#rw ttrpg thread
1 messages · Page 11 of 1
suggested range
it shouldn't be a mechanic
have a range as a suggestion but not set in stone
you could def use that as a mechanic but I feel that that delineates combat from noncombat
it's should just be a little blurb in the lizard's statblock that goes "hey, red lizards are more aggressive and will take more opportunities to attack!"
that works too
because then it's a character the DM is playing
like a "aggression" segment for every enemy
and they're free to improv on it and it's more organic and stuff
okok i forgot one thing about momentum
which idk if i wanna include in this system but it is a fun way to conclude or resolve conflict
at +3 or -3 you can make a Venture
you reset all your momentum back to 0 and both you and your opponent make actions against each other
for example, hunter decides to make a Venture and stab a red centipede with their spear, using Muscle
centipede attempts to shield it with their carapace using Resistance
if your roll is higher than the opponent's it succeeds and theirs loses, no matter if they would have succeeded or not - hunter stabs centipede easily
if it's lower (changing this from the base rules to something Way more punishing because this is rain world), the opposite happens and they're immediately able to counter - centipede blocks and immediately tries an electric shock
i dont think we need that
yeah i know, it's just a feature of that combat system that i wanted to contemplate adding
as i think its better to have it so your roll is higher you succeed
thing is then that makes it so stat dumping is actually better
oh true
and that some creatures with very high stats are just straight up OP against you
yeahh
and is negative momentum even bad
it's only punishing if you can't think on your feet
it's just as good as positive momentum
which i think is important
i think you should write all that down again and ill put it in the rules section of the doc
wait before that
i think we should finish monks healing spell
negative momentum doesn't represent an overall loss, but a shift in the pace of the battle
so negative momentum is more youre on the defensive while the opposite is true for positive?
yeah
prediction is an overtly offensive mechanic whilst feinting is defensive
we gotta rename momentum maybe
but anyways i think monks healing spell should be 1d4 + 2 health for three blessings, and you can revive a teammate for 3x the cost (reduced to 7 by the adaptation)
renaming it is a good idea
something that fits more with rain world
ye
might want to change this to 1d4 + 3 actually
otherwise it might be better to just let a teammate die then revive them
i think the revive should be separate
also this for a revive spell
or you place a shield on someone that, if they die, it activates and they don't lose anything
thing is it has to be done before combat
and only lasts for one cycle
so you're basically betting on whether they die or not
ye that works
becuase knowledge is supportive, will is offensive and defensive, and allure is for distractions and resisting them
it shouldn't be as good as recovery dice but it should be cheap to offset that
and then muscle is just reserved for actual attacks
yeah
well i dont think you need to roll to see if you take damage or not
you would roll to dodge or roll to intercept the attack
anyways uh
spells that use 5 or more blessings have cost reduced by 1 or spells that use 6 or more have cost reduced by 2
as its basically letting you use the really big spells more
yeah, it's only if you fail a dodge
the latter, should be better for bigger
yeah
it's just the actual damage you take is determined by the weapon
it also allows the healer to become more interesting as you could also spec into trying to use massive damage spells that cost a lot
how does m agic work
uses blessings
and in fact you don't even have to attack with a damaging weapon
an "attack action" could just be throwing a spore puff or a flashbang
i wanted a reward for levelling and made weird karma magic a thing
so MP basically
yeah but its Rain World™️
but some slugcats are better at casting than others
ye
yeah you start with a lot of spells anyone can use
(saint & monk)
and some extra level up perks offer-
yeah
adaptations are a stand in for the class feature thing D&D uses
call the healing spell Mend?
are they singular effects or more freeform
depends on the type of spell
the former is probably if it does damage
damaging spells are gonna be singular set effects for sure
the latter is anything else really
monk done
so the d&d method of spell design
oh and healing is more of a preset thing
Yeah
if it aint broke
(idk if it's broke actually)
(It might be)
there will be some spells that act different depending on the scenario
depends on what broke means lol
like a distraction
in combat it probably is much less effective
but out of combat its gonna be a lot better
i'd say it's viable in combat
its good but not as good
its not a bad way of designing spells but 5e's implementation is fairly poor imo
how so
yeah true
and 5e's spell design is generally pretty subpar
Ignoring spell limits
although that's still WIP
you cant get all spells either but youll have a good majority
my main idea is that you can't cast a spell more than once per session / cycle
even non spellcasters can use spells
but there's a lot to choose from
i think thats not the best idea as blessings already limit a lot
why not just have blessings recover every cycle
they do
OH TRUE
you have 20 max (12 from levels, 3 from monk feature, 3 from monk adaptation, 2 from an adaptation)
mp systems are generally p good
the 3 spells rn are uh
should i post the levelling table
maybe an adaptation will allow you to regen them even without hibernating
(MAYBE i copied a FEW d&d aspects)
say a blessing for every creature you kill
why not just do 10 levels and have ur "other" category happen every level
matches the 10 karma thing
that could work
truee
theres 8 there rn
so levelling is less often?
maybe split some apart?
depends on campaign length
well some levels dont even give a benefit
idk how you gain levels so
these are identical
"level up"
i usually just do milestones
"you gained nothing"
going from 17 -> 18 changes nothing
milestones work
Yeah that is true
yeah i think we should rework it
let me do it
i say max blessings at level 9/10 though
like what i tend to do in ttrpgs is get rid of xp and just level everyone up at the end of each session
to get spellcasting as a viable build faster
yeah
i did a redesign of 5e where i crunched everything down into 10 levels and it works pretty well
because honestly i hate calculating xp stuff
yeah fuck that shit
i run a leveless system atm
so i just give everyone 1 xp per session
hows this
this works!
u can take a look at mine if you want
racial adaptations level 3
its unfinished cause i keep adding stuff
greeble
i tried to make it brief because i hate combing through text walls
THATS WAY BETTER THAN D&D AND WHAT WE'RE USING FOR S&S
its literally 5e's modifiers
what is it
whats the modifier formula theyre using
(it's 2am okay im running on low brain fumes)
is that for calculating our substats basically
yeah
i think what we have is fine though
you can choose to spec into general stuff, or into more specific stuff
yeahh
substats are just skills but usually you can use them way more often than in D&D since rain world is sorta just
there's no real society or anything so most ways of interacting with creatures are basic primal stuff
yeah
and we also have one for basically every aspect of the game
and you interact with all of it
based skill centered system
the most niche are probably carrying, taming, and resistance
but even those all have good uses
carrying you can bring a whole bunc hof shit
taming you can center a whole build around that
resistance posion can become more common as we actually have health
i mean carrying is less niche than it sounds
how does ur inventory system work
rain world probably
same as rain world
2 hand slots 1 mouth and a backspear
and possibly an adaptation to add onto that
like 2 extra mouth slots
i mean there aren't many items
Gourmand racial trait
they get hamster cheeks
id say that's just something you can make in RP
you can make pockets and pouches sure as long as you're good at it
probably carrying
maybe you could just make them if you have a good carrying and crafting skill
like if you stock it up with a bunch of heavy stuff your carrying stat becomes Important
its up to the dm what you can make via crafting
fuck it let them make a gun if they get high enough skills for it
i mean i do wanna add a little set of recipes
yeah we can
like explosive spears, Gourmand Cuisine, lamps
ok if a player reaches like +10 comprehension and +10 finesse i will allow them to make a gun
i think backpacks and encumbrance is just an RP thing mostly
you could use an inventory slot system
where the number of items you can carry is limited by slots
thats what we are doing
its already there
you have your hand slots, mouth slots, and back slots
and then modify the number w/ the carrying skill
nah
then maybe we DO have specified crafting recipes too
we thought about that but its not a good idea
so if one does craft a backpack, the slots are specified
i suggested that already
oh huh
i'll test that
now that i think about it though it does make a lot of sense
dont want to give one stat a bonus that isnt to rolls and what not
then all of them need that
yeah truee
theyre all useful
especially if you plan your build around them
hey fizzy
should your first non race specific adaptation be at level 5, 4, or 2
level 3 is the race on
this is it rn but it might be better to give a adaptation earlier
4 could work
im gonna head to bed now, i'll be back tomorrow to get stuff done though!
our main goal is getting the slugcats done
i mean tomorrow i can probably try and do all the enemies
they probably require less balancing discussion
maybe every 3 food you get your whole team gets 1 food pip
gn
oh btw emerald
hows this stat distribution look
we tried to make sure its balanced
so every main stat apears twice as a +2 and twice as a -2
and each substat apears once as a +2, +1, and -2
if you disagree with any of them tell me
@vernal moat can you pin this
thanks
oh right @dark rain what do you think
yeah
what each stat does is easy to understand right
can you explain what you think each means
idk why nightcat has a penalty to agi while having a bonus to stealth
they are more focused on preparing ambushes
ic
also because we needed a -2 agility somewhere else besides gourd
and nightcat is a blank slate
any of the other ones you got questions about
understanding pearls and your crafting skill along with figuring out how stuff works
i will eventually
any other stuff
like about what they do or why a slugcat has a stat
@verbal grove its basically just a downside
let me pull up survivors and monks
survivors is
When you are experiencing Starvation, rolling a 1 or a 2 causes the action to be rolled with disadvantage.
You cannot use Survival Instincts whilst you are starving.
monks is
You are only able to eat fruits, vegetables or eggs, and are unable to eat meat.
You also deal 3 less damage per hit unless it is dealt through spells or unarmed combat. However, damage dealt can never be 0 or lower - in this case, simply deal 1 damage.
ok, my negative trait for spear master is that the spears he throws, if he hits a poisonous object, he gets poisoned, he might also might not be able to carry an object in his mouth, seeing he has none
that could work but odds are you dont miss
i think something more you have no item in your mouth (if thats in game ill have to ask about this), you cant eat food normally, and you are completely mute
if you have any more questions please ask
what would saint's negative traits be? like that he just can't eat anything but plants? not even eggs like monk? and that he can only throw rubble at enemies as a weapon
perhaps saint is weak to heat, like if he spends to much time in that volcanic place with lava, he gets a debuff?
cant throw spears almost at all
mornin
im going to write up a bunch of stats / traits for hunter and nightcat
Maybe get through the other slugcats later
is night cat like, uber sneaky?
heyoo
so i had a lot more stuff to do today than i anticipated and was Not able to fully finish the hunter
am going to rn tho
also i think we should change the nightcat's stats
-2 agility doesn't fit
uhhh
idk the stat distribution makes it extremely hard
- survivor, saint and rivulet have +2 agility so swapping with them is off the table
- spearmaster and host have -2 knowledge whilst nightcat has +2 knowledge, can't swap with them either
- the gourmand also has -2 agility so that won't work
https://docs.google.com/spreadsheets/d/1GPiJwooWfvtukPFflsIhlWOLGrbODcTG7oYBnk9AMKc/edit?usp=sharing
Stat Distribution
Survivor,Monk,Hunter,Nightcat,Artificer,Gourmand,Spearmaster,Rivulet,Saint,Host
Knowledge,⠀+2⠀,⠀-2⠀,⠀+2⠀,⠀-2⠀
Agility,⠀+2⠀,⠀-2⠀,⠀-2⠀,⠀+2⠀
Resistance,⠀-2⠀,⠀+2⠀,⠀+2⠀,⠀-2⠀
Muscle,⠀-2⠀,⠀+2⠀,⠀+2⠀,⠀-2⠀
Allure,⠀+2⠀,⠀-2⠀,⠀-2⠀,⠀+2⠀
Comprehension,⠀+2⠀,⠀-2⠀,⠀+1⠀
Perception,⠀+1⠀,⠀-2⠀,⠀+2⠀
...
and saint dosent have +2 agility
TRUE
but swapping with it is also sort of ehh
since the saint is all about avoiding predators
i think we should just leave it be
OH IDEA
we swap rivulet, spearmaster and nightcat
rivulet gets -2 knowledge, spearmaster gets -2 agility, nightcat gets -2 resistance
idk rivulet seems like they would be more frail
spearmaster would have less knowledge because they cant communicate as easily
and nightcat can have less agility as they act like an ambush predator and dont move as much
okay actually that works well
maybe nightcat has a trait that means it can sort of "build up" to a better agility roll
how so
i mean if they act like an ambush predator, ambush predators tend to work by slowly stalking prey and putting most of their energy into one big pounce/strike to kill them off
ye
yeah give me like 30 minutes and we can start brainstorming
im gonna find images for each scug
@hushed bane ok hey im here
so what should hunters positive trait be
better unarmed strikes + slightly better damage
oh theyre gonna be an unarmed fighter?
sort of
in fact yeah
that should be the hunter's niche
artificer has bombs and spearmaster has spears
the hunter can still use those ofc
but it's more of a generalist attacker
so how would the positive work
and should we incorporate the disease mechanic and what not
already written the positive
forgot to log in
your unarmed attack is much better and you do a little more damage with everything else
negative should just be carnivorous
i think hunters downside should be that you have half the blessings
i think including the disease would be a bit much
more damage is already strong
yeahh
maybe instead of half though
just a flat increased cost of spells
all spells cost double?
that feels like a lot but it could work
hunters positive is really good
Hunter is a pretty old Slugcat, so how about they attain more skills slower than others do?
Ah I see 
@hushed bane question
are we using "you" or "the X" for the stuff
weve been using you up to this point
OH RIGHT YEAH
i feel like we dont need to add the fact theyre a carnivore
its a pretty boring downside that we are already going to be doing for monk and probably some others
it still should be there
big part of being the hunter
and i wouldn't say it's that boring considering it shakes up your gameplay quite a bit
this is why i feel like adding a diet thing would be a good idea
i can think of 5 diets that we can split between the 10 slugcats
herbivore, carnivore, omnivore, insectivore, and just dead things
the last one is pretty simillar to carnivore but it also would allow anything as long as its dead
ehh
i feel like it works as a downside
and would be sorta redundant in its own section
i think we dont need the carnivore downside to hunter
idk i feel like we shouldnt reuse downsides too much
odds are we use this for hunter, spearmaster, monk, and saint
i can understand making monk a herbivore because it feels more in line with their karma gimmick thing but this is a core part of hunter
that's 4/10 slugcats with special diets, i think it's good
especially since spearmaster and saint are different anyway
saint is herbivorous AND can't even throw spears
spearmaster is carnivorous AND can only use spears to eat
no im saying we should differentiate monk and saints part
maybe make one an insectivore?
wait monk is an insectivore right?
i think this is fine as is tbh
having two slugcats with the same diet isn't really a problem imo
we could make monk an insectivore to make it more accurate though
then it has the same diet as survivor though
and i think that isn't a big enough downside
by default every slugcat can eat everything right?
wait can survivor eat lizards?
yeah i think that's how it should be though
makes things more of a challenge and we do wanna stay accurate
in the case of the monk though i do say bending the rules makes sense only in that context
as the monk's whole theme is being in harmony with the wild and such
wait do you want it to be so every slugcat can eat anything or no
or the standard insectivore diet unless the are a carnivore
the standard insectivore diet
batflies & blue fruits
(and yeah there's other stuff but those are the main examples of Food)
idk i feel like thats not a great idea
because you need a lot of food and the parties can get big
i think it'll work out
especially since i plan to add a lot of homebrew food
that's rain world-y enough to add to a campaign seamlessly
AND it's up to the DM to decide how much food is in each room
sure there might not be a massive variety of food in the base game
not necessarily - situational but still a downside
crafting requires a successful knowledge check though
so it's not always as consistent
especially since monk only needs 6 and 4 food pips to fill up fully
and whats the standard unarmed damage btw
1d4?
1d6+1
i think it's a good median
maybe make default unarmed damage 1d4 while the hunter has 1d6+1
since it's gotta be somewhere between an unarmed strike and a spear
i think unarmed damage works as 1d6
as a slugcat shouldnt be very strong with its fists normally unless it specs for it
1d6 + 1
1d4 vs 1d6 + 1 is already more consistent
or we can go with the opposite route
2d4 - 1
too much damage
nearly a spears worth at max
i think 1d6 + 1 is still the best option
the range is 2-7, while the default range is 1-4
or you can go the consistency route
1d4 + 3
4-7
hold on brb
@dark rain hey im forcing you to help us
im just going off damage wise like
how much damage does an unarmed strike do to a spear in comparision
I know
I need to know failure rates, hp averages, and intended time to kill
because I dunno how much damage anything should do if I dunno that
for reference HP average in AMG is 10 and I intended time to kill to be very low, so I made the average damage sit around 7
it goes off rain world so going off the slugcat having 12 hp
a pink lizard has about 24
wait 24??
and slugcat dies in 1-2 hits yeah
jeez that's low
but yeah slugcat has 12 hp because a spear deals 2d6
it would be made up for be the group size they come in
i mean to be fair
which isnt 100% accurate but it works
a pink lizard goes down to 2 spears or so
- lizards deal a lot of damage
- hunters gotta eat
yeah
HP doesn't always determine difficulty
odds are you dont die from one encounter
so around 20 hp is pretty reasonable IF spears do about 10 damage
you die due to repeated wounds
spears deal about 7 on average
though with 24 hp they're likely to go down in around 3 hits
2d6
3-4
yeah
that works tbh
more likely 4
3-4 hits is good
since you'll have more slugcats than one in a party usually
yeah
are you using damage dice for a reason
this is designed to work best with about 2-5 people id say
if u want to be RW accurate™️ then 20 hp might work better
though that's like
tweakable
we arent going to be 100% accurate
easily
even if its not fully accurate you need to change stuff for the sake of the game
also
why use dice instead of fixed damage values
fizzy you explain
i think its better as it gives a wider range of what happens instead of being able to perfectly predict when something will die
you could randomize hp instead of that to give it 1-2 hits of variance
well then you need to do that for every enemy
which is pre-session work
its better to randomize one thing that affects the rest, than to have to randomize everything being affected by one thing
let me like get an example
sure but its way faster than counting up dice in combat
it doesn't take long but it does add up
plus there aren't many weapons in this
like the main sources of damage are just spears
and blessing are pretty limited usually
so if you're using a blessing and an attack in combat, that's the most you can combo
it turns damage modifiers into "+3 damage" to "more consistent damage"
anyways uh
should we reduce hunters damage buff?
anyways how about their adaptations
wait did we ever decide on unarmed damage
@hushed bane
wait so what's unarmed damage now?
that works
should we get rid of all the also, addtionally, etc in the descriptions
i think they're fine but you can if you want
okay so adaptation 1 is just better rolls on low HP
what should the other be?
i dont know i want to discuss something else first
should i say "conventional weaponry" or spears
conventional weaponry is more vague
and allows for homebrew weapons more easily
ye that works
i think we should seperate damage into 4 types
conventional, explosive, unarmed, and spells
hows this
that works!
i think adrenaline surge should become a bit stronger
+3 hp maybe?
and round it up
so the effect actives at 8hp
because its not that strong rn
@hushed bane
that could work
but it still seems super niche
why pick the option that only comes into play when you take damage when you could pick the other one (that is probably always going to be active)
i think a taunt would be a better option
taunt an enemy, and if they attack you and miss you can counterattack with 50% more damage or follow up with an attack of a different damage type
that's sort of already a thing you could use with momentum
feinting
also i wouldnt say it's super niche
predators are a huge part of rain world's gameplay loop
and the hunter is all about getting close to them to kill and eat em
yeah you could make it cost momentum
so
then again its super similalr to negative momentum so
yknow how inspiration exists and you can use it for advantage
actually nvm better idea
we might want to change the advantage buff to a flat bonus
but make it apply to more
+2?
yeah +2
to be fair though
muscle and agility are the main two combat stats
OR
we go advantage to muscle and agility
and any of their substats
i say
oop brb
advantage to muscle and agility, +2 to throwing and dex
stealth and carrying dont need a +2 or advantage below 50% hp
great
or should it just be a flat +2 to all of those rolls
and not advantage
@hushed bane
advantage to all i say
lets just leave it how it is rn
we will tweak it later
we are going to have to do heavy balancing later
what should hunters other adaptation be
maybe just a more non conditional buff thats not as strong
@hushed bane
backkk
maybe?
i sorta want something that changes up how you attack things though
every attack with one type of damage buffs the other type
in a different way
after an unarmed strike your throwing temp increaes by +1, after a spear hits your unarmed damage increase by +1
might need to tweak the values or effects
you can pull spears out of enemies right
with a finesse check or something
ye
yeah but how do we know what actions increase what stats
idk
so unarmed just improves throwing afterwards?
how else would your attacking be changed though
hmmm
i dont have any other idea for it
maybe we finish hunter later?
uh
@lofty venture do you have any ideas
For attacking or general ideas?
hunter
Overview Note that this rule set contains spoilers for Rain World, and should be read only after beating the game. (or if you don’t care about spoilers, that’s cool, keep reading) Spears & Slugcats is a D&D-inspired TTRPG that takes place within the post-apocalyptic ecosystem of Rain World. Fin...
go off what we have already

basically an extra perk it can choose to get on levelling up
WAIT
CRITS
on a high attack roll you deal extra damage
like a 16 or more nets you +2 damage
hm
i think it's good
maybe the adrenaline rush can be changed to affect unarmed mostly while this one is for spears?
nah id keep it
i like that idea
adrenaline rush is for if you wanna be more aggressive in general and take more risks
this is just if you want a slight boost in DPS and not have to play as risky
otherwise if you remove the spear bit from adrenaline rush, it's not as powerful
make adrenaline rush a ability you can activate any time you go below half health that gives a big boost to unarmed damage
What about something that gives it a second chance at getting up again, despite being at 0 health.
For example, if a Hunter gets in a fight with a lizard or vulture, they can make a roll to escape their jaws and make a run for it. It van only activate under the condition that their body is still present in the wild (ie. not eaten by a DLL, Leviathan, Thanos snapped by Iterator powers, or dragged into a den.)
that's a similar thing to adrenaline rush anyway
i still think one spear one unarmed option is a good idea
or hunter should just be unarmed focused in general
I don't know what to give to an already tanky/OP build of Slugcat without going too far out of reach. 
hunter should be unarmed in general
but i don't think it should be restricted to unarmed
should i change the conventional weapon boost to +1 if we want them to be unarmed focused
yeah
The ability to hand-to-hand combat the vultures and punch that mask straight off their squishy face. 😂
so rn you deal uh
1d4 + 3 damage
maybe adrenaline rush should be tweaked to give +2 damage to unarmed strikes no matter what
along with the other effects (but weaker)
yeah that works!
i think it should be +2 damage and then instead of a flat +2 increase for stuff, make it have advantage
🤔
Guys, sorry to go off topic, but I have a general question.
Will there ever be a time when food will go scarce and they'll have to ration things out? Or will we assume the rain keeps order in the already apocalyptic world.
up to the DM
Okay, that feels right 
Continue
@hushed bane should we make hunters unarmed strikes weaker?
at first
like
"you gain +1 unarmed damage for every 3 levels you gain, up to a max of +2/+3"
btw
damage wise should we change it
+3/+2 its uh
6-9 damage
i think +2/+2 is better
so its 5-8 damage
or we can have it be 4-7 damage and add an adaptation for +1 unarmed damage
idk
5-8 damage seems best to me
well you have to account for the fact unarmed is super consistent
the average damage is 6.5
the average of a spear is 7
actually yknow what lets make hunters conventional weaponry damage bonus 2 again
yeah that works
yeah
yeah
ok cool hunter is done
oh did you already do the food pips for the downpour slugcats
ye
how about nightcats food pips?
probably 8 required and 2 reserve?
or 6 required and 2 reserve
but then the abilities tend to use food a lot
6 required 6 reserve?
that works
second
3?
i think that works
but uh
should it give like
+3/+5 stealth while its activate?
along with forcing a creature to make a perception check with a difficulty of 2d8 + stealth (not including the stealth bonus from camo)
@hushed bane
true but then we run into a problem
what
how long does the camouflage last
maybe it's like
your next 3 or 4 actions?
maybe we measure time simply in actions
few options
till you move, till you use a weapon or spell, or it drains a food pip for every action you make in it
i like the last option
instead of activating it with 3 pips
it drains 1 food pip for every action you make
i say make it drain 1 food pip at start
to prevent you from camouflaging without moving
actually now that i think about it
rn its just basically just normal stealth that drain food pips
should we make it give +7 stealth or something?
@hushed bane
i feel like +3 is too little
+4
fair
yeah
when a creature attempts to see through deception, for example, it's their perception roll vs your deception roll
monks needed the check stated as its a unique thing and it needed to be clarified what the modifier was
so one will be bioluminescene the other will be what
mhm
we need a negative trait too
one is free and provides light, which counters the effects of darkness (-3 perception)
the other costs 1 food pip and allows you to like
flash it around you at any target near you (costing 1 food pip)
this would make their next action be done with disadvantage
yeah
i think it shouldnt always cause disadvantage
the enemy has to roll will or something
disadvantage if they fail a save
yeah
sure
what's the negative trait then
idk
should you be able to focus the light far away or should it just be around you
or both
just be around you
can you write the description idk how to communicate that the effects of darkness are only negated if you are making a perception check on something in the light
without making it super wordy
this work?
you could just add a light section that explains what bright, normal, and dark light levels do
that could work
and have bioluminescence affect that
that way if you implement stuff like glow rocks it can also refer to that section
nightcats could be bright, neuron glow could be normal, and dark could be no light
want to make nightcats light not redundant if you have a lantern or neuron
yeah, doing that in basic rules
there's a section called special conditions
poggers
dunno
wait so what are the numbers for success and failure on 2d8 again
well it depends on the action
i think uh
we are going off the momentum systems handling of combat right
no not combat
oh you mean out of combat
out of combat let the DM decide on the action
what the required roll to fail or succeed is
like trying to push a boulder or move a few rocks would have wildly different requirments
a boulder would need like an 18
but a few rocks its like a 2
how do we define those requirements though
i think it'd take a lot of improve for the DM to just decide
we at least need like
3 sets of different success / lose goals
for actions that are easy, medium, hard
we can't just make it so you need to improv numbers on the spot
i think we could
hmm
1-5 is easy, 6-10 is medium, 11-15 is hard, 16-20 is very hard, 21+ is nearly impossible
or just
5, 10, 15, 20, 25
that wouldnt work though
i say just use the range of values
hmm
20+ rolls are possible with enough buffs but should be used very sparingly
6, 12, 16, 20
idk i feel like using a range is better
and the dm just picks a value
or just pick the middle of each
3, 8, 13, 18, 22
or 5 10 15 20 25
i think 6, 12, 16, 20
i think it does
and i think 6 10 14 18 22 would work better
why add the +
oh wait i see
so you roll within the range though?
wdym
how does range work as opposed to set values
yeah that's the thing
set values just work better
the DM has to do much less mental work
fair
since a range feels somewhat arbitrary
i do think we should use these values instead
easy, average, difficult, very difficult, bleak
then again 16+ much nicer than 18+
hm
20, 16, 12, 8?
oh that works!
yeah that's the problem with 18+ - you need the highest roll on 2d8 and a modifier of +2 on that stat to even hope to get it
yeah
20 16 12 8
even failing the easiest tasks if you are inexperienced fits rain world
yeahh that's why i think 8 fits way better
and also makes negative and positive modifiers a bigger deal
mhm
now the -2 on your stat matters more
and and a -1, -2, or -3 means you will always fail a hard check of 16
-3 means you almost always fail an average
and you need a lot of buffs for a bleak check
mhm
i would add a thing saying "these values do not have to be used if the GM sees fit, but are recommended" or something
i guess