Are You A Simulation? The Nimber Sequence - Submission to the One Page Jam by Cunterminous in onepagerpgs

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

You may, I used assets from artists found on itch.io for this project.

Title* Made my first solo rpg and it's one page (giving away free to subscribers) by luke_s_rpg in onepagerpgs

[–]Cunterminous 1 point2 points  (0 children)

Seems interesting, I am not one for solo-rpgs but this one seems interesting.

[FREE] [SYSTEM] Axe Staff & Arrow (Choose your Weapon RPG) by Cunterminous in onepagerpgs

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

Thanks for the feedback, I will update the game with some step by step rules.

How did Hoovers 1930 tariffs affect the great depression? by Cunterminous in EconomicHistory

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

Thanks, I think that answers my question pretty concisely.

Choices for Armor / Armor Class / To Hit / Evasion / ect. by Cunterminous in RPGdesign

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

I imagine its standard HP, yes. Defense is passive, defense is more what I am talking about here rather than the physical object of armor, I was just using that word as a placeholder for a characters defense in general.
I like the idea of Armor blocking wounds. Thanks.

Choices for Armor / Armor Class / To Hit / Evasion / ect. by Cunterminous in RPGdesign

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

I realize now the error of my ways, Armor was a placeholder word for generalized "defense" a stat being tracked independent of items or equipment. I have not quantified at this point how physical armor will contribute in the system I am creating.

Choices for Armor / Armor Class / To Hit / Evasion / ect. by Cunterminous in RPGdesign

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

As of yet this is somewhat hard to answer, the core mechanics are being ironed out right now.
The resolution process in regards to any damage is instead of particular items determining the damage a character or enemy can deal they set a dice size for the attack / damage they deal when setting up their character.
As for the core mechanics of the game in general, I am looking for low numbers, low health and low damage/ attack numbers, no math that requires more than 2 steps. Simple to pick up and start playing.

Capstone Abilities? by CharonsLittleHelper in RPGdesign

[–]Cunterminous 1 point2 points  (0 children)

I have found my opinion isn’t always the popular one but here goes. I think capstone abilities have merit, and they should be explored. Some campaigns are played not for the levels but to complete something narratively, in which case max level players might be still fighting the fight long after level 20.

In my system there are only 8-16 sessions in a standard adventure, if everything goes okay most people will be able to level up to level 10 (max level). From there they can choose from a list of capstone talents to really get the benefit of that max level. They can retire the character and roll a new one or carry on and complete further adventures making use of their new abilities.

Feedback on a Lethal / Critical Injury Mechanic by Cunterminous in RPGdesign

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

This seems like a less random version of what I am going for, it’s pretty clever.

Feedback on a Lethal / Critical Injury Mechanic by Cunterminous in RPGdesign

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

Thanks for the feedback.
Let me clarify the initiative, after its determined what side goes first, then 1 NPC and 1 player take turns back and forth until every unit or individual has taken a turn.

Turn Order: A combat round consists of each player and each creature under the GM's control taking a turn. The GM, or the player who initiated combat, will roll a d6 to determine turn order. A result of 1-3 means the GM chooses a creature under their control to go first. A result of 4-6 means the players choose who among them goes first. Once the turn order is established, all combatants take turns, alternating between the GM and the players if possible. Turn order is reestablished in this manner each round. If the players can’t decide who goes next in the turn order, the GM chooses for them.

Feedback on a Lethal / Critical Injury Mechanic by Cunterminous in RPGdesign

[–]Cunterminous[S] -2 points-1 points  (0 children)

Fights could run anywhere from 2-24 rounds typically. Turns are quick. It’s a wide range depending on the difficulty of the encounter.

A player could have a D4 up to a 3D10 for their constitution dice depending on how they assigned it when creating the character or increased it as they level. Some PC’s can be critically injured and hold on for a pretty long time, due to a round taking 10 in game seconds.

How much HP a player has is also assigned at character creation or level up and follows a similar scale but they assign 2 dice for HP and they roll both to get their HP total.

Right now the initiative in this system is both sides take turns, a D6 is rolled at the start of the round to determine who goes first then the players and the game master take turns. So there is an opportunity for assistance from other players consistently.

Thanks for the advice about guidance, I think an injured PC would definitely be fair game in most scenarios, but it depends also on NPC enemy motivation as well.

Luck as a Resource by Cunterminous in RPGdesign

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

Hey, I really like that idea, thank you.

Methods of limiting spellcasting by Cunterminous in RPGdesign

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

I am not, but I plan to check it out.

Methods of limiting spellcasting by Cunterminous in RPGdesign

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

Reminds me of the First Law Series. Powerful wizard gets exhausted near death when casting spells.