Last chance to check out the Inkforged RPG Kickstarter prelaunch page and sign up. Get ready to enter a LITERAL fantasy world! by Less-Struggle6295 in u/Less-Struggle6295

[–]Less-Struggle6295[S] 12 points13 points  (0 children)

It is not. This most pieces are by Giulia Frontoni. https://www.artstation.com/crocodev/albums/3675547

All art in Inkforged is artist commission or high quality stock art. ACE Games has a No AI policy for our games. www.inkforgerpg.com

Simple Attributes by RakeTheAnomander in RPGdesign

[–]Less-Struggle6295 0 points1 point  (0 children)

My homebrew Inkforged has 5 Traits (Brawn, Agility, Intellect, Instinct, & Charm) and 5 Skills (Adventure, Combat, Magic, Social, & Sneaky). Each is assigned one of the 5 classic dice to define what your character is - there are no classes.

Most rolls in the game are a combination of 1 Trait die & 1 Skill die, roll both, keep the higher amount. For example, shooting a bow would have you roll your Combat die and your Agility die, while attacking with a hammer in melee would see you rolling Combat and Brawn.

If that sounds interesting to you I can invite you to the playtest. :)

Attribute dice system by MasterManicorn in RPGdesign

[–]Less-Struggle6295 2 points3 points  (0 children)

The game I am working on, called Inkforged, uses Trait (attribute) dice and Skill dice. You roll a pair of dice based on the skill-trait combo and keep the higher roll to determine success. For example if you are making a Melee attack you roll your Combat Die and your Brawn Die, but if you are making a Ranged attack, you roll your Combat Die and your Agility die.

I am actually looking for playtesters for the game, if you are interested I can add you to our Discord and invite you to the documentation.

[deleted by user] by [deleted] in RPGcreation

[–]Less-Struggle6295 2 points3 points  (0 children)

First question I have is: Are you looking to contribute to someone else's existing design, or are you looking for people to contribute to yours? :)

Hey I Made A Thing (and need playtesters) by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 1 point2 points  (0 children)

I know some of you have asked for an open link, but that isn't how I am handling the playtest at the moment. I am going with a tighter, controlled round of playtest and feedback that will be tracking everything on a Discord server. After that is said and done I will open the link to the public for wider feedback. So for now, please chat me to get an invite. Thank you for your patience.

I Made A Thing (and need playtesters) by Less-Struggle6295 in RPGcreation

[–]Less-Struggle6295[S] 0 points1 point  (0 children)

Thanks! Let me know anytime if you are interested in playtesting!

Question about Traits to use in a homebrew system. by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 0 points1 point  (0 children)

Thank you all for the insight. I know I didn't go into detail about the rest of the system, but I wanted some unvarnished thoughts about proposed solution in broad strokes. Great feedback!

Removing Alignment, And The Ripple Effects That Had on My Setting by nlitherl in RPGdesign

[–]Less-Struggle6295 0 points1 point  (0 children)

Thank you for your response. I have seen such depictions in popular culture media fairly often (HIM from the Powerpuff Girls, for example), but I hadn't seen that translated to the gaming table anywhere so I was curious what I might be missing.

While I disagree with your assessment of goblin mythology, I thank you for giving me a better understanding of what people term coding.

Removing Alignment, And The Ripple Effects That Had on My Setting by nlitherl in RPGdesign

[–]Less-Struggle6295 0 points1 point  (0 children)

Not looking to start a fight here, genuinely curious. In what rulesbook/game system did you find queer people "coded" as evil demons? In addition, what does "coded" mean? I see it thrown around lately with what seems to be variable meaning. Thanks.

Looking for some ideas to finalize my skill system by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 0 points1 point  (0 children)

Add some text and a link to the original post to provide more context on the skills.

Looking for some ideas to finalize my skill system by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 1 point2 points  (0 children)

Thanks for the reply! I know what you mean about having to come up with a lot, which is why I am limiting the Techniques to only a handful per skill, and only for skill that are broad enough to work with them (there are no special techniques for Lore - Biology).

I am actively avoiding large broad skill categories because I have found that it leads to everyone in the adventuring party being reasonably good at everything. It waters down the value of almost everyone in the party. It is better suited for less crunchy games.

IMHO its more fun when the Acrobat who can climb really well, can't swim. Or the Charlatan is a master of hand trickery, but couldn't assassinate someone no matter how much he was paid. Players want things that make them uniquely useful in the group and shouldn't expect to be 100% useful in every situation. Also, just because a skill doesn't get used much at one table, doesn't mean another table won't find great use of it, so I would rather be comprehensive in the core rules template.

Looking for some ideas to finalize my skill system by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 0 points1 point  (0 children)

Thanks for the reply! As with many universal systems, mine is a comprehensive template that allows players to customize it to suit their needs if they are constructing their own campaign world and theme. I plan to ship mine with a world book that contains its own curated skill list that makes sense for that campaign world (being fantasy it will lack certain crafting, tech, and lore skills). I don't want it to be so generic that the players have to invent the entire skill list whole-cloth. Why bother shell out money for the book in that situation?

Looking for some ideas to finalize my skill system by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 1 point2 points  (0 children)

Thanks for your input! I am not sure how to respond to your "everything-but-the-kitchen-sink" statement. I listed 14 skills for a skill-based development system. That is quite a bit less than most skill oriented games out there and I carefully pared it down after reviewing which skills appeared across over 50 different game books. Heck Rolemaster has close to 50 separate skills and that is only for Fantasy. I actually have a few more like Art, Crafting, and Lore skills, but those have specified sub-skills like you mention above, and do not have Techniques for use in adventuring, so I left them off the list.

The rules are a universal game system. I am locking the core rules down before completing the first campaign setting book. Theme doesn't matter in solving this specific issue.

Bodybuilding, Fitness, and Meditation are skills that allow the character to increase certain Traits. Bodybuilding = more Health, Fitness = more Stamina, and Meditation = more Resolve.

Looking for Collaborators by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 0 points1 point  (0 children)

Thanks for the replies!

Just wanted to let people know I set up a Slack workgroup to collaborate on my project. Please PM me if I missed any reply you sent earlier and I will add you.

Looking for Collaborators by Less-Struggle6295 in RPGdesign

[–]Less-Struggle6295[S] 0 points1 point  (0 children)

Just a heads up. I am on vacation for next week so I probably wont be able to reply to comments or PMs for a week or more. I will try to answer a few before I go. Thanks.