#TTRPG System Design
1 messages Β· Page 1 of 1 (latest)
Thank you very much
This is cool. How does this work?
Never did this before?
I never did this before
a sub-channel, basically, anyone can read it, up to 1k members can be "members" of the thread and send messages
Basically it's just a temporary channel for more narrow focused topics than the main.
gonna step away for a while for dinner π
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
If you want the game to more predictable you will want static values for resistances and possibly reduce variance in damage capabilities.
Otherwise loose stat numbers to ranges that fit in your scale.
I'm new to this game design and breaking away from dnd
You said myriad song did the rolls
Like you said
It may make weird
D&D is an insidious mind trap many people are unable to break out of.
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.
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.
I think that's how Ultima does it too
What would the game title be?
Fabula Ultima
I bought a pdf
I can share a copy to you if you want to see
Because in that system I'm noticing that I'm naturally doing things in it
In that game you start at level five
And you pick multiple classes
To form your class
looks like die as stats but you add the results together.
Yes
Oh it's different
In the game you're mentioning it's a different kind of way I get it now
Best not to advertise pdf sharing.
No worries
I'm still new at this
I'll remember that's a taboo thing
With that book I like its design and it's layout and I feel that my book will look closer to that
But back to the point
I'm starting to actually write out like terms and rules and it's starting to make me think about damage reduction
Because we talked about it before that's a good way of doing armor and still keep the agility
So a way of doing it could be a base damage reduction
With a variable above it
Because what I'm worried about is I was thinking about armor should not reduce agility
But everyone would wear plate mail
So I'm trying to find a way to make it that Rogue stay as Rogues
you can limit carrying capacity and have different armor modify skill uses?
I like the simplified version of Ultima when it comes to carrying capacity
Just make it a point
And you can increase weapon mastery
So maybe armor Mastery might be another thing
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.
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.
carrying capacity is also very strict in it.
I love the points to make it easy
For carrying
And an optional mode can be pounds and such
Just trying to find a way to make it so that the plate has bonuses and negatives
So it doesn't mess with the base stats too much
Because if I'm correct plate doesn't mess with too much with agility
In real world
Now my setting you can have outfits like what swat use
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.
Yes they will
As the ruling I have now, there's no reason why the rogue not to use plate
an option may be to limit class features by the weight category of the armor you're in.
That's an idea
I'll keep looking into it
Maybe it can be traits that armor can have
Which favors other classes more
Oh speaking of which
One sec. My internet is being a digital dummy
Look
Lol
Sent the new layout so far
Still have the old rules saved but now I'm starting to format it more into a proper rule book
There's no reason to by a onimbus over a normal manga volume
Lol
Buy a
Except for blade of the Immortal
I've been researching for book layout design
For my rule system
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.
You may also wish to link your documents here for anyone curious about your system.
Cause the idea was trying to think about what was like I know pathfinder
Has the whole rules in one book and then the supplement materials at separate books
Ones I get the format a little closer I should do that
Because people should look at it and critique it for it to be better
I'm just worried of how to layout the book
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.
That's also true
Maybe i'm just over thinking it
You have seemed to be getting ahead of yourself on some items. Perhaps set down a progress plan? Discrete smaller steps.
Yes I think that I can do
I'm just doing a lot of doordash right now so I assume my brain is very scattered
Because the only time I can really do it is in between rides
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
Lol I wish I had that power
I did when I was a lyft driver
But as a doordash driver
It's harder to have those moments
But I can do it
Once money is back to normal
I'll be able to work on the system
But I was getting ahead of myself
So I need to take a moment and breath and do that plan thing
Will help me focus on what to do
My goal for this week is just to make sure I get all the main terms handled
And then next week all start working at character creation
That way, if I write it in a way that the players understand how to fill out a character sheet
Then i'm one step ahead
So this week i'm going to get the introduction done
And make sure that solid
Then expand on the terms and the player's book
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
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.
So I'm make things one step at a time
Because I do know I'll start adding things
I'm just tryjng to make sure not to add too much
I'll share thar when I have time written down
Now I'll keep things simple woth the just intro and go from there
Lucky I also made the green text in the book not an eye sore
Lol
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.
Since it'd easier to cut down than add
That's a good point
I'm remember that
One random question. My Saving throws are not normal saves bur there ti prevent cc and dot damage with maybe death
Should I call itna save score instead or call it resist
Since I realize it is better to call it attack score, defense score, and save score instead
Is basave score sounds kind of weird
Save score
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.
The defence score is the score that's going to reduce the limit
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
The saving throw is to prevent from status effects and from like dot damage
How determined a saving throw is your saving Throw that over exceeded the row
So let's say the limit was like fifty and the roll was twenty five
Then your saving throw is like. Let's say 70 or something. It will be that number reduced by 25.
So you have to roll below to save
Only worries because I do have damage resistance
So recover might be another word for saving throws instead
But I decided to ask since everyone here has better use of words
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?
So so that 25 would The minus your saving throw
So if you have a saving throw of seventy five
And that attack roll hit twenty five past The limit
Then the saving throw would be fifty
It's very similar to how concentration checks work in fifth edition
for ongoing effects would you roll only once and have to suck it up on a fail or have ongoing chances to resist?
would the penalty persist? would involve having to track a floating penalty between turns.
That i'm not sure
That one I did not think about
Because the only reason why I was doing the attack role as the implicator is because damage would be cool as a limiter
But what if the spelled does no damage
how was damage for an attack calculated again?
seemed like you were having damage be determined based on attack roll.
Sorry, yesterday everyone wanted pizza and candy
Lol
In the system there's an attack roll and a damage roll
So you attack and see if you roll under the limit
Now the save score is its own thing
Let's say 75 percent for this example
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
Damage would be good since that can keep going for dot damage
But what if the spell is like an illusion with no damage
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
Would depend on if you want the ongoing damage to be variable or a fixed amount.
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.
Yes. Like the Base plus Modifier
That will work
Maybe add a spell cast level
But will make things easier
But should still call it a save score or something else
Also when I post the rules Is there a way to pin it?
I think I know how to write it simple for now
i can pin things as needed π , just lemme know if I dont happen to notice it
No worries thanks. I'm just waiting for the Domain name to be bought first
Then the link will be open
Actually, that is a good point Is there a game with different kind of hit points
There are systems that handle injuries and wounds in different ways, yes. Many systems with numerical values for tracking harm, many without.
you would need to be a bit more specific in what you're looking for.
In the other chat I like the idea of different hit point
Like let's say there's one for persuasion
It's just an idea i'm thinking about because I like the idea of a narrative
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"
So they are cool ways to do it?
Okay I'll put that in my list
Right now, i'm just doing Doordash and I will start publishing the rules here when I have my website domain name saved
The nonfinished rule set is here
Main Disclaimer This is an extremely simplified example of the Core Rules Set of the game. This does not reflect the final product. To be able to get this example done promptly, I had to copy and paste from other examples of the desired systems to be able to write this closely enough to be unders...
It has a lot to go, but having feedback will be the way to do this
Now that domain parts have been handled
Whenever this can be pinned. The magic can begin
Lol
I'm cleaning up the format for the rule set. Should I move attack Limit to the system or leave it in the Introduction?
Woth how I'm changing things in not sure
If it's a sytem function you likely want it spelt out with the similar rules. You can have a brief in the intro.
There is a question I just thought of
In my system the Limit Is based on the atomic score and the m d oppose defense score as a limiter
So if there is an aoe spell
With that mean each limit would be different for each enemy?
4e D&D had aoes roll damage once but attacks individually against each target.
So it does work
No I remember
Now I remember
It will be trickier since I use a 100 sides dice
But it's been somewhat done before
It would be trickier since each roll can have a different def modifier.