questions and advice that do not deserve their own thread. GMs and players welcome.
>what is the best damage/armor system you have seen so far?
>what are good playerskill-based mechanics for a game that relies primarily on RNG? stuff like Dnd.
>what are some interesting thematics for a super-dungeon consisting of 10 different layers and more?
>what are some examples of fantastical yet "plausible" wildlife?
I will also try to answer or at least contribute any of your questions.
>>54394774
>what is the best damage/armor system you have seen so far?
I still love the system present in the various war hammer rpg's
>what are good playerskill-based mechanics for a game that relies primarily on RNG? stuff like Dnd.
I feel like if you try to make D&D about playerskill then its not really D&D, that being said you could learn something from the OSR threads about dungeoncrawling
>what is the best damage/armor system you have seen so far?
I personally like it best from ORE (specifically WT)
>what are good playerskill-based mechanics for a game that relies primarily on RNG? stuff like Dnd.
RPing should be the only out of game skill, most players will be autists
>what are some interesting thematics for a super-dungeon consisting of 10 different layers and more?
Portals probably. Make it like Dark Souls or Phantom Hourglass where you can keep coming back to similar areas finding more hidden parts as you go.
>what are some examples of fantastical yet "plausible" wildlife?
Prehistoric versions of modern animals. Bears, deer, rabbits and wolves could all be made more savage.
Can anyone recommend me a good super hero tabletop game? Ideally one with lots of power customizability.
>>54396660
Mutants and Masterminds is usually the go-to. 3rd edition or later is decent if memory serves.