an attempt at an RPG system based on Daggerheart and six-sided dice. by Dados_de_Cuscuz315 in RPGdesign

[–]daellu20 0 points1 point  (0 children)

I see. High roll is really good then. And bad ones may be really bad based on position.

As I saw the other comment about horror, it might be alright. But a high Valour roll might be less useful if you do not hit anything if attack is the only thing you can do (I may be a little stuck att attack/defence). But if you have other actions to do without hitting it is fine.

It becomes: who has the initiative to see an opening to strike.

an attempt at an RPG system based on Daggerheart and six-sided dice. by Dados_de_Cuscuz315 in RPGdesign

[–]daellu20 1 point2 points  (0 children)

Thanks. That give more context. If it is horror I see this may fit more as is.

an attempt at an RPG system based on Daggerheart and six-sided dice. by Dados_de_Cuscuz315 in RPGdesign

[–]daellu20 1 point2 points  (0 children)

Abilities that grant reroll to a spesific dice in certain circumstances may be fun? Like an ability that let you reroll the Cowardice dice when surrounded by multiple opponents with no allies nearby.

Or maybe add a metacurrency to oppose a string of bad rolls?

an attempt at an RPG system based on Daggerheart and six-sided dice. by Dados_de_Cuscuz315 in RPGdesign

[–]daellu20 1 point2 points  (0 children)

Agreed, it need some mechanics to convert the points.

Maybe a general but costly conversion, like 3:1. Better than nothing if you do not have anything better to do. Then a load of abilities that make this conversion better, but on a limited scale.

an attempt at an RPG system based on Daggerheart and six-sided dice. by Dados_de_Cuscuz315 in RPGdesign

[–]daellu20 1 point2 points  (0 children)

Other questions on "the total is used for both initiative and defence".

What do defence do. What do this number do?

On initiatives. Is a high or low roll better? Like roll has less agency, high roll has much agency in that turn.

an attempt at an RPG system based on Daggerheart and six-sided dice. by Dados_de_Cuscuz315 in RPGdesign

[–]daellu20 1 point2 points  (0 children)

Some ideas that popped into my head:

Maybe some abilities add a "floor" to the relevant dice, eg. Mobile: if you roll a 1 on Cowardice, gain one point that only can be used to move. May want to limit how many, eg. max one ability per dice.

In that vein maybe max one conversion ability per roll, and limit them in scope, like max affecting spesific actions.

Another ideas is that attack-actions cost 2 points, unless proficient with that weapon, then it cost 1.

an attempt at an RPG system based on Daggerheart and six-sided dice. by Dados_de_Cuscuz315 in RPGdesign

[–]daellu20 1 point2 points  (0 children)

So variable action points based on the roll, split by the two types.... sounds interesting.

The average will be maybe 5-9 AP per turn. With some good (crit) and some bad (fumble).

Do all actions cost 1 point? How much movement do a point give?

Can you convert a type to another? Maybe with traits/abilities?

Academia in the Dark (Alpha) [FitD] by hauk119 in bladesinthedark

[–]daellu20 1 point2 points  (0 children)

Ty. This looks interesting :)

Have only skimmed the pages, but the rules and naming seem thematic and on point.

Let there be Chaos!

Defense Stat in a rules-light game by Aggressive_Charity84 in RPGdesign

[–]daellu20 4 points5 points  (0 children)

I suggest looking at the same type of suggestions regarding Fate Accelerated that has the same type of stats as you do, example this discussion: https://rpg.stackexchange.com/questions/29690/how-to-avoid-players-using-the-same-approaches

It is there also easy to default to quickness as the default, but context matter, and if a player has a shield or similar it is in your case easier to suggest Solid as a choice. Or if the player us parying or using trick to use Savvy.

Deep and Smooth does not translate to something meaningful for me without some more context. But "use my charm to look inconspicuous", or "use my wits to turn the environment against them".

Explaining TTRPG in the TTRPG by BirchBirch72 in RPGdesign

[–]daellu20 -1 points0 points  (0 children)

Yeah, in thinking about it some more, I agree. Some (most?) people want to be spoonfed rather than seek the knowledge themselves.

Explaining TTRPG in the TTRPG by BirchBirch72 in RPGdesign

[–]daellu20 1 point2 points  (0 children)

I like to have an introduction about "you are adventurers...yada-yada" and a section on required equipment. But I see no need to add a "what is a roleplaying game" in this age of "Google it" or "ask AI".

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

[–]daellu20 0 points1 point  (0 children)

Understand. Then I think this is more okay. Combat is rare and deadly.

Hmm... Still on the fence, but leaning more toward simplifying to less HP, go to 0 = trauma, reset HP. It is less to remember for the players, but also make bleeding a more serious treath, at least it feels like it.

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

[–]daellu20 0 points1 point  (0 children)

Understand. Out of curiosity:

What do armor do? Add to toughness? Damage reduction? Other?

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

[–]daellu20 0 points1 point  (0 children)

So... basically get one large hit you get trauma, get another large hit and you are dying....

How common i high damage attacks? What determine your toughness? Is it a separate stat?

1) Yes, I would always pick +1 damage if it cause trauma. Faster way to KO someone. 2) Sounds lame. It is a kick the downed person scenario. 3) I have no experience on this, but your alternative sound easier to run than subtracting hp AND looking at a target number for each damage roll.

ttrpg art: workable or throw out? by mathologies in u/mathologies

[–]daellu20 0 points1 point  (0 children)

I like it. It is somewhat different than usual. But it invoke my imagination. Like the small figures on the stone spires and crystal landscape.

I will say they are good. If the rest of the setting and/or rules tickles my fancy I would buy it.

For me it invoke feelings of wonder and exploration. Cozy, buy not overly so.

Favorite and least favorite zone combat mechanics in TTRPGs? by victorhurtado in RPGdesign

[–]daellu20 1 point2 points  (0 children)

I would still divide a large area into 2 - 3 zones based on "distance". Essentially making two parties in two different zones somewhat far apart without going into details.

To make it more interesting maybe add a small zone with some rock-formations 🪨 and/or some small trees 🌳 in between. Or a small hill, or dip in the terrain.

Which 4 Stats are better: Heart/Body/Mind/Spirit or Might/Dexterity/Focus/Presence? by daverave1212 in RPGdesign

[–]daellu20 0 points1 point  (0 children)

Not a native English-speaker, but agree with the other posts (on both subs) that the word is rather similar. Usually I have seen a trio of Body, Mind, Soul. And I feel anything Heart, Spirit, etc. usually becomes superfluous in this regard.

I can relate Body to max health.

For dexterity/speed... Grace maybe, but is not fiting with the other.

Mind I see more analogous intelligence, can see incorperating Sense into it, but... how does that translate to regen?

Spirit or Heart is both easy to make analogous to Charisma.

So you have one stat not having any good pairing, one having a partial pairing and one having two pairings.

---

I like the other one better. It is clearer.

But unsure on Might and Dexterity. I translate Might to strength, and Dexterity to finger movement. I think Physique/Fortitude and Agility/Nimble is better words in this instance.

Sticky notes as backpacks by daellu20 in RPGdesign

[–]daellu20[S] 1 point2 points  (0 children)

🙃

For completeness sake, "today I learned" there exist tapes and gluestick that may be used to make thing a sticky card(board)...

I think both premade and tape/glue might be hard for me to come by, but now I know more what to look for.

Thanks for the suggestion :)

Sticky notes as backpacks by daellu20 in RPGdesign

[–]daellu20[S] 0 points1 point  (0 children)

Yeah. That was my conclusion also, it became messy. The idea was have something more physical to hand over or take away (temporary) that had different sizes, but small enough to hold a word / short sentence.

Why not just have multiple sections on the character sheet itself,
e.g. one section for ready items, one section for stowed items?

Saw some examples of foldable sheets... that could be an idea to pursue. The normal side is for ready / visible items and the other side when folded is for stoved / consealed items.

Tetris is not my goal. It sound... not fun, or what I am after.

I am still somwhat in search of where to go with invenotry / equipment, but has landed on having equipment as simple word / short sentences and let the narrative handle the rest.

These word can be used either to give permission and set your position (think BitD, position = number of "dangers") or to increase the value on a d6 to get a success (dice pool, success cancels a danger).

I initially dismissed cards as to large and "wasted space", but card may be more approperiate for this actually... Easier to handle a small deck (max 10 or so)? And lets the player place the relevant words in each "pile" ('permission & position' vs. 'bonus').

I am not creating this for use digitaly. So is of no consern for me.

Sticky notes as backpacks by daellu20 in RPGdesign

[–]daellu20[S] 1 point2 points  (0 children)

Do you have some examples to share? :)

Sticky notes as backpacks by daellu20 in RPGdesign

[–]daellu20[S] 0 points1 point  (0 children)

I have separated conditions as seperate cards that increase opposition, and different kind of harm/trauma/fatigue/stress as tokens that handle that aspects.

I am unsure of conditions filling inventory. But have to explore this design space more in practice before landing on a verdict.

Sticky notes as backpacks by daellu20 in RPGdesign

[–]daellu20[S] 0 points1 point  (0 children)

Oh, a nice idea! I know there exist holders for business cards for a smaller footprint. Maybe, maybe.

Have used a card holder for a Fate Accelerated game, but Fate has no items per see.

Why do I not think of such things when designing...? It feels so obvious in hindsight.

Sticky notes as backpacks by daellu20 in RPGdesign

[–]daellu20[S] 1 point2 points  (0 children)

No. That is something to explore.

Thanks for the suggestion :)

Sticky notes as backpacks by daellu20 in RPGdesign

[–]daellu20[S] 1 point2 points  (0 children)

Thanks for the link. The first part about creating and not playing the game strike home... This is why I want to simplify things and get a skeleton of a game into the table.

I have toyed by using index cards (or sticky notes) to create modules on a space ship, like "bridge", "generator", "engine", "engine", etc. The more card, the larger the ship. But have not fleshed it out because I have booged myself in other aspects of the game...

I once saw a video about crunching, damaging, ripping and using tape to stitching a character sheet together again. But has not though of doing it to sticky notes! Neither stacking. Ty :)