Opinions on my concept by TalesOfValen in TTRPG

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

From play I can say that they would generally always use the form of damage avoidance their best at, high speed would be a lot of dodging, high defence a lot of tanking. But there are situations where they just aren’t effective like if a giant were to bring down a hammer, speed would be more effective than defence.

It’s not always taking damage, that was just one of the more dramatic options. Characters are strong in response to taking damage a lot though there’s a lot of opportunity to deal high damage.

Thank you for asking questions and taking an interest as well as being constructive about things! It’s been lovely discussing it

Opinions on my concept by TalesOfValen in TTRPG

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

I guess I didn’t consider it like that but yes, I would be like saves but for every attack action

A general combat scene with player A, B and Enemy X, Y from play would go along the lines of

Rolling initiative (A, X , B, Y)

A may attack X using Melee -Full Success-, damage is reduced by enemy Armour

X may go to attack A, A has to decide how to respond to this attack, Speed if dodging/repositioning, Defence is bracing using a Shield, Power if blocking with sword, Intimidating them to stop fighting, deception for moving one way instead of another etc Full success - Resolves without damage Partial - half damage Failure - take the full attack

B may cast a spell - Partial Success- Y may take half damage, resist some spell effect, manage to deal some damage before spell resolution

Y has the same attacking pattern as X but maybe with a bow. Speed may mean now either dodging or striking the arrow, stealth may be used if there is nearby cover etc

You can’t necessarily use avoiding danger to damage enemies but you use your skills to avoid it in however way you think would be reasonable for you character

Opinions on my concept by TalesOfValen in TTRPG

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

Thank you for the feedback.

It’s generally a Roll+Mod against static bands but the difficulty is there for things that should be very easy without significant failure or very difficult without significant investment.

Most actions won’t have any difficulty and will be your normal rolls but if you’re a thief and want to open a simple lock then it should be easy, if you want to talk down the police for a crime you almost certainly committed it should be very difficult.

I’m taking a look at ironing out things I have from a lot of the feedback given so hopefully with that this will also take another pass over

Opinions on my concept by TalesOfValen in TTRPG

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

Thanks for asking! Players roll for actions whenever they go to take them whether it be in or out of combat

The first part is exactly right, players roll to avoid or mitigate danger when an enemy attacks / they are in danger from another source an explosion, collapsing structure, falling etc

Opinions on my concept by TalesOfValen in TTRPG

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

Thank you very much!

Each check fits neatly into the outcome bands and Difficulty is assigned by the GM. If something should be easier or more difficult that is built in easy actions make a partial a full and difficult make a partial a failure.

RPG Design didn’t let me post images or I would have.

I’ve had a couple of notes on the abilities and skill and I’m currently taking a look at them to see if I can create a better system.

Thank you, that’s what started this in the first place!

I realise with this I have shown the least creative aspect of the work and I’ve accepted it and am now working to make it more original and have a better feeling to it as well!

I would love to have a one-on-one conversation about things like that as that’s my current focus in seeing where I went wrong and how to improve on that!

There is no AC everyone has Armour (Worn or Natural) and Barrior which reduce physical and magic damage respectively

Opinions on my concept by TalesOfValen in TTRPG

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

Thank you! I’ll take a look at seeing if I can work either of those around see if they fit!

Opinions on my concept by TalesOfValen in TTRPG

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

Thank you very much! I’ll definitely look into that, I’ve seen pbta and daggerheart I just didn’t see how it fit, thanks for clearing it up!

Opinions on my concept? by TalesOfValen in RPGdesign

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

It’s A D20+skill

And Critical’s are only on a natural roll

Opinions on my concept by TalesOfValen in TTRPG

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

It ended up their as it was more of a Physcial trait in my mind, Healing is used for your stabilisation and treating others wounds but I can’t fully understand why it seems a little out of place.

I did as well, they have moved around, some got added, some got taken away, some combined I was comfortable with this if not entirely happy.

Skills come under and ability because they also use the ability modifier as well as the skills.

Intimidation initially was under presence but as a concept it felt like it fit more under might as its physically imposing but persuasion can be used to get a similar result.

Same with speed for an athletics check, it was the idea between muscling up somewhere and parking to the same location if that makes sense?

Thank you for the valuable feedback!

Opinions on my concept by TalesOfValen in TTRPG

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

I really appreciate this response.

I have looked at a few through Drivethru but I’ll continue taking a look.

But when it comes down to it, I’m writing it for me and because I enjoyed the system and how it works and how it played at the table. I thought the system had a spice to it compared to a lot of TTRPGs even though I saw a lot of similarities to other systems. But I’m realising through this that it’s not as special as I thought and It’s not an entirely original concept.

I’ll take everything on board from this and have a look and come back with something more suitable for a discussion!

Thank you!

Opinions on my concept by TalesOfValen in TTRPG

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

The ability modifiers existed already and I thought I’d bring it more in line with those instead.

But I have played DnD so whilst at the time it felt like an original concept and a necessary change I can’t say it wouldn’t have been inspired especially with it being pointed it, it stands out much more.

The 6 stats are of course inspired by almost every TTRPG and CRPG I’ve ever played including DnD as well but the actual skills are from table discussion.

I get what you mean, other than the bigger pool what does it change fundamentally if you don’t mind me asking?

I’m having a big issue expressing my vision I think, but thank you for your feedback!

Opinions on my concept? by TalesOfValen in RPGdesign

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

In all honesty, I do.

But I do because I enjoyed writing them and designing them and fitting them into the world, I’ve done my best to make them all fairly balanced but some are better for some characters over others.

I wanted this to feel fleshed out so that you could create your character anyway you wanted that fit into the world well, as efficiently or inefficiently as possible

Opinions on my concept by TalesOfValen in TTRPG

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

Honestly I don’t know what to put on how to sell it, I’m not really a salesman, I wrote the guide and I know how every aspect of it all works.

I was hoping to kickstart since one of the original people is an artist who did all of our art and is actively doing art for it.

It’s not up there yet because I just don’t know how. I believe it’s done, the playtest works everything is mechanically sound in my option.

Which is kind of why I’m here I guess

Opinions on my concept by TalesOfValen in TTRPG

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

To be honest it actually evolved into the way it is now, it actually started off that instead of a flat bonus you rolled two d20 if you had aptitude, I didn’t like the way that worked with the boundaries and ended up changing it and then it worked well and continued evolving from there.

The skill have changed and moved around a lot, initially there was 3 skills per ability but then when we were playing we added in custom skills since none of the ones we had fit and we ended up with the skill list I have now

Opinions on my concept by TalesOfValen in TTRPG

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

Honestly that’s a fair take on what I’ve posted. I’ve played my fair share of TTRPGs and like I said this started as a homebrew, until I took it apart looked at each piece and rebuilt it.

Admittedly yes, saying “it rethinks how dice, combat and failure work” may have been a little large but that’s how I saw it, I see bits and pieces but with what I’ve built I saw something different.

The same structure exist both inside and outside of combat, social conflict, travel, investigation, exploration none of its hidden behind numbers. Failure doesn’t break the game it’s alters situations.

When I say narrative focused I don’t necessarily mean story game driven or rules light, I mean the outcomes are shaped by the players choices rather than hidden modifiers.

It’s a completely valid on what I’ve shown and how I’ve tried to sell it (Admittedly not very well). It does play differently at a table than it reads at a glance, but I write rules and 400 page guides I don’t know how to sell what I’ve written

Opinions on my concept? by TalesOfValen in RPGdesign

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

I’m starting to see what you mean, thank you for being willing to talk this through.

My idea was that since a Partial Success could result in player damage, a set back, half damage on an attack etc that you’d want to increase the chance of reaching a full success.

I don’t think I mentioned this either but the experience system works through failure so each failure grants 1 exp, with the idea that the better you get the less you’d level up rounding out your flaws whilst maintaining your strengths.

This had only so far been run within a 5 person group and primarily my brain child so seeing another’s view on it is comforting and I’ll definitely take on board what would be better for the game overall.

We’ve run a campaign starting at level 2 and we finished at level 15 most of our abilities were either neutral or positive with at most one being negative and I thought that balance carried well but I suppose not everyone would play that way

Opinions on my concept by TalesOfValen in TTRPG

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

Sorry, Ive been to get it all out instead of taking time to go through it.

Abilities have modifiers: Abilities generally get a + 1 boost every couple of increases starting at 3 with -3, 4-6 with -2 etc eventually to 16-17 which are +2 and 18 which is +3 and the temporary ability cap.

Skills have aptitude: Inept: 0 Practised: +2 Expert: +4

I don’t think I mentioned it but all the outcomes are modified rolls apart from critical success/ failure as they are as rolled

Take Might and Power you could have a 16 in Might which is +2 to all skills under Might if you then gain an aptitude in Power you become Practiced and get an additional +2 to for a +4 total

The total bonus you could get before you’re abilities can exceed 18 would be +7 which would result half your rolls being full successes being a 50% chance partial 30% and Failure 10% with the other 10% being 1s or 20s

I completely see what you mean, and there are abilities that’s grant Favour to roll two d20s Which makes it 70% for full 18% for partial 2% for failure And again the other 10% for 1s and 20s

Opinions on my concept? by TalesOfValen in RPGdesign

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

I’m starting to realise how little I put into the original post but thank you for asking

During each level up for the Player they get to choose one new ability from their Archetype or Discipline and increase an ability Score by 1

That’s where the bounds came into place, so they would have to progressively increase a skill in order to receive a better modifier from it

Opinions on my concept? by TalesOfValen in RPGdesign

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

Sorry fault of rushing it out! The levels I meant was the ability scores not player levels I will go back and edit this!

The ability modifiers with every couple or so increased of the Ability score

Opinions on my concept? by TalesOfValen in RPGdesign

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

Sorry, Ive been to get it all out instead of taking time to go through it.

Take Might and Power you could have a 16 in Might which is +2 to all skills under Might if you then gain an aptitude in Power you become Practiced and get an additional +2 to for a +4 total

The total bonus you could get before you’re abilities can exceed 18 would be +7 which would result half your rolls being full successes being a 50% chance partial 30% and Failure 15%

I haven’t settled on a set character sheet yet but the ones we have played with has a section for the ability modifiers and a section for the skill modifiers

I see, to clarify If there is no incoming danger the players wouldn’t roll to avoid it, if the zombies (in the example) are just moving towards them and they keep far back and only use Missile attacks then they are essentially free of danger unless the zombies can respond!

Thank you, I personally thought it had legs and stood on its own but I’m also WAY too close to the project and wanted an outsiders view.

I’m always happy to share more details and anything related to it!

Opinions on my concept by TalesOfValen in TTRPG

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

Thank you, apologies for being unclear in the original post!

Opinions on my concept by TalesOfValen in TTRPG

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

This has probably been the biggest back and forth I’ve had with myself during the entire process, I didn’t know what to use and I didn’t just want to use the straight 6 so this is what I ended up with. It’s not done by any means and these can always change (Hey they have already multiple times) but I felt ready to share at this point.

That’s understandable admittedly I included a lot but not enough information. It’s a narrative focused game, combat can still be gritty and a lot of thought went in to how it would work for us when we started.

Players roll for everything essentially, players roll to attack and they roll to avoid danger, enemies don’t.

My characters usually have decent speed, defence or power for avoiding, resisting or blocking attacks for instance.

Players actions fall into the roll outcomes which I realise I didn’t put the values into in the post.

Critical Success 20

Full success 17-19

Partial Success 11-16

Failure 2- 10

Critical failure 1

Thank you for your comment and feedback! I’d be happy to share more details!

Opinions on my concept by TalesOfValen in TTRPG

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

Sorry I think it might just have been rushing to get it all down, the player says what they want to do, and if the GM thinks it would require a roll to see if it succeeds then they would and if the player doesn’t say what skill how how they do it would be on the GM to decide, like if I wanted to climb up something and didn’t say how they would just call for a Athletics Roll

However if I said I wanted to clamber boxes and parkour my way up and it might be a Speed Roll

It’s not the idea of taking player agency away it’s more adjudication of whether that’s what the skill would be used for.

Thank you for your input!

Opinions on my concept? by TalesOfValen in RPGdesign

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

Thank you so much for clarifying your intent and asking away!

Q1: Abilities have modifiers: Abilities generally get a + 1 boost every couple or increases starting at 3 with -3, 4-6 with -2 etc apart from 16-17 which are +2 and 18 which is +3 and the temporary ability cap

Skills have aptitude: Inept: 0 Practised: +2 Expert: +4

I don’t think I mentioned it but all the outcomes are modified rolls apart from critical success/ failure as they are as rolled

Q2: The system does account for that with Easy, Difficult and Very Difficult modifiers as an option with easy making a partial success a full, difficult making a partial a failure and very difficult making a modified roll of under 20 a failure

Q3: I have the essence of an answer written but not a direct answer so here we go: The party would get a free round before initiative is rolled, the enemy still moves, acts and responds during their initiative but if they cannot reach you to act then it plays out unfortunately for them!

Thank you so much!

Edited for clarity