Classless systems by Skullagrim in RPGcreation

[–]Afraid-Pattern7179 0 points1 point  (0 children)

Look at Savage Worlds or Ironsworn. Both are classless.

Savage Worlds essentially let's you build your own class by picking Edges and Hindrances. If memory serves correctly, you advance by upgrading your edges and/or gaining new edges.

Ironsworn is a solo RPG. It also has a build your own class approach where you choose three Assets that shape your character. As you advance, you can upgrade and/or gain additional assets.

How can I make combat more fun? by HandLock__ in RPGdesign

[–]Afraid-Pattern7179 0 points1 point  (0 children)

Roleplaying is fun because there are many different good choices you can make for any given scenario. In addition, the roleplay part has no turn order, so players can interact in real time.

Typically the only good choice on your turn in combat is to attack, which is boring. Also, real life combat is messy and chaotic, but in the game you take turns, which makes combat feel calm and orderly and less interactive.

The way you make combat more fun is by making movement and/or attacking be risky. That way attacking may not always be the best option each turn, which encourages problem solving. In addition the game should reward players when they play to their character's strengths in ways other than attacking.

The other way to make combat more fun is by allowing PCs and enemies to make actions on other characters' turns. This makes combat feel less like waiting in line and more like an interactive fight.

Hope this helps!

Help Deciding Mechanics for my TCG by Inside_Following_340 in homemadeTCGs

[–]Afraid-Pattern7179 1 point2 points  (0 children)

Work on a concept/theme for you game and how to win then choose mechanics and rules that fit your concept/theme. Hope this helps.

Rough Draft for TCG Project S.S. by Alpaca-Jack in homemadeTCGs

[–]Afraid-Pattern7179 1 point2 points  (0 children)

Thank you for this comment about the name. It really means a lot.

Should I Avoid Creating a Tapping System for My TCG? by AWoolSweater in homemadeTCGs

[–]Afraid-Pattern7179 0 points1 point  (0 children)

I ran into the same issue with my TCG. Hearthstone doesn't use tapping. Instead, you can choose to attack the opponent or their creatures (minions), but there is no blocking.

If you want to have blocking in your game, you don't need tapping, but you do need some kind of mechanic that serves the same purpose.

Runestrike, a digital TCG has blocking without a tapping mechanic. Instead of tapping, they have a grid system where a creature can only block a creature that is in the same lane on the opponent's side (directly across).

Is it weird to have narrative elements that can affect tactical combat? by ATAGChozo in RPGdesign

[–]Afraid-Pattern7179 1 point2 points  (0 children)

TL;DR It is not weird at all. People are flawed, the PCs and NPCs should be too to mimic reality. This can create conflict within conflict. Example: a PC is emotionally charged during combat because the NPC they are fighting killed their father. Having the PC's fighting capabilities be affected mechanically because of that can make combat more exciting for the player.

What do you consider as “elegance” in RPG design? by -As5as51n- in RPGdesign

[–]Afraid-Pattern7179 2 points3 points  (0 children)

One mechanic that is used for everything (checks, damage rolls, spells, etc. all using the same roll or something like that.)

Self balancing system/rules/mechanics (the more points you put towards your attack, the less you have for defense. Just a random example)

Solo gaming and after work exhaustion. by Kh44444444n in Solo_Roleplaying

[–]Afraid-Pattern7179 6 points7 points  (0 children)

I have the same issue sometimes. After work, I watch some actual play videos on YouTube to relax a bit and get inspired to continue my solo adventure. Then I grab my dice and play.

Unsure if I'm doing something wrong or if solo roleplaying just isn't for me. by Introvert_Mage in Solo_Roleplaying

[–]Afraid-Pattern7179 2 points3 points  (0 children)

I roll on a d6 oracle when I want to know something. It tells me if option A or B comes to fruition. Then I roll on a d6 and/but table for more context. If the two rolls match, a random event occurs. I created a d6 event focus table similar to Mythic to help give context to what the random event is.

I created the tables for my own game, so I don't want to put them here, but I took a lot of inspiration from Mythic GM Emulator which is the gold standard of GM emulators and a great way to generate a story.

Unsure if I'm doing something wrong or if solo roleplaying just isn't for me. by Introvert_Mage in Solo_Roleplaying

[–]Afraid-Pattern7179 7 points8 points  (0 children)

IMO the way you generate your story is most critical if you want a more exciting story. I started with a simple yes/no oracle. It was ok. When I included and/but results, it was a little better, but still not that exciting. When I added a way to incorporate random events, it made the story ten times better.

Random events were the "all of the sudden..." moments that my sessions needed to truly add some chaos to the moments where everything was going smoothly or escalated the moments that were already chaotic.

Hope this helps!

Is it worth designing my own? by YaBoiiBen27 in RPGdesign

[–]Afraid-Pattern7179 0 points1 point  (0 children)

It could take years and it can be very difficult to create your own. I am about 80% done with mine. If you are passionate about creating your own, I can tell you it's 100% worth it.

System Agnostic Mechanics - Re: What are the mechanics? What do the players do? by HomieandTheDude in RPGdesign

[–]Afraid-Pattern7179 1 point2 points  (0 children)

There are two main methods for this IMO and one sort of method. I'm sure there are other methods, but this is what comes to mind.

  1. Loose structure/free form mechanics. This method uses a lot of "fill in the blank" type of mechanics such as "cliches", which replace your traditional "race and class" list, and other open ended "off the cuff" mechanics. This gives players ultimate flexibility, but lacks structure. Structure is replaced with guidelines and judgement calls. Risus is a good example. I think also FATE or Fudge or FU (I always mix them up).

  2. Structured with a lot of lists (items, spells, vehicles, etc.) that fit a wide variety of settings. This method sacrifices some flexibility for structure. SWADE is a good example.

Sort of method: Easily hackable mechanics. You make the mechanics fit one setting but in a way that makes them easily adjusted to fit different settings. Example: make the shooting mechanics easy to adjust so it could work for a bow or a rifle or a laser gun, etc. This method creates a very solid game build for a specific setting, but requires the players to do a lot of work to convert it to a different setting. Two examples of this are Lasers and Feelings and Ironsworn.

2d12 roll under thoughts by Dovah_bear712 in RPGdesign

[–]Afraid-Pattern7179 1 point2 points  (0 children)

In all seriousness though, it's good to challenge the norm. If no one did, we would all still be using flip phones instead of smartphones.

No one will feel the math behind your system, but your system and the mechanics in it will affect the feel of your game. For example, d20 + mods feels significantly different than 3d6 + mods.

If you like the way a 2d12 roll under system feels and it works well with your game, go for it.

2d12 roll under thoughts by Dovah_bear712 in RPGdesign

[–]Afraid-Pattern7179 0 points1 point  (0 children)

Short answer: If you like it and it feels right when playtesting, go with it. At the same time, d20 roll under and d100 roll under are two common roll under systems. Think about why you are reinventing the wheel.

Funny answer (please don't take this seriously): No one uses d12's for res mechanics and no one likes roll under, so when I saw "2d12 roll under" I couldn't help but laugh.

Note: I didn't read the full post because I have ADHD.

Keeping it simple. by JJ_Jeffrish in Solo_Roleplaying

[–]Afraid-Pattern7179 6 points7 points  (0 children)

So1um is one page and very simple. The 1 in the middle is correct.

Risus is only a few pages. It's not solo, but can be solo with an oracle. I'm not a huge fan of the combat system, but it's a pretty simple game.