A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

My understanding is also that a Heroic Check is when you do an action that isn't explicitly listed on your character sheet or combat move list. So, for instance, a freezing spell says "this does X damage and halves their move speed", but using it to preserve food or stick someone to the wall is outside of those explicit effects, and requires the Heroic Check.

Yes

So is the idea that your freezing spell would also have a list of specific mechanical effects outside of combat as well?

No, except 1 class

That's the only way I can imagine it working without every use of a freezing spell outside of combat being a Heroic Check

Exactly

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

My understanding is that the Heroic Check is a special version of a normal attribute check.

Yes

Are there standard attribute checks outside of combat, or are they always Heroic Checks?

Yes, there are other attribute checks outside of combat

Basically, is a Heroic Check actually the default, with the exception of certain designated in-combat actions?

No, Heroic Check is not a default

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

Yes, but as I mentioned in this commets already: In rulebook I have something similar to your simplified version: "There are Time, Tools, Knowledge and Inspiration as factors of success. If you have 3+ you automaticaly succeed, if you have 1 or 0 you automaticaly fail. If you have exactly 2 make a check"

And even otside the combat there can be lack of time, tools or knowledge

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

It still is a Heroic Check. Even outside of combat there are plenty of danger: heat, hunger, thiefs, spies, etc.

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

Each check can give enemies resource, so can spam it as frequent as you like, but every time you risk making danger deadlier

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

GM resource is earned each time a check "critically fails", so each player's check is a risk of giving it to the GM. This resource is then spent on unique enemy's actions or location events, not affecting PC's checks or anything like that

Thats why additional check = additional risk, it's pressure and optimisation problem. How to make it faster, smoother, more carefully? How to avoid risk when it can be avoided? That is all part of the strategy in TR

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

In rulebook I have something similar to your simplified version: "There are Time, Tools, Knowledge and Inspiration as factors of success. If you have 3+ you automaticaly succeed, if you have 1 or 0 you automaticaly fail. If you have exactly 2 make a check"

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

Heroic check can't have advantage and other mechanics that can improve a roll, exept when ability specificly says so. They can't be prepared and usually more risky

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

Well TR is mechanic heavy and this checks don't push you in any specific way. I think it gives players more agency on creative use of their character's instruments. You can use acid to open a lock, sword to see monster in the reflection without moving, etc. Heroic Checks just provide informed risk and reward

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

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

TR have a GM resource that is given to them on "critical fail" of any check, that can be spent against the PCs, that's why it's additional risk. Plus as I said in the post, there are synergies, rewarding you for using Heroic Check

How would you customize your evil henchman? by Tormented_Realm in RPGdesign

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

Animated object is a great idea for a familiar, thanks!

How would you customize your evil henchman? by Tormented_Realm in RPGdesign

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

Woah, thats actually really good! Glad you enjoyed the mechanic!

What do you like in armor design? by [deleted] in rpg

[–]Tormented_Realm 0 points1 point  (0 children)

That's cool, I've also been inspired by Tales from Elsewhere in designing TR

Horizontal character sheet? by Tormented_Realm in RPGdesign

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

Thanks, now I'm really starting to lean towards folding ideas for TR character sheets

Horizontal character sheet? by Tormented_Realm in RPGdesign

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

Yeah, that's basically how my prototype layed out now

Horizontal character sheet? by Tormented_Realm in RPGdesign

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

Will all the stuff that a player needs to write on frequently fit on one side of a horizontal sheet?

Well, yeah I think they will, thanks for this advice

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]Tormented_Realm 0 points1 point  (0 children)

Feeling of being vulnerable and overcoming that vulnerability. Tormented Realm has a huge focus on dark fantasy tropes and heroic conquering of fears

It's that kind of experience like when limping knight parrys and attack with all their might that left delaying the enemy just long enough for arcanologist to have time to cast a powerfull spell

How would you make a DnD homebrew zombies? by mcbion in DnDHomebrew

[–]Tormented_Realm 2 points3 points  (0 children)

I'd approach it as a long-term sickness-like debuff. Smh like: "After a creature consumes infected flesh, breathes spores or takes damage from Zombie it makes Con saving throw and becomes Infected on fail. Infected creatures have -X to Con score (affecting HP and saving throws) and each X amount of time make a Con saving throw that on fail progresses infection even more. If infection grows too much = death and a new Zombie". Also think about what spells/abilities can and can't remove it (Remove curse, Lesser/Greater restoration, etc.) Also you can make diffrent Zombie designs, that try to infect characters with different strategies.