tabletop game design idea
@SamIO oh i had this idea once too! like your maximum stat is the measurement of health but your usage of the stat expends the pool, which comes back quickly enough
i didn't like the idea enough to try to design a system around it cuz it needs too much playtesting (which im not v keen cuz no real group). this one kind of grabbed me cause it fits the narrative of "high adventure" of D&D but brings it into a much different fantasy so that's why i got carried away lol
tabletop game design idea
@lizardsquid yea didn't FATE do something like that? i really haven't thought about my approach to it yet but i've come up with enough rules that it's shareable i feel
tabletop game design idea
@SamIO not only do you take damage to your stats you also expend your stats to make rolls
so it has this double burn effect
i like the idea of your stats being also a reflection of your health but the idea of *also* being a measurement of stamina sucks
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tabletop game design idea
@SamIO same reason the average is 10 for AC in D&D
tabletop game design idea
@SamIO most common number combination on 2d6
tabletop game design idea
i really like numenara's idea of your stats also being your health pool but it felt too weak in practice
i feel like yanking it up towards d&d specs while also trimming down the categories of damage helps make it feel less overwhelming
i also feel like 3d6k2 is a neat target and works better with an advantage/disadvantage system than just rolling 2d20k2
i know some people like 3d6 as a replacement for d20 but i find it *too* centered a bell curve, so
tabletop game design idea
also as far as magic goes i definitely want there to be a distinction between physical and personal magic - so like if you're a barbarian channeling your ancestors, your magic might be power and influence based, as opposed to a paladin's magic which would be fortitude and bravery
tabletop game design idea
as far as skills go, i want the mechanisms of skills to be sort of a specific focus on a stat, something similar to 5e but with more characteristic bonuses than just "you gain your proficiency to the skill"
tabletop game design idea
oh i didn't explain
for challenges, you take the rank of the challenge and add 7
this includes for targeting an enemy or defending against their attack
i haven't super nailed down what the feel should be for pvp; probably just an opposed roll with stat bonuses totaled together.
i also want the advantage/disadvantage system to be in there
tabletop game design idea
damage is focused around physical vs. personality stats, split evenly based upon what's hit
damage is dealt based upon the aspect of your attack
i haven't drilled into the skill system yet
tabletop game design idea
think i've got a tl;dr set of rules for the system i'm thinking about
power, agility, fortitude, bravery, cunning, influence
you also have separate extra stats in offense/defense to portray your combat style
rolls are 2d6+stat against challenges, 2d6+stat you're attacking+offense if you're making an offensive action, 2d6+stat you're defending with+defense if you're being attacked.
every weapon has one physical and one mental stat it targets
@Axi it was okay but the gm was kind of a dick who i ended up stopping being friends with eventually
it's fun to be a bunch of kobolds trying to scrabble past one another though XD
i played a trap-setting class, i think there's a rogue archetype that gets access to ranger traps or something. it was really great
@Axi all kobold campaigns are great
i've never got to run one but i got to play an all-kobold one-shot once
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