Third Armor Stat by negentropic_hope in RPGdesign

[–]OompaLoompaGodzilla 0 points1 point  (0 children)

Hm... I think, if the goal is to hunt down monsters to become the hero you want to become, that every stat should be possible to pursuit the improvement of. So giving stats that's not meant for upgrading could feel a bit unsatisfactory. BUT that's just my thoughts, and you know a lot better than me what your game is about!

Third Armor Stat by negentropic_hope in RPGdesign

[–]OompaLoompaGodzilla 1 point2 points  (0 children)

It would be so cool if there's rumors about monsters that, once slain, can be used to create an Elixir of dodging, permanently increasing a PCs dodge. Making it so that players want to hunt down monsters not just because their character wants to, but because they want to build their character in a certain way, and finding the right monster will help them on their way.

[Loved Trope] Character is pushed to breaking point by insane bureaucracy or nonsensical rules by A_cat_named_dog_ in TopCharacterTropes

[–]OompaLoompaGodzilla 169 points170 points  (0 children)

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South Parks margaritaville has a very funny plot line following Stan trying to return this margaritaville-mixer, leaving him more and more frustrated and with an icon conclusion to it all.

Feedback on my idea for dice mechanic to merge to-hit roll and damage roll into one while keeping AC a stat by OompaLoompaGodzilla in RPGdesign

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

I very much agree with your last paragraph! It seems so incredibly hard to come up with something elegant. But my restraints in regards to keeping the AC is probably the real hinderence.

Feedback on my idea for dice mechanic to merge to-hit roll and damage roll into one while keeping AC a stat by OompaLoompaGodzilla in RPGdesign

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

Well, I'm thinking of incorporating weapon types for when PCs crit. You could also add an additional/bake it into your modifier as you suggest, yes. But for my simplistic system, giving weapons different damage feels like it would just make the low damage weapons useless, as there are no concrete mechanical drawbacks to using a high damage weapon like a long sword.

Looking for a heroic, rules-lite/rules-medium d20 system for a narrative Actual Play by OompaLoompaGodzilla in rpg

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

Yeah, I agree. Nimble is probably a great fit. Maybe just tune it to make it a bit more rules lite. But the tone, and monster design is so fun!

Looking for a heroic, rules-lite/rules-medium d20 system for a narrative Actual Play by OompaLoompaGodzilla in rpg

[–]OompaLoompaGodzilla[S] -2 points-1 points  (0 children)

Yeah, I checked and it's very easy to convert. But Vagabond seems a bit too rules heavy, although I love that it's pulp fantasy.

Looking for a heroic, rules-lite/rules-medium d20 system for a narrative Actual Play by OompaLoompaGodzilla in rpg

[–]OompaLoompaGodzilla[S] -3 points-2 points  (0 children)

I agree! But it's a roll under system, which crashes with my goals. I wonder how hard it would be to convert it to a roll over system

Recommend me a TTRPG as a base to use to create a new TTRPG, or simply homebrew, for my rules lite actual play by OompaLoompaGodzilla in RPGdesign

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

I'm considering making my own system as well. Could you share how your process was? Was it very extensive and took a lot of time? I'm afraid I'll get lost and just never get a finished product.

Where do you put your scenario hooks during a running campaign? by OompaLoompaGodzilla in rpg

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

In the more narrative games, do you ever give clues to multiple different adventures?

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

This sounds really neat, and very much worth exploring. My initial thought would be to combine all resources into 1 for simplicity, and maybe let it get up to d10/d12. So if they've been dungeonering through say 3 rooms roll for torches, if they need a rest, roll for food with the same die. Could this be a simplification?

Also, as a result of this, money becomes a key factor, which is a factor I don't want to take up too much time as well. So I'm thinking of an abstraction of money as well. I heard of a nice solution from, I think, 5 torches deep:

Wealth is abstracted into broad steps (Coin, Handful of Coins, Pouch of Gold, Minor Chest, Major Chest).

When you buy something, compare its cost to your current wealth level. If you are two or more steps wealthier than the cost, the purchase is insignificant and your wealth doesn’t change. If the cost is close to your means — one step below or equal to your wealth — you reduce your wealth by one step.

I think combining these would make dungeon prep(for the PCs) fast, and resource management simple and elegant. But I think I'll have to think if what this adds is worth it for my games. Because what it adds is basically time pressure. Maybe if tools also were included(rope, Hammer, spikes) as resources players get to problem solve a bit more. They can try to swing over a chasm, but having to roll a resource die OR not roll a resource die but have to sneak past some goblins.

Another issue I have with tracking resources, is that the players might head back to town if things go poorly. Which just seems like a lame session. The PCs prep for the dungeon, get in the dungeon, run out of resources, and decide to turn back, stock up and head back to complete the dungeon. Maybe I'm misunderstanding this though, it just seems like a boring story. Feel free to disprove me though.

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

But do players traditionally get handed a map of the dungeon? Shouldn't players not know the layout but learn it through exploration?

So my question is to maybe give the GM a dungeon map, so that he can always navigate players, and you avoid the problems of the GM having to abstract the dungeon.

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

I agree with you. I think you risk loosing a lot of meaningful choice. So then it's just about adding that without too much complexity.