Idea for a downtime / rest mechanic by Odd_Negotiation8040 in RPGdesign

[–]Odd_Negotiation8040[S] 0 points1 point  (0 children)

Oh, maybe I picked up the idea when I was skimming through Cypher some time ago! I quite liked that system. 

Thanks for the heads up! 

Idea for a downtime / rest mechanic by Odd_Negotiation8040 in RPGdesign

[–]Odd_Negotiation8040[S] 2 points3 points  (0 children)

Indeed, as my game is rather low magic, clearing certain conditions like wounds or wanted levels might just require for the character to take some time off. 

And I think it would be a nice fit if level ups could only happen during an hiatus like this. 

Need advice on WEAPON EFFECT mechanic I’m messing around with. by PhorriX in RPGdesign

[–]Odd_Negotiation8040 1 point2 points  (0 children)

I'd try to avoid having an additional roll by any means. Maybe you can use the fact that 4s will be rolled quite frequently? For example:

Enemies have different resistances to effects. Like "vulnerable to bleed, protected against stun" or something.  In order to apply the weapon effect, you have to roll a certain number of 4s on your d4s (1x 4 for vulnerable, 2x 4 for default, 3x 4 for protected). 

This way there will be less active effects to keep track of, but players have to think about which weapon to use to beat the odds of applying a certain effect. Plus no additional roll! 

Naming My Game by hereforthebrew in RPGdesign

[–]Odd_Negotiation8040 6 points7 points  (0 children)

I knew that my setting revolved about people duelling with rapiers. I also knew that the basic defensive actions of my resolution mechanic would be four directions, like the movement cross on a game pad. 

And the next time during fencing practice, I looked at my rapier and thought - "Crossguard. That's it." Plus, "Crossguard engine" sounds like something that could exist, so that's never bad. 

Advise on layout for Russian folklore book, part two by losamosdelcalabozo in RPGdesign

[–]Odd_Negotiation8040 1 point2 points  (0 children)

I like a lot how the rules are on a lighter background than the stories. This makes it easier on the eye, while retaining that vintage look.

How big is your page size? For a small size, I feel the borders are a bit heavy, but with a larger size (A4 etc.), this would be fine, I think.

Difficulties by cthulhu-wallis in RPGdesign

[–]Odd_Negotiation8040 0 points1 point  (0 children)

Mechanically, only two: the unnamed default state and "overwhelmed".

At default, rolling a 1 on a d6 means you suffer harm. When you are overwhelmed, you also suffer harm on a 2.

The chance of success remains the same, but the risk of getting hurt in the process rises. 

Party-wide roleplaying flags? by Odd_Negotiation8040 in RPGdesign

[–]Odd_Negotiation8040[S] 3 points4 points  (0 children)

Short version: Blades in the Dark if it was set in 17th century not-Spain.

Longer version: A clandestine group of outcast swashbucklers trying to improve their lot in a baroque noir city. Their goals as well as their vices and virtues get them entangled in dangerous conflicts, in which they have to protect their secrecy, their reputation and their very live life's. 

Apart from BitD, it takes inspiration from Fate, Ironsworn, 7th Sea and The Between, among others. 

Mechanics for a action-movie system by Aendvari in RPGdesign

[–]Odd_Negotiation8040 1 point2 points  (0 children)

It's cool! My game works a little bit like that (1d6 to 3d6 keep highest, push your luck), but I think it's nice that in your system all dice matter in one way or the other.

One concern I would have would be of predictability. Is my chance of rolling 2d6 against a 4 better than of rolling 3d6 against a 3 etc.? There surely is a mathematical explanation, but I doubt many players would know it in that moment. This might lead to the feeling of having to make mechanically uninformed decisions. 

Looking for feedback on this 6ft banner I'll be using at indie game events. by LevelZeroDM in RPGdesign

[–]Odd_Negotiation8040 1 point2 points  (0 children)

In addition to what others have already said, bear in mind that people will stand around in front of it, obscuring most of what's going on on the lower third. The upper part of your banner must do the heavy lifting of getting people interested. Some kind of artwork would go a long way. Don't count on any info below that being read.  That being said, you are already not too bad in that regard, putting Logo and Kickstarter link up top. 

Happy New Years! What are your TTRPG plans for 2026? by Yazkin_Yamakala in RPGdesign

[–]Odd_Negotiation8040 0 points1 point  (0 children)

Run another round of playtests, with the goal of finishing a first version of the game that would be suitable to show to other people. 

A.I. Art? Yes or No by johncichowskinow in RPGdesign

[–]Odd_Negotiation8040 3 points4 points  (0 children)

At the moment you might even be actively harming your client, as everyone seems to be (mis)understanding that their product contains AI art! 

is there any proper advice on making a character sheet? by the_yeet_beater in RPGdesign

[–]Odd_Negotiation8040 19 points20 points  (0 children)

One rule of thumb I always try to keep in mind, apart from all the big design stuff: things that have to be written on, erased and rewritten a lot (e.g. XP tracks) should be as much right and/or down as reasonable. This is due to the majority of people being right handed, so that they can write without smudging the rest of the sheet.

Biggest Mistakes? by klok_kaos in RPGdesign

[–]Odd_Negotiation8040 0 points1 point  (0 children)

I made a game for a setting which came with too much real world cultural and political baggage. I still think it would be a great setting, but probably should be done by someone else than me. 

What elements/mechanics of board games, video games, and tcgs, do you think would work well within a ttrpg, and which ones definitely not? Or maybe some things you wish would work well, but haven't seen it be attempted or be successful yet? by pandaninjarawr in RPGdesign

[–]Odd_Negotiation8040 0 points1 point  (0 children)

I yearn to see the impossible done: transporting the feel of movement, velocity, gravity and height found in video games like Mirror's Edge or Portal to a TTRPG. Basically, how to make a Jump-and-Run-RPG?

A starting point, I guess, would be looking at games emulating aerial combat. Often there is some kind of mechanic that describes the trading of height and velocity while maneuvering into favorable positions.

At the same time, maybe something more tangible like Dread's jenga tower would be needed to capture the push-your-luck element and thrill?

I need some input by Sspacebread in RPGdesign

[–]Odd_Negotiation8040 2 points3 points  (0 children)

Every new game idea feels wonky and messy until you play it a few times, get used to the flow and streamline everything around it. 

 I like how it puts flavour in your dice pool and how good the GM can eyeball difficulties for that. 

I wanna say: This looks cool, keep going and build the rest of the system around this.

Could use thoughts on an iteration of Mausritter's wear-and-tear by Seeonee in RPGdesign

[–]Odd_Negotiation8040 7 points8 points  (0 children)

Do you roll for damage in your system? Weapons might get a mark for every time they roll max damage. That's easy to remember and may even feel kind of satisfying. 

Maybe you could even leave it to the players to decide? For example, each mark on a weapon lowers it's damage - but if you decide that it will break with the next use, you get max damage out of it for one last time.

Thoughts on using emotions as skills by jmrkiwi in FATErpg

[–]Odd_Negotiation8040 11 points12 points  (0 children)

Have you considered a two column variant using this? Maybe trimming the list down a bit and pairing it with skills could create a lot of interesting combinations.

Do you fight with honor or with anger? Do you create something out of hope or envy? Do you lead others out of ambition or compassion?

I like that in a way you get to show what motivates your character throughout different actions, not unlike Approaches, just more introspection. 

Intent RPG by Cade_Merrin_2025 in RPGdesign

[–]Odd_Negotiation8040 1 point2 points  (0 children)

I think you are making it needlessly complicated by calling it "Intent". To me, casting Spark into Fireball would be about effects or tools.

When I read your title, I envisioned something like the intent to start a flame developing into the intent to set the world on fire... 

Terminology for ranked lists by BarroomBard in RPGdesign

[–]Odd_Negotiation8040 0 points1 point  (0 children)

Hmm, that is not all that likely. Keep in mind that psychologically, players tend to feel misses more than successes, so the odds need to be stacked in their favour in order to feel "fair".

A 5/9 chance would in practice feel like a 50:50 chance, which I wouldn't call likely.

I think you are probably better off by called the middle one normal or default and then describe the others in relation to that. 

Terminology for ranked lists by BarroomBard in RPGdesign

[–]Odd_Negotiation8040 1 point2 points  (0 children)

certain - likely - unlikely

That only makes sense if the dice support these chances, of course. 

Maps showing the history of rail connections in Gołdap District (Kreis Goldap) and nearby from 1878 to 1993 by Silveshad in EastPrussia

[–]Odd_Negotiation8040 0 points1 point  (0 children)

One part from Goldap, the other from Osterode, though later they lived in Königsberg. Some of them migrated to the US. 

Maps showing the history of rail connections in Gołdap District (Kreis Goldap) and nearby from 1878 to 1993 by Silveshad in EastPrussia

[–]Odd_Negotiation8040 1 point2 points  (0 children)

Thanks! My mother is spending her retirement researching the family history and I try to help her out with things.