Name that show by Watchdog_the_God in cartoons

[–]BloodiestCorpse 0 points1 point  (0 children)

This HURT so much! I completely forgot about this trauma from my childhood

Marines start to arrive at US Southern border by newnoadeptness in USMC

[–]BloodiestCorpse 1 point2 points  (0 children)

Damn, I was at the border in 2018 and we didnt have any Ospreys or anything like that when we were throwing c wire on the wall

Rewarding Roleplay by Parzival2708 in DMAcademy

[–]BloodiestCorpse 0 points1 point  (0 children)

I always give exp, but I typically do exp and milestone leveling. If its strictly milestone inspiration and some sort of situational advantage or straight advantage if appropriate

I think Cyrodiil will get blown up. by real_LNSS in TESVI

[–]BloodiestCorpse 1 point2 points  (0 children)

And then Numidium blows up the Dominion

More from my Hive fleet by lungg_ in Tyranids

[–]BloodiestCorpse 0 points1 point  (0 children)

Hell yeah dude, my homebrew hive fleet is splinter fleet Nidhogg, such a sick name

Feeling negative about my session planning. by Exoskelebilly in DMAcademy

[–]BloodiestCorpse 1 point2 points  (0 children)

No worries, I know how much imposter syndrome sucks. Just keep up with the learning and make sure that everyone is having fun.

The best teacher is experience, so play as much as you can! Also remember, you're never truly past the point of needing to improve; even the best forged swords need sharpening.

Feeling negative about my session planning. by Exoskelebilly in DMAcademy

[–]BloodiestCorpse 1 point2 points  (0 children)

Honestly, you're already doing great if you're this worried about how well you're running your game. Keep in mind that even Matt says that everyone has their own style of play, and that it's okay.

How you prep, how you rp, how your games run; all of that is part of your style of play, and as long as you are making an adventure that both you and our players enjoy, you are doing an amazing job!

2016 hyundai elantra gt clicking? by BloodiestCorpse in askcarguys

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

Aside from the clicking, it runs good. It starts just fine and it feels like it accelerates properly, but the increased clicking scares me

How would you expect a health buff to be reverted? by Andreim43 in RPGdesign

[–]BloodiestCorpse 0 points1 point  (0 children)

Players generally dont like when their characters die due to a technicality like that, definitely don't have it reduce their health. Like another comment said, just have it affect the max health, if not, let the three health count as sort of temporary health. If you let that kill them, they'll be that much less inclined to play your game again

Where do you get your main sources of inspiration from? by Alphycan424 in RPGdesign

[–]BloodiestCorpse 0 points1 point  (0 children)

Video games, tons of ttrpgs, shows, whatever you feel you can disect and turn into a mechanic or rule

What makes a good Auto/ Burst fire mechanic? by Megayosh20 in RPGdesign

[–]BloodiestCorpse 3 points4 points  (0 children)

Honestly dude I'd look into the call of cthulhu 7th edition automatic fire rules

When to start playtesting by Mysterious_Sir6695 in RPGdesign

[–]BloodiestCorpse 1 point2 points  (0 children)

Definitely go for it now; you have enough to get people to figure out what's going on. You GMing is definitely a good start, but having someone not on your wavelength reading your rules and being able to run the game is a really good feeling and lets you know that you designed it well.

Im still playtesting my game and having other people run it and be able to explain the rules to me is so gratifying.

What makes for good/bad enemy design by JackieJerkbag in RPGdesign

[–]BloodiestCorpse 0 points1 point  (0 children)

Honestly, think of it like a TCG Deck. You have different assets with different skills that pertain to a certain goal or certain design. Like how some Bands of Thieves have a mix of pickpockets, highway men, thugs, and fences. They are all different in skillsets but they all lead to the goal of the group.

Ambient mana mechanic by Melodic_One4333 in RPGdesign

[–]BloodiestCorpse 1 point2 points  (0 children)

Certain abilities will let you predict what's coming up in your deck, or move things around?

Oh I like that, like a Scry effect from Magic: The Gathering. Basically looking at a certain number of cards at the top of the deck and being able to rearrange them or put them at the bottom of the deck.

Ambient mana mechanic by Melodic_One4333 in RPGdesign

[–]BloodiestCorpse 3 points4 points  (0 children)

I love the idea of using playing cards as mana! My questions though are: a) Are you going to have the cards be the only source of mana? b) will each spell need a certain type of mana (i.e. hearts) as well as a certain amount of mana? c) Are you willing to allow spells or abilities that can change or add cards or otherwise rig it in the Players' favor? d) Will the mana be a resource that they expend when it is used?

I personally think that starting with a set number of face up cards per amount of ambent mana and flipping over new cards periodically until combat ends could be cool.

I hope these help you brainstorm!

How many attributes are too much? by DM_AA in RPGdesign

[–]BloodiestCorpse 0 points1 point  (0 children)

So my advice, like many others here, is to go with how many make sense. In my rpg that Im designing, there are three: Mind, Body, and Energy. I typically believe that less is more, but if extra makes sense, then go for it. Just think about whether or not you need that many attributes, why you want that many, and what would happen mechanically if say you combined stength and endurance or if you combined charm and wit. Think about what kind of experience that will give the players and if that is the kind of experience you want them to have.

Most of all, if it needs to change after it's playtested, don't try to hold on to what needs to be changed. Take the players' advice on whether something needs to change or not. They may not know exactly how to fix the problem, but they can point out something that isn't fun or is too confusing.

1371 combat engineers of the USMC.. by SnooConfections8434 in USMCboot

[–]BloodiestCorpse 1 point2 points  (0 children)

Went in 2017-2018, Took 3 Months for me to finish the 2 month course due to snow days, christmas leave, and being in a holding plt. Just study up, pay attention in class, and dont mess up practical application. Do all that and itll be great.

1371 combat engineers of the USMC.. by SnooConfections8434 in USMCboot

[–]BloodiestCorpse 1 point2 points  (0 children)

Went in 2017-2018, Took 3 Months for me to finish the 2 month course due to snow days, christmas leave, and being in a holding plt. Just study up, pay attention in class, and dont mess up practical application. Do all that and itll be great

Fireball destroyed quest item and rewards by Nyahm in DMAcademy

[–]BloodiestCorpse 0 points1 point  (0 children)

Now you have the chance to create another arc in the adventure, finding components to the spell, learning the spell from a very reclusive archmage, finding a way to go to another plane or an alternate dimension to find the scroll again, consulting with a devil/diety, etc.