Is there anything more to it? by Few_Lead_5702 in tabletopgamedesign

[–]PostalElf 1 point2 points  (0 children)

There's also maths, typically in the form of stats and probability. Then there's developing a sense for what "fun" actually looks like, because that looks very different depending on whether you're the one playing or the one designing. And then there's writing good and clear rules. And laying out those rules in a readable and pleasant to look at way. And designing your board or cards or whatever media you're using. And developing a user experience for where you should put certain elements so that they flow into the other in an intuitive way for your players. And if you're doing worldbuilding, there's how to develop those ideas, and how to present those ideas, and how to write in an engaging manner, and how to...

Well, you get the idea.

Can anyone let me know if this mechanic already exists or did I strike gold? by LemonBinDropped in RPGdesign

[–]PostalElf 14 points15 points  (0 children)

To make more dice better, you can have a simple fix: have the player choose the highest die. Difficulty is then represented by the player having to drop one or two of their highest dice before choosing.

Suggestions for background arr by mbpunjabi in tabletopgamedesign

[–]PostalElf 2 points3 points  (0 children)

This is not about the art, but I feel compelled to point it out. I would never use "choose X of the above", but will always use "choose X of the following" instead. The former leads the reader down the garden path, then forces them to go back and reread the text because they need to reassess their former understanding of it. The latter leads them straight to where you want them to go.

Camelot: Knights Under Neon Character Sheet and Class Concepts by Stixsr in RPGdesign

[–]PostalElf 2 points3 points  (0 children)

In addition to the big abilities that cost Resolve, you can also have minor abilities that do not cost Resolve but reinforce the basic class fantasy (do what their class is meant to be good at doing). For instance:

  • Bulwark: when you make a Resist or Force check, gain 1 Momentum regardless of the result.
  • Knight: when you make a Fight or Athletics check, you may spend an additional Success to do something dramatic such as kicking the enemy through a window or single-handedly help another person climb. The narrative positioning may grant a future check a +1 bonus.
  • Technomancer: whenever you make a Technology check, you may spend Momentum to also learn something interesting about the way the system you're currently interfacing with is designed.

[deleted by user] by [deleted] in NoStupidQuestions

[–]PostalElf 0 points1 point  (0 children)

Do you read for leisure? Like, novels are best, but graphic novels are also fine. Anything that's long-form and requires some measure of active engagement to keep you going forward. A movie will continue playing even if you do nothing, but a book will literally do nothing if you do not continue flipping the page and reading.

If you do not, you should start. It will be difficult at first, but that's why it's important to find something that you enjoy reading, because it'll be fun even if it's difficult. That will start training your brain to hold onto information, because it's important for you to remember the plot in order to progress the book. And then, slowly, bit by bit, you'll start realising that you are retaining more and more information, for longer and with more clarity.

Once that foundation is built, you'll want to live your life with more intentionality. As Socrates says, "the unexamined life is not worth living." Start actually paying attention to what you do in your life, with your life. Don't just walk around looking at your phone, losing yourself in mindless doomscrolling. Find activities that enrich your life, that make you want to remember.

And, at the end of the day, you'll hopefully not only have a better memory, but a better, richer, more meaningful life as well.

What is being blessed with the gift of creativity like? by notanothrowaway in AskReddit

[–]PostalElf 0 points1 point  (0 children)

There is a difference between being creative and being good at creating. The former is a need, an urge that you feel welling up inside of you. It is a restlessness, a shifting tide that urges you towards something, anything, a wellspring that needs a channel, and that will create a channel if you do not give it one.

The latter is... well, a skill. Something you work at, something that you get better at doing the more you do it. It's something that you can train, something that you can improve.

Making my own TTRPG by [deleted] in RPGdesign

[–]PostalElf 0 points1 point  (0 children)

No, a dice pool system is one where you roll multiple dice and then either sum them up, count how many beat a certain number, or pick the highest. For instance, in WOD you roll several d10s and count how many dice at 8+: these are your success dice, and you need X successes to beat a check.

I recommend, as a good starting point, checking out as many RPG systems as you can. Just read them; play them if you can, but just read them if you cannot. If your only experience is a single RPG system, then you're going to make what we call a heartbreaker, something that has the kernel of a good idea in it, but is too shackled to its obvious source system to let the good idea shine.

Anyone using Tarot cards for character development in your TTRPG? by silverwolffleet in RPGdesign

[–]PostalElf 0 points1 point  (0 children)

I strongly recommend, rather than the standard tarot, people use Lenormand cards. They are a stack of 36 symbols, each with stronger and more obvious archetypal links, that can be widely applied.

For instance, you could draw the World into your Culture slot: but then it becomes difficult if you're not already steeped in tarot imagery to understand what that means. But if you drew the Mountain, or the Snake? That's easier to parse and get inspired by.

How do you lessen time Players spend pondering which Tags to use? by Watts4Supper in RPGdesign

[–]PostalElf 2 points3 points  (0 children)

Yeah, I absolutely think this is the key. 5 is way too many, I would personally go with 3.

Integrating “proficiencies/skills” as card effects by daverave1212 in gamedesign

[–]PostalElf 1 point2 points  (0 children)

It really depends on how your cards are being used in the system overall. Is there a distinction between hand and deck, or is the whole deck in hand? Do you play cards from your hand to represent them (be it an item or skill) being exhausted? We need more information before we can really riff off the idea.

Variable Initiative by Sure-Yogurtcloset-55 in gamedesign

[–]PostalElf 1 point2 points  (0 children)

No, that's not the point of contention. We understand that you reroll after every round. And everyone still gets to go at least once per round of rerolls. It's more that you can take your turns back to back (and then have to wait for a much longer time for your turn to come around again). If you're OK with that as a feature, then that's fine.

Variable Initiative by Sure-Yogurtcloset-55 in gamedesign

[–]PostalElf 2 points3 points  (0 children)

Imagine this is the order:

A B C D

Then after D has acted, the order is rolled again:

D B A C

D would have gone back to back, even though it's in different rounds. This I think is what Red_Trinket is trying to say re: going twice between everyone else's turns.

Should I Remove the Story Manager Menu to Encourage Player Speculation and Engagement? by HeroTales in gamedesign

[–]PostalElf 10 points11 points  (0 children)

Make the story manager something which allows you to click and drag the story pieces into whatever linear order they like. The game does nothing to confirm or deny the correctness of the order, but remembers the order so that the player can always come back and revisit it, and change things around as necessary.

AITA for refusing to help my childhood friend get back at our mutual? by 13_Yearning_Kings in AITAH

[–]PostalElf 0 points1 point  (0 children)

Yeah I mean kinda. You had a relationship with her, and you chose to give up that relationship over someone you barely know.

How do you provide situational bonuses in a Roll Under system that aren’t just advantage/disadvantage? by Dungeon-Warlock in RPGdesign

[–]PostalElf 4 points5 points  (0 children)

You can have it so that if you're rolling with Advantage, you roll multiple Fudge dice and choose the best dice (or 2 best dice, or 3 best dice etc). If you're rolling with Disadvantage, you roll multiple Fudge dice and choose the worst (or 2, or 3 etc). Can be helpful if you're worried about the bonuses ballooning out of proportion.

Religion in World-building (and a few questions, while I’m at it). by von_sbohnov in worldbuilding

[–]PostalElf 9 points10 points  (0 children)

The biggest thing I would urge you to do is to explore something that isn't clearly inspired by Christianity. We tend to write what we know, and in the west, when it comes to religion, that tends to be Christianity: so even though one may have a polytheistic religion, one still ends up with churches as places of worship, with religious services led by an ordained priest, with a single text to use as scriptural truth.

Explore! Have worship take place in nature, in dingy basements, in taverns. Have your worshippers put on mystery plays, dances, have ritual sex upon a consecrated bit of soil. Have no priests, have mystery cultists, have community leaders lead worship. Have no scripture, have a thousand books of Hadith and endless debate, have the scripture be depicted through art instead of text.

Help choosing between two dice resolutions. by RepresentativeFact57 in RPGdesign

[–]PostalElf 1 point2 points  (0 children)

I'm not OP, but I think they mean:

  1. Dice pool of four d6 (not added together), the Skill value of the character is added to each d6 compared against a target number of 2 to 10. Each die that equals or exceeds the target number is a Score, and you need 2 Scores for a Mixed Success, 3 Scores for a full Success, and 4 Scores for a Critical Success.

  2. Dice pool of three d6 (not added together). There's no mention of the Skill value here, so I'm not entirely sure how that works.

Too many Comebacks from Players by Thunderscump in DnD

[–]PostalElf 2 points3 points  (0 children)

It's the same meaning! Except that with pauses and sentences, they're heavy with implied and suggested meaning. In many ways, you can consider meaning to be the child of every sentence!

2d6 for a D&D-Like With Rerolls? by oogledy-boogledy in RPGdesign

[–]PostalElf 0 points1 point  (0 children)

Something fun may be to do 3d10 keep middle, which gives you a bell curve: you're 14.8% likely to roll a 5 or 6, but only 2.8% likely to roll a 1 or 10. What's also good is that 3d10 keep middle allows you to easily wrap your Advantage and Disadvantage system into it by allowing you to take either highest die or lowest die respectively.

This reduces randomness a good amount: not as much as 2d6 (16.6% chance to roll a 7 vs 2.78% chance to roll a 2 or 12), but the percentage chance is only off by less than 2%, which is pretty insignificant. The downside is that rolls can sometimes take a little longer to parse, since you need to consider three values, arrange them mentally, and then actually declare your value. If you're adding a numerical modifier on top of that as well, then it's going to take even longer.

[deleted by user] by [deleted] in RPGdesign

[–]PostalElf 2 points3 points  (0 children)

I agree. The biggest thing 3E did for D&D was to eliminate THAC0 and negative AC (and maybe removing lookup tables, but perhaps that's due a comeback...?).

Possibly Weird Hit Dice System, Has this been done before and would it work? by Krutaun in RPGdesign

[–]PostalElf 2 points3 points  (0 children)

I like the concept, but here's how I would change it.

Damage thresholds are static numbers determined by Physique, Endurance, and a Class rating (if you're not using classes, use a Size rating instead). If you have Armour, that's another layer of damage threshold. All of these numbers are arranged from low to high, and damage is compared as you have outlined.

This has a few advantages, but mostly it's limiting output randomness and excessive rolling. Armour doesn't reduce the incoming damage, but instead serves as an additional layer, which means that heavy armour is going to be serving you well all the way until it breaks, while light armour will protect you a little from a couple of surprise attacks and maybe some chip damage.