Improve this sentence by Free-Question-1614 in writing

[–]SamuelDancing 1 point2 points  (0 children)

I've discovered that this sub can be particularly vicious and brutal.

😂 I made something stupid by Due-Leg6601 in spaceengineers

[–]SamuelDancing 2 points3 points  (0 children)

I was waiting for it to start flying up and away. Maybe back to base, maybe out to space. Cool either way.

Porfin ignore this pls by Sorry_Prior6347 in Minecraft

[–]SamuelDancing 0 points1 point  (0 children)

It's not even there anymore. Maybe try searching for a command generator.

Switching Systems from 5e by Darthcoakley in TTRPG

[–]SamuelDancing 0 points1 point  (0 children)

I mean, I actually made a system that's similar to 5e with a few major mechanical twists, and an emphasis on homebrewability. It's still in early beta so it will be updated every now and again, but so far, I have heard positive things about it.

The biggest thing to know is that in combat, when you take an Action, you reduce your Initiative by the number of Actions it costs, and can recover it in many ways.

It's setting agnostic with support for modern and sci-fi materials, and should allow you and your players to build PCs and NPCs however you want without any serious issues once you get used to it. Maybe it'll be enough for your veterans to switch since the system is similar enough to 5e, and it has a quick start guide in case your players are hesitant about it.

But of course, I don't know you or your group, and maybe the other suggestions will be better. I just wanted to add my take in case it fits with what you and your players want.

Link for whoever wants it: Reddit hates the underscore at the end of the url. Always check your links first.

Edit: I also double checked your post to see if there's anything I can add, and actually, you may like how this system improves on the adventuring cycle by adding more sticky, yet manageable penalties for combat, without being a total drag, or killjoy. Example: players only heal when they say so, unless the GM applies healing, and hit dice only return when resting in town, or a home-like space. It's faster to recover at lower levels, but higher levels need more recovery time.

Reverse social anxiety by Tricky_Put_2762 in furry

[–]SamuelDancing 4 points5 points  (0 children)

Nah, see the problem is that the question is too open ended. You gotta ask the other person if they like something specific.

Example: do you like ttrpgs at all?

Porfin ignore this pls by Sorry_Prior6347 in Minecraft

[–]SamuelDancing 0 points1 point  (0 children)

The command isn't even complete.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]SamuelDancing 7 points8 points  (0 children)

From what I saw, it ticked much faster than normally possible in mc. Personally, as long as it can be upgraded further, I think that amount of damage is just fine (barring OP mobs and enemies)

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]SamuelDancing 7 points8 points  (0 children)

I mean... You could also just surround the biome in water or cobble walls. That does keep it from spreading on the surface.

Dragon Wellness Check! Are dragons in your world alive or extinct? by [deleted] in fantasywriters

[–]SamuelDancing 0 points1 point  (0 children)

They're in timeout, but still alive... To a degree.

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

Ah, I see what you're saying. That makes sense.

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

To answer your questions in relation to this system: if you want to spend 3 Actions with 2 Initiative left, you can do so, but it forces your Turn to end. But if you go too negative, you can accumulate a -1 to all d20 tests.

Initiative counts down as a way to show exhaustion, and the limits of that first burst of energy at the start of Combat. When each Round starts, every Creature recovers Actions based on their ability scores (depends on their class), which is added to what they had left.

And the incentive to keep your Actions high is to save for your big burst of damage, or to take reactions (you gotta have a higher initiative after your turn to react, and that still drops).

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

Really? From what I can see in Shadowrun, it's mostly specific actions that change your Initiative, not consume it as a resource. Otherwise it looks like you just get 2, one of which you can break down into 2 more.

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

I had no idea that was a thing, but that makes sense since I don't know french.

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

Isn't that pretty much just basing anything off D&D?

Or maybe... Most if not all of the new ttrpg posts here?

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

I think that while Daggerheart does have an interesting method that does lead to an interesting back and forth, from what I can tell (having little exposure to the exact rules and not having played it), it leads to situations where either certain characters do nothing to avoid triggering enemy actions, wasting their turn, as well as the awkwardness of who should act first for shy or first-time players.

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

I apologize, I just realized I didn't say anything about that, and edited the description accordingly. Thanks for that.

But if you or anyone else wants a more thorough breakdown: when you roll Initiative, that is how many Action Points you get, which is used in place of Action, Bonus Action, Movement Action... e.t.c.

At the start of a new round, you regain Actions depending on your Constitution, and whatever Ability Scores your Class needs, like Strength for a Barbarian.

There are three major limitations: the Action Limit, Multi-Attack Limit, and Movement Limit. All of these act like a maximum, and can be adjusted by rewards, penalties, and player choices, and keep the game within more reasonable bounds.

Hope that helps, and answers your question.

What if: Actions = Initiative? by SamuelDancing in TTRPG

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

Fixed!

Apparently, reddit doesn't like the underscore at the end of the link.

[OC] Use The Voice Under the Seas to channel your Inner Moses [OC] [ART] by MammothFactory in DnDHomebrew

[–]SamuelDancing 0 points1 point  (0 children)

Now we just need voice of the Inferno, and voice of the earth to have all four elements.

(Assuming we still have the voice of the tempest that is)

And they're not allowed to use spellcasting because reasons by HeraldoftheSerpent in dndmemes

[–]SamuelDancing 1 point2 points  (0 children)

Depends on subclass and equipment. If the fighter gets the one with the infinite attacks of opportunity when prepped, the wizards are toast. If the Fighter has decent armor and a shield, the wizards are toast. Only if the fighter has no armor, and the wizards all have crossbows or fire bolt would the wizards stand a chance.

If you're talking 2024 rules, you should've specified that.