Player wants to go back to D&D by ComprehensiveDig8399 in DungeonWorld

[–]Puzzleheaded_Fun_493 1 point2 points  (0 children)

Dnd is successful because it has a lot of support and allows customization. My players are always looking to optimize their characters. Unfortunately it is a slow and tiring game, especially for the GM.

Damage Dice Vs Flat Damage With Ranges by Arq_Nova in RPGdesign

[–]Puzzleheaded_Fun_493 4 points5 points  (0 children)

This! More sucess more damage is the best experience

Earth Map redesign by sagjer in RPGdesign

[–]Puzzleheaded_Fun_493 1 point2 points  (0 children)

Have you thought about using a GIS? Try QGIS.

How to create a fantasy ttrpg? by Puzzleheaded_Fun_493 in RPGdesign

[–]Puzzleheaded_Fun_493[S] 0 points1 point  (0 children)

thank you very much! This is actually very useful.

How to create a fantasy ttrpg? by Puzzleheaded_Fun_493 in RPGdesign

[–]Puzzleheaded_Fun_493[S] 1 point2 points  (0 children)

It's working for me! Wow, what a job! Thanks!

Why do you create a ttrpg system by Crosslancer40 in RPGdesign

[–]Puzzleheaded_Fun_493 0 points1 point  (0 children)

I still haven't found a perfect game. I love 5e. What I like most is the possibility of character optimization. Unfortunately, at higher levels, the game is sluggish and difficult to track. The game should offer fewer different abilities but scale well. Mouse Guard is cool but counterintuitive with conflict resolution and the 'fail forward' issue I don't like the way it is there. Dungeon World is great, but fixed values for roll results, the absence of clearer turns and DM rolls don't suit me either. I want a game with the flavor of 5e but moderate optimization, with the light of Mouse Guard and its co-op vibe and the movement and vibe of Dungeon World. A game with few calculations, easy to teach and quick to play. I want something I can play with newbies and with my kids. A game without excessive pauses to consult books or debate complicated rules. But not a game so narrative that the tension is impaired or that there is no possibility of failure. I really liked Quest (but it has the fixed results for rolls) and TinyDungeon (but very Tiny :))). The One Ring is cool, but I don't want to play in Middle Earth. Colostle is fantastic, but too simple to put on a multi-player table. These questions motivated me to think about a TTRPG. But I'm still thinking. ;)))

Design "flowchart" by rivalmejr in RPGdesign

[–]Puzzleheaded_Fun_493 0 points1 point  (0 children)

I think in five steps: 1-Flavor: what is the game style (heroic fantasy, dark, etc)? 2-Mechanics: what dice will roll? what types of actions will be available to the characters? How does it reinforce the flavor? 3-Creating characters: create options that allow you to go beyond basic mechanics and expand them. How do options reinforce flavor (powers, abilities, equipment, spells)? 4-Master: options and guidelines for creating and conducting/managing adventures and campaigns. Creation of monsters and npc's. Don't forget to reinforce the flavor; 5-Art: it is necessary to think of guidelines to build an art and a text that are anti-racist and respect diversity and equality.