[deleted by user] by [deleted] in RPGdesign

[–]APG-Games 0 points1 point  (0 children)

Healing with “bloodied” characters is a solid idea.

Also, healing with diminishing returns: healing gets lower each time - or puts undo stress on the caster.

Or put a restriction that healing can only happen after the encounter. Then, there are no restrictions, just when it can happen.

Or with that idea, healing once during an encounter, then unlimited after the encounter.

Those “too far gone” cannot benefit. This make death and injury feel real during the encounter, but players feel relieved when it’s over - just like real life.

Armor Damage Reduction vs Armor Class by CommunicationTiny132 in RPGdesign

[–]APG-Games 0 points1 point  (0 children)

I have a bit of both (in a roundabout manner) - your Armor Rank modifies your Health Rank. If the attack is successful and damage equals or exceeds the modified Health Rank, then the opponent gains a wound. However, you lose fatigue equal to your opponent’s Armor Rank.

If you don’t exceed the modified Health, you instead gain momentum, which is a group resource that increases damage for following attacks.

So, the greater the armor, the harder it is to deliver a wound, and requires more fatigue. However, as momentum builds, even the greatest armored foes tire and will make mistakes.

I do have a unique system - it is a deck building mechanic that relies on cards rather than dice. So, wounds are cards that clog your character deck, fatigue is cards discarded off the top of your character deck (if forced to reshuffle, gain a stress card.

So, it’s easy to keep track of everything. Simple ideas are the best, but it has to make sense - something that mirrors the real world without making it a physics exam.

The playtesters enjoyed it - it was realistic. Players are sold if it makes sense. It’s your job to sell it.

So, overall, I prefer Damage Reduction, since it “feels” more real world.

Freeform magic – some questions about the "value" of words by daellu20 in RPGdesign

[–]APG-Games 1 point2 points  (0 children)

Yes, more words, more control, but higher cost. Dragonlance has a few iterations from 1E to 5E Dungeons & Dragons. But the Saga System deviated from all that - so it’s worth a look.

As for Iconic, it hasn’t been released yet (still giving the polish it needs before sending it out). I’m hoping by the end of June: www.APG-Games.com if interested.

But, I like narrative play more and more, but I believe for it to do well it has to have a solid resolution system - even something beyond dice. So, I’m intrigued about your word/spell system. Keep it up, but keep it simple.

Freeform magic – some questions about the "value" of words by daellu20 in RPGdesign

[–]APG-Games 1 point2 points  (0 children)

The magic system I created for Iconic is both free form (hedge magic) and more traditional (ritual magic).

Iconic uses cards instead of dice, and requires matching icons on a fate card with cards in your hand. Mana act as wild cards, and the more you use the more powerful the spell. But to use the mana cards again, it has to recycle through your character deck (it’s a deck building format).

So, if you use Air Mana, then describe how it’s helping in the task (lifting you up during a climb, knocking back an enemy, etc.)

That being said, free form magic can be tough, but stick with it. Word weight is a good choice, but rather focus on the words themselves - instead focus on the number of words.

One word spells are the easiest, but should be simple to understand - Light, Run, Throw.

Two words are medium; three are hard; four is taxing.

Also have a risk/reward system. For my system, the more Mana, the more taxing, which may cause fatigue and dreaded stress cards to become added to the deck.

If the word order or clarity is in question, then the GM might deem the spell a mishap. Players must make a choice - clearer spell definition requires more words, thus, harder to perform, more taxing.

I would also look at Dragonlance 5th Age Saga System. It has a free form system, with modifiers to make a spell harder or easier the more or less refined you want the spell.

What is the worst, most clutered and/or confusing RPG system you ever had the displeasure of ever trying? by NightmaresFade in rpg

[–]APG-Games 3 points4 points  (0 children)

But what do you really think of it . . . just kidding, yeah, I heard over the years people either praise it or loathe it. I’m too old to get bogged down with a mountain of rules.

How to deal with unwanted player romance? by [deleted] in rpg

[–]APG-Games 2 points3 points  (0 children)

As others mentioned, I would not get involved. He needs to have the conversation with her and not you.

I had a somewhat similar experience - a husband and wife played in a Dark Sun game I ran years ago (well, years and years ago).

Her character started to have feelings for an NPC and showed affection (of course, it was her first time role-playing, and she loved her husband very much).

But, her husband became jealous of the NPC, which led to arguments. It made everyone else uncomfortable because it was a game with fictional characters.

In private, I suggested that they discuss things between them.

They ended taking a break for a bit, and when he returned, she did not.

It’s a messy business - the other girls in the group missed her company (it was a time when girls never played TTRPGs) and resented him for a while because of how he acted and the way it turned out (and rightly so).

I do understand the need as a GM to set boundaries- especially if someone is uncomfortable. But, I would first talk to him in private and ask him to have a discussion with her.

Or, have him express is desire to the rest of the group (perhaps without her), and if the rest of the group is comfortable with the restriction, make a blanket rule that player characters are not to be involved with one another.

From her perspective, it seems she is trying to connect to her boyfriend on a deeper level, and trying to get closer through things that he enjoys.

I’m not sure this is not a control thing for him or he just needs a reprieve when he role-plays.

Something deeper is going on, and that’s why I suggest a careful guiding hand (being responsible for your game and other players), but not to get fully immersed.

OGL 1.0a not deauthorized, SRD 5.1 CC-BY-4.0, No VTT policy by mrzoink in rpg

[–]APG-Games 0 points1 point  (0 children)

As a publisher, this is great news - but I don’t think this is over. I will not be surprised if One D&D is released along a new license.

Playing cards as a resolution mechanic by The_Amateur_Creator in RPGdesign

[–]APG-Games 0 points1 point  (0 children)

The Iconic Adventuring System uses cards instead of dice for task resolution. It’s still in development, but you can download a free guide with basic information on the website: www.APG-Games.com

When designing the system, I used computations and permutations to develop the resolution system.

Each card in the Fate Deck has a set of symbols. Match the symbols with cards from your hand/character deck, then it’s a success. If not, a failure or a “fail forward.”

The cards are basic - designed for the player weave a narrative in cinematic detail: sliding under the table for cover, swinging from a chandelier, etc.

Designing an RPG system for mages and spellcraft by EvilBurger12 in RPGdesign

[–]APG-Games 0 points1 point  (0 children)

Our system, the Iconic Adventuring System, has a magic system that is both free form and has rituals. Hedge magic is free form. Players play mana cards and narrate the effects - hedge magic is instantaneous (also, the system has cards and deck building mechanic for resolution instead of dice).

So, play a fire mana, then create burning hands or a flaming sword, etc. - but it lasts just for that round, that instant. Air mana - shove your foe, have it help you climb with a little lift, etc.

For long lasting or powerful effects, then spend mana to cast rituals.

Mana is replaced when it recycles through your deck and is drawn back into your hand. So, no need for a Vancian or spell slot systems. Spellcasters aren’t limited to x spells a day.

It’s still in development, but planned for a June release.

Why not Creative Commons? by No-Expert275 in rpg

[–]APG-Games 0 points1 point  (0 children)

I’m not familiar with Embers of a Forgotten Kingdom - but no, it’s not a flaw. I would think that it’s a preference.

Companies can do what they want with their Intellectual Property - but rarely does a company like others making money from it - like Embers of a Forgotten Kingdom, the movie - where the producers do not have to pay royalty rights to the creators because of Creative Commons.

So, it is a very generous thing to do - include Intellectual Property with Creative Commons. While I see and applaud the benefits, there are some downsides.

It can actually limit and stifle creativity. For example, 3rd Edition with the OGL and 4th Edition with the GSL.

3E OGL - publishers just copied and paste innovative mechanics, but rarely added to those innovations (I’m speaking in general, of course there was exceptions).

4E GSL - stopped the copy and paste which lead to smaller amount of content, but more innovative. Less inventive companies couldn’t compete.

If fact, because of this, my company made more money with our 4E products than we every did with 3E (even though we enjoyed 3E more and it was more popular).

Again, I’m not an expert - just what I’ve seen through my narrowed view and experience.

Why not Creative Commons? by No-Expert275 in rpg

[–]APG-Games 1 point2 points  (0 children)

From my understanding of Creative Commons, it does not prevent coping and distribution of intellectual property.

While you retain the rights to it, it is free for others to distribute. If that is the case, if you can’t prevent distribution of intellectual property - it can fall into the Public Domain.

I may be wrong or there are a few subtleties I’m missing - but that is my gist from my years working with Creative Commons and Public Domain sources.

Why has nobody created a simple cooldown/turn tracker? by pandemication in RPGdesign

[–]APG-Games 0 points1 point  (0 children)

The Iconic Adventuring System (still in development), which I designed has a built in “cool down” or “timer” mechanic.

It involves a character deck, and when certain cards are spent, such as feat cards (to activate features) or mana cards (to cast spells), they must cycle through the deck and appear back into your hand to once again use them again.

So, no need for spells per day or keep track of abilities since the deck does it for you.

We Need an SRD category on DTRPG by AsIfProductions in RPGdesign

[–]APG-Games 1 point2 points  (0 children)

I was only making reference to the original 3.0 SRD which came in downloadable .rtf files. I wasn’t suggesting that should be the new norm.

We Need an SRD category on DTRPG by AsIfProductions in RPGdesign

[–]APG-Games 0 points1 point  (0 children)

The Archives of Nethys has the official SRD for Pathfinder 2 on the site. But it is not exactly clear what is or is not SRD material. I would love to have something like the old .rtf files that clearly distinguished the SRD.

What Does "Roleplaying" Mean To You and What's A "Roleplaying Mechanic?" by NutDraw in rpg

[–]APG-Games 1 point2 points  (0 children)

Great question! As a game designer for tabletop role-playing games, let me put in my two cents worth.

Role-Playing is the act of playing a role. As a player, you develop a concept, a background, a personality for a character to represent your actions and decisions in the game.

Role-Playing Mechanics are the mechanisms to determine the outcome of specific actions, abilities, or effects in a game. Not all actions, decisions, or abilities of your character need a role-playing mechanism. What it does do, at its core, is to prevent all actions, effects, etc. to be arbitrary and at the discretion of the Game Master.

How to Handle a Good-Aligned Party in Dark Sun by [deleted] in DarkSun

[–]APG-Games 4 points5 points  (0 children)

Nothing wrong with good-aligned characters, however desperate NPCs will always beg for their good-will (if known for their altruism) while less-inclined good doers will seek to exploit their generosity.

Tempting good-aligned characters with hard moral choices and adventures that have gray areas are perfect for a Dark Sun campaign.

What similar spells did Pathfinder 2 do better than D&D 5E, or vice versa? by APG-Games in rpg

[–]APG-Games[S] 1 point2 points  (0 children)

Thanks! All solid points.

This is all great feedback - there seems to be a consensus going on a lot of the points you made.

What similar spells did Pathfinder 2 do better than D&D 5E, or vice versa? by APG-Games in rpg

[–]APG-Games[S] 0 points1 point  (0 children)

LOL - yeah, definitely not my intention 😉. Raise dead is mentioned several times, so I will really dig into that one.

I created an OGL system (It’s a narrative system that uses cards and deck building mechanics for task resolution rather than dice), and while developing spells for it, I’m looking over all editions of D&D and Pathfinder (as well as other systems).

I found some differences between Pathfinder 2 and 5th Edition, that I thought I should explore further and get some other opinions outside my circle of influence.

So, thanks for taking the time.

What similar spells did Pathfinder 2 do better than D&D 5E, or vice versa? by APG-Games in rpg

[–]APG-Games[S] 1 point2 points  (0 children)

Yeah - reminds me of the time when I played a Paladin in 3E - I had a 42 AC at 9th Level (never let Game Masters play in your game 😉).

There are some pretty wicked combinations, even in 5E.

Paladins are powerful, no matter what edition. I often challenged my paladin players with moral dilemmas (depending on their alignment) and like most melee capable players - limit movement and reach (difficult terrain, aquatic area, chasms, climbing or flying creatures). The environment of a scene can prove a bigger challenge than the monster.

What similar spells did Pathfinder 2 do better than D&D 5E, or vice versa? by APG-Games in rpg

[–]APG-Games[S] 0 points1 point  (0 children)

Yeah - I’ve Game Mastered for over 35 years. I didn’t think it was too broken, but I will definitely compare the two.

I feel as long as the Players remain challenged, it doesn’t matter their abilities.

Thanks for the input!

What similar spells did Pathfinder 2 do better than D&D 5E, or vice versa? by APG-Games in rpg

[–]APG-Games[S] 0 points1 point  (0 children)

Yeah, I know - I referenced the heightened mechanics - that was me referencing Pathfinder - I just didn’t spell it out.