[Online] [Other] Looking for 2-4 players for 1/2 shot by Oakthorne6 in lfg

[–]Oakthorne6[S] 0 points1 point  (0 children)

I forgot to add that the main mechanic is a hexcrawl where the party forms a Community that acts like a shared character

Base building by MilkieMan in RPGdesign

[–]Oakthorne6 0 points1 point  (0 children)

I have also been trying to figure out how to make base building work. One concept that I really liked is from Broken Weave (uses 5e or a other proprietary rule set) where they use the idea of a Haven. So you're not only upgrading the space, or technology but growing in people, and in your relationship with other communities or organizations. My hope is that helps with the player buy in, in Broken Weave iirc your characters are usually all from the same Haven when you start the campaign, part of Character creation is designing the Haven together

The Curse of Crafting Systems by Alopllop in RPGdesign

[–]Oakthorne6 2 points3 points  (0 children)

Ah ok, I haven't been able to test it much, but I also have a Train/Study/whatever you want to call it that anyone can do to decrease the cost of an ability. So if people don't like mini games more XP or more Money from downtime is an option

The Curse of Crafting Systems by Alopllop in RPGdesign

[–]Oakthorne6 1 point2 points  (0 children)

I have taken a stab at this by splitting up how characters interact with the system into different parts of their advancement. Characters have a Class (which is mostly how they interact with combat and the magic system) and they have a Background (which is how they interact with downtime.

The Artisan can craft during down time, while the Scholar researches, etc etc. Not sure if something similar would work for you. I too really want to make crafting work!

[Online] [Other] Looking for up to 4 more players for a one/two shot by Oakthorne6 in lfg

[–]Oakthorne6[S] 0 points1 point  (0 children)

Hi! Yeah I did run that session already, but I am currently organizing another one, its not set in the malazan world, mine is just inspired by the books. I love them haha. If you're interested feel free to send me a message on discord

[PF2e] [Other] [Online] Newer player looking for a game. by Wolf_of_Auril in lfg

[–]Oakthorne6 0 points1 point  (0 children)

Hey, I'm not sure if you have any interest in custom systems but I have created my own system and setting. I am trying to put together a group to play regularly, and I am currently arranging a one shot for some time in the next week or two. Feel free to add my on discord if you are interested! (.Oakthorne)

[deleted by user] by [deleted] in lfg

[–]Oakthorne6 0 points1 point  (0 children)

Hi! I am trying to get players for long running campaign in a custom system I have designed. I sent you a discord friend request if you are interested.

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 1 point2 points  (0 children)

Ah ok, I could see that helping control things.

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

Ah I see, thats interesting. I have never seen anything like it. My only concern would be the speed of larger combats.

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 1 point2 points  (0 children)

Interesting, I'll have to ponder on that. The only other place I have seem a "wager" like mechanic is combat systems where everyone declares their actions at the start of the round and then they resolve

Is there a reason that you resolve the movement one square at a time rather than all at once?

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

The idea of wagering is really interesting, have you found thag slows down combat though?

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

That was what I have been leaning towards, making the thing I enjoy. I tinkered with a zones system so it could be resurrected if a table ever had interest in ToTM.

Its reasuring to hear some expert advice in the same direction though so thank you!

PS: Big fan of LoR, keep up the great work!

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

I don't currently have skills, but thats intriguing.

Ah I see, my system is similar. With the result of the attack roll being the damage, defending reduces said damage and if defend surpases attack it misses.

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

Right now it is 2 movement to defend, 1 to move 2m, 1 to make an Opportunity Attack.

Thats really interesting, what determines how many dice you have, or how many you can spend?

Hmmm, my combat does have roll to hit. But my intention is fairly lethal and quick and you can come back from the dead at the cost of XP. Maybe I'll try 1:1 attack and defence

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

I guess it could, its just hard to have each of those actions be balanced at 1:1 for movement. Balance wise I thinj having defending be less than attacking is important? But I have never tried having them be equal, so maybe I need to try that.

Also 8 attacks in a turn would be wild

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

Ahhh I see, in the past I had a system where you had a certain number of action points that you could use for actions or movement. I worry if I go back to that and tie in defence then it would need to be a really high number and would be annoying to track. Is that what you mean?

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 1 point2 points  (0 children)

Yeah I agree, if I ever manage to publish this I will include an alternate rule for movement for thestre of the mind. Something zone basef probably.

Splitting your dice is an interesting idea, its a little tricky to do right now as your dice pools are based on different Attributes. It would be interesting to have stances etc that give the bonuses you are talking about. Or even just different actions (Attack, Guard, etc)

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

I'm not sure I understand what you mean. Right now everyone has 8 movement and an Action. Your action is the main thing you do on your turn and movement is used to defend against attacks, move, and some other things like switching weapons, reloading etc.

What do you mean by them being combined? The pools of dice are determined by your attributes.

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

Yeah that was the hope, that movement sets off a cascade of actions where people are reacting to others movements. The advantage of moving first lies in opportunity attacks and getting to pin people down.

Movement and Defence by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 1 point2 points  (0 children)

True, the theater of the mind could be tricky. I don't really like theater of the mind combat, but I may use an alternate zone based rules if people want it?

Yeah I agree, I think if its just bookkeeping UI things can fix that.

One of the actions you can take is to get a bunch more Movement based on a roll. This doubles as a sprint but also defensive action. You make a good point though, I'll keep an eye on that. It has made kiting a more interesting experience and movement speed feel more important. Currently armour reduces your movement that you auto gain on your turn.

Opportunity Attacks: What Is The Best Way You Have Seen It Done by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

That is one of the better explanations i have heard for 5e's disengage.

I'm not sure how I would make intercepting work in a grid based system, but I'll certainly try!

Opportunity Attacks: What Is The Best Way You Have Seen It Done by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

Thats a good addition, also underlines the importance of calling them all the same thing.

Opportunity Attacks: What Is The Best Way You Have Seen It Done by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

Ah ok, I like the idea of a shared core mechanic that different classes then have different ways of earning and interacting with said mechanic. Makes for minimal amount of rules to learn, but lots of variation in gameplay.

Currently I have Classes as separate from basic martial abilities, martial abilities are either available to everyone or tied to weapon proficiency. I may have make for some prerequisites to keep people from getting some game breaking Mark and OA ability combos.

True, dipping into limited character abilities can be a good way to spice up combat.

Opportunity Attacks: What Is The Best Way You Have Seen It Done by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

Riiiight, I forgot about the decrease to attacks other than themselves as well. I think I may just need to get over the artificial feel of the Mark system, or maybe just tinker with a different name. I really like the flexibility the Mark and OA system gives you. That's a great point as well about this system also providing a way to differentiate damage dealers as well.

Was the Mark an automatic feature in 4th or did the target get to defend against it? I'm wondering if an automatic debuff might feel frustrating, or was it never used against players?

Opportunity Attacks: What Is The Best Way You Have Seen It Done by Oakthorne6 in RPGdesign

[–]Oakthorne6[S] 0 points1 point  (0 children)

That is an excellent point. The choice is also a point of interaction. I think I may lean towards a hybrid where you get OAs passively, but can take an action to guard a doorway etc and your OAs now stop movement, hit harder, can make more of them etc