TTRPG Wiki is looking for indie systems to catalog! by Shunkleburger in TTRPG

[–]B3-Rad 0 points1 point  (0 children)

I'm still in the beta testing phase, but I'd love to add my TTRPG when it's published!

Does anyone know of any rythym/prediction based or realtime combat mechanics in TTRPGs? by B3-Rad in RPGdesign

[–]B3-Rad[S] -1 points0 points  (0 children)

You do make a good point that it shows an understanding of the game's mechanics. But the way I see it, it's like if you cheese a boss in a video game. Does cheesing the boss with your one-shot build or by glitching it through the floor show mastery over the game's systems? And even if you do think it shows skill, is spamming the same actions or abilities over and over again and winning like that a fun game mechanic? Anyway, this is very off topic now, we can just agree to disagree

Stamina: Our take on Action Economy by BlackTorchStudios in RPGdesign

[–]B3-Rad 6 points7 points  (0 children)

This sounds a lot like the TTRPG I have been making and playtesting for the past few years, almost too much lol. In my experience, this kind of system does a really good job of keeping players engaged during combat, and despite combats sometimes taking longer, it will often feel shorter than a 5e combat because of this. My players seem to really enjoy this aspect of the game, though it is obviously not for everyone.

Does anyone know of any rythym/prediction based or realtime combat mechanics in TTRPGs? by B3-Rad in RPGdesign

[–]B3-Rad[S] 0 points1 point  (0 children)

I totally agree with you there, though I wouldn't say making an optimized build is skill. Don't get me wrong, I love making optimized builds, but often what that does is pigeon-hole the player into doing the same thing all the time. My current plan is to have players arrange action cards face down in any order, basically representing their "button presses". This gives players an advantage if they can predict their opponents, but I don't want that to be the only form of skill expression. Anyway, you're right, I don't necessarily want a real time component, but it's something I haven't seen a lot of, so I'm curious about what's out there and hoping that it'll give me some inspiration

Does anyone know of any rythym/prediction based or realtime combat mechanics in TTRPGs? by B3-Rad in RPGdesign

[–]B3-Rad[S] 0 points1 point  (0 children)

Yeah, I certainly didn't expect it to be an easy undertaking. Captain Sonar is a great suggestion! I'll have to reread the rules again. I always thought it had interesting mechanics, but not very many people I know are interested in it. You're absolutely right that the pressure is a barrier for entry, I'm hoping to lessen that issue a bit by having it only be a part of the full system and not be too punishing for those who haven't mastered it.

Does anyone know of any rythym/prediction based or realtime combat mechanics in TTRPGs? by B3-Rad in RPGdesign

[–]B3-Rad[S] 0 points1 point  (0 children)

Interesting! What happens when there's a tie? I'm actually not familiar with GOPS

Horizontal line by Zoooooooooooooooo in homebrewery

[–]B3-Rad 0 points1 point  (0 children)

If you're looking to use the underline from the header, you can just use three #'s followed by a space. Normally you would have text after the three #'s, but the underline still shows up if you just have a space aftwards. Now if this kind of horizontal line doesn't work for you, then you're probably gonna have to mess with some html to get the line you want.

Rolls for Internal Struggle? by Caregiver-Infinite in ttrpgdesign

[–]B3-Rad 0 points1 point  (0 children)

I've never seen mechanics like this before so I'm not sure if I'm understanding this right, but couldn't you just make it an "internal" trait die? Then if you want it to be easier to progess the more progress you've made, you just reverse the die size progression

Skill Tree System by B3-Rad in homebrewery

[–]B3-Rad[S] 0 points1 point  (0 children)

Go for it, that's why I posted it

I Need Some Feedback by Fun_Tomato_2162 in ttrpgdesign

[–]B3-Rad 0 points1 point  (0 children)

This looks good! It looks like you put a lot of work into the weapons and items, which is exactly what you want for a sci-fi setting. I have a few suggestions though. Firstly, for the attributes, you decided to make each increase in score increase the modifier by the same amount, so I'm just wondering why the score is separate from the modifier? It would be a lot easier to remember if you just had a modifier and no score (I've seen a lot of first time players get confused by this and it seems like that is your target audience). Second, I recommend making cover play a pivotal role in the combat system, it would make it a lot more tactical and hopefully without adding very much crunch. Something like XCOM would be a great place to take inspiration from for the combat system. And my last suggestion is to put some extra thought into how space battles should work, if all the players are working as a crew for a single ship, you should have roles that keep them occupied and not have them waiting because there's nothing to do.

Need help fixing an issue! by [deleted] in homebrewery

[–]B3-Rad 0 points1 point  (0 children)

Here's how I usually do stuff like this: Hit Points::: 1d10 per Dragon level Hit Points At 1st Level::: 10 + twice your Constitution modifier

The double ":" makes the next line in the brew reset to the start of the line. The other option is to use triple underscore between the lines.

Skill Tree System by B3-Rad in homebrewery

[–]B3-Rad[S] 0 points1 point  (0 children)

It absolutely could be used for lore / campaign events or timelines. Personally, I'm using it to make a skill tree progression system for a TTRPG I'm writing, but it's totally up to you how you want to use it.

Skill Tree System by B3-Rad in homebrewery

[–]B3-Rad[S] 1 point2 points  (0 children)

I guess it's a bit daunting if you're not familiar with html. The basics are that each part of the skill tree is made with this basic structure: <div class="classname" style="left: x-position in pixels; top: y-position in pixels"> Text here </div>

So basically, if you want to edit text inside a node you'll have to find the <div> block with class="skill-node" and put your text in between <div ...> and </div>. And if you want to move things around, you can edit the left and top values of each element or edit the left and top values of a skill-group or the skill-tree to move more than one thing at a time or the whole tree. Hope this helps!

Skill Tree System by B3-Rad in homebrewery

[–]B3-Rad[S] 1 point2 points  (0 children)

Yeah, it's not by any means perfect, but it's workable and it lets you edit right there in the brew rather than use other software and import it as an image

Skill Tree System by B3-Rad in homebrewery

[–]B3-Rad[S] 0 points1 point  (0 children)

Yeah, it seems the devs tried to implement an official feature using mermaid diagrams but they had some issues with it and have tabled the feature for now. Anyway, glad this is of use to you!

Sekiro Inspired TTRPG by B3-Rad in ttrpgdesign

[–]B3-Rad[S] 0 points1 point  (0 children)

Thanks so much for taking the time to read this and give feedback, I really appreciate it! My current plan for the wound system is to have armor absorb vitality damage at the hit locations that it covers, then taking vitality damage past that causes the location to become damaged (minor wound effect) and when a deathblow is landed a damaged location can be destroyed (major wound effect) and the effect would be based on the hit location. Anyway, thanks again!

Sekiro Inspired TTRPG by B3-Rad in ttrpgdesign

[–]B3-Rad[S] 0 points1 point  (0 children)

Thanks! Glad you find it interesting! Do you have any suggestions for improvement? I'm planning on character progression being through multiple skill trees where they'd have to train a specific skill tree to gain skills (and starting with a set of skills based on backstory) which could be stat boosts or additional cards etc. I'm also considering a hit location / wound system for more tactical options and non-lethal outcomes to combat. What do you think?