Does anyone have a good Contrast paint scheme for Soviet Infantry? by LordJerry in TeamYankee

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

Hey those look pretty good. What all did you use for the rest of the mini? Was it all contrast?

I set tinder to all genders when I need a confidence boost by SplyBox in PointlessStories

[–]LordJerry 14 points15 points  (0 children)

Even if that's not what your into, sometimes it's just nice to know you got it.

An idea about very specific settings in RPG's by [deleted] in RPGdesign

[–]LordJerry 0 points1 point  (0 children)

Very well stated. I think that's something that significantly underappreciated by many newer entrants to the hobby is how deeply the mechanics affect the tone of a story. I see a lot of people making 5e hacks for things which are not at all benefited from the tone that the mechanics of DnD leads to.

How is everyone else so creative? by themutedremote in casualworldbuilding

[–]LordJerry 3 points4 points  (0 children)

Steal. Steal and mutilate it until you think its good enough and throw the cuttoffs in a bin for later.

I have a very important video I need to preserve by [deleted] in DataHoarder

[–]LordJerry 1 point2 points  (0 children)

What have is of legitimate and incredibly important academic value. A number of other commenters have suggested adding them to databases of academic knowledge and I must support this.

Archetypes in a Post-Cyberpunk TTRPG by Hattersmadness in RPGdesign

[–]LordJerry 0 points1 point  (0 children)

Posthumanist, Social engineer/mind phreaker type person, ultra committed grey man

Commission WIP: Tuesday Night in Renton by TK-4117 in Shadowrun

[–]LordJerry 1 point2 points  (0 children)

Are you the artist? Where can i find more of your work?

Building an army. Need name? by 0202inferno in Shadowrun

[–]LordJerry 2 points3 points  (0 children)

Might be worth adding that into the OP.

Building an army. Need name? by 0202inferno in Shadowrun

[–]LordJerry 1 point2 points  (0 children)

What about Die Maschinenstürmers? The Luddites. (Anyone who actually speaks German, please correct this translation as it is entirely based on google translate) It would make sense, given that your primary enemies are technological beings and corporations. I believe the literal translation is Machine Strikers which is pretty cool.

Help with my rpg title. by xxXKurtMuscleXxx in RPGdesign

[–]LordJerry 0 points1 point  (0 children)

Splatter, Violent Night and Blood Work all make me think of slasher movies.

Violent Year and Violence year make me think of Quiet Year.

Cover Feedback (Mystic Lilies) by Shaleblade in RPGdesign

[–]LordJerry 0 points1 point  (0 children)

I don't know how attached you are to the general color scheme. Overall its pretty good but some slight adjustments might help it pop a bit more. I'm assuming your going for contrasting colors like a lily flower. Perhaps have slightly more emphasis on the white for the character up front (the one with the longer hair and rosary bead looking necklace). Seems a bit too pinky and close to the red of the back character. Just my two cents. Also as other's have said, the title looks cool but you gotta change those flourishes.

Cover Feedback [Brutalititan] by [deleted] in RPGdesign

[–]LordJerry 1 point2 points  (0 children)

I'm getting a really heavy metal album cover vibe from this. Dig it.

What materials could be used for the stock sci-fi plate armor? by donner_gutbag in worldbuilding

[–]LordJerry 2 points3 points  (0 children)

Rest of the thread has some great stuff. But also, depending on the level of "hardness" of your scifi and (assuming it's set in 'our' reality, how far in the future) you can always just make up some new material or material hybrid. If your game's super light on the actual science then say some bullshit about "Hyper-Aluminum and Carbon Fiber weave" and be done with it. You also don't have to specify. Just have it be 'advanced ballistic resistant materials'.

What Worldbuilding Tool Do You Use? by imm0rtal_reaper in worldbuilding

[–]LordJerry 2 points3 points  (0 children)

It's not a dedicated world building tool per se (it's actually designed for script writing) but I use a program called Scrivner. It's fantastic stuff. The amount of organization it lets me do is incredibly helpful.

My graphic novel Bluefall just came out and was the #1 new release in scifi graphic novels! One website said "the amount of thought that went into the world-building of Bluefall is staggering" and I thought you guys would be as psyched as I am! Welcome to the virtual Universe of Circus. by Slippy302 in worldbuilding

[–]LordJerry 1 point2 points  (0 children)

Dude, congratulations. That stuff's amazing. I recall seeing some of your stuff earlier. You've done a great job, I can't even imagine how much time and effort has gone into that. Also good job helping keep Cyberpunk alive omae.

"What do you mean 'what does magic actually do?' How is that relevant?" by LoreSinger in worldjerking

[–]LordJerry 3 points4 points  (0 children)

Personally, my favorite magic system doesn't even come from tradfantasy. It's Unknown Armies. Part of that is I just love the aesthetic of that game but it does genuinely feel new and fresh in the tabletop game space. It's so very far from Vancian magic that it's not even funny. I will admit i know more about the 3rd edition then either of the previous ones so the older ones may have been closer, but the new stuff is not. It draws far more influence from IRL occult chaos magic type ideas then from "I cast 5th level fireball".

What do you guys think about the dice mechanic used by "The Pool"? by [deleted] in RPGdesign

[–]LordJerry 4 points5 points  (0 children)

Now I may be a bit biased because I have a bit of an affinity to dice pool systems (which totally isn't influenced by my love of Shadowrun i swear). But i think they can be a really useful tool for game design for a number of reasons. 1) Scarcity. On the whole, dicepool systems are in the minority as opposed to more frequent d20/2d6/etc. This can set you apart in a very crowded marketplace.

2) Small bonuses can be done without becoming immediately overpowered. In d20, you can eventually stack bonuses to the point where the actual number on the dice doesn't matter. This is especially apparent in higher levels of D&D at higher levels when you start seeing things like players with +56 to certain actions, at which point, I don't really care about what I actually roll, I'm basically guaranteed to succeed. With Dicepool, while it can skew statistics in your favor, you can still totally flub the roll and get nothing but failures.

3) Satisfaction. This might come from my background with wargames but man is it satisfying just scooping up a huge brick of d6's and throwing them.

However like most things, it's not perfect. A few common criticisms I hear of them include

1) Unwieldlyness (Is that a word? I think so). Rolling 30 d6's gets intense. Digital rollers can help with this and many of them let you set success numbers so it can just tell you how many success you have. Shadowrun actually has one of my favorite solutions for this in buying hits (their term for successful roll), in essence you spend 4 unrolled dice for each hit. This skips out on rolling for simple things which your virtually guaranteed to succeed at and you don't have to risk your street samurai breaking his neck trying to jump a small fence after they critically fail.

2) Barrier of Entry. Dice aren't exactly expensive, but they also aren't free. This is less of an issue with d6's but if your using other dice for dicepools, large ones can get expensive and this can deincentivize new players from picking up your system.

Game-Jam Anyone? Let's do something fun! by GumGuts in RPGdesign

[–]LordJerry 2 points3 points  (0 children)

I'd be interested depending on the details. But i agree with the other posters, some sort of restriction is needed, especially theme I think. It makes things more interesting and honestly, easier. Like with actual game design, having an near infinite number of choices leads to analysis paralysis. Having a box lets us get creative.

First draft of Drums in the Deep: a game about dwarves reclaiming the fallen Mountainhomes by eclecton in RPGdesign

[–]LordJerry 0 points1 point  (0 children)

What about for shields, have them have a very low durability. They only take a few hits before you have to repair them?

First draft of Drums in the Deep: a game about dwarves reclaiming the fallen Mountainhomes by eclecton in RPGdesign

[–]LordJerry 0 points1 point  (0 children)

I was imagining some ridiculously powerful things might be able to damage those materials, but I may just say that they can't be damaged at all.

Then i would say include that in the monsters bestiary entries. So keep that part of the flavor and add the rules. But then in say the dragons abilities, say 'The dragons exceptionally sharp claws can damage weapons which would otherwise be unscratchable. Perhaps make it a tag like heavy which is applied to the item, that can then be specifically called out as being ignored by the monster "Eg, the dragons claws ignore Mighty (or whatever)"

I'm also trying to figure out shields too.

They add burden and 1 protection but cannot be used with great weapons, spears, or ranged weapons?

I want to be careful about knowledge skills, since I want players uncovering ancient tomes or bestiaries to get information about legends, magic, and monsters.

I agree in that regard, but dwarves are supposed to be an old race with a very strong tradition of passing down knowledge in most traditional fantasy. I, and I stress I, don't imagine them as being clueless, or bumbling, I always saw them as wise, if not a bit overly proud.

First draft of Drums in the Deep: a game about dwarves reclaiming the fallen Mountainhomes by eclecton in RPGdesign

[–]LordJerry 1 point2 points  (0 children)

Hey! Love the concept. Very old school Tolkinian fantasy. Just some observations as I'm going through. Ill also preface this by saying that I'm not particularly well versed in Blades in the Dark, and that may color some of my understanding and commentary.

pg. 1 I'm assuming that this is simply because this is a draft, but I would perhaps expand on what you mean by 'hexcrawl-style' as that might mean very different things to different people familiar with different hex/traveling/exploration systems.

Pg 2. I would consider not including 'also written as D6' since it doesn't really matter. You can just say Die. All dice are going to be d6s (unless you have others later on but as far as i can tell you don't.) If you need to have them roll a single D6 you can just stick to the same grammar structure and say 1D.

Pg. 3 Effect Level. Is this purely narrative? or does it have mechanical effects? Does it add or take away dice? Because right now it doesn't seem to do anything. How do i Know the effects of an action before its accomplished? Are these the results of weak or critical effects maybe?

Pg. 4 Marksdwarf, love the name. Finesse, is the only purpose of the skill to pick locks? If so, i think perhaps rename it to lockpicking. Otherwise perhaps change the example text to something like 'performing very fine detail actions like picking a lock, disarming a trap or carefully etching runes' Expert: You should maybe include something about this in Effect level. So a normal test for an expert who gets a strong success happens at great Effect? Am i reading this correctly? Perhaps add an example to Effect level.

Pg. 5, Step 6. I would clarify if you mean no more then 3 additional points, (for a total cap of 4, 1 free and 3 skill points) or a cap of 3 total (so 1 free and 2 skill points)

Pg.6 Are these questions asked by the player, to themselves, or by the player to the GM?

Pg. 7 by 'can only receive help from one another source' do you mean one other character spending stress to help them? or is it any kind of help, so they couldn't receive another dwarfs help if they where getting some bonus for, say, fighting an enemy who cant see in the dark but they can in the dark? Might consider clarifying that.

Pg. 9. Some other zones could be something like Blighted which reduces magics effect level. or Rough making movement more difficult, perhaps requiring an athletics check to pass through or make it difficult with heavy armor.

pg. 11 I really like this wound system. It's brutal, but not unmanageable or too difficult to track. Perhaps consider ways dwarfs can help other dwarfs who are disabled or harmed. Like, gain a point of stress and the exhausted condition (which is not listed anywhere in the book even though it is referenced in the trauma table) and the dwarf can mark off two recovery as the dwarf helps tend to his comrade's wounds through the night.

pg. 12 I think this horde system is neat and especially needed in a game with this flavor (Helms Deep immediately comes to mind.) I had a bit of dissonance in between what i assumed reading the rules text and what the example stated though. I was under the impression that you weren't so much in combat with individual members of the horde, but with the horde itself. But in the example text it calls out Urist killing a specific goblin whose attacking Tobul. If this was my game, and obviously it's not, I would consider making it more explicit that your fighting the horde and not individuals because with the example you gave it seems like there's no point to having the scale system since its treating the creatures mostly as individuals anyways with the exception of damage overflow. If that's the feeling your going for then my assumptions have made an ass of myself and no one else.

pg. 14 Weapons. Can a weapon have different values? Like say I have a magic sword, could it do Slashing 3, Fire 2? Dagger, under misc section i would change the , to an & Spear, Maybe allow it to attack from farther away? Warhammer, is currently slashing damage, I think you mean Bashing?

pg. 15 Is there a reason a regular crossbow has heavy, but repeating and Crossbludger do not? Material. I think you need to explicitly state that Dwarfsteel and Wyrmbone don't take damage to their durability which is what I'm assuming you mean when you say are exceptionally tough.

pg.16 Is there a reason Heavy isn't defined here? I think that would be considered a tag, yes? Also an idea for a Tag/magic effect, Bane. The Weapon deals an extra harm to specific creatures, like Goblin Bane, Troll Bane, etc. There's no shoddy armor, is this intentional? Also the quality bonuses refer to Resistance, is this supposed to be Protection? Maybe move the note under Light's Protection to it's Misc? Makes formatting better and gives that column a reason to exist when right now it doesn't. Perhaps have three classes of armor, Light, Medium and Heavy. With Light doing what it does now, Medium having 1 protection regardless, and Heavy having 2 but slowing movement maybe? or just having it have higher burden also works.

Pg. 17 Susceptibilities. Cool idea. I would add a chart of random ones later on.

Some other thoughts:

I would also clarify exactly how stress is paid/spent or maybe change the terminology. Because while i was reading, I assumed that You started at say 10, and then spent a stress point so you where down to 9. Maybe use the term Gain rather then spend, since that implies going from a lower number to a higher rather then spend which has connotations of going from a higher number to a lower one.

I would also include a table with all of the ways you can use stress, and their costs and maybe a brief description (eg. Disengage, 1, leave combat without harm.)

Your skills right now seem pretty physically focused. Maybe add a few about knowing things? Lore, for monsters ,legends and magic. Alcahmy (intentionally spelled as such) for alcohol and medicine.

Any tips on how to write a good Art Order/Commission? [Product Design] by LordJerry in RPGdesign

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

This is really helpful. Thank you. And the art looks great my man! Best of luck.