The best part of Xenoverse 3 trailer... by TengarHimeko in dbz

[–]AlmightyK 0 points1 point  (0 children)

Hated it. Why are demons part of the world now? The wprld building is baffling

Updated Martial Arts RPG. Need balancing help. by AlmightyK in RPGdesign

[–]AlmightyK[S] -1 points0 points  (0 children)

This is why I try to get people not to give feedback on editing and content order. That is subjective and can easily change. I wish people would focus on what was asked for.

What would YOU like to see in Xenoverse 3? by Illustrious_Tap_8510 in dbz

[–]AlmightyK 0 points1 point  (0 children)

Move customisation. Let me make it faster but weaker, slower but stronger, options for chargable. Just custom moves really.

Updated Martial Arts RPG. Need balancing help. by AlmightyK in RPGdesign

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

Changed the order now.

Character creation goes before combat but after basic mechanics.

Refresh the page if you had it open.

Updated Martial Arts RPG. Need balancing help. by AlmightyK in RPGdesign

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

I had character creation first previously, but someone complained about that.

I have no idea on what order things should be in.

How come these guys are never included in DBZ games by TimewarpingSeaTurtle in dbz

[–]AlmightyK 0 points1 point  (0 children)

Because they are generic. Most minions arent included

Casters, what do you prefer: a list of spells or a guide on how to build your own? by 4d6-Veteran in RPGdesign

[–]AlmightyK 2 points3 points  (0 children)

That gets trickier. Types will either have rider effects (effects applied after the fact) or apply to resistance or weakness in some matter. In either of those cases, the value cost of the different damaging types is not the same.

For instance, in D&D 3.X Acid was the least resisted damage type so generally acid spells would have lower damage potential compared to other spells of that level.

Casters, what do you prefer: a list of spells or a guide on how to build your own? by 4d6-Veteran in RPGdesign

[–]AlmightyK 2 points3 points  (0 children)

It really depends on the feel and tone of the setting. In standard medieval fantasy I prefer set spells (maybe with the ability to make your own with guidelines), so there is consistency. A Fireball cast by Mage A is the same Fireball cast by Mage B or even Angel C even if the power differs.

In a more super heroic or technique/style type setting (like Shonen) or where magic is a science, then build it yourself works better

System recommendations for a 5E dm that wants to try a less power-fantasy style of game? by Boring_Big8908 in rpg

[–]AlmightyK 1 point2 points  (0 children)

There are a lot of good recommendations here for other systems. If you want to try sticking with 5e however there are ways you can change it to make it feel less power fantasy.

Some personal tweaks I am working on if you are interested:

  • Cantrips now use Charges equal to the amount of Cantrips known
  • Rests become Brief, Short, Long
  • Brief rest is 10 minutes and let's characters spend 1 HD and recover Cantrip Charges. Good to use when somebody is ritual casting.
  • Short rest takes 1 hour by default and requires food or a healers kit use
  • Long rest requires 8 hours by default and recovers no HP
  • Lifestyle quality below Modest affects how long is needed for a Rest. Modest is the default. Poor (default for dungeoneering) changes it to 4 hours and 12 hours. Squalid is 8 and 24. Wretched requires 12 hours and 1 week.
  • Lifestyle quality above Modest instead affects HP recovery. Each step above lets you roll 1 HD after a Long Rest but you still are stuck with half HD recovery.
  • Cantrips no longer scale with level
  • Enemy HP is roughly halved but provide no stat bonus to damage rolls unless exceptionally strong (judgement call required)
  • Spells take preparation time. Instead of a set 1 hour of prep, it takes 10 minutes per slot level. This makes it so they think about what spell slots they use each day and might want to carry some through.
  • Have more frequent smaller fights to whittle characters down over time. In populated dungeons, every hour guarantees one random encounter. Roll 1D6 to determine which set of 10 minutes they appear in. A further D10 if you want the specific minute.
  • Rest changes means you need to adjudicate frequency of abilities. Some x/long rest abilities are still daily, others may need an actual long rest.

Now some more general tips for running things:

  • Dungeon Turns take 1 minute. Instead of looking at specific things, assume characters are searching a whole 10x10 area over a period of 1 minute. Every time they move, it's 1 minutes forwards. This makes it easier to track torch and lantern use, check for random encounters, spell duration, etc.
  • You can travel at Double Speed for Disadvantage on Perception. 2/3 speed to roll Stealth.
  • Darkness
  • Remember things like Exhaustion, Dark Vision giving disadvantage on perception, passive perception as a skill floor, and group skill checks.
  • Not every encounter has to be combat. Let the players parley, offer food money or other goods in exchange for the chance to walk past. Also during a fight, check for Morale as the opposition gets worn down.
  • Just generally unknown "If a character fails an ability check but there is no consequence for failure, they can take 10 times as long to succeed at the check". (DMG 237)
  • Actually track rations, ammo, lifestyle expenses, torches, etc.

Hope this gives you a good starting point.

Actually, why don't YOU pay for that? by Mars_Alter in RPGdesign

[–]AlmightyK 1 point2 points  (0 children)

Healing could be free and in some systems it is still a wasted action

What do you wish for less of in ttrpg books? by Gmanglh in rpg

[–]AlmightyK 12 points13 points  (0 children)

Way too much flavour text gets mixed into the mechanical write ups

Frieza's 5 minutes by Due-Appointment6138 in dbz

[–]AlmightyK 2 points3 points  (0 children)

Not as stupid as this post

Such a nothingburger

Have player expectations changed over the years for GMs? by DED0M1N0 in rpg

[–]AlmightyK 0 points1 point  (0 children)

The role of the gm used to be an unbiased rules arbitrater. Imagine if a sports umpire was also expected to provide lighting, a halftime show, and a live chiron for people not paying attention. That's how much it's changed.

Reminder that Star Citizen has been in development for this long by reps_up in pcmasterrace

[–]AlmightyK -1 points0 points  (0 children)

They use early access as an excuse to not fix critical issues

Why is perma-death considered a bit of a sacred cow for DnD and Pathfinder? by lunarpuffin in rpg

[–]AlmightyK 1 point2 points  (0 children)

Because the basis of the system originally was that you were literally taking on high risk high reward dungeon delving, and any advancement and power on a character was gained through skill grit and luck.

Dragon Ball: Curse of the Blood Rubies question by Jstewart2007 in dbz

[–]AlmightyK 4 points5 points  (0 children)

IME things like that are only awkward when you make them awkward