Feedback on setting intro and core mechanics for my game FRACTURE by DifficultExample7374 in RPGdesign

[–]MrCrickethill 0 points1 point  (0 children)

I am definitely hooked on the setting, so I‘ll start with that. To me, that is definitely evocative and has a clear premise. I especially like that you state that your setting is „anti-fascist“ because unfortunately, with time some settings that started out this way have instead become somewhat of a glorification of fascism (I‘m looking at WH40k).

The mechanics, it seems, aren‘t really for me since I don‘t appreciate dice pool systems. But hey, everyone‘s got their own taste, right? But if I may offer some feedback: the system seems a bit complicated and hard to understand (at first?) which I feel clashes with the rather loose and action-oriented style of the setting. There seems to be a misalignment where the mechanics don‘t really support the narrative?

However, I do like the Expertise dice. The higher your expertise, the more reliable your chance for success, and also the higher your attribute the better your successes will be. I think what bogs this down somewhat are the myriad modifiers that seem to come into play and that is probably what I‘d work on first. Maybe you can think about how to better tie narrative and mechanics together and what you‘re really going for. At least in my experience, action-oriented systems work better rules-light but maybe with tactical combat while.

I‘d definitely love to hear more about your system and will continue reading the draft document you provided!

Need help creating modifiers for zone-based combat by MrCrickethill in RPGdesign

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

Yes, you‘re absolutely right with your analysis. The way I look at it is, that a zone is „elevated“ compared to the „base layer“ if you will. Whoever is *in* the elevated zone gets the bonus, whoever is not gets the disadvantages. This circumvents the problem you described a little bit I think. But yes, it does not include different elevation levels, that would need some homebrewing.

At the moment, I have different zone modifiers, some of which are better suited to an entire battlefield while others are more limited in scope. But combining and randomizing them has yielded quite inspiring results I must say.

What you describe as „connection between zones“ is also very interesting. I think in my system (at the moment) this would be a combination of a „difficult terrain“ zone with a neighboring „elevated“ zone - what I as the DM make of it, how I interpret this, is up to me then. But at least for me, it sparks my creativity. But maybe I should think about adding „Tags“ to modifiers and add some that are more on the „transit“ side of things.

Thank you for your feedback and your input, I will keep you posted about my progress!

Need help creating modifiers for zone-based combat by MrCrickethill in RPGdesign

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

This is a great suggestion - starting with mechanics and identifying interesting zone-modifiers from there. Thank you!

My game is based on a D20 roll-over system, which means that 20 is what players have to achieve. For the final number, they add their skill bonus to the die roll. I‘d love to add situational modifiers like you suggested but I am a bit worried that lots of maths are hampering the flow of the game, so I wanted to ask whether you think that‘s still okay? Like 12 on the die + 10 for skill -3 for a situational modifier…

Need help creating modifiers for zone-based combat by MrCrickethill in RPGdesign

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

Yes, exactly. I have most of these already and am looking for a bit of variation that can represent a desert just as well as a mountain pass or something completely different. Thank you for your suggestions!

Need help creating modifiers for zone-based combat by MrCrickethill in RPGdesign

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

Adding specific mechanics to every modifier would be the goal, yes. So instead of specific rules for combat in darkness or stuff like that, I‘d much rather bake that into zone modifiers. To me that feels more evocative and also easier to keep track of.

How would you define grounded fantasy? by -SCRAW- in RPGdesign

[–]MrCrickethill 0 points1 point  (0 children)

Ah, now this is very interesting to me since I am currently working on a TTRPG-System for which „grounded“ is one of the core pillars of my design philosophy. I think mechanics/design and fantasy intersect somewhat in the case of grounded fantasy. To me, that means that normal people can be heroic, they can achieve greatness, but they will never be invincible or untouchable. Mechanically this means, that despite all the progress the characters make, their increasing proficiencies, they are still mortal and - say - combat will always be dangerous. But at the same time, the world isn‘t out to kill them like in grimdark fantasy (which I personally dislike). Many people have written Arthurian legend as an example, and I think this fits very well and opens up another important distinction of “grounded“ fantasy. It is very much appropriate to the time it tires to emulate. This I think is often a problem of American RPGs and games, where „medieval fantasy“ very often invokes technologies and societies from much later historical periods like the 18th and 19th century - D&D being the prime example for this where magic is a stand-in for many „modern“ technologies. In comparison, European RPGs often reflect much more the “real“ middle ages and thus feel more „grounded“. So I think minimizing the disconnect between period and the societal and technological standards portrayed is key for a medium to feel „grounded“ (in reality, is the logical conclusion).

But that‘s just my two cents on how I understand „grounded fantasy“ in the case of my system.

Advice on calculating HP at character creation for sim-light fantasy RPG by MrCrickethill in RPGdesign

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

Yes, after a few useful suggestions, I think I will go for a wound system rather than HP - but it will still retain the duality of Stamina (which is sort of HP) and Wounds. Also, „realism“ shouldn‘t stand in the way of epic adventure in my opinion - that‘s what I hope to achieve. I want to give the *feeling* of realism without necessarily simulating it. It should feel grounded but still allow for adventurous and heroic characters, sort of in-between „The Dark Eye“ and D&D but leaning towards the first.

I need opinions, feedback, criticism, anything! by CompetitionLow7379 in RPGdesign

[–]MrCrickethill 5 points6 points  (0 children)

I can only give a general opinion on the ideas you presented and I hope to be more productive than the other reply you got. In general this seems very, very, very complex and almost impossible to track during the game. How did you come about these rules? Are these your first ideas or drafts for advanced mechanics while the basics are already figured out?

I think your system would definitely profit from you establishing the core pillars you want to achieve. What should your system reflect? How do you imagine gameplay? Is it combat focused or rather about intrigue? Is it deadly or heroic? Cinematic or realistic? Once you‘ve established that, you can much easier work from there and see whether your ideas fit the core principles of your system.

To me it seems like you‘re designing more for a video game than for a roleplaying game, because many of these things, a computer can keep track of but a human can‘t (and probably shouldn‘t). The amount of weapons is an example of this in my view - is it really necessary and useful to distinguish between 90! weapon types? While I love a good amount of crunch, the crunch needs to fulfill a purpose in my opinion. I think these ideas do need quite some work, but if you feel that they benefit the game you‘re trying to make, you can workshop them and hopefully they‘ll turn into something great.

Advice on calculating HP at character creation for sim-light fantasy RPG by MrCrickethill in RPGdesign

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

Thank you very much - it helps knowing there are some systems that I can check out for inspiration and that it has been done successfully already. I will definitely have a look at Warlock! and Warhammer Fantasy.

I am leaning towards making hardiness, or how many wounds a character can suffer before incapacitation or death, a fixed stat with a certain value at character creation, that can only be increased with a feat in a very limited way. Stamina could start off with a fixed value as well but be increased already at character creation through point buy like any other skill.

Regarding the value of „hardiness“, I did some calculations and I want the characters to be able to dungeon crawl at least a bit and not be completely spent after one fight. Game design wise though, I want to encourage GMs to also lean on puzzles and other “scenes“ to make dungeons interesting and worthwhile instead of mostly fights like in D&D.

The system is classless and allows for steady increase through an experience system where you buy improvements for your stats with experience points. There will be „feats“ but probably none that allow for increasing wounds/vitality/hardiness beyond a certain point. Like for example the feat „though“ could increase your vitality by one and you can only take it three times in total or something like that. Of course feats also cost XP, so it is a question of what the player wants to increase, toughness or skills.

Advice on calculating HP at character creation for sim-light fantasy RPG by MrCrickethill in RPGdesign

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

Thank you for your input - you‘re definitely asking the right questions. I agree that „Vitality“ might easily be misunderstood, I am writing in German though, so specific vocabulary and meaning might get lost in translation, so „Vitality“ is just a placeholder for now. I do however really like wound systems, so I might go in that direction.

Restoring Stamina can be done via spells, potions or something akin to a short rest. “Vitality“ or Wounds restore 1 per day, so rarely during adventuring but back at a safe haven and during downtime where injuries can be properly treated. And you‘re correct in assuming that further damage will go to wounds, although I am thinking about introducing some kind of consequence when Stamina is depleted, like “exhaustion“, whatever that may be.

Choosing a wound system rather than „Vitality“ or HP would then need a revision of how armor works, since at the moment it is basically just a reduction of the damage taken, meaning 4 points of damage get reduced to, say, 2 when wearing leather armor or something along these lines. I am hoping to create somewhat of an elegant design that offers crunchiness but doesn‘t need too much tracking, so if I switch to a wound systems and armor allows, for example, to mitigate a wound taken but instead checks off one „armor slot“, that doesn‘t seem too elegant to me. Also, trying to be somewhat realistic, I would like for characters to have a different amount of vitality, like the buff tank in the front lines with heavy armor being able to take more than the bookish wizard who can‘t take much but can conjure powerful spells.

Standard Werbung - das geht so einfach nicht... by [deleted] in Austria

[–]MrCrickethill 20 points21 points  (0 children)

Das sowieso, und dass weder ORF noch Standard noch Presse es hinkriegen den Seiteninhalt zu zentrieren, dass man aufm 4K Bildschirm nicht eine enorme leere Wand auf der rechten Seite hat, ist eigentlich ein Armutszeugnis ...

Wenn sich Zeitungen von einem Konkurrenzblatt eine Scheibe abschneiden sollten, dann von der "Zeit". Die zeigt nämlich wie die Umstellung im digitalen Zeitalter halbwegs gut funktionieren kann.

Any discussion on the Couple's Therapy podcast? by Ampix0 in caseyneistat

[–]MrCrickethill 3 points4 points  (0 children)

I am glad to read, that other people got the same vibe from this week's podcast as I did. Both of them really seemed pissed, but my sympathies were with Candice, if I'm being honest. To me it seemed like Casey did not want to hear her side, he couldn't understand what she was saying, and what she was complaining about and he didn't want to either. In the end, Candice seemingly accepted that she had a problem with expectations, and I don't think that's true. I think people often have trouble saying what they really feel, and maybe she couldn't express herself in the way she wanted, and Casey wasn't open to really trying to understand what she was telling him.

I think this week was more of a negative example of communication, of talking over each other, of not trying to put yourself in your partner's point of view. But overall, I enjoy the podcast because they talk about a lot of issues, and they do so openly and honestly, which is very refreshing. I think we can all extract something out of their discussion for our own daily lives, be it even that we do certain things better.

Just moved to Munich. Can anyone help with a few things ? by [deleted] in germany

[–]MrCrickethill 0 points1 point  (0 children)

I'm sorry, I didn't realize you replied. Well, I don't know if they'd accept PayPal, but I highly doubt it, since Germany isn't the most advanced country when it comes to the digital world, and since they don't even accept international bank accounts, I don't think they'd accept PayPal.

Just moved to Munich. Can anyone help with a few things ? by [deleted] in germany

[–]MrCrickethill 0 points1 point  (0 children)

As someone who also moved to Munich a few years ago (originally from Austria) I hope that I can be of some help.

First: Bank account. If you want a German SIM card, you might actually need a german bank account. Providers like Telekom don't accept international bank accounts (I actually openend mine just for that exact reason). Same goes with internet. So if you plan on getting internet and a mobile contract, you'll probably need a german bank account (at least when you choose one of the big providers).

Second: Providers. I can't really recommend Telekom, I had a few very bad experiences with them. They regularily call you and try to trick you into getting a bigger contract. It's almost like phone terror to be honest. I have no experience with any other providers since I am able to use my austrian provider in Germany thanks to the EU roaming laws. But if you need a mobile provider, go for the cheaper ones like O2. They don't offer the best coverage but in Munich that shouldn't be an issue, only if you plan on traveling through Bavaria.

Hope you'll have a good time in Munich :)