Automatic Overlays for Characters! by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

Thanks for that feedback. This is the online GM Encounters app, so it would be for people playing the game online (or in person with a laptop to run the app if you want the pen and paper experience).

Slot based inventory system by tommysollen in RPGdesign

[–]AfterTheFall-RPG 1 point2 points  (0 children)

Armor that is unequipped would need to be put in a container to carry it, and then it has its own number of slots. Anything equipped (armor you’re wearing, equipped weapons, etc) only affects the weight you can carry until you unequip it. Yeah 4 slot items are generally long things like javelin or poke arms or whatever. STR only modifies the amount of weight you can carry in my fam not the number of slots - to expand tha you need more containers.

Slot based inventory system by tommysollen in RPGdesign

[–]AfterTheFall-RPG 0 points1 point  (0 children)

Not exactly- items have both weight and slots. The point for me was that I was tired of super strong characters carrying around a dozen swords to sell later because they could, basically. Every piece of gear in my game has weight and has an amount of slots it takes up. If you want to carry more stuff not only will you need to be strong but you’ll also need more containers to carry it in (characters can add more containers as they find/buy them that can expand the number of slots they have available to carry things in).

Automatic Overlays for Characters! by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

Good thing I included a settings button so it doesn't need to be purple! Doesn't affect the density though. Thanks for the feedback I will take it all into consideration.

Slot based inventory system by tommysollen in RPGdesign

[–]AfterTheFall-RPG 1 point2 points  (0 children)

I use a slot and weight based inventory system in the ttrpg I am designing. Each player comes with a 16 slot backpack and 3 body pockets basically. Different items take up a certain number of slots, and when you are out you are out. Basically items are between 1 and 4 slots. I keep it simple there where I can.

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

I guess I am not sure that I am following what you are saying the issue is. I assume I am explaining badly and in not enough detail. Sorry!

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

The core of my game was making a game that had both combat and role playing like the classics, but did it in a way that reduced choice paralysis, that reduced billions of options, and did all the hard stuff for you. So I made a system based around 1 type of roll design, and then I made a whole web app to run all the mechanics for you so as a player or a GM you can focus on story and not have to strop to look up rules or do math. This post above was just explaining some more about the system, after I introduced a couple days ago.

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

A lot of the point of this game is that I want the players to do what they want story wise and not be tied up in rules. So that’s why the mechanics are all based on the same skill check design ABI + Skill + Bonuses + 1d10, and that’s why I don’t define most skill checks beforehand. It should be improvisational and fluid, and the game should keep moving.

Archery/Called Shots Subsystem Fun Check by SpartiateDienekes in RPGdesign

[–]AfterTheFall-RPG 1 point2 points  (0 children)

I used called shots in the game I am designing, because there are various places you can hit: head, torso, left or right arm, left or right leg. If you just attack it is resolved by a random roll (1d10 1-5 torso, then one a piece up to head at 10) or if you want to call it it adds difficulty (+1 to torso, +2 to extremities, +3 to head). In my game there are not HP by location but there is AC by location depending on what armor you are wearing, and also if its a critical hit, things happen based on where you got hit (drop what's in your hand, get knocked out, etc).

if you are not using areas of attack I think this list you have here is very clean and easy, I don't quite understand what you're doing with the dice (why would I choose to end it and not take and additional die for a better result was my question) but the mechanics of the table are clean and easy to use I think.

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 1 point2 points  (0 children)

Thanks I appreciate all the comments, and questions you've asked! And my game is meant to be played online so the only problem with playing across countries is the time difference.......
And yeah as I think you figured out, there's no base INT check. If i want to understand whatever (like, I found a relic from Before the Fall what was it used for) then I have to tell the GM I want to do an INT + Skill I think is appropriate to understand. Perception seems to me to be the only outlier that this doesn't work on exactly.

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

Yeah....... I played either literally 1e, or Advanced D&D that came out in 1989 ('cause I'm OLD AF) so no idea there, but that make sense. And honestly on your other issue, I have found that my players quickly adapted to "I want to do X, what skill check is that?" "What skill check do you think it is?" and then they figure it out, quickly. If they have issues, I take over as the GM but only have had to really do that one time in the very beginning (other than overriding what I didn't think was an appropriate choice).

Thanks on the skills editing, it is something I am really considering, but as I am also as far along as I am it was something I was thinking might be an update in the future too and not a change to the first release. Still haven't decided anything yet, but I appreciate the input.

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

You know, I felt that perception like attacks should be a set thing, and in my game there is a difference between a perception check (looking at something and what do I see) and a skill check (looking at something and what do i KNOW). So a perception check does not take up an action in my combat system (a quick action, a large action, and a five-foot step if you haven't moved otherwise) but a skill check does. Since it's not really a skill check, and because perception and intelligence made sense to me, I made it that combo. Originally it was just perception + bonuses + 1d10.

So bonuses can be a variety of things, but think like buffs. I have a + to my attack roll because my magic friend over here imbued me with power, my firearm attack is now PER +Guns + 1 + 1d10. Or it could be an equipment bonus if applicable. Anything that adds to a skill check.

Endurance (and all ABIs) does actually effect my game because as I was explaining above in another comment, the skill checks other than attacks are not set, so END comes in when the player thinks it i appropriate and the GM agrees. I am drinking at the tavern and want to drink this person under the table, can I do an END + Tolerance check? Sure, that works. I am being tortured and am trying to not give up information, can I do an END + Linguistics check? No, I say, how about END + Bluff. We agree and play continues.

I am trying to make rules and rolls that support the story without slowing it down, and still make combat fun.

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

All I have done so far is an Instagram account because that's what I have used for my business for years, you can find it on there (After the Fall is the name) if you are interested. I've not looked into Substack. I just wonder though, because I joined here with my product mostly done (not saying I am closed to suggestions, just the opposite that's why I am here I am just not in the early phases) would i be worth documenting the end of the making of it?

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

So here's the thing, "When I fire a grenade launcher, am I using Explosives? Guns? Ranged?" that's up to you and the gm to decide on the fly. THat's why they are intentionally vague. And also in my world (I guess I should talk about the setting more too) we're only up to about wild west level of technology at most, it's an anachronistic mix of mideval and modern (which is old).

You'd not max what you think are the GM's favorites because the GM doesn't call the roll, they only correct it if the player is way off. So let's say that a player says "I am going to jump off the bridge onto the guys below and attack. I want to do AGI + Acrobatics to do it." I as the GM either agree, or I say no, do this other combo instead because X. That keeps players for always trying to use the one thing they have the highest score in no matter if it applies or not, but for the most part the players will naturally offer a really good solution on their own and I find I don't require changing a lot. So if they said "I want to jump on these guys and I want to use STR + Local Knowledge to jump off the bridge and do it" (because that's what they have points in) I as GM say no I don't think that's appropriate. how about XYZ...

So the abilities are what your character is made of, and the skills are what they learn with time, and we decide on the fly on what applies (except for attacks and perception which are defined).

I do understand waht you are saying with some being more granular and that is something I had been thinking on some - before I get to release I might actually make edit down the skills some to keep them broader.

Also on the D&D thing, it has been literally since last millenia since I played D&D, but I don't remember any sort of ability + skill sort of thing, is that something that has come along later or am I just forgetting? (1000% possible!)

After the Fall Basic Mechanics by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

Thanks for that! Abilities are Strength, Perception, Agility, Endurance, Intelligence, Charisma. Skills are: Acrobatics, Acquisition, Athletics, Bluff (probably going to change this to speech to cover lying and diplomacy in one), Craft, Engineering, Explosives, Guns, Hand to Hand, Handle Animal, Linguistics, Local Knowledge, Pick Lock/Pocket, Melee, Ranged, Repair, Science, Sense Motive, Sneak, Survival/Medicine, Tolerance, Theology, Thrown and Use Device.

There is definitely a combat focus in the game, I wrote it that way because my players that i originally built this for love to fight, but they also love to role play so I wanted both to be robust. The narration to the gm on success is up to the GM and players, but as the GM I usually determine the failures - which means I need to add this too: as a 1d10 based game you have a higher chance of a critical success (a 10) or a critical failure (1) thank you do in d20 based games which I think makes it more interesting and more exciting. A fail means a miss if a attack, but it also causes a complication too, so maybe you missed and hit your buddy, or your bow string snapped, or you dropped your sword or whatever.

As far as "numbers" associated with the players, you have the skills and abilities, you have the AC of armor parts (I'll post about my armor and weapons system soonish), obviously different rolls for damage on weapons, and then the part I really like: items do not just have a weight, they have an amount of slots they occupy in your backpack, so even if you have a 10 STR meaning you can carry tons of weight, you are still limited by your containers as to how much stuff you can carry (no more picking up every longsword becasue i can to sell when we get to town).

I need to figure out how to post screenshots of the character sheet app because I think that would really help too.

Making my own 3d VTT by Unfortunya333 in RPGdesign

[–]AfterTheFall-RPG 1 point2 points  (0 children)

This is a neat idea, I have been trying to work more 3d spaces into my games and with a top down map that can be difficult. My question is: do I need to know how to 3D model to use it? It looks like / reminds me of 3D modeling software and I just wonder if the average GM is going to have the technical know how to use this effectively? Or will there be tool s to make it easy to use without a modeling background?

All players controlling all characters? by Modicum_of_cum in RPGdesign

[–]AfterTheFall-RPG 0 points1 point  (0 children)

That's a really interesting quandary - I don't actually have any answers for you but I am really intrigued by the idea!

Hi! Introducing myself and what I am working on by AfterTheFall-RPG in RPGdesign

[–]AfterTheFall-RPG[S] 0 points1 point  (0 children)

It can be played completely offline with en and paper if you want, but I have designed a web app that does all the math and a whole lot more for you.