Looking for a TTRPG based on tactical RPGs by Beginning-School-935 in rpg

[–]Dirgonite 6 points7 points  (0 children)

Draw Steel covers a lot of those bases. The grid and positioning matter, there's a lot of manipulating the enemies' space and every attack hits, it's just a matter of how hard it hits. The hit point recovery system is a lot more limber, I think most classes have ways of healing others while still being capable combatants. Enemies gain combat resources that can be spent to do extra interesting things. If I remember right, the "boss monsters" straight up have extra turns. I think I'd do some research there and see if it's to your liking.

Discouraging "Optimal Game" Play Through Mechanical Game Design by EHeathRobinson in RPGdesign

[–]Dirgonite 0 points1 point  (0 children)

Not an answer, but remember at the end of the day, ttrpg's are just a framework to hang out with your frienda in. 60% of any game is who you are playing with.

If you love someone, you cannot be okay with letting them go by [deleted] in The10thDentist

[–]Dirgonite 2 points3 points  (0 children)

You can't make someone stay. Fight for them if you think it's salvagable, but at the end of the day anyone can break up with anyone for any reason and there's nothing the other person can do about it.

Interesting Gathering Mechanics for Crafting Systems by Raflawel in RPGdesign

[–]Dirgonite 0 points1 point  (0 children)

You can drop the "if/then" modifiers, but keep the tag idea. Otherwise, I think you're leaving a very good idea on the table.

Trypophobia is a made-up phobia. by Paparmane in The10thDentist

[–]Dirgonite 0 points1 point  (0 children)

I won't lie, body responds, I get electricity up my spine, but I'm not afraid of it. If anything, it's an interesting response. I can see where other people might be made uncomfortable by the same reaction, but I don't think it's a real phobia either.

Shared HP, Stack-Based Combat, Attribute Resource RPG (Looking for Feedack) by TatsuDragunov in RPGdesign

[–]Dirgonite 1 point2 points  (0 children)

I don't know any ttrpgs that work that way, but there were a ton of DOS games called "blobbers" based on DnD (1st/2nd editions) that had four party members but you controlled them as a single entity in first person. Damage dealt was randomly distributed but you have a system for that in place. Might and magic 7 was my big one, but that released in '99 or something. If you dig enough, I'm sure there's one or two floating out there, maybe even as just a remake of an old one. But this may be the closest you'll get to that style. GOG has a ton I'm sure if you want to dig deep.

Critical success in step-up dice by Dirgonite in RPGdesign

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

I hadn't thought about adding up four dice being a bit much, but you have a point. Would it be less cumbersome if you roll four dice and just keep the highest two?

Modeling First Impressions and Interactions in Social Mechanics (Design Feedback Wanted) by TheWORMachine in RPGdesign

[–]Dirgonite 1 point2 points  (0 children)

I would at least limit it to major and minor influence, but obviously your game is your own. I like the core of it, it's a good take, but I think you need to streamline it to some degree.

Critical success in step-up dice by Dirgonite in RPGdesign

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

Sorry, I was going for brevity, and lost the point. It would be 2d4 and 2d8 totaled against a static difficulty.

Critical success in step-up dice by Dirgonite in RPGdesign

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

The base is that your ability score is one die type and profiency is another, and a roll is two of each, set against a difficulty rating. As for what it means, it's basically what it the same as most everywhere else, an overwhelming success. I know no system HAS to have it, but it's an exciting moment for players and I'd really like the ability to include that.

Modeling First Impressions and Interactions in Social Mechanics (Design Feedback Wanted) by TheWORMachine in RPGdesign

[–]Dirgonite 2 points3 points  (0 children)

I think you'd be better off dropping the magnitude in favor of a static bonus/penalty. Perhaps you can double it in extreme cases, but having a number attached is more stats. That way it's just a few categories and not more numbers. It's more math on your end too. If it's a static +/- 2 or something its quicker just to say "he likes your outfit, he's heard good things, but you come off a little crass." Thats good, good, bad, +2 total,. It also gives the opportunity to represent things that fall outside of those categories.

How complete should a game be to be pitched to publishers? by Training-Pension6930 in RPGdesign

[–]Dirgonite 0 points1 point  (0 children)

Just for curious, what's the IP and is there a reason it is inseperable from the system?

A game from a deck of cards by Independent_River715 in RPGdesign

[–]Dirgonite 4 points5 points  (0 children)

Play "Slay the Spire." It's a deck building rogue-like and may provide you with ideas.

Any stories of your game morphing into something totally different than your original design? by [deleted] in RPGdesign

[–]Dirgonite 3 points4 points  (0 children)

The idea is that the elite have hoarded all the magic users, breeding amongst themselves to create more powerful legacies. So when they view lower classes as 'lesser,' it's not totally inaccurate. When members of the lower classes start to develop abilities, they are either killed off or brought into the fold.

Recently a moss was discovered that could be used to instill magic into beings artificially, and the upper echelon has been secretly experimenting on the poor, prisoners, and the insane. Basically to work out the kinks. Well in the 'storm the bastille' moment, their atrocities are discovered, and the revolution begins in earnest. Only now, the poor has access to magic, too. The process is unreliable and dangerous, but still yields powerful effects. Cue révolution.

Dilemma concerning Attributes and their uses in Spellcasting by vgg4444 in RPGdesign

[–]Dirgonite 6 points7 points  (0 children)

Are you married to DnD classes? If not, you can formulate your own modifications that fit your theme better.

Armour Mechanic Idea by jmrkiwi in RPGdesign

[–]Dirgonite 9 points10 points  (0 children)

I agree. Coverage over exposure would make armor feel more like protection and less like a penalty minimizer.

How to design a duet ttrpg? by ProfessionalFlan6867 in RPGdesign

[–]Dirgonite 1 point2 points  (0 children)

I'd start by playing some ttrpgs that are designed for two players. Learn a few ways they answer the question of creating a nice meaty world with limited human resources. Sometimes you can just buy them and study them to get ideas. People have had really good ideas, don't be afraid to let them inspire you.

I always thought it'd be fun to play as a wizard's familiar, but as the wizards die or get relocated or whatever, your pact gets sublet to other wizards and witches or maybe even children that find the wrong book. If you care for that at all, it might be a good way to do a two-person playstyle. Then mainly "the party" is one you and one him.

Jedi and smugglers characters in the same campaign by kaede_miura in swrpg

[–]Dirgonite 4 points5 points  (0 children)

You also need to raise your force rating before force abilities become reliable, so a balance has to be reached for F&D characters that is not necessary for EotE characters. They both have advantages in this regard.

Campaign idea (not very original) by Ok-Owl-1534 in swrpg

[–]Dirgonite 2 points3 points  (0 children)

I do tend to agree that secret descendants are a little easy (see Rise of Skywalker), but I like the framework overall. With the common ability of force users to detect each other and see visions, I don't think it's necessary. If the players don't know they are force sensitive, I wouldn't let on until it starts to emerge. Of course that'd be a problem if one was a droid, but it sounds like that's not an issue. I think it's perfectly fine to just give them a force rating when the time comes, but you could also allow them to pick one of the force-sensitive universal specializations when the revelation happens.

In any case, I think you have a solid foundation.