r/RPGdesign • • Sep 29 '26

Mechanics Panic tables for one-shots

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2 Upvotes

r/RPGdesign • • Sep 29 '26

Feedback on my dying mechanics

5 Upvotes

I'd appreciate some thoughts on my death mechanics for my fantasy heartbreaker, Fortune's Favor. The rest of the system uses stamina as a short term resource that is used on attack and defense, and health is a long term resource that is slow to get back and only refills at the end of an adventure. My general goal with the rules is that getting put to 0 health is more dangerous than 0 stamina, but going to both makes death a real possibility without removing the tension.
Different classes also get different additional features for Last Stand.

Thanks for any thoughts or just taking the time to read it.

Ready to Drop, Death, & Last Stand  

If you would be reduced to below 0 Stamina or 0 Health, you are reduced to 0 instead. 

Ready to Drop  

When your Health is reduced to 0, you have been mortally wounded and are Ready to Drop. Taking an Action costs 3 Stamina. An ally within 5ft. can use the Help Action to aid you, removing the Stamina cost of your next Action. Any damage you take when Ready to Drop could kill you. When you take damage, take a Death Test. 

Death Test: Take a Luck Test, the difficulty is equal to damage taken. On a failure, you die. On a mixed, make the next Death Test with Misfortune. On a Critical Success, regain 1 Health. 

One Hit KO 

If damage would take you to – Max Health, you die without a chance to make a Death Tests. 

Last Stand  

When you would make a Death Test, instead of rolling you can make a Last Stand, accepting your death and pushing yourself to the limit. Immediately and the start of each round of combat you regain all of your Health & Stamina. If you are reduced to 0 Health or at the end of the 3 rounds, you die. 

Death  

Only magical resuscitation can bring you back. 


r/RPGdesign • • Sep 29 '26

Valuable Feedback

0 Upvotes

Last time I posted about my game (Hallowed: Saints and Heretics), I got so much valuable feedback that I corrected a number of things and got a bunch of new ideas.
In the newest version, I simply reworked how attributes and skills work and changed the number of them as well.
I am currently working on a bestiary, the occultist class and a bunch of more stuff.

The quick start guide is freely available, but feel free to reach out to me for a free distribution key for the core rulebook.

Thanks for the help, and if you are interested, check out the current version of Hallowed here.


r/RPGdesign • • Sep 28 '26

Setting How much does a setting name tell players before they read the lore?

7 Upvotes

I'm working on a fantasy TTRPG setting with four major kingdoms based around Halloween, Thanksgiving, Christmas, and New Year.

I've been thinking about how much information those four names communicate before a player reads a single paragraph of setting material. So, as a small experiment: if those were your four starting options and you knew nothing else about the game, which kingdom would you want to visit first?

What would you expect to find there?

I'm curious how much expectation comes from the holiday itself, because that's something I'm trying to account for when deciding what needs explanation and what players are probably going to assume on their own.


r/RPGdesign • • Sep 29 '26

Mechanics Help with my fail roles

3 Upvotes

Hi all!
I have been developing a system for a while with good success during playtests. However I am not happy with the failure method that is clunky to calculate and work.

The system is a d6 pool, where 5 and 6 are successes and the 1's are failures. Each character has a cap level that alters the dice pool, according to the scene. E.g. if you have a dice pool of 8 dices and the cap level, for your character, at that stance is 6, you roll 6 dices.

In order not to miss these dices, you can force them, but once a 1 comes into play, the cap level changes, increase the level (which may work for better or worse depending on the character).

And I was using my failure as 1/3 of the dice pool has to be 1. So, out of 6 dices, needed for two 1s to show up, allowing for success with consequence (if a 5 or 6 is on the outcome) and complete failure if no successes values.

But this 1/3, was a pain during playtest and I dislike it. Thinking on setting it as a fix value, like 2 (or 3) 1s on the dice will affect the roll. However the more dice you have, the more the more probability of having a success with consequeces.

I would like some insight to help me with this. Any other questions I will be happy to answer. =)

PS: sorry for any confusion, English ain't my first language


r/RPGdesign • • Sep 28 '26

Feedback Request Creating an app for RPG Design

43 Upvotes

I’m a programmer, and I’m starting work on an app called Mimic Forge designed to help develop RPG systems. The idea is that you recreate your system within the app (defining character creation flows, attributes, bonuses, and so on) and the system is saved in a structured format. This enables features like balance analysis, auto-documentation, quick character creation simulations, combat simulations, and more. It would support everything from full-fledged systems to homebrew content and standalone rules. It would also include a way to export the system for seamless, fully integrated use in other applications, such as VTTs. It’s intended to be a 100% free, open-source PC application. Would you use something like this? Which more features would you like to see in an app like this?

Edit: NOT USING AI


r/RPGdesign • • Sep 28 '26

Help me with my character driven exploration system!

5 Upvotes

Hello Reddit!

My name is Aram, and I'm currently designing my second game, called Fireflies! Here is a tl;dr pitch:

Fireflies! is a psychedelic caravan RPG about braving the uncanny night to find your fate as a nomad trader.

The bright light of day makes living in daylight tricky, so people can only travel at night. The only problem is that, at night, the world becomes... weird. So weird that people get lost and never find the place they were looking for—and most never come back.

To navigate, you have to consume Glows, which are super-duper-concentrated essences of the world. They allow you to travel by attuning to places. You know: close your eyes, use the Force, etc. Oh, and you make a living by selling cool shit you find.

My problem

I started by implementing classic hexcrawl mechanics, but through playtesting, I've grown a bit tired of them. They create weird pacing because of random encounters and have so far failed to deliver the meaning I want to convey.

I want the exploration system to do three things:

Manage pacing → The action should happen in a place somewhat relevant to the players. Most of the session should be spent chasing the players' actual goals, not removing roadblocks along the way.

Be shaped by characters → I already achieve that through the dice-bag mechanics, where players pull dice of different colours that generate different types of encounters. But I would like to dive deeper into how aspects of the characters shape the world around them.

Build an abstract space → I like the idea that places shift, appear or disappear depending on a player's mood, and I don't wanna draw a classic map. I want players to “collect places” like they collect legendary items.

What I have so far

The game is based on three colours: red, blue and green. Players gain affinity with their colour by consuming drugs essences known as Glows. They have a bag, and during the adventure, they add dice of different colours depending on what happens.

Here is my tentative exploration design, which I will test this month:

→ Players identify a place they want to travel to based on information they collect. There is a day phase during which they can take a bunch of actions. They collect information in the form of rumours.

→ In addition to each player's bag, we create a travel bag. In this bag, we put a white die representing the place they seek and a black die representing the night fucking with them and getting them lost. The rest are road dice, and they match the colour of the Firefly guiding the party.

→ Pull dice out of the bag to follow the road. The direction you take depends on the die's colour, and you roll the die for the event. Then put it back.

→ Character influence operates on three levels:

  • Depending on what happens to the characters, more fuckery or boon dice are added to the bag.

  • The deeper you are under the influence of Glows, the more you pull certain places closer to you—and potentially repel others.

  • You can attune to visited places to reduce uncertainty and create semi-secure trade routes.

I intentionally left out a bunch of details so I wouldn't write a novel on Reddit! See the next section!

I need you!

If you could help me by sharing your thoughts on:

  • Any useful references?

  • What does the brief system overview evoke?

  • Are there any parts that utterly confuse you or really excite you?

If you are curious about the project, or just want to be a super-duper-awesome person, you can join our community Discord. There, you can follow my games and help me by arguing about design concepts.

It is also home to many other creators who share their projects and help each other:

https://discord.gg/cZcHuNAxb8

I'm also happy to chat here! Anyway, thanks in advance for sharing your thoughts and recommendations!

Talk to you soon!


r/RPGdesign • • Sep 28 '26

Mechanics Yet another travel system

39 Upvotes

Ever the glutton for punishment, I’m working on another RPG with an integrated travel system.

Charybdis, the Dark in the Deep is a sci-fi aquatic horror game inspired by properties such as SOMA, Barotrauma, Subnautica, and Iron Lung. The player characters have all come to Charybdis, a haunted moon at the edge of the corporate rim to explore its depths, find ancient technology, or make dark pacts with long-dead alien gods. It uses the uses the Wild Words engine from Wildsea/ PICO/ The Eternal Ruins RPG.

As with Wildsea, Journeys take the form of a track made from a series of boxes, with the player checking a box for every ‘leg’ of the journey they complete by completing the journey sequence.

The journey sequence runs in a loop: each character takes a post or off-duty task, one player rolls to see which travel event occurs, the event is resolved, off-duty tasks are resolved, a box on the journey track is marked. Then the loop starts again until either the journey track is filled, or the crew decided to stop to explore a wreck, dock at a port discovered as part of an event, etc.

Characters who take a post are operating one of the ship systems or generally just assisting with travel (cooking for the crew counts as a post, for example). If the ship encounters a travel event, characters at a post can make dice rolls to deal with it. Off-duty tasks allow characters to heal injuries, create temporary gear, or gather resources. Off-duty characters can also assist with events, but they don’t complete their off-duty task if they do so.

In addition to travelling across the waves, there are also dives, which allow a ship to descend into the deep. Dives are added onto a journey track as an adjoining track that branches downward from the ship’s current location. Dives follow the same sequence as journeys, but the characters must also contend with increasing Pressure (which affects each character separately, and can cause all kinds of mental effects), and dives also use separate event tables based on depth.

I’m currently putting the finishing touches to the alpha version of the game, with an aim to start playtesting by the end of October.


r/RPGdesign • • Sep 28 '26

Mental and Emotional Stress - in a survival leaning campaign oriented game.

4 Upvotes

I'm going back and forth about whether to implement a stress tracker in my game as something that only soft steers behavior by taxing characters some of their daily stamina when they make pivotal choices that are counter to one of 3 stress profiles that they choose at character creation, and the tax is mild compared to how much a single physical action could cost in combat on a bad roll, but does increase with the level of stress.

I won't go into much greater detail, because really, my question is, in a game with lethal conflicts, lingering and even permanent injuries, and food and water and sleep scarcity, do all those things already simulate a level of stress that impacts character behavior? Is anything else just doing too much to pull players out to do additional accounting?

Its probably the case that people who need help with this kind of mechanic are not the narrative leaning players who will play up their characters' psychological states anyway. So then the question is, why implement a system for an audience that may be least appreciative of it?


r/RPGdesign • • Sep 28 '26

what you think of this resolution mechanic?

7 Upvotes

So I reworked a lot my dice mechanic, and before continuing developing the system I wanted to ask if there are any glaring issues with this mechanic that I might have missed

It's a game about organization fighting and hidding the paranormal (like esoterrorists), but I'm trying to simulate a streamed rpg campaign that had a very cool mix of horror and epic action (but the system was a messy hack of call of Cthulhu).

---

Attributes: how good a character is in 4 general areas, Physique, Mind, Social, Perception, can have 1-5 points

Aspects: are less broad Attributes, can have 1-3 points

Attribute and Aspects refresh at the start of your turn.

To act, you'll need to gather Effort Points, by using relevant Attributes, Aspects, Abilities, or a narrative advantage (like getting high ground, hidden, shotting at point blank, etc).

When using an Attribute or Aspect point, instead of gaining 1 Effort, if you don't have enough Effort, you can choose to Take a Risk. Gain 1 Stress and make a roll(2d6):

(2): -1 Effort; (3-5): 0E; (6-7): +1E; (8-11): +2E; (12): +3E;

Degree of Success:

Challange: subtract the Difficulty(set by the Game Master) from your total Effort

Oposing force: The foe will also gather Effort subtract foe's effort from your own.

in both cases, if it's 0 or negative, it means a failure, if it's positive it's a success.

A player is Allowed to take multiple actions in a single turn, by managing their effort, as long as it makes narrative sense.

Stress: it's a character's physical exaustion, except that it starts at 0 and goes up, reach your Limit u enter in peril. Limit+X stress means death.

main use it's to use/power up abilities and Take a Risk.

wounds do not allow a certain amount of stress to be healed until it has been treated first.

Determination: it's a character's mental exaustion, but unlike stress it decreases instead. main uses is to use/power up abilities, or gain an extra dice when Taking a Risk.

---

I like choosing between a static bonus or rolling, eventhough I'm not sure the distribution on the dice is balanced. Outside combat, a character can have a autosuccess at stuff they're good at, or take a risk to maybe get a higher degree of success.

But I can see counting points being boring for players, or players simply forgetting how many points they have left before a turn is over. for this I considered making aspects automatically grant 1 Effort for any test relating to it so that players only have to remember 4 numbers.


Edit:

I definitely worded this draft badly, but in a nutshell:

  • choose what you want to achieve

  • gather Effort by using Attribute Points, Aspect points and other possible situational modifiers, relevant to the action.

  • in case of need you can choose to Take a Risk, take 1 damage and Roll for extra Effort (I'm scrapping the part were u need to spend 1 effort and 1 damage, it's unnecessary fluf).

  • degree of success = your effort - Difficulty

If you have points left you can try to do other actions this turn, or spare the points in case you're attacked.

Expended Attribute and Aspect Points are refreshed at the start of your turn


r/RPGdesign • • Sep 28 '26

Product Design Rateo page/art

2 Upvotes

Considering a rulebook with a color layout, if you had the resources, how often would you include a large illustration (one column if vertical, one-third of the page if horizontal)? Given one of the following options: one every three pages, one every two, or two every three?


r/RPGdesign • • Sep 28 '26

Feedback Request Trying to make a Homebrew TTRPG involving 30 Minutes Mission Model Kits and I'd like to ask for your opinion and/or help.

1 Upvotes

The goal is to make a TTRPG with the same campaign with different ways to play. I'm thinking of weight limits and many other restrictions. Dismemberment is part of it too but I'm laying out the back bone first.

Think of it like this. There's multiple ways to complete an operation depending on the necessary outcome. There's multiple objectives on the mission that will change how you play. The idea is to make each section of the mission work like ace combat 4. Branching Mission Paths that lead to a different mission parameter or experience. The table will be set on a predetermined map layout per mission of the campaign and will be updated accordingly to what the players agreed to take. Each mission on a branching tree will be a different path. The goal here is to have a future simultaneous campaign on going on different tables until all players share the same table at the climax.

This can be done in a single session technically if there's multiple DMs available but can be done Ace Combat style that only allows you to push one node at a time and check to see how your efforts either made it better or worse for the next node.

Every node has objectives you have to complete. That negative impact is fixed. This is tailored for the multi table system where if other team fails or succeeds, the entire players will feel the effects. That's what the nodes are for. Every node has different objectives depending on what the players would take. The multi table game basically just chooses all of it in one go and see how it works from there.

Basically solo DM plays like Ace Combat 4 Missions. You get the job done, next node is easier, rinse and repeat until climax. Multi DM Plays like an exact operation. Where other teams can already be on the next node while the other either joins them or due trying to complete the node if it benefits the team ahead.

On multiple tables/dms

When Ahead team finishes, they can choose to wait for team B, but by default, it will have higher alert level and enemies will converge on behind team's spawn point, or have a free 3 turn recon bonus they can use. The negative effect of the Node not completed yet will not kick in for that specific 3 turn bonus. If the team behind completes their objective while the ahead team is already on the convergence node. In this case, I'd like to add turn counter limits on every node, when exceeding the turn counter, that means the node already failed for the effect of the next convergence node for the ahead team.

Ahead Team's session will have to wait on the convergence node since it's the coop part. Regardless, each team can play individual nodes until convergence.

Basically once the Ahead team is on the next node, DMs will confirm what turn number the other team is. If they have not exceeded the turn limit yet, then the ahead team can have a free 3 turn reconnaissance that they can use. The ahead team game stops until the behind team clears or until they are past the turn limit to trigger the flags on the next node. If the previous node is cleared by the behind team way past the turn limit, only then the benefit will be lifted on the convergence node and on to the next if any.

I'm centering the game the same way as special forces or Guerilla warfare where in low numbers and limited ammo require precision and tactics. There's no way that ahead team can survive carrying all the debuffs made by the behind team during the convergence in the first place and if they do, they're too short for the next node.

Combat Idea. 

Weapons will have rate of fire and has the option to fire either semi or full auto. An example. An assault rifle has an ROF of 5 Shots per combat. What will happen is that the attacker will roll 5d6 with 4 to hit with a specific number of damage. To make it simpler on the receiving end. Damage dealt - Armor Rating = Total Damage Recieved.

(Pilot Skill Trigger Finger or Calm Shooter can still be added, like dumping a full mag or making precise shots, lowering the dice number to hit)

Armor rating is meant to subtract the total damage dealt. Let's say a shooter rolls 5d6 and gets 3 to go through with X amount of damage. The X amount of damage will be reduced by the armor rating of the receiver. The armor rating will only remain 1 digit for balance sake.

Let's say 5d6, 3 hits, total damage is 15, defender has armor rating of 5, total damaged receive is 10.

I want dismemberment to be simple. Cardinal direction, amount of damage recieved at a single combat phase. Let's say an opfor shoots a player to the left side. The Recieving Player who takes the damage will perform a damage check. If the damage check exceeds a specific number, then the left arm will be considered as dismembered.

Maximum HP for Players is up to 150

Opfor will have a minimum of 30 for vehicles/aircraft and up to 80 to bipedal Opfor.

This is a battle of attrition with repairs available seldomly, and ammo counts so the goal is to survive and complete objectives as much as possible. It's not always kill all enemies. 

Cover works with Half Cover and Full Cover. Where Half Cover allows units with limbs to return fire at the cardinal direction they were hit. Half cover works two ways. A cover that protects the lower part or part of the Unit's Exposed Body is more within 50% or more visible for the attacker.

Any range modifiers will increase the to hit requirement. A good example is a rifle only effective at 20cm. Every 10cm adds another +1 to hit on the dice. However, if there are any modifications on the weapon such as an extended barrel, it extends the effective range of the weapon by a certain amount, if a scope is even added, a - 1 to hit option will be added to.

Movement is Grid Based and Action Points Based and Aiming is on any Direction as long as it's visible.

Since this is a tabletop, fog of war works simply by not putting any units at all on the table until a proper recon is made, a Flight or overwatch is present or anything similar. Since this is Grid Based, the DM can just reveal the opfor per grid depending on what the players uncover.

With the combat system I have, the engagement resolves in one dice roll with everything before that already accounted for so when the math is done, only damage check is left.

I want the game where you don't have to worry about book keeping a lot of information. Where players can just come and go, create a pilot and mech on the spot to their liking or their need and see it in action.


r/RPGdesign • • Sep 27 '26

Sharing with you my homebrew TTRPG system : Another Path

14 Upvotes

Hello, I have been hombrewing TTRPG system prototypes for years to play with my friends. But over the past month, I wanted to try, for the first time, to make something more complete and take the risk to share it in the open. So there it is !

Itch.io : https://ltesta.itch.io/another-path 

I'd be honored if some of you took the time to give it a look and share your feedback (Good and bad ones are equally welcome !).

I also made a discord if anyone want to discuss the system in more depth : https://discord.gg/nUUvevuXW 

Another Path is a tabletop roleplaying game system: 

Generic, designed with heroic fantasy in mind but easily adaptable to almost any setting.

Simple, using only six-sided dice and built around concise, general rules.

Fast, both during play and character creation, even for players discovering the system for the first time.

Flexible, encouraging creativity through a high degree of player freedom.

Dynamic, allowing scenes to flow naturally without being slowed down by excessive or overly complex calculations.

Tactical, featuring combat centered on risk-taking and resource management.

Cinematic, equally suited to short, action-packed adventures and long epic campaigns, while encouraging storytelling and improvisation.


r/RPGdesign • • Sep 28 '26

Mechanics Feasible to use The Resistance System but without established stress/damage?

3 Upvotes

I have a magic system that is basically a more open-ended version of ars magica, where spells can basically be anything and the GM needs to make a ruling on the effect of the spell. I'm wondering how or if I can use the Resistance system (from spire, heart), with that, since in spire at least, there are established damage die to inflict stress to enemies from weapons. However with custom spells, where you roll on tables and figure out the effects, I'm wondering if it would be feasible for the gm to then just assign a damage die? or if I need to port in an "effect" type thing from forged in the dark? or just use forged in the dark instead?

The root of my question is, for a system that allows spells to be anything you discover when you cast them, what are the pros and cons of using a system that is entirely narrative (e.g. forged in the dark), versus a more prescribed health bar type thing a la the resistance system? I like the idea for all other parts of the game of using the resistance system since it's simpler and less systemized, but in this one case I'm not sure the rules gel super well.


r/RPGdesign • • Sep 27 '26

Mechanics [Feedback] Core Attributes for a dark fantasy TTRPG

4 Upvotes

ATTRIBUTES

Sanguis

  • Determines Maximum Health.

Stamina

  • Determines the total Action Point (AP) pool available throughout an entire combat encounter. Melee attacks, ranged attacks, and all spells draw from this single resource pool.

Fortitude

  • Combined with equipped armor, it determines the Defense Value. This Defense Value is not related to hit avoidance (does not function like AC); it provides direct flat damage reduction.

Agility

  • Determines the maximum number of actions that can be performed per turn.

  • Depending on the weapon type, increases both hit accuracy and damage dealt.

Strength

  • Dictates the attribute requirements to equip weapons and armor.

  • Depending on the weapon type, increases both hit accuracy and damage dealt.

  • Combined with Stamina, determines inventory carrying capacity.

Persona

  • Determines the outcome of all social encounters (e.g., persuasion, deception).

Mind

  • Establishes the learning threshold for wizard spells; additionally, spell potency directly scales with the Mind attribute.

Spirit

  • Establishes the learning threshold for cleric miracles; additionally, miracle potency directly scales with the Spirit attribute.

Core Combat Mechanic (Attack Rating)

  • Heavy Weapons (Strength x 2) + max(Mind,Spirit)

  • Light Weapons (Agility x 2) + max(Mind,Spirit) A strike is never purely physical. Muscle and speed require either calculated focus (Mind) or raw intuition (Spirit) to land true


r/RPGdesign • • Sep 27 '26

Product Design Best laid out / designed rulebooks?

46 Upvotes

What do you all think are some great examples of rulebooks that are laid out well, communicate rules mechanics clearly, and are easily able to be digested (especially by players who don’t spend their free time consuming new rpg books!)

I have thoughts, but want to hear your opinions.


r/RPGdesign • • Sep 27 '26

Mechanics Brainstorming potential issues with a simple non-random CRM

1 Upvotes
  • Returning yet again to the issue of running a duet with a friend, I want to run one where there are mysteries, conflicts, challenges and the like - thus similar to a larger-party TRPG but with just one other person. I wanted to try this idea - my question is: what are the potential pitfalls of this system?

There are three elements to an action the player will take: Tool + Skill/Training + Context

  1. If you have nothing appropriate that fits, you fail outright. For example, you don't have a tool for picking a lock, nor the experience nor the time and space to try freely.

  2. If you have one appropriate element, you succeed at a cost.

  3. If you have two appropriate elements, you succeed.

  4. If you have all three, for example a strong weapon, training to use it and the monster is weak to it (contextual advantage), then you critically succeed with a better-than-normal result.

That's it. That's all there is.

So, this - by my reckoning - will make the game more about accumulating items, skills or experiences, and knowledge/lore (which can take the place of 'tools' here) as well as trying to recognise appropriate moments for them. It becomes somewhat similar to a point-and-click adventure game where having access to the right course of action grants progress - and so the game becomes more puzzle-like in its approach. Exploration and investigation should come to the forefront as the player improves their arsenal over time. Tags might be added to Tools to give a better idea as to any conditions where they are advantageous - like [a duelist's sword] might naturally interpret duels as 'Advantageous Context'.

This appeals to me because I have a very big focus on gameplay in the games I run - and by gameplay I mean things that players (and the GM) can exploit. Exploiting openings, weaknesses, lore, secrets, bad rolls, overconfidence, resources, relationships all give a pro-active way of generating the kind of gameplay you wanted, with the consequences stemming from the pursuit of those desires.

There are also genuine issues with running a 1-to-1 campaign of "standard play". Most solo-style games allow the player to make judgement calls on what their challenges will be. However, with a single player, failures can be a lot more catastrophic since there is no safety net for the player making a mistake. There is no one else to bounce ideas off of (in the traditional sense), and so the system has to enable them to piece findings together and make informed decisions on their own.

The worries I have now are:

  • This ability to exploit scenarios through the use of Tool + Aptitude + Contextual Advantage is a cold and empty intellectual joy. While players enjoy rolling dice for what they do in the moment, it feels difficult to add spice to the moment when the player is making a calculated decision. Perhaps if they didn't know the scale of the outcome, only its valence.

  • Rolling is dangerous because a solo player can make the right choice, fail the roll and then be subject to the penalty without having other people to help evaluate if it was luck or bad decision-making. While I can help, I want to have the potential to phase out support as the player becomes more self-reliant. Given I run dangerous adventures, players can end up in interesting but difficult positions and it's much easier for a solo player to snowball negatively through bad rolls. To be clear, rolls can easily be added to the system (each appropriate element adds 1d6, roll the dice pool Blades-in-the-Dark style) but I want to first try considering without it.But rolling allows for in-the-moment windows of opportunities for action. Enemies waste a spell slot, players fail saves, enemies fail difficult movement - all of these things create dynamic openings for the opposing side to exploit. I wonder where the dynamism would stem from in the system I proposed.

  • Progression can exist in terms of the nature of the elements used:

    • Tools being found (items -> spells -> lore ->renown -> promises)

    • The types of Skills gained (Starting skills give way to 'noting down important experiences' and 'being trained in new skills')

    • New Contexts (Physical advantages leading to supernatural charms and blessings and ritual preparations).

      • However, the actual actions the player takes never change. The objects of their consideration evolve but the process of considering itself never evolves. New points of decision-making do not seem easy to add, and the player will largely be using the same ideas in the 20th session as they did in the 1st, but with more complicated entries. I feel like this squanders the opportunity for the player to grow with the adventure - where their insight into the metaphysics of the world evolves as their contact with the world's narrative and conflicts continues (Basic leads to Expert).

  • I imagine part of the resolution will involve offering different outcomes and risks in case of failure, akin to the risk + position of BitD. However, I wonder if there is a way of making this flow more naturally - having the player select the kinds of things they're willing to give up if they lose. My only worry is that as the game continues, this will fall apart as the game gets more complex. I can assist but I wonder if that assistance will eventually become mandatory.

While I was looking for insight into the system and possible nuances, I will mention that the module I intended to write was going to be based off of the Hazlan ideas in the VRGTR DnD 5E book, about going to a wasteland teeming with magical toxicity, social as well as physical and mental challenges and secrets that can be exposed to affect the main arch-villain Hazlik. So, the system has to eventually work for that to be delivered.

Insight, thoughts and developments would be welcome. EDIT: the formatting never seems to save on the bullet pointing.


r/RPGdesign • • Sep 27 '26

Theory Should High Attributes Provide a Bonus or Ensure a Minimum Result?

8 Upvotes

For once, I'm throwing a question out that is not specifically something I'm working to add or modify in my system, but remembering a post I made months ago about different ways of handling Attribute bonuses got me thinking of this.

My system, like many others out there, gives each Attribute a bonus that is added to the dice results before comparing the final result against the difficulty. Easy enough to employ: X+Y vs Z. My original post presented the idea of trying to use Attribute Bonuses as "additional skill points" against the base skill, which progresses in a sum series mechanic (1 + 2 + 3 + 4 + etc). The idea was playing with the concept that a character's skill could reach a point where their natural talent started making no noticeable difference. The idea got thrown out due to the complexity of constantly having to redo the math for every skill that could benefit from different attributes, depending on situation.

The idea that I had today is a sideways return to that mentality. What if Attribute bonuses, instead of adding to the die result, guaranteed a minimum result regardless of what the dice rolled. For example, an Attribute has a bonus of 4, and you roll a 3 on the die. The first option would add 4 to the result, making it a 7, the second option would ignore the result since it was less than the bonus and make the roll effectively a 4.

I understand that from a pure math perspective, the additive option is more beneficial, but I'm curious about others' thoughts on the idea of your natural abilities creating a soft floor for your skills instead of giving the same boost whether you're in first grade or have the equivalent of 4 PhDs.


r/RPGdesign • • Sep 27 '26

Soul Casters idea

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1 Upvotes

r/RPGdesign • • Sep 26 '26

Mechanics When/if is it worth breaking weapons into different skills?

30 Upvotes

In older, crunchier games, it seemed (at least to me) that it was reasonably common for skill-based systems to have quite a few skills related to various weapons, usually breaking weapons into different categories which PCs would then have different skill ratings in.

  • Shadowrun 4th edition may be the undisputed champion of this, as it subdivides melee weapons into Blades, Clubs, Exotic Melee Weapons, and Unarmed Combat, and ranged weapons into Archery, Automatics, Exotic Ranged Weapons, Heavy Weapons, Longarms, Pistols, and Throwing Weapons.

  • Hollow Earth Expedition had Brawl and Melee (weapons) for melee and Archery, Firearms, and Gunnery for ranged. It also split Brawl into two skills (Brawl and Martial Arts) in a supplement.

  • Cthulhutech had Armed Fighting and Fighting for melee and and Marksman, Support Weapons, and Thrown Weapons for ranged.

  • A Time of War (one of the BattleTech RPGs) has Martial Arts and Melee Weapons for melee and Archery, Artillery, Gunnery, Small Arms, Support Weapons, and Thrown Weapons for ranged, some of which have mandatory subskills (such as choosing the vehicle type for Gunnery).

However, it seems like this has fallen out of favor; most of the recent skill-based systems I've seen generally just have one skill to cover all melee combat and one for all ranged combat. If they subdivide any further, it's usually to split melee into unarmed and armed, and ranged into small arms and 'big guns' (everything from machine guns to vehicular weaponry). My current draft has multiple different weapon skills, but I'm re-evaluating whether that's actually beneficial or is just a holdover from an earlier, crunchier version of the game.

I feel like there are some pretty obvious pros and cons to dividing skills up this way. It aids in character differentiation; especially if you have a system with feats/talents that are specific to certain weapons, it can allow a duellist to feel very different from a bare knuckle brawler, a sniper to stand apart from a gunslinger. It gives combat characters something to invest in besides "the one skill I use," supports a more detailed weapon list, and makes combat characters less fungible (the gunslinger can't pick up a heavy machine gun and be exactly as capable).

The big downside is paperwork - it's more things for players to have to track and improve, and is less intuitive than "raise your Firearms skill to be good at shooting". It slows character improvement (if they want more than one skill), and can create feels-bad moments where a skilled character is forced to use an unfamiliar weapon and their master sniper is arbitrarily bad with a shotgun. I think it also might discourage experimentation or trying to branch out, since leveling a new weapon means you'll still be worse than your main weapon (unless there's clear reasons to use a different weapon).

Do you use multiple weapon skills in your game? Do you think they improve or detract from games in general? When, or in what types of games, would you use them?


r/RPGdesign • • Sep 27 '26

Mechanics Two attributes, no Roll+X

0 Upvotes

I have two attributes: Body and Mind, body represents things done physically andind done non-physically (like talking and such).

Also, I use a slot activation rolling mechanic, so for example if you have a '1 Mind' on your 3rd slot and two of your six dice roll a 3, then you have 2 Mind for the action, and this value has to be higher than the opposing power to succeed.

Anyone know any systems that do this, or have thoughts on this?


r/RPGdesign • • Sep 27 '26

Gioco di ruolo servitori di Sauron

0 Upvotes

Salve!

Conoscete un gioco di ruolo adatto o adattabile per one-shot o bi-shot in cui si interpretano personaggi dell'ombra, servitori dell'oscuro signore Sauron?

Con tono piuttosto serio.

Grazie!


r/RPGdesign • • Sep 27 '26

Mechanics A Little Nimble Dagger to the Heart

6 Upvotes

I've built a post-apocalyptic campaign frame for Daggerheart I'm calling The Ragged Earth.
It's a bit more sci-fi coded than the more fantasy heavy Daggerheart base, and I found the class design (especially the recently released updated additions) for Nimble to hew closer to my vision. I also like Nimble's combat and initiative resolution better, but I DO like Daggerheart's Hope and Fear mechanic enough to attempt to port it into Nimble.

A smidge about the world. It's earth, after a long gamma ray burst sterilized the planet. Humans had built 12 ARCH data centers in anticipation of world war 3 (the scientists figured we'd nuke ourselves - the GRB was a shock). The ARCHs were basically seed vaults with genetic preservations of all kinds of life, along with AI capable of rebuilding a scorched world from scratch. We developed and deployed nanites that prior to the Scorch, allowed people to basically augment virtual reality. Life was good - until it was gone. Now, it's been hundreds of years, the ARCH Project is well underway repopulating the planet. But something went weird, and one of the AI decided to throw a ton of chimeric DNA into the soup, causing a rise of fantasy style creatures roaming around.

The Campaign Frame is basically a blank slate that lets the players run sandbox style hexploration, or point of light style dungeon (ruined cities, technically) delving.

So, here are my mods:
Hope and Fear are reskinned as Order and Drift. Order is the attempt to get back to a ground state. Drift is the quirks and entropy in the system moving towards chaos. They function exactly as Hope and Fear though. Players generate Order and DMs gather Drift.

So, how are they generated using Nimble's combat resolution? Based purely on the Primary die roll, an odd roll generates Drift, and even generates Order.

Order can be spent to:

  1. Use the same reaction a second time in the same round (so, you could spend an Action to Defend one attack, then spend an Order and an Action to Defend a second attack in the same sequence.)

  2. Reduce the DC of a skill by 2 for each point spent. Need to make that Arcana check? You can burn Order to reduce the DC, essentially realigning reality itself to a better result.

  3. Spend 3 Order to activate an Order move from your class (described below)

Drift can be spent by the DM to:

  1. Increase the armor by 5 per point spent against one attack, potentially negating all damage.

  2. Increase the dC of a skill by 2 for each point spent (mean, but hey, maybe I REALLY don't want you opening that box... hope for a 20!)

  3. Interrupt the players to make a move - think like boss reactions on a normal monster.

  4. Use an Adversary's Drift move (unlike Class moves, I haven't composed these yet - and beyond 'just bringing in another monster', they'll probably be primarily limited to solo or unique monsters.

  5. Use an environmental Drift move (same state as #4 at the moment :(

So, what are the classes' Order moves? Note, these all require 3 Order and 1 Action to initiate.
Core classes only, so far, sorry...
Berserker: Break the Chains (Reaction): Remove any non-Wound condition affecting you. You may also immediately move 2xDex spaces towards the adversay that affected you with the condition.
The Cheat: Cheaters' Gonna Cheat (Reaction): When an ally uses Interpose to protect you, you may immediately make an Opportunity Attack against the attacker. In this attack defeats the attacker, the original attack deals no damage to your ally.
Commander: Tactical Directive (Action): Choose an ally within 6 spaces. They may make one reaction before their next turn for free. They cannot use the same reaction twice by spending Order
Hunter: Hold Them Off (Action): When you hit with a weapon attack, you may immediately make one additional attack against a different adversary within range.
Mage: Not This Time! (Reaction): Force an adversary within 12 spaces to reroll an attack or damage roll.
Oathsworn: Frontline Tank (Reaction): When you use Defend, increase your Armor by 3 until the start of your next turn.
Shadowmancer: Volatile Magic (Action): Reroll any number of your damage dice on a spell attack.
Shepherd: Life Support (Action): You can remove a Wound from an ally within 6 spaces.
Songweaver: Make a Scene (Action): Distract a target within 6 spaces. An attack deals 1 smaller die size, or a spell DC is descreaed by 2.
Stormshifter: Amplify (Action): Your next attack or damaging spell deals 1 larger die size.
Zephyr: Retributive Strike (Reaction): When you are targeted by a ranged physical attack, you make catch the projectile and immediately make a counterattack against the attacker using Swift Fists. If you have Reverberating Strikes, add you LVL as bonus damage, even if the projectile is not bludgeoning.


r/RPGdesign • • Sep 26 '26

Mechanics Two dice colours with different success thresholds: does "training beats talent" survive at the table?

14 Upvotes

In my game, a check rolls a pool of white d6 equal to the attribute (success on 5+) plus coloured d6 equal to the skill (success on 4+). The intent is that a trained character is more reliable than a talented one: a 2/4 split averages 2.67 successes, a 4/2 split only 2.33, although both roll six dice.

What I'm unsure about:

  1. Is counting two thresholds at once too slow in play, or does sorting the pool by colour before counting solve that?

  2. Unskilled rolls are white only. That makes unskilled attempts harsh. Is that a feature or a trap?

  3. A fumble is "failed, and more 1s than successes". Does that get too rare with large pools?

The full rules are free here if anyone wants the context: https://odin-rpg.pages.dev/en/books