@lizardsquid i'll try to remember to ping you!
@lizardsquid thanks! idk when i'll be happy with a v1 but i'll release it here when it feels good
@Mycroft i still need to play Loom
but also yes very good monkey island
The last four character #drawings. I didn’t do great at ethnic diversity but I feel happy with most of these concepts being women. #dnd
https://awoo.space/media/2q_U6R_2bGri5EGqlMQ
https://awoo.space/media/otWybS9xW8jtWgjUqIE
anyway if you're interested here's the thread where i wordvomit
tabletop talky
@Draekos anyway sorry to bombard you with info dump. here's my species list so far:
human
half-elf (I want a replacement)
elf
dwarf
halfling
gnome
orc
goblin
bugbear
kobold
gnoll
lizardfolk
troll
ogre
generally pretty much every fantasy monstrous humanoid is recognized a valid sentient being and accepted as a part of society and their general behavior is not tied to traditional norms (even though their stereotypes still exist in the universe they are the exception not the rule)
tabletop talky
@Draekos also knowledge skills have separate abilities of recollection and application, and are split into 3 categories - rites, creatures, and terrains
the application of a proficiency is built around a specific stat - so for instance, crafting a weapon might require fortitude from how strenuous it is and withstanding the heat, but recalling information about how a weapon is crafted would call for your highest mental stat
tabletop talky
@Mycroft most of my input right now is just in general on thinking through things as they come up
once i get a fully playable "level 1" doc going i'll probably put it up for folks here to playtest if they want to try it out
tabletop talky
@Mycroft i'm planning on compiling it once i finish writing down an initial playable version from my notes
it's all in a notebook atm
tabletop talky
@Draekos abilities are:
Power (strength analogous)
Agility (dex analogous)
Fortitude (con analogous)
Willpower
Cunning
Influence (cha analogous)
Kinda pulled "mental" stats apart into things that are less focused on "is you smart or dumb" and more on "how do you solve problems"
tabletop talky
@Draekos the four paths are:
path of the warrior (primary focus on head-to-head combat and straightforward solutions)
path of the rogue (primary focus on skill acquisition and less direct problem solving)
path of the mage (uh... magic and magic-themed abilities)
path of the scholar (knowledge and language based abilities)
skills are broken down similarly to 5e - proficiency means you add your rank. being unproficient gives you disadvantage on knowledge based skills
tabletop talky
@Draekos there's a separate concept of skill progression and levels - you earn ranks by achievements and your dm can hand out ability points based on lesser criteria as they feel fit. each ability only costs 1 point and are separated by tiers that require you to invest a number of points equal to the sum of all previous tiers, so T3 requires 3 points, T4 requires 7, and so on
the max tier you can get that isn't your primary path is one less than your rank
tabletop talky
@Draekos advantage stacks and grants you an extra d6, so you do 3d6k2 and so on. similar for disadvantage.
crits are getting matches on the dice; you add 1d6 for each extra match you have, so if you roll 3 of the same on a single advantage you get +2d6
tabletop talky
@Draekos 2d6 based system! classes are determined by how you develop 4 paths (5 including your species heritage path)
i've been developing to have analogous class patterns to D&D, but trying to eliminate the concept of "negative choice" in terms of facets you lose by picking certain classes
that's a fancy way of saying "classes are based on abilities you buy rather than by a class you lock yourself into"
---
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I'm an admin! Please don't add me in follow Friday threads.
call me James, Crom, or vahn
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An introvert with social anxiety, and depression.