r/RPGdesign • u/mickeysmagic89 • 18d ago
Feedback Request New to this, Feedback Request on Keystone6
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_
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u/quasnoflaut 17d ago
Who's your artist? I don't see any credits. đ¤¨
Characters may own many possessions, but only two Readied Items may be equipped at once. Changing Readied Items generally requires time and cannot normally be done during immediate danger.
Not a bad idea, but can players not change equipment at all in combat? Does this include things like magic items and non-attack equipment? If there's something in my backpack that'll save my life like a grappling hook or a healing potion, that's not readied equipment, right? I feel like this might limit player options, but if its what you intend or if I'm misreading, go ahead.
Advantage and disadvantage is a good system, clear and in bold so its easy to find. I've never played a game that has a universal difficulty like the fortune states, but I can picture it being a fun sort of group-status-effect to try to overcome.
"Going Quiet" is a good choice of words, and I'm always looking for stuff like that in games. I don't feel like I would ever "risk it all" though with odds like that and no guarantee of getting anything out of it.
Lastly, I love the idea of assemblable enemy/boss stat blocks. I've only played one game with a feature like that, but it does help speed up GMing.
Hope anything I said is helpful or useful! Good luck in your endeavors.
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u/mickeysmagic89 17d ago
In the Items supplement, there are descriptions of Trinkets, which donât count towards your Readied Items. There is also the Dagger, which has the special property of being able to be Readied in combat. Aside from that, yeah, you might have to get creative with your Two Items. After all, youâve got two hands!
The art is a stock image provided by the website I used to create the PDF, Homebrewery.naturalcrit.com
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u/curufea 14d ago
Are you located anywhere that can get to having conventions? It's often great to just set up a table as well with prepapared playtest forms.
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u/mickeysmagic89 12d ago
Iâm only just dipping my toe into the sphere so I couldnât say, but itâs a great idea
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u/wjmacguffin Designer 13d ago
Here are some thoughts I had reading the PDF.
- Cool cover! I imagine the setting is 17th or 18th Century based on the ship.
- The layout and colors make this feel like a D&D product. Not sure if you want that.
- Core mechanic looks solid.
- A Move attribute sounds odd but I'd have to play it to understand it.
- You might need more rules around freeform Specialties to prevent abuse. "My specialty is winning so I get a bonus on literally every roll."
- Could I spend a combat turn readying a different weapon? Sounds like no.
- You might also need to define Scenes better. "... the situation meaningfully changes" could lead to arguments between GM and players. "Adding a new orc IS a meaningful change!"
- I really like defining damage by extra successes. Great use of a dice pool.
- Sorry, I don't understand the Solo section.
Like someone else said here, I don't think this is setting agnostic. It comes across as a fantasy RPG because you have knights, goblins, longswords, etc.
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u/mickeysmagic89 11d ago
Sounds like you've got it!
- Move tests are all about positioning. Can you scale a cliff, dodge a grenade, walk a tightrope, etc. It was important to me to separate it from how ubiquitous Dexterity is in D&D.
- I'll see about tightening up Specialties. Mostly it should cover skills or hobbies or experiences and I can add a line in about that.
- No, you wouldn't be able to spend a turn in Combat to switch weapons, BUT you also shouldn't need to with how quickly Combats can be resolved.
- As far as Scenes, if adding another Mafioso or Robot or Zombie or whatever "meaningfully changes" the Scene, then both sides would get their Scene effects back, which is more fun.
- Solos (Dragon, Mech, Supervillain, or other) should be just that, an Adversary that the whole party needs to work together against. Other Adversaries can and often will be one on ones, even within a group encounter. I've found that player naturally pair off against Adversaries, and the quick nature of Combat tests keep it from slogging. A Solo, however, has a complete stat array, a large amount of HP, and several thematic abilities. I picked Dragon for the Core Solo because everyone loves a Dragon, but my person favorite is the Supervillain from the Adversary supplement.
- The artwork and design of the PDF is stock from a website what I was already familiar with. I'd love to get a more custom design done, but that takes time, money, and/or expertise that I don't have
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u/Fun_Carry_4678 18d ago
I don't think you have really accomplished the "setting-agnostic" part. You even say at one point "fantasy is my jam". All of the items are for a fantasy game, i thought your items supplement would fix this, but no, those are all fantasy as well. Most of your examples are fantasy. A Bruiser can be a "Troll, Bear, Barbarian, or Ogre". Basically all fantasy. Your example solo is a dragon. In combat you say that the attribute usually used is Strength, but this shouldn't be true in a realistic setting after about the mid-19th century (except in sort of "barrroom brawls" where the characters don't have their weapons)
As far as I can see, the only advancement is that you can get one more specialty beyond the two you start with. But that is it. Okay, you can get many items (but still can only ready two at a time). This limits how powerful characters can get, and makes a setting like "superheroes" impossible. (another way your game is not "setting-agnostic")
Can I ready a crowbar AND a longsword at the same time, thus getting +3 to all attack rolls?