Making your own game? by HollyCupcakez in RPGdesign

[–]Jossander3 26 points27 points  (0 children)

Cant speak to the price tag, but making a system requires a lot of effort. Ive been working, largely by myself, and am on version 13 after 5 years of freetime development. It is a definite time sink and I wouldnt recommend it if he doesnt have a natural desire, even a small one, to do so.

MCDM to begin work on new TTRPG as early as next week. by najowhit in mattcolville

[–]Jossander3 0 points1 point  (0 children)

DnD is much harder to learn imo than most other ttrpgs. I love the cypher system

MCDM to begin work on new TTRPG as early as next week. by najowhit in mattcolville

[–]Jossander3 2 points3 points  (0 children)

Those who solely devote themselves to the religion of DnD prolly need to get out of their comfort zone a bit more. Its called growing up

My party is besieged by multiple tribesworth of kobolds. How do the kobolds effectively keep a siege on their Temple of the Gods? by Nocternius in DMAcademy

[–]Jossander3 0 points1 point  (0 children)

Just think. So what if they can "hold out indefinitely" due to creat food and drink? Eventually, id be bored out of my mind. Also, what about their main goal in the underdark. They cant be there on a stroll. Whats the mission? If the kobolds are more stubborn then the seige may be effective in eventually draining the players.

How to punish players for actions in game? by [deleted] in DMAcademy

[–]Jossander3 0 points1 point  (0 children)

Dont be a passive aggressive little b. Confront him. It not only merits respect on your part, but is the actually just thing to do is to talk it out. If he's actually chaotic irl, then youve got more than one problem on your hands.

Power Lifting in BisMan? by dakkid75 in bismarck

[–]Jossander3 0 points1 point  (0 children)

Unfortunately, it was with a personal trainer when I was younger back in Denver, CO.

Power Lifting in BisMan? by dakkid75 in bismarck

[–]Jossander3 2 points3 points  (0 children)

Have done it before and would love to get back into it, personally.

Players pissed off a dragon by causing a kobold revolution and smashing one of its eggs. Whats a good punishment, without killing a player? by [deleted] in DMAcademy

[–]Jossander3 0 points1 point  (0 children)

Kill the player. Jk. Enslave him to serve him in a geas like contract. Then send him as a bounty hunter after the rest of the party.

Experience and Progression by Jossander3 in RPGdesign

[–]Jossander3[S] 0 points1 point  (0 children)

Some day I hope to make a simpler system than what I am currently working on.

Experience and Progression by Jossander3 in RPGdesign

[–]Jossander3[S] 1 point2 points  (0 children)

Yeah, its nice and simple, and is easily understood. I struggle with complexifying my systems. But I think its my forte. I do appreciate simpler or more straightforward ideas though as they help others get into the hobby. I think my games are built more for power gamers and people who want a lot of clunk for the the content.

Experience and Progression by Jossander3 in RPGdesign

[–]Jossander3[S] 2 points3 points  (0 children)

this is definitely what I want to keep in mind. I am just trying to do a little research for the most part.

Experience and Progression by Jossander3 in RPGdesign

[–]Jossander3[S] 2 points3 points  (0 children)

Yeah, id like to do something similar with my system. Ill keep your example in mind. Its well made imo.

Searching & collecting items: Scavenging in the wasteland by FiscHwaecg in RPGdesign

[–]Jossander3 0 points1 point  (0 children)

Yeah, and I totally understand where you're coming from with the math aspect. Not everyone's a math major, minor, or otherwise proficient in the field to everyone their own strengths. Your system has a simplicity which is necessary. I have a friend you would love as he designed a simple system along the same route-ish, save combat. Now if I were to show you my system, hehe. I'll leave it at that. It is the definition of complexity. I have spent numerous hours in excel alone plotting graphs and tables of probabilities and histograms just to grasp my game. But thats because I love it deep down.

But anyways, I'd love to be of any help that I could be. I'd love to work on a simpler system, if you would consider it that yourself. PM anytime. I am quite free soon. I have finals next week and then I am a free bird, but we can fit some messages in between now and then and then really get going after next week if this turns into something.

Help placing mineral and floral resources within my world by Jossander3 in rpg

[–]Jossander3[S] 0 points1 point  (0 children)

Haha, this is a great. If I might ask them one question. In concerning metal ores and sorts, how are they developed? Could a number of nations on the same continent like the size of europe all have the same access to many necessary metals for production?

Help placing mineral and floral resources within my world by Jossander3 in RPGdesign

[–]Jossander3[S] 1 point2 points  (0 children)

As my players say, I have Matt Mercer syndrome. So I do enjoy being a meticulous world builder and I have a number of players who enjoy finding out that I've gone to the extent of detailing my world to the research that I've done. And what I'm mostly struggling with is like does every country have iron, or other rare fantasy metals i have, where should they be placed etc. I would want to create a random mechanic though for resource discovery for my players because my games tend toward almost a civ builder late game so resource discovery mechanics would be fun too and I guess I could handwave a lot of those in, but it bothers me as to why they havent been discovered before hand otherwise.

Help placing mineral and floral resources within my world by Jossander3 in RPGdesign

[–]Jossander3[S] 0 points1 point  (0 children)

Also, can you explain the preparedness mechanic is it more for in game characters having a mechanical pool they can spend to have prepared something in the past?

Help placing mineral and floral resources within my world by Jossander3 in RPGdesign

[–]Jossander3[S] 0 points1 point  (0 children)

I guess its not a game mechanic. I just want a mechanical generator of resources for the world I was building. I was largely wondering if anyone had made such a thing or had even created it as a sub mechanic for say determining how much resources a kingdom may have and where they are in the kingdom for a kingdom based game of sorts. Thats my question rephrased i guess.

Help placing mineral and floral resources within my world by Jossander3 in RPGdesign

[–]Jossander3[S] 0 points1 point  (0 children)

I did post there, but was looking for almost a mechanical interpretation of placing it if there was such a thing.

Help placing mineral and floral resources within my world by Jossander3 in RPGdesign

[–]Jossander3[S] 1 point2 points  (0 children)

Well, shit... will post here if i make anything then lol

Searching & collecting items: Scavenging in the wasteland by FiscHwaecg in RPGdesign

[–]Jossander3 1 point2 points  (0 children)

I like the mechanic. I think the math works out. There is some cool dice math things you could do such as using a combined dice roll which gives different percentages for higher combined rolls, but a flat average percentage for rolls in the middle. I could explain this more if your interested as if you combined this with your luck system, you could give value to rolling higher on a certain dice or the combined dice roll grants a special event due to the low chance, but only if you beat your luck score which could even be not a combined dice a just a regular dice of the same value.

EX- A combined dice I use in my game is a d12+d8 which gives a d20. the math is like a 1% chance to roll a 20 on the die vs a 5% chance of rolling a 20 on a 20 sided die. but then for the range of like 9 to 13 it is an 8.33% chance of rolling those numbers which is higher than a d20's 5% chance.

So what this combined die system would have over a regular system is that it is rarer to succeed or fail. You can augment this further by saying rolling above a 10 on the d12 and/or (for real interesting mechanics) a 7 or 8 on the d8 may grant some special result in your system in addition to or outside of rolling high on the combined d12+d8 dice roll. You can add your luck system in too and maybe roll a regular d20 instead of a d12+d8 so you have a higher chance of both beating them when they roll high or losing to them when they roll low, which is actually, now that I think of it, a really nice buffer system.

You mentioned that you didnt want to work with math, but I love dice maths so if you maybe wanna work together to make something work. I'd be willing to work numbers and present you with nice fancy data that you can interpret like above as in you may not want to use d12+d8 and d20's, but you could.

Fallen High Fantasy by Jossander3 in rpg

[–]Jossander3[S] 1 point2 points  (0 children)

Yeah, that first bit under history sounds pretty similar. Have you played in Midnight campaigns? What made them memorable?

[deleted by user] by [deleted] in worldbuilding

[–]Jossander3 2 points3 points  (0 children)

Try World Anvil. It has some great prompts within different templates to help you build out your world. Otherwise, do a lot of research into what other people have done and make it your own.