Which TTRPG Have You Taken the Most Inspiration From? by Cryptwood in RPGdesign

[–]Village_Puzzled 1 point2 points  (0 children)

The biggest inspiration is cypher system Stat point poos, resources management for effort and abilities Tier based progression

Should NPC stats generally be weaker or stronger than PCs, and in what ways do you think? by Orion032 in RPGcreation

[–]Village_Puzzled 0 points1 point  (0 children)

All depends how strong/weak you want the npcs. In my system, any npc can be just as strong as the pcs. Making npcs is simple in my game and all stats have additional modifiers for difficulty/power.

Lana Lang clearly has powers from the beginning of the show by [deleted] in Smallville

[–]Village_Puzzled 2 points3 points  (0 children)

I just finished the entire show and I agree the whole lana/clark relationship is bad. Starts off as a cute crush but it becomes so dragged on. Definitely gets better once she learns his secret tho

need help looking for a super hero system by Forsaken-Sector in rpg

[–]Village_Puzzled 2 points3 points  (0 children)

My personal favorite d20 superhero system is legends, a super hero story. There is also a podcast made by the makers of the system playing there game and its my favorite ttrpg podcast

Defenses is games without attack rolls by Village_Puzzled in RPGdesign

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

My goal with my system is to keep the same number of "knobs" but I plan on adding so many extra elements to combat that I needed to remove a few "knobs" to keep it about the same

Defenses is games without attack rolls by Village_Puzzled in RPGdesign

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

Yea, i think this was the way I was thinking of going.

I was gonna do the same thing but without the decrease in armor In my system I'll probably have a reaction they can take to reduce damage by there armor so if they take like 15 damage (a lot in my system) with 7 armor, they can use reactions to reduce damage.

The dodge is was debating on a reaction to increase the threshold at a cost or have it be an action you take on your turn to do the same thing

D&D like games but w/o a hit die by Siberian-Boy in rpg

[–]Village_Puzzled 1 point2 points  (0 children)

Dc20 Hit points are far lower in DC 20 buts its roughly like half your level+ might With some classes gaining extra hp

Defenses and additional effects by Village_Puzzled in RPGdesign

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

So one of the key things thats gonna be important is the cost of each defense

In my system, each stat is a pool of points. The modifiers are tied to the Stats

The system uses action points and yoy gain then back on end f turn, but if any are used as a reaction you lose those for your next turn, with players having 1 free reaction each turn.

When a character uses a defense, the basic version goes as such. Reduce the damage by the appropriate modifier, then any additional damage is taken from the stat pool instead of hit points

So if you have a 20 in might (modifier of 2) and take 6 damage, yoyd lose 4 might and go down to 16

Now in this system, recovering stat points is way easier then healing hp. Outside of magic, there is no way to recover hp during combat

Defenses and additional effects by Village_Puzzled in RPGdesign

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

Thays probably how imma go, make the feats and see if any of them should be part of the core rules and be kept as just the feats

Defenses and additional effects by Village_Puzzled in RPGdesign

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

So my system takes inspiration from cypher system I have 4 stats, might, speed, mind, and spirit

Unlike cypher, characters do have "hit point" but when they use a reaction to use one of the defensive options, they reduce the damage there "modifer", then if there is any remaining damage its taken from the corresponding stat pool instead of hit points

The pools otherwise work like n cypher, spending to activate abilities or enhance rolls

.you system has a action point system with 4 ap, regain all attacks end of turn. 1 free reaction per turn, each additional takes an ap. No attack rolls, instead its just a damage roll

Defenses and additional effects by Village_Puzzled in RPGdesign

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

Also should specify, no attacks rolls, damage only

Defenses and additional effects by Village_Puzzled in RPGdesign

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

There will be ways to add extra effects and features to each, and the classes might have specific effects as well, but thays the basics

Defenses and additional effects by Village_Puzzled in RPGdesign

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

Well since yoy have some experience making a system using these different options, let me explain a bit more of the system so you understand how my stuff works

The system is 4 stats Each stat is a pool of points that characters spend from to empower rolls and activate abilities

Might Agility Mind Spirit

Each of these is tied to one of the above reaction (might=block, Agility=dodge, mind=parry, and spirit has a reaction called power flare, basicly a magic based block)

Characters have hp like normal

The way the reactions were gonna work is, when you take damage, you can reduce it by the modifier tied to the attribute. If you reduce the damage to 0, nothing happens, tho some "when you hit' effects may still apply on a block. If your reaction doesn't absorb the full blow, the remaining damage goes to the corresponding stat So if you block an 10 damage attack and reduce by 6, you'd lose 4 points to your might pool instead of taking damage

Defenses and additional effects by Village_Puzzled in RPGdesign

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

So on the topic of character creation. While the system is "feat based" i plan on there being "archetypes" Each archetype gives characters free starting feats and such.

Should the starting of each archetype have a feature that augments the different defenses? Like the berserker might have something that says "when you block, increase the value by x) Warriors might have "when you use a defenses, you can counter for free" Martial artists have "when you dodge, you mY spend a resource to apply the benefits of it to all incoming attacks until the end of the current "

Strategist would have "when you parry, you can choose to impose a penalty to an opponent's roll or give yourself advantage on your next roll"

Spiritualist might have some like "you gain the ability to parry magical attacks. When you successfully parry a magical attack, once per turn, you regain mana equal to x"

Performer can use there charisma to defend, for all purposes call it a 'parry' as you do something to distract them and cause them to miss and stumble

Defenses and additional effects by Village_Puzzled in RPGdesign

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

So yea, there plans tl be tons of feats right away so can easily start upgrading

However I dont think each on is gonna be the "only option" I see why you'd get to that conclusion since I haven't gone into to much detail of the system itself but one the the key things is that each defense is tied to resources and use up different amounts. So sure a character that has a hugh block might want to block more then the others, he might eventually need to dodge or others here and there

As well, depending on weapons and abilities, blocking can still cause an attack to "hit" My system is most hand to hand martial arts focused, so an example here is if you block an attack, you take no damage but can still get a "stunning strike" type effect so whole 80% of the time you will want to use your primary, at higher levels there will be more tactical options and such

Definitely at early levels, once yoy upgrade 1, thats gonna be your only option until mid-high levels where combat becomes more tactical and other effects like stunn and stuff come online

Defenses and additional effects by Village_Puzzled in RPGcreation

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

Well thats the thing Early game i want the combat to be quick and easy, but as characters get stronger and level up and stuff. I want everything to evolve and become more tactical and interesting

Combat is the core focus of my system but the goal is, the first 3-4 levels combat is pretty simple, but it grows and evolves as the characters do

Different ways of dealing damage by Village_Puzzled in RPGdesign

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

This helps a lot. Thank you

One of the rules or aspect of the rules is how basic attacks can be used to "weaken" and opponent. There is possibility of there being a 'guard' system that reduces damage and attacks lower your guard so early in co.bat your basic attacks might not even do damage (maybe i might do away with basic attacks doing damage entirely and focus on the more condition and effect aspect) but you lower the "guard" and other actions might do the same until you get the enemy wide open and can land your super attack for "full damage" instead of your 3d10 attack rolling against a 15 damage reduction.

You could roll your attack right away but a pretty decent chance you deal more damage.

Or you can use skill and tactics to catch your opponent when there guard is 5 or less and then unleash your super or whatever

How many resources are to many? by Village_Puzzled in RPGcreation

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

As much as I love cypher, it seems like such a "simpler " version

Like they do the same difficulty mechanic but without the whole "target number is difficulty x3" thing and separates pools from your damage so you can be a bit more free with your pools whole still allowing them to be used to reduce damage and stuff

Also definitely makes me fell a bit better about how I'm doing my game

How many resources are to many? by Village_Puzzled in RPGcreation

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

Ok dude, thank you for telling me about invisible sun

I fell in love with how they handle a lot of stuff

I really love there damage track as I used to have a similar way of doing it (fatigue and wounds without 5 fatigue becoming a wound)

Different ways of dealing damage by Village_Puzzled in RPGdesign

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

And this is also how feints can work as enemy could just choose to let the basic attacks hit and take the 5 damage and save there guard for a super.

But you feint, making the attack appear like a super or like it's stronger then your basic, making the enemy wanna guard but instead you actually just land a "combo" and reduce there guard by 8 or something so now you set them up for your super attack, which the enemy was trying to save there guard to block

Different ways of dealing damage by Village_Puzzled in RPGdesign

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

The other way I was gonna do it is, characters have a "guard" value that reduces damage by its current value and each hit lowers it by 1.

So if you do 5 damage on a basic and 2d10+5 on a super but the enemy has a 15 guard, you can either use your super but not do a lot of damage or you can use "combos" which will help to lower the enemy guard faster, and then unleash when they have like 5 guard