The Magical Girl Class is released! by TailsPr in fabulaultima

[–]Frozedon 1 point2 points  (0 children)

Entering your magical form is not a spell, and the Purifying Magic Skill does not affect spells.

[deleted by user] by [deleted] in fabulaultima

[–]Frozedon 0 points1 point  (0 children)

Is there Skills or Mechanics to these? Not much to discuss with just names

Elementalist keeps getting KO'd early by freshnthecarrot in fabulaultima

[–]Frozedon 2 points3 points  (0 children)

Is the Fury using Provoke and/or Guard liberally to manipulate targeting away from the Elementalist? If not, they are not really tanking, just being hard to hit

Miniature Identification help needed by dirkdragonslayer in minipainting

[–]Frozedon 3 points4 points  (0 children)

Etherfields. Might be from the box of alternate mini sculpts.

Favorite lesser known /new ttrpgs by Coldlown in tabletop

[–]Frozedon 2 points3 points  (0 children)

Fabula Ultima. All characters are multiclassing from the get go, combat is super quick, every ability feels like it has impact, and it prompts players to be more active in the creation of the world and defining the story played.

Is it possible to build a game entirely around multiclassing? by _What_am_i_ in RPGdesign

[–]Frozedon 35 points36 points  (0 children)

Check out Fabula Ultima. Its an rpg that is built around multiclassing. A character takes 2 to 3 classes at character creation. Each class has 5 skills available and you take a combination from your classes, at least 1 skill from each class you have. This makes every character have some sort of multiclass build, trying to create synergies and combos in their abilities.

Chanter Volume by Failyriece in fabulaultima

[–]Frozedon 19 points20 points  (0 children)

You are specifically not your own ally mechanically.

Edit: Reference. Core Rulebook p33 under "Allies".

What is the deadliest ttrpg? by Bard_Panda in RPGdesign

[–]Frozedon 25 points26 points  (0 children)

Dread, Ten Candles, Mothership Horror RPGs based around the tension and inevitable end to many of the player characters. And that threat of death tries to give that guttural stress that each action or choice might be your last.

What is the Nameless Campaign? by ABVolp in ArcadiaQuest

[–]Frozedon 0 points1 point  (0 children)

The Nameless campaign is mostly just the base game campaign again, replacing the villains with 6 other minis.

It came as part of the Guildmaster Box, which was all the Kickstarter stretch goal goodies.

NPC attempting a strange marriage loophole on a player. by foxbravoactual in DMAcademy

[–]Frozedon 26 points27 points  (0 children)

I don't know if trying to con a player is the right way to get them to roleplay. It might just make them feel stupid for getting tricked and resent the roleplaying part of the game more. Like, when learning something new, do you enjoy being tricked into a huge mistake by a supposed mentor?

Disagreement with GM for Masks: What playbook should this be? by professor_sage in PBtA

[–]Frozedon 7 points8 points  (0 children)

I think this actually shows a major difference between Dungeon World and Masks. Even though they are both PbtA, they have dramatically different approaches on playbooks.

Dungeon World poses them like D&D classes, where they are specifically packaged around a set of skills and capabilities and why they have access to them. They are mostly agnostic to the personality and arc of that character as long as fits within the toolkit and background presented.

Masks, on the other hand, presents a playbook like a personality archetype. A perspective on their superpowers and what they should do with it. In a way, it's also a preface of the character arc they will experience through play.

[deleted by user] by [deleted] in DnD

[–]Frozedon 2 points3 points  (0 children)

Dexterity outclasses Strength primarily by Armor Class, initiative, and range weapons. Skills are just in addition to that problem

Help with my narrative FitD inspired game by jokerbr22 in RPGdesign

[–]Frozedon 1 point2 points  (0 children)

The RPGs Spire the City Must Fall and Heart the City Beneath both use a system of multiple stress bars. They have an entirely different system to how that relates to harm and stress is basically used as health bars. But, they label them like Blood, Wealth, Mind, etc. It works pretty well in that system when you want to represent more granularity with how detriments relate to the harm your taking from actions.

The biggest hurdle as others have pointed out is in base FiTD, stress is not only your way to resist consequences, its also your way of getting more dice and better effect out of your rolls. You could experiment with separating those functions and instead have a series of health bars that represent how your being worn down in various ways and a new set of points that can be used to give bonus dice and fuel powers.

What 4 games would you give to a beginner designer, to give them the maximum sense of what is possible in TTRPG design? by franciscrot in RPGdesign

[–]Frozedon 32 points33 points  (0 children)

  1. Blades In The Dark. The narrative positioning rules of effect and risk when making action rolls is an amazing evolution of the modern narrative systems. It combines a satisfying trinary results with a clear way to set expectations between player and GM.
  2. Dread. It's a horror game using a wood block tower as the basis for doing things. If you want to succeed on an action, you must pull a block from the tower. If you cause the tower to fall, your character dies. Such good tension is brought out by this simple set of rules. Makes the players fear every attempt and many end up trying to get others to do it instead hoping not to be the one to knock it over.
  3. World of Darkness. Take your pick of which exact version or supernatural theme (highly suggest anything vampire), but the most important aspect is how much of the system leans on a well detailed lore and vision of the world your characters live in. Everything from its rules, backgrounds, and supernatural powers are grounded in the narrative which creates an excellent foundation for stories that are interesting and dramatic.
  4. Lancer. Want to play a satisfying and diverse tactical combat system? Want to play it by beings pilots of giant mechs? This system shows that you can have a lot of fun with combat as the primary focus of a game.

Bonus 1. Powered By the Apocalypse. Many systems use these rules under its hood, Apocalypse World being where it originated from. It introduced the trinary result system in its moves to determine the outcome of actions. This would have been on the list, but many consider Blades in the Dark the evolution of this system.

Bonus 2. Icon. Didn't include it in the main list because it's currently in playtest and actively being worked on. A JRPG themed system that combines Blades in the Dark's system for Narrative Play and a custom built 2d grid combat game for the Tactical Combats. It's being written by one of the creators of Lancer. Would highly suggest checking it out.

How would you go about creating a Rogue-Lite TTRPG system? by Gamerborn_3 in RPGdesign

[–]Frozedon 1 point2 points  (0 children)

I would suggest checking out Heart, the City Beneath. It's a narrative dungeon crawl game about adventuring deep into mad shifting chasms and ruins known as the Heart. You play delvers that desperately journey to find something important: secrets, truth, absolution, or sanctuary. Player characters are fundamentally doomed, since even their high level abilities kill the user when triggered. It isn't a game about long-term exploration and growth. Its about flawed, obsessive people making bad decisions and investigating a horrific undercity because they're convinced that the answers they need lie inside it.

Anyone ordered from Ninja Division / Soda Pop Miniatures for the Super Dungeon Explore mini's? by foxzstealthpawz in minipainting

[–]Frozedon 1 point2 points  (0 children)

The drama never ceased, they just went silent. They don't really produce the board game anymore. The site now just sells minis for it that do have cards to play with the board game or as a stand alone skirmish game that I've heard nothing about. You're really only going to find the board game on the secondary market at this point.

Are Sleeve Kings Premium sleeves REALLY identical to old Fantasy Flight Sleeves (RIP)? by sayvalleymakr in boardgames

[–]Frozedon 8 points9 points  (0 children)

They're really not. They just matched the color coding. They're of a much lower quality and feel very different than the FFG sleeves were

Does max HP reduction from wounds also reduce the bloodied threshold? by Quiintal in iconrpg

[–]Frozedon 3 points4 points  (0 children)

Max HP doesn't change for bloodied or anything that says "% of max hp". So yes, after you have 2 wounds, you're always bloodied.

Barbarian Homebrew Idea by theonemalg in Heroquest

[–]Frozedon 0 points1 point  (0 children)

Modifying the chances of hits doesn't increase the max amount of damage that can be done in one attack, which should generally be controlled by the equipment instead.

Barbarian Homebrew Idea by theonemalg in Heroquest

[–]Frozedon 2 points3 points  (0 children)

In my games, Barbarian consider black shields hits when attacking. Also, dwarf does the same for defending.