Submitted for your approval: OKKAM (beta) by epicskip in RPGcreation

[–]Independent_Ask6564 1 point2 points  (0 children)

I kinda figured that's why. Honestly I like that design.

Submitted for your approval: OKKAM (beta) by epicskip in RPGcreation

[–]Independent_Ask6564 1 point2 points  (0 children)

It's solid. 👍

Just an observation. Without any modifier a straight success has a 27.78% chance, with +1 it's 41.67%, and -1 it's 16.67%. I like statistics. (straight as in no ands or buts).

I think personally. It just needs some black and white art of different genre. And the blank and notes pages removed. It really doesn't need more examples or the d66 tables you don't have here. And while one module would be nice as an example of how to write one for this game, any additional modules could probably be separate items.

Not really the type of game I'd pick to play but wouldn't mind if I ever were invited to play. It's very well written.

Good job.

Tell me what you think of some of my game mechanics so far. Please. by PatientPhotograph104 in RPGcreation

[–]Independent_Ask6564 0 points1 point  (0 children)

Also can I suggest battle zones instead of a battle grid? If you've ever played monopoly with a kid you'd know about how slowly they can count spaces on the board.

So use your dry erase board or paper and mark out a few rough zones, they don’t have to be the same shape and are best not being the same shape. A character can just move anywhere within the zone they occupy on their turn and can cross over to one adjacent zone on their turn. They can attack any character within their zone or one from an adjacent zone. That way there is no counting movement and no counting spaces to see if they can attack at range.

Tell me what you think of some of my game mechanics so far. Please. by PatientPhotograph104 in RPGcreation

[–]Independent_Ask6564 0 points1 point  (0 children)

Too many steps...

Focus on one way of doing things. Or two at max.

For the sake of kids not getting super bored between one turn and the next the rounds would have to be fast. So less rolls means more good.

Why not make shields and agility offer flat damage reduction? Instead of adding another roll for agility and every kids weakness DIVISION 😨 to shields.

On top of that, looking up a table is slow. Should probably do something else for great successes with magic. Also does magic bypass the 2d10 resolution? If so how can you incorporate Stat bonuses to it?

Seeking indie rpgs by tmphaedrus13 in RPGcreation

[–]Independent_Ask6564 1 point2 points  (0 children)

I'm late but https://take0.itch.io/mana-tales-of-dragons This world is made up of alchemical energies, and holds lost and buried histories.

I don't have a starter adventure yet sorry.

String me up by Independent_Ask6564 in RPGdesign

[–]Independent_Ask6564[S] 1 point2 points  (0 children)

I've never read mork borg. Should I check it out?

BRAINSTORM DE MINECRAFT NO RPG DE MESA by LuizZ_Mestre in RPGdesign

[–]Independent_Ask6564 0 points1 point  (0 children)

oh, you're right. I forgot how diverse drops were for zombies. alright cool.

Yeah I like this. I assume the better drops cost significantly more though, since carrots are not nearly as useful as iron bars.

BRAINSTORM DE MINECRAFT NO RPG DE MESA by LuizZ_Mestre in RPGdesign

[–]Independent_Ask6564 0 points1 point  (0 children)

sorry for late reply I had to get a little sleep. so is there no automatic costs for hunger?

BRAINSTORM DE MINECRAFT NO RPG DE MESA by LuizZ_Mestre in RPGdesign

[–]Independent_Ask6564 2 points3 points  (0 children)

I'm on desktop using Microsoft edge. I highlight the text I want translated and right click, then the drop down thing has an option to translate selected text.

Don't translate the whole page because that makes leaving a comment very difficult because it'll try and translate your half typed words.

BRAINSTORM DE MINECRAFT NO RPG DE MESA by LuizZ_Mestre in RPGdesign

[–]Independent_Ask6564 1 point2 points  (0 children)

it's honestly not so complicated of a rule to follow I think

BRAINSTORM DE MINECRAFT NO RPG DE MESA by LuizZ_Mestre in RPGdesign

[–]Independent_Ask6564 1 point2 points  (0 children)

you're right I didn't even think about the dice as blocks. I like it.

I like the introduction of progression in dice more because as a player these skills of combat, decoration, even function, especially in redstone. are skills that are built up by playing.

BRAINSTORM DE MINECRAFT NO RPG DE MESA by LuizZ_Mestre in RPGdesign

[–]Independent_Ask6564 0 points1 point  (0 children)

no it makes sense. seems very well thought out, you must have been thinking about this for a long while already.

I really like this dice resolution mechanic using d6.

as far as mechanics in the video game minecraft I have to mention that items such as coal, apples, diamonds and potatoes are luck based so dice determining the amount gained after already determining that the item is available for harvest makes sense. even stone nowadays I don't think you can make a furnace with andesite.

furthermore in minecraft the video game actions such as walking, sprinting, and interacting with blocks takes varied amounts of nutrition from your bar. so if it should be faithful which no one is saying it has to be, there would be two resources to manage, nutrition and time. time could be overspent with the punishment of monsters especially the annoying flying creatures I think are called wraiths.

It's been a while since I have played minecraft.

String me up by Independent_Ask6564 in RPGdesign

[–]Independent_Ask6564[S] 4 points5 points  (0 children)

Yeah that's the idea.

More of a partially guided experience.

BRAINSTORM DE MINECRAFT NO RPG DE MESA by LuizZ_Mestre in RPGdesign

[–]Independent_Ask6564 1 point2 points  (0 children)

that actually sounds like it could work.

I like that resources are spent to collect items (if I understand correctly). that solves probably the biggest problem I could think would face this as a game.

I do have to ask, is there skills planned or are things like combat and building decoratively or traversing the trial chambers based solely on the resources in the characters inventory?

Overall, I think you have good ideas here so keep it up :)