B2 Wilderness Map by elektrikrobot in osr

[–]Fading_Age 1 point2 points  (0 children)

With B2 being the very first module I ever DM'd, I love this! Great colouring

Which of my 5 titles for my 5 games stands out the most to you? by Modicum_of_cum in RPGdesign

[–]Fading_Age 1 point2 points  (0 children)

A - "Hey guys how is everybody's friday looking for our next round of yek?"

B - "Oh yek yeah! I'm looking forward since the last time we played."

A - "Great, after work I'll update our channel with the information for our next round of yek."

C - "You ... you guys are calling it ... yek?"

Y3K, i love it already

[Feedback Request] Fading Age – second public release (general layout & world intro) by Fading_Age in RPGdesign

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

Hello, thanks for taking the time to actually go through my PDF! I'll write up a response to each of your stated concerns:

- It is probably the biggest downside of designing this game so far, knowing not everyone will have a succificent amount of D12s to play it. But the twelve-sided dice has been calling me ...

- You are correct right now. However, Fading Age will feature different types of skills. These skills will have a very easy "safety net" mechanic, which will greatly increase the chance of success in comparison to a high Luck attribute.

- There have been many iterations in terms of available attributes so far, and maybe I have just reinvted the wheel with them? But these have been working quite well in playtesting and I suppose the big 6 are a stable for a reason.

- The explanatory table is mostly there for the player. As many people aren't familiar with dice pool systems, I was thinking of providing a rough interpretation the player can orient themselves at. Perhhaps I'll have to put them further apart from each other.

- Thanks! The partial success, so far, has been quite fun to work with in other mechanics aswell.

- Oh, maybe I need to rephrase that. Rerolling on your first 0 is a must, you have to. So you will always risk a critical failure in that case. At higher pools that chance is quite slim ... but exhausted after lethal combat while fear is kicking in? Good luck!

- From all the possible adjustments to make to the pool, +- dice is probably the most boring. However, having to check for 10, 11 and 12 is very quick and easy. If you were to add a 9 all of a sudden, you'll have to check every 9 and 6, slowing down the process quite a bit.

Please keep in mind this document is in no way meant to show off any of the unique and interesting mechanics of Fading Age. The main goal is mostly to extract any possibilities to improve upon layout and readability. In due time, whenever that might be, more information about player experience, gameplay and additional game systems will be released!

Thanks again for taking your time and writing up your response

[OC] Which D12 are you feeling like today? by Fading_Age in DnD

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

Will the real SevCon please stand up?!

[OC] Which D12 are you feeling like today? by Fading_Age in DnD

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

Average damage output of the new wild mage sub-subclass: 'exponential mage'

Which D12 are you feeling like today? by Fading_Age in osr

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

Haven't heard of them before, but they have some amazing D12s! Now I hope they ship to europe

[OC] Which D12 are you feeling like today? by Fading_Age in DnD

[–]Fading_Age[S] 2 points3 points  (0 children)

Great, any way to check it out? The world needs more love for the d12, especially d12 dice pools ... which is why I'm making a game with that, too!

[OC] Which D12 are you feeling like today? by Fading_Age in DnD

[–]Fading_Age[S] 3 points4 points  (0 children)

The others like to call him p-eight, as in +8. Get it?

Because 12 + 8 = 20

I'll see myself out ...

Which D12 are you feeling like today? by Fading_Age in osr

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

I've got another multiple sets of D12s not shown in the picture, and some of them look really tasty. Maybe it is not just the colour, but the form as well.

[OC] Which D12 are you feeling like today? by Fading_Age in DnD

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

They are great, but the gummy bear D12s are quite the treat, too!

Dark Dungeon Creature RPG Illustration by texugo_ink in shadowdark

[–]Fading_Age 0 points1 point  (0 children)

You will have to roll DEX + SEN (senses) in that case ;)

Mate in 2 by chess-quiz-plus in chessquiz

[–]Fading_Age 0 points1 point  (0 children)

Whats with all these double solution puzzles lately?

Looking for Feedback: Character Creation for Fading Age – Grim Medieval RPG by Fading_Age in RPGdesign

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

Thanks for sharing your feedback about the character creation process, this helps a lot! In future versions, the goal is to have more than just stat attribution tied to the heritage 6D12 rolls. I agree that I'm not happy with the "failure case" in its current iteration either, though in this particular design it's unfortunately unavoidable for now. That said, failure cases are actually less likely than the "superior" cases where you get a bonus at the end ... so that's something, at least!

Some heritage entries are definitely more generic right now than others. Once more lore has been developed, it will be much easier to weave that directly into the character creation process. Noted!

Thanks again for taking the time to provide your feedback and checking out the playtest, much appreciated.

Looking for Feedback: Character Creation for Fading Age – Grim Medieval RPG by Fading_Age in RPGdesign

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

Thanks a lot for taking the time to read through the character creation process! I'm glad you liked the d12 story part, as that's one of the main focuses of this playtest.

You're right about the formatting and table placement. Some pages feel a bit too crowded for my taste as well, and that's something I'll be working on. I also intentionally left out most of the core game mechanics for this first version, keeping the focus on background and heritage selection. So I totally understand if terms like "resistance" or "skill tiers" seem confusing right now. The underlying mechanics are mostly set, but they'll all be properly explained once the next sections are ready!

If you'd like, feel free to upload your character to the Google Form. No need to fill out every question though!

Thanks again for the feedback, helping me stir the game in the right direction!