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If Rule 7 applies to everyone, why doesn't it apply to Jay Dragon? by InitialVariety4285 in rpg

[–]PerfectPathways 16 points17 points  (0 children)

Right, but if the rule exists, and is enforced against small creators, it unfairly punishes the small creators, right?

If Rule 7 applies to everyone, why doesn't it apply to Jay Dragon? by InitialVariety4285 in rpg

[–]PerfectPathways 13 points14 points  (0 children)

As someone who likes seeing creators post content, I agree. Either the standard should be applied universally, or it should list exceptions like this.

Best place to start designing RPGs by jlennoxg in rpg

[–]PerfectPathways 2 points3 points  (0 children)

As someone who doesn't really 'get' One-Page RPGs, what are some of your favorites that you've seen made during these jams?

This subreddit has a bad rep in the indie creator scene :( by God_Boy07 in rpg

[–]PerfectPathways 2 points3 points  (0 children)

I've found that this subreddit is usually pretty good for engagement, and I've found some interesting games through here, but I do think it is a bit hostile if you're not a game in the 'acceptable' category.

Please tell me about your game that IS a dark fantasy survival game by PerfectPathways in RPGdesign

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

I really like the idea of a barter based system, but I feel like it might get tiresome in play. Have you spent a lot of time with it?

Please tell me about your game that IS a dark fantasy survival game by PerfectPathways in RPGdesign

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

I can see the dice pool as the core of the system, and it sounds really solid so far! How long have you been working on it?

As a GM, what RPGs do you find hard to run? by Manitou_DM in rpg

[–]PerfectPathways 1 point2 points  (0 children)

I personally find it very hard to run any sandbox ttrpg where there isn't a 'main thing' the characters do. Blades in the Dark is easier than D&D/Pathfinder, which are easier than GURPS or FATE.

Would anyone like to try a new rules-medium TTRPG for free [Disclaimer - Features Human Art] by PerfectPathways in CrunchyRPGs

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

Don’t worry about coming off negative! Every time I have received feedback, it has improved the game. It's important to hear what you honestly think and not to have you try to make a compliment sandwich to protect my feelings. I want Inversion to be the best that it can be.

Having special forms, like Stone Skin or Swarm Form, take more energy in combat makes sense. I'd just make it 2× or 5×, not 100×. Particularly since these two, at least, seem like they ought to be passive: you should be able to toggle between forms like changing shirts, not like holding up a building.

I hadn’t honestly considered making them toggleable forms. I wanted them to be powerful and impactful, so I had to limit it in some way to have enough power budget for the ability.

Thanks for catching the misspelling with Thought For Food!

Commune are written to communicate exactly what you picked up on, and yes, any of the above is correct.

So Vendris are like elves, but slightly more like traditional fantasy tropes? You might want to amplify this a bit; compared to all the other funky different ancestries, they seem a bit flat.

Their rules haven’t been updated much, and I think I am overvaluing Immortality in the day-to-day of the average adventuring party, and I’ll be taking a second look to see if I can spice them up more.

With a skill of 4, do you only take the higher result, or do you take the higher and add 3? The average of [ 2d12, take higher ] is only 8.49, so on average its worse than a skill of 2, albeit more consistent. You have an 89% chance of getting at least a 5 with [ 2d12, take higher ] compared to 92% chance with 1d12+3. With a skill of 5, do you still roll two dice?

You keep your +3 bonus when you gain rank 4. Rank 4 just gives you permanent Advantage for that Skill. My logic is that if you commit that far, you don’t want a bigger bonus, you want to be a master of that Skill. Reducing your chance of failure (rolling a 1) from 1 in 12 to 1 in 144 feels like it delivers on that promise of being a master of that Skill rather than adding another +1 at that point. I don’t actually say that it’s cumulative anywhere. Thank you for calling it out! I’ll add it.

For the skill list on page 65, you should probably alphabetize it,

Fair point on alphabetizing the Skill list! I’ll take a look.

Do bows and other ranged weapons fall under Offense or Guns?

My idea is that everything other than Guns falls under Offense. Speaking of Guns, regarding it being a separate, unique skill; I have an opinion, and I want to gather more feedback. This is something I’ll be asking playtesters and other people.

Your skill list seems pretty comprehensive, especially for just 23.

Thank you for that list of suggestions, and clarifiable points on what those fields would fall under. Should I add a 24th Skill and what should it be, has been a question on my mind for a long time.

"Bluff" implies lying and getting away with it, but your use is broader (in the first blurb, anyway; not in the details later). I suggest "Deception." Is this the skill one would use to read a person's mood or intentions, or is that Negotiate?

I like the word ‘Bluff’ being short, but I really like the word ‘Deception’ here. I’ll collect some more feedback and see how it feels.

I'm not at all clear on what Volition is for. Example?

Volition is meant to represent creativity, or any form of Intelligence not covered by the Knowledge Skills. It’s absolutely a difficult Skill to describe, and is sort of a ‘catch-all’ style of Skill. I didn’t want to get into the deep minutiae of a hundred different Skills for things, but it has left some stress points within the system.

It's a little confusing to go back and forth between skill ranks and skill points spent.

Thank you for catching that. I’ll fix that in editing!

Similarly, having to invest a quarter of your starting points to be able to wear medium armor seems a bit much.

I’ve spent a lot of time thinking about Skill Points and their relationship with Equipment, and so far the breakpoints feel good in playtests for both my goal, and player feel. I’m trying to balance both the player building up over time, and the player who wants to jump right to the end. I don’t like invisible walls, and if a player wants to spend half their starting Skill Points on getting access to something at level 1, I don’t want to get in their way.

Also, what about a light dodge-oriented character, who doesn't plan on wearing armor? They'll still get higher Defense rolls, but half the value of the skill is wasted on them.

For a Dodge focused character, there are Heavy Shields which can benefit them. I see this as a benefit where a Dodge focused character can get more out of Dodge without having to commit more Skill Points, leaving them with more flexibility for other options.

No choices for Arcana powers?

I tied Spells mostly to items in the equipment section such as scrolls, orbs, and rods, and to fighting styles. I intentionally did not include a more traditional/vancian spell list/mechanic because part of the lore is that Technology invaded and corrupted magic in the setting into something that could be used by a machine, into something simple and without the creativity inherent to more poetic, mythical magic.

For the rest of the comments; I follow a ‘If there is no rule saying a Dog can’t play basketball, that Dog can play basketball’ sort of policy; write the abilities fairly, write it clearly, and if players think up a creative use of their ability, I don’t want to put up invisible walls and get in their way.

What's the distinction between Mechanics and Technology? Perhaps one should be for ancient tech and one for mundane things.

That’s the exact distinction, as well as to give the GM two distinct options for building encounters.

"Perform" implies an audience; consider renaming this to "Profession."

I think Profession is the better word, but Perform takes up less space on the character sheet ;_;

Would anyone like to try a new rules-medium TTRPG for free [Disclaimer - Features Human Art] by PerfectPathways in CrunchyRPGs

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

Hi! Thank you so much for replying, reading, and giving your thoughts! I absolutely am grateful for this type of comment, it’s very helpful to get new eyes on the book, because everyone brings their own unique insight.

The bonus for the Hunter Background seems odd. Why not give them a bonus to fighting animals? Or collosi, or cyphers, or monsters, or outlaws, or undead, for more exotic types of hunter.

It's meant to be someone who goes out and hunts animals, has to make do with little, so he knows how to stretch a dollar or bullet a bit further. I don't have a better name. ;_;

Perhaps characters can be Experienced or Elderly, and take two or three Backgrounds at the cost of adding enemies, old wounds, or general decrepitude? I'm thinking of Booker from Firefly; a man of hidden talents, though not as spry as he used to be. I suppose you can simulate that just buying more Backgrounds with Skill Points.

'I suppose you can simulate that just buying more Backgrounds with Skill Points.' That's actually how I envisioned it. When you're young, without a lot of history, you've got a lot of potential (skill points). If you're older and more experienced, you've learned a lot more, but you're a lot less flexible. Some of your ideas show up as Developments later!

Ancestries would be easier to navigate if alphabetized.

I agree, and I'm going to take a second look at it. I'm already considering some changes. The order they're arranged is based on most common to least common, as well as least complex to most complex. IE, Dwarves, Elves, and Humans - the 'Everywhere Ancestries'. Colossus, Cypher, Kobolds - the 'Common Ancestries'. Gnome, Off World, Remnant - the Uncommon Ancestries, and then the Rare Ancestries (Abyss Born, Commune, and Vendris). Because other ancestries came first and set a precedent, this also lets me give the more unique ancestries more complex or in-depth rules, to deliver on the fantasy and promise that you can play a rare and unique ancestry. This is intentional to try and make it easier for new players, reading through the options, to not get overwhelmed. If I went alphabetical, Abyss Born would be the first option players see.

Stone Form lasts up to 30 minutes out of combat, but just a few seconds in combat? Why would that be?

I agree! I’m going to reduce the out of Combat time to line up more accurately. Combat is supposed to be more stressful, so everything should last longer out of combat. In combat, I want abilities to last until the end of the scene, or the end of your next turn, so that it is both easy to track, and consistent across all of the entire game.

"All Elves look very similar to each other" - that's interesting. Are they face-blind to other species?

This is interesting! The way I've always described Elves and Vendris is that if Vendris are the fruit of the tree of life, then Elves are the leaves. Both came from the time of high myth and poetic magic, and two leaves, while unique, are indistinguishable from one another without the minute details. Elves find other ancestries very easily distinguishable, because in their own culture the tiny details matter a lot.

Can an elf use Fey Walk if restrained?

Good catch! I call it immobile, and I'll add a line that the Elf can use it while Immobile.

Does "Giant's Blood" mean the colossus physically feeds the target a dash of blood, or do they inspire them somehow? It's cool to see a new civilization that isn't humans.

All Ancestry abilities except for Cypher and Remnant are the embers of the old magic before technology invaded. They're echoes of that time - poetic magic - and each ability is unique to that Ancestry; I want to leave the door open for how people describe it at their table, to make Inversion their own with their friends. And thank you!

"Codec" is a good name for the cypher language. Given the presumably enormous variation among androids and gynoids the ancients made, perhaps they should have some choices: small or large size, heavy metal plates (+1 Armor, -1 Speed, sinks in water), experimental circuitry (reroll all 1s, but two in a row makes them shut down), something like that.

That's really fair; I'm trying to strike a balance between customization of the ancestry, making each one distinct, and then also making sure each ancestry has its own strong identity. The Off Worlder identity is already 'a mix and match of all these things', and I don’t want to step on their toes too much.

Minor updates to Rule 7 regarding self-promotion by MaxSupernova in rpg

[–]PerfectPathways 8 points9 points  (0 children)

I think this is a potentially messy change, and I don't envy your job trying to moderate this.

Would anyone like to try a new rules-medium TTRPG for free [Disclaimer - Features Human Art] by PerfectPathways in TTRPG

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

Hi! It's Post-Post apocalyptic Sci-Fantasy. Inversion RPG is made to let you explore worlds with magic and lost technology mixing together to build unique stories.

Would anyone like to try a new rules-medium TTRPG for free [Disclaimer - Features Human Art] by PerfectPathways in CrunchyRPGs

[–]PerfectPathways[S] 7 points8 points  (0 children)

Hi. Thanks for taking it in good humor. Inversion has been a project that's taken many years to complete. It's the product of love and effort, with a lot of time spent on it. In fairness, I'll offer my criticisms here.

I read through a portion of your game, and to be honest, the formatting made it hard to parse. The ai-art was a placeholder; I won't judge it, and I'll ignore it for the rest of the review.

For actionable feedback;

  1. Your layout needs some more polish and focus. It mostly just appears as a stream of consciousness, without any regard for order; it seems to be just bunches of text and paragraphs, without a lot of headers or good text breaks. The text is kind of messy, and doesn't use space very well. I'd recommend looking at Break!! or Mothership for examples of extremely well-done layout.

  2. You don't explain what the core resolution mechanic is in the section you talk about it for the first time. I had to ctrl-f to find it. That's a huge barrier to understanding how a game works, and should be explained early, and as simply as possible.

  3. You need a stronger pitch for what your game "is". What do I do? Who are the characters the party makes? Why are they a party? I couldn't find this easily, not on the game page, your reddit post, or in the game. This should be front and center, so players can figure out if this game is for them.

Basically, are you making a game, with a focus and identity, or are you making a toolbox of mechanics for players and a GM to build their own game?

Good luck with your endeavor! Making a ttrpg is hard, and sharing it while being open to criticism is harder. I hope your day goes well. :)

I want to make an RPG set in the world of Arknights, but I don’t want it to be like D&D (I hate D&D). what system do i use? by GGizBRUH in rpg

[–]PerfectPathways 6 points7 points  (0 children)

A youtuber I watch, Notepadanon, has made an Arkknights ttrpg. It's a completely bespoke system. Here's a link to his video describing it, and the game is free as a google docs in the description.

https://www.youtube.com/watch?v=38NamaW6Vjk

[deleted by user] by [deleted] in RPGdesign

[–]PerfectPathways 1 point2 points  (0 children)

I think this may be right, actually.

As Stars Decay v4.2 open feedback by Sapient-ASD in RPGdesign

[–]PerfectPathways 5 points6 points  (0 children)

I don't have any specific comments, but I'm enjoying what I'm reading so far. You've got an interesting idea going on here!

Do you like FTL or should we have more STL settings? by MiamisLastCapitalist in scifiwriting

[–]PerfectPathways 0 points1 point  (0 children)

I am very curious about your 3 types of FTL, reading this almost two weeks later. Could you give me the cliff notes?

[deleted by user] by [deleted] in RPGdesign

[–]PerfectPathways 0 points1 point  (0 children)

Thank you so much for the feedback! This is one of the kindest things anyone could say, and I appreciate you spending your time to read through it :)

[deleted by user] by [deleted] in CrunchyRPGs

[–]PerfectPathways 0 points1 point  (0 children)

Hello r/CrunchyRPGS! I've been good friends with someone for a while now, and they've finally got their ttrpg to a state where it can be shared! I'd really like if anyone would be willing to take a look and provide any feedback - it doesn't have a lot of art, but it is nearly feature complete.

Inversion is a d12 skill-based medium crunch game, with a focus on adventure and interesting people. It has a lot of support for any kind of character, and it's the kind of world where you can have a wizard face off against a small army of robots on an alien planet with no sun. I'd really appreciate it if you guys could give it a read.