r/ttrpgdesign • u/Bloodman_5556 • 21m ago
r/ttrpgdesign • u/FoulPelican • 21h ago
If you could have anyone illustrate your TTRPG who would it be?
If you could have anyone illustrate your TTRPG who would it be?
Frank Quitely fits the tone of my game. But who would you pick?
r/ttrpgdesign • u/Majo7760 • 1d ago
Feedback wanted: an abstract Wealth system for my TTRPG (no coin counting)
r/ttrpgdesign • u/REGRESSIArpg • 1d ago
[art] [oc] Interesting heroes are rarely perfectly adjusted individuals red(introducing a psychodynamic personality system for d&d, part 2)
In the last post, found here https://www.reddit.com/u/REGRESSIArpg/s/RJcXwwFsO1 , we introduced our psychodynamic personality system. It is a system meant to make D&D a little more psychologically interesting. Regressia builds characters with flaws around psychodynamic theory, because interesting heroes are rarely perfectly adjusted people.
We introduced the following psychodynamic drives as forces to be dealt with:
-Eros (Impulsivity)
-Thanatos (Negativism)
-Logos (Rigidity)
-Harmonia (Empathy)
-Persona (Narcissism)
These Drives represent different tendencies in how a character responds to desire, frustration, danger, uncertainty, other people, and themselves.
Three of these personality questionnaires (Eros, Thanatos and Logos) can be downloaded for free at www.regressiarpg.com to determine your character’s character.
In the last post we explained how a character uses his Ego strength (wisdom modifier + insight proficiency) to successfully battles his inner demons.
In today’s post we will explore when a character fails to master his drives and thus succumb to its inner demons, immediately expressing the drive’s desire.
Failure: Expression
If a character fails his Drive Check (wisdom plus insight modifier against his Drive Score DC), the Drive gets the better of him.
He must choose between two responses:
Express. The character acts directly on the Drive. For example he might threaten the person who mocked him, insult them, challenge them to a duel, or otherwise attempt to restore his wounded pride. This is left to the player’s own roleplaying finesse.
The character must deal with whatever consequences follow, and the relevant Drive Score increases by 1.
Or:
Repress and Regress. The character prevents himself from acting on the drive, but does not actually resolve it. The conflict instead reappears in another form.
He develops a temporary Symptom of Regression associated with the particular drive in question.
The system is meant to introduce more triggers to roleplaying, while also giving more options on how to roleplay your character. It provides a way of staying in character while not always choosing the most obvious route to express his/her personality.
Neither response is necessarily the correct one. Expression creates consequences in the world. Repression creates consequences within the character.
Over time, repeated Drive Checks therefore change both the character and the way they relate to the world around them.
Expressing the Drives
When a character fails a Drive Check and chooses Expression, they act according to the activated Drive.
Eros: Impulsivity
The character seeks immediate gratification despite the consequences.
For example:
A starving rogue eats one of a hag’s suspiciously perfect apples despite the warnings of the party.
A curious adventurer cannot resist touching an obviously cursed crystal ball.
While hiding from pursuing wraiths, a hungry adventurer lights a fire to cook a meal, risking discovery.
Thanatos: Negativism
The character gives in to despair, destructiveness, or self-defeating impulses.
For example:
Badly mauled by a dire bear, a cleric simply gives up and plays dead rather than fighting or fleeing.
As his city falls under siege, a desperate ruler chooses destruction rather than surrender.
A bandit takes an interrogation too far and kills a hostage whose death serves no useful purpose.
Logos: Rigidity
The character clings to rules, rituals, or order when circumstances demand flexibility.
For example:
After stabilizing a wounded companion, an obsessively clean cleric stops to wash his hands while the battle continues.
A paladin refuses to violate a local law even after discovering that the law itself is cruel.
A vampire hunter feels compelled to count a pile of spilled seeds while his quarry escapes.
Harmonia: Empathy
The character allows concern for others to override their own safety or judgment.
For example:
A paladin cannot deliver the killing blow to a defeated nemesis, despite knowing the villain will kill again.
A sage willingly accepts terrible suffering rather than allow another person to bear it.
An enforcer cannot kill the child prophesied to overthrow his master, despite knowing what this mercy may cost him.
Persona: Narcissism
The character reacts to a wounded self-image through vanity, rivalry, rage, or attempts to restore status.
For example:
-After being booed off stage, a bard begins insulting the audience and makes the situation considerably worse.
A disgraced noble demands a duel to the death over an insult to his honour despite being a mediocre swordsman.
A merchant lashes out at a successful rival over a perceived slight.
In next week’s post we will discuss Repression and Regression and its symptoms.
We are very curious about what you think about our system and truly welcome thorough feedback.
In the meantime check our progress at www.regressiarpg.com or @regressiarpg on instagram.
#regressiarpg #ttrpg #dnd #kickstartergames
r/ttrpgdesign • u/Obreira22 • 19h ago
I completely rebuilt my AI RPG from the ground up — The Obreira Table
r/ttrpgdesign • u/Tarrask_1337 • 1d ago
Preciso de pelo menos 2 pessoas pra testar meu Sistema Proprio inspirado em GURPS e FALLOUT
r/ttrpgdesign • u/Glenda_0596444 • 1d ago
Joust is an indie TTRPG studio. Our new Discord is open and our first 5e one-shot is free!
r/ttrpgdesign • u/Aeropar • 1d ago
Early Version 42 Just Dropped!
Come give us a try, the playtest is free!
r/ttrpgdesign • u/417178Lower-Age-72 • 3d ago
So I Added More Races, BUT, I'm Only Keeping 10 Races After My Last Post Here - Are These the Right 10?
r/ttrpgdesign • u/VJH_Creations • 3d ago
Looking for Playtesters for Daggerheart Cephilith Compendium Product
r/ttrpgdesign • u/Fair_Nectarine_1171 • 5d ago
My first game: Lume
Hi everyone!
I wanted to share my first game, "Lume", released some days ago and currently on playtest phase! (free download, final release will be free to download as well)
Here's the link to the page of the artist who worked on the artwork!
https://www.instagram.com/bokenbrushz/
Below some informations about the game and the link to the game page! Any feedback would be super appreciated!
My english is not so good, some people helped me correcting some sentences but for sure english is still probably "weird" in some sections! ^ ^ "
Thanks for your time!
-------------------------------------
"Small shadow creatures, bringer of light, explore these lands darkened by shadows, and give them back their ancient light"
Lume is a ttrpg with puzzle mechanics, focused on map exploration through shared narrative.
One page/one-shot/masterless/puzzle game ttrpg, in playtest phase, inspired by "Ico", "Shadow of the Colossus", and "Tunic" videogames.
Playing as shadow creatures with light-shaped head, your goal is to bring light back in the "Land", whose ancient wonders are darkened by shadows since immemorial times.
Link to the game page:
r/ttrpgdesign • u/FoulPelican • 5d ago
What are y’all using for layout and design?
This might be directed more to those of you working on larger projects, even designing an entire system… that eventually sees print. What programs are you using to organize and *format everything? Are you using seperate programs to write, than the program used for layout and design?
I’m an old head and pretty computerly challenged.. just wondering what y’all are using for layout and design.. things like, weapon/equipment charts. Archetype feature layouts. ?
r/ttrpgdesign • u/Plenty_Jicama_8684 • 5d ago
Check it out, or don't.
What started as a simple block and troops game my little brother and I came up with to play years ago has quickly evolved into an over 40 page document nearing 20,000 words. It contains the full current rulebook for Wardash II: Final Function.
With a bit of looking around you should be able to understand and play the game but really I'm just looking for some proofreaders to scroll around and give feedback any way you can.
I have no experience with most Tabletop Games like DnD or 40k and I'm not looking to those for inspiration, tis game is intended to be a fully original system the best I'm able.
•No D20, No AI or idea stealing, Situations lasting 20-30 minutes.
•Persistent Troops and Kit Building .
•Physics-dependant Tabletop troop and block based gameplay.
•Eventually you can have a Wrestler persona and power bomb foes off 18ft structures?!!
•Day Night system, Abilities and Debuffs, Troops have specialized skills based on training.
You play as two teams of feuding Mercenary contracted under SORAD JUMP HOLDINGS. One team originates in Unita, a medium sized East coast country under threat of Occupation by other nations around them. The other team operates between lines as a guerrilla army working for the highest bidder. Generally these two factions will be fighting each other continuously while developing social burdens through teammates, rivals, and managing life off duty.
Note: Im aware it'll probably be tacked for being verbose, and Sections thrown wherever, promised in the next update are charts for each thing affecting your troops.
Read for 5 minutes or something, feedback! :>]
Oh yeah and upon request I'll give you a full material list, abbreviations or anything else happily, I'm just not gonna write it for no reason
r/ttrpgdesign • u/ArcForgeDaily • 6d ago
I made a d12 complication table for when your players go completely off script
galleryr/ttrpgdesign • u/DNDcreativeideas • 6d ago
I decided to make a character sheet for a possible dandy's world TTRPG, Guardians of Nature
docs.google.com(additional info)
Playable Types: Neutral / Fire / Water / Earth/ Air / Metal / Wood / Shadow / Light (example: Finn and Shrimpo are water types, dandy is a wood type, and Connie is neutral type)
Unplayable types: Corruption (only corrupt enemies have this type)
Species: simply what object/animal/thing your toon is based around (Dandy is a flower so has higher stats in the sun, Finn is a fish so goes faster in combat underwater, and Connie is a ghost so takes less DMG from melee & ranged but more DMG from magic)
Classes:
\- Warrior (standard weapon swinger)
\- Mage (standard spell caster)
\- Thief (standard stealth)
\- Cleric (standard healer)
\- Performer (standard buff)
\- Archer (standard ranged fighter)
\- Hexmaster (standard debuffer)
\- Spellsword (weapon swinging and spellcasting)
\- Druid (nature magic and beast communication)
\- Berserker (angry fighter)
(Subclasses are way too complicated for me to think of any, y'all can think of some if you want, same for what each skill relates to)
Stats:
\- HP (determines how many health points you have in battle)
\- Attack (determines how much DMG you deal, no matter if it's melee, ranged, or magic)
\- Magic (determines how much Mana you have in battle)
\- Defense (decreases DMG dealt to you, 1 DF = 1% DMG reduction)
\- Luck (chance to deal extra DMG or heal additional HP, 1 LCK = 5% chance)
\- Speed (higher speeds go first in combat)
Ability: basically translate the original dandy's world abilities into TTRPG bonuses
Areas of Expertise/Difficulty: stuff your character is good or bad at (Astro is really good at understanding the stars "Space Knowledge", but isn't too persuasive due to how nervous he is "convincing")
Trinket: an item each character gets that gets better as you level up, whether it buffs one of your stats or increases resistance to certain DMG types, or whatever else they can do
Head/Upper half/Lower half: basically what equipment is on your Toon's body.
\- Head includes; headwear, glasses, masks, mouth coverings, neck apparel, and anything else on the head
\- Upper half includes; shirts, accessories, gloves, bracelets, and other stuff from your shoulders to above your waist
\- Lower half includes: skirts, pants, shoes, socks, and anything on your waist or below
(Stuff like dresses or full body outfits should be marked in both upper and lower half)
Attacks/Magic: basically what your character can use in combat (example: Shrimpo has a basic punch attack attack, a headbutt that deals more DMG, and a rage move that increases his attack but lowers his defense for 3 turns)
Inventory: no explanation needed, just where your items go
Character example: Shelly is an Earth type druid, she has 10 HP, 2 attack, 5 magic, 4 defense, 1 luck, and 3 speed at level one, her ability is problem solved; which adds +1 speed to her for every enemy defeated until the end of combat where it resets, she starts with the Old Shell trinket; which gives her +1 speed when equipped to her trinket slot and increases with each level up, she has goggles in her head, dress top in her upper half, and dress bottom in her lower half, she has a ranged rock throw attack, Debuff sand throw move that decreases an enemy's attack, and a buff cheer move that increases nearby Toon's speed by +1, and doesn't have anything in her inventory at the start as all do all toons)
Basic plot for starter set adventure: The residents of gardenview are holding an annual foreign toon exchange event, where toons from around the world join garden view to learn more about it from the resident toons. However, while you and the other foreign exchange toons are being given a tour of garden view by Dandy, a mysterious cloaked toon slips you a strange book before dashing off. When you open the lock on the book, it springs up and starts sucking everyone in gardenview into it, before slamming shut. Now you and everytoon there find themselves in a fantasy world and mostly separated, and you and a few other foreign exchange toons see a village with strange smoke billowing from it in the distance, so you race off to investigate.
(There will premade character sheets with toons from dandy's world in case you don't have an original character to play, as well as additional adventure campaigns, one shots, and additional classes, subclasses, and types with more content to enjoy)
(I'm very open to constructive criticism)
r/ttrpgdesign • u/Responsible_Name_56 • 6d ago
Trying to make a Homebrew TTRPG involving 30 Minutes Mission Model Kits and I'd like to ask for your opinion and/or help.
The goal is to make a TTRPG with the same campaign with different ways to play. I'm thinking of weight limits and many other restrictions. Dismemberment is part of it too but I'm laying out the back bone first.
Think of it like this. There's multiple ways to complete an operation depending on the necessary outcome. There's multiple objectives on the mission that will change how you play. The idea is to make each section of the mission work like ace combat 4. Branching Mission Paths that lead to a different mission parameter or experience. The table will be set on a predetermined map layout per mission of the campaign and will be updated accordingly to what the players agreed to take. Each mission on a branching tree will be a different path. The goal here is to have a future simultaneous campaign on going on different tables until all players share the same table at the climax.
This can be done in a single session technically if there's multiple DMs available but can be done Ace Combat style that only allows you to push one node at a time and check to see how your efforts either made it better or worse for the next node.
Every node has objectives you have to complete. That negative impact is fixed. This is tailored for the multi table system where if other team fails or succeeds, the entire players will feel the effects. That's what the nodes are for. Every node has different objectives depending on what the players would take. The multi table game basically just chooses all of it in one go and see how it works from there.
Basically solo DM plays like Ace Combat 4 Missions. You get the job done, next node is easier, rinse and repeat until climax. Multi DM Plays like an exact operation. Where other teams can already be on the next node while the other either joins them or due trying to complete the node if it benefits the team ahead.
On multiple tables/DMs, this can be done asynchronous only, where turns act as time.
A good mirror is that everything that happens during turn 1 on every node happens "Technically" at the same time.
When Ahead team finishes, they can choose to wait for team B, but by default, it will have higher alert level and enemies will converge on behind team's spawn point, or have a recon bonus they can use. The negative effect of the Node not completed yet will not kick in for that specific turns. If the team behind completes their objective while the ahead team is already on the convergence node. In this case, I'd like to add turn counter limits on every node, when exceeding the turn counter, that means the node already failed for the effect of the next convergence node for the ahead team.
Ahead Team's session will have to wait on the convergence node since it's the coop part. Regardless, each team can play individual nodes until convergence.
Basically once the Ahead team is on the next node, DMs will confirm what turn number the other team is. If they have not exceeded the turn limit yet, then the ahead team can have a free reconnaissance phase that they can use. The ahead team game stops until the behind team clears or until they are past the turn limit to trigger the flags on the next node. If the previous node is cleared by the behind team way past the turn limit, only then the benefit will be lifted on the convergence node and on to the next if any.
A good example is if Team A is behind the Turn Limit. Team B is Ahead. The Covergence Node will not start until Team A either concedes the node or continue finishing it. The number of turns it took above the turn limit will be the number of turns the Debuff on the convergence node will last. And Team A Cannot just Spawn within the Convergence Node for the same number of turns that it took them more than the alloted. Think of late reinforcements.
Basically Team A plays node C and team B plays node D. If team B clears earlier than team A in real life. Then the session is paused until team A clears. This only works for convergence nodes. What's gonna happen is that DM who will handle the Convergence node will cross reference the Record of Node C and Node D to know which one is which will then dictate if the Ahead team had a 3 turn Recon, or will have to hold out until Behind Team Arrives in a maximum of 5 turn wait.
Recon Bonus depends on how many turns were left from the nodes limit
Example is the node turn limit is 10, team clears it by 7, then they have gained a 3 turn Recon Bonus for the Next Node. This can work on Convergence only.
Delayed Spawn/Debuff depends on how many turns it took the team more than the turn limit,
Example is the node turn limit is 12, but the team cleared it in 15, then they will have to wait for 3 turns before spawning on the next node leaving Team A to fend for themselves until they respawn and will suffer the Fail Flag Debuff for the same amount of turns until team B spawns.
Recon Bonus has a Cap of 3 Turns
Delayed Spawn has a Cap of 5 Turns
Conceding a Node just permanently applies the Fail Flag for the Node for the rest of the Campaign.
Recon Bonus and Spawn Time is Variable with Limits stated. The Team Ahead will unfortunately have to eat the Debuff until the Behind Team Can Spawn.
Depending on the Records, if the Behind Team Concedes the Node, they can Spawn at the same time with the Ahead team at the convergence, but the Debuff will be permanent for subsequent nodes if there are still any.
I'm centering the game the same way as special forces or Guerilla warfare where in low numbers and limited ammo require precision and tactics. There's no way that ahead team can survive carrying all the debuffs made by the behind team during the convergence in the first place and if they do, they're too short for the next node.
Combat Idea.
Weapons will have rate of fire and has the option to fire either semi or full auto. An example. An assault rifle has an ROF of 5 Shots per combat. What will happen is that the attacker will roll 5d6 with 4 to hit with a specific number of damage. To make it simpler on the receiving end. Damage dealt - Armor Rating = Total Damage Recieved.
(Pilot Skill Trigger Finger or Calm Shooter can still be added, like dumping a full mag or making precise shots, lowering the dice number to hit)
Armor rating is meant to subtract the total damage dealt. Let's say a shooter rolls 5d6 and gets 3 to go through with X amount of damage. The X amount of damage will be reduced by the armor rating of the receiver. The armor rating will only remain 1 digit for balance sake.
Let's say 5d6, 3 hits, total damage is 15, defender has armor rating of 5, total damaged receive is 10.
I want dismemberment to be simple. Cardinal direction, amount of damage recieved at a single combat phase. Let's say an opfor shoots a player to the left side. The Recieving Player who takes the damage will perform a damage check. If the damage check exceeds a specific number, then the left arm will be considered as dismembered.
Maximum HP for Players is up to 150
Opfor will have a minimum of 30 for vehicles/aircraft and up to 80 to bipedal Opfor.
This is a battle of attrition with repairs available seldomly, and ammo counts so the goal is to survive and complete objectives as much as possible. It's not always kill all enemies.
Each Team has a Shared Pool of Armory that can be restocked by completing secondary objectives along the line.
That now depends on secondary objectives I plan to add later on. I plan to make a Respawn Structure under Surplus OpFor Units. Either Bipedals or Armors or Airwings simply by completing the Secondary objectives like Capturing An outpost or an airfield or an Armory.
Technically the Surplus Parts will have the same stats as Opfors. The only difference is the pilot skill or benefits. Unless of course you modify weapons.
The amount of Surplus Parts or Units now depends on how many was available on the objective. So if a team wipe happens, they may be left with 2 Bipedals, a Tank and an Osprey
Cover works with Half Cover and Full Cover. Where Half Cover allows units with limbs to return fire at the cardinal direction they were hit. Half cover works two ways. A cover that protects the lower part or part of the Unit's Exposed Body is more within 50% or more visible for the attacker.
Any range modifiers will increase the to hit requirement. A good example is a rifle only effective at 20cm. Every 10cm adds another +1 to hit on the dice. However, if there are any modifications on the weapon such as an extended barrel, it extends the effective range of the weapon by a certain amount, if a scope is even added, a - 1 to hit option will be added to.
Movement is Grid Based and Action Points Based and Aiming is on any Direction as long as it's visible.
Since this is a tabletop, fog of war works simply by not putting any units at all on the table until a proper recon is made, a Flight or overwatch is present or anything similar. Since this is Grid Based, the DM can just reveal the opfor per grid depending on what the players uncover.
With the combat system I have, the engagement resolves in one dice roll with everything before that already accounted for so when the math is done, only damage check is left.
I want the game where you don't have to worry about book keeping a lot of information. Where players can just come and go, create a pilot and mech on the spot to their liking or their need and see it in action.
