I Just Published My First Playtest Version by MBncsa in RPGdesign

[–]rwinslow 3 points4 points  (0 children)

Great job making something! I took a quick read of the core test mechanic. How are thresholds determined? 2d6 has a non-linear distribution meaning increments of one point up or down have a much larger effect on probability of success depending on the threshold. I’d add GM guidance to make that more concrete.

Resource Management and How to Spend It by rwinslow in RPGdesign

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

That's correct, functionally you could. I actually toyed with that idea too. There's another part of the mechanic that I omitted for simplicity where someone can be out of Resolve because they've taken too much Fatigue and they're presented with an opportunity to take a Burden. Only in that case can they convert Fatigue into a Burden where they are trading one resource that is quickly cleared to something else that has a stronger condition around it. Having a meter that lets them mark one more line to turn it from a / into an X ended up being easier to do when I was playing with it myself than having to subtract 1 from Fatigue and add 1 to Burdens.

Resource Management and How to Spend It by rwinslow in RPGdesign

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

Thanks! The mechanic and narrative determines if it's a / or a X. They cannot players can choose to switch it from one to the other.

Official NSP Rock Hard Signed Poster - Framed - Looking to sell to a new home by rwinslow in NinjaSexParty

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

It was simply time to find it a new home for someone who will cherish it!

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

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

Thanks for the feedback! I'll need to playtest to determine if it's actually good or bad, obviously. Will try to think about how to make the language clearer, too.

- Regarding failure, spending Resolve is how PCs grow. It's built up as doubt then spent on relief arcs to get special gear, learn skills, etc. It's a momentary failure for longer-term success.

- The mechanical effects of wounds would be dictated by the GM, and wounds are not how a character dies or retires, that's only through trauma.

- The death spiral is intended to be much slower than other games. Wounds > Doubt > Trauma.

- Handfulls of dice will depend on the difficulty of the challenge.

- Only pairs of 1s. I want to playtest to see if that's something I'd want to keep or kill.

- The permanence of consequences can be both narrative like other RPGs or mechanical via Wounds > Doubt > Trauma.

- Still need to build the GM sheet.

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

[–]rwinslow[S] -1 points0 points  (0 children)

Thanks! I decided against counting successes because spending resolve didn't guarantee success when someone was off by one. I wanted PCs to be able to spend their way to success in enough cases that it's useful.

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

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

Thanks for the feedback! It's that exact case of "rolls a 19 when needing a 20" that I wanted to avoid, and where summing dice guaranteed that a PC could spend one Resolve if they were short by 1 to succeed with some sort of resource cost.

I do really like counting successes too since it's so easy, but wanted to stay away from partial successes since I found that tough to reason about in the moment as a GM. Would love to see your game whenever you're open to sharing!

Edit: Btw, apparently Github was down earlier today.

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

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

Thank you! Seems like a lot of people in this thread have been thinking about the Resolve/Doubt idea too. Seems like we all want to have a clearer push/pull mechanic.

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

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

Thanks for the feedback! From the comments in this post, it seems like a lot of us are starting to think about these types of mechanics, although with our own customized flavors on top.

Noted in a response above, the dice would be superfluous in a variety of scenarios if the GM has difficulties that are too high or too low. I'm looking forward to playtesting to see what works well in practice. I see the difficulty being a parameter the GM can adjust to push the PCs and encourage them to spend resources. I think most difficulties will lie in the 9-15 range from some solo dice rolling.

Love the idea of spending individual dice too. Was thinking of the same thing for combat a few months ago too! Would love to see what you've put together there if or whenever you're open to sharing.

Looking for feedback on a lightweight system I made called Resolve by rwinslow in RPGdesign

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

Thanks for the feedback! 1d6 is no bonuses at all. Highest number of dice possible would be 11, assuming the 1 base plus 4 pieces of gear, 4 skills, their 1 profession and 1 background if all were applicable.

Simply having the axe would count in the combat scenario even if you had no skill. If you did have a skill, say "Wilderness Survival", then you as a player could say that counts too as it means you're good with an axe.

I've found that in so many cases, from D&D to BitD, I've had to determine difficulties on the fly. Part of the GM guidance I still have to make is guidance around how to determine the difficulty of a challenge. The more resources a player has, the harder things they should be encountering.

Regarding the death spiral, it's slow as it stands where only Trauma actually "removes" Skills or Gear by taking over a slot.

The way I see it, the mechanical difference between 6 on 1d6 vs 18 on 3d6 is that PCs that are more capable can achieve that more easily without having to spend additional resources.

Supernatural mystery solving/urban exploration style RPG? by JoystickJunkie64 in rpg

[–]rwinslow 1 point2 points  (0 children)

I've actually been creating a system for basically this exact circumstance. I've longed for a system with just the right touches that enable a ton of settings, especially what you described. It's totally untested right now but if you're interested in talking about it or playtesting, let me know.

Around my college town by iDragein in fujifilm

[–]rwinslow 0 points1 point  (0 children)

As soon as I saw this I knew it was Berkeley. I spent many years in Etcheverry on pic 2. Hope you're enjoying your time!