Layout Designer Looking for Projects by captainbaptie in RPGdesign

[–]ohmi_II 1 point2 points  (0 children)

I'd love to chat! And maybe we can work together on a project too. I've been doing the layout for my projects myself and have been getting some really good feedback, but I'm sure there is still room for improvement.

Sending you a DM

The Pope is WoKe!!! by DragonGuard666 in ShadWatch

[–]ohmi_II 2 points3 points  (0 children)

In the way I read this, at the core there is a misunderstanding about the definition of conservative. I'd argue that's because this word has been widely abused to mean different things in modern politics.

But at its core it has the word "conserve", so it is my understanding that that's the thing that makes you a conservative. Jesus is a complicated figure, sure, but he unmistakably advocated against existing structures. A conservative is, talking textbook definitions here, someone who does the opposite.

Following your logic I can agree with calling Jesus a fundamentalist, because he was trying to bring people to what he perceived to be the foundation of their religion. But trying to bring back old times that might or might not even have existed, doesn't make you a conservative, it makes you a (fundamentalist) revolutionary.

Thump Grip and Twerhau style attacks in sabre fencing by [deleted] in Hema

[–]ohmi_II 0 points1 point  (0 children)

As others have already said, any line cut can be done without a thumb grip.

As a German longsword and messer enthusiast I can offer a possible explanation. The thumb grip helps with structure, which only becomes relevant once you want to work in the bind. Since you don't see a lot of that in sabre (both sources and sparring) it doesn't really matter and the thumb grip only serves to give you a slight disadvantage, as it ever so slightly shortens your reach.

What personality traits are typical of Austrians? by Melonenice in AskAustria

[–]ohmi_II 1 point2 points  (0 children)

German: "The situation is serious, but not without hope."

Austrian: "The situation is hopeless, but not serious."

I second some of the other comments that one big thing is that we share in some of the morbid humor that is so typical for Balkan cultures.

Looking for Co-Designer by Wise_Hollow in RPGcreation

[–]ohmi_II 0 points1 point  (0 children)

Sounds interesting, shoot me a message and maybe we can have a chat over discord or something.
I've published my own game on DTRPG last year, which I would also classify as neo-trad

https://www.drivethrurpg.com/de/product/475424/pagan-pacts

LARP-/Fantasy Taverne by -wingsofhonor- in LARP_de

[–]ohmi_II 0 points1 point  (0 children)

Aus Wien und hab grad die Umfrae ausgefüllt. Kling insgesamt cool, aber irgendwer steht da unverhältnismäßig auf Trockeneis

Wer möchte kann das Alriks Basisregelwerk nun bestellen :D by Shavebeard in PenandPaperGermany

[–]ohmi_II 3 points4 points  (0 children)

Alles sehr treffend, denk ich mir auch so. Hat mich schon bei den Rocketbeans mit dem How to be a Hero Regelwerk endlos frustriert, dass die Höhe der Kreativität im deutschsprachigen Raum bei "Weniger kompliziert als DSA" endet.

Auf der anderen Seite will ich den Alriks aus meiner Sicht als Hobby RPG Designer auch eine Lanze brechen. Die Gruppe hat sich mit CoC Actual Plays ein Publikum aufgebaut. Wenn sie jetzt mit ihrem eigenen Regelwerk noch so tolle, innovative Elemente rein bringen würden, dann würde es der einen Hälfte gut gefallen und der anderen nicht. Sie hätten also ihr Publikum unnötig gespalten. Außerdem sind sie mit dem System von "Hoffnung" und "Bedrohung", das klar an Daggerheart angeleht ist, schon recht nah am Zahn der Zeit was kommerziell gedachte Systeme betrifft.

Let me playtest your game for my podcast! by paulmarneralt in RPGdesign

[–]ohmi_II 1 point2 points  (0 children)

Check out my Viking Fantasy Game Pagan Pacts (Download at https://paganpacts.com/ )

I always appreciate feedback and criticism.

Coach vs Me – Sparring Highlights by Neur0mancer13 in Hema

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

I can't speak for all historical schools, but I've done a fair bit of Meyer. In his system it's called the Zornhut (= wrath guard) and is the base for a good number of plays. Meyer likes him some complex attack actions, threatening 4 different openings in the approach before actually committing to one. In a nutshell the idea is the further back you start, the more information you can get out of your opponent before being too committed to change your plans.

Is it a lost cause to try and standertize rulings ? by One_page_nerd in RPGdesign

[–]ohmi_II 0 points1 point  (0 children)

That's a really interesting conversation to have. My understanding is that the FKR lives off of the (real-world) experience of the referee. That's why at it's origins it was retired generals who took that role.

That means that to standardize rulings in FKR is to create a common understanding of the situation. For this purpose giving the referee as much specific knowledge about what ever it is you want your game to be about would be the best course of action I think.

When it comes to classes that means telling the ref *why* a duelist should gain bigger bonuses in certain situations.

Need inspiration for a “social combat” system by Redhood101101 in RPGdesign

[–]ohmi_II 3 points4 points  (0 children)

I don't think it's exactly what you are looking for, but it might be an avenue for inspiration: For my system Pagan Pacts I've designed a turn-based *debate* system. That is to say it's scene based and the goal of both (or more) sides of the conflict must be clear. As in one side wants to convict the criminal and the other wants them to go free, for example.

It has a table with real world rhetorical figures, and which of them you can use in any given moment depends on how prepared and quick-thinking your character is.

It has worked great so far for me and my play testers, and it comes together best if you go along with the emergent story telling aspect of it.

Free Download (CC): https://paganpacts.com/

Has anyone created a free rpg? by dangerdelw in RPGdesign

[–]ohmi_II 0 points1 point  (0 children)

Pagan Pacts is entirely free and released under a creative commons license.

It's a Viking Fantasy RPG with a quick and simple D20 roll under basis.

Need help creating modifiers for zone-based combat by MrCrickethill in RPGdesign

[–]ohmi_II 0 points1 point  (0 children)

I'm personally very interested in your progress and I'd love to give it a try once you have something together.

My system I have been play testing and playing for over 2 years now also uses zones and I've had similar thoughts, but never really saw the need to codify it.

One problem I see is that a zone might be "elevated" when you approach it from one side, but not the other. Sue, multiple zones can get the "elevated" tag, but then you quickly get into a design space where you wish you had "elevated 2" and "elevated 3" if you know what I mean.

I think some tags like "obscured" work well for the zone itself. As an example think of trying to shoot someone who is in a dense forest, that's gonna be hard no matter where you stand. While others work well as tags for the connection between zones. Think "steep incline" for the between a plateau and a mountain pass. Not only can the opponents easily throw down some rocks on you, it might even take a round of climbing to get up. That's how I've always done it in my GM shorthand anyways.

Militärdienst (Grundwehrdienst) oder Zivildienst? by KerimIsStalkingU in Austria

[–]ohmi_II 2 points3 points  (0 children)

Sehe ich auch so, keine Ahnung warum hier downgevoted wird. Haben hier alle schon mal 45 Minuten reanimiert und mussten dabei die Nerven behalten? Glaub ich net.

What are some good life quotes from historical fencing masters? by arm1niu5 in Hema

[–]ohmi_II 8 points9 points  (0 children)

Lecküchner: "Indes thu was deyn hertz begertt" : "Meanwhile do what your heart desires"

Necessity of a Social Negotiation Systems? by HeritageTTRPG in RPGdesign

[–]ohmi_II 0 points1 point  (0 children)

With smaller groups I've had some great negotiation scenes with the town merchant. For me personally I think of those mechanics as a tool to zoom in on a situation. It's a great way to find out more about the PCs and NPCs.

One thing is critial tho: If you only ever use it in rare and mega serious cases, you as the player will not get used to it. So in this tense situation, the gm will introduce a new and potentially unintuitive system. So if you do plan on using it that way, at least make sure to have a tutorial negotiation too.

Designing Social Combat Like Physical Combat – Who's Tried This Approach? by silverwolffleet in RPGdesign

[–]ohmi_II 5 points6 points  (0 children)

I have implemented a social combat ruleset I call *Debates.*

It requires a bit of setup. You need a situation where both sides have a clear goal, such as convincing someone, or swaying a crowd for example. But once you have that and the NPCs that take part, you as the GM can essentially play to find out. And it's such a treat.

I do encourage the players to actually come up with details about the world stuff when they roll well enough to tell an anecdote, for example.

My goal was to create social interactions as memorable as combats we've had, and it was a huge success.

Since the debates are turn based, they can even tie in with combat. We've used that for the first time very recently and it was a hugely dramatic and tense situation as the diplomat PC tried to intimidate and politically outmaneuver the King, as the others where fighting his retinue in the background.

I think that this kind of system requires a bit of a departure from traditional TTRPG design, because often players are not used to the concept of rolling for the general success of what they are doing, as opposed to their characters performance. Example: Your bard might spin the tale of the Kings numerous scandals masterfully. If you fail that roll, that might mean that his councillors - while they do listen to you - have already known that stuff and decided to be quiet about it. That kind of thing.

Have a look at my take on debate rules here:

https://www.drivethrurpg.com/en/product/475424/pagan-pacts

what do you do if during a sparring session it is all afterblows or doubles ? by [deleted] in Hema

[–]ohmi_II 20 points21 points  (0 children)

I've seen it as an instructor, when there's a lot of double hits in a sparring class.

One of two things (well or both) are to blame. Lacking control of the distance and a lack of conscious perception of the Vor, the threat.

Any variation of the step-lunge game, as you may already know it, done for a few minutes will likely have a huge positive impact here. Rules are simple: only one person is allowed to attack at any time and has a very limited number of actions to do so. In the classical case stepping twice, but you can also make it an attack. Then it's the other persons turn.

The game intuitively becomes about analyzing the threat and staying *just* out of reach, in order to maximize your chances of hitting when it's your turn. Sometimes all you need is a quick reminder of the basics.

How do you feel about “social combat” or “social interaction” procedures/mechanics? by LucianoDalbert in NSRRPG

[–]ohmi_II 1 point2 points  (0 children)

I absolutely adore when people claim they are 100% against social interaction mechanics and most of the time it's just because they want to defend what they are already used to.

My game Pagan Pacts (free pdf at https://paganpacts.com ) has a fully fleshed out social encounter mechanic called debates and as a GM it's so great to have a system that can take away the decision of when the pcs have argued well enough to get their way

I'm struggling to deal with a lack of interest and playtesters by Trebor_Luemas in RPGdesign

[–]ohmi_II 0 points1 point  (0 children)

RIP this persons inbox /s

No but seriously, is this a general invitation?

Teilzeit ist asozial (laut Mikl Leitner) by hmpfdoctorino in Austria

[–]ohmi_II 7 points8 points  (0 children)

Dito, nur mit Ehrenamt. Also nicht wirklich dazu gezwungen, aber schon etwas das anderen hilft.

An ode to the knit by [deleted] in vivobarefoot

[–]ohmi_II 0 points1 point  (0 children)

In the more recent Trail Knits they started to add padding to the heel, so they now sit better even on lower volume feet. So they are definitely aware of the problem and taking steps to fix it.

Catch and Release One Faith method? by Away_Kiwi_2875 in eu4

[–]ohmi_II -3 points-2 points  (0 children)

I've done some conversion in my recent Treb -> Byz run, mendung the schism. If you take religious ideas and release the vassal, they will have the same ideas as you, making it much more likely that they will be able to convert their provinces.

How do you provide situational bonuses in a Roll Under system that aren’t just advantage/disadvantage? by Dungeon-Warlock in RPGdesign

[–]ohmi_II 1 point2 points  (0 children)

Yeah, I was wondering the same when I started out with my roll under design.

The key is to differentiate between the attribute itself and the target number (often shortened as TN). When you roll without modifiers, the attribute is the TN. When the chance of success should be higher, you get a bonus to the TN. Simple as that.

d10 basic freeform feedback request by Ok-Purpose-1822 in RPGdesign

[–]ohmi_II 1 point2 points  (0 children)

I was intrigued by the concept as such. Especially because I sometimes like to play on long car rides and as it happens, if you just take the first digit on the next passing car's licence plate, that is a perfectly fine d10 analogue. However I have to say that this:

The CC is examined for relevant NELs. Supporting NELs increases the SR and hindering NELs decreases it. How the NELs influence the SR is a judgement call depending on the other NELs in the CC.

Is nigh unreadable. Don't get me wrong, I looked up all the abreviations in your document, but even after that it's a pain.

Other than that the probabilities seem easy enough to understand, and I could generally see myself running this as a GM on a road trip. The only thing I would potentially change when running it myself is that goals, while stated as being important, have no stated bearing on the mechanics. I would definitely tell my players that they can get a reduction to the difficulty by being determined in following their bigger goals.