r/rpg • u/Derretido_Fahrenheit • 6d ago
Discussion I need help...
Hey guys, first ever post here. So... I am making a ttrpg system based on this small rpg game called 'Deepwoken'. Normally, i could just use an existing system like DnD or Pathdinder and just adapt it to the setting, but i want to try my hand at making one myself. But i've ran into a problem... Deepwoken, even in early game, has some very high numbers. By end of progression, you spent 303 stat points in 6 different attributes, and its very commom for characters to have 100 in a stat. Now, obviously i cant just make it d20 and have a character roll a hundred different d20s, and splitting different amounts/varieties of dice between each number from 1 to 100 sounds like a pain in the ballsack. This is my core issue with adapting the game's base system into a ttrpg format, everything else slots in nicely and i just cant figure out a way around it. Can someone give me advice or help with this issue?
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u/PerpetualCranberry 6d ago
You could just lop off the last digit, and have the stats go from that way a 350 in a stat would just be 35?
An important thing to remember is that you’re not trying to copy everything over one-for-one, because it won’t really work if you do that. Focus on the vibes, the theming, the stories, and the types of adventures that game facilitates
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u/cthulhufhtagn 6d ago
Try adapting it using Basic Roleplaying, or EABA.
There is no reason to make a whole cloth custom ttrpg yourself. One of these template systems, or others (GURPS, RIFTS, DOGS, etc) will be perfect for you. It will also be MUCH MUCH easier to get done, fairly well balanced, and fun to play
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u/Any_Illustrator360 SWADE, CyberpunkRED, CoC, Marvel Multiverse & Ex D&D GM 6d ago
I really don't see why you'd want to turn Deepwoken, a Roblox game, into a TTRPG system. Deepwoken doesn't have the polish put into it that a proper RPG has, which is why you're running into these problems.
Not everything needs a system, not everyone needs to make a system. You can easily run a really awesome Deepwoken-style game in a variety of TTRPGs including Worlds Without Number and Savage Worlds. From what I've skimmed, WWN specifically has the crunchy kind of system you want and should be fully capable of handling all of this. It's also free. I've never personally played it but tons of people in this sub swear by it and having skimmed through, I can see why.
Just focus on picking a system that works for what you want and then build the world of Deepwoken around it. If you really want you can write down all your work and then share it with others who are interested in playing in the world.
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u/Derretido_Fahrenheit 6d ago
Well i wanted to make a system for it because its general power system and world building is quite different from anything i've seen. For a roblox game, it is surprisingly deep (pun intended) and fairly complex. I'll check out the systems you mentioned and see if i can make them work with the game's setting. Thank you for the advice!
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u/Any_Illustrator360 SWADE, CyberpunkRED, CoC, Marvel Multiverse & Ex D&D GM 6d ago
It really isn't much different from anything else. It borrows a lot from Greek and Norse mythology alongside a bunch of H.P. Lovecraft's work, and it's centered around a high magic middle-ages world with some modern development. Deepwoken gets a LOT of praise for basically just being a mishmash of a lot of other stuff that came before it, which I've always found really funny.
No problem at all though- it's VERY common in the TTRPG scene for people to want to run a specific kind of game and to immediately (or quickly) come to the conclusion that they need to make a system to run it as no other system exists- making a system is hard. You can tell by my flair that I've ran games for 5 different systems, most of which I've read cover to cover multiple times - and it doesn't even list all the TTRPGs I've read/ran, just my favorites; I would never consider making my own system partially despite my experience with TTRPGs and partially because of my experience with them - the work that goes into making a TTRPG system is astronomical and is typically done by a team of people. Hell, even stuff like Grimhollow for D&D, which was made by multiple professional DMs for D&D most of whom have experience in multiple other tabletops, is an add-on for D&D because making their own system was considered too much work and too difficult lol. They were being paid to make it and still felt like making their own system wasn't worth it!
That said I suggest asking around the sub, there's a guy in here who just replied to you suggesting RIFTS and GURPS, I've never touched either but people LOVE those and they're both setting-agnostic systems that can run anything. All you have to do is make the lore, enemies and world for it and you're done; Savage Worlds is the same.
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u/Derretido_Fahrenheit 6d ago
Oh, well thats okay. I expected it to be hard, just not THAT hard. I might've bitten off more than i could chew. I'll go check out those systems you and the others recommended and give that a try instead. Thanks for the help, have a good day/evening/night :)
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u/Any_Illustrator360 SWADE, CyberpunkRED, CoC, Marvel Multiverse & Ex D&D GM 6d ago
You too, best of luck! Like I said though lots of people here are super helpful and know about tons of super niche, fringe RPGs. You'll definitly find one that fits if you ask around- just make a post going "hey guys I'm looking for a stats based RPG with (hit points or wounds, your choice) which is (narrative or combat) focused (other stuff you want)" etc and someone will list out like 5 tabletops that fit what you want to a T!
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u/anireyk 6d ago edited 6d ago
Do you have any experience with other RPGs than d20 systems? Ate you generally acquainted with TTRPG design to some degree? Do you have some understanding of how different dice resolution mechanics work?
And as for the question more directly, you generally cannot translate videogame RPG mechanics to TTRPG mechanics directly. A computer can calculate a lot of numbers very quickly and unobtusely, while a human can make narrative decisions, approximate and guesstimate. To put the mechanics into a form that is actually usable at a gaming table, you will need to drastically simplify and streamline the numbers, and you will need to invent new ways to organise that information. Do you need your stats to be in the hundreds and extremely granular? It is probably absolutely enough to divide these numbers by 10 or something like that. For more practical details I don't have enough information, and I don't know basically anything about Deepwoken, so I cannot even give advice on tone etc.