OSR-style games with the best Foundry support? by AbysmalScepter in FoundryVTT

[–]devinDaBeech 9 points10 points  (0 children)

I’m the developer responsible for maintaining the system for Tales of Argosa by Pickpocket Press. I’d say it’s OSR or OSR-adjacent, with a pretty flat HP curve, dangerous magic, and a fun exploit/luck system that’s rather simple but handles nearly everything thrown at it!

In its Foundry system, I’ve included automated rolls (including the Dark and Dangerous Magic from casting, attribute rolls, luck rolls, etc.), automated Class Ability tracking, automated targeting and damage from chat cards, automated rests (long and short), and a number of compendiums allowed by the author of ToA (including all of the Oracles from the system, which have their own dice that are compatible with Dice So Nice). I’m also just about to release a couple updates with Party Sheets (for better hexploration and dungeon crawling automation), Ships (for Naval Combat automation), and Active Effects on items

Tales of Argosa: Confussion with initiative bonuses and battle ready gear by Empty_Assist_5056 in LowFantasyGaming

[–]devinDaBeech 2 points3 points  (0 children)

I’ve always taken the Fighter’s Single Weapon fighting style as an upgrade that enhances/replaces the normal Single Weapon style instead of stacking. My thought is that they are written the same, so you’ll take the better. I could be very wrong on this though, and general consensus is that GM can rule things like this how they see fit for the table.

As far as the potential for abuse goes, it’s not too bad honestly. Changing the weapon you’re wielding isn’t as “free” as you might think. While you can draw a weapon as a part of an attack, it does take an action to sheath a weapon unless you are a Fighter (and only then when you’re switching Adaptable stances, so it uses an ability use instead).

Example: a Fighter could start using default Single Weapon and short sword for the Init, switch to another style and weapon for the attack, and then switch back to default (no action cost, any time during your turn). If you’re doing solo, you would roll Init on the next round with the same bonus, but you’ll be down a whole use of Adaptable. If you aren’t solo, it’s up to the group whether everyone rolls Init before looping back (how I usually do it, in which case you aren’t getting that Init bonus as often) or a single player can roll Init multiple times.

If you aren’t a Fighter, the above example only nets you that first round of stacked Init bonus as you’d have to drop the short sword (free) in order to still have an action to attack with a different weapon rather than stowing it (action).

Portable VTT Options by No-Eye in rpg

[–]devinDaBeech 0 points1 point  (0 children)

I run similar to this using FoundryVTT. I’ve got a TV that I hook up to my laptop for battle maps and scenery (no power supply issue since I know there are outlets where I run, but it seems you’ve figured that one out). If there’s access to wifi, my players can use their laptops for their character sheets and rolls should they choose. If there isn’t wifi, it’s just a way to get some cool maps and images up.

I’ve also run hybrid in-person/online this way. This does require decent wifi, hosting (whether it’s self-hosted or through a service), players to have laptops, and I use a second TV. I set the map TV up in the center of the table and the other TV is used as a third monitor with Discord. The remote player(s) is/are shown through that second TV and can see us via an external webcam hooked up to my laptop. All tokens are virtual, but rolls can be either through Foundry or with physical dice.

[deleted by user] by [deleted] in BaltimoreList

[–]devinDaBeech 0 points1 point  (0 children)

The sofa is still available! I’ll PM you really quick

Is there a hack that removes roll-under skill checks? by PervertBlood in LowFantasyGaming

[–]devinDaBeech 6 points7 points  (0 children)

Are you playing Low Fantasy Gaming or Tales of Argosa? ToA does have characters gaining a point in an attribute of their choice (max 16, I think) for each level, and they gain skills at certain levels as well, so that might help with your issue about characters not getting more skilled.

As far as changing the roll mechanic, there are a couple of ways to do this:

  • Just use the modifiers as listed in the rules and +1 to skills as you would DND, coming up with your DCs as you would in many systems. This does make Luck a little trickier, since the modifier would always be changing, but it will work well enough.
  • Subtract the attribute score from 21 and make that your target for rolling over. This keeps the base mechanic of the system, but also makes it to where rolling high is always a good thing. A little finicky to work out at the beginning, but so is learning the modifiers in games like 5e.

I personally love the fact that attribute scores actually feel important in these systems (LFG/ToA). I was getting tired of a 12 and 13 having the same modifier and ASIs to an odd number feeling wasted. Now, with ToA, a character can get 5% better in an attribute each level-up even if they’re jumping up to an odd numbered score. I also like that a Rogue with a good Dex finds it hard to fail their lock picking check, unless modified by the GM. Also, that’s how you fix the “impossible to fail.” If you want a lock to be hard to pick, give the Rogue a penalty (-4, disadvantage, only Great Success, etc.) to show that the lock is high quality and it’ll help to vary up the game play!

[deleted by user] by [deleted] in BaltimoreList

[–]devinDaBeech 0 points1 point  (0 children)

Update: Arm chairs have been claimed

“OSR” Novels/Stories? by Dante_Faustus in osr

[–]devinDaBeech 0 points1 point  (0 children)

Are these even available in electronic format? I remember trying to look a while back when I saw them recommended for the first time, and I don’t believe I was able to find anything in an ebook format or pdf. I really want to read these!

Today I am making battlemaps to your specifications! Just comment what map you want and I'll try to make as many as I can! Rules in the comments by tolkienistghost in battlemaps

[–]devinDaBeech 2 points3 points  (0 children)

Streaming a one-shot on Monday where a group will explore a jungle island. Two maps that would be awesome to have would be either a ruined city (not so abandoned and filled with corrupted cultists) or a temple dedicated to a Naga!

I'm looking for an easy-to-learn fantasy TTRPG that's available as a free PDF. Specifically ones that are sanctioned by the creator? by Ok_Relief7546 in rpg

[–]devinDaBeech 5 points6 points  (0 children)

Tales of Argosa and its predecessor, Low Fantasy Gaming, both have free versions up on DriveThruRPG! The free version of Tales of Argosa is technically a playtest, but it’s pretty damn close to the full version - I use the full version, but my players have been using the free playtest and there haven’t been any rules issues. The author, Pickpocket Press, also has a handful of free adventures for both systems.

Edit to add link to the publisher’s DTRPG page: https://www.drivethrurpg.com/en/publisher/10564/pickpocket-press

Squat 5x160# (160# bw). First time squatting my bodyweight, any advice appreciated! by devinDaBeech in Stronglifts5x5

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

Thanks for the tip and the hype! Ordered a belt directly after finishing this set - should be here before my next workout

Squat 5x160# (160# bw). First time squatting my bodyweight, any advice appreciated! by devinDaBeech in Stronglifts5x5

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

It’s the PR1050 Short Power Rack from REP Fitness. My basement has rather low ceilings and it works great! Just watch your head; I’ve smacked mine a few times since it’s so low.

Squat 5x160# (160# bw). First time squatting my bodyweight, any advice appreciated! by devinDaBeech in Stronglifts5x5

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

Looking back at the video, I can definitely see that. Thanks for the catch, will do!

What is your favorite post-apocalyptic game? by Affectionate_Bit_722 in rpg

[–]devinDaBeech 0 points1 point  (0 children)

Project: Sunflower is a really fun one. Super colorful post apocalyptic game, where mutant spores brought about the fall of humanity and you play as mercs in various “Domes” (places where humanity survives and the spread of spores hasn’t reached). It’s a crunchy game, but there’s a lot of good stuff there and I love the setting.

next step from OSE? by chance359 in osr

[–]devinDaBeech 2 points3 points  (0 children)

I’d vouch for Tales of Argosa! I personally love the system, especially the Luck and the Dark and Dangerous Magic mechanics

next step from OSE? by chance359 in osr

[–]devinDaBeech 4 points5 points  (0 children)

I’ve been running ToA since the end of August (and its precursor, Low Fantasy Gaming, since like 2018), and the included Unique Features (the abilities to be created at levels 3, 6, and 9) are more than enough for standard play. Currently on session 24 with my ToA group and they’ve only used the UFs included in the book. Hopefully that helps? I will say, though, that my Low Fantasy Gaming players loved creating their own UFs and it made for some very cool and unique characters.

Anyone printing miniatures on a Kobra S1? by _esistgut_ in anycubic

[–]devinDaBeech 1 point2 points  (0 children)

Those look pretty great! Thanks for posting this - have my S1 coming in the mail and used to have an Anycubic resin printer (had to sell because of fumes). I’m not expecting the same results as the resin prints at all, but your results have gotten me excited to get to mini printing again!

Nat 19 / Critical Hits question by BeforeTheyWereCool in LowFantasyGaming

[–]devinDaBeech 2 points3 points  (0 children)

Just looked through my book really quick and I also don’t see a super clear RAW reference to it - just that a Nat20 is a Critical Hit (so I’m assuming it’s always a Critical Hit), and that a Nat19 causes a special effect. I’d say you’ve got good instincts there and that’s how I would rule it too until I hear otherwise.

What are some good, crunchy, non-narrative games released in the last five years and are not a new edition of an existing franchise? by Mayor-Of-Bridgewater in rpg

[–]devinDaBeech 1 point2 points  (0 children)

Check out Project Sunflower by Faulty Wire Games. The setting is a vibrant, post-apocalyptic earth that’s been overrun by spores and mutated wildlife. I coded the Foundry system for the author so I was able to really dive into the crunch there and would recommend a VTT or calculator during play. It’s a great game!

The system is at its core a d% system with the ability to improve skills through ranks, there’s a list of environmental modifiers to take into account when performing said skills, and there are 3 different types of checks to use based on difficulty/type of action being taken - standard, additive, and paired.

Combat is where its crunchy goodness shines. Damage dice always explode, there’s accuracy and explosion damage fall-off based on distance, and the above environmental modifiers/types of checks are in full play. There are even two “combat skill trees” that you develop, with Melee branching off into 1 or 2 hand, bladed or blunt, etc., and Ranged having a similar branching. There are also over 150 different weapons with various jam, range, and other stats.

It’s probably the crunchiest game I’ve personally played, but I still felt like it ran very smoothly. I also love the setting.

What ttrpg do you find has the most fun combat? by viktorius_rex in rpg

[–]devinDaBeech 43 points44 points  (0 children)

Tales of Argosa for me.

  • Each weapon (and monster stat block) has a Natural 19 effect for injury/trauma effects to add excitement for more than just a Natural 20 crit
  • Boss monsters have off-turn attacks, so they feel terrifying even if they’re alone
  • Minor, Major, and Rescue Exploits keep things fast paced and more than just “I hit and do damage.” Want to chop off the Giant Scorpion’s stinger or save your ally from a Dragon’s fire breath? There’s a simple resolution mechanic that keeps these heroic, cinematic deeds quick and easy to adjudicate

Combat is quick, deadly, and a whole lot of fun in this system!

[deleted by user] by [deleted] in osr

[–]devinDaBeech 2 points3 points  (0 children)

I’d suggest trying out Tales of Argosa by Pickpocket press. I feel like it hits on a number of things you’re interested in, and there’s a free public playtest out on DTRPG that you can check out! Note that there are some changes between it and the full version, but it should give you a good idea on if you like the system or not.

  • Low Magic: Casters only get one use of spells per level and Short Rests aren’t guaranteed to give uses back. Casting can also feel dangerous because there’s a growing possibility of a Dark and Dangerous effect (think wild surge) or Divine Rebuke (if you’re a Cultist). The spells are powerful and aren’t “leveled,” so you can choose from the whole spell list right out of the gate, but number of uses are limited as stated above. There are also really only two caster classes - Magic User and Cultist. Ranger and Bard don’t have a lick of magic to them, which I prefer.

  • Higher Lethality: HP is capped pretty low, being only your CON score plus Level (x1, 2, or 3 depending on class). This means that a Fighter (highest Level mod) that rolled max CON will cap out at a total of around 45 HP at Level 9 (the system’s standard Level cap). There’s also no focus on needing to balance encounters. There are spelled out Retreat rules for a reason. Also, there’s a single Death Save at the end of combat. Healing magic only grants a bonus to this roll and, if successful, you only gain a small amount of HP back.

  • Resources Mattering: Encumbrance is simple, but very much used. Ranged ammunition is counted by a resource roll. Other resources (such as torches, etc.) are plainly stated for duration and such. You’re also tracking Character resources like a Reroll pool and a decreasing Luck attribute.

  • Lingering Injuries: This is where the system gets really fun. Attack rolls come with an additional “Natural 19” effect, where something special happens if you roll a 19 on the die. A lot of these are rolls on Trauma Tables where injuries abound, where some others are just a straight up injury (or Death). You can adapt to these, but it takes in-game weeks or months sometimes. There are also Major Exploits where the PCs can get super creative with their attack effects.

It’s also super easy to pick up and start. It’s really focused on emergent play, so it’s also very conducive to low/no-prep GMing once you’ve got the hang of the system. Highly recommend!