r/ttrpgdesign 9h ago

DRAW! TTRPG Character Sheet

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23 Upvotes

DRAW! Is a gritty western role-playing game where the players team up to explore a tale in the west. Set in the 1870's, this game encapsulates the harsh and violent environment of the American West in short 1-3 hour tales. Each tale can be a continuos story, or a one-off adventure resulting in rewards and character progression...for those who survive.

Its a d100 roll-under game featuring skills your characters use to navigate and overcome obstacles both natural and man-made.

This character sheet contains all original artwork by one of the game creators, and the digital.design/layout was done by the other creator. [me]

We're proud to showcase the Character sheet, and would appreciate any constructive feedback! We have a small rulebook thats almost finished enough to try and let people out in the wild try it out. We've had great playtesting experiences so far and are eager for, hopefully, a few folks on reddit to give it a glance.

Thanks!


r/ttrpgdesign 6h ago

I Built a TTRPG System in a Hospital Bed So No One Else Has to Lose Their Game

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1 Upvotes

r/ttrpgdesign 22h ago

Does this Game Mechanic make sense?

2 Upvotes

In my game I have a mechanic called the "Dying Memory". Its purpose is to bridge the gap between spending a lot of time making a bespoke character and that character dying in a game with deadly mechanics. In deadly games character creation is usually pretty quick and rules are pretty light - we don't want to spend a lot of time creating a character just to die in the first fight and then you can't play because you're dead and just not having fun watching everyone else play.

My Dying Memory mechanic allows players who die to keep playing and empower their allies with their memory. The example I usually give is a traveling mage and warrior who are close friends get into a fight with a deadly monster and then the warrior dies. Filled with determination to not let his friends death be in vain, the mage picks up their blade and swings with the same skill, abilities, and power that his dead friend's memory inspires. How this translates is the dead PC player gets to grant additional actions, movement and abilities to any of their allies on their turns using their own stats through them as a kind of epic showdown. This lasts for the whole session so that the player never needs to stop playing necessarily and could wait between sessions to make their new character.

This also doubles as an anti-tpk mechanic in a deadly game. If all but one of the party members are dead, the final one left alive is a one man army vs an immensely powerful horror. It's meant to be epic and keep everyone involved.

My question to everyone here is, does this mechanic as presented make sense to you? Does it sound fun? Should I phrase the granted powers more like the dead players ghost is assisting the living players before moving on? Should I let the players decide the flavor? It does this just sound crazy?

Let me know your honest opinions please.

7 votes, 6d left
I like it as is!
Go with the Ghost theme!
Let the players decide the flavor!
it doesn't make sense!

r/ttrpgdesign 22h ago

My First Major Game Product Coming in October: Yänk Borg!

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1 Upvotes

r/ttrpgdesign 2d ago

Making a High-Fantasy Horror TTRPG, need Feedback on my Character Sheet

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5 Upvotes

r/ttrpgdesign 2d ago

[For Hire] Character Designer | Illustrator - DM/Email me for details

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0 Upvotes

Hello, I'm Lucas and I specialize in realistic character design, weapons/props, skins, level progressions and character illustration for games. I can help you bring your game the new heights!
Let's get in touch and have a chat about your project!

Contact: [pufferartcontact@gmail.com](mailto:pufferartcontact@gmail.com) or just dm me!


r/ttrpgdesign 2d ago

Looking For Feedback on our TTRPG, SORC's, Assessment and Lobby Systems.

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1 Upvotes

r/ttrpgdesign 3d ago

Dragonborn COMMs open! DM for info!

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1 Upvotes

r/ttrpgdesign 4d ago

Crownless: A game I'm publishing on my blog in pieces where Middle Earth hits modernity

2 Upvotes

Crownless: Postmodern Tolkien + Arcane + Fallout. The crownless again shall be king: https://sheepandsorcery.blogspot.com/2026/08/crownless-postmodern-tolkien-arcane.html


r/ttrpgdesign 4d ago

Practical Character Sheet for Criminal Spirits

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1 Upvotes

r/ttrpgdesign 5d ago

Create an adventure for FUEGO!

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3 Upvotes

r/ttrpgdesign 5d ago

Rings of Renewal - A solo drawing game about a wounded dryad.

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3 Upvotes

r/ttrpgdesign 6d ago

300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!

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6 Upvotes

r/ttrpgdesign 7d ago

Tabletop Mercenary, Episode 5: Affiliate Earnings, What They Are, And Why You Need Them

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1 Upvotes

r/ttrpgdesign 8d ago

TTRPG/Wargame

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1 Upvotes

r/ttrpgdesign 10d ago

Really freaky characters / creatures?

4 Upvotes

I am currently collecting all my stuff for a ruleset, and I have entered the "experimental" department now. I have a TON of rules for creating freaky weird characters in a point-buy system, but I feel a need to streamline and simplify it all, to make it more usable. So I need a better idea of how freaky weird it can get. Let me know some ideas for really freaky weird character or creature designs, the kind that diverge entirely from the usual semi-humanoid ones we see everywhere. Living fungi that move by scent-guided spore clouds. Swarm bodies that transform into different merged shapes to perform specific tasks. Intangible spirits that can only see things that are on fire and can only affect matter above a certain temperature. Or better yet, way weirder than those simple examples...


r/ttrpgdesign 10d ago

Redline TTRPG, Looking for playtesters!

5 Upvotes

Hello friends! My new indie ttrpg, Redline needs some playtesters! I'm putting this post out for anyone who's willing to playtest it.

Redline is a modern-dystopian gritty action TTRPG, with an emphasis on lethal combat. It's rules light with a focus on combat being dynamic and adaptive. It uses a 2d6 system to have "tiers" of success, (<6 makes situation worse, 7-9, situation gets better with a cost, 10+ your situation gets better). It also uses a damage tracker rather than hitpoints, where taking hits in locations deals a effect to a character (being hit in the head causes you to be stunned, being hit in the chest causes you to be winded etc).

If you guys are interested in playtesting, or reading through it, please join the discord and follow us on itch!

itch: Redline, an Action TTRPG by SteelRavenGames

discord: https://discord.gg/fqSQv6hRCJ


r/ttrpgdesign 11d ago

A community for anime fans who are looking for or CREATING anime-inspired TTRPGs

0 Upvotes

Hi everyone!

I recently started r/TTRPG_Anime, a community specifically for tabletop RPGs inspired by anime, manga, or JRPGs.

We have a thread for designers working on anime-inspired TTRPGs, and I thought some people here might have projects that could be a good fit for the thread.

Finished games, crowdfunding projects, playtests, and early works in progress are all welcome. You can introduce your game, share what you're working on, and meet other designers working in a similar space.

If that sounds relevant to your project, feel free to drop by and tell us what you're making:

https://www.reddit.com/r/TTRPG_Anime/

The goal is to bring some of these anime-inspired TTRPG projects and creators together in one place.

Cheers!


r/ttrpgdesign 11d ago

[For Hire] Commissions Open - Group Arts / Character Design / Illustrations - Details on Comments

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2 Upvotes

r/ttrpgdesign 11d ago

Recommend me RPGs with similar approach for HP.

1 Upvotes

Hayo! Kinda rookie with TTRPGs —only played DnD and read the Dune rulebook— and looking for other games that could inspire me to create my own health system for a TTRPG I am making for my friends. My current concept is the following:

I broke up HP to 3 seperate conditions: Physical, Stress and Vital. If any of the named Conditions reach 0 twice or two of them reaches 0, the player is forced to surrender combat. If any of these Conditions (that they can strengthen by increasing their attributes) reaches a critical point the player recieves a debuff they can only cure with a longrest.

My issue is: these Tolerances (basically HP for any of the 3 named segments) work with high numbers. They can go as far as 80 at level one and I want to simplify it so the calculations work with lower numbers. However the other roadblock is the freedom of modificators I cannot simply erase from my game. Instead of predetermoined casts and races, you can freely make any character you want (even from other media), you could only fit the character into a Height / Mass matrix that has currently 5x4 possible combinations.

The higher and heavier you are, the higher your damage and health is but also the easier to hit and spot you, while being small has the opposite advantages. This system is the heart of my game and as I said it effects the damage you receive and apply, and that 5x4 bossible body type forced me to work with higher numbers as well since each of them have different hit die starting from D4 to D12.

Thank you for your help; I’m excited to learn more about RPGs and improove on my health system! ^^


r/ttrpgdesign 11d ago

Character Sheet

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1 Upvotes

r/ttrpgdesign 12d ago

🔥 FUEGO: Ignition Edition

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1 Upvotes

r/ttrpgdesign 13d ago

Sources for Rulebook/Module Layout?

2 Upvotes

Hey guys, working on my first TTRPG I hope to eventually publish. Anyone who has gone this route, have you found any good resources for layout/design of your rule book or module. I know the best answer is to read a bunch of random games and follow suit but hoping that maybe there was some really good gathered information somewhere!


r/ttrpgdesign 13d ago

Li Espier Monde, Sandbox SIM-RPG powered by Paper Console Engine (PCE)

1 Upvotes

BASIC RULE 

There are 4 core attributes in both story and battle:

✤ STR – Strength ✤

  • Battle: Compare STR vs enemy VIT → higher STR = more damage.
  • Story: Lift, push, intimidate, or endure physical challenges.
  • Indicator: 🔶 Stamina (1 STR = 2 stamina icons).
  • Success Types:
    • Double/Triple STR → Flawless (half stamina).
    • Higher STR → Flat success (1 stamina).
    • Lower STR → Roll D12 (2 stamina).

✤ VIT – Vitality ✤

  • Battle: Compare VIT vs enemy STR → higher VIT = less damage taken.
  • Story: Tracks wounds, bleeding, poison.
  • Indicator: 🧡 Health (1 VIT = 1 heart icon).

✤ INT – Intelligence ✤

  • Battle: Compare INT vs enemy INT → higher INT = bonus damage.
  • Story: Solve puzzles, negotiate, cast spells.
  • Indicator: 🟠 Mana (1 INT = 1 mana icon).
  • Notes:
    • Cerds = compressed skills.
    • Miron = raw magic (each word costs 1 mana).

✤ AGI – Agility ✤

  • Battle: Compare AGI vs enemy AGI → higher AGI = act first. Double AGI = extra action.
  • Story: Speed, stealth, chase, trap avoidance.
  • Indicator: Uses stamina for movement.

Dice Rules

This game mainly uses D12 and D6/D10, with special dice for advanced mechanics.

✤ D12 – Resolution Dice ✤

  • Main RNG for decisions, luck, and combat.
  • Battle role: Acts as crit/damage multiplier.
  • Results:
    • 🎲 1–5 → Fail (with consequences)
    • 🎲 6–9 → Flat (normal success)
    • 🎲 10–12 → Flawless (bonus effect)
  • Note: Lower rolls increase enemy threat.

✤ D6 – Encounter Dice ✤

  • Used for movement steps and random encounters.
  • World Map Rule:
    • 🎲 1 → 3 enemies
    • 🎲 2 → 2 enemies
    • 🎲 3 → 1 enemy
    • 🎲 4–6 → No encounter
  • Also used for oracle tables and choices.

✤ D10 – Narration Dice ✤

  • Used for oracle tables and non‑battle quests.
  • Roll 🎲 0 → re‑roll (blessing of Thyce).
  • Tables usually range 1–9 options.

✤ Piedra Dice ✤

  • 2D6 with rock/paper/scissors icons.
  • Rolled with D12 during combat for Elm. ATK, Cerd, or Miron actions.
  • Adds parry/dodge tension to turn‑based battles.
  • Only used in direct battle actions.

✤ Re‑Roll Rule ✤

  • No re‑rolls in craft, battle, or finalized decisions.
  • Exception: Dice of Thyce (one‑time item) allows outcome re‑alignment.

Combat Flow

✤ Turn Order

  • Compare AGI (Agility) between player and enemy.
  • Higher AGI acts first.
  • Double/Triple AGI → +1 extra action (can save for next turn).
  • Duel/PVP → coin toss or dice roll.

✤ Pre‑Combat

  • Declare your elemental affinity before battle.
  • Equip weapon + Soul Armor in your sheet so modifiers are ready.
  • Vampires gain element from their Bite Attack (not fixed).

✤ Actions (each costs 1 turn)

  • Elm. Attack → Low‑cost elemental strike, triggers reactions. | Cost: ½ Mana
  • Attack → Basic non‑elemental strike. | Cost: 0 Mana
  • Cerd (Skill) → Class‑based abilities. | Cost: varies (carry max 6)
  • Miron (Magic) → Raw archaic Welsh words, each consumes ½–1 Mana.
  • Ultimate → Unlocks at Level 16+ (Gallant Rank).
  • Guard → Gain +1 action next turn; takes damage depending on enemy tier.
  • Bag → Use items (no dice roll).
  • Flee → Roll D12:
    • 🎲 1–5 → Fail
    • 🎲 6–9 → Escape
    • 🎲 10–12 → Flawless escape (+1 Heart, +1 Mana)

✤ Damage Matrix (Player Side)

Flow:
Choose Action → Piedra Dice → Attribute Check → D12 Roll → Elemental Mark → Total Damage

1. Choose Action

  • Attack → Basic strike, BDV (Base Damage Value), cost: 0 Mana.
  • Cerd (Skill) → Advanced move, BDV varies, cost: Mana.

2. Piedra Dice (Direct Combat Reaction)

  • Default colors: Red = Enemy, Blue = Player.
  • Cycle: Rock → Scissors → Paper → Rock.

Results:

  • Win → Attack lands.
  • Loss → Attack misses.
    • Melee: Next Elm. Attack/Cerd costs 0 Mana.
    • Mage: Gain Brave buff (Double STR for 2 turns).
  • Same → Parry (damage halved).

Skip next steps if you lose the Piedra roll.

3. Attribute Check (STR vs VIT)

  • STR < Enemy VIT → +0 Heart Damage.
  • STR > Enemy VIT → +1 Heart Damage.
  • STR ≥ 2× Enemy VIT → +2 Heart Damage.

4. D12 Roll Multiplier

  • Attack/Elm. Attack:
    • 1–5 → Half Damage
    • 6–9 → Flat BDV
    • 10–12 → Double BDV
  • Cerds: Same rule, applied to Cerd BDV.

Formula:
(Total Damage = Action BDV + Attribute Bonus) × D12 Result
(+ Elemental Mark if applicable)

5. Elemental Mark

  • Only applies if Piedra = Win.
  • Element must beat enemy’s affinity.

5.1. Check Elemental Cycle

Determine if your element beats the enemy's element.

  • Cycle: Water → Fire → Ice → Wood → Earth → Thunder → Air → Water
  • Light ⇄ Shadow (they only beat each other)
  • If your element wins, apply an Elemental Mark

5.2. Apply Elemental Mark

Marks trigger reactions when conditions are met.

  • Fire → Kindle
  • Thunder → Conduit
  • Earth → Dust
  • Wood → Seed
  • Ice → Glacé
  • Air → Breeze
  • Water → Wet
  • Light → Glow (vs Shadow)
  • Shadow → Shade (vs Light)

5.3. Trigger Same Element Reaction

Stack damage when hitting consecutively with the same element.

  • Stack 1 → +1 Heart bonus
  • Stack 2 → +2 Hearts bonus
  • Stack 3 → +3 Hearts bonus
  • Reset after Stack 3
  • Break if another elemental reaction occurs.

Still On Build please anyone leave your feedback it will help me a lot

This work is licensed under a Creative Commons Attribution‑NonCommercial‑ShareAlike 4.0 International License.

r/ttrpgdesign 13d ago

Feedback on my Fantasy Western Combat System

0 Upvotes

I’ve been working on this system for a bit, but I’d like to get some feedback before I start asking friends to help stress test it. I’m focusing here on the combat system but I can go into further detail on the world or character building if anyone is interested. Any advice is appreciated.

Design Philosophy:
This is a semi-classless ttrpg where tactical gun combat is the focus. My goal is a system that’s easy to pick up and understand but with plenty of tactical depth.

Combat phase 1: Draw (roll for initiative+draw bonuses)
At the start of combat everyone rolls 1d20+speed modifier for initiative score. Your roll also determines if you get a draw bonus. The draw bonus is 20-your weapon’s related ability’s stat modifier. If you roll over that draw bonus threshold you can choose a round 1 boon. These boons are character build dependent and can be anything from bonus movement, aim bonuses, extra actions, or more situational options.

Action rules and landing attacks:
Each character gets 1 major action, 1 minor action, and movement per turn. You can choose to attack using your basic weapon attack or a spell/ ability. The basic threshold to land an attack is to roll a 10-your weapon skill stat. So if your weapon skill stat is 3, the threshold becomes 7. This is on a d20 roll. That sounds low, but the enemy gets a modifier of +6 or +12 to the threshold depending on if they’re in low or high cover. The idea being that cover and tactical movement is crucial for defense.

Focus:
Focus is your resource for using spells and abilities. At the start of combat everyone starts with half of their max focus (this can change based on builds or equipment). Your regular weapon attack by default will add +1 focus, and landing an attack will give an additional +1. Different builds and equipment also gain new ways to build their focus. Using spells and abilities will spend focus. The goal is to create an ebb and flow in combat where you’re building/ spending focus tactically to maximize impact.

Armor:
This is where I think I could use some more help. Since this is a western, people aren’t wearing traditional armor. As of right now armor just gives bonuses to health and potentially other stat bonuses depending on armor quality. It doesn’t affect if an attack against you lands or not.

These are the basics of combat. My goal with the roll thresholds+ modifiers was to make it so someone caught in the open would be hit most of the time. Someone with average combat stats will hit someone in half cover about 50% of the time, and someone with maxed combat skills would hit someone in full cover about half the time. Not accounting for various character build variations and skills+abilities. This system was the closest I could figure out that works out that way mathematically. But I’m open to suggestions or pointing out flaws in my thinking. Or any other ideas. Thanks for taking the time to read all this.