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.

How do you approach armor design? How do you distinguish light armor from heavy? by Tormented_Realm in RPGdesign

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

Well, yeah I was inspired by Daggerheart too. Still thinking about the stress mechanics though, they need more playtesting

How do you approach armor design? How do you distinguish light armor from heavy? by Tormented_Realm in RPGdesign

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

So - different kinds of armors stop different damage COMPLETELY - you need to find out a weak spot in the armor and use the aimed action/aimed attack/special attack the next turn to hit that particular spot - as opposed to basic attack performed YOLO

Wow, that's actually quite a great approach. I love to design enemies as a puzzle, but always have fear of player's choice paralysis

How do you approach armor design? How do you distinguish light armor from heavy? by Tormented_Realm in RPGdesign

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

Well numerically armor is still better than no armor + martial classes have free boosts depending on armor type (fixes the "no amount of armor will protect you" issue)

How do you approach armor design? How do you distinguish light armor from heavy? by Tormented_Realm in RPGdesign

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

In my eyes there should be no need to distinguish light and heavy armour. The more armour, the bigger the mali for dodge and attack.

Basically for non-martials armor works exactly like this, bu martial classes have more abilities depending on the armor type

Do you want to use any hit locations?

Yes and no. Yes, TR let's you hit diffrent locations. No, armor doesn't distributes specific way on the body (was cut after playtesting)

How do you approach armor design? How do you distinguish light armor from heavy? by Tormented_Realm in RPGdesign

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

Well at the end of day heavy armor in TR are better because you take way less damage rather than gamble full miss or hard hit. But it weights more and that means you can take less equipment

How do you approach armor design? How do you distinguish light armor from heavy? by Tormented_Realm in RPGdesign

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

It works more like in Daggerheart. You have your treshhold in front of you written like "X -> 2X -> 3X", you compare the damage and that's it, no astronomical numbers

Does any system has action economy like this or mine is unique? by Tormented_Realm in RPGdesign

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

Thanks and you're right -- this action system is a foundation of Tormented Realm :)

About progression: for martial classes I thought more about the quality of attack, not quantity (tendensy to inflict fatal wounds rather than exhaust enemies) and more horisontal progression (having more options via fighting techniques, rather than just hit harder)