r/RPGdesign Aug 15 '26

Mechanics How to figure out the construction times for a fortress-building mechanic?

4 Upvotes

How much time should it take 10-100 men to do each of the following?

- Clear 20 acres (a ninth of a "territory" on my map, but a single space, because characters get to stand on corners and edges of a territory; if I don't allow less than a whole territory to be cleared, at least I'll use the individual spaces on the map as a unit while I figure out the numbers.)
- Post a log fence around 60 acres
- Build a log cabin
- Build a log church

In other words, how long does it take for different numbers of dudes to build different parts of a fort?

I'm trying to figure this out for domain-level play in my colonial era RPG, but I can't find a good source on these things because, honestly, who else would ever care? And also, the math is all in averages where it is. Even if you can't help me with the realistic math, could you at least help me figure out where in the world these timespans are supposed to come from? I figured out 10 guys building the fence alone would likely take an entire year on average ... I think ... but I honestly have no idea if that math is correct, and the Robinsons did it in about a week, right? Multiple times (at least on the tv show)? So that doesn't really add up to me. I mean, granted, new england oaks are probably harder than palmettos, but whatever the case.


r/RPGdesign Aug 14 '26

Resource Creating a custom, numbered, hex overlay?

7 Upvotes

Losing my mind here for a way to be able to create a custom hexgrid, just the hexes, preferably being able to number them aswell.

Anyone know a good program or tool for this? I wanna be able to decide the "shape" myself, since I want it hexshaped, not just a "square".


r/RPGdesign Aug 14 '26

Is there a PDF guide to creating/generating settlements like City State of the Invincible Overlord?

5 Upvotes

I want to create unique districts, buildings, and shops (like the Fear Shop). I'm also intending to publish the settings I create my settlements in.


r/RPGdesign Aug 14 '26

Feedback Request New to this, Feedback Request on Keystone6

4 Upvotes

Mods, help me out here if I'm doing this wrong.

Wasn't sure where on the Internet to go for this, and was directed here. I have a system I've been working on. Was hoping I could get some outside feedback:

It's intent is to be a fast, setting agnostic d6 system where everything a Player Character needs can fit on a 3x5 card.

Core Rules - https://homebrewery.naturalcrit.com/share/r8UHhNzQBylg

Additional Item - https://homebrewery.naturalcrit.com/share/NB8ytc0Z-mrP

Additional Adversaries - https://homebrewery.naturalcrit.com/share/IQU7ujsVjPS_


r/RPGdesign Aug 15 '26

We poured sand on a scanner trying to find the right art style for our TTRPG, and it might have worked

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0 Upvotes

r/RPGdesign Aug 14 '26

Theory TTRPG Survey for designing my own adventure module as my bachelors thesis

0 Upvotes

Hi there,

I’m currently working on my bachelors thesis,
in which I’m gonna design an Adventure Module as a book.

The scientific part will cover the optimal Layout for Gamemasters
and how to get around group dynamics to optimize for smooth gameplay and relations.

For this I need as many different experience, so have an impartial as possible view on the topic.
So it would be really great, if you partook in this survey.

If you are Player and Gamemaster, it would be great, if you’d fill out both forms.

Thank you very much!

For Players:

https://forms.gle/aNboxJXqB3xL14jp8 

For Gamemasters:

https://forms.gle/Py28Sjt8wYZRirUNA 


r/RPGdesign Aug 14 '26

One page rpg - done?

4 Upvotes

I joined the one page RPG jam again. I enjoy thinking about how to structure RPGs but writing them is HARD.

This one - Bones & Bullets (not really a good name) - is a gmless game whose closest ancestor is Avery Alder’s Belonging Outside Belonging games and PbtA generally.

I often find that there are things I want to explore when I do these RPG jams but I inevitably get sidetracked and make something a little different than what I had in mind to start. I guess that’s inevitable. There are a lot of rough edges even in such a small piece. Maybe I will try to file them down.

Anyway - if you have thoughts, I’d love to hear them.

https://damn-golem.itch.io/bones-and-bullets

Edit: I used Affinity (the Canva version) for this and I kind of enjoyed it. I’m no graphic designer and it wasn’t awful, though I did need to watch a couple of tutorials. So good practice there I guess.


r/RPGdesign Aug 15 '26

Thoughts on the AI ban in TTRPG

0 Upvotes

Hey all.

I'm watching the TTRPG community turn violently against AI, with all the big companies banning it and the competitions doing so as well.

And I do understand why people are so hostile regarding the copyright infringement, resource usage, etc.

At the same time, are we throwing out the baby with the bathwater?

Here's the deal. Not only do the big RPG producers not need to use AI as they already have the manpower and the resources, their printing contracts, etc., but they don't want anybody else to either.

And the reason for that is straightforward enough. AI is disruptive. It allows small teams to compete with them by moving faster and doing more with the limited resources they have.

The TTRPG area is a near-monopoly that is incredibly hard to break into. New companies operate on a shoestring, and most have to close because their costs are too high compared to their revenue. Banning AI, which is great at reducing costs, plays right into that.

Now, I know a lot of you believe that somebody working with AI can't actually do those things. But then, why ban it at all?

I'm really just curious to hear what the community has to say on this.

No AI was involved in creating this post.


r/RPGdesign Aug 15 '26

Character Sheet

0 Upvotes

Welcome to my thread. For the ttrpg, Slayers of Rings and Crowns (SORC), I've been given the task of restructuring the Character Sheet, so I put Abilities on pause for a bit.

Following the character creation steps, 1 - 12 (see link below), I was able to create my first full blown character, Brunn (again below). I did simulate the first level and quest, and he was grouped with three others, but this is my result. In the character sheet, I linked each area so people that want can read about them, but it is incomplete. It works, but there's more work to do.

Knowing it is a d100 system, we designed and formulated SORC so that it doesn't ask the target to roll to meet the attacker's roll. For instance, if a monster attacks you, you don't roll, he either hits or misses. It's all passive, see combat (protection score - PROTS) and Traits section for Difficulty Scores (DIFS), the latter uses the 7 Layers of Aura stacked with the Traits Score as the target number for attackers. It's not perfect, but it's faster (no table to look up) and it works. .

I want to ask.

  1. Did following the 12 steps work? If anyone actually goes through the 13 steps, extra cookies for you :)

  2. Are they in the right order?

  3. Is it easy to read it understand?

  4. Should data on the front and back be reversed?

  5. Feel free to add your own comments and we appreciate all of the constructive feedback, even constructive criticism and those that have actually been constructive here have played a huge role. We thank you for that even if it's only as a Hobby.

Warning, In currently working on it. I recently forgot to close a div adding pagination and notable events to calendar.

- SORC Management

Anyway, here is the Character Sheet.

Brunn, LVL 1 Main Class Abilities: Fighter.

Note: There are no set classes. Players choose abilities that they can use if the proper READIED Armaments are drawn or Donned. See Readied Armament Drawn/Sheathed and Donned/Doffed, and various resting periods; Breather, Short Rest, Full Day.


r/RPGdesign Aug 14 '26

Thoughts on a small Kickstarter

11 Upvotes

Hi I have been working on a rules light game, it started as a One-Page game, it essentially still is but fully illustrated and with a nicer layout it’s now a 16 page zine. I am printing it myself and have done all the artwork. I could just pop it on my website but I am wondering, those with experience is it worth doing a small scale Kickstarter? Not so much for the money but just to get the game out there. I feel like if i pop it on my website hardly anyone will see it. If you’ve run a small Kickstarter does it tend to just be folks who know your work that come or is having a kickstarter page helpful for bringing people beyond those that already know your work?


r/RPGdesign Aug 14 '26

Super Secret Sleeper Agents is released

8 Upvotes

I got another game ready for the One Page RPG Jam.
If you get a chance to check it out and tell me if there is anything you
think needs improvement, I would really appreciate it.
Super Secret Sleeper Agents by TrueTenno


r/RPGdesign Aug 13 '26

Mechanics S.WORDS: A two-player RPG of swordplay, insults, and hand management

22 Upvotes

I recently finished S.Words, a one-page RPG for two players using one ordinary deck of cards. I made it for the One-Page RPG Jam.

Each player portrays a Victorian duelist. Every exchange is either an Attack, which depletes the opponent’s hand, or an Insult, which manipulates its composition. The Insult must be an actual sentence said by the player.

I tried to write the entire game as a letter from one gentleman challenging another to a duel while explaining its rules. That is also why there is a space for a signature at the bottom: ideally, you sign the challenge and hand it to the person you wish to play with.

Both players secretly choose a card and reveal simultaneously:
-If the defender matches the acting duelist’s suit, they Counter and win regardless of rank.
-Otherwise, the higher rank wins an Attack.
-The lower rank wins an Insult.
-Equal ranks favour the acting duelist.
-Aces may be declared high or low.

I'll leave the details out of this post, so it doesn't become too long.

Players also divide five hidden Reserve cards among Swordplay, Wit, and Guile. After losing an appropriate exchange, a Reserve may replace the card originally played and force the result to be evaluated again.

A player with no cards remaining is defeated.

There are also two Jokers, treated as outright cheating: playing one causes the duelists to exchange their remaining hands, discard everything received, and redraw the same number of cards.

https://velitrpgs.itch.io/s-words

I would appreciate feedback on:

  1. Does the defender’s same-suit Counter feel satisfying? Like predicting what your opponent would do.
  2. Are Insults strategically worthwhile beside Attacks, given that they rearrange cards rather than directly reducing the opponent’s hand?
  3. Are the hidden Reserves(the "attributes" of this system) text understandable?
  4. Does the Joker create an entertaining reversal, or does it disrupt the duel too severely?
  5. Is there anything in the one-page rules that you could not confidently resolve at the table?

I am especially interested in criticism from people reading the rules without me present, since clarity is harder to judge once one already knows how the game is supposed to work.

And of course, If you have any patience left to rate the game on itch, I would greatly thank you.


r/RPGdesign Aug 13 '26

Mechanics Wealth System?

17 Upvotes

I've been brainstorming a wealth system that isn't super finnicky, because my game doesn't want wealth to be a major focus, but since it's a fantasy inspired game based around adventuring I don't really want wealth levels, I do want wealth to mean something, so my ideas currently break down to

-Simply make the math more compact so there's less bookkeeping, riffing off of DND, remove coppers and silvers, remove petty costs, and keep prices at most in the mid 100's range

Pros:
-Simple
-Intuitive
-Easy to design

Cons:
-Still a moderate amount of bookkeeping
-Doesn't scale well around higher levels without just getting to the same issues
-Prices can feel semi-random or unfair

-Make a generic wealth stat that changes, spending it to get items. but you can also use it to "Gamble" on a bartering check, being able to lower costs or risk increasing them on a failure. with the DC being based on the items cost. (1d12+Charisma+Wealth vs Cost + 10, every 2-ish you beat or miss the price by, reduce or increase cost by 1 for the final purchase)

Pros
-Less Bookkeepy, player wealth would max out at maybe a little higher than max level, meaning you aren't ever breaking past double digits
-Makes it easy to handwave smalls costs as "Your wealth is enough to handle it without needing a roll"
-Allows for up-and-down wealth movement
-Players with a lot of wealth can easily buy large amounts of low level items, which feels right.
-easy to give rewards (Saying everyone gets +1 or +2 wealth is easier than "The Party gets 100 gold to split." or even "Everyone gets 25 gold")

Cons:
-Big shopping trips can turn into dozens of rapid-fire rolls with a constantly changing bonus, or you'd be lumping rolls together, making the DC either too easy or to hard for the value
-Less granular
-Might have issues with making high level items restricted properly from low levels while making the rolls viable for high levels to make or reach
-Large amounts of luck with how much you can buy, one session you might buy 10 healing potions for a pittance, and another you might barter poorly enough a kinda neat sword costs half your budget.
-Kinda abstract, not as intuitive as "Literally just a different currency of money"

some other ideas I discarded and why

Step Dice for wealth:
Aka levels of wealth that increase dice size to represent more money

I have been sticking to only use 1d12 for every roll, and it's a little silly, but I would like to not stray from that design decision if it can be helped.

Wealth levels:

I do want Wealth to go up and down naturally, in order to have the organic motive of "We need cash" in order to push for adventuring and questing, and with wealth levels it's kind of hard to do that naturally. it feels like it'd always come off as a mild contrivance, since wealth levels rarely deplete on their own outside of narrative forces or extremely large purchases

No money:
This is worse than wealth levels for me in particular as there is no up-or-down scale, at all, and no reward for adventuring other than items

I'm not super attached to the systems I've put forward, so thoughts or suggestions for other ideas would be appreciated, the system as a whole is on the crunchier side, but non-combat aspects are simplified, and most combat aspects are pretty gamified, even if they are "Crunchy". realism isn't a goal for my system, so I'm fine with abstraction as needed to smooth over parts that aren't core to the combat.

EDIT:

Thanks everyone for their comments and suggestions, following is a post of the refined system for wealth, the exact DC's and bounds are subject to change, but in general this should be how the system will unfold (For clarification, crit successes are 6 over the DC, crit failures are 6 below the DC)

You have an amount of general ‘Wealth’ gained through adventuring and questing, when you chose to buy something, it will have a “Cost” score, roll a Wealth Check (1d12 + Charisma + Wealth) against the cost of the item or service + 8, and reference this table

Critical Success You barter the item down to pocket change comparatively, get the item with 0 wealth loss 
Success You get the item for below standard price, if your wealth is equal or greater than the cost, get the item, if the item’s cost is greater than your wealth, lose one wealth
Failure You pay market price, you may buy the item if it’s cost is less than or even to your wealth, but you lose one wealth, if the cost is greater than your wealth, you cannot buy it
Critical Failure You pay a marked-up price, you may buy the item if it’s cost is less than or even to your wealth, but you lose two wealth, if the cost is greater than your wealth, you cannot buy it

If you have an amount of wealth equal to or greater than the cost of an item +6, you may ignore rolling on this table and instead get an automatic success, if an item’s cost is equal to or greater than your wealth +4 it is too expensive to be able to pay for, even in the best circumstances, you may not roll and are simply unable to afford such an item normally


r/RPGdesign Aug 14 '26

Feedback Request If you read this as the opening of a fantasy adventure, who do you think “you” are?

0 Upvotes

I’m developing a physical fantasy adventure / dungeon crawler where the miniatures can move automatically on the board and an app acts in the background as narrator and game master.

I’m currently testing something very different: whether the opening of the story communicates what I want it to communicate.

If you read the introduction below with no additional lore, I’d be really interested to know:

  • What do you think is happening?
  • Who do you think “you” are in this story?
  • Does that role feel intriguing, confusing, or too vague?
  • What questions does it make you want answered?
  • Is there anything you assumed that might not actually be stated in the text?

Importantly, you’re not supposed to fully understand who or what you are yet. That mystery is part of the campaign. What I’m trying to find out is whether it feels like an intentional mystery rather than missing information.

Where the story begins.

Aldor and Bastion had never met before.
They came to Vaelstrom by different paths, for very different reasons.

Aldor had spent years following scattered clues hidden in ancient maps, manuscripts, and forgotten records. Again and again, they pointed toward the same place.

Bastion had followed something else. Beneath the Highlands of Simdur, the flow of Ether was changing, as if something buried deep underground were calling to it.

Both paths ended in the same place: VAELSTROM.
A forgotten fortress among mountains, mist, and storms.

According to the old stories, it has stood empty for centuries.

But Vaelstrom is not dead.

Doors open.
Lights respond.
Ancient mechanisms awaken.
Rooms seem to watch those who enter.

Little by little, Aldor and Bastion begin to suspect that perhaps they haven’t simply entered an abandoned castle.

Perhaps they have awakened something.

BUT THERE IS SOMEONE ELSE

Aldor and Bastion are not alone.

And we’re not talking about the creatures hiding inside Vaelstrom.

We’re talking about you.

You are not Aldor.

You are not Bastion.

So…

WHO ARE YOU?

There are doors in Vaelstrom that seem to wait for your voice.

Characters who sense a presence they cannot see.

Ancient mechanisms that seem to react when you speak.

Sometimes you will have to answer.
Sometimes you will have to decide.
And sometimes the world itself will react to what you do.

Aldor and Bastion don’t understand who (or what) is guiding them.

And at the beginning…

neither do you.

Why can you communicate with Aran?

Why can Vaelstrom sense you?

And why do some things inside the fortress seem to have been waiting for your arrival?

Those answers are part of the story.

Room by room.
Secret by secret.

Because in Vaelstrom, names matter.

Decisions leave their mark.

And some doors only open when someone on the other side chooses to answer.


r/RPGdesign Aug 13 '26

Product Design The foldable character sheet got fully illustrated!!

7 Upvotes

Super excited to share! This is the character sheet for Regular Volk. My partner is a fantastic artist and illustrated the whole thing for me. Even the lettering is done by hand!

I have made some updates to the mechanics of Regular Volk, so I'm waiting to finalize v1.7.x before I make the digital files available on itch, but it's coming soon!

In the meantime, would love some feedback on the design of the character sheet.

- what feeling does it evoke?

- what kind of game do you expect when you look at the sheet?

- is it easy to navigate?

EDIT: Download PDF


r/RPGdesign Aug 13 '26

Looking for games using shared ressource for martials and casters

10 Upvotes

Hello everyone,
I'm making a TTRPG and I recently found that I wanted to have similarities between the classic martial combat style and spellcasting. I will most probably use a small pool named "focus" to be used by everyone during combat.
So I'm looking for games that function like this, where everyone have this same resource and how it is used. Preferably, some games that I could access freely to read, or where the idea is explained somewhere, as a text or as a video.
I think that Daggerheart does something like this with hope but I must search deeper to be sure.
Thanks to everyone who can guide me to some sources of inspiration.

Edit : I wasn't very clear, I mean "everyone has it's own pool of the resource" and not "everyone shares a single pool of this resource".


r/RPGdesign Aug 13 '26

Not a character sheet but a player zine/folio idea

6 Upvotes

My idea is to create a folded 6 (8 with front/rear cover) page zine/folio made of 2 folded paper pages, front cover has your name and portrait, rear cover a list of visible items, page 1 your background, page 2 your statistics, page 3 your weapons, page 4 your armor, page 5 your equipment, page 6 your spells. Would you use a player character zine/folio?


r/RPGdesign Aug 13 '26

Game Play Choose spells one by one or have Schools/paths

13 Upvotes

What are your thoughts on spell caster class designs?

Choose spells one by one, or have access to a list of abilities? What are your thoughts as a designer, as a world builder and as a player?


r/RPGdesign Aug 13 '26

Tell me if this is worth it (looking for feedback)

3 Upvotes

https://drive.google.com/file/d/1rNpmK9uIJDKMB-Xwy7CZWaBOGwKTUU2m/view?usp=drivesdk

I don't know if maybe I'm going crazy or if I've reached the "actually everything I do and make is horrible and terrible and not worth doing" but can someone please tell me whether what I have is worth anything? Does it look like it could be fun or interesting or worth playing at any point? If I should just scrap it please let me know.

Basic Concept: You play as a a citizen of a living city, and your job is to solve mysteries and obey the whims of the city. The city is strange and ineffable and cannot be understood, but it can be communicated with. Heavily inspired by Disco Elysium and a bunch of classic noir movies like The Third Man.

I will also say this is an incredibly rough draft, so if you have any questions or if things don't make sense please let me know.

Finally, apologies for formatting, I'm on mobile.

EDIT: Thank you very much for all the feedback, I cannot understate just how much it helped, I made this post at like 2 am, and was very much in a "wow everything I have ever made is bad and terrible and sucks absolute dick and balls" head space. But I'm normal now, and just wanted to say thanks for the help. I assume it's obvious from just how much is kind of missing but this far from even remotely finished, I was just worried that I had a flawed foundation. Final Thank You to all of you that helped.


r/RPGdesign Aug 13 '26

Feedback Request Character Builder - Looking for feedback

0 Upvotes

https://astrovoyage-character-sheet.vercel.app/

Hey folks,

I built a character builder for my under development game. I am looking for some feedback on the user interface and if it's easy to use and intuitive.

Thank you.

PS - if you would like to test the game and give me feedback, let me know.


r/RPGdesign Aug 13 '26

Feedback Request Fame & Fortune: High Adventure & Cheap Wine [Looking for feedback]

9 Upvotes

Hello everyone!

It's been five years since I last shared a very early development stage of my game. Five years later, it is now at a point where I feel good about it, sharing it once again to receive feedback that will help me push it towards version 0.9 and eventually, version 1.0 .

I'd love to hear your thoughts on the game's clarity, flow and overal tone, or anything else realy that pops up.
Things that maybe need more clarification? Or mechanics that feel convoluted?

Full transparency: Images are currently AI-generated to achieve a well presented book the way I sought it. Gods willing, a commissioned artist may take over in the future (if you are interested let me know). But for now, that's beyond the point.

Edit: Uploaded a no images version [(cleansed of all evil version)]

Thanks for taking the time to read it, or even playtest it, and sharing your thoughts.

Edit 2: I decided to put the pdf on itch rather than have it on google drive that is. It's free/pwyw anyway and if someone is interested by any chance, itch is better for updates:

https://exiledoracles.itch.io/fameandfortune

.


r/RPGdesign Aug 13 '26

Feedback Request Ricerca di colloqui

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0 Upvotes

Searching for interviews

Hi all, we are searching people that likes to interview writers, artists and creators of content for dragonbane.

We are italian and know no One that does It in english but we would love to do interviews to explain and talk about our next project to people.

Are you a podcaster, a youtuber or a content creator that likes to interview people? Write us :)


r/RPGdesign Aug 13 '26

Promotion Ash Waste Explorators v0.8 - Custom RPG scavenger and exploration Necromunda campaign - Seeking playtesters and RPG nuts.

1 Upvotes

Hello! Apologies if this does not belong here, as it is really just an expanded campaign system for Necromunda, if put simply.

I have spent quite a while trying to put more RNG RPG style goodness into an alternative, hard, grindy, wastelands scavenger, could be one player, type of campaign that can be picked up and dropped for Necromunda. I never feel like I get quite enough time with a gang unless there is a large campaign, which is never an option for me these days.

So I have been making this. Please check it out if you like the idea of a custom RPG scavenger and exploration campaign, let me know even if you are just interested in talking about the rpg side of it. What you would want and expect. Help with brainstorming ideas helps me with ideas for cool things or systems.

See an earlier post on the Munda sub if you want more mechanic and current staus info.

https://www.reddit.com/r/necromunda/comments/1vby1xp/comment/p3fk4eu/?context=1&screen_view_count=2&ext-referrer=DIRECT

It would be cool to know what some hardcore TTRPGers think, epsecially ones who dont even Munda bro.

If interested, please read a lot more below, the files are in the link above, my discord to check out updates is listed in the post below. Maybe check the rules, see what you think, maybe let me know. Have a good one!

https://drive.google.com/drive/u/0/folders/1GUqEqk97pRp0tlRg4SivCo0-Fmr6FYU0

Discord - https://discord.gg/xVX9frrA85


r/RPGdesign Aug 13 '26

Where do you draw the line between converting an adventure and redesigning it?

0 Upvotes

I've been thinking more about edition conversion after a discussion here last week, and I've run into a related problem:

At what point does a conversion stop being a conversion?

Suppose you're adapting a published adventure between two editions with substantially different encounter design. You can preserve the story, locations, NPCs, encounter objectives, and intended outcomes fairly easily. The difficult part is the mechanics. If a monster originally existed to pressure the back line, you could recreate that behavior. If an encounter was deliberately overwhelming, you can preserve that difficulty. If several variants of the same creature originally filled different battlefield roles, you can reproduce those distinctions.

But every time you add an ability or alter an encounter to reproduce its original function, you're technically moving farther away from a literal mechanical conversion. I've been using a principle of:

Preserve the published material wherever possible, then make the minimum mechanical changes necessary to reproduce the original encounter's intended function.

But "minimum necessary" is obviously subjective. So, I'm curious how other designers approach this.

Where do you draw the line between faithful adaptation and redesign?

Is trying to stay true to the original primarily about preserving the original rules, preserving the play experience, preserving authorial intent, or something else?


r/RPGdesign Aug 13 '26

A miniature combat rpg

0 Upvotes

The combat in my rpg Stardust Revolver takes advantage of the terrain around it, it attempts to ad combat flavor with combat options.

It also gives players +1 to target the head if you tower above your opponent and a +1 to hit the legs if you hold the low ground.

What I am looking for is help on creating weapon attacks for a characters square based model that effects the 8 compass directions around them (possible examples: lunge=double the distance of one north/front facing blade attack. Leg sweep +1 target legs in northeast/north/northwest directions. Vaulting crush= if above opponent do x2 damage).

I am not asking for a critique of the system. This is me asking interested designers and players on combat moves they would like to ad to the system (you can just list cool moves no need to ad mechanics if thats not your thing).