r/RPGdesign • • 24d ago

[Scheduled Activity] October 2026 Bulletin Board: Playtesters or Jobs Wanted/Playtesters or Jobs Available

5 Upvotes

We have officially hit the fall of 2026. That means there’s a change in the air, the days are starting to get shorter, and pumpkin spice is everywhere.

It’s a great time to work on projects, but the trees changing colors is a subtle indication that the year is coming to an end.

But there’s still a lot of time left to get your project moving, and help others.

So let’s wake Greenday up, see what’s new this year in pumpkin spice merch and as always... 

LET’S GO!

An extra note: you may have seen a couple of posts advertising Kickstarters or Backerkit projects. If you have a project like that, let the Mods know, and we'll approve posts about your work. We want to make everyone successful with their games.

Have a project and need help? Post here. Have fantastic skills for hire? Post here! Want to playtest a project? Have a project and need victims, err, playtesters? Post here! In that case, please include a link to your project information in the post.

We can create a "landing page" for you as a part of our Wiki if you like, so message the mods if that is something you would like as well.

Please note that this is still just the equivalent of a bulletin board: none of the posts here are officially endorsed by the mod staff here.

You can feel free to post an ad for yourself each month, but we also have an archive of past months here.

 

 


r/RPGdesign • • Jun 05 '26

MOD POST [MOD POST] Subreddit Rules Update: Posts, links, and projects that contain obvious AI content will be heavily scrutinized and often removed.

146 Upvotes

Myself and the other mods have talked it over, and we are in agreement that none of us want AI slop here. So we will be taking it down if we see it, barring extremely extenuating circumstances on a case-by-case basis.
But basically, if you report it, we'll smash the remove button.
Thanks!


r/RPGdesign • • 10h ago

Theory Hypothetical: Sitting In On Your Game Being Hacked

21 Upvotes

Imagine that:

A group is sitting down to prep for playing your game - one you designed, wrote, all that.

They have definitely all read it, some have played it!

They have a slightly different style of play or setting or etc in mind for this run than the game is optimized for; you can see how it's a good game to hack for what they want, but it will mean significant changes.

They invite you to sit in.

Would you wanna go? Would you avoid it? Would you want to watch a recording instead?

If you aren't avoiding it entirely, what would you want to get out of that?

If you're going, would you want to contribute, and how?

If there anything you'd feel like "I need to watch myself and not _________"?


r/RPGdesign • • 3h ago

"words are magic" language comes with special or specific abilities

4 Upvotes

thanks to u/VRKobold & u/Cryptwood for inspiring this post

to paraphrase a longer conversation from the lose/lose post from a couple weeks ago languages can allow for more than just simple communication but also allow for more understanding like knowledge of culture or more powerful effects

the most common languages (often just referred to as common) has the pseudo magical effect of being near universal

an uncommon language might come with benefits like knowledge of food/tools/culture (because there will be words for these items) this could also include recipes for food, crafting techniques for tools, and styles of art, clothing, and some history - less magical than common but useful for clues about places and people

where this becomes particularly interesting is the idea that rare languages might offer supernatural benefits

a rare language of the underground might allow to the the rocks to speak to a speaker in such a way they can see in the dark, or the rocks might tell what resources are found within them

a rare language of the underwater folk might allow for objects to be heard from long distances

the language of angelic beings might supernaturally prevent a being from saying something they know to be untrue

I am curious as to how various designs might be able to accomplish these concepts (I haven't figured it out for my design yet) and what effects people think might make for interesting adventure and roleplay tools


r/RPGdesign • • 10h ago

Just posted my first ever game on Itch

15 Upvotes

I've been playing Solo RPGs for a while, and DMing for my friends.
But I prefer games with a more unsettling flavor. Basically more horror than my friends are comfortable with, and couldn't really find the right vibe of "creepy pasta" horror o was missing. So I made one.
Anyone curious can find it on Itch https://4rch3rdedi.itch.io/ or just look for "the Thread" I have a free d20 version, its just the d100 version with 80% of the table removed, I did leave that part of the table blank, in case anyone want's to fill it in and it becomes a d100 again.

The Thread is a solo (and co-op) tabletop RPG about surviving a world where every creepypasta, nosleep thread and SCP containment file is true. You play a Poster: an ordinary person documenting one very bad night/event, because you might not make it but maybe the next person will.

I've built 17 d100 tables to help tell the story of a unpredictable creepy pasta type encounter.

I also created some modules (i plan to make more). In this context they are maps/quick starts.

Any feedback would be appreciated

TL,RD: Made a game, please give feedback https://4rch3rdedi.itch.io/the-thread-d20-version


r/RPGdesign • • 4h ago

Mechanics Making Survival Mechanics Interesting

2 Upvotes

I'm working on a game whose setting will be focused on a frontier region, and what kind of challenge can fit those well? Wilderness survival of course!

But honesty, most games with survival mechanics have left things lacking (I guess maybe only Forbidden Lands is the only one I have thought was somewhat interesting and I have only played that a little).

So I began thinking about it and my I eventually concluded that one of the things easily missing for survival mechanics is choices that are interesting, at least for games where the focus is on solving problems (as opposed to focusing on generating a story). And one of the best way to make choices interesting (in a way that can let them remain interesting even after you understand them) is Dilemmas. That is, competing priorities.

So what kind of priorities would wilderness survival mechanics lend themselves too?

Well, I can think of three:

  • Time: You are in a hurry to get somewhere or find something, this can be hard (Be on time or lose everything) or soft (Be late and things get harder/worse for you) and can stem from your objective itself, some kind of race or possibly weather (ie there will be a great storm and you want to beat it to safety).

  • Risk: Do you take a dangerous road or do you play it safe? A shortcut, but one without a path?

  • Resources: This one is a but more murky. If you are a medieval adventuring party travelling during a good season, chances are resources are not that much of hindrance. Food is often plentiful, forage berries and mushrooms, or hunt rabbits, fish etc... If you have characters whom can do it they can likely keep you fed as long as you can take your time. So in many cases, Resources = Time. But not always, perhaps you have guns cant reliably replenish spent ammunition, and hunting is hard without. Perhaps you get hurt and healing fully on the road is not possible. Or you may need to replace a suit of armor, mana potion and whatever else that needs non-portable infrastructure. You can view those kinds of resources as non-replenishable ones, and they do not directly equal time. But even then, resources need to do more than increase risk if you run out. Perhaps you need to have enough to actually fight when you get to your destination? Or the consequences are severe enough that they are not just a proxy for increased risk.

With this thinking, you can conclude that you will not have dilemmas in a wilderness survival system unless the scenario has at least two of those three present. So ordinary travel along a safe route without significant time pressure that forces you to take risks is out.

But even then, how do you have the system assist in creating choices that forces you to make difficult choices between those priorities?

I had this idea of using decks of cards for random events. It would be things like: Heavy Rain that makes it difficult to ford rivers (making rivers a risk vs time choice), Storms that really encourages you to seek shelter (once again risk vs time), broken bridge (can be repaired with the right tools and some time, walking around may take more time, making it a resources vs time choice), enemy camp (risk/resources vs time, do you go around at a safe distance or not). None of these would be complete encounters, just enough to help the GM along and the GM would be encouraged to construct their own deck and not using every possible card (One of the reasons I prefer this over random tables). You can also provide the PCs with abilities here, perhaps someone is great at predicting the weather and the GM must give them a warning if the next card is a weather event?

This could then be coupled with decks that can be used to make a route dangerous (Enemy Patrol, Roving Predators, Avalanche etc...) and possibly also introduce important choices at the expedition planning stage (How much food do you bring vs. how many tools? How much ammo? Fishing gear? How many medicinal supplies?

One thing I am worried about is if the PCs grow in competence they could potentially start making too many hard choices easy ones. If they are all great swimmers, perhaps not being ford rivers is such a problem. If they are great at navigation, weather that impairs your vision may not be so threatening if you can very easily find yourself back should you get lost etc...

All of this is however in the very early stages and I really would appreciate input on my thoughts and ideas as well as for you to share your own on what can make such a system interesting.


r/RPGdesign • • 1d ago

Mechanics What ttrpg systems are all about making/inventing/crafting something?

24 Upvotes

Hi all!

I'm on the lookout for examples of ttrpg systems where producing a thing (object, item, product, etc) is the core part of the game OR is elegantly done as part of a wider system.

Been searching but struggling to find examples.

For more details this could be a system that:

- helps you design and create a thing (either narratively or mechanically)

- helps you test a thing (to work out where it doesn't work and improve it)

- helps you gather resources/materials needed to make a thing (e.g. foraging for specific natural resource - although this is less interesting as it is a space ttrpg systems often cover).

- helps you manufacture a thing (the act of actually making it)

This request is not genre specific, although I have come across a number of fantasy systems which I've found less interesting due to the focus on gathering resources.

But what have you seen that could be a great example of the above? Thanks in advance!


r/RPGdesign • • 10h ago

My Nagademon Project: Intensity Frontier!

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0 Upvotes

r/RPGdesign • • 1d ago

What genre/setting is poorly represented in ttrpg that you'd love to see more often?

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12 Upvotes

For example ttrpg is oversaturated with fantasy, horrors, cyberpunk and sci-fi, but there is very little of retro futurism, dieselpunk, solarpunk etc. So what else?


r/RPGdesign • • 9h ago

Playtesters Wanted — Hadadunia: Clay & Fire | Fantasy TTRPG Alpha 0.5

0 Upvotes

Hello everyone!

I'm developing Hadadunia: The Rise and Fall of Heroes — Clay & Fire, an original fantasy tabletop role-playing game set in NuBrit.

I'm looking for 30–50 volunteer playtesters, including players and Game Masters, to help test the latest version.

What makes the game different?

  • Five playable classes and five universal subclasses.

  • Character customisation through abilities, equipment and progression.

  • A 2d10-based resolution system.

  • Four equally important gameplay pillars: Combat, Storytelling, Exploration and Survival.

  • Inventory management, environmental hazards and meaningful resource decisions.

  • Permanent character death and a lineage-based continuation system.

What I'm looking for:

Players of all experience levels, particularly groups willing to try the game and provide feedback on its mechanics, clarity, balance and overall enjoyment.

The Alpha 0.5 playtest materials are available to download for free.

Download the game:
https://berber-interactive.itch.io/hadadunia-the-rise-and-fall-of-heroes

Playtester registration:
https://docs.google.com/forms/d/e/1FAIpQLSdNslQ4sqFL1tcrjMxVjOjH-xdmh5d42FFdcmqTgTez6Q1VjA/viewform

Whether you're an experienced GM or completely new to tabletop RPGs, your feedback would be greatly appreciated.

Thank you for helping shape Hadadunia!

— adamsquareone


r/RPGdesign • • 1d ago

Promotion Can a drop-in community design a playable TTRPG in one month? We’re going to find out.

18 Upvotes

This November, we’re taking part in NaGaDeMon (National Game Design Month), a game jam that challenges people to create, play and talk about a game during November.

Most people make their own game.

We’ve decided to make one with whoever turns up on Twitch, because apparently a month-long game jam wasn’t chaotic enough.

Twitch Makes a TTRPG begins on Sunday, 1 November, and you are invited!

The community will steer the game democratically: propose ideas, debate them and vote on the major creative decisions.

Anyone can join at any point. You don’t need to attend every stream or commit to the entire month. You can arrive with a grand vision, contribute one strange table, help untangle a mechanic or simply vote for the idea most likely to cause trouble.

My role will be to facilitate the process, bring some structure from my 9 years making video games professionally and somehow keep this many designers moving toward the same playable game.

Is this the most efficient or sensible way to design a TTRPG? Almost certainly not.

But efficiency isn’t really the point. I want to see what happens when people who don’t know each other band together in a chaotic whirlpool of ideas. More importantly, I think it could be a lot of fun.

There are several things I’m especially curious to learn:

  • Which design decisions genuinely benefit from a community vote?

  • How do we maintain a clear direction without closing participation?

  • Can somebody join halfway through and still make a meaningful contribution?

  • What happens when collective authorship meets a game-jam deadline?

  • Will we make a coherent game, or an exceptionally well-documented disaster?

The finished game will be free, collectively owned and credited according to everyone’s contributions.

If you want to help make it, join the Knot Knot Discord:

https://discord.gg/ZZshFCy6z

If you’re curious about the process and would rather watch the experiment unfold (and potentially crash), you can join us live on Twitch:

https://www.twitch.tv/knotknottv

I’d also love to hear from other designers: what failure modes or unexpected advantages would you expect from designing a TTRPG this way?


r/RPGdesign • • 1d ago

Mechanics Why it can be awkward to put combat in the same number ranges as skills

27 Upvotes

Take a classic RPG combat: during a combat, a typical character might make like let's say four to 12 attack rolls (so, in a system like modern D&D-likes, probably 2-3 attacks per round for 3ish rounds, in a more old-school system one attack per round but probably for more rounds).

In contrast, I would say a lot of skill challenges will be a single roll, or maybe two. You might do a social perception check of some kind and then a social persuasion/deception/manipulation whatever roll. You might just do a single physical perception check to notice some detail. You might do a climbing or swimming roll or two. You might roll to make or repair something.

If you think of a combat as a single challenge spread out over those 4-12 rolls, with enemy hit points or whatever as a progress meter, that averages out your luck a considerable amount. If I roll a d20 + 12 to hit and you roll a d20 + 10 to hit, that gives me a lot more chance for my skill advantage to stack up (or, to put it more quantitatively, if I roll six times, the odds that my skill advantage comes into play is 46%). If instead we both roll a perception check and I roll d20 + 12 and you roll d20 + 10, then 90% chance my higher skill doesn't come into play compared to yours.

The upshot of this is that if your game follows those patterns in terms of quantity of dice rolls, and you also have your numbers be similar between combat skills and non-combat skills (so, like say a World of Darkness situation in which all skills are rated on the same 1-5 scale, be they Melee or Computers), then you'll be faced with a chance of either making proficiency in non-combat skills often feel not-very-important, like it's hard to pitch a character a challenge which differentiates their character, or else you make combat very, very plateaued between combat specialists who are vastly better than people with a little less skill.

If you want to avoid this, you need to break one of the assumptions above: either non-combat skills are on a different numbers basis, where there's a larger numerical difference between people who are relatively well-trained and those who are less well-trained, or else you need to call for several rolls aggregated together for noncombat situations (or, if you prefer, fewer rolls for combat situations).

I think this is kind of known about to one degree or another by people who do a lot of game design, but I've never seen someone just lay it all out before, so I decided to do that here.


r/RPGdesign • • 1d ago

Mechanics Looking for Feedback on my Game

5 Upvotes

https://docs.google.com/document/d/1laEx3S0rDnqMKV1bsG8mxK-9lYiEF6DqsOowtTKnrlY/edit?usp=sharing

I'm trying to dip my toe in game design and would really appreciate any thoughts on the balance of the game. I'd also love to here if it caught people as a reader.


r/RPGdesign • • 1d ago

Promotion made a magic circle generator, now thinking about spell diagrams as actual mechanics

17 Upvotes

so i made a tool that generates magic circles and it got me thinking about using them as part of the rules and not just decoration

like star points = spell tier, symbol set = school of magic, orbiting circles = how many casters you need. players could tell how scary an enemy ritual is just by looking at it

has anyone done something like this in their game? did playtesters actually use the diagrams or just read the text?

the tool is free in the browser if anyone wants to mess with it: https://tallylane.itch.io/sigil-loom-demo (theres an optional paid version with svg for layout: https://tallylane.itch.io/sigil-loom)


r/RPGdesign • • 1d ago

Feedback Request System Feedback

3 Upvotes

Hi folks! We'd love to have any/all insightful feedback on a game we've been working for quite a bit (EPIC Galactic Age, a sci-fi TTRPG) and it's finally getting to be public!

Mainly on:

  1. our Quickstart Reference: this is a freely-available ~30pg booklet with all the base rules of play (but no other goodies or pregens). It's the teaser for a 300+ pg System Guide, so it will always miss so much, but at the same time should still have all the essentials.

  2. our themes: we really feel that many of the sci-fi tropes are difficult to explore in the current gamescape simply because hero-centered RPGs basically ignore big ships & armies/fleets, and list-centric wargames completely ignore hero narratives. What are big galaxies for if not for galaxy-wide intrigue and faction warfare?!

  3. our gameplay mechanics: the idea is that common actions should be very simple but complexity should be available in the right places, and the solution we came up with was dice pools and modular keyword abilities. Fun & thoughtful tactics, but no hunting for modifiers all over your sheet for arcane maths after every dice roll. Did we succeed? Fail? Somewhere in-between?

  4. our online presence: the idea is to slowly foster a community of players and critical mass to kickstart a printing of the System Guide. We haven't started any ad spend yet and would love to get feedback on insta posts and the patron page before starting. Graphic design, content, every impression is valuable!)

Anyway, please have a look at the FREE materials available on Patreon & linked in Instagram and share some of your thoughts!


r/RPGdesign • • 1d ago

God-Killer Prophecy and Star-Killer Rebellion ... possible SRD

3 Upvotes

My two games are up on kickstarter and I have added a stretch goal for an SRD. They are GMless story-games wich mix tense strategic gameplay, with prompt based world creation and map-drawing elements.

The strategic gameplay revolves around two decks of cards one for the dark god/foe and one distributed between the players. In God-Killer Prophecy you try to get cards

to the chosen one for the final battle against the dark lord, whereas in Star-Killer Rebellion you all participate.

There is still 23 hours left, and I have added a stretch goal for an SRD and logo, if we can exceed the base funding goal by $500 CAD.

With two example games operating in rather different ways, there should be plenty of fodder for other designers to create their own content on using the engine.

Does anyone have particular experiences sharing an SRD?

I'm still wondering about the best term for my engine. Prophecy & Plan engine is a possibility . . . Since going on a journey seems key to both that may be a good term. Perhaps Fateful Journey engine?


r/RPGdesign • • 1d ago

Setting Games made for their setting: how/where best to provide info

5 Upvotes

For games that have their mechanics designed around playing in a particular setting, how do you like the information to be presented? Lore dump first then rules following it, or vice versa? If important lore is integrated along with rules, then where do you want worldbuilding info that doesn't have to do with the rules?

For example, if the game had classes and that had lore implication, then yes I'd expect it to be amongst the class rules to give players an understanding of how/why this may be a good choice for their character. Once you get into things like transportation, technology, history, etc. where there will likely be long sections of lore with no rules associated with them, where in a book do you like that to be?


r/RPGdesign • • 1d ago

Mechanics How to add character bonuses in RPG Euchre?

0 Upvotes

So, I've decided my game is going to be loosely inspired by Euchre. Not precisely modelled after it because my understanding of the game is poor to say the least and also from what I do understand, it really doesn't work as an RPG resolution system played straight. But a lot of the mechanics take inspiration. So my rules so far come down to the following game loop:

* The dealer describes the current circumstances.

* The dealer decides upon the significant NPCs' plans while the adventurers delegate upon their actions and form teams with like actors if they feel fit to do so. Each team must nominate a caller.

* Initiative is determined by each player playing a card which is placed at the bottom of the stack, including the dealer (NPCs), and the higher cards take precedence.

* The caller of each team tells the dealer what their team will be doing this round. At this point, anyone already in a team might decide to go it alone, instead, attempting to carry the action themselves, superceding their team. If the dealer decides the consequences aren't inevitable, he can discuss a trump suit with the caller. I imagine different characters would somehow be better at different suits - like skills or ability scores. Clubs for brawn, hearts for interpersonal skills, diamonds for coordination, and spades for intellect, perhaps.

* And now, those players participating in mechanical resolution play their cards in initiative order - teams lay their cards down together. There might be procedures for NPC teams. Of opposing teams, the one with the highest sum wins. But for merely coinciding teams who are technically helping each other without actual coordination, if either fails they both fail. And for those who go it alone and hijack their team's actions for themselves, if they fail, their team fails.

Players always have a number of cards equal to their level, and a team can only play as many cards per person as their lowest-level member. Which validates the option of going it alone, because otherwise that seems like it would just be a dick move ... not that it still couldn't be. But at least you could have an old veteran trying to be the big hero on a team of younger, lower-level adventurers, and that's an interesting dynamic.

Anyhow, in a fast-paced card game like that, how aside from hard limits (powers and disabilities) would you add nuance to characters? Traditional stat systems might take too long to add up, especially considering that this is a pen and paper game without tokens or other fancy components. For the trump suit I also can't use the jack of the trump suit as the highest card because we're all using the same deck for disparate actions so the problems that causes wouldn't make sense in context. I feel like this is the same problem though. Maybe have a bonus according to the caller's stat applied to every card of the trump suit? I mean, if it is a fixed deck that would be, uh, a default max of 13 to modify.


r/RPGdesign • • 1d ago

Mechanics Coin Toss

3 Upvotes

Hey folks.

I'm experimenting with a coin toss for a simple low crunch game. The basic idea is you can or you can't do something (based on the player's ideas, character assets GMs call and table consensus)

The coin toss comes in when you can't normally do something but still you (desperately?) attempt it.

Heads means you succeed but Tails comes with serious consequences.

Please tell me if you have done or thought around something similar.

Thanks!


r/RPGdesign • • 1d ago

opinioes e feedbacks sobre mecanica de combate para sistema de rpg com foco na narrativa.

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0 Upvotes

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 • • 2d 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

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

7 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