Tabletop RPG Making Thread

I’ve been workshopping Moonveil a bit. There are some small changes and some big changes.

Small changes:

  • Removed +Defense Armors. They all have unique modifiers for Damage Reduction
  • Defense is now 4+Pocket. That means Defense fluctuates between 4 and 10.

Large Changes:

  • Reworked weapon damage tables. All weapons are the same base now:
    • Miss under 5
    • Weak Hit under Defense for 1 damage
    • Strong Hit at Defense and up for damage equal to the higher rolled die
    • E.g. Rolling [3, 5] against Defense 8 is 5 damage
  • Weapons are differentiated with weapon properties:
    • Slashing has minimum damage output (3 base)
    • Piercing has +damage (2 base)
    • Crushing has bonus damage rolls when the attack roll is high (base d6 exploding at 10+)
    • The number of properties on a weapon generally equals its power level
  • Armors are also differentiated with weapon properties:
    • Damage reduction vs Weak Hits (e.g. Chainmail)
    • Damage reduction vs Strong Hits (e.g. Padded Armor, Helmets)
    • Damage reduction vs All Hits (e.g. Heavy Armor)
    • Damage reduction with Large Pocket (e.g. Shield)
    • These get mixed and matched as necessary to make “something cool”. Will need to playtest to see tiers of strength

V Large Changes:

  • MB style Gambits to bet Marks in Strength or Dexterity to get combat buffs
    • Power - Bet Strength to do bigger damage - bonus single target damage OR multitarget spread
    • Finesse - Bet Dexterity to control the battle - attack Pocket AND regain a spent Movement from that turn
  • Combat actions for Arcane (to match Willpower Rally)
    • Deduce - Mark Arcane to control advantages/disadvantages - debuff enemy OR buff players
    • Rally - Mark Willpower to regain d6 HP and all other stats

The idea for these changes is to make fighting seem relatively interesting on the level of magic spells. I think this lets me make magic spells be really crazy. I don’t really like the idea of utility magic spells - I want them to be really rare and unbelievable and tide turning. I haven’t gotten to that part of magic, yet, but I imagine it means making spells like really hard to cast in addition to very powerful. Or… just not sure yet.

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I guess if that’s a TLDR I’m looking for some eyes on the attack roll rework.

Roll 2d6 against enemy Defense.

  • if its at or above defense deal a strong hit for damage equal to one die from the roll
  • if it’s at least 5 deal a weak hit for 1 damage

A few updates:

Keep On The Moonveil

We playtested the Feats and Gambits with a modified Keep on the Borderlands. Players really liked the multidimensional use for stat pips and the gambling, but the balance needs balancing.

Spells are also still bogus. But. Whatever.

I’m realizing that if I want to have this be OSR adaptable, I might have to do accept the shit D&D does w/ coins. I was thinking it’d be really sleek and elegant 1 coin is enough for resources to solve 1 challenge so it’d buy an abstract “Dungeon Gear”, but that’s not how modules are… so yeah.

Evade and Max Defense

The 4+Pocket has been tweaked into being an Evade stat. And now Defense is Evade+Pocket. This lets me have some armors/spells bump Evade +1 or so. Mathematically that’s an ~11% increase in misses and overall ~25% damage reduction.

Similarly the Max of 10 is now called Max Defense. Your Defense can’t go over it. And when attack rolls hit your Max Defense they can crit. Not many player facing weapons can do it (Crushing/Heavy can), but it’s a good value for “OH FUCK” attacks. It also lets me have some armor bump it +1. It’s not as good as evade, but it does protect against OH FUCK more which is actually really improtant.

Hit Track

Just made a cool thing on the character sheet to track the outcome ranges. Under Evade is a miss, Under Defense is a Weak Hit, Defense and up is a Strong Hit, and when it’s Max Defense it can be a Crit. Realizing number lines are really confusing when your thresholds are aligned w/ your numbers, but yeah… whatever it works for now.

I tried to sum up how I do movement and tactical stuff at my table. I think w/ the Pocket stuff I really need tactical combat… partially because I don’t have much going on outside of combat. I probably should do some world building…

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Been really focused on this lately. The combat tests are really amazing. Having insight into the odds for the next round is really, really fun.

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Do people like to use online webapps for RPGs? Kinda neat to see this working on phone…

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Had an idea to make TTRPGs a bit more deck-buildy. Made a hack for Mork Borg, but it probably can work with any d20 RPGs w/o much effort.

The TLDR is

  • You have a d6 table full of skill cards
  • Each turn you roll a number of d6 to draw a hand of skill cards
  • You play one skill card

The progression loop is fast. Every time you survive a hardship you pick one:

  • Get a card
  • Replace a card
  • Lose a card, increase hand size

Since the skills are both impactful and rare you get to give out powerups pretty frequently. I’m not 100% on the cadence of increasing your hand size, but i’d rather err on giving it out fast so people can play w/ it.

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I think I want to write an RPG meant to create the contrived high tech and big boobed stories you find in Andy Sidaris movies.

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there used to be a whole subgenre of ttrpgs inspired by those kinds of movies (Macho Women With Guns was the most “popular”) but this was back in the 90s so they are mechanically quite dated and could do with a modern take

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YOU COULD CALL IT “HONEY SHOTS” !!!

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I lost my notes for my semen retention rpg.

I don’t even leave the house!

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you didn’t retain the notes

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I must not have the heart of a retainer.

Maybe I shouldn’t be the one who brings their lifestyle to the elf game medium.

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too perfect. it has to happen.

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No you gotta do it, it’s so true, it’s so real, every retainer slips at some point. Just start again…

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It’d be pretty easy to adapt FIST

https://claymorerpgs.itch.io/fist

while I normally roll my eyes at talk of ttrpg mechanics being “dated” since so many of my favorite games are from way back in the day (Call of Cthulhu and Ghostbusters for example) a look on achive dot org reveals that Macho Women With Guns looks like a bastard miniatures wargame imitation of GURPS, and later in a move that I actually will recognize as dated there was a d20 system version.

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Yeah when I say dated I mean things like this. I am a big fan of the ghostbusters rpg, call of cthulhu, traveller, etc. Its the games that feel like a mismatch in genre, tone and mechanics that feel dated rather than merely old.

In other words: rifts is dated but torg is just an old game

Call of cthulhu d20 is dated, but regular call of cthulhu is a fine wine

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Yeah, like, the best star wars RPG is d6 1e with the one page supplement that makes the damage rules actually work, old games are good. If you released it today without telling anyone what you did it would be an indie darling.

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I know someone who has been playing the same Star Wars d6 campaign for 20 years and I’m jealous about their brand of insufferable

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