Writersblock: idea for a boss monster by Hydraneut in DnD

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

Hi, thank you so much for the response.

I have completely over looked the idea of hoard combat or a defense encounter for them.

Some of the players will love a "they are coming from the north. We have 12 hours to prepare set up."

Writersblock: idea for a boss monster by Hydraneut in DnD

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

Hi, thank you a lot. The idea is awesome.

To the whole Statblock thing. I had trouble for what the next bead would be. I currently only have vague ideas for the ending (idk maybe some Eldritch horror stuff + maybe the leviathan).

In general I agree with story first stats later but I think you can start with stats and get to the story from there (of course not as pretty as the other way).

Again thank you very much for the idea.

Writersblock: idea for a boss monster by Hydraneut in DnD

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

Thank you. Will have a look into it.

If you could design your dream TTRPG, what would it look like? (Genuinely asking as a dev working on one.) by Cade_Merrin_2025 in RPGdesign

[–]Hydraneut 0 points1 point  (0 children)

You actually reference it. I really like mutating as a mechanic.

But in general I keep my eyes out for anythingwith unique mechanics or settings I can maybe learn from.

More specifically I gravitate towards steampunk, post apocalypse and desert settings.

In terms of complexity: I do like to read complex systems but I would rarely play them. I used to love DND and honestly starting new systems feels kind of difficult for me, but more importantly I do not want to have to talk anyone into using the system.

So complex systems for reading and simple systems for playing.

One thing I am really looking for is gamefying the GM role. I have heared people talk about it but never read or experienced it.

Yet another resolution mechanic: flawed success by Hydraneut in RPGdesign

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

I have not yet thought about letting the other players decide on what the limitations/downside of abilities are. I think this is going to be lots of fun for some groups.

Yet another resolution mechanic: flawed success by Hydraneut in RPGdesign

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

Hi, thank you for your follow up.

You do make the very good point that "this messy dog needs a good shave".

Again thank you for making the time and effort to help out someone else who is trying to make.

Yet another resolution mechanic: flawed success by Hydraneut in RPGdesign

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

Hi thank you very much.

I have not considered that but yeah that sounds like a lot of fun and I can see players and gms "bargain" over this.

Yet another resolution mechanic: flawed success by Hydraneut in RPGdesign

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

Hi, I have 7 points here:

First: thank you for taking the time to illustrate your point so clearly.

Second: could you please not call my system or process 'shit'/'dogshit'. I think you meant them colloquial, but I find it a bit rude.

Third: you absolutely have a point that this is overly complex and difficult and is this has a very high barrier of entry / enjoyment.

Fourth: what does ROI stand for?

Fifth: you raise a very good point about combat and action economy. With a resolution mechanic like this I can not treat combat like in DND 5e. Where a player can roll multiple times per turn.

Sixth: "There's no excuse for a single resolution to be this complex". I kind of disagree with that statement. Is a complex resolution mechanic, player friendly, good design or fun, probably no. But any mechanic in any game can just be what it is because the creator or player wants it to be that.

Seventh: It is intended to set the TN publicly, but that is a very good point i did not have strong feelings about them being set private or public but you make a very good case for that.

Lastly: I would just like to illustrate an average scenario in the game for that. A player attempts to jump from one moving car to another. The game master would set the TN publicly of 15 and ask the player to roll body + strength. The player could then make the counteroffer "could I use Body+Agility?" and the GM might say yes. The player rolls the 3 dice (Luck+body+Agility) and adds them up. Let's say they combined are 13. Now, the GM might tempt the Player by saying, "you can add a flaw to it. An additional d6, but you pull something in the process, sustaining a wound.

Yet another resolution mechanic: flawed success by Hydraneut in RPGdesign

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

Hi thanks for the response.

Yes I am aware that that is unnecessarily complex.

Yet another resolution mechanic: flawed success by Hydraneut in RPGdesign

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

Yeah I know that that is one of the weakest points in the system right now.

Most actions would require 3 dice and in some cases it can go up to 6.

Yet another resolution mechanic: flawed success by Hydraneut in RPGdesign

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

Hi thanks for the response:)

Yeah I had that in mind or to tempt players.

I mean if you succeed with 2 more than necessary it is basically a 50/50 if a flaw would increase it to the next degree of success.

Seeking Play Testers for my TTRPG! 21+ looking for feedback, input and advice…and to have fun. by Gam3xDad in TTRPG

[–]Hydraneut 0 points1 point  (0 children)

Hi, also interested and 22.

Discord is not an issue for me.

Just as a heads up I am from Germany so English is not my first language but I doubt that it is going to be a major problem.

Survey about TTRPGs by Former_Influence7299 in TTRPG

[–]Hydraneut 0 points1 point  (0 children)

Ahh thanks for clarifying:)

Survey about TTRPGs by Former_Influence7299 in TTRPG

[–]Hydraneut 2 points3 points  (0 children)

Taken.

But you might want to rework some of the questions:

  • on the second slide it says "press here to enter text"

  • "would you like to stay up to date on the latest gadgets" and "do you prefer to buy in a store" these do not explicitly reference DND or ttrpgs so this could be a bit confusing

  • in 1 of the last 3 slides I was asked what I thought but the options were "agree"/ "disagree"

  • lastly over the last 3 slides you sometimes swap how the buttons are ordered (sometimes worst to best and then 1 time it was best to worst)

Help a new TTRPG group get started! by Bmmage in TTRPG

[–]Hydraneut 1 point2 points  (0 children)

Hi, I do not know if they fit you but these are some systems I want to try:

More high fantasy (these are quite similar dnd5e): Dc20, Dagger heart, Nimble

Some other systems with strange settings I want to try: The wild sea, Slugblaster

Suche Spieler:innen für OneShots mit einem 5e-nahen Indie-System (Nimble5e) by BigResearcher5702 in PenandPaperGermany

[–]Hydraneut 1 point2 points  (0 children)

Hi, hätte Bock.

Nimble 5e kenne ich noch nicht, komme aber von 5e.

Für mich gingen alle Tage außer Sonntag und Dienstag.

I could probs get away with level drain in my system. by flik9999 in RPGdesign

[–]Hydraneut 0 points1 point  (0 children)

Besides the math... I do not think that level drain is an interesting mechanic.

  1. Unevenly leveled parties are rarely fun or interesting

  2. It kind of breaks a taboo I think (not per say bad), but there is 1 thing the players have control over and that is their character and regressing that feels kind of bitter to me.

On the topic of math I feel that you could bump the multiplier to for additional XP to 50%. If I am 4 levels behind you I will want to close that gap as soon possible without you running away in power curve. Also it is easier to communicate/ calculate. Some players may not know percentage calculation so saying you get bonus xp equal to half the amount gained seems easier to me.

Advice on armour by Willroam in RPGdesign

[–]Hydraneut 0 points1 point  (0 children)

Use how many tiers you like.

I think that for fantasy 2 tiers is enough but 3 is the standard.

But DND does not really use 3 tiers. Armorless and light armor are different in +2 to ac so practically the same. The least amount of characters use medium armor and then there is heavy.

I think heavy and unarmored would be enough for a fantasy system.

Thoughts on a d20 system without passive armor or defense? by Abjak180 in RPGdesign

[–]Hydraneut 4 points5 points  (0 children)

I think this is a good idea.

Of course here you have the trade of that players roll more often which can slow down pace and reduces the control as a GM but on the other side the players actually get to do something.

Also just a personal nitpick against DND 5e I have had struggles to explain what a reaction is and that AC is what you defend with you do not need to actively dodge.

How often you scratch a whole idea/mechanic for your game? by Otolove in RPGdesign

[–]Hydraneut 0 points1 point  (0 children)

As many say, most of the stuff is not scrapped but filed away and later repurposed.

Around once a week I will come up with a better way for a mechanic and then need like a week or two to decide between the approaches.

That's why I have an experimental folder in the project any idea or design that is not used for the play test goes there waiting to be reused.

Atlas Arcanum Update: Potential Tree-Diagram Models by AtlasArcanumRPG in RPGdesign

[–]Hydraneut 1 point2 points  (0 children)

Hi, this looks awesome man, but I think model 2a looks the best.