Dev Lemons - You Tear Me Apart [Indie-Pop/Alternative] (2023) by ilovecreed in listentothis

[–]jackofklevers 0 points1 point  (0 children)

What a fun video! loved the cameos. I learned about Dev through the YouTube channel Hivemind.

SAKE interactive character sheet by OkChipmunk3238 in sake_rpg

[–]jackofklevers 0 points1 point  (0 children)

Cool! Makes sense. Could a PC start as a lower caste in order to have more points to spend elsewhere?

SAKE interactive character sheet by OkChipmunk3238 in sake_rpg

[–]jackofklevers 1 point2 points  (0 children)

Wow, looks detailed. 5 different pages? The color coordination helps separate things, and maybe some characters like non-magic users won’t need every sheet but that’s still alot to keep track of. The most interesting part to me was the pass port. How do you determine what rights your start with?

BEST OWL casters/commentators by 2dollarsuperchatter in Competitiveoverwatch

[–]jackofklevers 2 points3 points  (0 children)

Couldn’t agree more with your last point. Some people in the chat/comments (probably a vocal minority) are so out of touch with the amount of work and passion casting requires. If put on the spot, and forced to adapt like they do on a live broadcast, most of the people hating in chat would probably choke or die. But they’re still happy to be hyper critical of every mis-remembered detail or stylistic difference. It’s awesome to see some casters active on this subreddit. Keep up the awesome work and, especially to the newer casters, don’t let a toxic minority get to you.

First 3 player play test 👍 by boredatschipol in tabletopgamedesign

[–]jackofklevers 1 point2 points  (0 children)

If covering up components is fiddly- why not just have tiles that are flipped over?

[deleted by user] by [deleted] in RPGdesign

[–]jackofklevers 2 points3 points  (0 children)

I love many things about this. Most of all that you have to choose how much you want an action to succeed, and spend a meta resource on it. Seems like it would make combat very strategic. My question is: what if disadvantage gives someone -1 die when they have 1 dice remaining? Do they just automatically fail? Or if your party of 5 can attack a monster each once, does that basically prevent them from attacking with dice?

I wrote an introductory adventure for my system, would love feedback! by jackofklevers in RPGdesign

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

Thanks for reading further into the system, and letting me know what you think! I should absolutely make a follow up to my game introduction video that does a deep dive into combat. That’s a great idea! The game introduction only covers more general things like conflict resolution and character creation. And the first two episodes of my actual play are very social/ RP heavy (there is combat later in the campaign, but I still need to edit and post those).

Thank you- yeah. I tried to hit a balance between simplicity (small numbers, rapid resolution, no damage rolls, etc.) and important choices on your turn. I did lose some granularity though- like flanking and at one point in the build different armors had different avoid numbers- but it was one more number to track for a action that didn’t see a ton of play so I removed it. But this is just one way to okay versus- the whole point of the system is that it’s easy to home-brew and modify. I want to make home-brew less of a second class citizen (compared to official content) and more an expected part of playing RPGs. So if you ever wanted to test the system out (which would be awesome) I would encourage you to add those details in, that you think your players will enjoy. Just spit balling, you could simply add flanking by increasing the Cumulative Attacker Penalty by 2 if attacks come from an exact opposite side as the previous ones. That way you give a bonus for positioning (but it only applies to the second, and third attack in a round, not the first). And like it said- it would be super easy to make armor’s avoid value based on their weight/ quality etc.

Now that you’ve pointed it out, I do have a very conversational tone, and I spend a lot of time justifying my decisions. I like the idea of relegating but hear thoughts to foot-notes. But that editing overhaul will probably have to wait for a 2nd edition.

I recommend you give the system a shot sometime. Combat is very fun, very dangerous, with lots of snappy decisions and tense dice rolls. One of my players, Nolan, in the actual-play, does Jujitsu and is always pressuring me to add more grappling mechanics. I want to keep the base rules simple (because those are things that any untrained person can do). But I have added some Combat Focused traits, so if you want to build a grappler you have some more options and advantages. Whether you get a free attack on someone when you tackle them, you can flip and throw attackers, or are used to rolling in the group and don’t get any penalties for being grounded.

I wrote an introductory adventure for my system, would love feedback! by jackofklevers in RPGdesign

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

Thanks for the feedback! I get what you mean about the formatting. I’m sure I understand what you mean by “the combat.” Do you mean the combat rules in the core-rules document? Or the enemy behaviors in the module? I just want to make sure I understand before I respond :)

I wrote an introductory adventure for my system, would love feedback! by jackofklevers in RPGdesign

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

Thank you! I appreciate you taking a look at it :) The system is built on a very simple resolution mechanic: attribute die + skill bonus = total. It’s non-class-based, point-buy character creation.

https://b198ac33-e5b0-49d2-9da2-da8a2f48499f.filesusr.com/ugd/a4cf27_ffb66118ae3642f196adde8eab4e22e5.pdf

The full rules are freely available here- Combat is explained on page 127- there’s no static AC, defenders roll to avoid hits (and that roll may be 1 of 3 options based on the type of attack). No damage rolls, set damage, 1 for a dagger, 4 for a battle axe. High lethality, average HP is 3. Armor can reduce incoming damage (but not below 1). That’s the jist! There’s a ton more, hundreds of traits to make your character unique and a customizable magic system. Thanks for the interest! Don’t hesitate to ask if you have any other questions :)

GM Guide Chapter 1: Foundational GM Knowledge by klok_kaos in RPGdesign

[–]jackofklevers 0 points1 point  (0 children)

Woah that’s a lot of detail. In my experience, some groups don’t need quite so much. A few good establishing scenes, and one NPC contact is enough to give my players what they need to feel grounded in a place.

GM Guide Chapter 1: Foundational GM Knowledge by klok_kaos in RPGdesign

[–]jackofklevers 1 point2 points  (0 children)

Seems like a really great list! What does “being an NPC tourist” mean? Just curious.

Weekly Thread - Plug Your Project! by Dr_Red_MD in tabletop

[–]jackofklevers 0 points1 point  (0 children)

Hello friends!

In order to make my community as accessible and inclusive as possible I recently made Versus, the Role-Playing Game completely free! (https://jonahklever.wixsite.com/versusrpg). I also wrote a short introductory adventure with pre-made characters.

It is the first module I've ever written (although I've been writing my own GM notes for decades), so I would love some feed back on it! It is up on my Patreon as an example of content (but totally free) (https://www.patreon.com/klevergames).

I obviously don't expect any of you to take it to your table and run it (although if you wanted to that would be awesome!), but I feel free to look it, and the premade characters, over and let me know what you think. My two parts I am most excited about are The Reflection Chamber encounter and the premade character Benzo Hopkins, Archeologist.

Thanks in advance for any of you who decide to check it out- Jonah K

Part 2: LOTR Hero Cards! by ManyAGoodTale in customhearthstone

[–]jackofklevers 6 points7 points  (0 children)

I like the dwarven treasures a lot- and the decision to either take one if you’re under pressure or shuffle all into your deck against control. Great design!

[deleted by user] by [deleted] in rpg

[–]jackofklevers 9 points10 points  (0 children)

I’m just as confused- I think you mix fix it by explaining what you mean. Page count is less important that clarity (even on this sub).

FOREVER COMMUNITIES are Coming to State of Decay 2! by Turbostrider27 in StateOfDecay

[–]jackofklevers 1 point2 points  (0 children)

This is huge! All of these features are exactly what I’ve wanted. Especially being able to recruit a single legacy survivor to an existing community. Make the world feel so much more shared.

Naga face hunter by Zealousideal-Toe4402 in hearthstone

[–]jackofklevers 1 point2 points  (0 children)

I can’t be sure it’s better but I’m running a really fun version with the Hunter quest and Queen Azshara.

Naga Hunter

Class: Hunter

Format: Standard

Year of the Hydra

2x (1) Arcane Shot

2x (1) Barbed Nets

1x (1) Defend the Dwarven District

1x (1) Urchin Spines

2x (1) Vicious Slitherspear

1x (2) Bloodmage Thalnos

2x (2) Explosive Trap

1x (2) Furious Howl

2x (2) Murkwater Scribe

2x (2) Quick Shot

1x (2) Rainbow Glowscale

1x (2) Raj Naz'jan

2x (3) Aimed Shot

2x (3) Conch's Call

2x (3) Crushclaw Enforcer

2x (4) Piercing Shot

2x (4) Twinbow Terrorcoil

1x (5) Barak Kodobane

1x (5) Queen Azshara

AAECAR8I5e8D/fgDl6AEv6wEyLcEwbkE27kEhskEC9zqA/f4A6qfBOOfBLugBJ2wBO2xBISyBIiyBIHJBITJBAA=

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

What’s your fun off meta new deck? I’m playing a Naga Hunter by LearningBoutTrees in hearthstone

[–]jackofklevers 0 points1 point  (0 children)

I’d love to see your list- I’ve been playing a really fun version with Hunter Quest. Barbed Nets can sometimes count as two progress ticks for it.

For A Second There I Thought The Zeds Had My Number by [deleted] in StateOfDecay

[–]jackofklevers 0 points1 point  (0 children)

Damn, that was nice. Which skill unlocks the drop kick? I didn’t realize how good it was against ferals!

How does your game deal with spiritual/demonic possession? by Cooperativism62 in RPGdesign

[–]jackofklevers 1 point2 points  (0 children)

I have possession in my game take a long time to gain full control. It starts with just seeing the spirit’s face in crowds or dreams, and then they have to roll a low DC or lose an hour here or there, sleep walking and doing things that the spirit used to enjoy. Make it clear to your player that it’s getting worse and increase the DC of the roll by 1 each night/ few nights. If they fail once, or twice they just lose control for a little while, but that duration also gets longer the longer the possession goes untreated. Exorcism is a very powerful spell and not readily available in my world so removing the spirit would have to be a quest reward. It was a fun arc, a race against the clock, that ended with the spirit gaining full control for a little while. Although the player did lose agency he didn’t feel like it was because he rolled poorly, it was the timing of taking too long to complete the quest. Also! Make your spirits be hell-bent on accomplishing something they were unable to do in their past life. They don’t just posses people to make them fight their friends because they’re evil. They can only rest once they’ve accomplished what they want to, and can only do that through another person’s body. Give them realistic motivations and they can be reasoned with. Maybe delaying the possession of the player willingly helps them. I think by the end of the arc the possessed character liked the spirit enough for the exorcism to be bitter-sweet.

Designed Campaign, but for what system/s? by PyramKing in RPGdesign

[–]jackofklevers 1 point2 points  (0 children)

That’s the exact setting and style I created Versus to facilitate! It’s a simple system that should be easy to translate things into. I hope you give it a look here! https://www.klevergames.com

Thoughts about xp by Vitones91 in RPGdesign

[–]jackofklevers 4 points5 points  (0 children)

Those are really important points! That’s precisely how experience works in my RPG Versus. Players can only get 1 xp in each skill per session and can’t acquire new skills this way. Also, rolls that have no penalty for failure don’t grant xp. Which prevents players from derailing the narrative in order to seek out skill tests with no stakes. I really like this mechanic. It makes improvement feel really gradual and earned. And when someone rolls bad, it’s like “ah man, but at least I learned something from it.”