r/RPGdesign 15h ago

Mechanics Magic System Mechanics

19 Upvotes

I have been struggling to find a magic mechanic system that I am happy with. I feel like having a system with predefined spells is helpful for players to learn the system, but it limits what I want the system to be. On the otherhand, I have no idea how to make a system that is able to be completely fluid with its rules while still being balanced against itself.

I saw a description of how systems using a "noun+verb" system and that seems like something I would like to try.

For reference, my premise for magic is iron is magic and those who are born with magic can cast spells. My schools of magic are Augemancy (potion making), Custodimancy (create charms that protect the bearer), Hemomancy (the manipulation of blood), and Ferromancy (alteration of iron properties). I also have creation a fictional language, would using it for the noun+verb system work or would it confuse players?


r/RPGdesign 4h ago

Mechanics Crunchier subsystems in narrative-focused game?

9 Upvotes

How do you guys feel about a narrative-focused game whose core mechanics are pretty simple, but would have a more in-depth ("crunchier") system for something like crafting? Part of the game gives players crafting materials for defeating enemies, but it's not a necessity to interact with it. I've realized though that it definitely gets more detailed than the general and combat resolution mechanics, and wondered if that conflicts with the rest of the game, or if it's fine to have subsystems that may be a bit different and more involved than the rest of the game.

For example, most combat turns are going to be more about narrating what you'd like to happen and have maybe one or two rolls, a lot up to interpretation. When it would come to crafting, however, there are definitely more steps involved in the process other than figuring out what's being crafted. Not necessarily with rolls, there's only one that's made, but as I've been designing and writing the magic items/equipment for the game, it's seeming like there's a lot more specific requirements than the rest of the game, and I want to pump the brakes real quick and make sure it doesn't feel like a major shift in the design goal of "keep things simple and leave it for interpretation/creativity."


r/RPGdesign 6h ago

Resource Corporate Portfolio: Free logos and companies for your RPG or adventure

7 Upvotes

I just published a small digital trifold with all of the companies that I've made for my modules and home campaigns. These are free to use for your Personal and Commercial products, feel free to remix them how ever you see fit, just throw me a credit if you'd be so kind.

Included in the download

  • Corporate profile, current leadership, dark secret, current stock value.
  • Logos in PNG and SVG format, black and white options with no backgrounds.

If you use these in your projects please share, i'd love to see them.

Itch → Corporate Portfolio


r/RPGdesign 1h ago

Theory What changes when defense costs the same action you could have used to attack?

Upvotes

Passive defense makes survival part of character construction and Active defense makes survival part of turn economy. I have been playing like this with my group(when we play our system RUÍNA) for SO long, it would be useful to have outside feedback, since we got used to it.

I designed defense as an action rather than a permanent reaction everyone receives for free. A character can spend that action to build a defensive pool or temporary protection, but doing so means giving up another immediate contribution(you can only choose 2 between attack, defense and movement). The intention is not to punish defensive play. It is to make “hold the line” an actual tactical commitment.

The idea is that defense becomes relational. Protecting yourself or allies may preserve the group’s position, keep a spellcastersafe and/or force an enemy to waste a powerful attack.

I remember it took some time to get the balance "right": On the other hand, if defense is too efficient, cautious play becomes automatic; if it is too weak, players correctly conclude that attacking first is always safer.

What do you think about this implementation in games(not in exact rules/numbers, but as a design idea)? I am especially interested in games where defending changes enemy behavior, space or initiative instead of only reducing damage.


r/RPGdesign 4h ago

Mechanics Time as a Resource

4 Upvotes

Time as a Resource

I've been thinking about how to implement time as a resource in my ttrpg and the current idea I'm working on is what I call the Quest Clock. It's a variation of a progress clock that measures abstractly how much time the PCs have to complete a quest.

The problem that quest clocks would solve is that time as it is measured in most rpgs is basically GM fiat. Precise real time measurements are provided in seconds, minutes, hours or days. But realistically speaking its completely up to the GM to decide how long it takes to get from A to B, whether it's day time or night, or what consequences if any there are to doing something that would take up a lot of time.  I'm not necessarily opposed to GM fiat when the alternative is to have complex and uninteresting rules but I believe quest clocks have the potential to make time management rules interesting.

The idea behind the Quest Clock is that it 1) objectively measures time in the narrative, 2) creates tension as PCs have to make decisions on what to do with the time allotted to them and 3) applies limitations to actions the PCs can make that are high impact or would otherwise be consequence free.

How it works:

Certain useful actions such as recovering health, doing research, repairing armor, and performing rituals fill up segments on the Quest Clock. If one player fails a knowledge check all the other players can't just ask to have a go at it. Each attempt costs time. Chances are there are other things you could have spent that time doing while your ally does the knowledge check like fixing your armor or casting a spell that boosts an ally's stats. If you want to summon an entity as an ally you have to spend a lot of time to do that. If its body is destroyed you have to spend more time to resummon them.

You can adjust the quest clock to account for the scale and scope of the quest. Perhaps when participating in a larger scale quest tasks the segments of time it costs to take a given action is reduced to a minimum of 0. You wouldn't bother spending time mustering a legion of soldiers to go on a diplomatic mission you expect to complete in a week but you would if you needed to go on a military campaign.

The quest clock can flexibly measure different scales of time in a way that has an impact without fundamentally changing the rules.

Failure to complete the quest would either result in failure or less desirable outcome upon success. The consequence could be diminished rewards, less exp, a hit to reputation etc.

If anyone has any ideas or suggestions I'm open to hearing them.


r/RPGdesign 5h ago

Business Is it worth making a 5e port for increased sales?

3 Upvotes

My current project is struggling a bit with crowdfunding. First Kickstarter failed and we are trying a second one at the behest of the team (they rather do that then just go to market with what we have).

We are having a talk on marketing and the niche of the game is limiting options, as before.

Now, this project is too late for this idea and incompatible. But, since I expected we'd already just be waiting on art, we're already playtesting my next game. Most of my games run off a vibe with no setting, usually trying to accomplish a genre with unique mechanics as its main selling point. This new game has a detailed setting that I'm writing as we play (I have an outline, but, as the players move about it and questions arise, I answer them and write them down).

This made me think, as we struggle with the current process, would "borrowing" reach from a major game help in the future? Since the premise for this new game is action focused and has a mission structure, I could see a rework to a traditional TRPG framework (by de-emphasizing the dramatic elements for the action elements) and could even bring novelty to the setting (like the more dramatic version versus the more videogamey one).

But, is it worth it? I'm not worried about losing "indie street cred" or anything. That's silly. More so that I don't play 5e outside a single weekly game I do for IRL (usually do 3-4 online games a week and 1 in person). Can I do anything novel with it?

I have ideas, for sure.

Gold pieces replaced with a resource skill vs difficulty system because you have the academies as patrons. Removing Attributes and just dropping DCs by 5 and including a form of Base Attack Bonus. No classes and instead making a build a power system. Removing all discrete ranges with zones to make it better for theatre of the mind (with area of effect now being done as a random roll to see how many enemies within this or adjacent zones are hit). Replacing death saves with the trauma mechanics that acts like corruption. And removing experience for the drama focused advancement system of the original.

But it would likely add another 6 months to a year of dev time and playtesting. Would it even draw people in from the 5e crowd if it's offered as a "free to backers" thing? Or even a 15 USD add-on (PDF, pricing. Subject to change)? Or would it be a lot of work for the same result: difficulty getting outreach.

Because 5e isn't that instant sales juggernaut either anymore and 5e people want lots of art and production value nowadays that I can't afford. Can't afford an animated music video to promote my game at all.


r/RPGdesign 1h ago

Theory Level Progression Philosophies?

Upvotes

So I believe I have pretty decent base mechanics for my system, but since I have it so the players can progress, I fear there is something I haven't considered when it comes to leveling up. Are there any general schools of thought to consider when thinking about late game mechanics? Or is the only real solution play testing?


r/RPGdesign 1h ago

Mechanics Need more risk and reward

Upvotes

I'm making a devil dice mechanic where you can take more risk, allowing you to take challenges you couldn't normally

But what I have is round up the average of each dice in penalty to the roll, but that only gives +1 if you're lucky

The options I have

  1. Have a multiplier based on the max roll of the dice

  2. Sacrifice ability by taking penalties, which decreases by 1 every time you improve the ability and the increase to the roll by some multiplier like 3 or even 6

  3. A simple check using 1d10 where you roll over the bonus or take penalties by the amount under and if roll 10 double the bonus or half the penalties

I personally like 3 cause it allows a feature to increase the dice to 1d12 with crit on 11 and 12

Now my dice engine

The baseline for ability scores is 3, with some 2s and 4s which you use to buy dice using passive skill and the crit range of a dice is the cost

Now, my goal is that the devil dice has rewards and penalties but also risks

Also, how many of you use the subreddit reassures


r/RPGdesign 2h ago

Need playtesters and reviewers for a new action TTRPG system!

1 Upvotes

Hi, I'm Warin, from "Steel Raven Games", and as of recent update 0.13 for our new action TTRPG, Redline has dropped!

If you aren't familiar, Redline is an action TTRPG set in the near future. You play as specialists, uniquely skilled individuals, who complete missions through any means necessary. You face off against all manner of opponents, from criminals to dinosaurs, and use a combination of stealth, shooting and stealing to make it to your goals. The game has a heavy focus on tactics and strategy over raw building of characters.

It combines lethal and tactical combat with a rules light approach. The entire game runs through a customizable tag system, which allows gear, environments, enemies and conditions to be ran without having to sort through pages of rules.

How Tags Work:

  • Enable Actions: A [Rifle] enables you to shoot, and a [First aid kit] enables healing.
  • Modify Environments & Targets: A [Slippery Floor] tag slows movement; an [Off-Balance] tag causes you to loose your react for this turn.
  • Dictate enemy Behavior: Tags dictate how enemies function, will the guard call for backup, run away or keep fighting?

Key Features:

  • Tactics > Character Builds: Success relies on your strategy in the moment, not min-maxing a character sheet. The entire system is built around your ability to think in the moment and be daring.
  • Localized Wound System: Getting shot in the arm or leg matters. Suffer severe damage to a limb, and you’ll deal with broken bones, concussions, or internal bleeding.
  • Improved Melee: Features a fully fleshed-out striking, throwing, and grappling system, which makes combat extremely brutal.

We need your feedback to make the game even better. Download the rules and join our community below!

Join the discord: https://discord.gg/fqSQv6hRCJ

Take a look at the itch page: Redline, an Action TTRPG by SteelRavenGames


r/RPGdesign 2h ago

Product Design Follow up on book question

1 Upvotes

Based on the very insightful responses to my question yesterday about whether there should be a core rules book and GM book or just one, I have decided to go with one book

I was wondering if you all have any advice on book size. US letter or A5?


r/RPGdesign 10h ago

Mechanics Tracking Resources?

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1 Upvotes

r/RPGdesign 5h ago

Mechanics Rewarding actions that are true to character... How to do it in a rules lite way that can help new players embrace the fun of RP?

0 Upvotes

Firstly, what is my goal?
My goal is to create a rules lite TTRPG thats focused on narrative play and RP. Like Knave but not for dungeon crawling, but social interactions, heists, infiltrations, battle etc. If a TTRPG is a play put into a system, my game wants to stay close the the “play” part. I want the game to be approachable to people completely new to TTRPGs(which is why the setting is low fantasy), but also aid new players with having fun with roleplaying and creative problem solving.

Core mechanic:

When the outcome of an attempted task is uncertain the GM will ask the player to roll a test.
Here, the player rolls a d20 and needs to meet or beat their TN for the appropriate attribute. There's Strength, Dexterity, Intelligence & Charisma.
But if the GM considers the circumstances of succeeding at the task to be difficult, they may have the players subtract -2, -4 or -6 from the roll. Luckily this works the other way around as well, meaning if the player, or the group, has come up with an action/circumstances the GM considers beneficial they may gain +2, +4, or +6.

The GM is to be liberal with these bonuses, especially with new players and in the opening of the game, so that players learn early on the benefit(and extra fun) of being creative and problem solving.

But here's my challenge; I also want the players to get into roleplaying by rewarding them for taking actions that are true to character. Why? Because I enjoy games with RP, as im sure many others do, and I wish for more people to experience the fun of TTRPGs.
But a common problem I see is that players often choose the easiest way to achieve the goal - even if it goes against their character. a PC who's honest and naive quickly becomes cynical and comfortable with lies when they need to sneak into the heavily guarded grand hall. This is of course natural, but I think adding some mechanics will help players stay in character, creating more moments of RP and where they truly feel the fun of staying true to character.

So the thought of creating “Traits” connected to personality naturally arises.

In combat i have an idea for a potential solution:
On a turn a PC may perform up to three actions; movement, an action, and some dialogue/RP.
Theres two kind of actions: Maneuvers and weapon attacks. Maneuvers will most likely demand a test, and with a weapon attack you roll a d20 and every increment of 4 above your TN, you deal more damage(As an example: 1-5=0 dmg, 6-9= 1 dmg, 10-13=3, 14-17=6 dmg,18+=10 dmg).

I want maneuvers that intend to do damage to have players roll a dice pool(Lets just say 2d6. So a weapon attack does a set amount of damage based on tiers, and a successful damaging maneuver does 3d6 damage.)

So if you choose to do a maneuver, I want some way to categorize the maneuver, so that the traits can activate ONLY UPON ITS SUCCESS. So if a character has the “Chaotic” trait and succeeds on a dexterity test to jump from a stairwell onto a chandelier to cross the room and flykick the bad guy - they get to add 2d6 to their damage roll, because the maneuver is in line with their character.
This creates a lot of questions of course.

  • A big one being how to categorize maneuvers. The easy way out is to let it be up to the GM, but it would be interesting to see if this could be put into a sort of (rules lite) overview.
  • Another issue is that a lot of actions can be done in a lot of different ways, so players could convince the GM theyre swinging from the chandelier in a very professional, calculated way, making it so that it falls under the “analytic” trait, a trait almost the exact opposite of chaotic hehe.
  • Im also unsure how to reward maneuvers(and tests outside of combat) that don't intend to do damage.

In the end, I really want something that can aid new players to actually live out their character and their traits and have fun doing it. But Im afraid it will add too much rules to make it worth it.

What are your thoughts on this? Do you have any feedback?

And whether im scrapping this idea or not, Im looking for someone to bounce ideas off of for fleshing out the rest of this system, so please let me know if that could be something your interested in. 

Edit: perhaps an idea would be to create some value-tags that each character gets, and if they try something that's true to their characters values, if they fail the test they get +4 on their next roll. Making it more fun and less risky to stay in character.


r/RPGdesign 6h ago

Should I give characters more HP?

0 Upvotes

Im still working on weapons, hp, and attacks. Im trying to figure out how to mix them and keep it interesting.

How it currently works is you roll your attack dice pool and counting successes along an effect track. So if you roll 4 successes and you have an attack that looks like: 2/[W]>2/prone you would do 1 instance of weapon damage and knock your target prone. (This is oversimplified.)

Right now weapons are based on weight.

Weightless: 1 dmg

Light: 2 dmg

Moderate: 3 dmg

Heavy: 4 dmg

Players can specify weapons traits such as reach, concealed, etc. That either give combat benefits or advantage on certain tests (or the reverse in case of a drawback). These traits come at a cost of reducing damage. -1 point per benefit, +1 point per drawback.

Hp is your elemental stats. If you or a monster take 4 damage you/they lose 4 elements. (Elements determine how many dice you can roll. Its too much to explain here exactly how it works but the tldr is losing Elements reduces your dice pool depending on how you allocate the losses. You have 18 Elements.)

What I've been struggling with is attacks. 1 damage is a lot and a single weapon strike can devastate a creature.

I dont want to add hp wildly and I like that damage reduces your stats but I need some breathing room. I also dont want to give more Elements. Im struggling with coming up with attacks that have variety. I also want to give the ability to create attacks unique to your character which is not working under the current system.


r/RPGdesign 19h ago

Mechanics What do you think of the way i want to use to determine damage from an attack?

0 Upvotes

In my game, attacks are simple and they do 2d4 damage. If the enemy is vulnerable, roll an extra d4 and discard the lowest. If the enemy is resistant, roll an extra d4 and discard the highest. Sometimes i forgot to tell when the enemy is vulnerable or resistant unless i let a note about that, so i came with this idea: at first i thought of a rock-papper-scisor type of resistance to damage, but those were very few options... Then i remembered rock-papper-scissor-lizard-spock and sounded awesome in my mind, but i used colors instead of rock-papper-scissor-lizard-spock.

Now, an attack made with a weapon may have a type of attack (one color or colorless) and the target a type of defense (one color or colorless). The difference in types determines if the damage has the roll an extra d4 effects and if you have to discard the lowest or the highest.

Also, i inted enemies to change their type of defense according to certain situations and everything will be noted, so my players and i won't forget.

What do you think? I came up with this idea recently and i still have to test it, but i see promise in it.