I think that's a great idea actually. Keep little spaceship alive!!!!!!!!

First off, I'm gonna play this. It looks fun. Solo play, as I am currently running a game, and creating my own simple TTRPG. As you know its all a lot of work, but this seems simple enough to use some adventure simulator stuff and run through.

I also went through all the comments and I will do my best to not repeat things that have a already been addressed. I think you've done a create job taking everyone's opinions in and have been very gracious to those whose comments have been repetitive and less than helpful.

There are just a couple notes/questions I have:

"Note – a PC can only have a maximum of +5 to a stat. If a PC gets to -5 or

below in a stat, they are retired at the end of that mission."

I feel that this might be better suited in the Zero HP section. As someone else pointed out with the D4 aspect before it, it kind of throws you off and makes you go back thinking you may have missed something. But in the Zero HP section it feels relevant to know.

In the Armor section you mention "limited environmental protection". I, as a player, would like to have more detail on that. Clearly we are not just allowed, but encouraged, to come up with things to contribute, but this feels like it could be important. Especially when traversing new and foreign worlds that may have less than hospitable environments for us humies.

Also the civilian clothes vs the Light power armor feels off to me. I feel like I get such a boost with the VDS suit. The 12 AC, even with the 3 damage reduction, with the light power armor doesn't feel like enough. I understand AC is associated with more of a dexterous capability of avoiding being hit, and the light power armor doesn't allow better movement, but maybe lower the civilian clothes to an 11 or 10?

I'm having trouble with the "move and shoot", "close and kill", talents in association with the 2 action combat rules. Maybe I'm just dumb, but if I'm allowed 2 actions in a turn I can always move and shoot right? Do these talents stack with my total movement? If so Sweeeeet! If not I'm not seeing the benefits.

With the Stim Pack I feel you should be awarded an adrenaline point, because you are freaking JACKED! I think its supported by the "not being able to sleep for 1d4 days" and could remain balanced with the inability to be healed until you can sleep, and by adrenaline being reset after sleep. I'm assuming each session being one mission doesn't constitute one day in the game.

Other than that, I'm gonna give it a go and have some fun with it!

Very exciting! Can't to hear about the creative process of some of my favorite designers.

Ya I can wee what you're saying. It was really the spellcasting that got ahead of us and snowballed into what you're seeing. To start it was just the everyone rolls a D20 and we use the chart to determine damage taken movement gained. Then Thunderwave, fireball, and the like started to be used more and more. I did as much research as I could to sort of navigate through potential possibilities and that's what we have now.

Strangely, everything moves very smoothly in play, and we do enjoy it. Despite the "legal contract for your first born" you see before you. We deal with a lot of towns turned mad, temples full of brainwashed acolytes, and the like, and my players aren't the most. . . nuanced, I guess is the polite way to put it. So their shenanigans do makes this far more relevant than 99.99% of other campaigns. I'm just wondering if it makes sense. But from what I'm gathering its a bit much hahaha!

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.

I think our brains are our greatest physical attribute. They get us into more trouble than any other species but they do offer us the ability to create incredible things. Like our own TTRPGs for example!

Maybe they have the ability to learn or remember information easier? An ability to tap into the GM's notes from time to time, with very clear boundaries as to the limitations of it? i.e. When the party is having difficulty remembering a specific relevant person, or encountering an ancient language and the Human has the ability to do some sort of etymological breakdown to get a jist or rough sketch of the inscription.

I know in 5e the scholar background has the ability to have an idea of where to look when they don't know the answer to some form of scholarly knowledge. You could work with something like this and it could be utilized as some kind of narrative compass, where even if they don't know the answer outright they have a general idea of where to start looking?

Looking for creative narrative role playing scenarios for Monk and Barbarian.Need Advice: Encounters & Adventures

I have a 5 person party based in a campaign where a cult is flirting with creatures from the Far Realm and their main weapon is driving people insane with worship by aberrant visions they instill through ritual.

I have 3 other players who love playing with the social dynamics and are very responsive to role playing situations which is great! But the Monk and Barbarian don't connect as easily. They're both new players and I feel like they have a very narrow view of what "they're allowed to do" or "what their role is in the party" based on the classes they're playing. I know as a GM I haven't really offered them a whole lot in the narrow realm in which they view themselves, but I'd like to start there and nurture some growth.

This past session I gave the Barbarian an opportunity to give their opinions on strategy with the mayor of the town their in. The mayor is trying to wrangle up a maddened horde of citizens, without killing them, and the Barbarian player jumped at the opportunity to contribute. They rolled history based on their own experiences on the battlefield and I could feel them come alive as a player when they were doing it.

The monk I'm having a real hard time coming up with things for. I think its because I've never played a monk and I'm having trouble finding social situations that might require a monk's point of view.

All this to say, what are some sessions/campaigns, you've ran or played in, that had some fun, rewarding, and interactive narrative arcs you've experienced with Monks and Barbarians? I'm not bothered with how niche, personal, or specific they may be, as long as you had a great time and that character remained memorable for you. Looking for inspiration for some ideas that may offer these two players the same opportunity.

I agree with this. I'm super new to all of this, so my experience and knowledge as a creator is limited, but I can with certainty as a player, it can become overwhelming, especially in later levels of play. When you're overloaded with options, even if they're super cool/interesting, you end up with a binder full of options and sometimes forget very relevant things for specific situations, because there's just so much to remember. I always try to use Blades in the Dark's flashback mechanic as a general compass because of this. One mechanic that offers a wellspring of creative use. As the players get more comfortable playing the game, they find more nuanced and creative ways to utilize this one useful mechanic to navigate through difficult situations.

Ya, that's what I've been seeing more and more when reading threads and googling stuff. It makes sense! Thanks for the advice. The good thing about all this is that you get better with time and experience. Luckily playing is tons of fun, so no complaints there!

Both of these are really helpful thank you! Especially the differing perspectives on ways to get the same sensations across.

As you mentioned they are low level (lvl 4), so they've exclusively been fighting normal citizens driven mad by aberrant visions. Even though they could easily dispatch with one, the sheer numbers are overwhelming and there's no hope of them overcoming the odds. So their only option is finding refuge or escape.

Because of this I've been using the enemies more as difficult terrain rather than a traditional enemy stat block. The horde has an "AC" and they roll a D20 for movement (hacking through the horde to get away), starting with nat 1 can't move through max damage taken, to nat 20 full movement no damage. Spells are the big thing I'm trying to perfect in this, and are the most difficult to orchestrate because of the RAW, creative use, and wide variety of effects. I have AOE attack spells decently figured out. They offer free movement in accordance to the size of AOE, but the spellcaster takes penalties to their movement rolls after using them, because now the horde is like "Kill that one!". I have a whole thing written out and I'm happy to share it if anyone's curious.

As far as creating spells, magic items. . . etc. Does anyone have any advice as to books, youtubers, or something that has more of the mechanical, mathematical whatnot laid out? I've learned a lot about varying equations for DPR and CR while trying to get my encounters more fun and was curious if this type of mechanical breakdown existed for a larger variety of game mechanics in DnD or TTRPG in general?

Marked By Fate. Syphilis. Fell off a roof.

There's a whole adventure in just three simple lines! I love this.

Help With Game Mechanics developmentRequest

Hi,

I'm relatively new to GMing but I love offering the opportunity to my players to homebrew spells/magic items/feats etc. . . specific to their character backstory/arc. I'm also trying to work out a game mechanic for our present campaign that gives the high adrenaline sense of fighting through an overwhelming horde of enemies. I find the 5e initiative order to be a little too slow paced and methodical to properly reflect the chaotic and frightening sense of trying to escape a horde of enraged enemies.

The problem is I'm amateur at best.

I was wondering if anyone had advice as to books, websites, youtubers, reddit communities. . . etc. that offer better insight as to the fundamentals of TTRPG game mechanics and rules so I can avoid common pitfalls. I want to offer my players the opportunity to not just explore the world we're in but use it to develop things unique to their characters so they can feel strongly rooted in it. But I want them to feel a part of it and not like their "beating" it. Does that make sense?