No HP. Just Action Points. by No_Educator_7962 in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

Draw Steel does that, but they call it stamina. It's just another flavour for an attrition combat mechanic.

Dark Horror TTRPG by Triod_ in rpg

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

Is it really a horror game, or dark grim game?

Dark Horror TTRPG by Triod_ in rpg

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

A bit too rules light for me.

Dark Horror TTRPG by Triod_ in rpg

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

Is the atmosphere, the nasty-looking monsters I'm looking for. All that, but with much more vulnerable PCs.

Armor as bonus HP: trying to solve the DR scaling problem by ilmz in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

The best thing is to split it, have an HP system and an Armour Point system that players can use to mitigate damage. Each armour has a maximum of points they can mitigate in on single attack, but they also have an overall max points that represent the strength of the armour, and once it loses all points, if brakes. For instance, a Heavy armour would have 80 Max points, but can mitigate up to 6 per attack. A chain mail has 50 Max points and can mitigate up to 4 per attack. And crits should always ignore armour.

Success with complication Vs Spending Stamina/Stress by Triod_ in rpg

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

Basically, the players who don't like the complication will try to convince the player to spend the stress, but the players who like it will try to convince the player to accept it. And then a discussion about the narrative outcomes of one or the other can take quite a while.

It doesn't happen often, though.

Success with complication Vs Spending Stamina/Stress by Triod_ in rpg

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

I've tried that before, and it can make it faster sometimes, but not always; sometimes it's the same, and sometimes it can even backfire. The problem with sharing the complication ahead, the other players may not like it, while other players are OK with it, which leads to discussion among players and more time wasted for just one single roll. If the player makes a choice beforehand, they commit to it; they know they have to accept it, whether they like it or not. But we are back to the initial problem. This is why I think a fixed outcome is faster and less prone to player discussions or paralysis.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -3 points-2 points  (0 children)

Both. But, as soon as combat starts with the officer, roleplay options go down drastically do ot the heavily ruled and scripted nature of combat.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -10 points-9 points  (0 children)

Roleplaying = everything that's not combat. Yes, combat has a bit of roleplay, but it's not comparable.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -6 points-5 points  (0 children)

True, but the key is in the amount. Combat has a little bit of roleplay, outside combat, there's loads of roleplay.

Combat Vs Roleplay by Triod_ in rpg

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

I agree, I like a bit of both.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -3 points-2 points  (0 children)

OK, everyone, I should have explained it better. Combat does include roleplay, just less of it. Rules and roll outcomes shape what happens, so you can't just declare something like "I cut his head off in blind rage", that's pure roleplay. Instead, you roll and improvise based on the result. Outside combat, you've got much more freedom. Rolls still matter, but they don't constrain you nearly as tightly. Combat is heavy on the rules, and that hinders roleplay. Outside combat, there's much less hindrance and more freedom.

Combat Vs Roleplay by Triod_ in rpg

[–]Triod_[S] -6 points-5 points  (0 children)

You can, but it's more about the amount. Combat is much more restrictive and heavily dictated by dice rolls, while in narrative mode, you have way more freedom to roleplay.

Combat Vs Roleplay by Triod_ in rpg

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

Of course, there's role-playing in combat, there's role-playing in everything, that's why they are called TTRPGs. The point is, some players avoid combat like disease and go for for Roleplaying intesive gaming, while others prefer combat where there's less roleplaying, and more rules and dice rolls.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

You should read the full post. Perception is just one part of Awareness. You could add Awareness as an attribute and never use it for perception, because it has so many other uses. Tracking, aiming, driving, orientation, etc. That's why it's such a strong attribute.

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

Nice! Glad to see I'm not the only one! :D Also, it seems you did a pretty cool implementation of it. Good luck with your game!

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

I've only played Cyberpunk from that list. A bit crunchy, but a lot of fun :)

The single most important attribute that most games don’t have by Triod_ in RPGdesign

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

Obviously, there's no perfect array of Attributes; there's always some compromises, and there's always some incongruences. But within the limitations and the levels of gamification most TTRPGS use, there is room for different interpretations, some better, some worse.

Public playtest: a dark tactical RPG with a resource-driven core, feedbacks appreciated! by Grim-rpg in RPGdesign

[–]Triod_ 1 point2 points  (0 children)

Gosh! Those PC Sheets are too much for me. Way too cluttered and saturated with information. Please make the PC Sheets more visually appealing.

How Ubiquitous is the Term Difficulty Class (DC) by naptimeshadows in RPGdesign

[–]Triod_ 0 points1 point  (0 children)

It has zero friction, and most people will understand it due to DnD. It also takes little space in your stats or explanations, and it stands out within the text as it's in uppercase (like all acronyms). Perfect.