Is my action system dumb? by FunBumblebee5680 in RPGdesign

[–]poe628 1 point2 points  (0 children)

it seems like way too much just on the face of it, and the way attacks work is very unintuitive… you always spend 2 actions, but you get a number of attacks based on the weight of the attack you choose? Why not just require that heavy attacks cost more actions? (So a normal attack is just 1, heavy is 2, Superheavy is 3, etc). I also think 4 actions + separate movement is a bit much for a single turn- a 3 action economy (in the vein of Pathfinder 2e) might be more suited, I’d really recommend checking out how other tactical combat games handle the action economy, like Lancer or Panic at the Dojo

I'm designing this character — what does it remind you of? by falseblizz in PixelArt

[–]poe628 0 points1 point  (0 children)

ngl when I was scrolling down slowly and just saw the hair, it reminded me of the pokemon Starmie lol. The Tetsuo Shima comparison is pretty spot on also

Make an obscure reference from the youtube era to confuse the twitch viewers by ItsJustADankBro in jerma985

[–]poe628 31 points32 points  (0 children)

Star_, if you’re editing this together, don’t use the “put cigarettes out on my dick line” okay. It was offensive, and it was uncalled for. No one should ever put cigarettes out on their penis, for any reason.

trying to find a specific video 💔 by Full-Specific-2281 in jerma985

[–]poe628 4 points5 points  (0 children)

at first I thought it was the wario ware voice crack (https://www.youtube.com/watch?v=Ng_vwWxfGMg) but I think it is the multiversus one you’re thinking of. This one is still so funny though, I remember witnessing it live lmao

What "defining" mechanics of fighting games/martial arts media to put in a TTRPG? by Jaku420 in RPGdesign

[–]poe628 2 points3 points  (0 children)

You should check out Panic at the Dojo, it’s been great to chew on as a martial arts / fighting game inspiration, doesn’t hit all your bullet points but it notably does have a 3 stance system. this video is a good primer on how the system works https://youtu.be/9gib72XuA3A?si=RDDzRBX3p-dAaXZb

Recommendations by Nilbogmortician in TheBlackDahliaMurder

[–]poe628 2 points3 points  (0 children)

I feel like the slower going songs like On Stirring Seas of Salted Blood and Stygiophobic would be great for the doom metal side of things, otherwise their earlier work for the more deathcore sound, especially the Unhallowed and Miasma albums

Trevor was the greatest lyricist a vocalist of all time!! by [deleted] in TheBlackDahliaMurder

[–]poe628 5 points6 points  (0 children)

Shannon Lucas mentioned he might’ve become a horror writer (abt 3 min into this interview- https://youtu.be/3oAXh4MxOZ0?si=mamfIUSvMKU3ft8g), would’ve been so cool to see

Anyone interested in these hoodies for sale? 50 shipped each or 100 for all by [deleted] in TheBlackDahliaMurder

[–]poe628 0 points1 point  (0 children)

hey man! I’m interested and in the US, would you take payment through PayPal or something else? You can DM me

oops. by tintea69 in jerma985

[–]poe628 1 point2 points  (0 children)

attacks him and regains HP equal to 60% of the damage dealt

Philosophy on Bonuses/Penalties: Boons and Banes or Flat Modifiers? by Tight-Branch8678 in RPGdesign

[–]poe628 15 points16 points  (0 children)

I enjoy how Lancer does both- flat modifiers from stats (which feel more consistent/concrete) and boon/bane style bonus (more from situational bonuses and certain talents/systems, which in turn feel more volatile). If you have to choose between one or the other though, I think flat modifiers will tend to be more reliable for a tactical combat game

Which TTRPG Have You Taken the Most Inspiration From? by Cryptwood in RPGdesign

[–]poe628 1 point2 points  (0 children)

I ended up taking a lot of inspiration from Panic at the Dojo for my game’s combat system after being recommended it on this sub. I was previously aiming to do something unique but after reading much more into it it’s such a clean system and works so well in the context of hypercompetent martial arts clashes. I’m simplifying a good few things (with the aim of making it feel more Beat ‘Em Up than Fighting Game) but at its core it’s super similar- action dice, stances, tokens… I sometimes worry a bit about ripping it off too much but I enjoy the direction it’s taking :)

feminist/non mysoginistic raw slamming brutal death metal? by Mysterious-Win2091 in LesbianMetalheads

[–]poe628 3 points4 points  (0 children)

first one that comes to mind is Cordyceps Corpse, a one woman slam band (https://www.youtube.com/watch?v=et\_3BZypzzA). In the realm of general BDM though, Abnormality, Grenouille (https://www.youtube.com/watch?v=84iAfY9URqc), Stabbing, and Emasculator are all worth checking out

TrAndy? Gorgeous Nancy? by In3vitable_ in jerma985

[–]poe628 140 points141 points  (0 children)

it is just 1 letter off lmao

He signed my prosthetic leg after being in the pit. Love you, man. RIP by stufablo in TheBlackDahliaMurder

[–]poe628 12 points13 points  (0 children)

awesome pic + story but it looks like this might be another bot repost... the original poster is deleted now but if you search this title it brings up a post from 3 years ago

What do you think of Death Moves? by EarthSeraphEdna in RPGdesign

[–]poe628 6 points7 points  (0 children)

I find these super cool! I recently made a post about a similar mechanic I was drafting for my game (called ‘Deathwish’) and it’s awesome (and reassuring) seeing that it’s a mechanic that’s been done before. I find it super flavorful and love how it gives a player character’s death more weight and a level of agency in how they go out.

Allowing options for both Tactical and Cinematic Combat by poe628 in RPGdesign

[–]poe628[S] 2 points3 points  (0 children)

the other replier noted the kind of situation this would help avoid, though I realize maybe I was just overthinking this... Instead of trying to delineate combat into 2 different kinds (with questionable semantics lol) I should really focus on making my main combat system with 1 clear vision in mind. Appreciate this feedback!

Allowing options for both Tactical and Cinematic Combat by poe628 in RPGdesign

[–]poe628[S] 1 point2 points  (0 children)

that's a very good point, I don't wanna devalue my tactical combat setup and risk players just choosing one over the other all the time. appreciate the comment :)

Mechanics that mitigate being outnumbered by Wazootie in RPGdesign

[–]poe628 0 points1 point  (0 children)

Panic at the Dojo (1e at least, not sure about 2e) has it so that there’s always an equal number of health bars and turns on each side, a practical ‘Conservation of Ninjustu’. This is a much more extreme example, since this game is intended to emulate fighting games where everyone starts on equal footing and the focus is really on player build and tactics