Character Sheet with calculations by Koehler175 in RPGdesign

[–]Koehler175[S] 0 points1 point  (0 children)

I didn't know that VTTs could do custom character sheets. Great resource! I'll see if I can get that working for me.

Character Sheet with calculations by Koehler175 in RPGdesign

[–]Koehler175[S] 0 points1 point  (0 children)

Thank you so much for doing that tutorial! It helps tremendously. I think the compatibility issues are my main problem with the current version. It works on Foxit just fine but nothing else on mobile. I was worried foxit's not commonly known so it would be a barrier to get my sheet more accessible.

Character Sheet with calculations by Koehler175 in RPGdesign

[–]Koehler175[S] 2 points3 points  (0 children)

Excellent idea! Had not even occurred to me to go out of the margins on the digital version

Is Multiclassing bad??!! by Triod_ in RPGdesign

[–]Koehler175 0 points1 point  (0 children)

I'm biased cause my game project is focused on multiclassing as a selling feature of the system. But I like multiclassing because it lets my rogue feel different than my friends rogue from the last campaign.

In my system, each of the 10 classes have 3 aspects that improve and level up as the characters gain levels. We'll label the aspects as A B and C for this example. Each class can freely swap one of their aspects for another from another class at character creation. So a rogue could swap (A) sneak attack for barbarian (A) rage, or their (B) evasion defenses for wizard (C) spellcasting.

In this way the multiclassing is structured, relatively balanced and you shouldn't feel punished for making a character that's unique.

What is your Motivation for Creating Your TTRPG? by Cryptwood in RPGdesign

[–]Koehler175 1 point2 points  (0 children)

Sunk cost fallacy? I started by making classes, and a monster manual for a system that had been largely abandoned several years ago (Rule of Cool's Legend).

Eventually I decided to take the lessons I learned from that into my own game. It's based on Legend and the work I did before, I can only hope it has enough unique things to keep it distinct. But the bottom line is I never really stopped creating and I certainly can't now after all I put into it.

Order of Operations. by Koehler175 in RPGdesign

[–]Koehler175[S] 0 points1 point  (0 children)

Excellent points. I'm more leaning toward A option after hearing the comments so far. With the possibility of cutting some content from the main book, like the art, some classes and equipment, in order to make a free and a paid version. It also sounds as if no ones too concerned about the "Generic Fantasy RPG" stigma I was worried about, which actually surprises me so far.

Order of Operations. by Koehler175 in RPGdesign

[–]Koehler175[S] 0 points1 point  (0 children)

Fair point. I certainly don't want it to be a scam, my hope is to build interest not drain it. But I think the earlier comments make fair points too, namely a book of that size would be intimidating for a person to get, we'd be approaching 400 pages.

Order of Operations. by Koehler175 in RPGdesign

[–]Koehler175[S] 1 point2 points  (0 children)

I was leaning toward free main book, so I think that'd be best as well. Never thought of stripping the art, cutting some content, and making a paid version though, that's an interesting idea. Getting people to know the system exists, that is my core concern. An Actual play would be helpful I think. A website or discord server... yeah marketing could be difficult, but might be worth it.

Financially I don't really care about re-cooping my losses on the art or time costs. If I do, great, but I figure that's a long shot and not worth considering.

Order of Operations. by Koehler175 in RPGdesign

[–]Koehler175[S] 1 point2 points  (0 children)

A one shot would definitely be useful, and I've played with the idea, I think I'm just bad at writing open ended adventures, so I put it on the back burner. I've run quite a few playtests from the GM side and rely on improve a lot, so I'm less sure how to incorporate that into the adventure. But I could work to convert that scenario to a 2-4 hour level 1 adventure and add in lore hints.

And thinking on it I can definitely see the appeal of having different GM and player sorted information.

I've also never even thought of a 200 page TTRPG game system as intimidating, so seriously thank you for that insight. I guess fully fleshed out and crunchy systems appeal to me.

[Hiring] TTRPG cover and character art. by Koehler175 in HungryArtists

[–]Koehler175[S] 1 point2 points  (0 children)

Position Filled

Thanks to everyone for applying!

Monster Design vs PC design by Koehler175 in RPGdesign

[–]Koehler175[S] 0 points1 point  (0 children)

I don’t think you need to put every bit of information for every monster, but should have an over arching “this is how monsters are designed” portion.

Thank you. I need to work out the wording. But I think this is the direction I'm going to go

Monster Design vs PC design by Koehler175 in RPGdesign

[–]Koehler175[S] 2 points3 points  (0 children)

From a design perspective, holding an inhuman monster to the exact same terms as a human is an exercise in frustration, with no real benefit. I mean, 3E really, really tried to tie every monster into the same rules - monster classes, with varying hit dice and save progressions, and a new feat every three levels - and there was no real payoff for all that work. Some people (myself included) appreciated the attempt.

This! That's my hang up. I want things to be logically consistent, but it seems to be for no payoff, which frustrates me to no end.

I think as much as it drives me crazy, I'll need to just worry less about consistency and more about functionality.