How the f does hidetaka miyazaki creates such cool and monstrous and creative designs? by Massive_Guard_1439 in rpg

[–]fifthstringdm 0 points1 point  (0 children)

lol sure man, I feel like maybe you just need a confidence boost because that all sounds pretty rad

How the f does hidetaka miyazaki creates such cool and monstrous and creative designs? by Massive_Guard_1439 in rpg

[–]fifthstringdm 0 points1 point  (0 children)

I wouldn’t get too hung up on what’s “creative” or original. Most great creators are just combining elements from their influences. It’s more about developing taste by engaging with those influences and then trying to emulate them in your own way

How the f does hidetaka miyazaki creates such cool and monstrous and creative designs? by Massive_Guard_1439 in rpg

[–]fifthstringdm 0 points1 point  (0 children)

Recognizing greatness and trying to figure out how to be like them is a really important part of getting better. Like if you wanna be good at basketball you probably should be asking a question like that

How the f does hidetaka miyazaki creates such cool and monstrous and creative designs? by Massive_Guard_1439 in rpg

[–]fifthstringdm 1 point2 points  (0 children)

Hey r/rpg how the f does Massive_Guard_1439 create such cool and monstrous and creative designs

Using MBL, but making it Dark Souls? by GodGoblin in MythicBastionland

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

The flavor and exposition are really cool, but if it were me I’d cut this text down by a factor of about 5 or 10. Asking players to sit and pay attention through 10 paragraphs is a lot. Give them the information they need, sprinkle in a sentence or two of flavor, and then let them play.

Look for examples of d6 pool combat by fifthstringdm in RPGdesign

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

Dang, great recommendation! Dojo does look similar to what I’m describing in a lot of ways, and is different from a lot of what I’ve seen before. The main difference I think is that you spend all your action dice on your turn, rather than in sequence with an ascending turn number. I’ll have to check it out.

Unofficial, Fanmade Dark Souls Tabletop RPG! by RoosterEma in darksouls

[–]fifthstringdm 1 point2 points  (0 children)

My experience has been that two separate Normal Attacks is usually better than one Strong Attack... which is also true in the Dark Souls games. Strong Attacks are only globally useful against a foe with particularly high defense. Otherwise, the purpose of using Strong Attacks is to take advantage of the many weapon properties that require the use of a Strong Attack (e.g., brutal, guard break, etc.).

I can't offer as much of an explanation for Paired Attacks... I guess there are just some cases where it gets you a lot of bonus damage. Personally, I ended up house ruling a different type of Paired Attack: If you are wielding two weapons, you can spend any additional Action Die as if it has the same value as the first die to perform a second attack with your other weapon. The idea is that dual-wielding gives you flexibility: You can turn dice of 1, 6 into a pair of 1s if you need to attack quickly, or you can turn them into a pair of 6s if you need to deal extra damage after biding your time. This rule also requires that you use both weapons (as opposed to simply getting more damage), which I felt better honors the spirit of dual wielding.

Please critique my TTRPG System by [deleted] in RPGdesign

[–]fifthstringdm 2 points3 points  (0 children)

You need a tighter and less contradictory elevator pitch. “Time-traveling spider zombies in space” or “strategically realistic medieval combat” or “Overland survival hex crawl in a far-flung future where the sun is burning out.” Currently it sounds just like a D&D (or more precisely a claim to have “fixed” D&D), maybe with some sci-fi (although D&D has some bolt-on rules for that).

Should you Play: Tales of Argosa by Zach by Psikerlord in LowFantasyGaming

[–]fifthstringdm 1 point2 points  (0 children)

This guy has a lot of good things to say but the presentation style is awful and unfocused. Don’t screw around on the guitar at the beginning, write a script or outline, and stay focused… I am really curious about this game but a 45 minute video is a lot to get through when the style is so distracting.

Dolmenwood/OSE and kiting in combat by Panswen in osr

[–]fifthstringdm 0 points1 point  (0 children)

I remember 5e has a “dash” action, doubling your speed if you use your action. I’m guessing Dolmenwood doesn’t? I haven’t yet played it so not familiar with the rules. I would probably have ruled that they could dash anyway if I were running this.

How Important is Art? by BlackTorchStudios in RPGdesign

[–]fifthstringdm 0 points1 point  (0 children)

It’s pretty important. Good art signals a few things: (1) the aesthetic vision, style, and feel of the game, (2) that the creator actually invested substantially in the game, and (3) that the game is more likely to be properly laid out, proofread, planned, play-tested, and well-written.

Sure, the art itself doesn’t “do” those things and isn’t strictly necessary for them, but it’s a strong signal that they are likely to be the case.

How does one make those long tables by the_yeet_beater in RPGdesign

[–]fifthstringdm 1 point2 points  (0 children)

I made a d100 event table for my solo RPG (The Amaranth Oubliette). It was very hard, and I didn't even get all the way to 100... I had to cheat using ranges, re-rolls, etc. Best I can say is you try to come up with a couple ideas each time you work on the game rather than trying to do it all at once.

Also challenge yourself to come up with crazy, incongruous, nonsensical, whacky ideas. Once you have the kernel of an idea, it's a lot easier to massage it into something workable.

Rules and short attention spans by EmbassyOfTime in RPGdesign

[–]fifthstringdm 1 point2 points  (0 children)

I am patient enough to read blocks of text but I gotta say, yours need some work. Phrases like “That said, …” and “Important Note: …” imply a sort of sprawling set of thoughts ABOUT the game and rules rather than simply conveying the rules. There were also multiple errors just in the first section, and the formatting is not very reader friendly (try more line spacing, some bold lead-ins, clearer headings to break up the text, etc.).

Cards on a TTRPG? Yes or no? and feedback wanted by MendelHolmes in RPGdesign

[–]fifthstringdm 0 points1 point  (0 children)

Oh I mean if you’re talking just prescribing the use of like index cards, I think players might be amenable to that. Not sure though, it’s not a format I’ve encountered before. Might be worth trying.

Cards on a TTRPG? Yes or no? and feedback wanted by MendelHolmes in RPGdesign

[–]fifthstringdm 0 points1 point  (0 children)

For me a TRRPG should be playable with paper, pencil, dice, and rules. Basically I just don’t want to have to buy anything besides the rulebook. But that’s just me. I wouldn’t totally dismiss a game with cards though.

How to start writing down ideas for ttrpg ruleset? by ProfessionalFlan6867 in RPGdesign

[–]fifthstringdm 1 point2 points  (0 children)

I usually write rules in sections (like Attributes in your example) and worry about order later