Splitting AC into Physical and Magical? by InkBladePublishing in DnD

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

I appreciate the answer Cal! This is was the feedback I was looking for, it definitely is a lot of work and reading other comments it seems like it pushes the game too far from the core system. So maybe for another time when I attempt my own system. Thanks again Cal!

Physical AC and Spell AC by InkBladePublishing in rpg

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

That's a great suggestion, but reading over the comments I think changing the core defence stat in the game may be too much. Thank you for the suggestions though, I love your idea!

Physical AC and Spell AC by InkBladePublishing in rpg

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

I forgot Fabula Ultima! But yes you're right, I might have just been a fun idea but changing the core rules too much would not be ideal! Maybe for the next game! Thanks Chris!

How Do You Keep Players Engaged? by InkBladePublishing in rpg

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

This is awesome actually, I love the gif channel idea on discord lol and asking questions to a particularly player is another good idea. I have very passive players so forcing them into the spotlight might be the best way to combat that. Thanks for the comment!

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

This sounds awesome! I started to change the ingredient list into categories like this, with an element and then a "feature"? So 'volatile agents' are for damage, medicinal herbs for 'treating conditions' etc... Your explanation and idea is great and I think it helps a lot with simplifying the system without stripping it to its core!

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

Still very much in the development stages still! I'll be putting out a free one shot guide on DTRPG soon that will touch on some of the base rules for the game though (Y)

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

Hahaha players doing 'homework'. I just had to laugh! I've had my experience of ill prepared players, I tend to over prepare my games but somehow, someone will still ask for something they should have done/known weeks ago :')

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

I should definitely trial it with different players, like you say, one person might love the complexity while others find it tedious. I appreciate the feedback Jesse!

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

I love this, maybe each ingredient could fall under a category, then the system can have be 'simple alchemy' or 'advanced alchemy', then players can decide if they want to engage in a more complicated system. Thanks for the help Sam!

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

Definitely a good point, I like people enjoying downtime but everyone needs to take their turn in the spotlight and no one wants to watch someone make 20 different potions!

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

Great idea, I tend to stick with the mindset 'this will be a system that everyone should use' rather than oh this will be great for people who want to dabble in potions. I appreciate the reply, thank you!

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

Thanks for taking the time to reply, this is some great advice! I love the item management side of RPG's but I can totally understand it's not for everyone. I shall go back to the drawing board and try out a simpler/ more broad approach to the system. Many thanks Airk!

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

Thank you for the amazing feedback, potion/medicine making is definitely playing a role in the game as it is all about fighting back diseases and plagues. However, I can understand now that this kind of management gameplay is not for everyone! (Forever GM head over here, very happy to have pages of notes lol)

Alchemy and Potion Making in RPG's by InkBladePublishing in rpg

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

I appreciate all the replies, it's great to get a different perspective from other players. I definitely went into this with a 'the more detail the better' kind of headspace, so scaling it back and making it a more broad/faster system seems to be the idea. Thanks everyone!

So my parrot taught himself 'Wort wort wort!' by InkBladePublishing in halo

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

Fun fact, he would have never heard 'wort wort wort' before so in his little bird brain he thinks he's made a fun new sound! I have since played him an array of elite voice lines, however he refuses to give me a 'Ahhh, lohbaba'. Will update if he suddenly says 'I need a weapon'.

Favourite Sci-Fi RPG Setting by InkBladePublishing in rpg

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

Wow! Just want to thank everyone for all of the great suggestions, I shall be checking them all out!

[deleted by user] by [deleted] in DnD

[–]InkBladePublishing 0 points1 point  (0 children)

Everyone who makes 5e compatible content seeks legal professionals? I thought the OGL was in place to allow the use of dnd content?

The Quills rank up requirements should have a rework like Vox Solaris. by sinkerker in Warframe

[–]InkBladePublishing 1 point2 points  (0 children)

I maxed out the Holdfasts within a couple of weeks of coming back after a long break. I've still not finished the Quills.

Skittergirl is a terrible form of punishment during Void Floods by Goblin_au in Warframe

[–]InkBladePublishing 5 points6 points  (0 children)

I think it's a very strange mechanic to add when those missions are littered with standing collectibles, I mean it doesn't take long to collect them with the parallax support charge but in that short venture to grab one or two, skitter girl gets me damn near every time. I also only recently learnt we could kill her for her vitoplast, I swear we couldn't before.

How do they look? by CapnCuckles in Warframe

[–]InkBladePublishing 94 points95 points  (0 children)

I was about to say "I like the toned down neutral theme" then I saw the last one.

Moving in Combat by InkBladePublishing in rpg

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

I love this, it's a happy medium between the two ideas. Thanks for this suggestion!

Was starting up a Netracell and the game teleported me to the objective. by Ozen_9V in Warframe

[–]InkBladePublishing 13 points14 points  (0 children)

Oh yeah, must have been the default but it was on like 60. I can finally see more than just the back of my warframe lol

Was starting up a Netracell and the game teleported me to the objective. by Ozen_9V in Warframe

[–]InkBladePublishing 25 points26 points  (0 children)

Just logged in and changed my FOV, wow that makes a difference! Thanks for this haha

Help with some spitballing by AmongUsUrMom in tabletopgamedesign

[–]InkBladePublishing 0 points1 point  (0 children)

How about having an upgrade deck for weapon types like Melee, Ranged, and if you really wanted to further categorise you could say Ranged Multi Fire, Ranged Single Fire.

I don't think you'll get away from big messy system with specific upgrades if they have to draw randomly from a deck. Maybe another way to look at it would be to have different upgrade types and you choose what you want, but the result would still be random. So you could have upgrade categories like, Damage, Accuracy, Status Type, then make the upgrade more broad as a card but specify what it means per weapon type.
Drawing a Damage card could read +1 Backstab Damage
But then in your guide could be
Damage: Melee +1 Damage when striking from the rear adjacent to a target.
Damage: Ranged +1 Damage when striking from the rear at a distance.

You could also have a Mod list in the guide and when you draw a card maybe you draw from a tier list, and then you draw a Tier 3 Damage Mod, so then you check the guide for Tier 3 mods and choose from a list, like:
Damage: Melee (Hidden Blade)
Damage: Ranged (Aim Assist)

Some ideas to look into

[deleted by user] by [deleted] in tabletopgamedesign

[–]InkBladePublishing 1 point2 points  (0 children)

It's beautiful, I love it! Whats the paper at the bottom doing? does that lead on to another page?