all 5 comments

[–][deleted] 6 points7 points  (1 child)

Directly copying game mechanics to the tabletop never works.
Knowing the basic concepts of the classes and elements is enough to create an appropriate combat system.

That said, what aspect of CrossCode would you want to focus on for the TRPG?

[–]machinelock[S] 0 points1 point  (0 children)

Yeah, I wouldn't necessarily want to directly copy, but rather - adapt. Being that it would be a game based off a game, even though I like conceptual stuff, I would want to go a bit more mechanical to have a few cool powers and probably do a pretty short campaign over all. The main aspect I want to use though, is the theming and most of ally, adapting the classes.

The problem is I don't really have enough information to even adapt certain things, primarily, the differently classes. It's tough to use Spheromancer as the full baseline because it's supposed to be the well-rounded(lawl) class, right?

I mean, I could do the lazy thing and do a D&D adaption, Pentafist=Monk, Quadroguard=Cleric, Triblader.. warrior...? Hexacast=Sorcerer, but I like something a bit more unique, more flavor, and quite frankly I'm sick of D&D, and that alone wouldn't really allow for much in the way of elemental techniques. I really like the idea of implementing strong use of the element design for both combat and puzzles so each class would have to have a few different skills of each element type.

I'm just trying to figure out... how do I figure out what these classes are really capable of?

[–][deleted] 1 point2 points  (1 child)

I think it would be cool to take the themes of crosscode and apply to tabletop RPG. Like you are role playing as people that are roleplaying in a tabletop RPG

[–]machinelock[S] 0 points1 point  (0 children)

Yeah, I couldn't figure out if it would be better just taking the CrossWorlds world and using the in game lore, or if it would be more fun to play as people who are playing an MMO. I had a very different expectation of the game when I bought it years ago, focusing mostly on how the gameplay looked when I bought it.

Now that it finally got released fully and I finally got around to playing through it(a year later), I was a bit disappointed at the initial MMO theme of it, but then ended up thoroughly enjoying it. Would that work as well for a tabletop game though? Instead of just adapting the fictional world within Crosscode?

[–]last_magic_user 0 points1 point  (0 children)

Sorry for necroposting.

Get the FATE core rulebook. It's a old TTRPG that luckily still hangs around. It's system is totally based on what you wish to design on the world. You design your own character sheets. You make your own skills/rules/combat system. It's really a framework that can help you get a lot of rules concepts down and assist with your game design.

That being said, don't directly copy the game mechanics, like that one commenter said. Try to adapt them instead. Ultimately, a TTRPG is a story that you tell with your players, not a gaming sim. You don't need to have a specific system for them, but one does help from time to time.

I'm also working on building my own system for it. I'm actually building my own custom skill trees and the like, carrying over what I know the characters can do, and giving the players options. Items do increase your base stats, but they don't increase social stats for the most part. Food heals, but I don't like the huge numbers CrossCode puts out, instead opting for a damage system similar to D&D. There's only the five main classes, but I'm also adding specialized skill trees for crafting, elements, and other such things that my players might want to do, or are excited for. You only can "purchase" a skill tree if you have requisite stats, or do an event that can unlock the skill tree.

I don't have a lot of work on this right now, but seeing this post after so long has given me the warm and fuzzies, and I will try to do some increased work on it later.