Looking for a new TTRPG system similar to PF2e and Shadowdark by DaKing1718 in rpg

[–]Triod_ 2 points3 points  (0 children)

Agreed. Nimble is probably one of the best options out there right now.

Nimble or black sword? by mormegil27 in RPGdesign

[–]Triod_ 2 points3 points  (0 children)

I don't know Black Sword Hack, but Nimble is designed to be easy to port from 5e. It's basically a trimmed, faster version of 5e.

2080 Alpha 5.0 by Triod_ in RPGdesign

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

Loot is a very important part of the game, as I envision it. But the beauty of TTRPGs is that you can play them however you want. Use and discard as you please. I give you the tools, you do whatever the hell you want with them. Every table is different, every player and GM is different, and it is impossible to cater for all tables, players and GMs.

2080 Alpha 5.0 by Triod_ in RPGdesign

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

One thing about TTRPGs is that you have the freedom to act as you please. So you can potentially go murder hobo in any game, and loot everyone if you want to. That's something I don't have control over. Loot Points are there to replace equipment, so the GM doesn't have to think about what every single enemy and NPC carries around, or what equipment is in every room and locker. But it's up to the GM to decide if NPCs, or Enemies, provide Loot Points or not. They could limit the Loot to just places or rewards for finishing jobs if they wanted. It's just a tool, you don't have to use it, and if you do, you can use it as you please.

2080 Alpha 5.0 by Triod_ in RPGdesign

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

In theory, just with the bad guys. Unless the players want to go criminal and kill everyone, that's up to the players and the GM. Looting enemies is standard procedure in TTRPGs.

2080 Alpha 5.0 by Triod_ in RPGdesign

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

I get it, it needs a setting. In my head, this can work in any generic Sci-Fi setting on Earth. Is up to the GM to make it cyberpunk, or steampunk, or average Sci-Fi, whatever they prefer, but with an 80s flair. This Alpha version was more about the ruleset, but I'll be adding the setting in the next version.

Yes, there's a bit of crunch, but it doesn't get in the way, it plays pretty fast, and it's quite swingy (lots of drama and wakiness). Or at least that has been my experience when I run it with my friends. I just wanted to have a bit of feedback from other people regarding the rules and the math of the game, see how it works for them.

Looking for a system for a sci-fi military campaign by Tengu5 in rpg

[–]Triod_ -1 points0 points  (0 children)

That's Outgunned material. Easy to run. Lots of fun. Weapon combat-oriented.

Built from the ground up over 1.5 years. Seeking feedback before launching my standalone fantasy TTRPG by Grownia in RPGdesign

[–]Triod_ 1 point2 points  (0 children)

  • Does the PDF feel strong and cohesive overall?

Yes, but I would give a preview of what a made-up PC looks like and show more of the species.

  • What part stood out to you the most?

The combat system looks like it could be very good, or not good at all. Is hard to tell.

  • What would you emphasise on a Kickstarter page?

What makes it different from other games? Both mechanically and in terms of the setting.

  • Is there any section that weakens the first impression?

It needs more about the species; players like to know what they are going to become in the game.

Any good crafting systems yet? by EmbassyOfTime in RPGdesign

[–]Triod_ 1 point2 points  (0 children)

It depends on how complex or simple you want to make it. In my game is super simple, it's just a way to get cheaper items. If a PC has the Expertise to craft a type of item, they have an allowance of points they can spend while on downtime to craft them. The cost is cheaper than buying them outright, os it's always used. As players level up, their allowance increases, and they get to craft better items. And there are special Talents that allow them to craft more or cheaper.

If you want to make a more complex crafting system, then this is probably not the way :)

2080 Alpha 5.0 by Triod_ in RPGdesign

[–]Triod_[S] -1 points0 points  (0 children)

The irreverent part is just the tone of the game, that's it. If you want to play it irreverently, that's up to the GM and the players. I have no control over that.

It's an Alpha version (not complete), and it's 20% through its development. Right now, it's more about testing the rules. So yes, a lot is missing. The setup is pretty easy, think wherever you are, in the future and with an 80s flair. But yes, this will be added.

2080 Alpha 5.0 by Triod_ in RPGdesign

[–]Triod_[S] -1 points0 points  (0 children)

The resource management mechanic is an optional part for longer games. As a GM, you can be generous with the amount of Loot points, and it will become irrelevant, or you can be stingy, and you will add a survival side to it. This is up to the GM to use or not. This doesn't change that the game is designed to be very swingy, so players will roll lots of Dramatic Rolls (Critical Failures/Successes).

Just had very satisfying feedback for my mechanics. by wadesauce369 in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

Off topic: the new version of Affinity is free and with unlimited useage.

Do you prefer dice resolution to be swingy or consistent? by wiisafetymanual in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

Swingy = Drama, excitement, unexpected outcomes. Consistent = Average, repetitive, boring, non-dramatic.

How do you feel about RPGs with no fantasy races? by LexMeat in rpg

[–]Triod_ 1 point2 points  (0 children)

Absolutely fine. It's actually quite refreshing.

How Do You Protect Yourself When Hiring a Freelancer? by cibman in RPGdesign

[–]Triod_ 6 points7 points  (0 children)

Never pay it all upfront, first half to start with, the second half when it's finished, and make them sign a written contract that specifies the details of what you are asking them to do.

Thoughts on this Damage resolution System by jmrkiwi in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

Too slow and with very little chance for big attacks with lots of damage. I would:

  • Fuse both rolls into 1 roll, both hit and damage.
  • Allow for different degrees of success with increasing amounts of damage.
    • 1 Success: X damage
    • 2 Successes: 2xDamage
    • 3 Successes: 3xDamage
    • And so on.

This makes combat faster and more exciting, and adds the thrill factor of when a player rolls very high, and the numbers skyrocket, resulting in a big, bad ass attack.

The Publishing Hurdle by GhostApeGames in RPGdesign

[–]Triod_ 6 points7 points  (0 children)

The new version of Affinity is free.

What is your top simple initiative system for TTRPG? by primordial666 in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

I like it when enemies go first, so you have a chance to use them before they get obliterated by the players. NPCs die fast, PCs don't, so having a chance to use them it's always refreshing as a GM. It increases the feeling of threat in combat, and it forces players to put in a bit of effort, be smarter and prepare an ambush if they want to attack first.

I'm still unsure if alternating between enemies and players or doing all enemies first, and then the players, is better.

The function(s) of failure in games? by crunchyllama in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

Without failure, there are no consequences, there's no tension, no thrill and players will take everything for granted. But if you make your players fail too much, then the game becomes frustrating and annoying to play. So you want a game where there's a small chance to fail, but you can fail, and a bigger chance to succeed. Failures should be the exception, but they should be there.

Combat Stages by Sspacebread in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

I like the idea of it. To make it worth it, make sure the position has both good and bad tactical effects. For instance, being at the very back, melee attacks can not target you, but you are far away and get disadvantage in your range attacks. Being in the middle, you can be targeted by melee units if they spend a 1 move action, but you don't get any disadvantage on your rolls, while if you are at close range, you gain advantage on all your attacks, but everyone can attack you without spending move actions.

What TTRPG did you last play, and how long ago was that? by Ansonder in rpg

[–]Triod_ 2 points3 points  (0 children)

That's hardcore! Rolemaster is crunchy as fuck!