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@posit@chitter.xyz i wonder what JOHN CENA is up to

@Felthry tl;dr ru paul is a famous drag queen, potentially the most famous but idk the drag queen scene well enough

@Felthry oh dang this is a good joke now that I understand it

Tabletop talky 

@Gaypow @noiob one of the cool things of the system is it is set up to allow you to do wacky build type stuff where you decide to jump down two trees

so in this case you could go down the path of the rogue and the path of the warrior to pick up dual wielding and quick draw

then you just carry like 5 billion pre-loaded crossbows on you and you can dual wield them every turn like they're one-shot guns lmao

Tabletop talky 

@vahnj I really like where you're going with these rules, so I took the liberty of putting all these weapon stats in a HTML table, mostly to see if I understood it correctly.

zatnosk.dk/playground/tabletop

You're welcome to copy this markup and use it in any way you want without attribution :)

(And if you don't want a table like this online, just say it and I'll remove it :) )

Tabletop talky 

@zatnosk im definitely gonna be building a table like this in my doc. thanks for this, it will actually make building that out easier :D

@Felthry hmm kind of? what kind of way were you considering?

@thelatestkate@mastodon.art i have seen your otter posted elsewhere before and it helped me get through a bad day

thank you for making these!!

Tabletop talky 

@not_on_pizza@a.weirder.earth pretty big in a 2d6 system

7 is the average roll so for an average task one has no difficulty failing you need at least 2 in a stat with training

It is no longer an average task in combat, so a challenging task assumes an average person rolling an average amount against you in combat - that's DC 14 for the player

Looking at these numbers I'm realizing my base stats are pretty far over tuned so i need to reexamine that I think

Tabletop talky 

@not_on_pizza@a.weirder.earth your health in each category adds your rank to each stat for health, which starts at 3 for the standard adventurer also.

Like I said I need to write this stuff up lol

Tabletop talky 

@not_on_pizza@a.weirder.earth stats are split into physical and metaphysical stats
Power, agility and fortitude are more or less analogous to d&d physical stats. Willpower, Cunning and Influence diverge greatly.

Damage is applied evenly among stats, and drain applies to a specific one. Physical weapons do physical damage. Hitting 0 in any stat knocks you unconscious. There's other stuff that's hard to explain but that's the core of physical combat outside of skills

Tabletop talky 

Anyway, I'm at a point where I just need to get the ruleset going on a doc so I can actually get people to play it!

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Tabletop talky 

Oh yeah, forgot to mention, I was also considering giving whips disadvantage for standard attacks based on armor type but I might just make it flat disadvantage. Idk. They're intended to be used more as a control tool rather than something you fight with.

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Tabletop talky 

Crossbows, bows and slings all target agility.

Light weapons allow you to throw them at disadvantage for every 3 spots away you get, but ranged weapons go 10, and all focus one stat for its negative bonus.

Crossbow reduces defense (you have to aim down sights), bow reduces initiative (you have to ready, draw, then aim) and slings reduce attack (impact is slightly less deadly). For each weapon the other stats are at +1. I'm considering making them +0...

Feels good starting out?

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Tabletop talky 

Spears target agility.
0 to all categories.
Special sorry, brace: gain advantage on readied attacks against an approaching creature. 2h version grants reach.

Staves target fortitude.
+1 initiative, -1 attack, +1 defense.
2h version grants reach.

Whips target fortitude.
+2 initiative, -1 attack, -1 defense.
Whips have reach.

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Tabletop talky 

Daggers target agility.
+1 initiative, -1 attack, 0 defense.
Quick draw (can draw without action), large size is one handed only, can use agility to attack with medium or smaller size.

Swords target power.
0 initiative, +1 attack, 0 defense. Does the job.

Axes target power.
0 initiative, +2 attack,-1 defense. Stronger but leaves you more open.

Hammers target fortitude.
-1 initiative, +1 attack, +1 defense. Slower but steadier.

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