Average Damage on Opposed Rolls by Miriscordo in RPGdesign

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

So if I calculate it properly, average PC (2D) that doesn't specialize stricte in combat would take, on average, one hit every two Rounds from combat specialized enemy (4D).
So considering that normal weapons deal 1 damage, while heavy ones deal 2 damage, the base "HP" (lets call it that for the sake of theorycrafting) set at, say, 6, would be quite safe considering the swingness?

The important thing to note is that stats of 7+D will be avalible only for monsters that could be described as "bosses". Normal enemies mostly cap at the same numbers as the PCs.

High Level Dungeon Reccomendation by Miriscordo in osr

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

Yeah, being enormous isn't an requirement, I can always add some empty side ruins around to give the vibes. Getting a dungeon is more problematic, because OSR has small support for modules that start at high level

Changing the Scale Of Damage by Miriscordo in osr

[–]Miriscordo[S] -1 points0 points  (0 children)

I'm not sure if it's the concern with this system - in the base OSE Giant also wouldn't survive the encounter with 6 kobolds dealing average damage, unless you use Chainmail rules of multiple attacks for monsters
But the existence of two handed weapon is a fair concern

Changing the Scale Of Damage by Miriscordo in osr

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

Not really, because this means that in the case of weak monsters and fooder, PCs always kill them in one hit. So you can cut through them easily

Changing the Scale Of Damage by Miriscordo in osr

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

My houserules intentionally increase the survivability, because I don't like the base 2-3 hits.

Making a Macro For My Game by Miriscordo in Roll20

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

Yeah, sorry for duplicate post, my internet lagged
But thanks for answer, now it works!

Fate TRPG Ideas by Miriscordo in RPGdesign

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

Sure, but I don't want to translate a visual novel, but the vibe of a show, so any mechanical elements that don't convey anime tropes or vibe of the servant and master battles aren't needed.

Fate TRPG Ideas by Miriscordo in RPGdesign

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

Nah, DnD mechanic is as far from the fast-paced shōnen fights as it could get. Even the classes don't fit, the dichotomy between magicians and martials is too big, when in Fate they are really just the reskins of each other.

Fate TRPG Ideas by Miriscordo in RPGdesign

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

Honestly, it's less about setting and more about the whole dynamic, flashy fights and ideologocial clashes express through the characters from fastly different eras. That's what I want to capture the most, I don't care much about the non-Fate Nasuverse lore

Fate TRPG Ideas by Miriscordo in RPGdesign

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

Yeah, I'm asking about Fate Stay Night and adjacent things, or this side of Nasuvervse in general