#TTRPG System Design

1 messages Β· Page 1 of 1 (latest)

floral phoenix
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Wanna dive deep into some stuff you are making, but dont wanna hog the "main" chat? We gotchyu.

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@verbal hill @pseudo idol πŸ‘‹

verbal hill
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Thank you very much

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This is cool. How does this work?

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Never did this before?

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I never did this before

floral phoenix
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a sub-channel, basically, anyone can read it, up to 1k members can be "members" of the thread and send messages

pseudo idol
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Basically it's just a temporary channel for more narrow focused topics than the main.

verbal hill
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That's good

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Thanks

floral phoenix
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gonna step away for a while for dinner πŸ‘

regarding the most recent general point. Give some thought to the concept of randomness and how it interacts with your system. Pick an approach and consider its impacts on character creation/management and how it may interact with other existing mechanics -- then try the other

verbal hill
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Just one piece at a time

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Yes

pseudo idol
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If you want the game to more predictable you will want static values for resistances and possibly reduce variance in damage capabilities.

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Otherwise loose stat numbers to ranges that fit in your scale.

verbal hill
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I'm new to this game design and breaking away from dnd

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You said myriad song did the rolls

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Like you said

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It may make weird

pseudo idol
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D&D is an insidious mind trap many people are unable to break out of.

verbal hill
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Feelings

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Lol, yes. I agree

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I'm doing my best but still have a hard time

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Lol

pseudo idol
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It can lead to swingyness. In the system for combat rolls you roll your dice pool vs the opponent's and compare the highest valued individual dice. for example: If I had say an attack of 1d4,1d6,1d8,1d12 and the opponent had a dodge of 2d8, if the results were 1, 6, 5, 2 and 7, 1 the opponent's 7 would win since it was higher than any die in my pool.
comparably if I had 1,6,5,12 and the opponent had 7,1 my 12 would win. You can score multiple successes in a pool with mutiple dice beating the higher of the other side. So 5, 5, is two succcesses against a 4.

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stats and skills in myriad song are measured in die size. So having a body stat of d8 and a fight skill of d10 would give me a 1d8+1d10 if using body with the fight skill.

verbal hill
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I think that's how Ultima does it too

pseudo idol
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What would the game title be?

verbal hill
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Fabula Ultima

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I bought a pdf

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I can share a copy to you if you want to see

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Because in that system I'm noticing that I'm naturally doing things in it

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In that game you start at level five

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And you pick multiple classes

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To form your class

pseudo idol
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looks like die as stats but you add the results together.

verbal hill
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Yes

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Oh it's different

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In the game you're mentioning it's a different kind of way I get it now

pseudo idol
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Best not to advertise pdf sharing.

verbal hill
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No worries

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I'm still new at this

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I'll remember that's a taboo thing

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With that book I like its design and it's layout and I feel that my book will look closer to that

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But back to the point

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I'm starting to actually write out like terms and rules and it's starting to make me think about damage reduction

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Because we talked about it before that's a good way of doing armor and still keep the agility

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So a way of doing it could be a base damage reduction

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With a variable above it

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Because what I'm worried about is I was thinking about armor should not reduce agility

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But everyone would wear plate mail

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So I'm trying to find a way to make it that Rogue stay as Rogues

pseudo idol
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you can limit carrying capacity and have different armor modify skill uses?

verbal hill
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I like the simplified version of Ultima when it comes to carrying capacity

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Just make it a point

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And you can increase weapon mastery

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So maybe armor Mastery might be another thing

pseudo idol
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In myriad song the armors are referred to as Outfits because they provide skill bonuses for incidental gear that you don't have to seperately track. If your armor has a repair bonus you're assumed to have tools, glues, tape, ect in your stuff. Similar if you a a science bonus you're assumed to have field research materials.

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so picking an outfit tends to be to help cover something your character lacks, to boost something they're good at, for sheer armor ability, and other variables such as affordability.

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carrying capacity is also very strict in it.

verbal hill
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I love the points to make it easy

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For carrying

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And an optional mode can be pounds and such

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Just trying to find a way to make it so that the plate has bonuses and negatives

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So it doesn't mess with the base stats too much

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Because if I'm correct plate doesn't mess with too much with agility

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In real world

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Now my setting you can have outfits like what swat use

pseudo idol
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sometimes game design requires going against reality. If heavier armor is objectively better than lighter armors, people will want to strap on the heaviest things they can.

verbal hill
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Yes they will

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As the ruling I have now, there's no reason why the rogue not to use plate

pseudo idol
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an option may be to limit class features by the weight category of the armor you're in.

verbal hill
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That's an idea

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I'll keep looking into it

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Maybe it can be traits that armor can have

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Which favors other classes more

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Oh speaking of which

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One sec. My internet is being a digital dummy

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Look

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Lol

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Sent the new layout so far

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Still have the old rules saved but now I'm starting to format it more into a proper rule book

verbal hill
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There's no reason to by a onimbus over a normal manga volume

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Lol

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Buy a

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Except for blade of the Immortal

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I've been researching for book layout design

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For my rule system

pseudo idol
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Omnibus would have few individual books to get. In the context of an rpg having your player, GM, and setting information in one book would be an omnibus compared to seperate books for each.

pseudo idol
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You may also wish to link your documents here for anyone curious about your system.

verbal hill
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Has the whole rules in one book and then the supplement materials at separate books

verbal hill
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Because people should look at it and critique it for it to be better

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I'm just worried of how to layout the book

pseudo idol
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Having a template for the format is good. Trying to clean up your rough draft before you're moving onto testing isn't really required. You want the testing materials to be clear.

verbal hill
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Maybe i'm just over thinking it

pseudo idol
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You have seemed to be getting ahead of yourself on some items. Perhaps set down a progress plan? Discrete smaller steps.

verbal hill
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Yes I think that I can do

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I'm just doing a lot of doordash right now so I assume my brain is very scattered

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Because the only time I can really do it is in between rides

pseudo idol
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Being on the job is not usually a great place for creative writing, no. That is specifically at 3am when you cannot sleep or you are in the shower

verbal hill
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Lol I wish I had that power

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I did when I was a lyft driver

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But as a doordash driver

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It's harder to have those moments

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But I can do it

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Once money is back to normal

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I'll be able to work on the system

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But I was getting ahead of myself

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So I need to take a moment and breath and do that plan thing

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Will help me focus on what to do

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My goal for this week is just to make sure I get all the main terms handled

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And then next week all start working at character creation

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That way, if I write it in a way that the players understand how to fill out a character sheet

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Then i'm one step ahead

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So this week i'm going to get the introduction done

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And make sure that solid

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Then expand on the terms and the player's book

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For example, limit will be mentioned in the introduction. But the attack limit and skill limit will probably be mentioned in the player's book or the system's book

pseudo idol
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Having the key terms and the root mechanics is typically a first step, yeah. It's alright if you need to go back and revise things once you start going through character gen, encounter rules, enemy design, ect. Often for key terms you'll figure out new ones as you go or discard ones you don't need/ don't fit any longer.

Just try to avoid jumping around otherwise you'll likely overlook a rule that's out of place because a key was discarded or another system was changed. Leading to the rule no longer functioning.

verbal hill
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So I'm make things one step at a time

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Because I do know I'll start adding things

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I'm just tryjng to make sure not to add too much

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I'll share thar when I have time written down

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Now I'll keep things simple woth the just intro and go from there

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Lucky I also made the green text in the book not an eye sore

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Lol

pseudo idol
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For a rough draft you may wish to actually be exhaustive and write down any idea you come up with. Later in forming a first draft you can prune items that don't work.

verbal hill
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Since it'd easier to cut down than add

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That's a good point

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I'm remember that

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One random question. My Saving throws are not normal saves bur there ti prevent cc and dot damage with maybe death

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Should I call itna save score instead or call it resist

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Since I realize it is better to call it attack score, defense score, and save score instead

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Is basave score sounds kind of weird

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Save score

pseudo idol
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It can actually be harder to cut material than build up on ideas you have. It can be difficult to cut an idea you like but just can't make work.

For the saving throws how do they function? Is it something you actively try to roll under? If you already have defense scores than how are they used differently than saving throws.

verbal hill
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The defence score is the score that's going to reduce the limit

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So if I have a defense score between five and they have a attack score of seventy five, you have to roll lower than fifty

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The saving throw is to prevent from status effects and from like dot damage

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How determined a saving throw is your saving Throw that over exceeded the row

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So let's say the limit was like fifty and the roll was twenty five

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Then your saving throw is like. Let's say 70 or something. It will be that number reduced by 25.

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So you have to roll below to save

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Only worries because I do have damage resistance

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So recover might be another word for saving throws instead

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But I decided to ask since everyone here has better use of words

pseudo idol
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so to confirm, if an attack hits you with a range of 25 under the target you would resist its effects with a saving throw at 25 malus?

verbal hill
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So so that 25 would The minus your saving throw

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So if you have a saving throw of seventy five

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And that attack roll hit twenty five past The limit

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Then the saving throw would be fifty

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It's very similar to how concentration checks work in fifth edition

pseudo idol
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for ongoing effects would you roll only once and have to suck it up on a fail or have ongoing chances to resist?

verbal hill
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On going chances to resist

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At the end of your turn

pseudo idol
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would the penalty persist? would involve having to track a floating penalty between turns.

verbal hill
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That i'm not sure

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That one I did not think about

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Because the only reason why I was doing the attack role as the implicator is because damage would be cool as a limiter

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But what if the spelled does no damage

pseudo idol
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how was damage for an attack calculated again?

verbal hill
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Based on the damage roll itself

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Like 1d6 plus Modifier

pseudo idol
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seemed like you were having damage be determined based on attack roll.

verbal hill
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One second

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I'm explaining it wrong

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Doordash being evil

verbal hill
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Sorry, yesterday everyone wanted pizza and candy

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Lol

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In the system there's an attack roll and a damage roll

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So you attack and see if you roll under the limit

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Now the save score is its own thing

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Let's say 75 percent for this example

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Now the issue is do I make it the attack roll or the Damage roll to determine how much to reduce the limit for the saving throw

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Damage would be good since that can keep going for dot damage

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But what if the spell is like an illusion with no damage

pseudo idol
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Functionally if you want that path the degree of success on the attack would be the viable option of the two. So you don't need special rules for no damage attacks

verbal hill
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Cool cool

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Now what would determine the ongoing damage

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The same roll from before?

pseudo idol
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Would depend on if you want the ongoing damage to be variable or a fixed amount.

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If the effect is say a fire spell that does initial damage + ongoing you may want to set the ongoing damage as a fixed value so it's easier to track.

verbal hill
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Yes. Like the Base plus Modifier

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That will work

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Maybe add a spell cast level

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But will make things easier

verbal hill
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But should still call it a save score or something else

verbal hill
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Also when I post the rules Is there a way to pin it?

verbal hill
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I think I know how to write it simple for now

floral phoenix
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i can pin things as needed πŸ‘ , just lemme know if I dont happen to notice it

verbal hill
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No worries thanks. I'm just waiting for the Domain name to be bought first

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Then the link will be open

verbal hill
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Actually, that is a good point Is there a game with different kind of hit points

pseudo idol
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There are systems that handle injuries and wounds in different ways, yes. Many systems with numerical values for tracking harm, many without.

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you would need to be a bit more specific in what you're looking for.

verbal hill
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In the other chat I like the idea of different hit point

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Like let's say there's one for persuasion

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It's just an idea i'm thinking about because I like the idea of a narrative

pseudo idol
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Ah. For one of my systems I had this setup: Characters each had three currencies, Blood, Sweat, and Tears. Blood was the typical HP expy for physical harm. Sweat could be spent to add a bonus die to your dice pool. Tears was your mental "HP"

verbal hill
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Okay I'll put that in my list

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Right now, i'm just doing Doordash and I will start publishing the rules here when I have my website domain name saved

verbal hill
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The nonfinished rule set is here

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It has a lot to go, but having feedback will be the way to do this

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Now that domain parts have been handled

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Whenever this can be pinned. The magic can begin

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Lol

floral phoenix
verbal hill
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I'm cleaning up the format for the rule set. Should I move attack Limit to the system or leave it in the Introduction?

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Woth how I'm changing things in not sure

pseudo idol
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If it's a sytem function you likely want it spelt out with the similar rules. You can have a brief in the intro.

verbal hill
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That can work

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I'm just formatting everything to make it nice and neat

verbal hill
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There is a question I just thought of

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In my system the Limit Is based on the atomic score and the m d oppose defense score as a limiter

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So if there is an aoe spell

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With that mean each limit would be different for each enemy?

pseudo idol
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4e D&D had aoes roll damage once but attacks individually against each target.

verbal hill
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So it does work

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No I remember

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Now I remember

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It will be trickier since I use a 100 sides dice

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But it's been somewhat done before

pseudo idol
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It would be trickier since each roll can have a different def modifier.

verbal hill
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That is my only issue but I still feel It can be work

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But my worry is remember the counter actions

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That might be a pain

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But it might work if the a o e spelled does damage

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To make it worth it

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And maybe There is less aoe spells

verbal hill
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As I'm writing these rules down

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I'm thinking

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I have a ancestry in fifth edition that used runes for the components

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Now i'm wonderin sense i'm using a simply a ability point system