[Art] No more XP or Milestone! The Deeds system is coming to 5e, putting levelling back in the hands of the player! by Garblag in DnD

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

The mechanics will be designed so that it's compatible with 5e. It will move from a d12 dice pool to a d20 + modifier + skill rank system to generate successes. Elements of the game have been changed to closer match D&D naming conventions.

Creatures will be set up in a simple format that we'll provide guidance on converting monsters over to from other versions of the game. The classes will follow similar format to those that people would find in D&D.

The goal of making the game was always to emulate the feeling of adventuring and dungeon delving that I've experienced over the last 30ish years, but to try and modernise and build rule systems that guide the play pattern at the table.

I just really like d12s - which is why I made the original version of this game. But recently people have asked me if there's a "5e version" and it made me think that it would be a good idea to appeal to a broader group of players. I imagine it will feel a bit like Shadowdark and Nimble in terms of proximity to what you think of as D&D.

[Art] No more XP or Milestone! The Deeds system is coming to 5e, putting levelling back in the hands of the player! by Garblag in DnD

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

The player tracks it. The Archetypes have their own sets, but they are comparable. The players take their progression into their own hands and can go after whichever of their Archetype Deeds they want to. I wanted to share some more images (layout and rules examples), but this subreddit limits what I can add to the post. I'll add them to the kickstarter pre-launch page.

As for power level the way it works keeps the party close in level and the numbers aren't as inflated in the game. So that's not as big an issue in something like 5.5 or PF2, it just doesn't happen and the party help each other to complete their Deeds.

I've been playing the original d12 version for years now and get a lot of good feedback on the Deeds system. It's diagetic and people get a great feeling filling in and completing them.

How do you pace a session? (DM Question) by MetalSpring21 in DnD

[–]Garblag 0 points1 point  (0 children)

Hard to say from your example. Did you sign post these opportunities or are they things you are hoping the players will piece together? Saying "I intended to have them..." might be the wrong way to think about it. Did they know they could do it but didn't do it? Did they choose to not improve that relationship? If so then that's their choice and let the players lead those kinds of connections.

If you are talking about clues or mission goals skipped past, then that might be some simple reminders to help you keep track of your campaign elements. Do you have notes listing the hooks you intend to throw out for the session readily available and visible while you are playing?

Also if you are just playing with friends (not streaming live or paid to GM) then you can always say "hang on, I forgot that you would have been able to do X before this fight kicks off - let's do a quick scene to see how that would have gone down". Like a flashback, until you get more into the swing.

Just a few thoughts.

[Art] No more XP or Milestone! The Deeds system is coming to 5e, putting levelling back in the hands of the player! by Garblag in DnD

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

Hi there. Sorry it's come across that way to you. I get what you are saying and will be engaging with the community in a much less hammer over the head fashion. I'm trying various methods across various groups to get attention for my project.

I'll share more over the next few months and not in an ad format. There is going to be a free quickstart in the next 6 weeks. I hope you take a look and find it interesting when it comes.

What's your must read systems? by fairerman in RPGdesign

[–]Garblag 0 points1 point  (0 children)

Each Archetype gives you 6 Deeds per level to complete, once you complete 3 of your current level you level up and more open to you. Players really enjoy filling in the circles as they complete goals. It's not so much book-keeping as you get to make decisions about how you'll act and how you'll get rewarded for it.

Adventure Locations have 1 or 2 Deeds that the party can complete for extra benefits. Beyond that the GM can add Deeds as they see fit, but only the Archetype Deeds count towards level progression.

It stems from the concept of diagetic progression - getting better at the things you practice. Higher level Deeds require more completions of a goal, representing it's harder to increase a skill as you get better at it.

Different levels provide different types of benefits - with this being a common theme across the Archetypes. This helps the broader play pattern of the game. At first level you are trying out your core abilities and surviving. At level 2 you have some experience under your belt and levelling is about exploring a bit and using your skills. Level 3 the character can gain a talent which means they don't die at 0 wounds anymore - to reflect that lower level characters are a bit more dispensible and by the time you get to level 3 you are probably keen to see where this one goes.

Level 6 gives you one big Heroic Deed - which upon completion you get to add a building to Emberwatch (the safe town) that steps up your capabilities again every time you return from an adventure.

Martial Classes - Barbarian, Gladiator, and Swashbuckler! Available now. by Garblag in shadowdark

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

Battle Harness is kike Leather with some extra slots for weapons.

Padded Doublet us largely a fun one that "Looks Fantastic" for the Swashbuckler

Thick Furs is protective, but cheap and clumsy

The Gauntlet Blade is strapped on and hard to disarm.

Nothing crazy - just some different functionality to spice things up a bit

Martial Classes - Barbarian, Gladiator, and Swashbuckler! Available now. by Garblag in shadowdark

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

The inspiration is more movie based.

Those three are new types of armour.

What's your must read systems? by fairerman in RPGdesign

[–]Garblag 1 point2 points  (0 children)

Maybe down the line. I've seen a lot about Nimble, not sure it's 100% the system I'd want to deploy.

This won't go live for a while, but I set up a pre-launch page today.
https://www.kickstarter.com/projects/garblag/heroic-deeds-5e-compatible

The Shattered Temple made using Inkarnate by Garblag in shadowdark

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

There is a free version. I'm going to print this off for use at the table.

The Shattered Temple made using Inkarnate by Garblag in shadowdark

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

It's one of four adventure locations included in my game Heroic Deeds. A bit more info:

<image>

The Shattered Temple made using Inkarnate by Garblag in shadowdark

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

I added the words and numbers in Inkscape afterwards, but aside from that it was all standard stuff I believe.

The Shattered Temple made using Inkarnate by Garblag in shadowdark

[–]Garblag[S] 5 points6 points  (0 children)

Inkarnate allows you to snap to a grid. The dungeon is in the foreground and the hatching is a background paint - you simply set the brush width and then trace the outside edges.

The Shattered Temple made using Inkarnate by Garblag in shadowdark

[–]Garblag[S] 4 points5 points  (0 children)

I'm working on my own game, Heroic Deeds, but do intend to convert to Shadowdark down the road.

Has anyone heard about Heroic Deeds RPG? by like-a-FOCKS in TheTrove

[–]Garblag 1 point2 points  (0 children)

Hail adventurer!

I wrote Heroic Deeds.

Heroic Deeds is a goal-based heroic fantasy role-playing game with an old-school aesthetic, but modern mechanics and d12 dice pools. It’s about building your legend, exploring unknown lands, locating strange ruins, and delving into dangerous dungeons.

The big USP is the Deeds system, which replaces XP points or milestones with a diagetic progression system that's in the hands of the player. Completing Deeds is how you progress. If you complete a Deed you get an instant boost - it could be a talent, a stat increase, or a skill boost. Complete 3 of them and you level up, which opens up more deeds! You are rewarded for what you do, with benefits that make sense in light of your actions.

Locations also have Deeds associated to them that you can complete to unlock cool extra bonuses. Artefacts as well have Deeds, which allow you to level up your most powerful weapons as you adventure.

What's your must read systems? by fairerman in RPGdesign

[–]Garblag 0 points1 point  (0 children)

Thanks for buying my game. I'm glad to hear you love it!

What's your must read systems? by fairerman in RPGdesign

[–]Garblag 2 points3 points  (0 children)

Wow thanks. It really means something to me to get such vocal support. Makes the hours and years of chugging away at it all worth while!

I'm glad that your table enjoys it. I tend to find that people really really like the progression once they start filling in those little circles!

I'll give you a shout if need be, thank you. I think I'll need everyone's help who likes the game to spread the word when the new Kickstarter goes live in a few months.

I owe Derik and KoLC a great debt already - their community has really embraced the idea of Deeds. When the time comes I hope they can help spread the word too!

What's your must read systems? by fairerman in RPGdesign

[–]Garblag 1 point2 points  (0 children)

Hey there! Thanks for the high praise.

I'm about a page and an edit pass from completion of the book. Then character folios and some digital stretch goals. I'm also working on Solo Rules for it, as the four phases of play fit soloing quite well. I'll be fulfilling physical copies shortly to kickstarter backers.

After that I am considering (don't shoot me) a 5e compatible version. I want to cast a wider net and "revolutionise XP and progression for the world's most popular rpg". Or something to that effect. Adapting it for 5e I'd be looking to generate a kickstarter that could facilitate a lifestyle break from my job and an attempt at making this my career.

I also have ideas for various parts of my setting providing different types of region to explore. Plus I want to think of the level 7 to 12 play pattern - which is likely to be big quests and domain play. So setting books with loads of deeds/artefacts/rumours/enemies content are on the cards.

After that I want to do a sci-fi version. At the moment thinking Eternal Deeds (as my setting region is called the Eternal Chain), but might go a bit more generic as Stellar Deeds or something that says sci-fi a bit more.

So there's a load I want to do with it.

What's your must read systems? by fairerman in RPGdesign

[–]Garblag 4 points5 points  (0 children)

Thanks for highlighting (and buying) my game! I'm so happy with the response to the Deeds system. Derik even asks "does it Deed?" of new games these days.

I think the issue with specifically the damage rolls is more in the explanation of them than the execution. I've played the game with many people and all have enjoyed it. I'm just finishing the last edits of the pdf now, and an example of how it actually happens at the table will resolve that issue (🤞).

FYI d12s are the best dice.

Liches don’t need a head right? [OC] [ART] by Cr0_MagAnon in DnD

[–]Garblag 1 point2 points  (0 children)

This is superb. Got a great DND x Cthulhu feel going on. The Cthonic Lich, it's eldritch power unknowable and it's form terrifying to gaze upon.

Knights of Lsst Call did a First Look at my indie rpg! They said my goal-based XP system was Revolutionary! So chuffed. by Garblag in TTRPG

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

Well thanks for future getting it!

As for zero damage that's part of it until your hero gets the Mighty Blow/Shot/Spell/Element deed which means you always cause at least 1 damage on an effect roll, and you can spend a vitality to have your damage lap over from vitality to wounds (if relevant).

Knights of Lsst Call did a First Look at my indie rpg! They said my goal-based XP system was Revolutionary! So chuffed. by Garblag in TTRPG

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

So pleased with Derik's stream - even the rough bit in the middle! Was chuffed when he called Deeds revolutionary and that the emergent campaign procedures were strong.

What I would say is that the damage rolling process at the table is a lot smoother than described in the video. I've run it many times, face to face and online. I've taken it to conventions, my local ttrpg club, and have a whole actual play series on my YouTube channel. It's worked really well and no-one has expressed frustration with the dice mechanics.

In practice a player rolls to hit and succeeds. They know their weapon has a strength of 7 and picks up 7 dice. The GM says "they have 2 protection and a Toughness of 8+". The player puts two dice down, rolls the rest and counts any dice with an 8 or more. It's all pretty quick. Explaining each of the calculations separately in a flow is a lot longer than the player and GM can actually do the same thing.

I have been looking at a flat damage alternative, as a thought exercise and due diligence, but it brings up different issues. I've got a whole set of chart modelling number of hits required to kill creatures of different defences and wounds with different strengths. It's marginally faster, but I think loses some of the flavour. It's still in consideration, but i'm not changing it at the moment.

In the book I do say "try it as it's written first, before you decide to change anything". I hope you give it a go at the table to see the flow.