RPG Design: for Designers of Tabletop RPGs

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[Scheduled Activity] What do you Need to Make Your Project Happen?Scheduled Activity

The year is in motion and we’ve just had a discussion about your goals for 2024. Let’s take that a step forward and ask: what do you need to make those goals happen? I know that we all need time to work on our projects, and, sadly, that’s something we can’t give you. But other resources or suggestions are things that we might be able to give.

So let’s talk: what do you need to make that game of yours happen this year? How can we as a sub help you? We have a lot of people with experience in everything from design and layout to editing to technical skills. And there are a lot of you lurking here who have skills we don’t even know about, so ask what you need and let’s get you help to make your game GOOOOOOO!

Let’s get out the virtual thinking caps, grab a caffeinated beverage and …

Discuss!

This post is part of the weekly r/RPGdesign Scheduled Activity series. For a listing of past Scheduled Activity posts and future topics, follow that link to the Wiki. If you have suggestions for Scheduled Activity topics or a change to the schedule, please message the Mod Team or reply to the latest Topic Discussion Thread.

For information on other r/RPGDesign community efforts, see the Wiki Index.

Pinnedby cibmanSword of Virtues
26
64
5mo
[Scheduled Activity] May 2024 Bulletin Board: Playtesters or Jobs Wanted/Playtesters or Jobs AvailableScheduled Activity

May is here. In working to figure out something fun to start this month’s post for playtests, I remembered one of my favorite bits of gaming lore:

This is Free Trader Beowulf, calling anyone...

Mayday, Mayday... we are under attack...

main drive is gone... turret number one not responding.

Mayday... losing cabin pressure fast…

calling anyone... please help...

This is Free Trader Beowulf... Mayday...

That’s the opening to a game that introduced me to science fiction gaming back in the 70s. I hope that your project has something that memorable in it, and that we can help here.

Have a project and need help? Post here. Have fantastic skills for hire? Post here! Want to playtest a project? Have a project and need victims playtesters? Post here! In that case, please include a link to your project information in the post.

We can create a "landing page" for you as a part of our Wiki if you like, so message the mods if that is something you would like as well.

Please note that this is still just the equivalent of a bulletin board: none of the posts here are officially endorsed by the mod staff here.

You can feel free to post an ad for yourself each month, but we also have an archive of past months here.

Pinnedby cibmanSword of Virtues
9
3
2mo
It's okay to not release your project!Meta

I don't know if anyone else needs to hear this, but for anyone who does, I just wanted to say that it's totally okay for you to get a project to a certain place and then shelve it.

I'm saying this because I recently reached this state with a project I've been working on for almost two years. I got the rules to a finished* state, have enough non-rules game content (in my case a setting, maps and dungeons to go with the rules), and even a few dozen hours worth of playtests.

Maybe you hit a roadblock (in my case, art) and realize that this far is far enough. Maybe you realize part way through that you scope crept your way into something that doesn't match your original vision. Maybe you're just bored with the project now. That's fine! Pack it up, put it away, and work on something else! You can always come back to it later if you change your mind, or if circumstances change. It's not a failure -- it isn't like your work expires or anything.

Anyway, I'm sharing this because for a while I felt a little down about the realization that the most responsible and sensible thing I could do is not release my game, but I remembered that the documents are still there and I can always repurpose parts of it in the next project, or maybe come back to it in a decade after learning how to draw, where the whole project will feel "retro" and will be great for people nostalgic for mid-2020s game design. Or something else! It's like being a GM -- no work has to get wasted! And your experience designing a game is definitely not wasted, since you (maybe without realizing it) learned a lot about what works, what doesn't and what could given more development. That's useful and great.

So yeah, if anyone else needed to hear it, there it is. And if it was just for me, then...thanks for reading?

Cheers!

One Page RPG Game Jam 2024 (July 22nd - August 25th)Scheduled Activity

Hey Folks,

Apologies if I'm treading on other people's ground here... I made a post asking about TTRPG Game Jams recently and there was a lot of useful information.

This morning the One Page Game Jam for 2024 was announced. Here's the link to Itch: https://itch.io/jam/one-page-rpg-jam-2024

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7h
Possibly Weird Hit Dice System, Has this been done before and would it work?

I originally created my RPG to stick close to a flat HP system which decreases HP as a character takes damage. However, I wanted to specialize my system to make other features fit into it easier. While I want the RPG to be more narrative than crunchy, I still think it is important to have a solid system of health tracking so everything remains consistent and there is a little drama added in from receiving disabling wounds.

Simply put, instead of having a flat HP value, a character has a number of hit dice that they roll after completing a rest. A player gets three rerolls, allowing them to reroll up to three dice, reroll the same die up to three times, or any combination of the two. These dice are then arranged from highest to lowest. The only way to damage a character is by inflicting damage on them greater than or equal to the value of the highest die (hitting high) or lowest die (hitting low). All damage exceeding the value of the first die is paired against the second die, and all damage less than a die's value is simply ignored.

The size of the hit die depends on the character's size. d6 is used for medium characters, d4 for small, and d10 for large, d20 for huge, 2d20 for colossal. d20s are exceptionally swingy, but this system relies on high highs and low lows to work (if I am processing this correctly), but the rerolls prevent anything too unfair to anyone on the receiving end of damage.

The number of hit dice is determined by the value of a character's Physique Attribute and Endurance Skill, up to a max of 20 dice. The typical character shouldn't have a starting Physique greater than 8 or an Endurance greater than 2.

When getting hit by damage that is from a source that you are aware of, it "hits high" meaning the damage is paired against your highest die and then works its way down if it exceeds. If you are hit by damage from an unexpected source or as part of critical hit, the damage "hits low". It hits your lowest dice first and works its way up. Hitting low also ignores armor. Armor simply subtracts incoming damage by an amount based on the quality of the armor, typically between 1-5 points for most mundane varieties of armor.

Let's say a unarmored medium character has a Physique of 4 and an Endurance of 2, meaning they have six hit dice. After rolling their dice, they get 6, 6, 4, 4, 2, 1, which they reroll the bottom two to make 6, 6, 5, 5, 4, 4. If this character takes 13 slashing damage from a single source that they are aware of (lets say they get hit from the front by a halberd), the damage will hit high, removing two of their hit die (6 and 6) and failing to exceed the third with the remaining 1 point of damage. The two hit dice are replaced with two slashing wounds, which upon a failed Endurance save inflicts debuffs (like reduced movement or lingering bleeding that can inflict bleeding wounds like blood loss) until the hit dice are recovered via healing.

If the character is instead hit low with 13 slashing damage (like they got whacked in the back by a halberd), the damage will remove the three lowest dice (4, 4, 5) and inflict three slashing wounds.

The overall goal of this system is to:

  1. Simplify the tracking of wounds. Instead of basing whether or not you get a wound on passing a certain threshold of damage, whether or not the damage is critical, or just based on vibes, the tracking of wounds is just from the dice. If you recover a die through healing, then the wound attached to it is healed as well, making healing not only important for survival but also for keeping everyone functioning at their best.
  2. Emphasize the importance of careful planning and preparation. Regardless of whether an enemy is a roguish type, they are likely to inflict greater damage if you aren't expecting them to attack. You don't want to be caught unawares by an enemy, regardless of if they are carrying a dagger or a warhammer. While a dagger does gain a damage bonus from hitting low, it's best to just not get hit low in general.
  3. Make it more obvious when fighting a dangerous opponent is futile. Instead of inflicting a low amount of damage against a target with a massive HP pool, you instead may fail to do any damage at all. This encourages players to reconsider their approach. Stabbing a 20 foot tall giant in the toe fifty times with a switchblade will mostly result in a pissed off giant, but sneaking a powder keg into the giant's bed and then setting it off will definitely do numbers.

Major concerns with the system so far:

  1. With the addition of armor, will this system result in too many stalemates and slugfests? Spells, heavy weapons, and sneaky attacks should help deal enough damage to help decide a winner, but the nightmare scenario would be two heavily armored opponents with low damage output and no plan to outmaneuver the enemy. Since the idea for the game would lean towards narrative, I could always insert a comedic time skip to both opponents exhausted and pathetically slapping at each other like amateur boxers recovering from anesthesia.
  2. Will the accumulation of wounds from hitting low actually make it easier for attackers to overcome a dangerous enemy's highest dice? There could be some wounds that decrease the value of other dice or increase incoming damage to that enemy, but as of right now wounds are randomly rolled from a table. A colossal character can have a high dice of up to 40 (unlikely but possible), and even if that character has 19 wounds, there is a chance, albeit slim, that none of those wounds reduce the necessary damage needed to finish them off. Maybe I should give a player more choice on what sort of wounds to inflict?

I apologize for the massive block of text. Does anyone have any experience with systems similar to this? Any concerns or thoughts?

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9h
Struggling to make a DC system for a RPG that I'm creating. ALL ADVICE WELCOME!!!

I'm struggling to make a personalized Dc system to make my game a little more personal for the players. There are only 3 stats: Physical, Mental, and Social. What I'm trying to do is to make it so that the numbers that they roll for there stats are the DCs, but it isn't working. Im thinking of using a D20 system (D20, D10, D12, D8 & D6) for stats you roll 3d8. I'm struggling with how to make the dcs personal while also being able to account for enemy spells and such.

If you guys have any ideas or advice I'll gladly take it thx.

I'm working on a solo dungeon-crawling RPG and need help with the RP partMechanics

I have the mechanics for how the game works, it's similar to a traditional d20 system, with some mechanics similar to the map-making game 6x6 Tales, but I want some mechanic for people to build their characters, like maybe taking quests, or a way to gain fame. The biggest obstacle for this is that the game is meant to be played with 1-2 people with no GM. Any ideas?

Also, since the game has no GM, is there a reasonable way to run the monsters in the game that provides more randomness than basing this off of just rolling hits back and forth?

I would like some feedback on the system I createdFeedback Request

Good day!

I'm a new TTRPG game designer. I would like for some feedback on the system that I've been working on for quite some time. This system that I created was inspired by a lot of things, mainly with the OSR type of play.

I believe what makes it unique is how it removes stats that are common in many TTRPG systems and instead of focuses on having the skills to define what your character is good at in the game. I believe that the game does not define the things you are bad at (since it no longer has negative modifiers) but it does define what your character is good at. Furthermore, I believe that having a limit to the number of skills that a character can have makes it so that the more specialized one is, the more they need to rely on others to do certain things; I also think that this approach can make characters truly unique from each other outside of flavor text.

I would like to have a piece of your mind on the following things:

  1. Does the system reflect the OSR type play in its own unique way?
  2. Are there any other aspects of the game I may have missed?
  3. What are the things you want me to change or reconsider?
  4. What aspects of the system do you believe I could do better?
  5. Is it okay to publish this (given that I have done the appropriate amount of reworks) to a local convention?

Below is the link to the folder. I would suggest that you would look at the PDF first before checking the others
https://drive.google.com/drive/folders/1YV8jI-2poNCrxv-juWS0SayE5H1sSrEp?usp=sharing

Thank you for your time, patience, and consideration!

Looking for players to help me playtest a new system

I am a hobbyist game designer who's been working on my own game systems for a while now but this is definitely my most ambitious project to date.

I am planning on running a short-medium length adventure with this system in the built-in world to get some data on how it really functions in action, as there's only so much I can do in theory, after which I will make adjustments/addition to the rules.

To be frank, the rules for this system aren't even totally complete (some classes are missing core features mainly.) If a player wants to do something that is not fleshed out yet I would highly encourage and appreciate them giving me their ideas or simply telling me what they want to do and lighting the fire under my ass to figure out how to make it happen.

This would be a 3-5 session playtest, though if you're interested in helping me playtest it at a later date as well afterward, that would be greatly appreciate as well. We will be playing at 9PM Sundays.

What to expect from the game system:

This game system is designed to both allow great freedom for players to choose what they want their character to be while also having clear and distinct classes, while also encouraging a specific narrative format, befitting stories like the original dragon ball, and other adventure series. I am juggling quite a few balls at once here and trying to make it work, so expect some hiccups. This is a d6 system that takes inspiration in its sensibilities from Apocalypse World and Mutants and Masterminds, although it is much more like a traditional TTRPG than AW is. It contains traditional crunchy combat and defined ability effects, as well as mechanically supported narrative tropes

There is alot of support in this system for discovering your character a bit more than just designing them if you choose to go that route.

What to expect from the story:

 This system is meant to capture the vibe of and tell stories akin to action-adventure and action-comedy shows such as dragon ball, adventure time, and ben 10. The world is weird in the pulpy sense, with odd monsters and adventures around every corner. A player can be just about anything and encounter just about anything.

The specific plot of our adventure begins in a desert town, poor and in the middle of nowhere, but which receives frequent visitors and passers-through due to being one of very few settlements in the area, and a place used by many to resupply or at least rest during a long journey. (Something akin to an old west town)

The players will be tasked by a mysterious benefactor to journey into a relatively close city (well as close as anything is to the ass middle of nowhere) and retrieve an important individual from a dungeon found within its limits.

The adventure will start light and the stakes will increase and the tone become more serious as it goes on. Horror elements may come up closer to the end of the adventure, but there will be no sexual content.

__________

If you're interested comment or DM me.

Another Little Suggestion System Question

I have gotten 2 different simple ideas for my winery game's foraging system. I thought I'd post here, hoping for some feedback on things. Another few sets of eyes if it were. One can only take so long at writing and working before it all looks bad. Also, these are just cuts from the more detailed writing of done for both. I have some other ideas, but they are brewing still. I'm hoping somehow to find a way to fuse all my ideas into an easy and perfect little system. Truthfully, I have no idea why this system has me so stumped. The rest were a breeze to come up with.

So each idea starts like this.

  1. Choose Location: Decide where to forage based on the ingredients you seek.

  2. Draw Story Prompt: Draw a card from the location's list. Each card describes a scenario for you to write about.

  3. Make a Decision: Write what happens based on the story prompt.

 

Idea 1 goes as follows and is based on only dice rolls.

First, you go through steps 1-3. Next, you roll a d6 to determine if you find something, and another for what quantity you find.

This idea feels simple and easy to understand, but a bit bland. Any idea on how to shake it up?

 

Idea 2 goes as following and is based off foraging points.

First, you go through steps 1-3. Next, roll a d6 to determine the number of Forage Points (FP) you have to use. Then use your FP to gather ingredients in the location. Each ingredient costs a certain amount of FP.

I also thought of you gaining foraging points based on the prompt you get and how it goes. But any other ideas would be useful.

What tabletop RPGs have interesting mechanics for poise, staggering, toughness breaking, etc.?Mechanics

What tabletop RPGs have interesting mechanics for poise, staggering, toughness breaking, etc.? Essentially, mechanics that spice up the usual metagame of "beating up the bad guys until they drop" by also encouraging "staggering the bad guys every so often, to debilitate them offensively, defensively, or both," coexisting alongside more direct debuffs. It would be nice if the mechanics could encourage spreading out attacks rather than just focusing fire, too; perhaps successive attacks on the same target during the same round fail to contribute towards staggering?

For example, I have seen the Fabula Ultima core rulebook revision playtest introduce elemental-weakness-based staggering as an optional mechanic, though it is very rough and still in need of much testing.

I was a great fan of the Exalted 3e Withering/Decisive mechanical concept, but I found the exact implementation to be on the lacking side.

Art feedback

https://photos.app.goo.gl/AjmJ7XpT3RdWPkPu6

Edit 1 - Cover art Edit 2 - Tweaked art. I think that does it!

Follow on from previous post ref art. I "made" this using completely open source and free pixel art. All CC0 or explicitly stated "do what you want". Artists will be credited in game.

It's just 4 assets! And a monochrome filter. I'm not sure how much it conveys the feel of the game yet, I'll likely have to rely on the title to flesh that out.

Feedback welcome.

On Geomorphs - Are they still relevant in a digital world?Theory

I have been thinking Geomorphs over the last few days.

[edit] Sorry for my lack of explanation. Geomorphs are modular sections of maps than can be arranged as tiles to build bigger arrangements. The can be rectangular or hex based. Indoors or outdoor maps. Typically they are keyed by their edge features eg doors/corridors, roads, forest, etc. First published by Gary Gyzax in the 1970's as a dungeon generation tool for DnD in book form but also used in eurogames like Carcassonne and even sci-fi starships.

  • Are they still relevant in a digital world?
  • What do you like, hate or would change about geomorphs?
  • What formfactors do you like? Digital, books, cards, dice, fonts?
  • What is your fav use, style or author of geomorphs?
  • Should geomorphs do more in 2024? eg add encounters/story, be more like procedurally generated levels, vector based, convert formats, etc.

I think geomorphs still make sense in a digital world as a creative prompt and more tactile way of drawing and interaction during the map making workflow.

While anything is possible, sometimes less is more. I do like modern bells and whistles maps but sometimes a more basic visualisation keeps you focused on the story telling. Sometimes creative constraints add more than allowing complete freedom.

A few online resources that got me thinking.

I really am in two minds over if geomorphs should be more freeform with hand drawn with suitable edge constraints or more pattern based from a shape library.

But when I look at modern level generation (Path of Exile talks on levels and procedural generation) and rogue like games (Roguelike Celebration Annual Conference) I think we could do more with geomorphs. In particular;

  • Content prompts like Dungeon 23 Challenge. https://seanmccoy.substack.com/p/dungeon23.
  • Research by Kate Compton with https://www.tracery.io/ text generator.
  • Pattern Language research by Christopher Alexander and Takashi Iba.
  • Non linear storytelling as discusesd by Melan.
  • Dare I say it .... AI or at least rules based/export system for pattern recognition heuristics, converting source material from bitmaps to vector, procedural generation of new tiles and map building/tile assembly.

I would love to hear what people think and any other good ideas around geomorphs and procedural generation.

Handling "character" sheets for GMs

A while ago I saw here a discussion regarding the lack of tools for GMs in most games, one think that made me think quite a lot because in my playtests the biggest problem for me was beeing overwhelemed with information (even from my own game) and I had no structure that could help me organize it and use it.

One thing that I did was of course try to simplify, but that wasn't enough. I'm trying to build a GMs structure, in a game that is focused on travelling in a mythological bronze age setting, the mechanics aren't explicitly narrative, but more simulation like.

The kind of structure that I thought up is giving the GM sheets for the regions, this is because the game is supposed to be about travel and moving from region to region.

The kind of information I thought should be in a region sheet are:

  • name + visual description
  • few words location in the bigger worldmap
  • small barebone map of the region
  • travel related things (climate effects, visibility, traversability)
  • available resources (vegetation, water sources, minerals, available hunt)
  • locations, their loot and their npcs
  • factions in the area
  • possible encounters (I'm using random encounters, but it's not just random monsters, the masters should roll them in advance during prep)

This would be different from a character sheet that stays always the same for the whole campaign and grows with the player, the region changes continously, sometimes you could have 2 or even 3 per session. Not allowing the GMplayer to really gain much from it except it beeing a good information organizer (which is still valuable)

In addition of course a master would have to deal with NPC character sheets, faction sheets too?

Probably in the end if a masterwants to be prepared for a session he should have the region beeing played atm, the regions surrounding that, and/or should ask the adventurers were they are going next session, in the case they are going "out of bounds" he should prepare the destination. Let's say in total it's 4 regions. In addition each region has many monsters and npcs that could be met there, we solve the moltitude by pre rolling the encounters along the path, so let's say we have 3 of these. Then there are the factions that reside in the regions, let's say they are bigger than 1 region so we have less than the number of regions, but maybe we have more than one in each region, but that could be another 3 sheets.
For a grand total of 10 GMsheets, a bit too much maybe no?

I think doing sheets helps by organizing information for the master, so that he can handle the situation better if the info is clearer. In addition I intend to give a structure to prep in order to help in that process. But still this many sheet seem too many.

by NathanCampioni📐Designer: Kane Deiwe
6
17
1d
Dice System Idea for Zero to Hero Fantasy RPG.Mechanics
Background:

So, I'm slowly developing a TTRPG for the setting of a book I've been writing. I have played quite a few games in the last few months with the hope of gaining more insight into the type of RPG I want to make. I have a very specific idea for this setting, a high fantasy renaissance world where magic is commonplace. So, electricity has already been discovered and harnessed, but medical knowledge is far behind because it's not very necessary.

I originally started with not liking the mechanics of DnD. Mainly the swinginess of it, as mentioned in many other posts on here on r/rpg. I tried GURPS's 3d6 and really liked that! I tried different dice pools which were very fun, but could get unwieldy. I had a look at Cortex Prime for limited dice pools, but found it too obtrusive. I really enjoyed L5R 4th Edition with the D10 dice pools. It took a long time to create characters, but it was worth it in play. Similar to with GURPS. Finally, I was lead back to d20 with Pathfinder 2e. It turns out just increasing the size of the modifier reduced the annoyance of the swinginess of a d20.

The Dice System:

So, I wanted a system where you feel from the get-go that you're weak, but not incompetent. You're crap at a few things, and decent at others. As you get stronger throughout a campaign, you feel your power level grow and your abilities grow. There has to be a real strong power level and if you meet someone more powerful than you, they will kick your ass. But I also wanted a bit of that heroic feel. Where your character is capable on occasion of doing something incredible.

So I chose to go with 2d10 exploding. If you land on a 10, you add an extra dice at infinitum. There are 4 degrees of success, similar to pathfinder or GURPS. If you roll a 2 or 3 (not including modifiers) or roll 10 less than the target number, it's a crit fail. Anything between that and the Target Number is a fail. Hitting the TN or higher is a success and getting 10 more than the TN is a crit success. Every 5 above a crit success is an extra raise, giving even more benefit. The most common TN will be a 12, which, without any modifiers, you have a 47% chance of hitting, though there will be a range of 5 TNs depending on the difficulty of the task. In this system, negative modifiers are far more punishing than with a d20, but positive modifiers make a decent difference.

Additional Features:

I am messing around with two additional ideas for adding interesting twists to the 2d10.

  • A pair gives you a bonus. If you roll two 5s or two 8s, you get an extra positive benefit. The chances of this happening are small, 12% or so with exploding dice included.
  • Ingenuity points allow you to spot openings in battle or notice someone's tell in a game of poker. If someone rolls a 1 or two 1s, an opponent may use an ingenuity point to gain an advantage against them, or get a free attack. I would also like players to be able to use ingenuity points to cancel enemy dice explosions. If the big bad is going to hit someone with a crit and 3 raises, the player can spend an ingenuity point to cancel that. I don't think it's a good idea to let NPCs do that to players because it's less fun, but maybe only the BBEG has that power.

And that's really it! Sorry for the long post, but I'd love to hear people's feedback.

TL;DR: I'm using a 2d10 system with exploding dice. Might include extra mechanics for rolling 1s or getting a pair.
How would a zombie spend mana?Theory

Mana, called Overreach in my game, powers exceptional abilities, like spellcasting or amazing feats of swordsmanship. I'm considering adding a little oomph to the undead in my system by letting them gain and use Overreach *only* by consuming what that type consumes. Like while normal people gather mana throughout the day, a vampire can only get it by drinking blood, a zombie only by eating brains, etc.

I can easily see vampires using Overreach because they are generally intelligent, but what might a zombie spend it on? Or a ghoul (flesh)? Or a skeleton (bones)? The easiest one would be that that's how they cure damage, but I'm looking for ways to make them a little scarier. Like Find Living Thing nearby, or Fear Aura. Something that would help drive that undead hunger.

Any ideas appreciated!

Feedback on a damage systemFeedback Request

Hi! I've recently remade the damage system of my not-so-heroic fantasy setting then realized that while i love what the new system offered in terms of realism and variety, it had become complex with too many dice throws.

I just had made everything else as snappy as possible without sacrificing the deeper aspects i wanted to keep, so after thinking a lot i decided to stay on the same base but simplify eveything.

Disclaimer: this is not a fully original system, it's just an attempt at taking what i like from here and there and cook it how my relatives and me like ttrpg's

Note that the numbers are to be completely redefined and i have other balance levers, i need to playtest this new damage system, it will be rebalanced especially on the heavy armor side of things below

---------------------------

1)

Run of the mill opposed attack throw: when you attack someone, you throw a die, add a modifier to the result, they do the same, you get bigger number you bonk 'hem, it's the same system as everything else in my game


2)

Every weapon type has set numbers to be noted on your sheet, to which you added a modifier in advance (if you have +2 and there was a 1, you noted a 3).
That way i can balance every weapon exactly however i want now

There are three types of weapons

-Small: daggers and short swords have a small and a big number (example 1 - 3)
(they never damage armor, see further down)

-Medium: everything that's not barbaric levels of impact, most weapons, has a small, a medium and a big number (ex 2 - 4 - 6)

-Big: Your beefy boys, think halleberd, claymore, two handed warhammer, they have a number for each of small, medium, big and enormous (ex 3 - 5 - 7 - 9)

You throw a die for damage to see what you got with equal chances for every result:

small: throw any die, odd= small ; even=big

medium: 1d6, 1-2= small ; 3-4= medium ; 5-6= big

Big: 1d4, you get it


-Armors reduce the category of damage you rolled.

So if you got a medium damage result, one reduction takes you to small, two reductions to nothing because the armor absorbed the hit

-Light armor reduces damage for one category (ex: big to medium)

-Medium reduces for two categories (ex: big to small)

-Heavy armor takes everything but has particular rules

You have on you sheet 6 check boxes like so for light/medium armor: o o o | o o o

or 8 like so for heavy armor: o o o o o o o o

Every time your armor uses its full reduction (always for light, 2 steps for medium, 2 or more for heavy) you check a box.

Heavy armor reduces everything and takes as many boxes minus 1.

For light and medium half the check boxes means your armor is breached/you're softened somehow and getting hit there would be as bad as no armor, hence the line

-> To keep using it, you must take a stance at the start of your turn that in short gives you +2 defense and -2 attack (the opposite and such exist as well and you could do it for other reasons)

-Some skills allow you to bypass armor
-Piercing damage ignores one reduction from medium and never deals no damage against light
-Bludgeoning checks an extra box on heavy every time you hit
-Slashing may get a treat against exposed flesh, we'll see after the rebalance

For heavy armor:

Once it's depleted a plate has been bent and is pressing on your organs, you take very heavy % damage (don't worry the number is on your sheet) at every start of your turns.
An artefact everyone gets allows you to unsummon any armor you wear for slow repairs once a day, it can be used to have it disappear in that case or if you need to run fast.

If you have the skill (which you should) you can do it before the plate deals you extra damage, keeping the defensive benefits pure.


It's a skill based system instead of class so you can do whatever, but medium and heavy armor hinder magic heavily. Heavy also slows you down and stuff

Characters die pretty fast, can get temporary wounds for a few days, a high level character isn't crazy better than a lvl 1

Whatcha think?

by Vertnoir-WeyahHomebrew overthinker
3
4
1d
TTRPG design- martial class fantasy

I am working on a custom from the ground up heroic fantasy ttrpg as a personal project. Medium crunch tactics intertwined with a custom setting and lore.

What fantasies do you want delivered from a martial character in a fantasy system/setting?

What sort of classes or fantasies would you expect and want delivered through the mechanics?

What sort of thing make this fantasy more or less fun for you?

Looking for inspiration and ideas- everything from the well known and traditional to the non-conventional and obscure. I want to hear your favorite fantasy non magical class aesthetics.

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Advice and refs for using cards instead of a die for checks?Mechanics

Hello! I am attempting to make a light fantasy game that uses only cards as a design challenge for myself. However, I am running into an issue with the check resolution mechanic. I want to use only a few cards to keep things a bit lighter (around 4-6 if possible), however when I try to use them as a basic die replacement (so draw 1 card and add a flat bonus) I run into issues with bonuses being too impactful at even a +1 or +2. Currently I have 2 ideas:

Idea 1: Larger Numbers
So in this version I would have the numbers on the cards be 1,3,5,7,9,11 instead of just 1-6. It allows for a wider range of bonuses and target numbers without just adding more cards. This is what I am currently using as it feels like a simple solution, but something about it feels off to me.

Idea 2: Yes, And...
In this version there are no numbers at all, when you draw a card you will be getting a Yes, and...; Yes; No, but; etc. In this version I would also have a list of suggestions on the card itself for what these conditionals may give, taking more advantage of the card format. Any bonuses players get will simply allow them to draw more cards and choose the best of the bunch.

Any advice or references to other games that use card resolutions or use D4s or D6s would be a great help.

What makes combat challenging in a fun way?Theory

I’m looking to develop a TTRPG where the combat provides a satisfying sense of challenge for players and rewards players for being ‘good’ at the game, and I’d like to ask about a couple things + brainstorm with you all =)

1a) What skills can a player be good at in TTRPGs? (Contrast with video games, where some of the most obvious skills, such as controller precision and reaction time, are irrelevant in TTRPGs.)
1b) How do systems test these skills?

2a) What are some systems that do this well?
2b) What do they do well?
2c) What lessons, if any, can we learn from systems that (seem to) attempt this but do so poorly?

3a) Some of this clearly comes down to GMs being good at game design, but still - which systems make this easier for GMs (and how do they do so) ?
3b) What are some things GMs should keep in mind that are more system-agnostic?

(I think the topic can be applied to a very broad range of TTRPGs, but if it’s relevant, the style/setting of my game is more or less typical fantasy with grid combat - if people suggest lessons from games in different styles, such as one where players each lead a nation/army or something, I’d still love to hear about those, but some ideas may be less directly applicable.)

I’m curious what you all have to share! =)

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Where to Find TTRPG Game Jams?

Hey folks,

I know they exist. I've found content created for BitD from certain game jams... I know that Chaosium just hosted one for BRP. I know I've heard of one-page RPG jams.

I checked out itch, but I don't see a way to filter from video games, board games, or ttrpgs in general. Am I missing something? https://itch.io/jams

Any tips on finding/participating in jams?

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The Tension Engine Jam Begins today!Promotion

The Tension Engine Jam begins today! Craft a new d6 game using this cinematic SRD, expand on the fantasy examples in the base document, make a review video, or more! I'm excited to see what everyone creates!

https://itch.io/jam/tension-engine-jam

The Tension Engine is a d6 pool based system which powers Gamenomicon's first published game, the 1980s alt history horror game, Party First. It is a rules light d6 die pool based system that also uses those rolls to generate a GM metacurrency called Tension, which builds and breaks in a manner to generate cinematic pacing. It also incentivizes teamwork group cohesion on the part of the adventuring party. The SRD includes a number of option rules modules and suggestions as a starting point for designers to customize the system to their own needs.

Listen to a podcast where Will and Jerod break down the Tension Engine SRD or watch the video!

The above podcast/video series follows Will and Jerod as they prep a new Wound by Tension game from the ground up for eventual publishing. It should be a great resource for this jam. Plus, if you like it, here's the landing page for the upcoming game, Honorbound.

Guidelines:Jam

The goal is to produce games using the Tension Engine SRD. Feel free to say that your game is 'Wound by Tension' as subtitle or category. That said, other adjacent products are welcome too. Do you want to do a review? Record a one shot actual play of Party First or another Wound by Tension game? Expand on the basic fantasy examples listed in the SRD with a a full bestiary? Go right ahead!

Price

You may price your game or product however you wish. It may be free, pay what you want, or a set dollar amount of your choice. Do what feels right to you for your effort and enjoyment.

Promotion

If you're posting on X, Threads, Mastodon, or the like, be sure to use the #tensionenginejam hashtag and tag Gamenomicon on that platform so that I can help spread the word!

Size

There are no particular limitations here. The SRD is currently 25 pages and Party First was roughly 50, but do what feels right for your project. I'd even be curious if anyone wants to try to compress the ideas in the SRD down to the shortest they can!

License

The Tension Engine © 2023 by William Lentz for Gamenomicon is licensed under

CC BY 4.0. To view a copy of this license, visit

https://creativecommons.org/licenses/by/4.0/

Resources

Tension Engine on Itch

Tension Engine on Fari

Gamenomicon Podcast Episode on the Tension Engine

Paroxysm by Design Video on the Tension Engine

Gameonomicon Discord

by Kennon1stWriter
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The problem of humans.

I am working on a system with multiple ancestries. In my system ancestries are limited to 2 physical characteristics. I have removed the abilities that historically were included but are more of a cultural influence rather than a biological one. But when I get to human I come up dry. In most games with multiple ancestries humans are granted abilities that would more be related to the culture they grew up in rather than some biological differentiation.

Does anyone have examples from games where the humans get something other than extra skills, feats, or generic bonuses?

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Need eyes on horde mechanic aka "Bedlam Mechanic"

So I'm new to RPG design and I'm trying to get my feet wet by working with something I'm comfortable with. I'm currently running a 5e campaign and there is a lot of maddened hordes of monsters, people, etc. due to the cultists ever creeping influence. I've been working on this mechanic and have sort hit a standstill as to finessing it. Its not fully baked yet and I was hoping to get some more experienced individuals eyes on it. Like I said I am new to this, so if there are any obvious issues I apologize:

When facing a horde or mob of any sort, that the party could easily dispatch of individually, but in a grouping could cause serious if not deadly damage, we created the Bedlam Mechanic. It was made with the intention of facilitating the sensation of being overrun and fighting through a mob of overwhelming numbers. In order to achieve this, we have made the rules as simple as we could, with as little math as possible, and a very quick paced action economy.

Here’s how it works:

1) The horde/mob has a fixed Hit die/dice but are utilized as difficult terrain rather than a monster. The party starts with zero movement and must roll an “attack” against the mob, just as you would normally, minus the AC target number. This is not to cause damage but to determine their movement (cutting through the mob of enemies to escape or gain ground).

A chart is provided at the end for damage and movement depending on the success or fail of the roll. These are the baseline blocks and are intended for players lvl 3 or higher. However, the baseline bonuses to damage should be adjusted with higher levels. The suggested amount being 1 or 2 per tier, since the hit die pool should increase with more dangerous enemies.

The survival outcome for the mechanic is the party manages to make it through to the desired area or create enough distance to escape. It can work for armies in a battlefield condition, but it is our opinion that it works best when the party is traversing the battlefield to a specific target, which then transforms into regular combat.

2) The action economy for each round has been trimmed to near bare bones. There can be an initiative order if you choose, but only the players will roll. The enemy horde never rolls to attack, move, or cast spells (more on that later).

In its simplest version the party rolls a Movement Roll (Attack Action), GM references chart and dolls out allowed movement and damage obtained. That’s it. It is our opinion that in order to promote the feeling of expediency in a chaotic situation, that you allow players to roll all at once and rapid-fire list off results based on the chart at the end.

The party has two options to move through this “Difficult terrain”.  

~First:~ Each player rolls separately and references their individual movement speed and take damage individually. As previously stated, we would recommend the party roll all at once rather than in an initiative order. You then rapid fire dole out damage and movement according to their rolls and have them roll again. The results are extremely simple to compute, as there are brackets of success and failure, to help keep the momentum going. In our opinion, the sound of multiple dice hitting the table in a slap dash clacking and rolling lets the table feel the sensation of chaotic combat better than the methodical logging of each individual in a sequence.

~Second:~ Move as a unit. Two or more party members can pick a formation where the “leader” is the primary driving force. In this scenario the “leader” rolls for the movement. The unit’s movement speed is based on the lowest movement speed being used of all the party members within the unit. Ex. Three elves and one gnome without anything increasing base level movement speed equals a unit with a 25ft movement speed.

This also offers the opportunity to keep the squishier members protected, offering them 1/2 cover (-2 to damage taken as the baseline). For the 1/2 cover to be provided there needs to be at least two people per squishy in ~addition~ to the leader. Smaller parties will need to implement house rules to compensate.

Members offering protection or moving with the unit (including squishy), can roll a movement roll as well, offering a maximum of +2 if they succeed in rolling 10 or higher (+1 if half of those rolling roll 10 or higher). If anyone rolls a 4 or lower it becomes a -1, and this stacks to a maximum of -2. House rules dictating greater bonuses/penalties for particularly large groups can be utilized.

A unit can be broken. If half the unit members roll a 4 or lower the unit is broken. Each member is pushed to a different square, maximum 10 feet away from their original placement, in any direction the GM chooses. Each party member now rolls individually. The party can reunite or create a unit after having started individually, by every member moving within five feet of each other and then each member’s movement check being a 10 or higher.

What follows are rules for spells and items, what actions are allowed and what they provide, as well as enemy spellcraft use.

3) Bonus action attacks do not offer an extra “Movement roll”. It is assumed every party member is utilizing everything at their disposal to fend off the frenzied mob all at once. A Monk’s Flurry of Blows wouldn’t be too far off from a panicked Warlock’s rapid fire of eldritch blasts in a case where it doesn’t matter how many you kill, there are many more ready to take their place. The only thing you can do is keep moving and try to not get pulled down.

Dash actions do not work in this situation. All party members are expected to be in an immensely outnumbered situation that if they were to stop fighting to solely run, would be carried under far sooner than their desired movement. The only way you can move is to constantly be cutting through the mob and continue moving at all costs.

You cannot disengage and avoid attacks of opportunity in a mob.  

Bonuses that offer increases in movement due to fighting style work as written.

Magic items/spells that increase individual or group movement speed work as written.

Leaping requires an ability or enhancement that allows the individual to jump higher than the height of the horde and then they are free to leap the length of the leftover distance provided. An attempt to leap will require the same Movement Check and the allowed distance and damage results are the same as normal. Landing will require an athletics or acrobatics check (GM’s discretion depending on enemies) to land safely. A failure means they are now overrun (see overrun condition at the end).

Being knocked prone equates the same effects as being overrun.

If a party member reaches 0 health they are not unconscious but beleaguered, disoriented, and overwhelmed. They get one death saving throw or they collapse unconscious and a Coup De Gra is immediately performed. A help action can be used to save an ally in this condition. A fellow party member must carry them (Carrying rules apply as normal) and the one carrying, rolls their movement checks with disadvantage and their movement is halved. If more than one party member helps with carrying the party member they both must roll with disadvantage but can use full movement. If a party member reaches 0 HP within a unit, an ally must use a help action to carry the player at 0 or they are left behind.

5) Spellcasting/magic items (Here we go. . .): If a spell (or item) has an AOE that pushes enemies away, explodes, or generally has an AOE of some effect that disperses enemy combatants to some degree, the spell offers guaranteed success of movement for the individual/unit in the direction the spell was cast equal to the range of the spell. This free movement does not stack with total movement speed per turn, but does stack with allowed movement based on the results of the movement roll. If a player roles a 1 for their movement check during this circumstance, they are allowed the free movement but must take the consequences of the roll in the first five foot square after the spell’s range. If the spell’s range extends past their movement speed they take the consequences within the last square of their total movement.

Spells can be used as many times the spellcaster has spell slots available and spellcasting action economy works as normal.

If the enemies are not mindless and they or their master have the cognitive capacity to understand the level of threat this spellcaster possesses, the spellcaster is now the primary focus of the horde’s ire. They now make movement checks with disadvantage. If the party is moving as a unit, any spellcaster who used an AOE that allowed free movement of more than 5ft, cannot roll to support the following round. If the party is moving as a unit, the leader and those providing support must succeed at a movement roll of a flat 13 or higher in order to avoid a -2 penalty. Squishy still gets 1/2 cover (-2 to damage baseline) as long as the unit is intact. If more than one spellcaster is utilizing some form of AOE the potential “free movement” stacks for that round. However, in a unit the -2 penalties increase by -1 for every additional spellcaster utilizing an AOE spell in a round.

The only AOE ~condition~ that will work is frightened, since they actively avoid you and it doesn’t have a stated effect to end the condition outside of a Wis check. Any condition that can be ended by taking damage, or being “shaken out of it” will not work. However, the bonus from the frightened condition only lasts 1 round. Due to the remaining forces continuing the violent pursuit. All AOE spells work as written and that includes allies in the vicinity of unprejudiced effects.

Spells that attack one enemy can be used and burn the spell slot but do not provide any bonuses.

Any spell, bonus action, magic item. . .etc.  that allows for teleportation works as written. If the party is moving as a unit and can no longer maintain the 2 to 1 ratio to offer squishy their ½ coverage, the coverage is lost, but the unit is not broken.

All spells that offer a bonus to damage or AC or otherwise hinder the enemy (Hex, Bane) give the specified bonus to movement rolls and only for the player who has cast them, unless otherwise specified.

The Clever spells: We all know the Forever GM. We all know how excited the forever GM gets when they actually get to play. We all know what its like when it turns out, the forever GM is brutally good at outsmarting, out maneuvering, and generally being a better GM than you, while massacring your BBEG and its once thought mighty minions. So, it’d be fair to assume that this kind of player would have a character who knows that a simple use of the Prestidigitation spell to project the Symbol of the Orc clan’s new God will have them all bowing in reverence, eyes on the floor, even at the expense of their own lives. And you know what, they’re right. If you didn’t see an exceedingly glaring or clever loop hole in your encounter and the party sweeps the rug out from under you with a simple cantrip, oopsies, better luck next time.

6) Enemy Spellcasting: It should be noted that in the beginning we described the monsters for this mechanic as one that the party could “~easily dispatch of individually”~. This is key. Setting up your party to fight through a horde of Pit Fiends who can light up the sky with a cloud of fireballs from behind their numerous Walls of Fire really serves no purpose other than a TPK. Which in this example is awesome, but there are better, more clever ways to feed the maniacal sadism that creeps inside you when holding the omniscient title of GM. Unless you’re raising your party to be all-powerful demigods capable of taking on legions of high ranking devils and the like, make the enemy’s spellcasting capabilities as simple as possible.

If the case does come up, where you do decide to use some monsters that emit a noxious cloud, paired with spellcasters that can shoot fire, and beastly meatshields with magical weapons that propel their targets 10 feet back, treat these “attacks” more like “traps” than actual individual attacks. Again, these hordes are utilized more like difficult terrain with a set hit die. There are no safe spaces within the enemy horde. So moving to a space that offers a clear line of sight for the enemy Warlock’s Bane makes sense. But it should be an occupiable square rather than a type of attack the table needs to roll for every round. The action economy should be fast paced and heart racing. This mechanic can suffer greatly with too many options. Keep your ingredients simple, and use them mercilessly.

Here is the Baseline table for success and failure:

20 – Full movement no damage

19-15 – Flat Hit die roll -5ft of movement

14-10 - Hit die +1 -10ft of movement

9-6 - hit die +2 -20 ft of movement

5-2 - hit die +2 – no movement

1 - hit die +3  - no movement and if they roll a 1 two times in a row they are overrun and must be rescued.

Overrun-  Being overrun is utilized in the same manner as death saving throws. After being overrun, if they roll a 9 or lower three times, they have been swallowed up and killed. They can be rescued by a party member within 5ft of them who must make a successful Help action (DC GM's discretion) to rescue their party member. If the ally trying to help fails their Help roll the overrun party member loses a death saving throw. This does not negate the required death saving rolls each turn.

Biashara TTRPG Project, an Afro-medieval uchronia - Combat system summary
Biashara TTRPG Project, an Afro-medieval uchronia - Combat system summary Game Suggestion

Hello everyone,

For a few years now, my wife and I have been working on Biashara, a role-playing game inspired by the animist kingdoms and cultures of medieval Africa.

In this uchrony, where Dihya Al-Kahina didn't lose the Maghreb war, the continent remains predominantly animist. Based on this, I start imagining how relations and the flourishing of trade could have taken place there. With, for example, the Amazigh-Vandal relationship, which developed enough to create an Africa-Scandinavia axis, the Silk Roads extended all the way to the Mali empire. And such a flow of wealth inevitably leads to alliances, betrayals, conspiracies, power games and so on. The game proposal also takes up the clan organization and offers players the opportunity to work skillfully for the greatness of their name.

For the martial part, we took our inspiration from medieval fencing. So far, this has been the least tested part of the game, which is the main reason for this post. It has taken a long time to achieve this result, which we are now satisfied with.

Although the proposed document is in alpha form, it already contains everything you need to visualize the system we have in mind. We look forward to your feedback on the clarity of the document, the system, its degree of complexity, quality of translation (we're French) and so on.

For those of you who'd like to learn a little more, we've put together a little website that tells you a bit more:

https://www.biashara.world/

Many thanks for reading this far, have a good day.

https://drive.google.com/file/d/1P5vdCOQeyBYWKc2xJZ-2BNz8b9uG_x-c/view

How do I calculate the % likelihood of a roll succeeding certain thresholds?Mechanics

In the system I'm designing, the tiers are 2-6 as a failure, 7+, 10+ and 12+ as tiers of differing levels of success, and activation on different abilities.

There are 3 different sets of dice I'll roll with this, 2d4 upon one of the stats in which they are Inept, 2d8 on the stat they're an Expert in, and 2d6 for regular rolls.

This is where my math begins to fall apart, as once I start adding Ability Modifiers, my head swirls a little. You can have up to a +4 upon certain checks within the game that you're proficient in.

So how do I calculate the likelihood of success for each set of dice, at each tier of modifier, 0-4 for all 3 of the success ranges?

The system is designed basically there is one skill you're a god at that you should almost always critically succeed, and one skill that you will never be able to critically succeed upon, then the rest are just a small likelihood of it.

Feedback on WIP Fate:Power - Party Focused RPGFeedback Request

https://homebrewery.naturalcrit.com/share/ODOUJxzVULdo

This is a proof of concept doc I have made for a new TTRPG I am working on called Fate:Power, would love any feedback. My breadth of knowledge in TTRPGs isn't super broad so I want to make sure this seems interesting and fun. I've play tested it a few times and its run well. But would love to share it.

This current document does use AI art but will be commissioning artists I've worked with before to create art if this gets pushed into development.

Goals of the TTRPG:

  • Easy and quick to pick up.
  • Focused concise goal and challenge based scenarios.
  • Story telling and simplistic choice based roleplay.
  • Single Game Night RPG session start to finish.