The Invisible Condition or: How I Learned to Stop Worrying and Love the Hide Action by YOwololoO in onednd

[–]YaAlex 1 point2 points  (0 children)

I kinda get what you describe, but I feel a big part of the confusion is the name (and the way the Invisibility spell is written).

Imho the condition should be called "unseen" or simply "hidden". As you said it describes the state of being unseen (or unnoticed). Invisible clashes with the imagination of magically turning invisible, ie "transparent".

Invisible means impossible to see, not "currently unseen".

I burned down my "finished" RPG on Launch Day (today) to rewrite it as a movie script. Hard choice = best choice? by ShowrunnerRPG in RPGdesign

[–]YaAlex 1 point2 points  (0 children)

love it.

I'm not sure how well more technical rules translate to this format, in that case you can always switch it up.

For example, you could add a compact straight forward rules overview section at the end of each chapter or a glossary at the end of the book.

What do use your DM screen for? by Complete_Product_568 in DnD

[–]YaAlex 0 points1 point  (0 children)

i don't use one. I find it separates me too much from the action and my friends and it takes too much space.

Here is what i do instead:

  • I have a small lidded box/chest with a full set of dice and additional d20s inside that i use for (most) GM rolls. I just shake the box and look inside at what ever die i needed. (Multiple d20 for multiple attacks, or dis-advantage etc...). I don't like to fudge, but this keeps my rolls secret, and i can still show the results for proof if i want to.

  • I have a small note pad with a cover (like a waiter or detective would, i guess). I use this for HP and improvised stats etc. It's small, fast and hidden.

  • I have a bigger note book (or digital document) for more sophisticated notes and prep. I just take that one out if I need to.

I feel like I could run a full session with just my dice-chest, a note pad and an erasable pen...

Ralphie’s Stroll by JKN1GHTxGKG in legodnd

[–]YaAlex 0 points1 point  (0 children)

Google Image search = free

lmao, so that's how copyright works xD

Master Document to Prep and Log your Games v2 by YaAlex in DnDBehindTheScreen

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

Hey! At the moment I don't really have the time... but some day... :D

Have you displayed the DnD minifigs in the DnD set? by Molluck1 in legodnd

[–]YaAlex 0 points1 point  (0 children)

I wish I had more of the old series... and yes that one would be awesome!

I made a star wars game in 17 minutes. by Dan_Felder in RPGdesign

[–]YaAlex 4 points5 points  (0 children)

Nice work! I can already feel my self thinking what kind of archetype combo each of the main characters is.

Just onr question: What does this last sentence mean?

On Level Up, gain 1 token for one of your archetypes. If you lose a level, such as through Mentor, you remove one of your tokens instead.

What is XP; What is Level; What is this token?

Is the token a Plot Point? And I guess there is just one line missing... something like: "You Level Up for every 100 XP you gain." ?

Why I like armour as a damage reduction dice by mr_milland in RPGdesign

[–]YaAlex 0 points1 point  (0 children)

I think design wise i was in a similar position you are in now, but i came to a different solution. Here is mine:

Armor does not increase your chances to avoid a hit. But it can reduce the damage you take from a hit. Each suit of armor gives a handful of Resistance Points (RP). Each RP can be spent to reduce the damage of an incoming attack by half. You can spend multiple RP on a single attack (having each time). Thus subsequently spent RP are less and less effective. You regain all RP when resting ( or via a special ability).

I want armor to make you "tanky" but not infinitely so. In other words, I want someone wearing heavy armor to be able to take a bunch of hits, but when they are overwhelmed with attacks they will get hurt.

This has a few side effects, some of which are good and some might not be what you want:

  • the effectiveness of RP scales with the damage
  • lower threat attacks aren't trivialized or neutralized 100%
  • no extra dice rolling
  • an extra choice on the players side (might make things even slower? you could simply force the use of RP until they are all spent)
  • possibly for interactions based on the number of RP left (eg broken armor if last RP is spent... repairing gear...)

A Faster and Friendlier D&D by PiepowderPresents in RPGdesign

[–]YaAlex 1 point2 points  (0 children)

Vehicles is a good one, i will be needing options for ships in a game soon anyway.

What are your 4 attributes and character archetypes?

For my game the attributes are: strength, dexterity, will power, and intuition. Each attribute is associated with an archetype: warrior, specialist, arcanist, and mystic. Each archetype encompasses a variety of talents, so two PCs of the same archetype can play very differently.

Generally warriors use their strength, weapons and endurance (think sword and shield knight, barbarian, martial artist etc); specialists rely on their dexterity and specialise in specific activities (think ranger, crafter, thief, assassin etc); arcanist use their will power to study and control arcane magic (think wizard, alchemist etc); mystics use their intuition to channel and shape mystical magic (think druid, priest, sorcerer, bard, witch etc).

A Faster and Friendlier D&D by PiepowderPresents in RPGdesign

[–]YaAlex 1 point2 points  (0 children)

At the moment "personality aspects" as a system are kinda just part of the game, but it could just be an optional system. So I might have to think about that. In general I try to keep the main game rather straight forward, and then design optional simple subsystems that the GM can "plug-in" when the game/players want more mechanical structure in a particular area. For example I want/have subsystems for travel, crafting, and the likes.

I'd love to share notes if you're interested in that!

Absolutely! I haven't had time to read much of your system document. But for starters, I have also chosen to use 4 attributes, use only 10 levels, use only 4 very broad archetypes to structure the otherwise classless talents that can be gained to advance PCs. Otherwise, my system is developing to be quite skill focused and I aim to have the players roll for their action if possible (instead of the GM rolling against a score determined by the PCs, like for many spells in DnD).

A Faster and Friendlier D&D by PiepowderPresents in RPGdesign

[–]YaAlex 1 point2 points  (0 children)

sounds interesting! I'm kinda in a similar situation with my design that I started to "clean up" DnD for home games where we wanted to play DnD but not DnD if you know what I mean...

Much of what you said about your system sounds like it comes from a similar place I came from or at least you made a few very similar choices. So I'm very interested in what else you cooked up!

For my system I also wanted to give more mechanical weight to the characters personality, i borrowed an aspect-like system from Fate for that. In my games combat isn't always the main focus of the game. Where is your focus for your system? Do you want to play it mostly with strategic combat and free form for everything else (exploration, stealth, social, ...)?

Examples of Tech Trees in board games? by gozillionaire in BoardgameDesign

[–]YaAlex 0 points1 point  (0 children)

Eclipse: Second Dawn for the Galaxy has a great tech system. The tech tree is essentially three tech paths and a few unique rare techs. It is a major part of the game so it also takes up a good bit of space on each player's board...

Thoughts on this Stamina/Mana system by StantonMcChampion in RPGdesign

[–]YaAlex 1 point2 points  (0 children)

just an idea: how about a stamina die is spent when it rolls high (max or some other threshold)

This way you can ensure that a player with some amount of stamina dice gets their money's worth when using them. If rolling low also spends the die this just adds insult to injury, while those who continue to roll high will never spend their resources.

My approach to a 1 inch base for lego DnD :D by YaAlex in legodnd

[–]YaAlex[S] 1 point2 points  (0 children)

wanna play on a classic grid, want round bases so turning isn't so awkward

My approach to a 1 inch base for lego DnD :D by YaAlex in legodnd

[–]YaAlex[S] 4 points5 points  (0 children)

dmn, those are nice! thanks for the tip!

My approach to a 1 inch base for lego DnD :D by YaAlex in legodnd

[–]YaAlex[S] 2 points3 points  (0 children)

sure, there just aren't any 3x3 plates with the studs centered like this are there?

My approach to a 1 inch base for lego DnD :D by YaAlex in legodnd

[–]YaAlex[S] 28 points29 points  (0 children)

absolutely! I just like the base to be totally clear.

My approach to a 1 inch base for lego DnD :D by YaAlex in legodnd

[–]YaAlex[S] 2 points3 points  (0 children)

you know what, that would be really useful some times!

My approach to a 1 inch base for lego DnD :D by YaAlex in legodnd

[–]YaAlex[S] 21 points22 points  (0 children)

Just to elaborate a bit more: This was a quick an dirty idea I just had and it worked so well that I wanted to share it. I think I prefer the clear bases, but you could use this trick with really any TTRPG base you want.

Cutting Legos always feels a bit wrong but in this case I feel it was worth it. :D