How could I redesign melee combat to be as deep and tactical as ranged combat in my combat system?
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/MarsMaterial
17h ago
I'm making a game system that's hard sci-fi with optional magic. The tone is on the grounded and gruesome side with the basic mechanics while also involving aspects that are very exotic and over-the-top in the setting. It has explicit mechanics for getting your leg blown off by a bomb, getting crushed by the pressure at the bottom of the sea, being exposed directly to the vacuum of space, getting turned into a zombie, and detonating an atomic bomb (which is not even the most powerful weapon players can get); to give you a rough idea of what the game is about. The combat system for this game h ..read more
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I trying to make an Avatar based R.P.G, does anybody have any ideas for classes?That aren't jest the four elements or children bloking
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/Hot-Airline-4764
17h ago
submitted by /u/Hot-Airline-4764 [visit reddit] [comments ..read more
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Favorite frameworks for generating town-puzzles?
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/FrabjousLobster
17h ago
I’m working on a game concept that would require GMs to invent towns for players to visit with plenty of opportunity, tension and choice in each. I’m curious if anybody has a favorite method for doing this in their own games, whether invented or borrowed from elsewhere. This could mean a thinking framework or a procedure; I’m less looking for specific solutions than I am curious about how and what others think about this, how they approach it, what makes a setting interesting and unique for you. Game example recommendations welcome also. Thank you for sharing your wisdom with me! submitted b ..read more
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Looking for feedback on some ideas for Eidolon Legends, specifically the resolution mechanic!
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/-As5as51n-
17h ago
Eidolon Legends is a game about Conduits, mythical beings who wield the power of the Eidolons, the creatures that created the world. With that in mind, I wanted to create a core mechanic that allows you to “tap” into the power of the Eidolons with the risk of the power being too obvious. So, I thought of this, inspired by Vampire the Masquerade and L5R’s Roll and Keep: Whenever you need to roll, you will roll a number of d6s equal to an Attribute, +extra d6s from a Mastery (if applicable). A Warrior crushing a boulder, for example, might roll Might + Wreck. You will then have the opportunity ..read more
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Any good merchant/trade mechanics?
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/abresch
17h ago
I am making a spelljammer-esque game supplement called Aetherdark, and it has become very clear that players with ships that can fly between worlds want to fill their holds with goods to sell for a profit. As I know GMs will face this, I would like to give them some tools to fall back to, so I'm looking for good rulesets to use as inspiration. What examples are there of RPGs that made trade interesting and simple, rather than some annoying math puzzle? submitted by /u/abresch [visit reddit] [comments ..read more
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What to do with gotten gains?
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/QSTMKR
17h ago
I have been thinking about adding some sort of module to an RPG that gives the PCs something to do with all the gold/money they've accrued delving dungeons. I know Forbidden Lands has "Strongholds" that have you investing in a home base, but I'm wondering if any of you have heard of anything similar. Are there any other games that give the players something to do with their wealth? submitted by /u/QSTMKR [visit reddit] [comments ..read more
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Vibe Check - The Combat Grid
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/Emberashn
17h ago
This time, much less of a blog post, and a lonely image I am looking to get a vibe check on. Click Here (Imgur Link) Obvious caveat here is that its crummy looking. Full disclosure, my only working computer can barely run paint, nevermind keep up with Gimp without crashing, so woops. Also the reason why I'm still using graphics from someone else rather than doing up my own. Anyway, for those that recognize it, this is based on the Tactical Grid from Hollows (and where the shapes came from), but expanded to allow for any kind of Combat scenario, as well as still supporting a similar kind of Bo ..read more
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Feedback Request: Sheeple Shake-Up
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/quasnoflaut
17h ago
Sheeple Shake-Up is a new iteration of a TTRPG/Wargame where you play as a single powerful commander leading many incompetant followers. Inspired by videogames such as Pikmin and Wonderful 101 and my brief experience with Worker Placement Boardgames. I have no idea if it's any good or if I should follow this idea and work on it, but I'd love some feedback or comments, whether on the mechanics or the phrasing. All of it is appreciated! ​ https://quasnoflaut.itch.io/sheepleshakeup submitted by /u/quasnoflaut [visit reddit] [comments ..read more
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Battle Anime Mechanic Concept?
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/Jake4XIII
17h ago
So I’m a huge fan of battle anime, in particular shounen stuff like One Piece. I’ve always wanted to try my hand at creating a system that imitates that style. I have some mechanics I think fit pretty well but I have yet to find a core dice system I think would work well. Maybe some help sorting through these ideas? -loose early for later wins. An arc in anime almost never has the characters obtain victory against there opponents early. It’s almost always a loss at the first encounter, build up towards a rematch, and victory at that most dramatic moment. I had thought that maybe something lik ..read more
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Specific or unspecific components for crafting?
Reddit » RPG Design: for Designers of Tabletop RPGs
by /u/Anysnackwilldo
17h ago
I want crafting to be one of foci of my game. Thematically, it's because world has gone to hell, and you cannot just buy things anymore. Mechanically, it's because.. well, I like crafting sytems in games. Anyhow, originally I was going to go with simple point system. Essentially, any weapon, no matter the type, costs the same amount of material points to make. Add more features, and it either increases difficulty of making it, or the material cost. Simple and effective. Issue is, by design, this doesn't differentiate between wood, iron, leather, rope, and whatever else you could build weapons ..read more
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