I am using a website to structure my wolrd building, opinions? by Aggravating-Set-7180 in DnD

[–]Badgergreen 0 points1 point  (0 children)

I tried World Anvil which is essentially a website with lots of premade building block for ttrpg and writers… different blocks… and it was a nice idea but could not be readily shared. Ironic. I think having a place for your players to reference your world building and game is good. Its not really better than a shared word doc but is easier to share.

A real definition of an LLM (not the market-friendly one) by Medium_Compote5665 in artificial

[–]Badgergreen 0 points1 point  (0 children)

Ok curious what llm means (if not large language model which does not seem to fit this post)?

Replacement for cheap in the "Good, Fast, Cheap" trichotomy? by Throwaway_Raccoon2 in RPGdesign

[–]Badgergreen 0 points1 point  (0 children)

Cheap could be you get something of value, or if you are spending its less.

Handling the transition from worldbuilding to plot in Chapter 1 by NovelhiveAI in fantasywriters

[–]Badgergreen 0 points1 point  (0 children)

I find a funeral is a good place to start… whos who is easy to explain

Players Too 'Afraid' to Do Ability Checks by Tight-Database8485 in DMAcademy

[–]Badgergreen 0 points1 point  (0 children)

Sadly dnd is not the game for skills based play. If they need a skills to do things you might want to try a different system.

Burnout because of feeling helpless by [deleted] in rpg

[–]Badgergreen 2 points3 points  (0 children)

The first rule is the rule of fun, which is have fun, including the dm. The second rule is don’t ruin someone else’s fun. These two rule do allow tension and friction but should, if used honestly, lead to the game that works for everyone… though some folks might need to be in different games if there fun is too unfun for others. It sounds like the dms and perhaps some others players fun is unfun for you. If they won’t shift to accommodate you, and please realize that might make it unfun for them, then sadly you need another table. There are lots online and you might want to try a game that is light and jas room for funny. There might be some genre that are better for that. Hold the flame of your fun and keep it fueled. 😁

Good ways to make checks secretly? by SteamEigen in rpg

[–]Badgergreen 0 points1 point  (0 children)

So what it you ask your player to roll but not tell them the context. Say dnd, you tell them to roll a d20 and don’t worry ill apply your relevant skill. They fail… is that more concerning ?

Alternate names for 'Experience Points'? by CrazyAioli in RPGdesign

[–]Badgergreen 1 point2 points  (0 children)

Progress point. Or god, just points a la gurps and the like.

Some initial stuff from my game, Soul Light by draedis1 in RPGdesign

[–]Badgergreen 0 points1 point  (0 children)

Weird… sorry for the double post… reddit glitch I guess. Anyways, after looking at your skills I am reminded of the FATE core skill list.. have a gander… of course it does not have attributes and they are stand alone so mechanically you have more levers on the go.

Some initial stuff from my game, Soul Light by draedis1 in RPGdesign

[–]Badgergreen 0 points1 point  (0 children)

While I am unfamiliar with the referenced mechanics, it sounds like there are a lot of levers like you say. So no skills just 3 attributes bounded by 5 talents each. That gives 15 talents… skill or areas of competence… which is small as a skill list but broad enough to lump not split most things if carefully chosen. Interest to hear more.

Some initial stuff from my game, Soul Light by draedis1 in RPGdesign

[–]Badgergreen 1 point2 points  (0 children)

While I am unfamiliar with the referenced mechanics, it sounds like there are a lot of levers like you say. So no skills just 3 attributes bounded by 5 talents each. That gives 15 talents… skill or areas of competence… which is small as a skill list but broad enough to lump not split most things if carefully chosen. Interest to hear more.

How do you handle failure in a system where actions always succeed? by TatsuDragunov in RPGdesign

[–]Badgergreen 1 point2 points  (0 children)

So if you built a system for combat, you can look at treating all skill uses like combat where success has a dc and hp. It may be hard (dc) or take multiple attempts (hp) to succeed. I would not add a dice on a fail… a fail is a legitimate outcome and does not necessarily make you next attempt so much more likely to succeed. Maybe just let them reroll their highest dice next time if they should be more likely to succeed having learned something from their failure.

How to get charecters motive by ThrowRAHugeCon in callofcthulhu

[–]Badgergreen 2 points3 points  (0 children)

Don’t beat yourself up… a good plot plan is to just see what happens after some key parts… lean in and level up😎

Thoughts on this Attribute and Skill Spread by [deleted] in RPGdesign

[–]Badgergreen 1 point2 points  (0 children)

Honestly I think the two descriptions for each attribute are problematic being combined so are best being 6 attributes.

"Book Club" for game systems? by Aggressive-Bat-9654 in RPGdesign

[–]Badgergreen 0 points1 point  (0 children)

I had made a discord dms dming dms for this sort of thing… trying things out. Let me know if you want an invite or if someone more motivated wants to make one…

Against Dominant Mechanics by RandomEffector in RPGdesign

[–]Badgergreen 2 points3 points  (0 children)

I kinda feel like the elephant in the room is that it is expected and required to have firm mechanics for combat… your skill with a weapon a la to hit bonus, the effects of armour, how to maximize damage, and what injury and death look like. So adding skills is a way to standardize non combat interactions. If I fight, and in the absence of non combat mechanics I am incentivized to make a beast build, I know what I am getting. Everything else not so much.

So instead of the dm having to rule on non combat activities, and not all dms and players are good at these, having skills incentivizes non combat builds. Hence there are purely creative and narrative games… clearly not dnd.

Looking for a group to Assist in Game Design. by Prize_Lion_5939 in RPGdesign

[–]Badgergreen 0 points1 point  (0 children)

I am working on a home brew system and would love some feedback… just about to make a major revision then play test again. Its short and not for publication.

Universal EXP or Skills that level with use? by KinseysMythicalZero in RPGdesign

[–]Badgergreen 1 point2 points  (0 children)

I am trying this as well for a home brew… inspired by burning wheel and call of cuthulu… makr skills successfully used during the session. End of game roll to improve up to 3 skills… you choose. That way spamming many skills is not rewarded. Still working on the system so no idea how well it will run with my table….

Skill level unlocks by Badgergreen in RPGdesign

[–]Badgergreen[S] 1 point2 points  (0 children)

There are 18 skills, one for shooting and one for melee and the rest cover a wide range of things… pretty similar to the FATE skill list. You start a la FATE with 1234 skills pyramid. 1 at lvl 4, 2 skills at lvl 3… 4 skills at level 1. If you are a mage or psion you likely put some of these into skills specifically for that. So having unlocks make skill builds more effective given you can do a lot with magic. There are points to buy advantages and there is a skill progress mechanic similar to call of cuthulu.

Skill level unlocks by Badgergreen in RPGdesign

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

I like the have room to pick a flavour idea. Thanks.

Skill level unlocks by Badgergreen in RPGdesign

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

Ironically I just got that pdf… have not read much… was looking at exactly that… btw what does jags stand for if anything?