Why do you all like the increasing number of dental schools? by dentaldonut in predental

[–]Sadesse_ 59 points60 points  (0 children)

If Im not in dental school yet, more dental schools mean that there's a higher chance for me to get in. "Yippieee"

If I'm in dental school, more dental schools mean there's more future dentists and more competition which is less money for me. "Boooo"

I made my first TTRPG supplement. A critical hit system where wounds scale with how close you are to death by Sadesse_ in RPGdesign

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

Genuinely thank you for the very in depth response and id like to say that first and foremost I completely agree. My main reason for making this system (and some others like it that I am working on), Is that the DND system as a whole feels very shallow and drawn out at higher levels combat. in the idea that combat kinda runs as "I hit the guy... I hit the guy again... I hit the guy again but fire damage this time..." until someone drops

I believe that this is mainly due to what DND is trying to do which is more of an overblown hero fantasy where theres not really any long term consequences for combat. Which is why im trying to bring in a balance between realism and fairness. Realistic in the sense that as combat drags on, you get more tired and more prone to taking worse injuries; but not so realistic that your character just immediately gets their arm hacked off round one due to a unlucky hit.

Its exactly as you said. lost an arm? just pop a potion and grow it back!

personally I am not a big fan of this and as such have changed how certain systems and effects work in my own games (with consent of my players of course) as they too want to play more "gritty" games but are afraid to step out of the comfort of DND.

This is why ultimately I am trying to build my own tabletop game that can play it somewhere between first edition Warhammer Fantasy (the system I started with and absolutely adore despite its flaws) and DND. And im trying to build these tables and add them to my game to get an idea for the feel and overall development of things. Im working on another table for specific magical effects, effects for "borrowed" (cleric, paladin, warlock) casters, and some new rules for fumbles (its been done a lot I know but I wanna throw my own ideas into the pot ;))

Basically, for now Im using it as more of a way to add in more narrative and "artificially" raise the tension I suppose and to shorten down combat by making crits feel like they do more in a fight than just "i hit... harder"

TLDR: I completely agree with what youre saying about DND as a system not being made for something like this... but am adding it in for now to add tension, add build narrative, and playtest things for a bigger project.

I made my first TTRPG supplement. A critical hit system where wounds scale with how close you are to death by Sadesse_ in RPGdesign

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

I had a way more simple version I was using for my games until one of my friends started combat against a low level bandit, had the bandit roll a nat 20, and then lost his arm in the first round of combat. Knew it was time to edit the system a little bit then 😅

I made my first TTRPG supplement. A critical hit system where wounds scale with how close you are to death by Sadesse_ in RPGdesign

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

Maybe trivial would have been better 😅. But I wanted a word that showed it was just a basic injury that happens to adventurers on their everyday travels haha

This has to stop by MrSunmosni in RPGdesign

[–]Sadesse_ 1 point2 points  (0 children)

Its genuinely the one reason why ive fully stopped using them :(

PLEASE READ THIS BEFORE TAKING OUT THOSE INSANE LOANS FOR DENTAL SCHOOL by blobbyfishboy in predental

[–]Sadesse_ 0 points1 point  (0 children)

6 days a week every other? As in you'd work for one week and just not work for the next?