249
No no no, the point is to replace the action economy entirely.
There would be no standard, swift, half, reaction etc. Its all stamina. Reacting costs this much, spells cost whatever so on so forth.
>>
Reposting this from the board game thread:

I'm back to trying to make a board game despite the fact that I have no one to play it with in the first place.

Current ideas:
-- Character options to facilitate different playstyles, each with different traits and special rules
-- Scenario options to change the set up/goals/rules of the game
-- Exploring different decks that represent locations, filled with cards representing encounters, challenges, allies, spells, and items
-- Each location would also have additional rules
-- Tableau building, with certain cards being placed in a play space to gain their effects
-- Optional levels of co-op and PvP, depending on the scenario

I need suggestions of what to look up. I keep trying to watch videos of games that are similar to what I want, or at least have interesting mechanics to break apart and understand. I've been looking at Dead of Winter, Pathfinder ACG, XCOM, Eldritch/Arkham Horror, and a whole bunch of games that don't quite fit, like Bloodborne and Scythe.

I've got ideas of mechanical effects, but I'm not sure where to start with designing the game or creating prototypes. Only slightly related, but I'm also not sure what terms I can or can't use. For instance, I know Wizards of the Coast owns the term "tap", but what about "permanent" or "Artifact" or "Enchantment"?
>>
>>49398292
the point of an action economy is to model that different actions take a different amount of time. how are you going to reflect that?
>>
>>49399591
nobody owns any words, don't worry.

iirc, WOTC has patented the game mechanic of tapping in MTG. and i am not even sure about the status of patent, it's quite a few years old.
>>
>>49399890
different anon, but I was trying to come up with decent solutions just for fun, and I'm struggling to find a good way to represent time when you're trying not to.
>>
>>49399591
just wanted to say, Munchkin (lplus some expansions) has done everything you've described. If you haven't heard of it, it should be worth checking out
>>
so /gdg I'm working on an RPG and I want the conflict resolution mechanic to be based on trick taking using a standard 52 card deck. Looking for a sanity check and comment/critiques to makes sure I'm not running into insanity before I start fleshing out the mechanics

-hands will be dealt with some kind of escalation, IE first round everyone gets 1 card, next round 2, etc.
-Difficulty will be measured in how many tricks are required to perform an action (basic action: 1 trick, moderate action: 2, difficult: 3, etc.)
-I want players to affinitize to suits, sort of like an alignment, but I'm unsure of how to implement it mechanically, I don't want stats like "all your Diamond cards get +1 value" as it would be confusing and have a lot of gotchas when people are determining who won the trick, plus it would open the option for ties to occur
-Unsure how I want trump to work, maybe make trump cards worth additional tricks, I'm afraid it would make the turns feel too random/swingy if the monsters or players had the option to call trump if they had a hand full of one suit and take every trick that turn
-Want to ignore the 'follow suit' rule (like in say Euchre, where if the leading card is Spades the following players would be required to play spades if they had them)
-I am concerned how things will work out when you have say 4 hands (3 player hands and 1 DM hand). Not sure how to represent multiple antagonists in a fight, having the DM draw multiple hands sounds like a pain to keep track of. I'm also concerned about player fighting when they are all trying to take tricks but are competing against each other during the actual trick taking, maybe I need to implement some kind of 'trick donating' ability or teamwork abilities that let you benefit when your teammates succeed

sorry if that got rambly, just trying to lay all my ideas out.
>>
>>49401816
My first thought while testing this was also euchre, but you've kind of addressed that.

For suits, each suits could represent a type of action, or a method for accomplishing a desired action (diamonds represent a quick attack, clubs are forceful attacks, etc)

You might need to follow suit unless you implement a rock/paper/scissors interaction between suits. i.e. Hearts are trump if Spades were the most recent, and then Clubs would trump Hearts.

What happens if there are different numbers of "participants" than 4? 4 matches well with the 4 suits, but what would happen with 3 and 5?

I think there are some solid options out there for this idea, it's just a matter of finding them.
>>
>>49401999
The way I'm designing the game I've got the suits as more broad representations (Hearts=life, Spades=death, Diamonds=community/civilization, Clubs=wilds) with your affinity a character based thing, not something that changes every hand.

The number of players thing does sounds challenging. 3 participants (2 players plus DM) is going to play out way differently than 6 participants (5 players plus DM.

The aim is for the game setting to be fantasy new world 10-25 years after initial settlement, so there established cities and whaling/smithing/other economies, but the world is still very much untamed and unexplored. Was thinking that players would craft a village and generate 2-5 characters each since it seems like the mechanics will not lend themselves to the kind of play seen in DnD or roll20. Planning to have death be a real threat but not just meatgrinder.
>>
File: heist.pdf (1B, 486x500px)
heist.pdf
1B, 486x500px
Any help translating this to a more traditional fantasy setting? What i have in mind is closer to Vikings/Lotr than DnD
>>
>>49372673
I don't understand how your mana system works. Players using cards (or tiles) to create the board is cool and could work.
>>
>>49403568
more specifically, I'm interested on which classes to pick.

Warrior, rogue, ranger, mage are obvious. What to substitute for monk and tech guy?
>>
>>49403904
Extreme Drunkard and Tinker/Smith.

Everything else can honestly stay the same.
>>
>>49403974
>>49403904

maybe berserkr instead of monk, but i've always felt that berserkr and warrior are redundant. I'm tempted to use Troll as class
>>
>>49399906
Other way around, you can't own mechanics, but you can the wording for them. WotC has a patent on the use of "Tap" in that fashion; turning a card sideways to cause an in-game status. They don't own turning a card sideways to cause an in-game status, so you're free to use it. You just say you 'Tap' the catd when you do it.
>>
>>49404571
>You just can't say you 'Tap' the card when you do it.
Fixed.
>>
>>49404571
>>49404676
no, i am afraid you're wrong. words cannot be patented. wotc is the unusual case that it is precisely because they patented a game mechanic.

OTHER THAN THAT, yes, game mechanics cannot be protected. so the usual IP you should worry about is copyright (or trademarks). but that does not extend to single common usage words. as long as you don't copy and paste text from other games, you're safe.

right column:
>http://www.google.com/patents/US5662332
>>
File: RPGConsolidated.pdf (1B, 486x500px)
RPGConsolidated.pdf
1B, 486x500px
In high school, I attempted to make a Nruto tabletop rpg.

stumbled across it a week ago or so, and I'm wondering if there's anything salvagable here
>>
>>49404571
>>49404676
>>49405455
Didn't that patent expire not so long ago?
>>
>>49399906
No, they do own the term (and the symbol). This is why Legend of the Five Rings uses the term "bow". It's not just for fancy samurai theming that you "bow" your resources.

>>49401139
Munchkin is garbage, never speak to me or my son again.

>>49405455
For fun:
https://boardgamegeek.com/geeklist/16940/definitely-not-tapping

>>49405957
That may actually be true.
>>
>>49405510
>Naruto
Nope, move along.
>>
>>49405971
>never speak to me or my son again.
I want an overweight mythical beast version of that pic.
>>
>>49407576
Truly insightful critique of the mechanics
>>
I find myself thinking of ways to approve the games I know of, but obviously there's no chance of anything coming directly from that. So is it pointless?
>>
>>49410718
Eventually, distill those changes and aspects into your own homebrew system.
>>
I'm thinking about writing up my own magical girl system based on Magical Burst and Anima Prime.

Any tips? Most I've done in the past is homebrew for existing games.
>>
>>49412537
do some research and find existing magical girl RPGs to see how you can iterate/improve them. There must be at least 1 or 2 japanese magical girls RPGs
>>
>>49412558
I've tracked down 4-ish dedicated games and a few others. 5 Across the Heart seems to be the best dedicated RPG, Western or Japanese, but it aims for a very different tone than I'm looking for. Magical Burst is... flawed, to say the least, and I don't know how to fix it without completely replacing the crunch, but the fluff side/character creation is my favorite of the ones I've been looking at. And Anima Prime has a lot of good mechanics to pull from but doesn't seem to be the best base to work from entirely.

Anima Prime's Maneuver system, either 5ATH or Magical Burst as a core, dice pool, 5ATH magical/mundane distinction, Magical Burst themes and antagonist-related stuff. Basically what I'm looking at integrating together here. It'll be an interesting process for sure.
>>
Making a RPG/war-game thingy, more war game than RPG. What are good accuracy/defence systems? The first version had defence values reduce attack values after the attacker beats an evasion value which didn't really work, and the second version has saving throws which caused playtests to drag on somehow, and weakening them feels a bit redundant so I'd like to hear about other options.
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