#rw ttrpg thread
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THROWING 5
my pfp is literally my char so it works
what do we have in our inventory
anywho
nah ill acquire one
k
no vlutre version
are we not allowed to talk because slugcat cant speka
no in character speaking
only frantic gestures
for Extreme Immersion
actually yeah everyone just like uh
make their slugcat in the picrew ig
did you use anything to make that token emerald
no im just so skilled
A RPG tool site with a table top token app and dice roller for table top role playing games.. RollAdvantage aims to provide tools and resources for table top role playing games. All the tools aim to be easy to use, fast and accessible on the fly, and optionally in-depth if possible in order to make a GMโs life easier.
if you want to use the picrew instead thats cool, got this done pretty quickly
its more accurate to what kamate actually looks like but alas, nothing can be perfect
yeah that works
@craggy pulsar @hushed bane can you two do the same
Make a picrew or just put the already drawn thingy in the token stamp?
picrew
mm i dont think we absolutely NEED a 4th player but we could try if someone wanted to play
hi
uhhh
how long is the session going to go for
likely 3-4 on the higher end
i will probably eat dinner in sometime around 3 hours
but idk if my parents are going to leave me alone for that long
ill get the picrew thing set up
ill play
rad
any class you want me to play in particular
as long as its not a hunter, counterfeit survivor, metabolic burst riv, therapy spearmaster, or reneweal saint pick whatever you want
just want to make sure we have everything somewhat tested
Character Sheet
Information,Combat,Statistics
Name,HP,Knowledge,Agility,Resistance,Muscle,Allure
Species,Blessings
Level,Recovery Dice,Comprehension,Finesse,Tolerance,Carrying,Intimidation
Max HP,Resolve
Max Blessings,Food Pips,Perception,Stealth,Will,Throwing,Taming
Max Recovey Dice,Karma
Max ...
use this
level 3
and make a picrew when youre done to represent the character
use the pride one
just make sure it has a colored background and not transluscent
ok cool tell me when your character is done
do we have blessings and rites fleshed out enough
im saying if i picked a P.P. Monk would that be an issue
moo
what background color do you want
what should my stats be
ok
making a level 3 character just reminding you
ok so i have 13 stat allocations? what about hp
so i have 15 blessings then?
- 6 from being level 3
- 6 from Karmic Gift
- 3 from P.P.
also heres the tokens
yes
so in terms of stat points i should figure out that guide, right?
follow the guide
where funny black and white mime colors?
couldnt make it
bit confused: how do secondary stats work (for example taming)
ok
also tell me when you have their name
garfcat wait hes alresdy a cat
max karma should be 5 right
yes
mhm
hey creek
do you wanna watch
i really think the -2 should have been to finesse rather than comprehension but ok
for gourd?
oh wait monk
fuck
its because monk cant get pearls read
well colored ones atleast
monk has poor reading comprehension he's illiterate
should there be a separate column for known rites
i feel like there isn't much space otherwise
you know all the rites
or would they go into "inventory"
im saying for the purposes of telekinesis and karmic spear, where should i put them
inventory?
sure
is the telekinesis will check made by the player or the target
or is it a clash thing
ok i have everything except stats at this point
hi foxy
Here's a question that I don't know if was ever answered, does Spear's IV have a minimum of 1 dmg, or can is be 0 given a good roll?
can be 0
Cool
do you wanna watch btw
I likely will, ye.
we are gonna start once meme finishes so like 5 minutes
I'd love to play, but idk
I might be able to join mid session, but it's a big might.
Indeed
plentiful
Especially with my Riv. Lore wise: Is sprinting to the next shelter at top speed and crashes into the party fighting something. Lol
Oh wait sure
what adap did you pick
my riv ๐ค foxy's riv
running into people
burst or enhanced reflexes
For Riv? Enhanced
ok nice
i was worried for a second you would overlap those
stat sheet done
I still have all 3 characters I said I would, so depending what everyone has, I have a few options.
do i need to do vc?
yeah
ok
gimme 10
You'll need to at the very least be in vc.
gimme 15, another one, gimme 20
do i need to join roll20 or something
30!
yeah
ill be in ampitheatre
link?
link to session?
server vc?
they had 5 turns underwater and they failed getting into the shelter all 5
heres the full map btw
Too bad I only got to blow stuff up and stab a lizard that didn't need to be stabbed, but oh well. Lol
ooh boy im. excited to see what an actual full campaign will be like lol
Had fun watching before I got to play.
@hushed bane session went great but a few things i saw
resolve needs to be easy tracked on the character sheet otherwise its gonna be forgotten about
oh right everything got used except carrying
that's great!
yeah they were going really good so i made the final encounter wild
1 vulture 4 pink lizards
half of the pinks left halfway through because of the rain
and intikus rolled below the DC 6 times in a row
and slugcat took uh
3d12 damage to the face
And then impaled and pinned into a wall.
(wasn't my intention i swear)
that went great though
we got a group so thats good (except emerald because theyre gonna be unable to play iirc because shes in like 50 campaigns)
@regal mulch i do want feedback on nightcat
should we change anything
if you need more people at some point I'd love to join
I didn't get to play it much, so I don't have too much feedback.
Will give some details later tho.
Bit busy atm
And hopefully soon I'll get a bit more wiggle room as college classes lessen.
So I'll be free more.
i am in 3 ok
Close enough. Lol
ok emerald be happy you didnt spend 6 actions drowning
and failing
also i prob wouldnt play anyways since yall's style is very gameist, which isnt usually what i show up for
i hope u have fun tho
i hope you have no fun and suffer <3
im very much there for the rp part of rpg lol
love u 2 bestie ๐ซ
half of that may be due to my inexperience gming
Dm then and give us stuff to rp about. 
as said before i have never done it before so it was interesting
you missed the end fight though
partially, but more due to the play structure imo
Everyone except the Riv experienced drowning. Lmao
which is very Mechanical
And I was the only one to completely avoid the vult.
i feel like having an actual character sheet would help keep track of resolve though
oh yeah it got wild at the end
also btw i made hunter crit work on prediction
Indeed
i still dont much like resolve as a mechanic
it works plenty well as a game mechanic but kind of discourages rp in combat
do you suggest we change it or remove it or etc
since gaining advantages through clever maneuvering and funny ideas are wrapped up into a system that rewards you the same for not roleplaying at all
i would remove it, but i have very different priorities than yall as ive established
so it might work just fine 4 u
idk nobody used it but you
i still want some unique combat mechanic though
idk what
the unique combat mechanic is that you can do whatever the fuck you want to fight a dude
youre not locked into a set of defined responses like a video game
tabletops come out the box with unique combat by nature
the unique combat mechanic is that after 3 hits in a row you grow a gun
gun world
ok hear me out ok ok
gourmand with acidic bite
fill their mouth and hands with rocks
upon you slapping them have them shoot out the rocks (now acidic)
Lmao
which is why i dont particularly enjoy complicated combat mechanics with defined responses -- it dims the natural roleplay-focused combat structure with gameist elements
With acidic bite do debris slowly melt in your mouth? Lol
i think we should test without resolve
and with giving riv a new feature
they should eat a watermelon and shoot seeds like a machine gun
yes
i can run that but im running it how i usually run combats
which is to say difficult as hell
elaborate
i want people thinking laterally so i usually make combats too difficult to come out of without a big loss
if you just roll dice
ah ok
ok since we might want to change that
what should rivs new default adaptation be
moist
gunmand
ok holy shit adaptation
you can shoot an item in your mouth out like a projectile dealing its damage in addition to 1d6
or maybe 1d4
Gourm gun confirmed?
yes
also idea for riv feature
you get a free unarmed strike when you attack a creature
Hmmm
As base ability?
geah
since we might just remove resolve
@dark rain right i was gonna asks should we nerf anything
or buff stuff
bwuauh
1am ping based
ok awesome you have 30 minutes rework the entire game to be flawless
and then we can use a skill based leveling system
with a number of skills instead of having them all be stats
w/ reflexes, fortitude, and willpower defenses
for making saves
also its a 2d10 system now
never
you asked me to make it flawless
insult 2d10 again and i will go over in categorical detail as to why you are wrong
you rolled a 2d10 for number of bitches and you got a -1 ๐
average 2d10 fan vs average 2d8 enjoyer
โผ๏ธ๐ฅ
๐ฅโผ๏ธ
you think thats bad
STOP BEING MEAN TO NANO!!!!!!
jokes on you i dont roll dice
died
my players do
Can't wait to get Snake Eyes 3 times tomorrow
yaaaaaaaaaaaay
hey autumn do you want to listen to my sesiso n tomorrow
what time
5 pm
(Nano's timezone is better bc I'm also in it)
and by that i mean people show up from 5-6 pm
2pm for me i think
do yuo live in australia
no
AUSTRALIAN...
what time is it for you
REAL
1:30 am
12 am
12:30?
yes
the midwest
ok oklahoman
Yes
california better let me show you my house i pay $100,000 a month for
Lol
Wait so is that a yes
Is that a yes.
to what
oh yeah sure
"done reading check other channels"
oh yeah sure let me see the other channels
we should make pounce keep a +2 stealth after camo ends
Ooo
That's a good idea
Or make it increase damage which makes more sense
Since that's the purpose of a pounce normally. Stealth attack.
+2 damage?
Maybe
that seems good enough
Ye
also lets make spearmasters health regen adap +2
and maybe rivs metabolic burst should be +4
and sorry i was offline for like the whole of yesterday
had to get a huge art thing done and i couldnt procrastinate on it any longer
imo i do feel like a 2d8 is a bit weak honestly
average roll from 2d8 is 9 and the chance of getting 9 or lower is 56.25% - considering a lot of good successful actions require a 10 or higher on a successful roll (like is usually done with D20 dice), the odds are skewed pretty significantly against the players
for hard checks maybe
you're more likely to succeed an average check than to fail
an untrained person should prob fail a hard check more often than not
id say that the maximum mod of +5 is weak
it limits the GM to basically only using 12 and occasionally 16 as a dc
possibly??
it feels hard to remember when doing combat yeah
i think if we do, we should remaster combat altogether and make things more simple
to what
just make the attacks contests
as long as we dont add ac
that dosent fit at all here
+8 max but we dont increase the amount of points you have
idk
hows this for riv and should i limit it to once per turn
@hushed bane should we rework the combat system or do host
idk how you want to do combat since, at least based on my experience in the combat test, youre designing more of a board game rather than an rpg
like some of the dungeon crawling board games wotc released during the 4e days
which were pretty fun but not exactly an rpg lol
good afternoon yall
hi
hi
hello
heya
tbh i do agree with you on resolve
its easily forgetable and its not that fun
i actually like it
but not in this context
i think it would work really well if youre doing a lot of high roleplay combat
like a jojo fan would
lol
if youre going to run the game like you did in the combat test youd probably be better off adding more tactical depth
i think we should just remove resolve all together
i limited this to once per turn but that might be too weak
ok maybe rivs default adap can be that you have another free action
i mean like
as you throw a spear you can also do an unarmed attack at the same time
or throw two spears
or throw a spear and run away
etc
i added comments on the doc for stuff we might want to / need to change
problem if we raise the mod cap we buff a lot of stuff
spearmasters food adap needs to become more damaging otherwise its gonna do 0 damage
monk spear and heal needs to be lowered
i think +6 is a good mod as it wont break too much stuff
@regal mulch wasnt joking about combusting yourself as an adaptation
I know, you said you liked the idea. Lol
Not sure how practical it is tho
Make it something like a super strong explosion? Maybe an automatic thing when you die?
fuck that was one of my ideas
upon death you explode
but it would be situational
That's a decent idea.
no but my idea was uh
you can set your back on fire and it does 1d6 - Tolerance to you every action you take
It would be situational, but it'd help the party. Maybe have it as an additional effect to being able to manually explode, but it does less damage.
thats called artificer
Yeah, but make it an insta-kill to you.
So a sacrifice for the party instead of arti exploding everywhere.
i like the setting back on fire idea
should we have it damage you though
It is also good, yes.
I mean, if you're on fire it's weird not to get hurt.
should it deal damage when an enemy hits you
Ye.
Like a thorns ability
1d8 lets go with that
That might also be a good one.
and it lets you use it like fire because well
its fire
also im gonna rewrite tolerance
"resistance to disease, karmic attacks, and the enviroment"
whats your opinion on raising the modifer btw
max and min mod
i think somewhere in the 6-8 range is the best option
im thinking 6
Honestly I don't understand the importance of the different numbers to give an answer.
That's why I stay out of the convo mostly when it's being discussed. I don't quite understand it. When given statistics I can give an opinion. Without the statistics idk.
uh
go on anydice
select at least
compare the rates for 2d8 + 5 and 2d8 + 6
for at 8 12 16 20
Yeah, I still don't understand what I'm looking for as much, sorry.
fair enough ill disucss it tommorow
any adaptation or rite ideas though
I tried. Too small brain.

i need a lot of those
20~30 and 10~15 of each respectively
The amount of them you're wanting?
no
im not making it a 2d10 system
i like +6
83% chance for a hard check to pass
oh right i believe for the combat system we should make it contests
but if your reaction fails i still think letting you feint is a good idea
as one hit deaths arent that uncommon
yes
spray might be too strong
with all the bonus cheek storage adaps as gourd you can have uh
7 slots
so 7d6 damage which is way too much
not including the fact it could also add the damage of a grenade (4d6)
that is a potential uh
28d6 damage in one action in an aoe if done right
ok limiting one item spit per turn might be a good idea
Yeah, that sounds good.
One per turn.
i wanna say two per turn
Two per turn is okay.
ill remove the death while starving part because i clarified that already somewhere else
@hushed bane hey i need your opinions on a few things
ok list of things i might be able to provide suggestions on:
- injury table's incomplete
- we may or may not want to notify people about how much time remains in the cycle/make cycles slightly longer
- host features/adaptations
- spontaneous combustion seems to only be partially written
- maybe rites should have like... spellcasting levels? i think it would make sense to be able to cast stronger versions of low-blessing spells by using more blessings as compensation
we are working on 1, 3, and 4
also we have rules for cycles
one session is generally one cycle
and i dont like the spellcasting levels idea
i do want your opinion should we raise the max mod
i think +6 is a good idea
finished spontaneous combustion
that... seems a bit harsh of a downside imo
if someone decided to play a Host then that means that at level 5, the player will take an average of 5.5 damage per action w/active fire
which will leave them critically injured in 2 turns and dead in 3
well we gotta account for the fact that you can get 5 tolerance max
taking 0 damage 5/6 times
max modifier should at least be +6 if not higher
75 for what?
getting everything to +5
is that including your average modifiers? i thought there were 18 categories
theres 15 modifiers
oh yeah right
all of them are pretty useful
except carrying so far
i think +7 is a good max mod
id say that at maximum level (assuming a +7 modifier) the player should at least have 45 out of 105 points, if not more
especially bc you get your first 10 right out of the gate, the current amount basically means that the player is better off strengthening their strengths and minimizing their weaknesses rather than attempting to create an all-around character
100% chance for an average to pass
90% chance for a hard to pass
56% chance for a bleak to pass
15% chance for a dire to pass
45 out of 105 sounds pretty good
i miscounted and it should be uhh
35 at minimum
yeah id say 50% is too much (no reason to not just have +3/+4 on every stat) but anything below 30% is way too low
40 gets you 5.7 skills maxed out and 45 gets you 6.4
or we can go with 42
thats just a flat 6 maxed out
well let's consider bonuses
looks like every character has roughly a +5 and -4 stat split respectively, split among 5 stats
this averages out to having a +1
gotta go
yeah
thats intentional
combat i think we should remove resolve but still let you feint
i like that mechanic a lot as you basically have no hp
theres definitely some dump stats
depending on your build
but dumping is something that some writers are ok with in their games
what are the dump stats for certain builds

what does this mean
if ur a melee focused build why would you pick like
taming
or stealth
you can take the L on a couple stats and you'll have an objectively better character than otherwise
and since the PDF of a 2d8 converges to the average, you might as well decrease them as much as possible since you already aren't gonna succeed with them after taking a -2
it's like how no rogue in 5e benefits from having a high strength score
from a mechanical standpoint there is no reason to invest in strength
depends on what kind of game you're trying to make
if you're basing the structure of this rpg on the structure of rain world, where RP isn't really a major influence
then a good mechanical frame is pretty important
imo
most systems with d&d heritage operate on skills that can be increased but not decreased
3e's skill points, 4e/5e's proficiency, etc
and there are plenty of other systems that work like that
you cant make your Psychology skill lower in Call of Cthulhu to increase your Library Use skill
should we not let people decrease skills possibly
but that makes the character creation more eh and makes it so you basically have a character with no downsides right at the start
a hard minimum at -2 or something isn't very elegant but it's the only way I can think of to curb this excluding a rework
how would you rework it
and a lower minimum isnt a terrible idea
i was thinking -3 or -4 not -2
as i do want to increase max mod to +7
if you have me complete control to do a total rework I would spin off AMG into a rain world themed system
because it already has a similar level of lethality and struggle
this is assuming I have the motivation to make an AMG spinoff
which I dont
lmao
i meant a rework to just the mod system
yeah
the base of the system
you kind of have to rebuild a building if you tear out the foundation
no you get a shit ton of glue and a crane
no i was saying you take the rest of the building out with a crane and then glue the building back onto a new foundation
and then it falls over and you fucking die
but seriously though can you quickly explain what your mod system is
there are 5 abilities that are p much dnd analogues
strength, agility, constitution, intelligence, and psyche
psyche is your wisdom/charisma analogue
they each directly affect something or other
strength affects inventory space, agility affects your dodge chance, your constitution score is the same as your HP, so on
so it's pretty hard to dump one of them without seeing a major downside
each ability then has 4-8 skills tied it
ie strength gets your athletics and melee stuff but also intimidation
constitution doesn't have any skills because it's your HP which is really important on it's own
when you make a check, you roll 2d10+your level in a skill+an applicable ability modifier
so someone with melee 3 and a 14(+2 mod) in agility gets +5 with one-handed melee weapons
skills are directly increased with xp
it costs 1 xp to increase a skill from 0 to 1, 2 to increase it from 1 to 2
and so on
and you get 1 xp per session
you can also spend XP on increasing your defenses, hp, etc
or learning spells
which operate kinda like skills in that they are generally applicable
there isn't a fireball spell
there is just a "fire" spell
it does fire things
what does that mean? idk figure it out
I provide some examples of course but you're free to make up your own applications for it
i do like that last part with the spells
we kind of have that for some adaps and features
but to a lesser degree
it stemmed directly from a frustration with how 5e limits you to discrete spell effects
I want to be an ice wizard not a cone of cold and ice storm wizard
i think we should just keep the current mod system
because we cant really do that due to how the systems we have work
we cant give HP increases, many inventory increases (outside of gourmand that guy can have like 7 cheek slots), and damage buffs i dont think fit here outside of species
yeah
stuff like inventory space is a really important mechanic in AMG so taking it out would screw up some of the balance
or changing it in any way
i only added a +2 cheeks adap because i added an adap that lets you shoot things out of your mouth and it was funny
that's really funny I agree
its basically just an extended mag adap when combined
gourmand watermelon seed machine gun
the idea of a gourmand basically being a burst fire turret is amazing
i wonder if you could fashion what is basically a rock quiver and put it on your back
gourmand is fat because they have a watermelon growing inside them
why not make a spear quiver then
or a satchel
or
a backpack
so you can carry lots of Stuff
ok thats fair
i dont think you would be able to make that unless you like
glued way too many spears together
I mean you could carry like 3 of them w a quiver
yeah you could if you amde one
ye
but anyways uh we have a problem if we increase the max modifier
not too hard, you just need a big piece of sheet metal and a hammer to make a crude one
it makes all this need a increase/decrease to the dice roll to have it be around the same power at max mod
i was thinking 7 as max so the top two would need 1d8 and the 3rd one would need to be changed to 1d4
you could just keep it at +5 and make it a 2d6 system
that
adjust your DCs and kaboom
damn that is true
plus d6 is a more common die
fuck yeah that works
so it's convenient
yeah
or 6 9 12 15 18 because yeah
18 is the equivalent of "this is literally impossible without external help"
i will roll a 30 somehow
ok comparing the percentages
2d8 + 7
8 is 100%
12 is 90.63%
16 is 56.25%
20 is 15.63%
2d6 + 5
6 is 100%
9 is 91.67%
12 is 58.33%
15 is 16.67%
so yeah
basically the same
whats more interesting though is the +0
2d8
8 is 67.19%
12 is 23.44%
16 is 1.56%
2d6
6 is 72.22%
9 is 27.78%
12 is 2.78%
it makes stuff a noticeable amount easier
it's barely statistically significant
a -2 is already making your chance of getting a hard check below 10%
with 2d8 its 10%
which isnt a massive difference but looking at -5
you have half the chance of an average check
15% -> 8%
a -5 goes from "i basically can never succeed in this skill" to "i cannot succeed in this skill"
why have -5 even be an option at that point
because it's meta to have several -5s
due to how your party members will almost certainly cover the weakness
i still feel like thats a decent trade off if you want to minmax
literally stopping you from using a skill
you wouldnt ever use it if it was +0
either
because your party will have it better
and make checks on it instead
theres situations where it would still come into play
when is it beneficial for multiple people to roll stealth
entire group getting past an area
having multiple people sneaking around pretty much ensures that one of you will fail
which fails all of you
unless you're separated out
in which case the rest of you have to jump in
if someone gets caught
taming or intimidation won't benefit from help often
"why not let another party member do X" applys to like
all ttrpgs though
or most atleast
yes
which is why a +0 here is effectively the same as a -5 in most situations
so you might as well make it a -5
it's a dominant strategy because there are essentially no downsides
we need a min mod of -2 atleast
why
species have -2 in two stats
you can change that
ill think about it
oh right for the combat rework
i was thinking we make it contests instead of DCs
and remove resolve
but we keep feinting
if resolve is removed there's no reason to make everything an opposed check
other than (speaking from personal experience) unnecessary granularity
what do you think about keeping feinting for players though
ok ok
hear me out
why not just have attack and defense DCs for enemies
and let players roll both to attack and defend
that could work
it does work
i mean yeah it does work
counterpoint: math rocks
the GM already has control over literally everything
but seriously that is a good option
so giving the players all the math rock dopamine is fine
i think keeping contests out of combat and DCs in contests would work
outside of like
just keep contests out of existing
bait apprations DC being roll + will and creature rolling against that but thats different
the only situation in which a player facing system requires contests is in pvp
which shouldn't happen in the first place
unless it's consensual
wait fuck that would just be covered by defense DC
scavenger fighting arena:
in which case you can just handle it with player to player roleplay
usually when someone wants to like
steal something from another player
I just ask the other player if they give consent
actually wait wait would the DC for creatures be their attack/defense DC + mod
do we even need the creature mods
you never answered about feinting though
i think we need something like it because most stuff can and will kill you
in one hit
two on average
idk what feinting is
oh
if you fail a reaction you can feint with a different stat to attempt to succeed the reaction
sure
as i already said
your HP pool is tiny
1-2 fails and you die is a bit too harsh imo
even for this
and it keeps the idea of you being extremely frail and simply avoiding damage while basically increasing your hp pool
and it also means youre better off not dumping resistance if you go for say
agility
@hushed bane hey what do you think about changing dice to 2d6 again, removing resolve and predictions, keeping feinting, and making the system as a whole player facing
I thought predictions was an interesting concept, but with how you're changing it, it does make it pointless.
Resolve wasn't used at all, so I do agree we can just remove it. As you said, feinting is a good last chance at not dying.
You might limit its usage tho to reduce spam of it on repetitive bad rolls.
Like maybe once every two turns or something.
its once per turn
I'm aware that it currently is. I guess since it only applies to being attacked it won't be spammed that hard. I just feel like being able to roll twice every turn could become a nuisance. Might just be me tho.
only when you fail though
It's more situational than I'm giving it credit for, so ignore me. Lol
do give any ideas on how feints should be implemented
i wanna change monks downside
ACK sorry i was gone for a while
id say it fits pretty well
sure! idk how player-facing works though, so i'd have to look into that
looking into it though it seems pretty dope
so if an enemy attacks it's just you rolling to dodge / resist?
yeah
its too similar to saints
idk if that's a bad thing
well theyre both herbivore spellcasters that are worse with weapons than other species
i feel like there should be atleast a difference for the worse with weapons part for monk
@hushed bane oh right emerald suggest we have the minimum mod be 0
as a -5 and a 0 dont really hav a big difference as youre not gonna succeed most of the time
i mean, maybe monk has less damage but saint has disadvantage?
that works!
so should we make min mod 0
wait should rivs new default trait be advantage when feinting
so for creatures we have an attack and defense DC
is attack DC for when youre attacking them or is it when youre being attacked by them
@hushed bane ok im gonna throw my ideas i need feedback on out there
rivs default adap should be advantage on feints
you should be able to feint after any failed reaction but you cant feint off a feint
contests should be removed all together in favor of DC values for creatures (may present a problem as we might need a DC for every stat)
i agree with all of these
ok ill rewrite the contests and combat part once i solve the second half of this
(played 30 minutes of dmc 5) we should add a style ranking
LMAOO
maybe DC is decided BY the modifier
wdym
I'm assuming something like having a set DC for everything, then the modifier raises or lowers it?
i think just giving each mod a DC works better
I think it works better, yeah, however it's going to mean more work on each creature.
not more work than the mods raising or lowering the DC
This is true
:)
just mark which skill theyre good and bad at and assign DCs to good and bad
Then if it arises, you need a neutral DC.
no u dont
most creatures die in 2 hits so assigning more than 2 DCs to it is a waste of time imo
if i cant write down a statblock in the margins of my notes then its useless to me
wouldnt that just be the same as assigning each a dc
yeah but you only have to remember two dcs
2 -> 5 isnt that big of a difference
and youd have the stats written down or open anyways
not major but I find it helpful
because you need to remember how much damage stuff does
i think a DC for every stat works fine
@hushed bane do you want me to rewrite the combat section or do you wanna do it
anyways time to give creatures DCs
6, 6, 12, 12, 9
ill do it!
you know what its gonna be right
how are these for DCs
the 3+ is just because some creatures have such bad stats in some areas
too clutered or nah
should i remove the names
of the DCs
should i change any of these
wait what even is allure for creatures
intimidation?
cant wait to make the red lizard and just give it 15+ in every stat
Probably.
should i change up any of these stats though
Looks good to me.
should i get rid of the names for the DCs
just keep the numbers
get rid of some clutter
Probably. If you keep this table they have that information.
how are the DC names btw
I like them.
pathetic only exists because of green lizards being so stupid
like my man has a negative iq
True. Lol
And blues having no health whatsoever. Lmao
102 hp 
its literally the health values from the game x 12
i lowered some of the hps
-12 for vulture
-6 for green liz
-4 for pink liz
u could just have lower damage
and lower hp
since you dont need that amount of granularity
i will increase the damage values and hp by 10x
Just wanted to say that the TTRPG looks super cool so far, and the discussion around it is really fun and interesting to read! ^^
Great job so far! ^^

๐
thank you
if you ever wanna help or have any questions you wanna ask feel free to
Aww, you're very welcome! ^^ And thanks a ton, will do!
I've never really played a TTRPG, though I would love to, so I don't know toooo much about how they work, but still! I can totally learn! 
youre free to try when we do another test session
and just giving ideas on stuff we can add is extremey helpful
That and you don't have to have any idea of what you're doing to help come up with ideas.
implementing the stuff is the easy part
ideas are hard
And Autumn I have been mostly drawing a blank on adaptations. You basically already came up with a thorns with the back fire.
yeah same
could we give items as adaptations?
Like take an adaption that just randomly gives you a spear?
no i meant like
unique items
Ohhh
Hmmm
probably not since crafting is a thing
Unless it's like an op one time use thing.
not one time use
then nobody picks it
outside of one shots
Idk, could be something like a boom stick that insta kills a vulture. Something handy to hold onto for when the time it is required. With the fact you can take multiple adaptations, idk why not.
Aww, thank you both, I appreciate it! ^^ I'd love to try it out sometime, if I can and may!
If you want to help with what we're currently struggling on, we need more adaptations and rites.
i say no just because then it becomes a "save this for a rainy day" item thats never used
Fair
and its not like other items because most are a dime a dozen
Oh, how d'you mean? What are adaptations and rites? ^^
read the character creation section for adaps and the blessings and rites section
long story short though
AHH Okay, thanks
adaptations: abilities you gain that upgrade your slugcat
Rites are like spells, and adaptations are like little mutations that add uniqueness to your character's playstyle. We have a few already in the character creation if you want an idea.
rites: spells
Ahh, thank you both! ^^
So would stuff like Rivulet's speed be an adaptation?
Or is that different since it's an innate ability of it?
It is, and as your example, that is a unique trait to riv.
Ahh, okay, thank you! ^^
We call the innate ones Traits, and potential added ones adaptations.
base traits of species are features
Oh, I see!
it says features but traits is a better name
if you have any ideas at all for rites or adaps please give them
Sure thing, will do! ^^
I've always called them traits because it makes more sense.
our goal is about 10-15 rites and 20-30 adaptations
Oooh, okay! Cool!
and probably adding more once its "finished"
we should try to avoid needing to edit stats of stuff after we make it public
as that could mess with campaigns going on
Which just means lots of test runs to make sure things are balanced.
I would have an idea taken from my Slugcat OC, maybe a strengthened sense of smell? So easier to find food, for example?
i like it
Thank you! ^^
that is a bit of a host thing though
Ooh, how d'you mean?
Is it? Idk much about host

you can send a mini DLL to scout ahead and it gives you a general idea of whats there
like if theres food
AHH Okay, cool!
and if it dies that means theres danger
Oof ;v; Poor thing
how would poison claws work
+1d4 damage the turn after you make an unarmed strike?
Hmmm
That or maybe lower it's toughness?
Resistance I think it's called
(sorry to be the nitpicking dude here but if the slugcat itself isn't poisonous then any toxins it produces from the mouth/claws would be venom, not poison)
thank you for the nitpick accuracy is nice
wait what would acidic bites be then
is your spit just acidic then
Basically
and it coats your teeth
That's what I got from it
acidic bite is awesome
What I assumed the idea was
i should make my slugcat have a like
basically if you bite it and you die, it's poisonous
if it bites you and you die, it's venomous
if it's acid then it isn't a toxin, problem solved
I've been using gods for funzies.
identity theft is ok if the person left this mortal plane
Yes. Lol
That's a really fucked up idea. XD
Love it
actually we have fire adap already
how about a ice or water one
how does the fire adap work
uh
you can set your back on fire
1d6 damage - tolerance to yourself every action or reaction you make
and 1d8 damage to your attacker
through natural combustible material, through mechanical means, or by sheer magic power?
up to the player how they want to roleplay it
i need to make it so activating the fire costs an action
and clarify for stuff that food pip/damage dosent occur until the first action
is 1d8 damage too much though
actually
wait
does it activate only on taking damage or when you dont take damage
id say a water adaptation would work better than an ice one
an ice one would almost certainly be very powerful (freeze ice, freeze creatures in water, walk on water, etc.)


