#rw ttrpg thread

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regal mulch
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dm makes up difficulty on the fly

dark rain
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both

regal mulch
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difficulty is decided by the weapon type

dark rain
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because they cant prep for everything

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oh

regal mulch
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or difficulty is decided for all weapons as once thing

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which one

dark rain
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assign different tasks different difficulties

regal mulch
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i think we should include difficulty for a standard strike but not anything else

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then the dm decides depending on factors

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such as the creature type in question

dark rain
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a standard strike isnt equally easy on everythingg

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a standard strike on a wall shouldnt be able to fail for example

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youre literally hitting the broad side of a barn

regal mulch
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well thats why the creatures have a different block/dodge stat

dark rain
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yeah

regal mulch
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thats different

dark rain
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oh right weird combat system

regal mulch
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if a creature dosent block or dodge and you succeed its an instant hit

dark rain
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idk just use 3e/4e/5e's DC system

regal mulch
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we have oje

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20, 16, 12, 8

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bleak hard average easy

dark rain
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and have creature's block and dodge be two separate DCs that you can check agaisnt

regal mulch
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well they choose to do one or the other

dark rain
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those can be created ahead of time or in the moment

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yeah

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the GM can choose that

regal mulch
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yeah

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creatures stats and dice will be decided by the stat block

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or we could have the dm randomize the stats somewhat

dark rain
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gm can do that if they want ig

regal mulch
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yeah

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i say just preset stats

dark rain
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id suggest you just provide a static stat block

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and then they can mod it

regal mulch
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should that be mentioned like

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"its suggested to modify stats slightly for each creature"

dark rain
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you can put that in the GM advice section

regal mulch
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i will

dark rain
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though you probably wanna run the game before writing that

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lol

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some things that sound like good advice actually suck ass

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"no metagaming"

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sounds good

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sucks ass

regal mulch
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how does it suck

dark rain
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metagaming is a tool that players can use to help direct the story

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its frequently part of the reason why a party forms in the first place

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because its supposed to happen

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there should be a reason but like

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meta can do some of the work

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its useful when the characters are able to recognize tropes since it makes telling a story easier

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theres good and bad kinds

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i lvoe this guy

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good youtube

regal mulch
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yeah

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i feel like what you shouldnt meta game is like

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abusing creature weaknesses without a sound reason to know them

dark rain
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something like knowing that killing the alpha of an orange lizard pack is reasonable

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if there is some sort of Slugcat Society then at least one of them would probably have heard that

regal mulch
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yeah it just depends on the character, setting, backstory, etc

dark rain
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it only really applies for common creatures too

regal mulch
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yeah

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and also certain stuff like bubble fruit

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you could reasonably assume that it could pop in water

dark rain
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one piece of advice i see weirdly option is that you shouldnt be afraid to kill PCs

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which is bad advice because it misses the point

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you shouldnt be afraid to punish mistakes

regal mulch
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well its a rain world ttrpg

dark rain
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that doesnt have to include PC death

regal mulch
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we cant kill PCs

dark rain
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ik im just talking generally

regal mulch
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we literally cant a campaign goal is to kill yourself a lot of the time

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but yeah ik what you mean

dark rain
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punish them by taking their money it makes them WAY angrier

regal mulch
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also it seems to be shaping up so its more about like

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planning and finding the right time to strike

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resolve and the way a lot of slugcats have conditional buffs

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also i think we should have the dm decide a creatures attack before a player uses resolve

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otherwise the results will be skewed

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@dark rain going off of what the dm should make up and what should be preset for weapons i have an idea

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i think the basic attack for every weapon should be preset

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but past that its up for the dm to decide

dark rain
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i dont really get how the combat system works so idk how to give input

regal mulch
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if you succeed a roll and the creature fails, you get to attack

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if you fail a roll and a creatures succeeds they take no damage

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if both fail or succeed nothing changes

dark rain
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so why do weapons need a DC

regal mulch
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for the difficulty of a attack succeding

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some weapons might be harder or easier to hse

dark rain
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why not just have the weapon damage the target if you succeed

regal mulch
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if they dodge or block it wont do damage

dark rain
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just have the weapon deal damage

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you dont need two rolls

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well

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three with damage

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if you want to make some weapons more difficult to wield impose a stat requirement

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or require a weapon training adaptation

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that moves the crunch to character creation which speeds up combat

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and also allows for more customization

regal mulch
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i think how it is works

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you roll for accuracy, then damage

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i think the dm deciding the DC is a good idea though

dark rain
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so you do the contested roll

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roll for accuracy

regal mulch
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as a very close range stab should have a low DC while one from far off has a higher one

dark rain
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then damage

regal mulch
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no

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accuracy is up against a dodge/block

dark rain
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ok

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if thats the contested roll

regal mulch
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then if accuracy succeeds, you roll damage

dark rain
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then what is the DC for

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oh

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its not a contested check its

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thats weird

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wouldnt it be easier to just have whoever rolls higher succeed

regal mulch
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youd need to ask fizzy about it

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theyre the one who decided this

dark rain
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that way there arent turns where Nothing Happens

regal mulch
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stuff still happens

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you gain or lose resolve

dark rain
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oh weird

regal mulch
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which is important as positive resolve lets you get the ability to get an attack to always hits

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if you predict the next stat used right

dark rain
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wow i dont like that at all lol

regal mulch
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idk i like it

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fits how rain world is imo

dark rain
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i dont think its consistent with the very environmental combat of rain world

regal mulch
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wdym

dark rain
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i feel like you should be using terrain advantages or your specific abilities to come out on top

regal mulch
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yeah you do

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you can use both

dark rain
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yeah

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thats double-dipping

regal mulch
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i dont see how its a problem or inconsistent

dark rain
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it decreases the prevalence of being clever and makes it more about mind games

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which is very appropriate for jojo

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but seems unnecessary if youre trying to capture rain world's combat

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which is very lethal and mostly based on advantages that the combatants come into combat with

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im very much in the camp of reducing weight as much as possible if its unneeded though

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if youre going for a more crunchy approach then this probably works

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i just hate running games with a lot of die rolls lol

regal mulch
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i like how it is

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might need some tweaking but thats for tommitow

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i do have one idea

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if an attack brings you from full to no health in one hit you could instead get left at 1 hp

dark rain
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that incentivizes people to dump hp though

regal mulch
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you can barley raise hp anyways

dark rain
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how is hp done

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i cant tell

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lol

regal mulch
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you have 12

dark rain
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o

regal mulch
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very few things raise it

dark rain
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well if everyone has the same hp then that works

regal mulch
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maybe an adaptation raises it by 3

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at most

dark rain
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TOUGH FEAT POG

regal mulch
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but hp isnt easy to raise

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almost never happening

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its more focused on dodging and blocking

dark rain
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max hp should never be higher than 25 in a tabletop game

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unless its a dragon

regal mulch
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i would say have it so if it overkills you to a point where its like

dark rain
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dragons should have 50 hp

regal mulch
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-12 hp

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then youre just dead

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its mostly meant to represent how the game is

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one mistake odds are youre dead

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bit more lenient as it wouldnt be very much fun like that

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actually i say we dont need one shot prevention

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but i do feel like one fail and you die is a bit too much

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idk how to resolve this

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any ideas

dark rain
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i think getting oneshot is hilarious

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and should be fully supported

regal mulch
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idk it isnt very fun

dark rain
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it isnt but thats why its funny

regal mulch
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especially since one death is -1 karma for rhe full party

dark rain
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just dont get oneshot lmao

regal mulch
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literally a basic enemy can one shot

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a pink lizard would do 2d6

dark rain
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seems like a fundamental issue with trying to convert a skill-based system into a primarily luck/management-based one

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if ur good at rain world u dont die

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but you cant be good enough at rain world rpg to not die randomly sometimes

regal mulch
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i think my oneshot prevention mechanic is a good idea

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if youre at full hp you can take one attack like that as long as it takes your max hp to -6 or -12

dark rain
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you could also give players a state at 0 hp where some minor penalty is incurred

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but they dont die

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giving them a chance to disengage

regal mulch
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that could work

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if they take fatal damage they are set at 0 hp and will be given disadvantage on all rolls

dark rain
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amg uses 2 hp values to make that work but you could just use the 5e "dying" approach

regal mulch
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whats their approach

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bleeding out iirc

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and having to make saves

dark rain
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yea

regal mulch
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i dont think that works here

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i think the 0 hp state could work

dark rain
regal mulch
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you have recovery die already

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you need to exit combat to use them though

dark rain
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yeah

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idk disadv kinda encourages someone to just

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bail from combat

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which makes sense

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but isnt very engaging

regal mulch
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hm

dark rain
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now if youre using disadvantage as a penalty for getting hit a second time at 0

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then thats funny

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thats what i do

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you could do that

regal mulch
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i do have an idea

dark rain
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stop at 0, no penalty

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get hit again disadv

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well

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that means you can take 3 if the last is dead

regal mulch
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they could be set to 0 health if it one shots them, and they will go back to 1 health if they can deal damage in the next action

dark rain
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which is prob too much

regal mulch
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possibly

dark rain
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bloodborne rally mechanic

regal mulch
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yes

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or another option

dark rain
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i dont think that makes much sense for this setting

regal mulch
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one shots will force you to make a resistance save

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if you fail you die

dark rain
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again thats just more luck

regal mulch
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yeah

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we could just always let you take 2 hits if it dosent overkill too much

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or say

dark rain
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i think just stopping at 0 and having another hit be Kill is best

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with some creatures able to bypass that obv

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like DLLs

regal mulch
regal mulch
dark rain
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id try to avoid weird floating minuses in combat

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or pluses for that matter

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its why dnd 4e chugs so much in combat

regal mulch
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those are just modifiers for X amount of actions right

dark rain
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whuh

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no i mean a bunch of conditional bonuses that you have to remember

regal mulch
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oh wait different thing fuck

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nvm

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we have some of those

dark rain
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its fine if theyre character abilities

regal mulch
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but its mostly class specific

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and adaptation specific

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and you only havelike

dark rain
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but if theyre baked into combat its gonna be forgotten

regal mulch
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3 class specific ones normally and maybe 1 or 2 general ones

dark rain
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frequently

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yeah

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i need to sleep

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bye

regal mulch
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seeya

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night

alpine kelp
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huh just found the thread, neat

read through the doc

hushed bane
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this works

hushed bane
hushed bane
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sure it has a few ill effects but it doesn't have the same weight as making a new character

regal mulch
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@hushed bane hey

alpine kelp
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hi

regal mulch
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hey meme

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what do you think we should do about one shots

alpine kelp
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uh let me see

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like you're saying OHKOs?

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or are you saying one-shot stories

regal mulch
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OHKOs

alpine kelp
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i was mainly thinking i could maybe help come up with the permanent injury table listings

regal mulch
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idk it feels weird that like

alpine kelp
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what is your main concern with OHKOs anyway?

regal mulch
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oop you got unlucky no more stuff for you to do this session

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lowers player engagement by a lot

alpine kelp
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what sort of things would OHKO?

regal mulch
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literally anything

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pink lizard does 2d6 damage

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you have 12 health

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wait i got an idea

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if your body is still fine while youre at 0hp you can be taken to a shelter, and then you can use recovery dice there

alpine kelp
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additionally have a "roll to escape" mechanic where if successful, killing moves will leave you critically injured at the lowest possible health instead of the usual thing where you just die instantly

regal mulch
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i already suggested that

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and would you die on failure or no?

alpine kelp
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what are the consequences of death

do rw's rebirth mechanics apply here

regal mulch
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its in the doc

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in the cycles section

alpine kelp
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ah

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on failure the usual death stuff happens, but the body recovery thing means that if your body is successfully carried to a shelter then the food pips, karma, and permanent injury debuffs don't occur - you still lose your held items though

regal mulch
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well your items would just fall to the ground

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i think you still get a permanent injury

alpine kelp
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i'd MAYBE consider having a karma flower mechanic though, with similar properties to the base game

in other words:

  • used upon death, lost upon a starve attempt
  • prevents death debuffs
alpine kelp
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do you want my help with the permanent injury table?

regal mulch
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we will get a karma flower in the game soon

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and there will be a rite that gives the effectr

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and sure

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we need 18

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1 is the worst

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18 is the not a big deal

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19 and 20 are already no injury

alpine kelp
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so PERMANENT injury? can these not be healed in any way whatsoever, even through blessings or iterator stuff or whatever?

regal mulch
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you can get them healed in some way i assume

alpine kelp
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what ARE blessings anyway? they're never explained

regal mulch
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we will get to explaining them

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uh

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basically mana

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used for rites (spells)

alpine kelp
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ok so what should be the WORST permanent injury? this is important as it serves as a baseline for the rest of them

regal mulch
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what do you think

alpine kelp
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well uhhh, it depends on how severe permanent injuries should be

immediately the most harsh things i could imagine would probably be:

  • loss of sight/hearing
  • loss of limbs/permanent handicap
  • broken/removed jaw

but realistically i don't think players should get SO severely punished for simply rolling low on a d20

so i'd say the worst permanent injuries should be like... idk

massive scarring? weakening of a body part? partial/total blindness in one eye? idk

regal mulch
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injuries are gonna be rp stuff and not affect combat iirc

alpine kelp
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ok if so, i'd say permanent injuries should mainly be scarring or other "minor" damage in which the body isn't compromised

regal mulch
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maybe

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i wanna ask fizzy first what they think

alpine kelp
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so the most severe one would be a massive leviathan jaw scar imprint from getting bitten by one, or a gunshot wound from angering an iterator

regal mulch
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@hushed bane should injuries give debuffs

hushed bane
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im back!

hushed bane
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preferably not

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but if they do it should be minor?

hushed bane
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i sorta wanna just scrap this combat system and change it entirely

regal mulch
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how would we change it

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to what

hushed bane
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something that fits rain world more

regal mulch
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i really do like the resolve system though

hushed bane
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yeah maybe we should keep it

regal mulch
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i like the predicting an enemies attack type

hushed bane
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emerald's criticism just resonated with me

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Buttttt

regal mulch
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feinting we dont really like

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need?

hushed bane
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i think feinting's great!

regal mulch
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wait right fuck

hushed bane
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since it's not actually that powerful

regal mulch
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you dont need to take damage to activate it

hushed bane
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mhm

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just lose a contest

regal mulch
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if you did it would be useless

hushed bane
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and you can't chain feints like predictions

regal mulch
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oh right about OHKOs and dying too early in a session

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i got an idea

hushed bane
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dying isn't permanent though

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and dying early is arguably better

regal mulch
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if your body is still in tact you can be taken to a shelter and then use recovery dice to heal

hushed bane
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since it resets your food

regal mulch
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dosent dying mean you cant do stuff for the rest of the session?

regal mulch
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oh shit

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i thought you wouldnt be revived till next session

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its good then

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where do you revive then

hushed bane
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you simply revive where you died (a little unrealistic but i think it works) with some injuries

regal mulch
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next shelter the group comes across?

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like l4d closets

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i like that idea

hushed bane
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maybeeee

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i just think it should be where you died

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or the room before

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makes things more simple

regal mulch
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id go with next shelter

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to make it still have weight

hushed bane
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thing is that then takes that player out of the game until the next shelter is found

regal mulch
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still the DM would probably put a shelter soon after

hushed bane
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WAIT NO SINCE THEY'RE REVIVED

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it actually just splits the party

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which is

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arguably worse

regal mulch
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yeah

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just revive at the next shelter

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i would say a revival should expend 1 recovery dice if you have some left

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if you dont have any left it wont expend anything

alpine kelp
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frankly though if there are different types of injuries i think they should just reflect in which way you died (or at least the creature that killed you) rather than having a big table

scars should reflect the "final hit" that killed you

so as an example:

  • red lizards would have 3 potential injury scars: a bite, a claw scratch, and a mark from getting hit by the spit
  • scavengers have 4: rubbish hit, spear hit, explosive spear hit, and bomb hit

now scar PLACEMENT varies - imo players should be able to put them wherever, or it will appear in the spot where they got hit (if we have a body part system)

regal mulch
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i would go with that

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letting the player decide the injury type

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or dm

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more accurate and allows more customization

alpine kelp
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we should still provide some sort of way to NOT get permanent injuries if you're lucky though

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or to heal them through some system (probably blessings)

hushed bane
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tbh i already wrote that as an extra option but

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yeah

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makes way more sense

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also makes your journey unique

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at the very end, you can all reflect on your past injuries

regal mulch
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any way to heal them?

hushed bane
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back

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depends on the injury

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scars probably not, but they're mostly aesthetic

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lost limbs, eyes, etc?

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possibly through external help

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iterators, karma magic, something the DM makes up

regal mulch
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@hushed bane question do you have any ideas on how we would rework the combat system

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you said you wanted to

hushed bane
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back

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i dont think we should tbh

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we both like it

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it might not totally fit the feel of rain world's gameplay but i think it fits a standoff between predator and prey quite well

regal mulch
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we could slightly change it if necessary

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get rid of the tie state unless their roll is the same?

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that also removes the need for a DC for attacking, dodging, and blocking

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its just which is higher

hushed bane
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idk, which is higher seems a little unfair

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since some creatures are obviously gonna have some high stats

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which mean, if they're high enough, a slugcat requires a super lucky roll to ever even hope to beat them

regal mulch
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that is true

hushed bane
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i think the tie state is fine as is

regal mulch
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should the DC of the attack be decided by the weapon?

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or the dm

regal mulch
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as something like a point blank attack is much easier than an attack from far away

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creatrues attacks should be pre set though

hushed bane
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since the DC is usually based on context yeah

regal mulch
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as uh

hushed bane
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i mean their DC is also based on context too

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but their attack damage and stuff of course

regal mulch
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thats true

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just let the dm decide DC for all the attacks?

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and dodges

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oh wait

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have we explained blessings yet

hushed bane
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WE HAVEN'T

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maybe a new section in basic rules?

regal mulch
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maybe in combat actionsd?

hushed bane
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nah since not all spells are combat focused

regal mulch
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basic rules

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hows that section

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in basic rules

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or should we have a section called like

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"actions"

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@hushed bane

hushed bane
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yeah that works!

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maybe rename it to blessings and spellcasting

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because i've added a section at the end of the character bit

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called rites

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that basically lists the spells

regal mulch
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cool what should be in the actions section

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or should it be a subcategory or a category in of its self

hushed bane
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actions sections?

regal mulch
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section

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should it be its own section or in another one

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right can swe uh

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rename races to species

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@hushed bane

hushed bane
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idk what you mean

hushed bane
regal mulch
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oh wait we already have an actions section

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i just realised

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ill replace it

hushed bane
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yeah thats why i was confused lmao

regal mulch
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wait

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how much should monks 1d4 + Knowledge healing cost

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i didnt have a cost for it

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3?

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also should it use will or knowledege for the health

hushed bane
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3

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and will

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since it's like pushing through injury

regal mulch
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oh right question

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should we change how nightcats light works?

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rn it can give constant advantage on perception nearby you

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because its always a bright light

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should it be +1 light level

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and then another light source would give +1 light

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so you would need a neuron and the adaptation for that

hushed bane
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yeahhh

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+1 light level works better

regal mulch
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yeah

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should it stack with lanterns and neurons tho?

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or maybe we can balance it by having it also give disadvantage to stealth while theres a brightl ight

hushed bane
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yeah id balance it

regal mulch
hushed bane
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this works!

regal mulch
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yeah

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and itll stack with neurons and lanterns

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and neurons will be toggleable because of this right

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otherwise it could fuck with stealth builds

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@hushed bane what are we doing next

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we also might want to rework this so it works better with the death system

hushed bane
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additionally happens?

regal mulch
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what about it

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its in addition to the normal death effects

hushed bane
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nah

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starvation shouldn't cause permanent injuries

regal mulch
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we should change karma loss and gain thoughh to work better with the player count say

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+1 Karma at the end of each cycle for every player that survives, -1 for every death that cycle

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you need to how many food pips youll have on respawn here

hushed bane
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even if there are a few dead people

regal mulch
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yeah

hushed bane
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it's like

regal mulch
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then you subtract the deaths

hushed bane
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oh that works

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but this is banking on deaths being very common

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otherwise you'll have +3 or +4 karma each cycle

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like Extremely common

regal mulch
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we would need to test

hushed bane
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brb

regal mulch
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we should probably keep track of what people pick when making a character

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also is this meant to mean "when the accuracy roll is 16 or higher" or when the damage roll is 16 or higher

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i think the first one is better

regal mulch
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added an example

hushed bane
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back

hushed bane
regal mulch
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should it be higher damgae

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+4?

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or should it be 15+

regal mulch
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@hushed bane do you want to work on arti now

hushed bane
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BACK

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SORRY

#

was doin a thing

hushed bane
#

@upbeat temple

regal mulch
regal mulch
#

@hushed bane hey should creatures have weaknesses and what not

#

like a lizard takes 1.5x damage if a spear hits in the mouth

hushed bane
#

hmMmmm

#

maybe? feels like something a DM can just enforce

#

in fact

#

idk, i could see it being an extra bit in the creature bios

#

i think we'll get to that once we start working on the creatures

regal mulch
#

i agree ther

#

maybe just say like

#

"lizards have armored heads, but are still able to be damage in the mouth"

#

also do you want to work on character creation rn

#

and ill work on spearmaster

hushed bane
#

yeah sure!

#

im gonna go get a drink and then finally work on arti

regal mulch
#

@hushed bane what does karmic attunement do

#

also im gonna rewrite the death part to better communicate what it is now

#

also i think this fits starving now too

#

we dont need to add the death while starving part

#

which is just this

regal mulch
#

@hushed bane something interesting apparently a rain world ttrpg has been attempted before

#

i do feel like nightcats adaptations might not be balanced

#

along with hunters

hushed bane
#

BACK

regal mulch
#

yeah

hushed bane
#

rad

regal mulch
#

2017

hushed bane
#

Woah

regal mulch
#

only one mention of it though

hushed bane
regal mulch
#

yeah

#

it feels like bioluminescene is too good and pounce is too weak

hushed bane
#

maybe make it cost food?

regal mulch
#

the flash part not the light part

#

2 food work?

hushed bane
#

specify that it's a small area around you and make a flash cost food

#

yeah

hushed bane
regal mulch
#

ok now i think its balanced

#

but hunters still seems unbalanced

hushed bane
#

how so?

regal mulch
#

one is rarer and only has +1 damage over the other (on unarmed strikes)

hushed bane
#

yeah but you roll with advantage

#

maybe bump it to +3 damage?

regal mulch
#

no i mean like

#

i think the crit is too weak

hushed bane
#

ohhh

regal mulch
#

the other one is good

hushed bane
#

maybe like

#

1d6+1

#

?

#

in fact that might be a little too much

#

2d4+2?

#

2d4+1?

regal mulch
#

isnt that more

hushed bane
#

Oh wait yeah

#

uhh

#

1d4+2 maybe

regal mulch
#

1d4+2

#

or we could just completly rework it

hushed bane
#

id say 1d4+2

#

works best

#

what should arti's negative feature be

regal mulch
#

something to do with everyone hating them

hushed bane
#

how would we implement that though

#

arti already has -2 allure

regal mulch
#

thats true

#

hm

#

@dark rain

hushed bane
#

lmaoo

#

while we wait for that

#

adaptationss

#

maybe one that improves self explosions?

regal mulch
#

yeah

#

one for crafting, one self explosion

hushed bane
#

OH WAIT CAN'T ARTIFICER CREATE BOMBS FROM JUST ROCKS AND FOOD PIPS

regal mulch
#

yes

#

but i feel like that might be a bit too strong

hushed bane
#

maybe have that as an adaptation

#

mobility vs weapons

#

but then have a bomb cost like

#

3 food

regal mulch
#

yes

hushed bane
regal mulch
#

i dont know

#

i only saw mention of it from gwyg with an expiered server invite

hushed bane
#

damn

#

we should ask them about it at some point

regal mulch
#

@tight fog hey i saw a mention of a rain world TTRPG was back in 2017, do we still have the documents for all that so we can reference it?

hushed bane
#

or just know a lil about it

regal mulch
#

@hushed bane i wouldnt include the agility save difficulty

#

we are mostly making dms decide the save

hushed bane
#

yeah true

regal mulch
#

make sure to factor in the +3 damage to explosives already

hushed bane
#

mhm

#

wait that's 2d6+6

#

i might just make it 2d6

#

so 2d6+3 already applies

regal mulch
#

a standard grenade should be 2d8+2

#

so arti could do up to 21 damage with one

hushed bane
#

hot damn

regal mulch
#

or we could go with 2d6+3 on a standard grendae

hushed bane
#

although that's only if creatures fail at dodging

regal mulch
#

slightly weaker but more consistent

#

a 20 max with arti

hushed bane
#

mhm

regal mulch
#

should we say medium range for this explosive?

#

for the uh

#

improvised nade

hushed bane
#

oh sure

#

how much food does spearmaster get from throwing spears at things

regal mulch
#

1 food pip

#

only on large creatures though

hushed bane
#

i see

#

nah remember that one food pip ingame is 2 here

regal mulch
#

still

#

i think its balanced

#

cycles are longer

hushed bane
#

true but that means the spearmaster HEAVILY relies on the DM putting a lot of predators in one session

#

2 food pips means it has to attack a predator 5 times

#

and attacking in the first place is already risky

#

1 means it has to attack 10 times

#

also should making a spear be a successful save or just automatic?

#

if it's the former then it should also be 2 food pips to balance out that you might not always get a spear

#

i think it should be though

regal mulch
#

automatic

#

imo

hushed bane
#

yeah okay

#

that's fair

regal mulch
#

and also because i want a thing

hushed bane
#

thing is does this mean other slugcats have infinite spears

regal mulch
#

every 3 food pips you gain you can give 1 to your team

#

no

#

only 3 spears can exist at a time

hushed bane
#

ah

regal mulch
#

i was thinking for the adaptation then

hushed bane
#

better spears or better food??

regal mulch
#

every 4 food pips you gain, you can choose to lose 1 food pip to give 1 to all team members

hushed bane
#

OOO

#

I LOVE IT

#

anyway imma sleep now

#

ill be up tomorrow to make more scugs

regal mulch
#

i wouldnt make the spears stronger than normal

hushed bane
#

hopefully we can finish the slugcats by tomorrow

hushed bane
regal mulch
#

thats fine

#

goodnight

#

ill finish spearmaster up

#

should we pick if we are gonna use they or it for slugcats or just like

#

use both

#

also where did you get all the MSC images from

#

i cant find them anywhee

regal mulch
regal mulch
#

what should artis negative trait be

#

and question

dark rain
#

idk

severe olive
#

you're the rain world guy

dark rain
#

im gonna piss ur pants

worn spear
#

ohweaow

severe olive
#

I'm gonna piss my pants

regal mulch
#

which version is better for the karma explanation

#

which picture

dark rain
#

GET OUT OF HERE

regal mulch
#

the big one or the small one

dark rain
#

i like the 2nd one

#

more

severe olive
regal mulch
#

the one with only one row?

dark rain
#

yea

regal mulch
#

the top one also has the symbols for partial stuff though

severe olive
#

2nd is a lot more visually appealing, and gives a better reference of what your trying to convey, ye

#

1st one is kinda wacky

#

implies a horizontal movement that doesn't need to exist

regal mulch
#

but it also conveys the karma symbols that appear before you reach max

#

which is important

dark rain
#

arti's negative trait is that they are so attracted to women that they pursue them over all else

regal mulch
#

i may have made the section too big

#

idk ill mess with it tommorow and get fizzys input on it

dark rain
#

oh god

#

schmassive

regal mulch
#

it is too big

#

im removing the final image and the text that goes along with it

#

and rewriting the part about what it does

verbal grove
#

question, is getting attacked by a leviathan, just an instakill?

regal mulch
#

probably

#

also i need to add a section telling you about what slots you have

#

@verbal grove any more questions

verbal grove
regal mulch
#

ok im making a list of what i need to do

#
  • rewrite the karma section at the bottom
  • add a section telling about slots you have in character creation along with unarmed strikes
  • fixing inconsistent capitalization (mostly for cycle(s))
  • add a section for gming
  • replace racial with species
    -~~ adjust spearmaster food adaptation~~
    -~~ decide if we use they, it, or both when referring to slugcats~~
  • decide if we use The Hunter, or The Hunter and a Hunter
  • rework or remove the advantage part of artis self explosion skill
  • remove commas being in places they dont need to be
heavy chasm
#
  • add schmungle
quaint aspen
#

I'll get an invite for you

#

it's dead now obviously and the general channels been filled with random things so just ignore that lol

#

at least i think its this server you were referring to

#

2017 fits the time period for it

#

the guy who made it was Wolvered idk if hes still active here

regal mulch
#

oh thank you so much

#

looking over it its much less uniform and more freeform

quaint aspen
#

looking at it again now and i love that they managed to make basically slugcat among us back in that time

regal mulch
#

which isnt inherently bad

#

and yeah i noticed that

#

i do want to ask

#

was there anything wrong with the systems they had?

quaint aspen
#

minmaxing was a problem in the later times i think

#

thats what its called right

regal mulch
#

yeah

#

we may run into that but weve been careful so far that everything is mostly balanced

quaint aspen
#

i think there was a few characters that had like +5 or +6 in one stat because one of the stat features was you could take away a point from one stat and give it to another

regal mulch
#

oh yeah

#

for us your base stats limit you to -3 or +3 at max

quaint aspen
#

and like im pretty sure the resolving dice was a d10 so that was like

#

op

regal mulch
#

ours is 2d8

quaint aspen
#

yea that sounds a lot better lmao

regal mulch
#

yeah

#

youre free to help us brainstorm or join test sessions

quaint aspen
#

id love to join a session

#

its finally summer and i got all the free time gourmandthumbsup

regal mulch
#

for a while its mostly going to be test sessions as we need a lot of balancing

#

because some things may become extremely overpowered

quaint aspen
#

mhm

regal mulch
#

like a spearmaster and survivor feedback loop we have

#

that should be fine currently but can get out of hand

quaint aspen
#

is that an infinite food loophole

regal mulch
#

no

#

you lose food

quaint aspen
#

oooh

regal mulch
#

but its still really good

#

survivor can give spearmaster +1 and advantage on a throwing roll for 4 food pips

#

this gives spearmaster 2 food pips

#

which they can then turn into 1 food pip to give to survivor

quaint aspen
#

ah right

regal mulch
#

it might be too good

#

maybe we should increase food pip gain to +3 with the adaptation

quaint aspen
#

wait lemme check the doc to see what that means lol

regal mulch
#

oh

#

adaptations are like abilties you gain while you level

quaint aspen
#

oh right adaptations like the level thing

#

yeye

regal mulch
#

yeah

#

at level 3 you get a species adaptation

#

question though

#

any idea for a negative trait for arti

quaint aspen
#

uhhh

#

could it just be that scavengers hate him and that theres always a mini kill squad after him

regal mulch
#

not a good one as it messes with the party

quaint aspen
#

oh yea fair

regal mulch
#

and will greately decrease people playing arti

quaint aspen
#

hmmm

#

didnt msc arti have water as a weakness

#

did i just make that up

#

like i think he just straight up exploded

#

maybe something a bit tamer than that tho

regal mulch
#

did they?

quaint aspen
#

i really dk if thats true or if im mixing up my mods hunterangy

regal mulch
#

that actually could work

#

your self explosions dont work underwater

quaint aspen
#

hm ye

#

and then like have that extend to some time after theyve gone back to land

regal mulch
#

then again it should apply to every enviroment

#

and that dosent always apply

quaint aspen
#

the only trait i could think of would have something to do with their karma

#

would they just not gain karma if they havent dragged a dead scav/anything into a shelter?

#

itd be a bit weird tho

#

oh maybe if you're injured/starving your mini explosions stun you for a short bit

regal mulch
#

elaborate

quaint aspen
#

so with low HP or when starving, when you do the mini explosion to launch yourself anywhere, you become like unconscious for like an actions worth of time

regal mulch
#

dont think that would work

quaint aspen
#

ah right

regal mulch
#

im gonna sleep now

#

goodnight

regal mulch
quaint aspen
#

goodnoit

regal mulch
#

I'm assuming the categories at the bottom are placeholders for WIP stuff?

regal mulch
#

Wanting to start speculating on balancing future creatures. Hopefully get some ideas to throw at y'all once you get that far. Issue is, kinda difficult to balance stuff like attacks without a baseline for health. Was wondering if you guys had figured that out yet or not. Didn't see it in the doc.

hushed bane
#

ah ok!

hushed bane
regal mulch
#

Excited for this, so I want to help as much as possible. Figured I might work on stuff y'all haven't to make it faster once you get there. lizblueblep

hushed bane
#

oh sure!!

#

rn our top priority is getting all the slugcats done

#

then we have the chill task of getting the creatures, plants and items done

regal mulch
#

Mhmm, I noticed. And while you guys are focused on that, I thought I'd start think about the lizards since I know them decently.

#

Do we have an idea on slugcat health?

hushed bane
#

slugcat health is 12, all other creatures have multiples of that health like ingame

regal mulch
#

An example if you would?

hushed bane
#

since slugcat HP is 1 ingame and a cyan lizard's 1.4

#

here, a slugcat's HP is 12, so cyan lizard would be 1.4 * 12

#

or 16.8

#

which we round up to 17

regal mulch
#

Okay, cool.

hushed bane
#

oo and one thing we also need

#

more rites / adaptations

regal mulch
#

I saw. I'm unsure what to do for rites. I may work on adaptations.

hushed bane
#

rites are basically spells that any slugcat can cast

#

which means they should usually be small utilities

#

and are themed around spooky karma magic stuff

regal mulch
#

That's about what I understood of it. There's not enough of them for me to understand how I would balance them, but maybe I can come up with some ideas and let you guys balance it.

hushed bane
#

yeah sure!

regal mulch
#

I'm pretty good at ideas, not so much with balancing, so that may just be what I do.

hushed bane
#

adaptations are just like

#

class features i guess

#

except you can pick and choose any

regal mulch
#

Pretty much how I understand it.

#

I'm going to reread everything once I get some sleep so that it'll be fresh in my head to get brainstorming. I'll only have a few hours to work on it today, but something is better than nothing.

hushed bane
#

yeah sure

#

i'd say we're about halfway done

regal mulch
#

I'd say more like a third, but yeah, a lot is done already.

hushed bane
#

yee

regal mulch
#

With how many creatures there are, there's a lot left to do, and a bit of explanation for what the dm should do to run a campaign is also a very important part we're missing rn.

#

But for character creation it's looking wonderful so far.

#

Definitely one of the most important parts of any ttrpg.

hushed bane
regal mulch
#

That's true.

hushed bane
#

all that needs to be done for each creature is tweak HP and damage, give them stats, a few actions / attacks and then a description of their behaviour for DMs

regal mulch
#

Still a decent about of work if you want every creature in the game. However it does get easier with lizards having a lot of similar values.

#

Think I'll brainstorm for adaptations and rites then for now. Fill the looser holes with ideas so you guys can focus on balancing the things you already have ideas on.

upbeat temple
#

Figured this is the best place to put it. Going to run a Rainworld Risus game tommorow night, just chilling, looking for participants.

regal mulch
#

Risus?

upbeat temple
#

Survivor:
Wit: (1)
Karma: (2)
Attack: (2)
Dodge: (3)
Survival: (2)

Monk:
Karma: (3)
Empathy: (2)
Attack: (1)
Wit: (1)
Dodge: (3)

Hunter:
Wit: (1)
Karma: (1)
Attack: (4)
Dodge: (3)
Grit: (1)* Chance to survive death!

Wanderer:
Wit: (1)
Karma: (2)
Attack: (2)
Dodge: (5)

Rivulet:
Wit: (1)
Karma: (2)
Attack: (2)
Dodge: (4)
Swimming: (1*)

Spearmaster:
Wit: (1)
Karma: (1 or 2)
Attack: (3)
Dodge: (3)
Restraining: (1 or 2)

Saint:
Wit: (1)
Karma: (3)
Empathy: (1)
Acrobatics: (5)

Gourmand:
Wit: (3)
Karma: (2)
Attack: (2)
Dodge: (1)
Girth: (2)

Artificer:
Wit: (2)
Karma: (1)
Attack: (3)*
Dodge: (3)
Artificing: (1)

Gorbo:
Wit: (1)
Attack: (2)
Dodge: (3)
Rot removal: (2)
Gorbing: (2)

#

Made a few slugs for it

#

lemme grab the pdf

regal mulch
#

Lot of reading for so little time.

#

I don't want to get involved without understanding what I'm doing, and I'm not gonna have the time today, so maybe next time.

upbeat temple
#

Simplest rpg in the world but kk

regal mulch
#

May be simple, but 70 pages and small text. Lots of reading.

#

Also I'm tired rn, so I may reassess in the morning.

upbeat temple
#

its five pages

#

page 7-70 is extra rules im not using

regal mulch
#

Oh

#

Okay

#

What time and timezone?

upbeat temple
#

6 PM MDT

#

Tommorow

#

so 37 hours from now

#

ah shoot

#

I have therapy that day

#

nevermind

#

Okay

#

so

regal mulch
#

Oof

upbeat temple
#

37+24 hours from today

#

instead

#

61 hours from now

#

6 PM MDT 28th\

regal mulch
#

Okay. I'll figure out what time that is for me and figure out if I'm free. Lol

upbeat temple
#

Im not using page 6 so its just 1-5

regal mulch
#

Have had no sleep because of unfortunate circumstances, but still brainstorming.

For rites:
A rite that temporarily boosts a stat.
A rite similar to Monk's Mender that requires more blessings to cast.

hushed bane
#

ooo

#

also hope you get some sleep at some point

regal mulch
#

I will later. Just gotta suffer a bit longer.

#

In the mean time I'll keep thinking.

#

Also thought I should mention, unsure if they're place holders or not, but you have the First Strike adaptation in 3 times.

#

It's not specified, so I might as well ask. What are recovery dice?

#

Also, rite that is basically just weak Saint smite, small unavoidable damage.
And maybe a revive rite for a lot of blessings.

#

Given there's a body to revive

#

@hushed bane hi

regal mulch
hushed bane
#

HI

hushed bane
regal mulch
#

Hi Autumn.

hushed bane
regal mulch
#

Yeah, but maybe to prevent karma loss.

#

im gonna ask the easy questions rn

#

pronoun wise do we use they, it, or both for slugcats

#

Since we're referring to them as the players most likely, I'm going to go with they.

#

wait right

#

devs use they and it

regal mulch
#

Karma is an important aspect, so a way for the party to avoid losing it would probably be used frequently.

#

also are we going to use "The Slugcat" or "The Slugcat" and "a Slugcat"

#

replace slugcat with the species name

#

so hunter or survivor instead of slugcat

regal mulch
#

also @hushed bane i added a karma section and some more to spearmaster

#

not sure if you saw

regal mulch
#

im rewriting it a bit rn

#

i made it a bit too wordy

#

i do think this is unecessary though

#

wait how much damage does a bite do

#

also where does it mention unarmed strike damage

#

in character creation ill mention it

regal mulch
#

@hushed bane does artis self explosion damage include the bonus to explosive weaponry

regal mulch
#

how are we gonna handle creatures needing to make saves

#

will we give them full stat blocks?

#

with all the stats

#

or we can just give them the 5 main stats and make their substats the same

regal mulch
#

should we include a part somewhere saying "you cannot choose an adaptation if your character would logically be unable to gain this adaptation"

hushed bane
hushed bane
#

maybe just the 5 main ones and then a few of the substats

regal mulch
#

i say just do just main ones, or all of them

hushed bane
regal mulch
#

i do have a better idea for the bite

hushed bane
#

oh?

regal mulch
#

bite isnt affected by unarmed modifiers and its just a new attack you can do

#

1d4 + 1 so its stronger than a deafult unarmed strike

#

or just 1d6

#

oh and should we make it so each adaptation has like

#

2 tiers

#

and you would need to get the adaptation again to get the second tier or nah

#

@hushed bane hows that sound

#

im not too sure about the idea but no harm in throwing stuff out there

hushed bane
#

maybe we could make it a thing but rn it feels too ambitious

regal mulch
#

i dont even like the idea that much anyways

#

i do have an idea though

#

get like

#

10 people to build a level 10 character for each slugcat when we finish

#

also im reworking artis first adaptation and idk what to do with it

#

it hould have something to do with your self explosions

#

@hushed bane why did it even mention giving advantage in the first place for self explosions

#

i thought you didnt need to roll for those because they dont deal random damage

hushed bane
regal mulch
#

yeah

#

i mean the like

#

launching yourself part

#

@quaint aspen do you want to be able to edit the doc

regal mulch
#

A large snake for example has a Nature(the score) of 12. This means it roles 12 dice for any move it makes.

#

I'm not going to explain why so many dice because its dice system is funky too. However to show balancing, mice will typically be rolling between 2-9 dice. A snake is a natural predator of mice so it's a tough opponent to beat, requiring luck and strategy to win instead of brute strength.

#

that wouldnt work very well

#

something like a say

#

lizard

#

high chance to kill but very slow

#

more importantly

#

@hushed bane do we need to change the name of throwing

#

it only works for slugcats and acavs

#

and creatures will be using it

#

Since the creatures of rainworld are more complex, this is true. Was just an example of another game's mechanic for you to contemplaye.

#

maybe change finnesse to accuracy and throwing to a new stat

#

or just rename throwing

#

I think just rename throwing.

#

to what

#

I'm thinking.

#

needs to represent the force behind an attack

#

Could be exactly that, force.

#

Impact

#

The force of the attack landing.

#

well that implies a damage increase

#

True

#

Hmmm

#

I'm unsure what to replace it with where it still applies to slugcats similarly, but other creatures can use it too.

#

force?

#

i mean it kind of makes sense

#

for breaking through a creatures defense or dodge

#

Yeah, kinda the best thing we have.

#

Green lizard be nothing but force. Lol

regal mulch
#

@hushed bane is this fine

regal mulch
#

i feel like finesse and throwing/force need to be changed

#

maybe just throwing stays the same and change finesse

#

but then what about weapons you dont throw

hushed bane
#

force?

regal mulch
#

what about it

hushed bane
#

ohhh throwing replacement

#

it works but it feels sort of vague

regal mulch
#

it does

#

but throwing dosent apply to stuff like

#

point blank stabs

#

with spears its fine but with a like

#

homebrew weapon (maybe like a knife) it wouldnt work as well

#

especially if itsl ike a homebrew sword

hushed bane
hushed bane
regal mulch
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oh ok