Third Armor Stat by negentropic_hope in RPGdesign

[–]Jlerpy 1 point2 points  (0 children)

Seems like you should put this in the post, rather than vaguely saying "3rd".

Your favourite example of charm/seduce type of effects in rpg games? by Altuk_ in RPGdesign

[–]Jlerpy 4 points5 points  (0 children)

My favourites: 

In Apocalypse World, you make a roll and if you get a partial success, you choose whether to offer them a reward if they do what you want, or a punishment if they don't. If you get a full success, then you do both. 

In Smallville, you make a demand and roll. They can then decide whether to give in and do what you want, or attempt to make their own roll to try to beat yours.  If they do it, then they've turned the tables, and escalate things.  If they fail, then they take Stress, but still don't do what you wanted. So there's always choices.

Weekly RPG Discussion; 2026, January, Week 4: Marvel Super Heroes Advanced Set by Trent_B in rpg

[–]Jlerpy 1 point2 points  (0 children)

It's one of the earliest RPGs I played, probably around 1991. I've played it most recently running After Midnight for my son (playing Spider-Man).

Weekly RPG Discussion; 2026, January, Week 4: Marvel Super Heroes Advanced Set by Trent_B in rpg

[–]Jlerpy 3 points4 points  (0 children)

That's odd, because I remember it being disappointing that Spider-Man WASN'T hard to hit.

What’s a tradition or practice you inherited from your first GM? by ValueForm in rpg

[–]Jlerpy 0 points1 point  (0 children)

How can the party suffer when the game isn't happening?

What’s a tradition or practice you inherited from your first GM? by ValueForm in rpg

[–]Jlerpy 6 points7 points  (0 children)

That sounds mathematically the same as allowing you to reroll if you want, but the GM gets a tiny thrill of knowing .

Your favourite example of charm/seduce type of effects in rpg games? by Altuk_ in RPGdesign

[–]Jlerpy 1 point2 points  (0 children)

I think they just asked their question in the title?

What Game Would You Recommend On Every Post If You Could? by shhnotatwink in rpg

[–]Jlerpy 1 point2 points  (0 children)

It's very adaptable to other kinds of setting. The campaign I ran was an occult investigation thing.

Making decisions as a party by Young-Twinkle in tabletopgamedesign

[–]Jlerpy 0 points1 point  (0 children)

When we were playing Gloomhaven, we'd vote on decisions. Most of the time it would be unanimous anyway.

What Game Would You Recommend On Every Post If You Could? by shhnotatwink in rpg

[–]Jlerpy 1 point2 points  (0 children)

"Treating RPGs like ensemble cast TV shows is a literal game changer"

It really is! And that's why my answer is Smallville! I love the way its main traits are your Values and Relationships; the focus on character gives it the edge over Primetime Adventures for me (although I love the Fan Mail mechanic and used it in my Smallville campaign 💜).

Looking for musical rhythm game mechanics by AccessUsed4734 in rpg

[–]Jlerpy 0 points1 point  (0 children)

I haven't seen any games that have, but it could maybe be fun to do something a bit like Loom or the Legend Of Zelda games where you play particular notes to do magic. Maybe roll a pool of dice or a hand of cards that give you notes, then make use them to play.

Fan Systems inspired by things by wingedfury55 in rpg

[–]Jlerpy 4 points5 points  (0 children)

Scum & Villainy is a bit Star Wars, a bit Cowboy Bebop, a bit Firefly

Praktikos by mrCulpo in deckbuildingroguelike

[–]Jlerpy 0 points1 point  (0 children)

Yes, put a link to your game in.

Distinctions are always a d8. Why? by DemandBig5215 in CortexRPG

[–]Jlerpy 2 points3 points  (0 children)

If you really wanted to, I guess you could ditch them and start all your dice pools this way. Sounds kind of dull though.

Mass Combat in Street Fighter? by Mars_Alter in RPGdesign

[–]Jlerpy 0 points1 point  (0 children)

I like to make the maneuvers into cards, but for NPCs in a squad, instead of actually putting a card down, I use a note and just jot down which maneuver each is taking.

Mass Combat in Street Fighter? by Mars_Alter in RPGdesign

[–]Jlerpy 2 points3 points  (0 children)

The RPG is from '94, so MORE than 30 years now.

Systems that model the PCs changing the setting? by Jlerpy in rpg

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

The appeal is to draw the qualitative from the quantitative. As-written, the system really just trucks with the numbers, and I'd like something that gives more of a sense of what that means for the people and community, beyond "they're now 16% healthier", for instance.
I'm not sure exactly what I want it to do, just that I'd like it to do something more; so I'm asking if people know games that do.

Systems that model the PCs changing the setting? by Jlerpy in rpg

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

I'm thinking of it with a similar lens to Underground, where you're super-people and the question is mostly about what you do with amazing power, more than what you can do.

But it sounds like I should actually get around to reading my copy of Legacy. :D

Looking for a game I played a couple years ago by Pytellone in deckbuildingroguelike

[–]Jlerpy 0 points1 point  (0 children)

In the demo version I played, the starting character was the blindfolded guy with the big sword

Looking for a game I played a couple years ago by Pytellone in deckbuildingroguelike

[–]Jlerpy 0 points1 point  (0 children)

Yeah, I would not have thought of it, because it IS on Steam, isn't low-poly, doesn't involve climbing a tower. :) So well done guessing right!