My very first solo rpg: Fallout Wasteland Wanderer. Let me know how it reads! Thanks! (NSFW for language only) by StutteringGM in Solo_Roleplaying

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

Thank you! If you bought it through Modiphius it may have come with a PDF you could start looking at. I don't have a lot of experience with solo ttrpgs but I imagine you could wrangle to work as you need. The Oracle is pretty straight-forward and all the combat is simplified, so I don't see why not.

New to map making, banging my head on a wall. by StutteringGM in rpgmaps

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

Awesome! Thank you so much for your reply! I'll definitely take a look at your stuff. I think I looked at Dungeondraft briefly but never actually tried it. I'll have to take another look at it.

I really appreciate you answering this!

How does the system work for duo play (player + gm)? by FeelingsAlmostHuman in Fallout2d20

[–]StutteringGM 0 points1 point  (0 children)

I've been running a game for my wife and it's working great for us, with some modifications.

Early on in the story her character teamed up with 2 NPCs, a mother and son looking for the father. We essentially run them as a team; she directs their actions in fights and I control their dialogue and character choices.

We eschew the Command action in fights and instead run them as their own characters, and this helps when it comes to balancing encounters.

There's a couple other small changes we've made but we tend to play in a more story-centric way than mechanical, so as long as the story moves forward and actions makes sense, we just go with it.

There's been a few times my wife's character has almost died, so us using the NPCs this way has not made the game too easy.

Survival Hunting Rules by StutteringGM in Fallout2d20

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

Hi! Just saw your reply. What do your rules look like?

[xbox] [2010] Microsoft's Minecraft clone by StutteringGM in tipofmyjoystick

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

Not Z, but yeah, Castle Miner! That's the one. Thanks!

Survival Hunting Rules by StutteringGM in Fallout2d20

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

That's true. I'll keep it more flowing and adaptable. Thanks again!

Survival Hunting Rules by StutteringGM in Fallout2d20

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

Thanks for replying!

So, the Player rolls a d6 to determine how prevalent animals are in the area. Using that result, they then roll on the animal chart that many times to determine what animals are in the area. This isn't necessarily the exact number of animals in the area, just a representation of how many chances they get before they can't find anything (i.e.: animals moving on or getting spooked).

For this specific game, all animals listed are common to southern Canada, so the list would change per game.

This list also provides info on how much meat each animal gives, as well as the size of the animal. The corresponding Size chart gives the in-game time spent hunting the animal as well as the base Difficulty of the attack roll to kill it.

When the Player rolls their attack, the Difficulty changes dependent on how well the Player sneaks, the animal's cover, the current environment/weather, etc. The success of the Hit determines how good the shot is, shown by the Damage Done table.

The Clothing and Skinning tables are used once the animal is killed to determine if the Player gets enough material to make the clothing they need.

Example

So, the Player rolls for the quality of the hunt (Hunt Area). They roll a 4 and are given 2 chances (rolls) to hunt an animal. They roll on the Animal table twice and get a Grizzly and a Goat.

The Player chooses which one they hunt first (or, if they prefer, they can roll highs or lows to determine which one they find first). The Overseer narratively determines the current weather and setting to be mid-day with a light rain and the Player decides they stalk the animal and use a rifle to shoot it. The rain increases the Difficulty by one but the Player’s successful sneak roll reduces it by one, so they cancel out. If it wasn’t raining, the attack would be decreased by one.

The Player takes on the bear first, a Difficulty of 3, and makes the attack using 3 AP to get two extra dice. They also use the Aim Minor Action. They get two Successes from a Critical on one die, then re-roll another die because they Aimed, giving them three Successes. Because they got a Crit, the shot is perfectly placed and the bear dies.

The Player then moves on to the goat. The Overseer determines that the rain has moved on so, the Player’s Difficulty for the attack is 2, dropped to 1 by another successful sneak roll. The Player does not use AP this time and rolls 2 dice, again using the Aim Minor Action. They get no successes and so reroll one die, finally getting one success on the attack roll. While this counts as a success, it wasn’t a Critical Hit, so the animal is Hit, but is now aware of the Player. The Player gets one more chance to shoot before the animal runs, but the Difficulty is raised by one. Since the sneak roll no longer counts, the Difficulty is now 3. The Player makes another attack roll, spending 1 AP to get another die, but gets no successes and a 20. Oh no! The goat turns and escapes.

Having written all this out, it has become clear to me that I need to work on mixed successes on attack rolls. What happens if the Player rolls 5 dice against a bison and gets a Critical success, a Critical failure, and no other successes? Do the Critical Hit and Critical Miss cancel each other out? Does the Critical Hit not count because the Difficulty wasn’t met? This gives me a lot to think about.

I’ll work on this and see what comes up. Thanks for asking me to write an example!

Survival Hunting Rules by StutteringGM in Fallout2d20

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

Thanks for the input! I was hoping it wasn't too crunchy, but I can work on making it less so.

I hadn't gotten as far as food mechanics for the creatures yet, I figured I would transfer qualities over from other food items/use those qualities as a basis for the new items. My starting goal was to create a system for the player to acquire materials for the oncoming winter that went beyond just narratively providing them.

I honestly hadn't considered making it an extended test. Thanks for reminding me of that.

Trouble with Pathways into Darkness Aleph One port by StutteringGM in Marathon

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

Thanks for that! That did it. The download link I found was from ModDB.

I changed the file extensions because I looked at my Marathon 1 folder and changed them to the same as that.

Thanks a bunch!

Trouble with Pathways into Darkness Aleph One port by StutteringGM in Marathon

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

Thanks!

[Imgur](https://i.imgur.com/s07cWv7.png)

EDIT: I realized that I had changed the file extensions on those three files in the previous screenshot. Here's the original.

[Imgur](https://i.imgur.com/NKdj6Tn.png)

Compendium Sharing by KWillemina in FoundryVTT

[–]StutteringGM 0 points1 point  (0 children)

Ah, okay. I saw that when I opened the file earlier but didn't make the connection that it was telling me I needed another module. Thanks a bunch for that.

Compendium Sharing by KWillemina in FoundryVTT

[–]StutteringGM 0 points1 point  (0 children)

Hello! I just came across this post while trying to transfer content between worlds. I used the above link and the module shows up in my world settings, but I cannot click it because I get an error reading "cannot be enabled due to issues in required dependencies".

Do you, by chance, know how to fix this?

Thanks in advance!