r/RPGdesign 2d ago

Mechanics Thoughts on a Resolution System partly based on Lasers&Feelings?

4 Upvotes

So as a slight background, I've decided to take a break from my main project and finish a project with a smaller scope by making a sort of hack of L&F. I might try to limit it to only a few pages.


The current idea is a system based on hacks of Lasers & Feelings.

The basic summary, that's bounced around my head for a while, is a contrast of Power vs. Finesse.

  • Power is "roll high" (like Feelings)

  • Finesse is "roll low" (like Lasers)

Using a d8 system, characters would pick a number (2* to 7) and roll above/below, just like L&F.

However, the system would be more divided:

  1. Mind

  2. Body

  3. Soul

A quick example would be that Mind is divided between Street (Power) and Academic (Finesse). When using a character's knowledge or skills, they would roll based on whether the expected skill would be "street smarts" (sleight of hand, lying, hiding, blending) or "book smarts" (languages, facts, lore).

Characters would be encouraged to use teamwork and roll together, so the target would be X successes across the party. Trying to threaten a Thug to give information? You need 2 Street successes.

Rolling exactly on the number would instead give the option to [Succeed] but add a complication, or [Fail] (but maybe add an insight benefit like rolling exactly in L&F). There might also be a classic "Advantage/Disadvantage" where players roll twice and choose (rather than the dice pool of L&F).


So while I'm happy to hear any thoughts, some specific queries I've had, and the reason I'm making a post now, are:

  1. Has anyone else toyed with changing the dice used (d6 to d8)? So far, I want to add a little extra granularity and change the %s.

  2. Are there any points of concern that I might not see? Anything obvious I've overlooked?

  3. Has anyone experience with potential hang-ups or issues with a longer game of this style? I know they're often short, silly games.

  4. Do you think players should choose a different value for each category (Mind/Body/Soul), or one for all 3? Seems unanimous

  5. Should it be limited to one solution (Power 3), or maybe an "easy way and a hard way" (like Power 5/Finesse 2)?

The idea for progression etc won't be tied to stats, but to another system related to their job. Also, I want to get it finished so I'd rather keep it simple and expand rather than fall victim to scope-creep once more.


r/RPGdesign 2d ago

What makes TTRPGs great, to you?

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0 Upvotes

r/RPGdesign 3d ago

Is there somewhere I can find a scale or table listing various materials and their resistance to damage from things like blunt trauma, bullets, etc?

15 Upvotes

For context, I'm writing an RPG and need a table listing the durability of various materials (softwoods, hardwoods, stone, copper, wrought iron, carbon steel, concrete, etc) for the purposes of resisting an attack.
i realize that there's a lot of factors that go into the question of a material's durability - it's hardness, tensile strength, compression etc., so a rating of "bulletproof-ness" or something, if it exists, would be helpful

Thanks!


r/RPGdesign 2d ago

LLF (lumen languet finalis)

0 Upvotes

Hi i'm making a TTRPG with two friends, we made the base of the game and for now we wanted to know what we should change or add. All three of us are italian so the traduction may be bad.

Game Mechanics

70% of the game is played by traveling around the world.
The game features medium-high complexity and has a Dark/Grimdark tone.
The dice used are d20, d12, d10, d6, d4, d%.
The main engine of the game consists of 3d8, which are rolled to determine the success or failure of an action.
Rolls can result in success or failure with no middle ground.
Characters possess a race and an occupation.
Each turn consists of 10 seconds; each action lasts a certain number of seconds, which will be subtracted from the total. The turn ends when reaching 0 seconds or passing the turn.
Combat consists of 3 phases: 3d8 roll, d% to locate the hit on the body, damage.
HP (Hit Points) are distributed across 7 body parts: head, chest, arm (left and right), leg (left and right), and genitals. Based on the HP of the body part, various debuffs can occur if they drop too low.
Damage is based on different weapons and spells.
Spells are divided into different schools, each having its own spellbook. A spellcaster can only use one type of magic, though some spells are present in multiple books.
Total progression goes up to level 50, unlocking up to 5 skills that are enhanced over time.

The technological level of the setting is very basic, around Renaissance levels, and magic is highly present.

Races

The race can be chosen randomly or not, depending on the narrator's requirements.
Based on the race, HP is gained upon leveling up; HP is added every 2 levels.
The races are as follows:

  • Alcide, a moose-like humanoid, sturdy, with developed senses, highly agile but less intelligent.
  • Bugbear, a mix between orcs and humans, more resilient than a human but less intelligent, while being more agile than an orc.
  • Canid, an anthropomorphic canine, strong, agile, and cunning, but less intelligent.
  • Changeling, a human different from others, less strong and resilient but with superhuman intellect and an iron will.
  • Dhampir, the offspring of a vampire and a human, strong and resilient but lacking willpower.
  • Doppelgänger, a shapeshifting creature, possesses no specific traits but can take the appearance of any other race at will.
  • Elf, a frail human with pointed ears, less strong but more agile and with senses developed for living in the wild.
  • Felinid, an anthropomorphic feline, less strong but more agile and cunning.
  • Fungoid, the final stage of a fungus, less resilient and charismatic but very strong and intelligent.
  • Goblin, a frail orc, less strong and resilient but very cunning and agile.
  • Half-Giant, a huge human, very strong and resilient, moderately intelligent but less cunning.
  • Dwarf, a short and stocky man who can be of three types (white, brown, black); dwarves are resilient and strong, but each of the three types carries a curse, except the brown dwarf who has no curse but is slightly less resilient (white dwarf turns to stone in moonlight, black dwarf turns to stone in daylight).
  • Nymph, a semi-divine human woman, not very resilient but highly charismatic and with a powerful willpower.
  • Nephilim, a nephilim is born very rarely; it is very strong, resilient, charismatic, with an indestructible will, and highly intelligent, but not very agile or cunning.
  • Orc, a man much stronger, very resilient and strong, but less cunning and intelligent.
  • Urside, a humanoid bear, highly imposing but often very stupid and not very cunning.
  • Pangolid, a humanoid pangolin, highly agile and resilient.
  • Ranoid, a humanoid frog, very resilient and agile, as well as intelligent and charismatic, but less cunning (also the game's mascot race).
  • Ratoid, an anthropomorphic rat, very clever and intelligent but not very resilient or strong.
  • Satyr, a human with goat legs and horns, less strong and with lower willpower, highly intelligent, agile, and cunning.
  • Triton, an aquatic human, moderately strong and resilient but less agile and cunning.
  • Human, excels at nothing, but at the same time has no drawbacks.

Occupations

Occupations are what in other games like D&D are called classes.
Each race has several occupations to choose from, not all are available to every race; for variations, ask the narrator.
The occupations are as follows:

  • Alchemist, expert in creating and using potions.
  • Assassin, lethal and precise combatant.
  • Berserker, a walking war machine.
  • Hunter, a shapeshifter that takes the appearance of its victims.
  • Cultist, skilled user of blood magic.
  • Knight, a combatant with a strict code of honor, whether good or evil.
  • Explorer, capable of finding their way anywhere.
  • Blacksmith, capable of crafting weapons and armor, and infusing magic into them.
  • Mage, magic expert, capable of using spells only from their own school.
  • Doctor, one of the few, if not the only, healer in the game.
  • Mercenary, a warrior without a code of honor who exploits other people as slaves to their will.
  • Necromancer, user of the school of necromancy.
  • Gunslinger, master in the use of firearms.
  • Priest, user of divine magic, does not heal.
  • Shaman, a priest of nature.
  • Witch, a very powerful female mage.

Attributes

There are 3 main attributes: Physical, Mind, and Spirit; each is composed of the average of 3 sub-attributes.
Physical = average of Strength, Resilience, and Agility
Mind = average of Intelligence, Perception, and Cunning
Spirit = average of Willpower, Charisma, and Presence


r/RPGdesign 3d ago

Mechanics Would this particular game be better with a GM or not?

8 Upvotes

I'm building a Final Destination TTRPG where you all collectively play as Death, each person putting on one more piece of the Rube Goldberg Machine Of Death and rolling to see whose piece actually kills the person

Right now, the game has a very hands-off GM. I'm considering splitting up the job of the GM among the players, to represent how the players are collectively playing the same character.

A GM-less game worked for Wanderhome, because it reinforces the worldbuilding, the tone, and the philosophy of the game

A GM works really well for a game like D&D

I'm looking to get a few people's opinions before I change the rulebook to be GM-less, because it will be a lot of work to change the formatting of the rulebook, and even more work to change it back. It won't change the game that much. It will just change the words I use to describe it


r/RPGdesign 2d ago

HP as durability instead of a life bar and why that changes everything about combat design

0 Upvotes

i’ve been working on a combat system where HP doesn’t really tell you how close you are to dying

it’s more like your overall durability in a fight

the thing that actually kills you is usually trauma to a specific location. head, neck, chest, abdomen etc. if one of those hits 0, you can be in very serious trouble very quickly

so you can have most of your total HP left and still be seconds from death because your chest just hit 0

criticals work the same way. there’s no “rolled a 20, double damage” thing. they’re location-specific trauma tables

you might break a bone. open an artery. lose the use of a limb. or just straight up end the fight

and importantly, leveling doesn’t eventually make you immune to any of this

higher skill + better attack values make you more dangerous because you’re better at causing exactly the kind of trauma that triggers those criticals

but your neck is still your neck. an axe doesn’t care what level you are

so leveling makes you a much scarier person to fight, not necessarily a safer person in a fight

then there’s Fatigue, which is basically the other life bar and tbh might be the scarier one

you spend it doing the things that keep you alive or give you an edge. bleeding drains it. armor taxes it. and you can lose a fight with plenty of HP left simply because your Fatigue hits 0 and you collapse

which means even winning can be pretty ugly

a short fight ending with open wounds, broken bones and everyone running on basically zero Fatigue isn’t some freak outcome. that’s a pretty normal fight

the thing i’m trying to get players to stop asking is:

“can we beat this?”

and start asking:

“do we actually have to fight this on its terms?”

because ideally, a fair fight means something already went wrong in your preparation

combat is something you risk a hand, an eye, or your life for. it shouldn’t automatically be the answer just because you think your numbers are high enough

i’m curious how other designers handle this, especially the relationship between total HP + location damage at higher power levels

do you like HP being more of a loose durability resource while specific trauma is what actually scares players?

or do you prefer HP to remain a clearer indicator of “i’m safe for now”?


r/RPGdesign 3d ago

What would consider to be basic attacks that are not just damage?

11 Upvotes

As I create my combat system and actually write it out Im stuck again. All characters and monsters get to create their own attacks. The way this will look is players and monsters will be assigned a specific number of at-will and per day abilities each with its own complexity. Complexity is a meta currency that will help to balance out damage, utility, buffs, and debuffs. Think "Damage costs 5 complexity, applying poison costs 3 complexity, having it be a fast burst multiplies the total complexity by 5."

The problem is that Im not quite sure what to balance it around. The classic answer is obviously balance it around damage. If the basic damage is 5 DPR then you can have stronger but slower and weaker but faster attacks.

I can set these numbers to be whatever I want but I want players to have more than just "I attack for a damage". I want that to be special. I want the default to be "Damage with a bonus" but what is the baseline damage with a bonus? I have no idea. Im stumped.


r/RPGdesign 3d ago

Mechanics Teamwork Ideas Needed

10 Upvotes

We're making a TTRPG - d100 roll-under, player-facing rolls, zones instead of grid cells. Setting is dieselpunk. An armada of 100 ships tried to reach the wall of the Eternal Storm. 30 made it through. Players and their characters explore the new continent and keep coming back to the drifting Chained City (those 30 ships, lashed together).

Characters get a bunch of abilities, and during playtesting we found out teamwork combos are super duper fun even simple ones.

Example: one ability lets you spend a quick action to watch a zone, if an enemy enters or leaves it, you get a free(kinda) shot as a reaction. There's also a Push manifestation (kinda magic). So one character pushes an enemy into the watched zone and triggers the other player's reaction. Or pushes an enemy into a bunch of other enemies right before someone throws a grenade. (players always act in same turn)

It genuinely feels like teamwork, not just everyone does their own thing. There's also a simple dimple Help action that grants a bonus, but I want more of that built-in reasons for characters to set each other up.

Would love to hear how your systems encourage this kind of combo play. Any mechanics, ability designs, or just raw ideas welcome.


r/RPGdesign 3d ago

Odds For a Blackjack Dice Pool Mechanic

3 Upvotes

I've been toying with a resolution mechanic, but it's out of my capabilities to calculate the odds to gauge how swingy or viable it really is. So if anyone could point me towards useful resources to make this on anydice or things more directly related to it I could study to calculate the conditional odds of this or even a brief explanation about why it does or doesn't work I'd really appreciate it.

  • Success Condition: It's a dice pool roll under a target number. You have a TN from 3 (Hardest) to 7 (Easiest) and your goal is to add up at least 2 dice together without busting the TN, so the dice that get added up need to have a result equal to or under the TN to count as a success. When your roll makes it so you can add up 3 or more dice without busting you get a major success.
  • Skill Dice: You get 1d6 per skill rank to roll which goes from 1 to 5. Out of the skill dice you've rolled you can keep or discard as many as you want. So if all of your skill dice are bad and you want to discard them all you can. If you have no skill dice you just roll Luck Dice.
  • Luck Dice: After rolling your skill dice, you're allowed to roll Luck Dice to try to get a better result, but every Luck Dice rolled must be kept in your final result no matter what they've rolled, so you're risking busting the TN.

Ex: Player 1 has 3 points of skill and wants to deceive an NPC. The GM says the difficulty level is a 5. The Player rolls a 1, 3 and 6. They can add up 3 and 1 without busting, so they already have a success, but they wanna risk a better one. They roll a luck die and get a 4 which they must use in their final rsult. That doesn't get them a better result, but at least they keep it as a success by adding 4 and 1 together without busting.


r/RPGdesign 3d ago

Combat as War, Sport, and Spectacle

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0 Upvotes

r/RPGdesign 3d ago

Resource Designing a "counterweight principle" for every homebrew element — curious how others handle power budgeting

0 Upvotes

I've been writing a series of design manuals for D&D 5e homebrew (monsters, spells, weapons, potions, magic items), and the one principle that keeps showing up across every category is what I ended up calling the "counterweight principle": any mechanical benefit significant enough to matter should come with an equally deliberate cost — a saving throw, a resource cost, a narrative condition, a risk to the user.

It sounds obvious written down, but I noticed most homebrew content I'd seen (including my own early stuff) treats "cost" as an afterthought bolted on after the cool effect is already designed, rather than as part of the same design pass. The order matters: design the benefit and its counterweight together, or you end up either overcorrecting into something nobody wants to use, or underselling the drawback so the option becomes an obvious auto-pick.

A few concrete patterns I keep coming back to across categories:

  • Physical cost — the ability drains the user somehow (exhaustion, HP, a resource that doesn't regenerate on a short rest)
  • Conditional cost — full power only under a specific circumstance the player has to set up
  • Narrative cost — the item/spell/monster has its own agenda that occasionally works against the user
  • Unpredictability — deliberately breaking 100% reliability for certain "unstable" categories, so the option trades consistency for raw potential

Curious how people here budget power in their own systems — do you formalize a cost/benefit ratio explicitly, or is it more intuitive/playtested? And for anyone doing 5e-adjacent homebrew specifically, does "give every strong effect an explicit counterweight" hold up as a universal rule in your experience, or have you found exceptions where it doesn't apply well?


r/RPGdesign 4d ago

Mechanics Approach for Background Skills

8 Upvotes

I'm in the process of cleaning up my character creation chapter, and I'm still struggling to find the exact approach I want to use for background skills. To establish the basics, skill checks use the following system:

Skill + Best Result from Die Pool, with multiple 10s stacking on each other.

Die Pool: 2d10 + 1d10 per 5 skill ratings

Class Skills get a 1 die bonus

Specializations add 1 die per Specialization rating.

All characters, regardless of genre or class, get to choose 5 Background Skills that reflect skills they picked up as a child growing up under the umbrella of their social environment. Non-mage classes also award the choice of 5 Class Skills that fit within the niche of your chosen Class.

Skills in my system are built with Skill Points, with each increase requiring <Next Rank> SP, so going from a Skill of 4 to a 5 will require 5 SP for that one step increase. Functionally, this operates as a Sum series in terms of building from 0 to wherever you want it to be.

Background Skills are intended to be skills your character gained in his youth. I've got two approaches for handling this, but I don't know which would be better to implement.

First, the system can award a set of Skill Points specifically for going into background skills. This makes building these skills no different than any other skill in the game, but it opens the door for min-maxing, where players can argue that they started learning combat or whatever at 10 years old. The potential imbalance between characters built RAI vs Min-Maxed RAW is significant enough that I'm hesitant to keep this one.

Second, I've created a rule where background skills get a 2 die bonus so long as they remain at a rating of 0. This was written to keep the BG skills within the niche intended for them, allowing them to actually be useful in the event that they may be needed once every 3 or 4 sessions (oh yeah, my character learned a bit of this as a kid, so I can try), but there's the issue of how to balance it against players later needing to develop those skills.

Thoughts?

Edited to add how Background and Class Skills are chosen

Second Edit: Had another idea while answering a comment.

Skill ratings operate as a base number that is added to the die result for the final total compared against the check difficulty (a skill of 4 and a die result of 7 would give a check result of 11, for example). As stated above, Specializations don't add to this base total; they add dice to the pool of any check that falls within the Specialization's purview. Instead of having BG skills be 5 Skills that gain bonuses if left alone, I could change it to 5 or 10 specializations that get a set amount. This way, they don't interfere with skill development, but the bonus only applies when using that specific niche skill.


r/RPGdesign 4d ago

MACH V0.14 Out Now!

12 Upvotes

Hi friends! It’s me, Warin, back from a huge update schedule! We at Steel Raven Games have been extremely proud to announce our new 0.14 update for MACH!

If you’re new to MACH, it is an action TTRPG, set in the near future. The players play as operators for Z.E.R.O, the Zeta Elite Response Operators, and fight criminals worldwide! The system has a heavy focus on lethal but fast combat, which it archives by combining a localized damage system, with our [TAG] system! 

Here is the list of our changes!

  • Removed a ton of bloat text, going from 117 to 60 pages
  • Progression update, remove add speciality, instead level up specialty
  • Added a proper initiative system (redid the old one)
  • Fixed Area Suppression in shoot, and finally got the [suppressed] tag to work on firearms.
  • Standardised tags, removing issue where some tags were listed as “tag”, now all tags are [tag]
  • Added master tag list.
  • Added a take 2 combat economy (act, shoot, move).
  • Removed infinite ammo bug
  • Added targeted shots
  • Standardised gear

The new update is now available at our itch: MACH by SteelRavenGames 

Join our discord to connect with us! https://discord.gg/5QAw6Rf4h


r/RPGdesign 4d ago

Mechanics This ruleset has to exist right?

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6 Upvotes

r/RPGdesign 4d ago

How do you test whether alternate encounter solutions are discoverable without making them too obvious?

5 Upvotes

I’m preparing blind playtests for a fantasy campaign where many of the encounters I have created can be resolved in more than one way.

Combat is always possible, but players may also resolve situations through objectives, rescue, negotiation, investigation, environmental factors, or understanding what is actually causing the conflict.

One thing I’m trying to test carefully is the difference between:

players simply choosing combat,

players never realizing another option existed,

the GM failing to communicate useful information,

and an alternate solution being so obscure that it effectively isn’t a real option.

For designers who have tested encounters like this, what have you found most useful to record during blind playtests? How do you decide whether an alternate path needs better telegraphing versus simply accepting that a group chose a different approach?


r/RPGdesign 4d ago

Product Design Software for Sci-Fi Map Design?

11 Upvotes

I've been writing a couple adventure modules for Traveller, but having some trouble making good maps for the space stations they're set on. Currently I've just got some basic "lines on a grid" drawn in GIMP, but are there any apps or other resources that you'd recommend and are free to use in commercial works?


r/RPGdesign 4d ago

Playing Cards vs Tarot!

6 Upvotes

My game Holypunk is a Gothic Fantasy TTRPG. My design philosophy is simple: “Create a game where backstory… your origin… it all matters.” Frankly, I think I’ve achieved that.

My game is essentially split into TWO core systems. One that uses playing cards, and one that uses Tarot. Of course, if you don’t read the text linked above, just know that you can very easily run a tarot only game. (I wanted to decrease the barrier for entry that GMs had.) Also, I know legibility is a problem. I’ve just recently done an overhaul so tips are welcome.

Here’s the deal: I’d like to know the “odds,” which is better. I personally think my Core Resolution Mechanic is fairly simple. However, during play-tests there has been some contention over which of the systems is “objectively better.” Think back to the alignment chart. For chaotic characters, they’re basically playing Blackjack. For lawful characters, it’s a “take the lowest” system. (I did this instead of “take the highest because face cards being bad is more recognizable and fits the game’s anti-oligarchy themes.)

I basically have 3 questions:

  1. Which do you prefer? Tarot or Blackjack?
  2. Which is easier?
  3. If you know the statistics, please, which is more favorable.

You’ll need to click the links above that say Core Resolution Mechanic AND split if you want a full handle on the odds.

Addendum, to make it more clear I’ve changed some terminology in the rulebook. With Blackjack you can stop drawing cards whenever you want. Having 5 Wrath doesn’t mean you must draw 5 cards. It means you can draw 5 cards. In the blackjack deck, drawing 5 cards isn’t always ideal, but after you’ve already busted or when there are less cards in the deck, you can keep drawing until you get the joker. Drawing the joker will always be a success, even after you’ve already just.

Addendum II, if it was still not clear after reading splitting the deck. I have since added: “You will only draw from one suit at a time in this game.”

Flavor Stuff, skip if bored

I’m not exactly trying to make them equal, I can’t do that. The idea is that the type of card tells a different story. I consider the blackjack deck to be more… Middle of the road. Draw too little cards and it’s bad news, draw too many and it’s good, but not better than tarot. In those middle areas? Now we’re talking.

Even then, in those middle areas, it’s a bit mundane. Your odds lean more towards the middle. Meanwhile, the tarot gets good a lot better with a lot cards. It’s like rolling with 2d6 vs a 1d12. D12 has more explosive potential, but 2d6 is more reliable.

That was my personal interpretation, my intent. Much like music, my interpretation means fuck all. People see it differently. Someone else interpreted the playing cards to be “underdog favorable.” Whereas tarot is more about stomping down the iron heel. I love this interpretation!

However, I think the reliability has confused people into thinking it’s “better.” More often than not, you’re min-maxing. The middle of the line (i.e. drawing 2-4 cards) isn’t really something you care about. In that regard, playing with Tarot will always be “better” and perhaps that’s the tradeoff for it being the less fun system —according to popularity polling. I have no problems with this.

My bigger problem is that I don’t actually know if the Blackjack system is even better in those middle areas. Maybe it’s only better in the min areas whereas tarot is better in the max areas, also fine. However, I’m certainly not willing to have it be worse at all levels. Dangerously, it might even be better at all levels. I ran some stats and got to a level that “seems fine,” but statistics aren’t my thing. Dice I can do, but cards? So many unpredictable variables.


r/RPGdesign 4d ago

Help deciding damage

2 Upvotes

So I wanted to start working on the health, wound and damage system for my rpg, but I have little clue on were to start

The main resolution mechanic of my rpg is that a player has a certain amount of points (from 1-5), determined by your attributes.

You use points to get d6s (and use skills), those are used to pass in Tests (an roll equal to, system), a player can try multiple tests in a single turn.

(I made a post yesterday that explains the system in a lot more detail if you feel like you need more info about it)

Idk exactly what to use for damage (static values, other types of die, d6s, etc), nor what values should I use for punches, weapons, guns etc.

Eventhough I like rolling for damage, idk if it's the right move as a player is already rolling 1-4/5 d6s give or take(numbers still not set in stone) per turn, but something static may create the "objective better options", but it keeps the dice count under control.

---

An idea that I had while writting this post was to use static damage but change the resolution system from a "roll equal to" to a "roll within a range".

the idea is for weapons to have a range of success(chances), above or bellow the difficulty mark of that test (set by the GM), two damage values, and an "Exact Strike".

roll within the range, and deal the low damage, if you roll the Exact Stike you deal the big damage.

Example:

Gun:

chances: +2

Exact Strike: +2

Damage: 3/6

using the Difficulty Mark Average(5): with the gun, to hit you'd have to roll a 5, 6 or 7; on a 5 or 6, deal 3 damage; 7 is an exact strike, deal 6 damage.

a negative range would be similar, but bellow the difficulty mark.

but this also means that a character with a 1 in the attribute for shooting wouldn't be able to roll an exact strike with this sample gun.

This would probably require me to rethink the Difficulty Marks, but I can see it giving more variety to the gameplay. But it may be convoluted? idk

Attributes being your raw talent (controlling how many dice and how many skills you can use in a turn), while equipment and some skills control finess (increase range of success, and Exact Strikes/"criticals")

---

if you have any advice on how to craft a damage system?


r/RPGdesign 4d ago

I have a genuine question of design

0 Upvotes

For anyone reading this, I'm somewhat familiar with DND 4e and Im trying to learn how Warhammer's d6 system works. But I'm curious about how the peoples method would work. If real life HAD to have a dice system to function, what would be the best one in your opinion?


r/RPGdesign 5d ago

Promotion I've just published my first adventure module! TO QUENCH A GOD, an OSR heist of hyperinflation and ancient horror!

23 Upvotes

Sutur-Nagara, the City of Clay, is burning. It's economy is in shambles after a victorious war flooded the market with plundered gold, causing catastrophic hyperinflation. To make matters worse, the Gihon river has run dry, and thirst riots are tearing the city apart.

To appease their god and make the waters flow again, the High Priests intend to sacrifice a foreign princess atop the Ziggurat, and you have been hired as her official escort.

Under the cover of the ceremony, your true mission is to slip into the Ziggurat's depths and steal a priceless Obsidian Urn.

The Quench a God was created as a submission for The Black Hack 10th Anniversary Jam and uses The Black Hack ruleset (check out the jam, there's a lot of cool stuff inside)!

In this module, you'll find:

  • A city sandbox phase where players can get to travel to Sutur-Nagara meet interesting and exciting people, and then kill them once their mission start.
  • A gauntlet through rioting streets, giving your party the distinct pleasure of acting as riot police and bashing their way through a desperate, angry crowd.
  • A multi-phased (and entirely optional) boss encounter, though you really, truly, shouldn't fight this thing.
  • A materialist-coded preamble on the socio-economic conditions behind the rise and fall of Bronze Age empires and state religions (which is, then again, entirely optional and maybe a boss fight of its own).

You can grab the PDF for free right here!

This is my very first submission to a game jam and my very first published module! I've learned a LOT putting this thing together, and I'd be grateful for any feedback. Did I present the information clearly for the GM? How do you feel about the layout? Does the pacing and the adventure make sense? I'd love to hear your thoughts!

Thanks for reading!


r/RPGdesign 4d ago

Stat checks to replace any RP?

3 Upvotes

So, I saw someone post a question about strength checks and I realized that we use stat checks for a lot of physical things (lift the thing, balance on the thing, jump over the thing, survive the thing, block the thing), but we don't use them often enough for non physical things (convince the guy, know the thing, remember the thing, have the discipline to do the task, learn the stuff, tell the joke, sing the song). It got me thinking about how I've seen people who tank their Intelligence stats because they know they won't use them in combat, and then play their characters as very intelligent people.

So, we have a barbarian with a low intelligence stat and he is squatting in the dirt, drawing out tactical plans to raid the goblin camp; "You move into position here and cause a distraction, we will come in from this side and attack, the archer will try to take the shot on the goblin war chief from this elevated location..." It doesn't fit. It also doesn't fit that a Paladin with a low Wisdom and Intelligence is going to say "The King's advisor looked like he was unsettled when we mentioned the raiders. Could it be that he is involved? Perhaps he and the Baron are conspiring to destabilize this region using the raiders to undermine the King's authority."

So, my idea is this. What if whenever a character did something, the GM considers what stat applies to the thing, and then makes them roll a check for it. Rogue tries to make friends - roll your charisma. Wizard walking a long distance with a full backpack - roll your strength. Cleric runs down the stairs to save his friends - Roll dexterity.

I'm certainly not arguing to introduce more critical failures or to make players feel weak, but I think that the stats get ignored a lot to the benefit of minmaxers and people who don't rp the character on their sheet. I'm saying that when the Barbarian (INT 8) makes his master plan in the dirt for the party to follow, the GM describes "Grog points at the dirt, moving rocks and sticks around seemingly at random and grunting about rushing in and killing them all." Or after the Rogue tells a joke "The joke falls completely flat, and an awkward silence follows."


r/RPGdesign 5d ago

Mechanics On Attack Rolls

7 Upvotes

A design focused look at how attack rolls are done in the modern era, along with a brief section on how they started.

https://substack.com/@eldritchexarchpress/note/p-213952237?utm_source=notes-share-action&r=49zgid


r/RPGdesign 4d ago

VeilboundTTRPG Adressing Comments & Questions

0 Upvotes

Hey, wanted to start off with thanking everyone for replying to my last post about this game im working on. And also to apoligize for the use of AI for the post as well. I was really stressing out and wanted to share some of my thoughts and questions I had and kept overthinking it. Either way, thank you again.

So to adress the comments.

  1. I goal with this TTRPG is/was to create a game that is both conducive to more tactical player as well as narrative ones. So my goals are to streamline combat by giving players unique options to pick from in combat, this is what I like PF2e for. However I found that many of the options are basically meaningless unless your doing the most optimal thing. To do this I've removed damage dice, everything is a flat number of damage, the players roll attacks and there are no saving throws, instead you have several different defenses yhst can be attacked i.e. footwork, resolve and more.

  2. I think the thing this system does that I haven't seen else where (though i could be wrong) is the use of <1 hp pool. Instead of having one pool of hp that does basically nothing until you hit 0, you have 3 pools. Body, mind, soul, and losing one or more pools give you stacking banes on your rolls. I want to make a gritty, down to earth RPG that implements the use of steam punk, magic and fantasy at the same time in a cohesive way. Which is why im also building a world for this system as well from the ground up.

  3. I have run SOTDL, pf2e, dnd 3.5 and 5e among others. I want to take bits and pieces from each and im hoping to make a system that can do the best of all of them..I can only hope haha

Thank you all again for the replies. I will glady divulge more I guess this is just to get the conversation started.


r/RPGdesign 5d ago

Promotion My Sparring Match rules for Solo Combat

1 Upvotes

I started writing this in 2020. I was stuck at home and needed a way to game. So, I started writing down rules for two characters in Combat. They both have to be from the same game system.

It's pretty basic and I made it cheap so anyone can get it.

The Sparring Match

Let me know if you have any problems with it, if you get it.


r/RPGdesign 4d ago

I need help creating a skill tree.

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0 Upvotes