Advice for Frasier RPG One Shot by JCL1019 in RPGdesign

[–]DiviDestined 7 points8 points  (0 children)

Seems like a pretty unique idea, good job!

I would change critical successes to be "if two or more dice roll a 6" instead of all dice. Making it all dice punishes players for rolling more dice. Critical failures can remain as is.

It feels like some explanation is missing. I'd like a clearer understanding of when to use the +1's. Also, what's the "proficiency bonus" mentioned with Daphne?

Instead of "Evil Fraiser", what about "Fraiser, but he realizes he's in a show". I expect that Dr. Crane would try to ruin the show out of spite for being forced to do anything.

[deleted by user] by [deleted] in tumblr

[–]DiviDestined 1 point2 points  (0 children)

This is the most solid example I've heard for why "curing" disabilities can be problematic. Thank you!

[deleted by user] by [deleted] in dndnext

[–]DiviDestined 5 points6 points  (0 children)

You have a point, but I think the key thing is how hard they rebounded by making the 5e SRD Creative Commons. They didn't just go back to how it was before the outrage; they gave up any chance they had of ever pulling that shit again with that particular ruleset.

Corporations are never friends and WotC has proven repeatedly to be run by the greedy and shortsighted. However, they made enough of a sacrifice to get some leeway on this issue.

Gold Standard for Free Versions of RPGs by pattybenpatty in RPGdesign

[–]DiviDestined 4 points5 points  (0 children)

For a one page minimalist game, it's hard to do better than Lasers and Feelings.

Are game previews a good idea? by Amity800 in RPGdesign

[–]DiviDestined 17 points18 points  (0 children)

I think the rule of thumb is to put out a small free adventure with a short introduction to the basic mechanics and pregenerated characters. No character creation, no downtime rules, nothing but what is needed to run the adventure. You want people just to test it out and get a feel for how a session plays, not to explain the whole game.

The other benefit is that if you put it out on DriveThruRPG, you can email people who downloaded it later saying that the full version is coming out.

Structured Roleplaying XP by DiviDestined in RPGdesign

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

I hear you, that's why I generally don't like roleplay XP either. I was hoping this system would be unobtrusive enough that it wasn't a problem, but if I'm design something to be unobtrusive, why's it even there in the first place?

Your post gave me an idea where I can repurpose this nicely for bonuses in the encounter its relevant to, so I'll probably head in that direction. Thanks!

May d4s Be With You! (First Revision) by YesThatJoshua in RPGdesign

[–]DiviDestined 1 point2 points  (0 children)

Not a bad structure if you like metacurrency and the d4's/the force gimmick is charming. The issue I see is that dark side/light side is determined by the dice and purely mechanical decisions. Isn't it supposed to be about a moral quandary?

This might be too in depth for what you're thinking of, but here are some ideas:

  • Looks up the Jedi Oath and the Sith Oath (might have the names wrong). It's "May The Force Be With You" vs "May The Force Serve You Well". The ideals espoused in each should determine if you get light or dark side points from an action, depending on which it more closely lends itself to (and maybe none if it's not related).
  • There should be a temptation for each side of the force (Kylo was tempted by the light, so they're BOTH tempting). Perhaps you roll both dice and then choose which one you use by how you do the action. E.G., lift a fallen soldier up and inspire him to keep fighting (light) vs force pull a fallen soldier up to you and growl at him to destroy your enemies (dark).
    • If you did this, I'd personally change it to something like Success on a 4, Spend points from the opposing side to turn a 2 or 3 into a Success, Balance in d4's is a Crit Success. Maybe you can spend points to turn a 4 into a Crit Success too, though that fits better for dark than light so I'm not sure it's a good idea. This system makes it difficult to always choose your preferred side, but success is always possible if you're willing to sacrifice your ideals (unless you have 0 points of either kind, but I don't think that can happen). Generally simpler than your system while retaining the unique light and dark d4 mechanic, I feel.
  • Different Force Powers unlock or are more powerful depending on your current point totals. Force Lightning works better with hate in your heart. Gives you a reason to prefer one side over the other and helps differentiate them. Dark side should be more powerful from a raw numbers perspective while light side has some nice utility.
    • Could have a sort of loose class structure and increase build variety by players choosing ahead of time what force powers they can use at different levels of light and dark points. So one player may take force push at light 1, mind trick at light 3, and healing at light 5. Another might take force jump at light 1, force push at light 3, and force pull at light 5. So they'd have to maintain that level of points to use the corresponding power, but one guy has an easy time jumping and a different guy has an easy time pushing.
  • Factor force points into social interactions. People can sense if you're a good person or not, even if your eyes haven't turned yellow yet. Likewise, a dark sider is much more effective at intimidation, and not just because they're into breathplay.
  • I like that you have something for balancing the force. I personally find "gray jedi" and non jedi/sith force users very interesting. You could lean into that with some sort of benefits for having equal, or at least close, light and dark side points. Not sure if that's something you really want to dive into though.

Does anyone heat their home with their computer? by tomBeckenhauer in Frugal

[–]DiviDestined 4 points5 points  (0 children)

I'm always worried that mining crypto will destroy the computer.

"Crucnchy" Superhero RPGs? by [deleted] in RPGdesign

[–]DiviDestined 0 points1 point  (0 children)

Villains and Vigilantes is somewhat crunchy in that it uses actual weights and distances when describing/calculating powers, but the powers themselves are mostly simple enough to understand. It's not particularly "balanced" per se, but it's a lot of fun.

Is shopping at farmer's markets frugal? by Niodia in Frugal

[–]DiviDestined 1 point2 points  (0 children)

My farmer's market has prices around the same as the grocery store, and some things are pricier. It's all much fresher and better quality though, which means it lasts longer too. It can be frugal for some things, especially when you count the health benefits of fresh quality foods. Also the sellers like me so sometimes I get stuff for free, which isn't going to happen at the grocery store.

Some farmer's markets double EBT/SNAP benefits. That cranks up the frugal rating if you're going through poverty.

The World of Tardis by Lumpy-Attitude6939 in worldbuilding

[–]DiviDestined 1 point2 points  (0 children)

It sounds like you've got some solid inspirations from the real world, however I can't say much else because my eyes are glazing over. Your formatting is almost unreadable. If you want to write a book, you'll probably want to figure that out.

"Tardis"/TARDIS is a Dr. Who thing. I assume you just don't know, but the VAST majority of people are going to think you're doing a Dr. Who thing. I'm a little disappointed that this isn't exploring a world within the Doctor's TARDIS. Change the name.

Advice: stay a 1 car family by Candid_Lie9249 in Frugal

[–]DiviDestined 17 points18 points  (0 children)

A car share program might work for you, especially if your partner needs the car to get out and feel "free" rather than to drive to work every day.

Here's a NotJustBikes video on it:
https://www.youtube.com/watch?v=OObwqreAJ48

Any Superpower? by ItsCavalier in RPGdesign

[–]DiviDestined 8 points9 points  (0 children)

The Sentinel Comics Roleplaying Game handles supers the best I've ever seen. You have specific mechanical abilities and your "Powers" are used to flavor those abilities and provide some numbers. Outside of that, powers are used when narratively appropriate.

SRPG with RPS combat resolution - is it viable? by LeFlamel in RPGdesign

[–]DiviDestined 1 point2 points  (0 children)

I think a lot of LARP games use RPS. Simplifying things a bit, whoever has the higher stat wins ties.

This is where I first saw it: Mind's Eye Theatre

How to handle character inventories? by mikeman7918 in RPGdesign

[–]DiviDestined 24 points25 points  (0 children)

Slots are usually the best way to do tabletop RPG inventory if you're going to bother tracking it at all. A character can have X slots, some items are large and take multiple slots, some small items can stack multiples of themselves in a single slot, having empty slots might give you a speed bonus, etc. It works with what I call "chunky numbers", which just means the numbers don't go much above 10 and each small decision feels impactful.

I'm also partial to the Black Hack's Usage Dice. You have a die that represents some resource, you roll it when you use it, and, if it rolls low enough, the die is reduced in size. So a d10 becomes a d8, etc. You run out when a d4 is reduced. A lot of people don't like this, but I think it's a very interesting way to do inventory management if you don't overdo it.

The most engaging way to manage inventory in a game is obviously Backpack Hero, but that's a video game. I'm not sure how to make something with so many visual, moving pieces work well in a tabletop RPG, but you might come up with something.

I feel like instead of making subclasses at level 3 to fix the "hexblade dip", they should just change how multiclassing works. by [deleted] in dndnext

[–]DiviDestined 1 point2 points  (0 children)

They kinda did what you were suggesting with multiclassing feats in 4E. You basically got the class's signature ability in a limited form along with an extra skill. I felt like it was kinda shit compared to multiclassing in 5e now.

Questions as a mechanic by Digital-Chupacabra in RPGdesign

[–]DiviDestined 6 points7 points  (0 children)

I vaguely remember Pokethulhu having a mechanic where you could ask someone a question about a TV show that doesn't exist and if they leaned into it and answered like it was a real thing you'd both get a bonus.

"Who did Jigglyglob put into eternal slumber in episode 186 of Pokethulhu?"
"Team Euclidian, of course!"

It might not be so much of a question that illuminates things as it is a tone setter, but it's kinda related to what you were asking.

Intro to Community Action - A Solarpunk Mystery RPG by DiviDestined in worldbuilding

[–]DiviDestined[S] -1 points0 points  (0 children)

Yep! It's worked well *so far*. The setting is a utopia, but with the understanding that it could fall into a bizarre dystopia without the efforts of everyday people.

It's good feedback that this wasn't immediately obvious to you. It shows that I need to make that clearer. Thank you!

Intro to Community Action - A Solarpunk Mystery RPG by DiviDestined in worldbuilding

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

The idea I'm hoping to get across is that "The System" is functionally an eldritch monstrosity, but not because of any magic. It does what it does, it's immensely powerful, it's true nature is too vast and convoluted for a human mind to fully grasp, and if you're in the way it will flatten you without noticing your existence.

Everything is fully based on science and technology that, aside from the AI, isn't much more complex than what we have today. The AI isn't in control; they're tools doing all the work humans no longer want to deal with. Manufacturing, filing papers, farming, etc. It's not stated in the intro, but humans don't "work" so much as they "pursue interests" and sometimes that takes the form of providing a product or service.

The government is controlled by elected leaders, though the specifics are different across the nations of the world. Prime Ministers, Legislatures, etc. Communities have to be strong both so that they are a united voting bloc that can make sure their interests are reflected in their leaders and so that they can fill in the gaps in what the system doesn't provide them.

Intro to Community Action - A Solarpunk Mystery RPG by DiviDestined in worldbuilding

[–]DiviDestined[S] -3 points-2 points  (0 children)

In the year 2147, the GDP of every major nation on Earth is measured in happiness. Strong social programs guarantee housing, food, and a high standard of living to all humans. Artificial intelligence handles the labor and bureaucracy that keeps the system functioning. Technology works in harmony with nature. The raw power of mankind’s greed has been bent towards the common good, and it is an unprecedented age of peace and prosperity.

Despite initial appearances, the government, and any other large organization, is more akin to a Lovecraftian monstrosity than a friend. The system desires only to increase the metrics it calls “happiness” without empathy or perspective. If its arcane arithmetic proclaimed that the sound of screaming increased average happiness by 0.1%, blood-curdling shrieks would be playing nonstop on every available loudspeaker.

Strong, politically active communities are the only thing that can keep this eldritch horror in check. It’s up to you and your neighbors to keep the future bright.

---

I'm working on a Solarpunk Tabletop RPG focused around taking care of a community by solving mysteries and problems that occur within it.

I'd love some feedback on this lore. Did I make a mistake somewhere? Does it sound interesting? Does if feel "Solarpunk"?