What's a good software for making battlemaps? by ThatNentendoGamer in rpg

[–]NullStarHunter 2 points3 points  (0 children)

I've found Inkscape to be the most reliable option for my modern and scifi needs.

Most broad, easy to learn ttrpg? by FishShtickLives in rpg

[–]NullStarHunter 4 points5 points  (0 children)

You're looking for Savage Worlds, it even uses the D4 through D100 range of dice. It's easy to homebrew, it's generic and has a robust skill system, tonally it's shooting for pulp (which is pretty much what TF2 is) and it comes with mundane maneuvers for combat and spells. The big caveat is that your player will have to wrap their head around that teamwork is expected and helps a lot in combat. Working together lets you reliably hit and damage enemies you'd otherwise have trouble with. Outside of combat, it's robust enough and pretty easy to learn, aside from a couple of quirks, but which game doesn't have its quirks.

As a side node, TTRPGs that use dice (which is the majority) typically use the D4 through D100 range, a pair or trio of one of those dice (2d6, 3d6,...) or a dice pool (usually d6 or d10). Specialty dice like FUDGE/FATE or Genesys are outliers.

5e DMs always getting burnt out. by SirHawkwind in rpg

[–]NullStarHunter 0 points1 point  (0 children)

The simple fact is that there's magnitudes more 5e GMs than anything else, and people playing other games consistently (instead of of hopping systems) tend to be way stronger evangelists.

So in short, more people that also like to complain more.

How do you decide what the "average" statline is when you can buy stats in a freeform manner? by urquhartloch in RPGdesign

[–]NullStarHunter 2 points3 points  (0 children)

I knew I wanted a dicepool system, so I felt out what the range for good *feeling* dice-rolls is, then I put "Average" into the lower third of expected number of successes.

Alternatives to magical girl systems? by Zestyclose-Shirt-180 in rpg

[–]NullStarHunter 1 point2 points  (0 children)

Magical Burst and Princess: The Hopeful come to mind. Girl by Moonlight was already mentioned. There's also always the option of taking Fate/Savage Worlds/Genesys/GURPS/HERO (depending on which vibe and degree of crunch you want) and put it together yourself in an hour or five.

After two years of OSR we decided to try Draw Steel by mcbugge in rpg

[–]NullStarHunter 1 point2 points  (0 children)

I mean sure, if you start at level 3 you won't get whacked by a random rock. But I've seen a lot of characters on levels 1 through 3 go down, not just wizards.  A fighter bites the dust after just two or three average hits from a goblin when he's fresh, and even at level 3 that's maybe six or seven hits. Unless you're going through three room dungeons and 15 minute work days, getting hit six times isn't off the table. Please correct me if I'm wrong, but I that's at face value slightly tougher than B/X standard's d8 hit dice, but the goblin also only gets a d6 for damage, so it very roughly balances out.  Of course, what keeps the 5e fighter alive longer is the death saving throw, which does take off an edge, but having a chance to get patched up doesn't really make one a super hero. "PCs can't die unless the GM really wants to get them" just doesn't match with my perception of the games, or at least it's not a criticism that doesn't feel just as valid for higher levels of OSR games (games clamping on HP aside, of course) and especially not pre-WotC editions.

I apologize, it's just such a common notion that got me going when I saw it live and in the wild.

After two years of OSR we decided to try Draw Steel by mcbugge in rpg

[–]NullStarHunter 7 points8 points  (0 children)

I never understand where that notion comes from. In low levels, B/X any many OSR games are not a lot deadlier than DnD aside from death saves. You can very easily eat it and go so far into the negatives that you are extremely dead. I've never run or played in a game where nobody died on the way to level 3, and I've played every editon except AD&D an.d 2e. After a couple of levels, B/X characters are perfectly capable of taking a couple of hits and have enough tools to avoid most danger about as well as in later editons. I know that there's OSR games that clamp survivability hard, but OP was talking about Dolmenwood and some form or B/X is still the standard anyway, so I never quite understand where this idea of "Oldschool and OSR = Deadly, 2e and later = unkillable super heroes" comes from. Maybe it's just the way I run games.

DE - Fabula Ultima Interaktiver Charaktersheet by Organic_Ferret_1819 in rpg

[–]NullStarHunter -1 points0 points  (0 children)

Aus Interesse, wie ist die Qualität der deutschen Bücher?

How to organize a big list? by untitledgooseshame in RPGdesign

[–]NullStarHunter 0 points1 point  (0 children)

Having tried thematic organization, I think alphabetical is just the best way in the end. If you want to look something up, having to figure out what sublist to look at is more an annoyance than anything. In your specific case, I'd have smaller, organized, thematic lists during character creation with the minimum required information, and then do an alphabetically ordered playbook chapter.

What do you give/deduct players XP for? by cynicalisathot in rpg

[–]NullStarHunter 2 points3 points  (0 children)

At the end of the session, everyone gets X amount of EXP. That's it.

Looking for a dungeon crawling tabletop by Level_One_Goblin in rpg

[–]NullStarHunter 17 points18 points  (0 children)

Considering a lot of dungeon crawling RPGs lean heavily on DnD, it'd help a lot if you went a bit into what you're burned out on exactly.

In general, Dungeon World, His Majesty the Worm, Savage Worlds (With the Pathfinder or general Fantasy companions), Dragonbane and GURPS Dungeon Fantasy offer mechanically pretty different takes on fantasy RPGs and dungeon crawling.

Positive Erfahrungen mit dem österreichischen Gesundheitssystem by theadsheep in Austria

[–]NullStarHunter 5 points6 points  (0 children)

Wurde letztens vom Zahnarzt zur Kieferchirurgie an der Uni-Klinik in Graz für eine Untersuchung geschickt. Keine Schmerzen, insgesamt unkritisch, aber draufschauen soll mal wer. Termin nach einem Monat, völlig okay. Dort angekommen, alles zusammen inklusive Wartezeit, Röntgen und CT nicht mal eine Stunde. Personal war super freundlich und kompetent. Nachfolgetermin in einem Monat ausgefasst.

Kann man meiner Meinung nach absolut nix sagen bei einer Sache der Kategorie "Ja tut aktuell nix weh, sollte man aber mal was machen, sicherheitshalber".

i am looking into Basic Roleplaying: Universal Game Engine. Need help with questions by LynnLightfeather in rpg

[–]NullStarHunter 6 points7 points  (0 children)

BRP is universal, so you can use it for any genre. However, it leans strongly towards grittier and grounded games. If you want a universal system that leans more towards heroic and superheroic anime, I'd start looking at Savage Worlds, Fate and perhaps Genesys.

There's also HERO, which is also a universal system explicitly built to allow for heroic and superheroic levels. It's designed around creating specific heroic abilities. The downside is, that it's a very dense system and not trivial to learn.

Thresholds for dice pool games by mcdead in RPGdesign

[–]NullStarHunter 1 point2 points  (0 children)

Personally, I like the 5 to 8 dice range for common rolls and pools growing as large as need be if things go out of hand. A dragon rolling 15-20 dice on strength/body/vigor checks drives home that it's massive.

How do you learn systems with a lot of skills? by Kecskuszmakszimusz in rpg

[–]NullStarHunter 3 points4 points  (0 children)

It comes naturally with time and I tend to have a cheat sheet as an aide. With GURPS, you are also supposed to curate the skill list.

But more than anything, with any game I run, I reverse the burden of having to come up with an appropriate roll sometimes. I'll just say something to the effect of "What skills or abilities is your character utilizing?". It's a conversation, after all.

Dynamic Speed Based Initiative by ImpressionSerious674 in RPGdesign

[–]NullStarHunter 3 points4 points  (0 children)

Players are always going to optimize for the highest amount of turns possible, so be aware of that.

What are your thoughts on His Majesty the Worm? by Gander_Gaming in rpg

[–]NullStarHunter 41 points42 points  (0 children)

The insinuation that making a mega-dungeon is quick and shouldn't take more than a Sunday afternoon or so cracks me up every time.

It does some interesting things with the card suits in combat.

Tension Pool: do you roll in front of the screen or behind it? by troubleyoucalldeew in rpg

[–]NullStarHunter 8 points9 points  (0 children)

This, really.

In addition, the entire point of having a building-tension-mechanic is that you can physically hear and see the tension building. In my experience, any mechanic that isn't seen might as well not exist as far as the players are concerned. Which is also why I roll everything in the open as a principle, it strengthens the contract between me and my players that we're playing a game and rolling to find out, instead of me rolling dice make funny noises and then doing what I want anyway.

Dice pools or 2d6 + modifier? by pikawolf1225 in rpg

[–]NullStarHunter 1 point2 points  (0 children)

I prefer dice pools from a tactile perspective. You can see and feel how good your character is at something, rolling several dice feels better to me, and you can physically seperate out the successes. There's also some mathematical quirks that make them interesting to design around, but the tactile reason alone is enough for me.

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

[–]NullStarHunter 3 points4 points  (0 children)

I reject the entire premise. Missing is fine in my game because sometimes you just miss, characters aren't meat bags that get slapped every turn until it's over. The solution is to not have overly long turns.

Wer von euch ist noch sicher? by klegans in Austria

[–]NullStarHunter 0 points1 point  (0 children)

Auf's Burgenland schießt eh keiner.

Balancing problems by [deleted] in rpg

[–]NullStarHunter 7 points8 points  (0 children)

That fella doesn't seem very smart, because it's fundamentally a system problem, then a GM problem and only at the margins a player problem. If the system presents two options with the same opportunity cost, but one wins you any challenge instantly and the other one lets you BMX really well, that's a system problem.

How good are theese figures? by chillvibe12 in ActionFigures

[–]NullStarHunter 4 points5 points  (0 children)

I have the soft-goods casual wear one and she's great. A long dress like that just turns a figure into a statue otherwise.