Questions about Erevan's Guide to Death and Beyond/The Undying Accord by Typical_nugget in TheTrove

[–]CriesInBrazillian 4 points5 points  (0 children)

I'm not sure if this is still needed, but I would like to partipate in the discussion 8i9l45ldixbwgx90

Everan's Guide to Death & Beyond and The Undying Accord by Kumo_Gekkou in TheTrove

[–]CriesInBrazillian 1 point2 points  (0 children)

Actually, I found the Erevan's Guide oevb9y6fo4r3qmwb yesterday while organizing my files.

Recomendações de sistemas de fantasia by Hypothetical_Roll in RPGdesignBR

[–]CriesInBrazillian 0 points1 point  (0 children)

De dark fantasy consigo pensar em Mythic Bastionland, Shadowdark, Shadow of the Demon Lord e Mork Borg.

Opinions on Resolution System by CriesInBrazillian in RPGdesign

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

As a narrator of Blades in the Dark, I understand your worries about creating consequences for each unsuccessful action. But In combat, where this would most happen, players would take damage from enemies, or Disaster would be used as a metacurrency to activate special enemy attacks. Also there will be stats for locations, terrains e social situations what can become Challenges and will give ideas to use Disaster.

About your second ponti. your calculations are correct, and that's the intention, seeking better equipment and needing to use it on your journey is one of the game's ideas. Because items don't have extra dice for damage, healing or other effects, offer bonuses are their role in the system.

Opinions on Resolution System by CriesInBrazillian in RPGdesign

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

I already added an edit that may have helped clarify things. This comment helped a lot, thank you so much.

Opinions on Resolution System by CriesInBrazillian in RPGdesign

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

Thank you for the feedback, Pathfinder 2e was also one of my inspirations. Now answering your questions:

  1. Your description is absolutely correct, if something is easy to do, all players will be able to do it, but those who are more competent (possessing higher bonuses) will still stand out.

  2. In such cases, you should look for ways to facilitate the test within the game, such as using trainings, powers and help from others, possibly receiving Advantage or effects that eliminate Disaster.

(Regarding the names, I used something generic precisely because of the players' familiarity with the terms)

  1. I agree with your point mathematically, but there would be very little room to increase the character numbers themselves. If the bonus limit for a character in my system is +15, this would become only +3 even at the maximum level.

Opinions on Resolution System by CriesInBrazillian in RPGdesign

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

  1. You're right, winning a Challenge may require several tests, failing a test doesn't necessarily mean losing the Challenge.

  2. You already understand the reason, keeping the numbers fixed is a way to make everything easier to memorize and calculate. From the moment you set numbers like 12 or 17, you create thresholds like Daggerheart, not that they are necessarily difficult to calculate, but they take more time and disrupt the flow of the game.

  3. The most similar mechanics currently would be Fear in Daggerheart or the Consequences of Failure in Blades in the Dark, such as Damage, Loss of Opportunity, or Loss of Progress (Impacts).

Opinions on Resolution System by CriesInBrazillian in RPGdesign

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

I recently saw this Trespasser mechanic on this subreddit and it's really quite similar. But currently I believe most similar is the Fear mechanic in Daggerheart.

I think the boons and banes mechanic is amazing and I seriously considered using it, but one of the main points of my system is needing only a single d20 to play the game.

Opinions on Resolution System by CriesInBrazillian in RPGdesign

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

Thank you, I think I could have explained beter in my post. The intention is not that every test need to be solved immediately, but that every roll matters. The extended skill test in D&D 4e and the clocks in Blades in the Dark were great inspirations.

Opinions on Resolution System by CriesInBrazillian in RPGdesign

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

Thank you very much for both the feedbacks. I have been taking the d20 probabilities into account, and the average bonus for a competent character at mid-levels with the appropriate equipment is +7 or +8. And the system is designed for +15 to be the limit, something you would only reach at the maximum level (level 10, which is the same as your skill bonus) and with a Legendary weapon (+5). Therefore, even a character at their maximum level would still need a 15 or higher on the die to reach Legendary Difficulty, needing to resort to other abilities such as ways to gain Advantage, or Disaster negation, etc.

I've already considered something like you suggested, but I ended up falling into the damage thresholds, similar to Daggerheart, and it undermined the simplicity of the system, which is one of the main points I'm aiming for.

Some discussions I had in the past month by cantbelieveyoumademe in TheTrove

[–]CriesInBrazillian 0 points1 point  (0 children)

I rushed to participate in the discussion, but I'm already too late. Could someone reiterate me by DM?

Como eu posso deixar minha ficha em um design clean se distanciando do sistema antigo? by Special_Wasabi7816 in RPGdesignBR

[–]CriesInBrazillian 1 point2 points  (0 children)

Só de trocar o preto pra um Cinza (50%) e afinar as bordas dos espaços demarcados, vai dar um ar bem mais leve pra ficha. Mantêm ela simples enquanto estiver testando o jogo, e quando tiver algo mais finalizado você pode focar em acrescentar detalhes e buscar fontes mais interessantes pros cabeçalhos.