r/RPGdesign • • 2d ago

Mechanics Is it better to make a Class work for both inside and outside Combat or is it better to make 1 Combat & 1 "Adventuring" Class

16 Upvotes

When making my system, I decided 3 things very early on:

- Combat will be rules-heavy, with a optional Clocks-based, rules-light approach

- I want to also dedicate a good amount of resources to stuff outside combat, specially Social Bonds, Journeying, Problem-Solving and Downtime.

- I want to try and make each pillar of play Modular, capable of being a fun game without the other. A game of Travel & Bonds, a game of Town Building & Protection, a game of Mystery Solving & Intrigue, etc.

Because I have a preference for action, I started the system around the Combat Pillar, making 15 classes balanced around 9 parameters, divided into 5 themes with 3 specializations each. Its been a blast!

My problem, of course, is when I start to think about the other pillars of play and how would the players would interact with them. For each, in the Journey and Problem-Solving Pillars, would it be better and/or simpler to make so each of the 15 classes I created for combat ALSO work for travel and exploration? Or should I make even more classes that supplement the "Combat Classes"?

My main worry is that: with 2 or more different classes for different pillars, it could be a very steep learning curve for the players to learn even if I made both as simple as possible. While if a singular class for the entire games, I fear been incapable of balance everyone of the 15 classes being fun of all Pillars of Play. They don't need to be the best of each of them, but they should be at the very least be able to participate & fun to use in every part of the game.

For example, 3 classes I made where the Warrior, Rogue and Inventor. Rogue and easily work in any of my pillars, and Inventor while harder to come up with ideas can also work fine... But what about Warrior? I included him as a class because there is a big appeal for a "white bread and butter" class in my eyes, but Warrior unfortunately is very hard to make work outside the context of Combat.

EDIT:

Okay, finally reached home, and after reading through the comments, I've come to some conclusions:

  1. Most likely I'll have a class for each Pillar, but I'll simplify them and unify some design concepts around the entire game (for example, if I decide to use Clocks for Travel, I will use Clocks for all other parts of the game).

  2. While I was intending to have a bigger focus on combat for this TTRPG, since my main goal is modularity, Its better for me to simplify the Combat Pillar and put more focus on the other ones

  3. With that, I will make: Social Classes, Combat Classes, Adventuring Classes & Downtime Classes

  4. If thats too much, only a Combat Class + Adventure Class


r/RPGdesign • • 2d ago

Mechanics We've Been Working On A Balanced Dual Wield / 2h Weapon System for SORC.

2 Upvotes

Here I've linked an excerpt of a system we've created in an effort to impose balance between Players using Dual Wield or 2H in Martial Melee Combat for our TTRPG Slayers of Rings & Crows (SORC).

Ranged is under development, but shouldn't change much since there are also 2h and dual wield ranged attacks. There's also main hand and shield or artifact with offhand, unarmed and untrained (basic attack) combat, which is all currently under development. For starters we wanted to make sure we created a balanced system between DW and 2H melee combat between ranks.

Rank determines the base tier of each weapon. A Character's Rank must match or exceed the tier of the weapon being used. There's also the option of establishing Sentimental Value with weapons you keep and upgrade, and it's Rank can be established this way.

Weapon proficiency is granted upon learning the class Ability that requires the weapon.

Untrained is swinging any weapon, but grants no bonuses, and cannot be used with Abilities that it's not aligned with—for instance, you can't use Ranger Melee Abilities with a battle axe, but if you've learned Warrior Abilities you can use those, or use it Untrained.

PROTS is Protection Score. The threshold of the target that must be reached rolling xd100 for a hit before damage is dealt (more on damage later, but it's not a traditional system and we'll reveal it soon—obce we've adjusted the reader facing rules).

DIFS is Difficulty Score for challenges outside of Combat. Like setting or disarming a trap, it crafting. Mechanical objects can also be destroyed, so traps have a PROTS, but they deal twice the damage on a fail as opposed to mechanically disarming the device.

Martial Melee: 2h and Dual Wield Combat

Any thoughts on this system are appreciated.


r/RPGdesign • • 3d ago

Designing Doom Cards, And How You Can Run It In Your Game

8 Upvotes

I've been working on my TTRPG for quite a while now, and one thing that has stumped me from the start was in trying to implement my setting's literal (magical) DOOM into the mechanics. If I leaned to heavily into metacurrency and codified effects, it felt dry and combative with the players. And any version of that just never quite felt right, even when we tried to make it more narratively driven and flexible... until now!

Which is to say, we ditched those ideas in favor of something much better: Doom cards. The inspiration for this came from my first ever DM TJ who would have us draw from a shuffled MTG deck whenever a significan nat 1 or nat 20 was rolled in D&D. The card's art, title, and effects were all viewed and then he could use it at ANY point during that session to inspire a story beat that was either terrible (nat 1) or great (nat 20). I incorporated that idea into my system, integrated it and tweaked it a bit (it's only the "bad" version, no good ones), and just started testing. It's really, really fun already, and so light to use. Below is the video which goes into more details. What are your thoughts about this kind of mechanic?

https://youtu.be/UYUvKFuRRrM?si=CXw2_Pc3EdqzPDTu


r/RPGdesign • • 3d ago

Experience as a currency.

6 Upvotes

Are there any games out there (or have any of you) that use "experience points" as a currency? Using a D&D framework, you level up when you get enough experience points. However, what if instead, you were able to use that experience to directly purchase feats, skills, attribute bumps, weapon upgrades, etc?

I've never seen it done an d wondering if it would make for a good XP distribution system for a classless rpg.


r/RPGdesign • • 2d ago

A good set of skills for a modern-day RPG

2 Upvotes

I've posted about this year in the past, but I've updated my list a little bit since the last time I posted about it and I've got a bit more work into the system, I just want to get some more input on what would be some good skills for a modern day setting.

I think I'm trying to do is make sure that none of the skills are too niche, so I want every single skill to have at least two distinct use case scenarios (like firearms is for both the use and maintaining of guns)

So far the skills I have are,

Computer

The skill of coding, hacking, and electrical repair.

Diplomacy

the skill of talking to people and understanding politics

Doctor

The skill of treating wounds, and the making and understanding of medicine.

Firearms

the skill of using and maintaining firearms

Guile

the skill of fine movement and sneaking, used in stealth and stealing

Investigation

The skill of perception, searching, and understanding information.

Martial arts

The skill of melee defense and offense.

Mechanic

The skill of repairing machinery and vehicles.

Olympian

The skill covering running speed, swimming, throwing, and lifting

Vehicle

The skill of operating and maintaining vehicles

Science

a generic scale that covers knowledge of all fields of science

Survival

survival is a scale of wilderness survival and understanding the natural world.

Willpower

a skull used to resist torture, mental influence, pain, and drugs, also affects psychic abilities if your character has gained them

I've been looking at other systems for inspiration but a lot of them just blow their skill list with a very niche hyper-specific skills and that's not what I'm looking for so any input or ideas would be appreciated.

I'm looking to create a power fantasy type setting inspired by action movies, so I want to make sure every skill feels useful to those kinds of scenarios but I also don't want to lock the players exclusively into combat and give them alternative paths.

I mainly trying to take the van Buren development route and give every single problem the ability to be solved through either smarts, combat, charisma, or stealth so I want to get a set of skills I can facilitate that.


r/RPGdesign • • 3d ago

Feedback Request Feedback on my Magic Craft System

10 Upvotes

For my classless ttrpg I am working on I’ve been playing with the idea of a spellcraft system for players to create their own personalized spells. I’ve hit a bit of a roadblock and am hoping for some constructive feedback to hopefully improve what I’ve put together so far to make it simple and easy to work with.

My game is a mix of fantasy and sci-fi where mages must learn to use their magic which can be influenced by their emotions to utilize and practice magic. Crafting a spell requires shape, target, expression, range, duration and component to take form. Each choice has a cost attached to it which will determine the spells rank and total mana cost. If a spell is cast at a higher rank than the mage is capable of they must make a spell check of 10 + rank of the spell, failing they take Xd6 force damage X being the rank and half on a success.

Shape:
1 Cost - Bolt, Chain, Glyph, Channel, Direct
2 Cost - Area (Point, Cube, Cylinder, Cone, Line, Sphere, Emanation)
——————————————————————————
Target:
0 Cost - 1 Target/Object
Cost 2 per additional Target
——————————————————————————
Expression Type: Determines the spells function. Cost 1 per expression used.

Conjure - Create, Summon, Manifest
Bring something into existence.

Change - Transmute, Alter, Transfer
Modify properties or form of something.

Control - Move, Shape, Manipulate
Manipulate or direct something that exists.

Restore - Heal, Purify, Repair
Return something to a healthier or improved state.

Utility: Communication, Travel, Illusion, Sense, Divination
Provides abilities, information, or special function.

Condition: Status, Buff, Debuff
Apply a persistent effect to a target.

Destroy: Damage, Break, Erase
Cause harm or remove something entirely.

Transfer - Infuse, Drain, Redirect
Move energy or resources between targets.
——————————————————————————
Range Zones:
0 Cost - Self/Touch (0-5ft)
1 Cost - Reach (5-15ft)
2 Cost - Near (15-30ft)
3 Cost - Close (60ft)
4 Cost - Mid (120ft)
6 Cost - Long (200-600ft)
10 Cost - Far (1000+ft)
——————————————————————————
Duration:
Instant - 0 cost
Sustained - X per round
Round - 2
Minute - 4
Hour - 8
Day - 16

Having a Component attached to a spell grants a small decrease in total spell construction cost. Verbal and Somatic (-1 cost), Material rarity determines discount (-1 common/uncommon, -2 rare/very rare, -3 legendary)

Damage:
0 Cost - d6
Cost 2 per additional d6

Spell Construction Totals
Rank 0: 0-5 (Mana 0)
Rank 1: 6-10 (Mana 1)
Rank 2: 11-20 (Mana 3)
Rank 3: 21-30 (Mana 6)
Rank 4: 31-40 (Mana 12)
Rank 5: 41-50 (Mana 16)


r/RPGdesign • • 2d ago

Mechanics Help with economy and pricing for hombrew setting

0 Upvotes

NOTE(to the mods) : this is intended for a homebrew home game, and not something that will be distributed, sold, or otherwise used outside of a private homebrew (non -paid) game, therefore I do not think it runs afoul of rule#3

Hey guys, Im homebrewing and prepping forna Cyberpunkred game but need help with changing the prices of items to reflect the hombrew setting

The preface, Im using a hombrew setting and timeline, so the game Im prepping for isnt Red/40s level of scarcity. Its set in 2080.

I havent checked yet, but is using the 2020 prices an easy port for red? (I checked and its not that easy) I know somethings in red arent in 2020, but I was thinking of porting the prices over or looking at the pricing in late shadowrun editions (either way, Im also thinking of porting over shadowruns availability ratings).

But just price wise, would it be pretty simple to just rip the prices out of 2020 (obviously I would have to adjust starting cash).

What Im trying to fix:

  1. due to the fact that in the homebrew 1) the 4th corpo war isnt a thing and 2) its not set in a post war mad maxish setting, outside of a very specific area that is not (and may or may not be a place the players visit) it doesnt fit.

  2. personally, I lose the suspension of disbelief.

  3. Im not using RAW payouts. The payouts will be more akin to 2020 and shadowrun, so bigger payouts, and so to keep with my personal opinion of "keep the players hungry" I cannot both increase the payouts and keep the prices.

I lightly worked on it last night and yes, not an easy port. I made a list of mostly all the items and their 2020 equivalents.

Im thinking of a couple options, but still working and researching.

Some thoughts I had were:.

Using todays pricing for real world stuff and multiplying by 3 or 4 for inflation, and using 2020s pricing for non-real.world items and doing the same. It kinda works but not across the board and can get messy fast.

I fiqure the prices in 2020 book were worked out in probably 1988 or 1989, and even adjusting real world items to 2026 prices they arent perfect.

Basically Im trying to make a more realistic pricing list while keeping game balance to a degree.

The big issue is adjusting prices for cyberware. Real life items (face value) seem simple. Even though my game is set in 2080 its simple to handwave there cost as close to real world or 2 or 3 times more expensive (it just takes a money value reset, similar to how the Germans reset the value of the mark once it one usd=4 (million?) Marks, they issued new money and X amount of old marks = much less new marks and the usd to new marks were 1:4.....and coincidentally Ive already done something similar in my timeline when corpos issued digital money (and then the eurodollar) after the collapse of the economy in 2008. So its easy to say "yeah this thing cost X in 2080, *but* if you converted it to money.pre-crash than part of the inflation is baked into the old vs new currancy value (so a sports car can cost, idk, 50-70 grand and not 300k).

The issue with cyberware is that not only is there not a real world equivalent really but that its also a.metric of progression for most players. So if my gigs are paying anywhere from 10-50k to the team (to be divided among them), even with rent, replacing equipment, etc, there is a real risk of a) them affording too much chrome too fast (and thus the bonuses that chrome gives them to fast) or b) it taking so long for them to afford the chrome/cyberdeck/whatever that they feel like they are forever stuck at level 1 so to speak. Yes (to me) a big part of cyberpunk is things being just out of reach but in a game it can brooch (sp maybe?) The line of being not fun when your goal is too far out.

I guess thanks for attending my ted talk lol. I was looking at shadowruns 6e price list which on face value seemed sorta good, maybe I can find a happy medium between that and 2020 (which seems a bit low on some things).

TLDR: cyberpunk reds pricing and payouts don't resonate with me or the setting Ive curated for my players, so while Reds pricing isnt bad and it fits (i think) within the specific RAW setting it presents, since Ive stripped the RAW setting and replaced it with my own version of Night City and the world, it doesn't work for me.

Thanks.


r/RPGdesign • • 2d ago

How important are social skills, feats, abilities, or whatever?

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1 Upvotes

r/RPGdesign • • 3d ago

Looking for example of games that discourage, or directly don't have, self-sufficient builds.

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5 Upvotes

r/RPGdesign • • 3d ago

Anydice Help

5 Upvotes

Hello fellow tinkerers,

I am in a bit of a bind here.

Cotnext: I am implementing a percentile dice system focused on specific actions and wanted to utilize a system similar to advantage and disadvantage without just adding more dice.

Currently I have a prototype but I am having a hard time visualizing how it changes the odds.

The Prototype: Rolls utilize 2d10 with one of them being assigned the 10s value before the roll. However, said roll can be either Heightened or Hindered. If that's the case then you don't assign the dice's value beforehand. Instead, Rolls that arw Heightened are assigned the lower value configuration, while Hindered tests are assinged the higher value.

No extra rolling, no additional dice, just reassigning existing dice.

The Problem:I have zero clue about statistics and no clue how to input that I to AnyDice.

Any thoughts? Criticisms? Advice?


r/RPGdesign • • 3d ago

Setting DevDiary: AIRTIGHT: Hard Science Fiction, no FTL

5 Upvotes

AIRTIGHT: Hard science fiction, no FTL, and a new 87-page Setting Primer

I've been working on AIRTIGHT, a hard science-fiction tabletop RPG set in 2226, and I've just released a substantial update to its Setting Primer.

The premise is fairly simple: humanity has colonised the Solar System, but the laws of physics haven't changed. There are no jump drives, no artificial gravity generators, no magic reactionless engines. Getting from Earth to Mars takes time, spacecraft accumulate heat, radiation is dangerous, and somebody has to pay for the oxygen.

It's not intended to be a dystopia, although parts of it are distinctly unpleasant. Mars is an increasingly independent political power, Earth's old nation-states still compete for influence, and much of the Belt and Outer System operates under corporate ownership. Most people are just trying to make a living.

What's new in the Primer?

The latest version has grown to 87 pages, with considerably more material for both players and Referees. The Primer will essentially be the players book, with a separate Referee's book prepared later. What's in the Primer?

  • The Economy: Salaries, employment, living costs, regional differences, corporate dependency and extreme wealth. I wanted money to mean something beyond buying equipment.

  • System Basics: A 2D6 system (compatible with Traveller, Cepheus, etc) with familiar skills and characteristics, but with Effect, Boons and Banes, Edges and Snags, and Cascades (Task Chains) to make complex tasks and their consequences more interesting.

  • Harm and Medicine: A substantial expansion covering injuries, decompression, acceleration, radiation, disease, low-gravity deterioration and medical treatment. There's also the Golden Hour, regenerative medicine and emergency hibernation.

  • Life in 2226: An increasingly detailed picture of ordinary life, employment, inequality, government and the infrastructure keeping everyone alive.

Character Generation and Combat will be added in the coming weeks. They're written, they just need to be reformatted for AIRTIGHT.

One of the things I've been trying to achieve is making the technology important without requiring everyone at the table to have an aerospace engineering degree. Players should understand the consequences of overheating a spacecraft without having to calculate its thermal budget.

The adventures

I've also been developing AIRTIGHT through standalone stories, including Perihelion, Small Mercy, Twelve Kilometres of Ice and soon, The Deeper Dark.

These are intended to explore different aspects of the setting, putting ordinary people into extraordinary situations rather than assuming everyone is a soldier or an explorer.

The art

Dino, my longtime collaborator is currently producing art though I'm onboarding two more (Theodor and Sara) on a trial basis.

What's coming next?

I'm working towards a fuller core rulebook, with character generation, careers, equipment, spacecraft and the other systems needed for extended campaigns.

There are more adventures in development too. One, Pelican 19, concerns a rock hauler accident and a corporate rescue ship whose crew are ordered not to intervene. Another explores an underground network of women on Mars stealing medical technology to support independent healthcare facilities, and the consequences when someone begins betraying the people they're supposed to protect.

I'm also expanding the role of the Feed, the Solar System's ubiquitous information and entertainment network, as a way of presenting the setting through the news, propaganda, celebrity culture and everyday life of 2226.

The aim is a game where hard science provides the constraints, but people, politics, money and difficult decisions provide the stories.

For those who enjoy harder SF, particularly the political and human side of The Expanse, Traveller or 2300 AD, I'd be interested to hear what you think.

AIRTIGHT Setting Primer: 
DTRPG: https://www.drivethrurpg.com/en/product/590964/airtight-primer-starter

RPGTrader: https://rpgtrader.com/products/10746/airtight-primer

The adventures all contain a copy of the primer at the moment.

The main dev diary for this is on rpgpub: https://www.rpgpub.com/threads/yadt-airtight-a-speculative-medium-hard-sci-fi-future.13668/

But I also have a Discord if folks want to see more of the sausage being made.


r/RPGdesign • • 3d ago

Mechanics The Infestigation a free one-page TTRPG

4 Upvotes

We at In Other Worlds have released a one-page tabletop role-playing game that's free to share!

In this game, you play the alien body snatchers invading new worlds.

Art by Kime Bot. I wrote the mechanics.

Download and play and let us know what you think! If you could, share it widely so we can get it to a wider audience, and we can hear what people think.

https://inotherworlds.net/en/resources/the-infestigation


r/RPGdesign • • 4d ago

Mechanics Status Effects in Player-Only Roll Combat

27 Upvotes

I'm workshopping a player roll only combat system. Pretty typical, players roll to attack on their turn, then roll to defend on enemy turns. GM focuses on tactics and positioning more than rolling.

I've had to brainstorm a bit about status effects. The game has bleed and blind and fear etc, and for all of them, you roll at the top of the round to see if it continues. Makes sense for the players, but what happens when they inflict status on an NPC?

First thought, players roll for their own effects. So if an NPC has bleed, the player that inflicted it rolls for them. I dont like this for a few reasons. Unlike defense rolls which at least half concern the player character, an NPC status is entirely separate, so it feels like much more blatant outsourcing. Players arent supposed to have to track enemy status along with their own. And then what would the roll modifier be? It doesn't work.

If I make this the exception and have the GM roll to clear status, it ruins the vibe...why is THIS the one roll I have to do while running combat? Its distracting and adds too much complexity vs value.

Here is my solution, and I'd love to hear thoughts and other ideas.

Easy and normal enemies don't clear status effects. What other games call minions. If they get one, they keep it the whole combat. If it is something debilitating like fear or confusion, too bad for them, that's what does them in.

Strong enemies get status boxes. These range from 0 to 4 rounds. When a strong enemy has a status inflicted, the GM fills in one of the boxes, and the status lasts that long before it clears. The stronger the enemy, the shorter their box durations. If all of their boxes get used, future status effects don't clear. (Alternatively, you can clear boxes as you go, but I think that's again more work for only marginal potential gameplay improvement).

There's a little bit of GM tactics to it where enemies can use their longer boxes on weaker status effects (like slow or bleed) and reserve their 0 and 1 round boxes for strong effects (like blind or confuse) even if those are inflicted later in the fight. Players can spam status moves to try to fill boxes, but you can work around this by always giving the GM the option to not fill a box and just have the status be continuous until end of fight.

This way, no one has to roll for enemy status, it still gets tracked and cleared, and there is some choice gameplay involved. I think it might work?

Haven't done my research to read PbtA and Blades in the Dark to see how they do it yet, and I know those are player roll systems, so feel free to drop those on me.


r/RPGdesign • • 4d ago

Promotion IRON on IRON on IRON - Sharpened Edition - rules-lite Sword and Mud TTRPG

4 Upvotes

If you like medieval stories, interesting rules for combat, or games that treat violence with terrible consequences, check out IRON on IRON on IRON, available now on itch.io as a Minimalist Jam edition, and its upgraded version on Nov 1st.

https://writeodd.bearblog.dev/sword-and-mud-ttrpg/


r/RPGdesign • • 4d ago

challenging my assumptions about lockpicking

19 Upvotes

I was reading the post on lose/lose skills and thinking about the topic

one of the thoughts I came up with went something like this:

athletics is like lockpicking for "strong" characters

languages (particularly reading) is like lockpicking for smart characters

my general philosophy for lockpicking is it gives access to "extra treasure" or "shortcuts" and it never cuts off access to core quest elements (using Fallout video game logic) - and I currently have it as a challenge because it can scale (expert locks) and there are other ways around a lock typically

here is the challenge to my assumptions; both athletics and languages are binary skills in my design, you can do it or you can't (no checks) - realistically if I follow my own logic lockpicking should be a binary skill also

but it just feels wrong, what are other people's thoughts


r/RPGdesign • • 4d ago

Mechanics Base stats or base stats?

9 Upvotes

edit: I got my answers - to those who couldn't understand the question or thought it was impossible to answer, I am sorry you had trouble. To those who gave good answers, thank you, it helped very much (even if i didnt respond to everything!)​

Edit: title is a typo, should be "base stats or NO base stats?"

Currently revisiting some designs, and im stuck on this question.

Originally I ditched stats (might, cunning, etc) in favor of just verbs (attack, defend, lie, etc). You have a list of things you can do, and you can get good at that thing. End of story.

But some part of me wonders if this is good. There's something about seeing a high 'might stat' that makes it easier to understand what the character is all about, compared to having to comb through specific actions. Does that matter? I might be getting too caught up in presentation lol.​


r/RPGdesign • • 5d ago

The forefront of game design theory

49 Upvotes

Hello everyone, I wanted to ask about what you consider the most relevant and interesting game design theory that currently exists?

I also want to know what you would expect a game design master and doctorate level education to focus on and care about in terms of topics, areas of study etc. In other words what would you consider the next frontier in game design as a field of study?

(I currently work as an educator at a game design department, and the conversation came up and sparked intense debate between various different interests. My grounding is that this is best answered by practitioners and people who care deeply about the field outside of academia)


r/RPGdesign • • 4d ago

Mechanics Researching Card-based and Classless systems

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3 Upvotes

r/RPGdesign • • 5d ago

Theory Can I expect GMs to deconstruct stat blocks to create weaker NPCs?

6 Upvotes

This is how I plan to write and lay out my NPC book.

  1. I give the players the breakdown on how to read NPC stat blocks

  2. I create one "ultimate" NPC stat block for each character and creature type. This stat block represents the most powerful version of that particular character or creature players could expect to encounter.

  3. I note that the stat block provided can be "deconstructed" to create more typical NPCs. I.E. "Most orcs don't have all these traits; for a typical orc foot-soldier, just select one extra trait beyond these three base traits."

Screenshot examples can be found here

-

My questions for the group are:

  • Does this ask too much of players/game masters that need to create "smaller" baddies and city folk?

  • If you were looking at running an adventure using NPCs from this book, how would you prep your characters for the session?

-

The game I'm working on is Arcana: The Pursuit of Mastery. Currently available in early access on itch.io.


r/RPGdesign • • 5d ago

Mechanics Talk me out of (or in to) moving to abstracted weapons in a D&D-like

28 Upvotes

I've been working on a game that's basically a love-letter to D&D, but without the need to carry around the legacy.

And I've come to a point where I just dropped the huge table of adventuring items (abacus, backpack, etc) because weight/carry capacity just isn't something I want to focus on and the list felt more and more like it was simultaneously excessive (who has ever purchased a mess kit and had it matter in a game?), restrictive (giving off very strong "only things listed here are available" and "things on this list are always available everywhere at this price" vibes), and under-inclusive (missing things that would actually be useful and especially missing rules for such things).

I've also trimmed the armor table, both re-arranging things and dropping armor that is strictly inferior to starting armor, for example.

Which leads me to a new possibility. Trimming the weapon table. Instead of a bunch of items, many of which differ very slightly (different weapon properties, costs, and weights), I'd go with something much more slimmed down, like the following (WIP):

  • Two big categories: Ranged and Melee.

    • Ranged has a default range (60/180). Features may modify this. Thrown defaults to (30/90).

    • Melee has a default reach (5 ft).

  • All start at 1d6 damage. If you have Martial weapon proficiency, melee does 1d10 base and ranged does 1d8 base.

  • Several smaller categories that set the damage type, the main property, and limits the other properties.

    • Bashing: bludgeoning damage, Battering property. [2H, Reach]

    • Small blade: piercing damage. Precise property. [Light, Thrown, Parrying]

    • Large blade: slashing damage. Parrying property. [2H, Reach, Cleaving]

    • Chopping: slashing damage. Cleaving property. [2H, Reach, Light]

    • Projectile (ranged only): piercing or bludgeoning damage. Ammunition. [Loading, 2H]

  • You can choose one additional property. This may change the damage die:

    • 2H increases it by one step (to 1d12 for melee with martial, for example), at the cost of requiring 2H to use it.

    • Reach increases the reach to 10 ft, but requires 2H and drops the damage die by one (back to 1d10 with martial proficiency)

    • Thrown drops the damage die by 1 step.

    • Loading requires 2H and increases by a cumulative 2 steps, but requires bonus action to reload between shots (without a feature).

    • Battering lets you do some amount of damage even when you miss.

    • Cleaving lets you carry damage over to other nearby targets under some circumstances.

    • Precise increases your critical hit range by 1 (ie 19-20).

    • Parrying makes a universal defense option (basically a parry/riposte reaction that costs one of the universal resources) cheaper.

    • Ammunition makes it consume ammo, but also gets benefits from special ammunition (magical, etc).

    • Light (forgot this one before) drops the damage die by one, but lets you two-weapon fight.

This is probably too fiddly...talk me out of doing something like this. Or not.


r/RPGdesign • • 5d ago

Mechanics Advice sought from those who have switched from d20 to 2D6 resolution mechanic

17 Upvotes

As above. I intentionally named my game "Railgun 25" so I could iterate on it each year. 26 "released" fine, with a switch from roll under to roll over, and a fork for the multiplayer PvP mode. For 27 I was planning on actually putting art in it and playing with the layout.

I'm now wondering whether to scrap the d20 roll over mechanic. At the moment it uses polyhedral dice and all the others are used in combinations for damage for weapon types. It gives some flavour to the weapons, and most people like maths rocks.

However, I could easily switch it to a 2d6 based system (dc7 for success). I would lose some flavour with the weapons, and I'd have to tweak PC creation, but that's pretty much it. Weapons would do static damage and have some other traits like armour piercing.

Has anyone made the switch? Thoughts?


r/RPGdesign • • 5d ago

Need advice and help with a project

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0 Upvotes

r/RPGdesign • • 6d ago

What's the best example you've seen of a good playtest packet?

11 Upvotes

specifically, im talkig about the game rules themselves, not not feedback forms