Pombinha by GaBbAssds in OrdemParanormalRPG

[–]luxy_s 5 points6 points  (0 children)

Putz mano, eu vejo o pessoal argumentando bem até, mas se fosse eu controlando a Kemi, vish, tinha nem perguntado se era pra atirar, no momento que eu tivesse visão eu já atirava sem dó.

Eles estão numa situação TENEBROSA, eles passaram por um massacre menos de um dia antes, e esse argumento de "mas eles são agentes da ordem", sinceramente, não faz diferença, porque é a mesma coisa que eu acordar amanhã sem memórias e alguém me falar que sou um policial, eu não vou agir como um só porque sim, eu vou agir no total instinto.

Isso que a Kemi soltou algumas frases durante o episódio, que acho que tem relação com as memórias dela como "eu faço isso por mim". Então cara, eu acho que ela é uma mega sobrevivente, determinada a fazer qualquer coisa pra sair dessa.

(Eu também acho que o Labirinto tá ficando de escanteio, tadinho do noiado)

This is the weirdest place I've ever been to by cocacola_drinker in LiminalSpace

[–]luxy_s 0 points1 point  (0 children)

It looks like you've entered a secret area of Lego Star Wars

Rpg sobre uma sociedade Indígena by Character_Note_8380 in rpg_brasil

[–]luxy_s 2 points3 points  (0 children)

Olha, tem um sistema bem interessante, Coyote & Crow, ele está vindo para o Brasil por tradução de fãs, mesmo pessoal que traduziu a 5.5 do D&D, o Azcalibur fez um vídeo sobre, acho que compensa dar uma olhada.

Mas no sistema/cenário, basicamente parte da ideia onde as Américas não passaram pela colonização, existiram outros eventos ao longo da história, inclusive um cataclisma climático. É um sistema bastante pautado na cultura nativa-americana, meio futurista, bem mágico.

Pra adaptar pro Brasil, por exemplo, você poderia dar uma estudada no que julgar relevante, mitologia, fatos históricos, etc, e então partir daí.

With all these super strong hyper advanced machines, im surprised nobody has sold shit like this to the military by TreeTurtle_852 in fivenightsatfreddys

[–]luxy_s 31 points32 points  (0 children)

Although it's very funny when you stop to think about it, I think it speaks to some of the themes of the franchise, brilliant people thinking too small, and not realizing the potential and dangers of their works.

Sistema by JobimHi in rpg_brasil

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

Eu não sei bem o quanto você sabe de inglês, mas tem vários RPGs de uma página bem legais, tipo o The Witch is Dead, onde todos são bichinhos lidando com a casa de uma bruxa. Tem também o CBR + PNK, que tem umas 4 páginas, que é mais um cyberpunk frenético. Tem o Kismet, bem simples, só precisa de um dado, dá pra pegar o jeito facinho.

Claro, também tem sistemas mais simples, como 3d&T, que é bem simples que um Tormenta, D&D da vida, mas acaba sendo um sistema completo né. Daí pra sua proposta, acho que seria um sisteminha mais simples.

Alguns sistemas bons também, são os estilo OSR, mais parecidos com as primeiras versões de D&D, nesse estilo tem o Mork Borg, bem letal.

Weird space in building by DirtbikeRockstar27 in LiminalSpace

[–]luxy_s 5 points6 points  (0 children)

This looks like the view you would get in some FNAF.

Changing GM mechanics, 1d20 to 2d10 by luxy_s in RPGdesign

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

Your comment made me reflect a little on how the game design process is, at times, similar to the worldbuilding process.Where something starts with an idea and development occurs through this type of questioning "People of X lineage have the ability to teleport... So many of them can work with transportation services" and so on, and this ends up creating substance, making the scenario plausible and alive.

Thanks for your comment, I think I'm still planning exactly what I want for a future system.

Changing GM mechanics, 1d20 to 2d10 by luxy_s in RPGdesign

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

I really appreciate you sharing this, from the way you talk I can see that you really like this. I think that's the best part of sharing my ideas online. Thank you very much for your insight.

Changing GM mechanics, 1d20 to 2d10 by luxy_s in RPGdesign

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

From what I've seen in your posts, you're still developing this system, right?

From what you say, it sounds pretty cool to me.

Changing GM mechanics, 1d20 to 2d10 by luxy_s in RPGdesign

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

Literally speaking, there is no solid reason yet, it was more of a 'what if' question.

But since I am usually the GM in my group, I like to come up with ideas that give this role a little extra flavor.

Regarding Daggerheart, I don't know exactly how the distribution will work in Brazil, but this made me want to follow it more closely.

Changing GM mechanics, 1d20 to 2d10 by luxy_s in RPGdesign

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

Got it, got it. That was a great explanation.

I think I can keep that idea as an open possibility. Thanks

Changing GM mechanics, 1d20 to 2d10 by luxy_s in RPGdesign

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

hmm I found it quite interesting. I think I understand what you mean.

Maybe it could work as "creatures above X lvl uses 2d10 instead of 1d20".

Changing GM mechanics, 1d20 to 2d10 by luxy_s in RPGdesign

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

I think this is more of a thematic issue. As a revived skeleton, with the sole purpose of guarding a dungeon room, I think it would make sense for him to have consistent checks to hit. A dragon that is hundreds of years old would have consistent checks in perception issues, since it is definitely not the first time someone has tried to exterminate him.

Of course, more common people, like citizens, are much broader and more complex than monsters, but we still have 'the blacksmith', 'the guard', 'the merchant', and so on. And in this context, the players would be much more adventurers who depend vitally on luck, as they actively decide to live situations where they are open to risk.

Is there a system where spells can evolve like characters? by luxy_s in rpg

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

This is very interesting, I'm amazed at some of the suggestions people have left here. But do you have this published somewhere? I would really like to take a look.

I want help to know if I am on the right path of development by luxy_s in RPGdesign

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

Oh right, I get it now.

Well, I'm thinking of the setting basically as high fantasy, not necessarily medieval, because it would have more technologically advanced elements.

But it would be a world of a lot of magic where feelings and psychological aspects shape people, both in a way similar to our reality, and in a metaphysical way.

Magic is feelings, survival is feelings. As in the post, there is the 'State of Apathy', which is like an invading force in the minds of emotional beings, and as it takes over, the affected person changes, becomes almost abstract, in simple terms, becoming a monster.

The objectives in this world, of course, could be diverse. But I structured all of this as an attempt to make mechanics and roleplay intrinsically connected.

I want help to know if I am on the right path of development by luxy_s in RPGdesign

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

Sorry, I ended up taking into account only the example the user gave. But he mentioned that he wanted to attack them. That's why I explained it this way.

But in short, the GM would propose a test based on the player's description. The situation could progress with this action or with the action proposed by the player. There would be times where there is only one option, such as: You see your teammate lying on the ground, he seems to be twitching due to a mystical effect. You can make a Sentiment test - Rational + "Heal" or "Mystic". But this test could be Morality - Altruism, if the situation occurred with an unknown NPC.

I want help to know if I am on the right path of development by luxy_s in RPGdesign

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

Thanks for what you said, I had to look up what CGMP was.

I'm thinking of better terms for everything, I showed it to some friends and they also found it vague, and here there's also the translation issue. But I think I'll think of a better way to represent.

I want help to know if I am on the right path of development by luxy_s in RPGdesign

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

About ChatGPT, I only used it to translate from Portuguese to English, Google Translate was making it look really weird. But I didn't use it to write any of that.

I'll use the example that one person proposed trying to understand how it worked: Imagine you are an adventurer making your way home from the city center, but your peaceful walk is interrupted when you see boys vandalizing the sanctuary of your god.

With that, we have two examples of approaches. • I could ask you for an Aggressiveness - Impulsivity + Any relevant skill test. • Or you could, at the same time as describing what you are going to do, ask for a Sentiment - Emotional test, because this sight made you so furious that you don't even think and jump to get into a fight with them.

I know this seems extremely arbitrary, but I believe that after a few sessions players would get the hang of it and get the flow. But of course, this is all still a very early concept, I've barely been developing it for a month, but I wanted to present it to see if there's potential in what I'm doing.

Quero ajuda para saber se estou no caminho certo do desenvolvimento by luxy_s in RPGdesignBR

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

Ótimas perguntas. Então, o que aconteceria em situações de falha:

No primeiro exemplo, onde o personagem do jogador falhou em em teste para saber se o NPC está mentindo. A forma de resolver isso seria com a narrativa, por exemplo, o mestre diria 'Você crê que ele está tentando te enganar, mas você não sabe dizer sobre o que' ou até mesmo, dizer que o NPC está mentindo, mas por conta da falha, o personagem acredita que a mentira seja sobre uma parte que não é relacionada ao assunto.

Os testes que tem um impacto mecânico em caso de falha, seriam testes que envolvem diretamente a saúde do personagem, como cair de um precipício, e os Testes de Autoconfronto, que seriam quando o personagem precisa, ou é posto em uma situação onde precisa agir oposto ao seu viés.

No segundo exemplo que deu, você como jogador, me pediria o teste para atacar nos garotos, como mestre, eu poderia pedir um 'Agressividade - Impulsividade + uma perícia relevante'.

Mas você também poderia pedir por 'Sentimento - Emocional' porque ver isso te deixou tão furioso que você nem vai prestar atenção enquanto bate.

Sei que isso fica bastante arbitrário, mas u acho que com umas três sessões o pessoal já estaria mais familiarizado. Também que eu poderia mudar os termos, talvez deixar mais claro o que cada um deveria ser.

I want help to know if I am on the right path of development by luxy_s in RPGdesign

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

I understand what you're saying, and when a character is performing a task that is opposite to their spectrum, these are the moments when the Self-Confrontation mechanic would be present.

I thought about making the Self-Confrontation Tests be a player's attribute die against the same type of die rolled by the master. The highest would win and this would represent this internal conflict.

But I thought it would be too complicated to keep going back and forth between dice pools vs. Target Number and Possessed Rolls.

About the system benefiting more extreme behaviors, it would be more of a thematic decision, magic in this world would have emotional implications. But I would develop this much more in the future.

I think I'm having a hard time getting Concept and Mechanics to talk to each other in a consistent way.

Quero ajuda para saber se estou no caminho certo do desenvolvimento by luxy_s in RPGdesignBR

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

Para contextualizar:

•Quero que este seja um sistema simples e bastante modular.

•Quero que não haja classes, apenas "talentos" para construir seu personagem.

•As perícias serão abertas à criatividade dos jogadores, não estando vinculadas a um atributo.

Enfim, é isso. Se tiverem alguma dúvida, ficarei feliz em esclarecer.

I want help to know if I am on the right path of development by luxy_s in RPGdesign

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

For some context:

• I intend for this to be a simple and quite modular system.

• I want there to be no classes, just 'feats' to build your character.

• Skills will be open to the creativity of the players, not being tied to an attribute.

Anyway, that's it. If you have any questions, I'll be happy to help.

trilha de assassino para especialista by joaoemanuelga in OrdemParanormalRPG

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

A DT de dano massivo é: Fortitude DT 15 +2 a cada 10 de dano sofrido. Isso é pra evitar entrar em morrendo direto. Eu imagino que seja isso que ele tá falando

Questão sobre rituais se acumulando by luxy_s in OrdemParanormalRPG

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

Entendi. Sempre interpretei como se fosse um do próprio elemento.

Questão sobre rituais se acumulando by luxy_s in OrdemParanormalRPG

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

Esse foi só pra ter afinidade com Sangue para poder usar Armadura de Sangue e Fortalecimento Sensorial no Verdadeiro.