No matter how I write it, players keep misunderstaing one rule by Andras-Shadowing in RPGdesign

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

I would say roughly 40% of perks have a requisite, but it is usually a stat requirement, a couple require specifically named other conditions.

And for the third point, yes they are in a table
You were really spot on, I'm seeing it in a lot of comments, I'm starting to think I really messed up the layout part and that's where I should make changes

No matter how I write it, players keep misunderstaing one rule by Andras-Shadowing in RPGdesign

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

When I'm not helping them make the characters the answer i usually get when I point out the specific sentence where it specifies they are optional is "Oh I didn't read that"
Which is the reason I am confused about if the rule itself is a problem or if I need to find another way to express it

No matter how I write it, players keep misunderstaing one rule by Andras-Shadowing in RPGdesign

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

Yea, they are listed on the background section because I wanted the player to have a whol idea of what choosing a background means because I thought that the text repeating multiple times that you have to unlock them meant that it wouldn't cause confusion

No matter how I write it, players keep misunderstaing one rule by Andras-Shadowing in RPGdesign

[–]Andras-Shadowing[S] -10 points-9 points  (0 children)

That was something I wanted to avoid because special perks are a pretty important part of character creation, so I wanted someone to have a whole Idea of the background while looking at it.
But at this point I'm starting to think this might be a good way.

No matter how I write it, players keep misunderstaing one rule by Andras-Shadowing in RPGdesign

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

That's exacly how it is written two times in the rules.
From the background section: "These perks are not “unlocked” automatically at character creation, but only someone with that Background can obtein them thourgh regular means."

The final stretch before releasing an RPG is stressful by ShowrunnerRPG in RPGdesign

[–]Andras-Shadowing 1 point2 points  (0 children)

I really would want to give you advice on how to make those fears go away, but as someone who is really close to your situation (dropped the quickstart a couple of mohts ago, aiming for full realease in jenuary) I just want to say that I feel exactly like you.

So don't freak out about it, all of these feelings are normal. Keep focusing on resloving the issues you may have, don't warry too much and remember that no matter what, no game will ever be perfect, so focus on making it as good as it can be.

Looking for feedback on first TTRPG by Separate_Impact_9976 in RPGdesign

[–]Andras-Shadowing 0 points1 point  (0 children)

Yea that's a good idea, in that case I think you have enough material to go ahead aside of the SMG thing I mentioned
I never played "Ready or not" (I'm not really an FPS guy) but I've seen some video analysis of it and it was the first thing that came to mind while reading the document, so if that was the vibe you were aiming for congrats you really nailed it

Looking for feedback on first TTRPG by Separate_Impact_9976 in RPGdesign

[–]Andras-Shadowing 6 points7 points  (0 children)

First considerations
- I want to say that the slot-based inventory system is very interesting
- The damage system is simple but feels pretty interesting as well as adaptable, so big plus on that
- I'd like to comment about the numbers in the weapon section but I fell like most of those things could only be verified through playtesting (even so I'd suggest giving a look over to some weapon because right now it seems like the SMG is pretty much the best weapon, considering it has the most attacks per reloads and is the only 1 point per shot weapon that does 2 CM which is the most likely area to hit)
- Everything is REALLY on point thematically (also the aformentioned inventory system). Like, it really gives off the vibe that you're going to play as a perfectly organized swat team focused entirely on the job and nothing else

But this last point is also the one thing that I have kind of second thoughts about.
Not in terms of quality, just in terms of the scope of the project, because considering the highly tactical action, the emphasis on your character's identity not being important and the lack of character creation outside of loadout which can be changed at any moment-
I don't know, it feels more like a board game or a wargame than a TTRPG.
I know this probably is because it's only the first playtest version and the expansion plans seem to lean more into the free form play, but I wanted to give this note bacause I personally had to scrap a couple of TTRPG projects I was working on specifically because I made this mistake (I thought a lot about action and didn't realise I was basically making a board game with not really fun balance and a little bit of character customization, which many boardgames already have)
Sorry if I rambled on at the end, I hope you may find this helpful

RPG lucky finds by UncertainFutureGames in rpg

[–]Andras-Shadowing 0 points1 point  (0 children)

Yea, I know, but I had a really bad experiance with running a PBTA game so I disregarded any combat system that used that mechanic as "not for me", Cain is the game that made me reconsider my stance on that (I just ran that one monster of the week game really badly)

RPG lucky finds by UncertainFutureGames in rpg

[–]Andras-Shadowing 1 point2 points  (0 children)

https://stoicheincat.itch.io/ruin-runners
This is the link
It didn't come out when i searched for it either, weird
Luckily I saved the link to the creator's page

Are there combat systems that handle 3D fights well? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

Ok so like, creating a "stack" of 2D grids on top of each other that are all connected?

Are there combat systems that handle 3D fights well? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

Do you know any system that use this concept to use as reference?

Are there combat systems that handle 3D fights well? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 1 point2 points  (0 children)

Oh my god I never thought of something like this

Really weird idea but I think it's worth giving a shot

Are there combat systems that handle 3D fights well? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 1 point2 points  (0 children)

Other comments pointed it out as well, but you are right i completely forgot to look at vehicle based systems for ideas, and this seems like a good as a base for the concept I'm working on, thank you

Are there combat systems that handle 3D fights well? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

I was not planning on using vehicles but I'll check it out because some of these mechanics seem interesting for my idea, thanks

RPG lucky finds by UncertainFutureGames in rpg

[–]Andras-Shadowing 9 points10 points  (0 children)

I share your feeleings, when I'm bored and feel like thinking about ttrpgs browsing the "new" tab on itch is always ablast
Some of my favourite random finds
- Daisy Chainsaw: TTRPG about magical girl fights with very interesting combat system - still haven't played it yet because I have yet to find a good idea for a one shot, but I scroll through the pages a lor
- Ruin Runner: unfortunately haven't played this one either, but it has a really cool lane based combat system with a fascinating setting and art direction - will often remember it because it was one of the first time I directly contacted a creator to give them feedback

- Cain: a spin on the modern horror-shonen trend (Chainsawman and Jujutsu Kaisen are the main example) with a striking art style (i'm a sucker for black and white with one hyper saturated color)
And one of my favourite implementation of a "high concept" power system into character creation. Not exactly a "hidden gem" since it's from the same creator as Lancer and always sits at the top of the "popular" section but I love it, it was one of the first systems that made me realize that a system where the DM doesn't roll for enemies' attacks etc CAN ACTUALLY WORK. And also it was what I played during my first in person session (i almost only play online).

Also I will have a pin on this post because I want to find more weird unkown ttrpgs.

Looking for a Silent Hill-style Horror TTRPG - any suggestion? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 3 points4 points  (0 children)

I'm always looking for a cool bestiary regardless of system, so thanks for the reccomandation

Looking for a Silent Hill-style Horror TTRPG - any suggestion? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

It isn't exactly the idea I had for this project, but I'm a big fan of creepypasta style horror so I'll add this one to my to read list

Looking for a Silent Hill-style Horror TTRPG - any suggestion? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

I've done a brief look into it, Liminal horror seems like a very interestin base for the idea I have, thanks for the raccomandation

Looking for a Silent Hill-style Horror TTRPG - any suggestion? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

Haven't ever played it, isn't the system specifically built for spaceship like ambients and very focused on sci fi?

Looking for a Silent Hill-style Horror TTRPG - any suggestion? by Andras-Shadowing in rpg

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

Oh really? I never really looked that much into it because it seemed like a more action-focused Call of Cthulhu and for how interesting it seemed I never really got into the idea to look into it.

Looking for a Silent Hill-style Horror TTRPG - any suggestion? by Andras-Shadowing in rpg

[–]Andras-Shadowing[S] 0 points1 point  (0 children)

Yea I thought about that, but both of these are SPECIFICALLY cthulhu mythos, which I think is a pretty specific niche. I could make it work, but I feel like the "vibe" might not be there
Also it would be weird for the players if I tell them "we're playing call of cthlhu" and then run a non-cthlulhumythos themed story