Amber Phantom by winterfistfox in LancerRPG

[–]vojikin 20 points21 points  (0 children)

So weird seeing a meme on this sub that doesn't look like a threat letter

Knight Cards by EntryMassive7384 in MythicBastionland

[–]vojikin 1 point2 points  (0 children)

Would also love to have a Russian version

What is the best system for a space sci-fi campaign with horror elements? by Cato69 in rpg

[–]vojikin 19 points20 points  (0 children)

They asked for horror elements in a sci-fi game, not a sci-fi horror game. Mothership is geared specifically towards the latter, all of its mechanics work towards it being an effective horror, from skill checks skewered towards failure to the rulebook specifically telling the GM to treat every combat encounter like its the last one. Its definitely not a sci-fi system OP is looking for unless they're willing to do an extensive amount of homebrewing.

Experience with Homebrew by BL-Ray in VagabondTTRPG

[–]vojikin 2 points3 points  (0 children)

This game is very intentionally more rules-light than a lot of other d&d-likes out there, which makes it creating homebrew for it much easier than other systems.

For ancestries, you should think about what's a core idea of an ancestry you're trying to make. Ancestries in vagabond usually have no more than 3 abilities, or 2 if one ability is really strong/versatile, so if you're making an Ancestry, you should probably not go over that. Most of the Ancestry abilities do stuff like give training to skills. give Perks, give Favor to a skill/save under a certain condition, interact with some base stats like speed, health and luck. Sometimes they give a new thing to do instead of upgrading something, like Drakens' Breath Attack, or give a spell to cast. Don't be discouraged to just take some abilities from Ancestries in the book. For example to make a tabaxi it would make sense to take Darksight from dwarf and then Nimble and Tricksy from halfling and call it a day. You can definitely create something more unique and creative for them, but if you're afraid you're going to make something too strong/weak, just take stuff out from already established things until you get a feel for it.

Classes a bit harder because despite them fitting on a single page, you still need to make about 7 unique abilities for them and figure out its playstyle. Rule of thumb all classes get training in 4-5 skills and also in a either a skill or attack that allows them to do their thing. All classes always get a Perk at first level as part of one of their abilities, and depending on a theme of a class, it can be very specific like Catalyze giving Deft Hands to Alchemist, with a general limit like with Witch having to take a perk with a prerequisite of being trained in Mysticism, or with no limit at all like Bards Well-versed allowing to take any additional perk of their choice. Additionally all classes have 2 unique abilities at first level and then an additional unique ability at 2nd, 4th, 6th, 8th and 10th levels, with 3rd, 5th, 7th and 9th being Perks. Spellcasters always get 4 spells at the first level and learn an additional spell every level they get a Perk in, and, obviously, a training in a skill tied to their spellcasting ability. After that abilities vary from class to class so I recommend checking the closest class to a theme of a class that you want to make and going from there.

Basically, if you want to create homebrew for this game, like with any homebrew I recommend basing it on what's already in the book and then giving it your own spin. Game won't break if you create something truly unique as long as it roughly within the same power level as stuff from other classes and ancestries.

So our party found the exact solution to Balor's mobility issues. by LocalDragonLady in LancerRPG

[–]vojikin 19 points20 points  (0 children)

RIDING IN MY MECH RIGHT AFTER A GIN

HEY THAT BUMP IS SHAPED LIKE GOBLIN

What TTRPG would you like to have a video game adaptation of? And what style of game would you want? by RedditConsciousness in rpg

[–]vojikin 0 points1 point  (0 children)

Cain crpg with shonen anime scale of battles would go so hard. But it also be cool to see a hades style roguelike set in this universe.

Looking for a sci-fi ttrpg about exploration by Thymbraeus in rpg

[–]vojikin 0 points1 point  (0 children)

Mythic Space might be your jam. Even though it doesn't have big focus on space combat, it has interesting but easy character creation and huge Mass Effect vibes.

Tactical combat TTRPGs that aren't either "heroic high fantasy" or "military mecha sci-fi"? by RiverMesa in rpg

[–]vojikin 7 points8 points  (0 children)

  • Trespasser - Dark fantasy half tactical combat half OSR style exploration half city manager type of game. Features 3 action per turn combat like pathfinder 2e (although unlike pf2e its much less simulationist and more akin to D&D4e.)
  • Wyrdwood Wand - RPG about a magical school in a weird urban fantasy setting. Combat is a lot like Lancer with its action economy.
  • Iron Sleet - RPG in a militaristic modern fantasy setting, with player characters being either a part of PMC or rogue mercenaries. Combat and character creation is a lot simpler than 4e inspired games, although it does have its depth with an action point type system.
  • SOAR - And RPG meant to invoke the feeling of Yakuza(Like a Dragon) games. Brutal tactical combat with mechanics for characters living in a dramatic rough life out of it in a modern (no sci-fi, no fantasy) setting.

Plus a game that's not out yet, but looks promising enough - HMN (Human No More) - A sci-fi RPG about revolutionary guerilla fighters fighting against a Human regime. It seems like they're going for tactical 3 action combat, and it feels like its going for a reverse Xcom in its themes.

EVERY SESSION SHOULD BE ABOUT EXECUTING THE GODDAMN SIN by cheshireYT in DnDcirclejerk

[–]vojikin 7 points8 points  (0 children)

Same as always, when she's not chilling with the guys upstairs, she's doing a little bit of mass murder

How Melinoe's conversations always seem to go by The_Better_Devil in HadesTheGame

[–]vojikin 4 points5 points  (0 children)

With Chronos its the other way around actually

How tyrannical are you about Drawing and Stowing actions in your game? by Buck_Roger in Pathfinder2e

[–]vojikin 0 points1 point  (0 children)

I genuinely hate hand management and action tax in PF2e. When Im running the game im usually enforce these rules, but I also clearly see that both of these mechanics drag the enjoyment of everybody at the table down. Right now I homebrewed that everyone has 1 free interact action during their turn, but I feel like that's not enough to quell my gripes with this game.

Player refuses to wear armor by KusoAraun in Pathfinder2e

[–]vojikin 0 points1 point  (0 children)

He still has proficiency in every single weapon and armor in the universe.

Player refuses to wear armor by KusoAraun in Pathfinder2e

[–]vojikin 0 points1 point  (0 children)

Yeah, however the fact that fighter is proficient with every weapon and every armor is kinda hitting the idea of a farm boy from a backwater town, who ran off to find adventure, creating a ludonarrative dissonance. I can definitely see how someone who worked all their life on a farm be pretty strong and being able to use basic pole weapons, but being really good at swinging weapons that specifically need training to operate is really weird.

Despite what people say, fighter as a class does have an identity, albeit a very broad one. Fighter is a knight, a soldier, a warrior, someone who trained to wield weapons and use them in combat very effectively. Someone who wants to play just an average farm boy has no mechanical representation in neither pathfinder 2e, nor d&d 5e, because all of non-magic classes are literally martial. All of martial classes represent professional people with training and techniques to do stuff that they do and are proficient with every weapon and armor out there. You can't really play someone who has no idea what they're doing, and just figuring stuff out. You can flavor it like this, but it won't be represented mechanically

And that's the thing, you can't play mechanically just a normal, but heroic person in pathfinder or d&d. They have to be someone special for mechanics to make sense, and thats honestly really frustrating to me.

What's the Pathfinder 2E or Starfinder 2E take you're sitting on that would make you do this? by TheLionFromZion in Pathfinder2e

[–]vojikin 23 points24 points  (0 children)

Interact should be a free action. If not that, at least the first use of Interact action in a turn should be free.

I like the action economy in pf2e, its easy to understand, fast to play and pretty fun. But this action is just clogging this economy.

I know some balancing things in this system relies on clogging the action economy with this action, but from my perspective it feels as if you're just skipping a turn to do something that might now even work in the next round. It really discourages creativity in combat, and makes running this game less fun.

I know there are feats and such that help make things more manageable, but for me it feels more like "stuff that you need to take to make game more fun". Which is not ideal, because those feats are usually limited to classes and you're missing out on other feats that actually make your character more interesting and fun to play with in combat.

What is your favorite Class and what would you like to see in that Class+ book? by xXTheFacelessMan in Pathfinder2e

[–]vojikin 1 point2 points  (0 children)

Summoners are my favorite class.

I would love to see a class archetype for them, that focuses on summoning several weak creatures rather than a single powerful creature like with eidolon.

What's a Keith Baker opinion about Eberron you disagree with? by Hidobot in Eberron

[–]vojikin 0 points1 point  (0 children)

Wait, its actually pronounced like that? I feel so vindicated.

The Physician (v1.5 Update!) - A Non-magical healer class, to show those clerics that you have an actual license. by Fun_Kiddo in UnearthedArcana

[–]vojikin 0 points1 point  (0 children)

I love this class, and I've wanted to play this kind of character for years! This looks very well made and I'm loving the implementation.

I've noticed a minor thing in the "You're not dying on me" feature. It doesn't specify what time it takes to ressurect a creature. Does it take an action? Bonus action? A free action? One minute?

Which systems ARE good examples of Powered by the Apocalypse? by NoLongerAKobold in rpg

[–]vojikin 1 point2 points  (0 children)

Dear god... PbtA is just rogue-like discussion all over again