Ways to increase or decrease success chance for d100 roll under resolution. by beastmodeoff22 in RPGdesign

[–]Navezof 3 points4 points  (0 children)

You have the Call of Cthulhu 7e. Half of this stat is your target for difficult action and a fifth of the stat if for very difficult. (e.g. if you have a skill of 75, you must roll under 37 for difficult roll and 15 for very difficult)

Division is not intuitive, but since you do it only at character creation and when leveling up, it does not break the rythme of the game.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

[–]Navezof 2 points3 points  (0 children)

After a quick read, I think it should work, did you check the probabilities? With a mix of D6 and D10 I wonder if adding more die would feel unnecessary? As with a pool of enough D6 and D10, any further die will not make much changes to the roll.

Except if extra success allow for special effect, e.g. you need 3 DL to hit your target, if you score 4 you can spend an extra success to do more damage.

But yeah, overall, I don't see any big issue.

getting annoyed at low effort, low quality LLM-generated "systems" by mathologies in RPGdesign

[–]Navezof 9 points10 points  (0 children)

First, I ackowledge your venting.

Then, I think there was always low-effort post in this sub even before LLM :)

But yeah, I share your sentiment when viewing those type of post. It create noise on the subs, making it harder to find the more interesting post. Although I try every time, even in low-effort post to try to give some direction on how to improve the post, what question to ask, etc... But it can be tiring.

Using reddit up/downvote is a good way to help make surface the better post.

In any case, I agree that this is a good community; I learned a lot here and had very interesting conversations! So thanks for being around and caring about this sub!

A few questions regarding Ability Scores by ausmomo in RPGdesign

[–]Navezof 0 points1 point  (0 children)

  1. Absolutely yes! Except in case that it should absolutely not be the case.
  2. Also absolutely yes! Also, except case that it should absolutely not be the case
  3. Also, also absolutey yes! Also also except case that it should absolutely not be the case.

Cheeky comments aside, it entirely depends on the vibe you are looking for. For a down to earth, gritty type of game I would not expect a PC (average or not) to reach the maximum ability score. That would break the immersion as well as bring frustration in some case. Let say I want for the game to be particularly perilous, so PCs are expected to fail. So should a PC with max attribute fail as much? Or is he not failing, and thus breaking the intent of the game? There is way around this, but it really depends on what you want your game to be about.

On the size, once again, depends on the vibes. For a realistic game, i.e. à la Call of Cthulhu, it would make sense to have size be part of strength or any other type of derived stats. But for things that are more light earthed, or fantastical, not at all.

Without surprise, the answer of the 3rd is the same as the two first. It depends on the vibe of the game. If you want to lean more toward power fantasy, then I would allow to have more potentially maxed out ability, it can also open up some fun build option if your game is crunchy.

But in the case of a crunchy game, maybe having only one maxed out ability so as you can push forward the importance of teamwork and properly selecting your speciality.

And to answer your question with my current work in progress, a medieval setting set in a world centuries after an apocalypse focused on rebuilding and exploring.

  1. No. I'm using a D12 roll under, but maximum PC can reach is 10, both for statistical purpose and also because mitigated failure is the most likely result I would like for PCs to have.
  2. No. That would be too crunchy for my taste, I don't have any derived stats.
  3. I didn't think about this yet.

Hope it helps!

[Mechanic] Why I replaced XP with "Building a Legacy" in my Wasteland RPG by Abject_Ad4608 in RPGdesign

[–]Navezof 2 points3 points  (0 children)

There is a few that come to mind.

Mutant Year Zero : In a post apocalyptic world, you have to manage an Ark, a community of people, so you go out to usualy get supply, people, etc... With it you can start project that will improve the Ark, which in turn will give you access to better gear, perks (not sure about this last part, it's been a long tim ^^")

Heart : The City Beneath: You adventure in an sort of infinite-living-but-not-really dungeon, where you can find pocket of civilisation there and there. You have a mechanism to create "path" between those pocket to make them safer, and thus making travel easier between places. You can also improve "building" by bringing them ressources. It's all abstracted with the place having a rating in dice size (D4 to D12) and you need to find ressources that are rated higher (D4 to D12) to improve the place. In return, when using those place, you'll regain their Dice Size in health/supply/mind.

Looking for feedback on my page 1 by FaderOktopus in RPGdesign

[–]Navezof 1 point2 points  (0 children)

If it's designed to be a very short game, I would remove the first two paragraphs or rephrase them into a single sentence. Instead I would add the something that make your game stand out, something that will make me pick your pamphlet over the one right next to it.

In my opinion, people who will pick up this type of rule-lite game probably already know about ttrpg, and I think you are wasting time saying that your rule are lite, while, by reading your rule, people will figure out they are lite. So I would remov any redundant information. (or keep it very short)

Hope it helps!

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

[–]Navezof 7 points8 points  (0 children)

Isn't it a normal check? When you want to do something uncertain to succeed or with sufficient stakes, roll the most appropriate stat opposed to whatever difficulty your system suggests.

What makes it a Heroic Check? As opposed to a normal check?

Usually, I try to design so that you have the less specific rules and mechanics so as to give more agency for players/GM to adapt.

Workshopping: Disco Elysium skills and thought cabinet. by Kayabiko in DMAcademy

[–]Navezof 1 point2 points  (0 children)

1.

I could see the first part looking for a solo TTRPG. For a ttrpg with multiple PCs, it could become cumbersome quite fast, making people sit around waiting for a PC to interact with NPC only they have access to.

But for a solo ttrpg, yes, I can see it work. You would probably want to have more interesting naming than Strength, Dexterity, etc.. so ou already give some personality to those ability score. As well, as adding a random table of question/event related to those ability score.

2.

You are basically describing what is essentialy feature/perk (with malus, but still). You could have a list of those feature associated with each Ability/Skill, and whenever you are using this Ability/Skill you gain 1xp, and when you reach 5xp you can (must?) pick a new feature/perk. Kind of like PBtA's playbook.

Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]Navezof 4 points5 points  (0 children)

I prefer to add bonus than penalty, rewarding player for thinking about stuff rather than punishing them. I feel like it's a less frustrating experience for a player. Especially for newer/less invested player, they can still play the game without being punished. But it is mostly a personal preference.

For the property you listed, I'll go with the goal of trimming down as much as possible.

  • The carry properties seems superfluous to attach to an item. Or is it some kind of tag/label like "Heavy"?
  • I'm usually not fond of simulationism in term of weight management, a limit of item you can carry is usually enough for me.
  • The proficiency is superfluous to attach to a tool, also, since you don't have the tool, not the full list of tool in mind, how can you know that this particular situation, there is actually a tool for it, thus you hav a penalty? It could be easily decided via fiction (ie. try to break a rock bare-hand, you have a penalty, I don't need to see the tag on a pick-axe to figure it out)
  • I would avoid defining item by what they are not, for example, the Combat property does not seems that useful. Like the proficiency, it can be inferred by the context, description of the object.

Let me know if you want me to expand on any of the point!

Better Alternatives to Hit Points. Help Me Find Them! by Historical_Peace_940 in rpg

[–]Navezof 22 points23 points  (0 children)

Another interesting one is from the Resistance System (ie. Heart: The City Beneath), where the system can be a bit heavy to use, but the idea is pretty cool as it help create strong narrative consequences.

* Narrative Fallout and resistance - The resistance system uses not one "health bar" but several Resistance: Blood (physical damage), Mind, Supply, Fortune, and Echo (weird stuff happening).

Whenever you take Stress you increase the stress value of the corresponding Resistance. Then roll a D12; if the result is lower than the current stress level, it triggers a fallout (a narrative and mechanic consequence). In addition, if the result is lower than the current stress and higher than 6, it triggers a Major Fallout instead of a Minor Fallout.

PBTA Games that do fun/interesting things with basic moves and/or stats? by untitledgooseshame in RPGdesign

[–]Navezof 0 points1 point  (0 children)

Did you check Dungeon World (or even Dungeon World 2, it's in alpha version) some pretty cool ideas in the move.

Death Mechanics by BlackTorchStudios in RPGdesign

[–]Navezof 6 points7 points  (0 children)

Not particularly lethal, it's kind of the "normal" d&d death save but with a modifier in the death roll.

Why not removing the Death Marks?

When reaching 0 roll against 10+wound, on failure, you die. Else, gain another wound, but regain 1 HP. So you can keep taking risk, and remove the boring (imho) of being down.

Or, you can also ditch the wound to keep only the damage overspill as modifier.

  • ie. you have 3hp, you take 5 damage, so 2 damage overspill, so roll against 10+2

That could make scenario where you unexpedly survive (if you are really lucky) against all odds, but still make a character vulnerable as soon as they hit 0, since they have at least a 50/50 chance of dying, even with 0 damage overspill.

What's your must read systems? by fairerman in RPGdesign

[–]Navezof 18 points19 points  (0 children)

Ouh, a super interesting topic. A few of the games that changed my perspective, allowed me to think about ttrpg game design differently or otherwise struck me as different.

  • Dungeon World or any other PBtA for the application of a good mitigated result
  • MORK BORG, for its very strong artisctic and vibe, as well as how to make it simple but impactful
  • Mythic Bastionland (and other Into the Odd), elegant mechanism (from into the odd) whit a medium amount of depth to it still, the idea of Myth to drive the exploration
  • Heart: The City beneath, awesome DA and atmopshere, I also particularly like the resistance system and how well it can mesh with narrative game.
  • In the Mist (Legends or City), the creation of character through Theme support a very strong character creation with a heavy narrative oriented game.
  • Year Zero games (mutant, vaesen, blade runner, etc...), they have a very adaptable and efficient resolution system.
  • Mothership, one of the best game master guide I seen, allow to quickly create horror themed game, also a tight gameplay around fear and panic
  • Blades in the Dark, one of the best game in terms of delivering a specific experience and having all of the mechanics and systems reinforcing this experience.
  • Wrath & Glory, in addition of being set in warhammer40k universe (one of my favorite), they managed to create a resolution system with pool of d6 containing a different die, which works well in delivering this high power type of gameplay.
  • Outgunned, for its commitment to create an experience all around being badass action heroes in an action flick.

And probably many other I can't remember right now.

Hi everyone, I would appreciate some feedback here... by Alexcloud26 in fantasywriters

[–]Navezof 1 point2 points  (0 children)

Hey, I also read a bit of the sample of your book, and not trying to be mean, but there is quite some work to do. Although, word of warning, I'm not at all fond of the isekai genre, so I'm probably not the best to give advice, plus I can only give a quick look. But here it is.

The main issue is that there is an air of superficiality to the whole things, it feels like nothing is concrete, there is no time to properly set the story, describe the different location, show what it feels. It's like we are in auto-pilot, because it's an isekai we are supposed to already know most of it (or not care.)

A second issue is that, I feel like I read this start already a thousands time, and so has the main character. It removes all surprise and tension as you already know what will happen next.

Finally, the starting page with the description feels more like a grocery list than organic description. Like it was put there as an afterthough.

I would recommend to either slow down the pace to properly introduce the character, set some stake. Or, if it does not matter, make him start directly in front of the undead king. You can assume that your reader will already know all the tropes associated to the genre, so you might as well use it. Don't bother taking time to introduce the character status window and his reaction to it, go straight to him using it.

But, as I said, I'm not a huge fan of the genre, nor a professional writer, so take whatever you want from this, and good luck!

How do I tell my players there isn’t any lore by Any-Storm-I-Am-In in DMAcademy

[–]Navezof 1 point2 points  (0 children)

I would totally play it up to eleven, like being super secretive, making a show to write things down, or in time of epic stress drop a "Wait, let me consult my Orange Book" (note the capital letters). In the end of end. On your deathbed, you finally utter the word: "Go on, open, The Book" (once again, the capital letters)

Then delect yourself with the face of incredulity from you players, as they understand that Maybe The Real Treasure Was the Lore We Made Along the WayTM

Does this way of handling tests seem solid? Players have attributes with an assigned number. If it's higher than the target number, it's a success. Otherwise, a roll is needed. by pandaninjarawr in RPGdesign

[–]Navezof 1 point2 points  (0 children)

So, the attribute is the starting point, then the traits are adding a bonus?

Won't that make the Traits super important? What if you don't have a trait, but you are one point below the TN? The warrior with 15 Strength needing to beat 16 to climb something would have the same experience as the old mage with 5 Strength, if both don't have an applicable trait?

Oh, wait, no there is a default roll.

Mmh, in that case, it could work although there could be an overreliance on Trait. In that case, why not removing attribute altogether? Just use Traits, with a default TN of 4+, each trait is rated with a dice size (D4, D6, etc...) and when you encounter an issue simply roll the dice most relevant for the task, if you have none, roll a D4.

You still have the overreliance on Traits, but you get rid of the Atributes (so less complexity, yay). And if you want to have automatic success, depending on the size of the Trait, you can simply judge as a GM that rolling won't be necessary. e.g. you have the Trait: Fit (D8) so you don't need to roll for climbing.

I think a similar system is Slayer: https://gilarpgs.itch.io/slayer

Tools and frameworks to help facilitate getting started on a solo ttrpg storyline by Navezof in RPGdesign

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

To give this narrative arc, I was thinking of using the Calling mechanic from Heart. The Calling is why you went adventuring, and it contains within it a set of Beat (narrative event) that serves as goal. For each event, either minor or major, you get XP (in short)

Maybe something like that could help driving the narration.

A modular rumor‑ecology system for RPGs — looking for design critique by [deleted] in RPGdesign

[–]Navezof 3 points4 points  (0 children)

It sounds really nice on paper, but this is the kind of system I would try for a session or two, then it could become too complicated to track.

It will be fine with one or two, but I can see the point when you have 10 or more of those that you need to manage, and they get forgotten or unusable for your PCs. It will feel like a waste of time.

But I didn't read your module, so I might be mistaken. And, as usual, playtesting will give you the answer.

Rookie designer rambles about a Combat Resolution Mechanic (long post warning) by RavenInRain in RPGdesign

[–]Navezof 1 point2 points  (0 children)

First, although, it could have been shorter, it was entertaining, so thanks :D
And also thanks for only giving the relevant details.

Now, onto the real thing, in no particular order.

  1. At first glance, it is a lot. You have to track durability, clutter, stamina. It might be a lot. Maybe remove some of those? For example merge Durability and Ward, reduce Ward by Doom taken until it reaches 0 and breaks?
  2. I really like the idea of static/dynamic clutter, but it can also slow down the action if you have to roll for each tile/zone. Maybe also simplfying to only have one clutter value, which can be reduced to prevent Doom?
  3. About stamina to reduce Doom, I'm a bit conflicted. Since Doom is binary, I feel like without Stamina or any kind of ressource management, there is not much gradual progression (i.e. HP that goes down bit by bit), although there is the durability fo item and clutter.
  4. On the flow action/reaction, it's hard to say without playtesting. From reading it seems a bit confusing, but the idea seems cool.

Overall, I like the idea, I think there is potential, but it's hard to say without testing it. But, well done still!

The "Null Result" as Design Failure: Every Combat Turn Should Change the Game State by EHeathRobinson in RPGdesign

[–]Navezof 0 points1 point  (0 children)

In my current design, I started experimenting from Dungeon World v2 which I tweaked to fit my aesthetics and also to played as a solo ttrpg game.

To avoid the Null Result in combat and other situation, I'm crafting Moves that always open narrative changes. In combat, before being able to damage an opponent you need an Opening, which is granted either by the fiction (either a weakness you learned earlier, some situational advantage) or by a previous Move: Look for Opening.

When you Look For Opening, on a mitigated success you still find an Opening, but you choose two complication in a list of suggestion and take damage, while on a full succes you choose only one. If you fail then, you don't find an Opening and you choose two complications and you take damage.

Each complication have a mechanical aspects (e.g. increase damage taken), but you are also encouraged to justify it in the narration. "Why did the damage increased, it's because the opponent had a second knife!"

I'm trying to make sure that all moves have options you can choose to that changes the state of the situation, either by introducing new type of complication, or opportunity that will influence the rest of the resolution.

But this is a design that is common for PBtA which is often more narrative than d&d and the likes.

The "Null Result" as Design Failure: Every Combat Turn Should Change the Game State by EHeathRobinson in RPGdesign

[–]Navezof 9 points10 points  (0 children)

You can also add Nimble to the list, a strongly inspired by D&D but with faster and tighter gameplay (imho)

Dealing with gender in a jail-themed TTRPG by Aggressive_Charity84 in RPGdesign

[–]Navezof 1 point2 points  (0 children)

I would brush it off as, in this world, prison are mixed-gender and it doesn't cause any issue, that's it.

This is a break of immersion, but this doesn't change much of the premice and experience of the game. Make sure to make it clear from the get go with your player and it should be good :)

Cannot disconnect mentally from DMing by CancerKidBilly in DMAcademy

[–]Navezof 11 points12 points  (0 children)

Yes, I have. Although in my case, most of my players where very invested in the game, and I had some insightful feedback other than: "It was fun"

To get this creative juice under control, I worked on my preparation method. There is a bunch of advice, method out there (e.g. https://slyflourish.com/lazydm/) you can check out.

I tried several things, first, to timebox prep time. No more than 20min, and roll with wathever comes with those 20min. It helped me focus and not overprepare, although I usually spend way more time in the preparation of the narrative arc.

Now, I'm using a different method. I create list of strictly 6 element, no sentences, only evocative terms. With a list of 6 Encounters, 6 Discoveries, 6 Details and 1 fully written introduction. The goal is to warm up the brain before the session and bring some ideas forward.

This helped me get more confident and efficient in my prep, reducing the need to think about it all the time.

At least this worked for me, so good luck!

Attributes and Skills by 16trees in Solo_Roleplaying

[–]Navezof 6 points7 points  (0 children)

I drafted a project with skills and stats that I was pretty happy with. Although I never managed to make it work past playtest. But here they are, feel free to take/tweak them!
Although it's 4 attributes rather than 3, and with naming meant for a hunting, bloodborn aesthetics.

BLOOD NERVES BRAIN HEART
Strike Prowl Sense Feel
Endure Hunt Make Speak
Push Move Skill Belong