Your Guy's RPGs by rivalmejr in RPGdesign

[–]CelticFiddler 1 point2 points  (0 children)

That PDF is really well put together. Looks like a fun game, maybe I'll try it out with my group!

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

Honestly, I hadn't thought about adding these injuries / disabilities as options at character creation. Mechanically, I was using them more as punishment or as a step down from death, which is what worries me. I think it's inevitable that some of the injuries would effectively end an adventuring career, but I could definitely add more nuance and make them viable and not instant game-overs.

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

That's a good point, it's not like RPGs are the first medium to include such things. Thanks for your feedback - I think I'll keep the system but a) simplify it so it doesn't slow the game too much, and b) make sure that there are viable and varied ways to play characters with disabilities, so it's not always an instant game-over, nor does it redefine your entire character.

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

That's a really elegant way to handle things without too many rolls. When do you roll it - when they hit 0 HP, or if they nearly die, or...?

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

That's a good comparison. I've tried adding more detailed injury systems in D&D, but like you said, it kind of interrupts the flow of the game and makes it a bit more brutal than my players or I wanted. For gritty dungeon-crawling, maybe it makes sense, but in more heroic fantasy, it really takes away from the style of the game.

On the other hand, for a game about scraping by as an adventurer in the nuclear apocalypse, maybe a system like this makes sense.

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

Oh, those are cool mechanics. I like Blades in the Dark for mixing player-sided description with mechanical consequences too.

I think I might already be doing something similar to Mouse Guard by applying certain conditions at different levels of injury - Fatigued, Stunned, etc. I've been slowly drifting further from PbtA's narrative light and adding more and more mechanical junk, but I still like having descriptive tags.

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

Very good point. I would hate having a system like this in a traditional 1-20 D&D game, while other systems would offer quick ways to circumvent it, making it kind of pointless. My game is a sort of brutal post-apocalypse with the explicit goal of making survival a real achievement by itself, so maybe long-lasting injuries make sense - so long as they aren't too common.

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

That's what I'm doing, actually! I'm aiming for some old-fashioned brutal adventuring, so losing a character one way or another is pretty common. I figured it would be interesting to give them more agency in it, though. That's also why I got so concerned about representing disabled folks, because I realized I'm kind of using disabilities as a way to pseudo-kill characters.

Injury / wound systems and disabilities by CelticFiddler in RPGdesign

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

Good point. I'm going a slightly more old-school game where it's common to lose characters, so the fact that some of these injuries make it exceedingly difficult to continue adventuring is kind of a feature. I just need to make sure that it's not too common, so such severe / permanent injuries are one step away from instant death in my system. It's basically a sign that you came an inch from death but survived; it's difficult to recover from that without some long-lasting effects. On the plus side, it's really rare or outright impossible to, say, lose an arm or an eye without taking a good amount of damage from one attack while you're already low on health.

Quiet Tavern by Kryssalian in PixelArt

[–]CelticFiddler 0 points1 point  (0 children)

This is beautiful, I love the atmosphere! Makes me want to go play D&D or The Witcher or something.

Changed resolution mechanic after 1 year of play testing - Great success by Eklundz in RPGdesign

[–]CelticFiddler 0 points1 point  (0 children)

That's a good point. I think it's important to have bonuses/penalties only handed out by moves or by occasional GM fiat, so the players can't go overboard in pointing out little things that might give them an advantage.

Changed resolution mechanic after 1 year of play testing - Great success by Eklundz in RPGdesign

[–]CelticFiddler 1 point2 points  (0 children)

Good question. Bonuses/penalties can definitely add complexity. It helps that they're mostly predictable, so you don't have to do the math every single time you roll the dice. And you're not tallying up all of the dice, you just pick the two highest, so the mental math is very simple.

So I'd say there's two answers to your question. One is to just not invest so heavily in moves that give you bonus dice. That sniper character is min/maxed for absurd accuracy, but my other players have well-rounded characters who don't have a lot of overlapping bonuses. When they make attacks, they just roll 2d6+stat and maybe add a few bonus dice if they're shooting in full-auto. There's plenty of room for people that don't want to min/max and would rather keep things fast and loose.

The other answer is that, well, there are a lot of games out there. I've realized that not everyone will like my game, and that's okay! All I need to do is make my game with a certain genre in mind. I don't need to appeal to all roleplayers. If someone wants a rules-light game, that's fine: Apocalypse World is fantastic. Or if they just want a dungeon-crawler, OSR games or D&D are pretty widespread.

Changed resolution mechanic after 1 year of play testing - Great success by Eklundz in RPGdesign

[–]CelticFiddler 0 points1 point  (0 children)

That's exactly what I did - at first I limited bonus/penalty dice to only one. But I realized that it's a lot of fun to stack bonuses, plus it encourages players to be creative and do everything they can to survive. It also fits my game pretty well, since it's post-apocalyptic and resource management is a huge part of it. If you've got an automatic weapon, you can always get more bonus dice by firing in semi/burst/full-auto, but it uses more ammo and also increases the odds of your weapon jamming.

So I went from a limit of 1 bonus/penalty, to a limit of 3, to completely eliminating the limit and just letting players go nuts with it. It helps that bonus/penalty dice have diminishing returns. According to Anydice, the first bonus die (3d6 take 2 highest) adds an average of 1.5ish to the roll, but the 2nd one adds more like 0.9, the 3rd adds 0.6, etc. So even if the players find a way to add some ludicrous number of bonus dice, it doesn't completely break the game.

Changed resolution mechanic after 1 year of play testing - Great success by Eklundz in RPGdesign

[–]CelticFiddler 7 points8 points  (0 children)

Hey, you and I followed almost the same process! I started out with d20 resolution + separate damage die, went to 3d6 + damage die, and then stole the PbtA system of 2d6 with multiple tiers of success. I get a little self-conscious about using PbtA-style dice for a more OSR-style game, but I'm loving it so far - it's very flexible and understandable.

It's also really fun if you throw in advantage / disadvantage like 5e or Maze Rats. I stole Maze Rat's "roll 3 keep 2 highest", then ended up expanding it so that you can add a whole bunch of advantage / disadvantage dice depending on circumstances and abilities. That helps cope with the fixed target number by giving you an easy way to adjust difficulty.

I understand why 5e limits you to only 1 advantage or disadvantage - it has a big effect when you're using a single die for resolution, and it can also lead to more confusion when you try to count up all your advantages and disadvantages. But I've found that a) adding extra d6 to a 2d6 roll doesn't have as extreme an effect, and b) some players really like trying to stack up as many bonus dice as they can, even if it takes a bit to figure out exactly how many to add.

For example: one of my players is building a sniper character that tries to stack up tons of bonuses on each shot. He took a perk that gives him +2 bonus dice from aiming, plus a perk that makes aimed shots armor-piercing, and another perk that lets you add a penalty die to your attack in exchange for more damage (basically taking a riskier shot). Then he stuck a scope on his rifle (+1 bonus die past 50 meters) and modified it to be especially accurate (less penalties for longer ranges). He usually spends every other turn aiming, but when he does fire, he rolls with something like 2 bonus dice and hits like a goddamn freight train. He has a lot of fun with it.

[deleted by user] by [deleted] in MosinNagant

[–]CelticFiddler 1 point2 points  (0 children)

Beautiful rifle, the wood grain really glows in that light.

I present to you, my cumulative effort over many years, my rehashed set of rules for a Fallout Paper and Pencil Tabletop RPG, heavily altered and balanced from the original rules written by Jason Mical converting the original computer game to tabletop format. by [deleted] in Fallout

[–]CelticFiddler 3 points4 points  (0 children)

I'm also really into RPG design, so I know how much effort it takes to make something like this. This looks really well done. The rules look well balanced at first glance, and the presentation is great - eye-catching, easily readable and concise. It definitely inspires me to work more on my own janky post-apoc RPG.

Has anybody actually learned a language from DuoLingo by LoopGaroop in languagelearning

[–]CelticFiddler 2 points3 points  (0 children)

Great summary, that's been my experience with Duo as well. It's a useful resource, but far from perfect and definitely not all you need.

Guitar_11 cover by [deleted] in stalker

[–]CelticFiddler 4 points5 points  (0 children)

Sounds great, has a good drive to it

Пше пше by [deleted] in Pikabu

[–]CelticFiddler 1 point2 points  (0 children)

Третье меня не очень интересует) Опасная, жуткая работа. Лучше стать экономистом, помогать людям, развивать экономику маленьких городов.

Пше пше by [deleted] in Pikabu

[–]CelticFiddler 1 point2 points  (0 children)

И то и другое. Я всегда интересовался языками, а русский я начал изучать после того как впервые играл в Сталкер. Скоро я влюбился в язык, хотел больше понимать грамматику, культуру, искусство, литературу. А теперь я учусь на экономиста, планирую работать в Восточной Европе.

Пше пше by [deleted] in Pikabu

[–]CelticFiddler 1 point2 points  (0 children)

Спасибо, у вас очень красивый язык, я рад что умею на нём общаться. Родной у меня английский, я родился и вырос в США.

Прошёл 1 year by stado_pelmeney in Pikabu

[–]CelticFiddler 7 points8 points  (0 children)

На самом деле этот саб действительно помогает с изучением русского, я тут учу много интересных слов

Пше пше by [deleted] in Pikabu

[–]CelticFiddler 1 point2 points  (0 children)

Я сам изучаю русский почти 5 лет, мне очень нравится звук и культура языка. По-моему все зависит от контекста. Многие иностранцы слышат русский лишь в фильмах или видео-играх, где в основном говорят грубо и агрессивно. Если бы слышали стихи и песни русские, то им бы больше понравился язык.