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File: 161f41d4957d523⋯.jpg (58.76 KB, 809x808, 809:808, Gttfw manlet _a5f071e83b2e….jpg)


How's your completely bottom up original game mechanics, rules, stating, skills, classes, lore, etc for your role playing game coming along?

You're going to test it any day now, right?


Yeah, so far so good. My players have responded positively to most of the homebrew stuff I throw at them, and I get good feedback when I post about it. They really like the overland travel mechanics I schemed up, they said it makes going from place to place feel like a minigame. Thanks for asking, anon.

I know you're being facetious but the amount of people who write and homebrew without the intent of actually using it ASTOUNDS me. Worldbuilding and homebrew is only useful if you can deliver it to your players in a fun and engaging way.



I've already run 3 different playtest sessions for the current game I'm working on. What's your excuse, Mr. Shitposter?


File: 4ee3c486e583767⋯.gif (2.68 MB, 318x174, 53:29, 1480508430491.gif)

I'm still in the planning and working things out phase. Since i'm preparing to run a DnD 5e game with a lot of heavy variables, i'm in the process of making an item HP, quality and item breaking system. Also some custom character creation and use rules.


>implying anyone here actually plays tabletop games



End your fucking life.


Planet Metal , one day anon one day.


File: e31da88127f8197⋯.png (3.83 KB, 246x205, 6:5, index.png)


My escapist pastime is watching people during their escapist pastime.

Like sex. Can't find partners but can watch people online doing it.



>implying we don't



In all fairness, my deadline for a homebrewed system is mid-February, just after I finish moving into the city. I've got plenty of time to trial things, though I'd ideally like to run a few one-shots to iron things out.


File: 298bc44fa93c830⋯.png (787.85 KB, 700x703, 700:703, ClipboardImage.png)

Already tested my card game in-house. Preparing to send it to my alpha groups later this month. Unfortunately my personal life (for primarily positive reasons) has provided me with a fair share of delays. Essentially there are specific things I need to be able to do to get it ready for out-of-house testing.

During these delays, however, I've been able to work guilt-free on my RPG. It's not test-ready yet, and I'm still laying down groundwork for the core mechanics, but so far that's coming along well. The default setting is gonna be a sort of prog-rock-inspired fantasy world (example of visual inspiration attached).

The game I have tested played very differently from anything I've played before, in what I'd consider a VERY good way. If there is a game that plays similarly, I'm not personally aware of it. Good chance the RPG will be even more unusual in its gameplay, but it's hard to say that confidently until I actually conduct some tests.

I'm also trying to eyeball which conventions are around here. There's a lot, I just gotta scrounge up attendance money. I'd initially to go to one or two purely as a normie and maybe talk to a few publishers. I feel like I should be more familiar with gaming conventions before I try to shill my product at any of them. Also, I feel like I should be a bit cautious when approaching the industry and the cultural institutions connected to it, considering all the AIDS scattered around. My product is not political, nor is the manner in which I intend to conduct myself as a professional, but I know the cancer of the industry has a way of MAKING things political. So been doing a bit of thinking on how best to defend myself (and my products) from this, without compromising my own values of course.


File: f810758fbf03ca5⋯.jpg (79.1 KB, 466x379, 466:379, maybe it will leave if we ….jpg)


>he doesn't play tabletop games


I've got one in the works right now. It'll be a while before I even put out the first alpha candidate, though I hope to have it out early next year.


File: aca7b0bd5490d69⋯.mp4 (271.91 KB, 750x422, 375:211, Druid.mp4)


Its coming alright. I dont spend as much time on it as i should but im pretty happy with it and so is everyone else that plays. I overhauled the 5e magic system so now it pays to only grab one type of spell (ie fire) but it also comes with its own drawbacks.

As for lore im pretty satisfied with it. Its time consuming but i wouldnt trade it for anything. At least it gets me off the vidya garbage.


Id love to hear about your overland travel thing. I have a bit of difficulty running overland trouble cuz im just so excited to get to the next thing and i cant stand 1d4 bandits try to attack you since it has no bearing on the story at large


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Mind posting the basics for your magic system, anon? I don't wish to nab all trade documents, but i'm interested in it.



>You're going to test it any day now, right?

Yup, as soon as I can get the combat system running in less than and hour or so of number crunching a turn. Any ... any day now, right?


File: 75adfe9a3f0463f⋯.mp4 (1.05 MB, 400x400, 1:1, Ow.mp4)


Sure thing bud.

So all the magic in the world is divided into different spheres. Kinda like how you have evocatoin, illusion, abjuration etc. except ive expanded it further. Fire magic and ice magic are different but they are both considered Evocation magic which is makes sense but they couldnt be more different if they tried. This got me thinking, what effect would magic have on its user?

One could say that this is the realm of roleplaying and characters but players dont consider these things too well. If magic comes from the gods and the gods can influence man, then why cant their magic do so as well? With this in mind i set out to codify the entire 5e spell list into my magic system.

Things like Fireball and Vicious Mockery were easy to codify as their descriptions are straightforward and effects easy to understand but what about spells like invisibility? Invisibility can be achieved multiple ways. Consider that, yes, you can just shroud yourself in shadow magic and dissapear but what if you created an illusion of the wall behind you, or bent the light around you? Not all spells operate as you would think and a creative person can find solutions in the most unlikely ways.

So codifying all the magic for this purpose so far seems like fluff and hassle, and my players certainly thought so until i threw this in their faces. Abilities and Feats.

You are rewarded for recklessly pursuing fire spells with them doing more damage and in doing so, it changes who you are. Being a fire mage makes you prone to anger and quick to passion. You cant keep your head cool when their is something to burn. You become reckless.

This is not without drawback though. As you become more attuned to fire, you become less attuned to water and as such, it has a much more pronounced effect on your unbalanced soul. The only way to keep yourself from getting destroyed by water is to reattune yourself to it. But in doing so, you become master of no sphere.

Thats the basics for you



Reminds me of a setting a friend of mine made where magic 'etched' your soul with overuse, eventually leading to physical changes depending on the school of magic - glowing fire eyes, patches of fish scales, and so on.


My homebrew is doing just fine, thank you.


File: 9a448ec7b90d7fc⋯.gif (20.38 KB, 640x512, 5:4, Lab-peer-pressure.gif)

> You're going to test it any day now, right?

Nope, it's going exactly how you're implying. Although I never intended to design anything that was original from the bottom up. My dream system is a level-less class-less AD&D pseudo-clone. Character progression has consistently been my least favorite aspect of almost every rpg. Honest to God I think Mouseguard actually did it best but I don't actually like Mouseguards system over-all. I don't believe enemies should become easier to fight mechanically but rather player progression, the ability of the characters player to handle enemies no matter what fucked up abortion of a character they roll is the real key to fun. Anyone with a level 10 fighter with a +1 sword and full platemail can confidentially go up against a banshee, but when you're level 2 or 3, everyone else in the party has failed the save and are fleeing in horror and you alone with the parties only +1 dagger manage to outfight a fucking banshee on quick wit and the luck of the dice alone - that is best in life. Ofcourse without character progression what's the incentive for playing the game at all? All games are played for something, points, ante, to win, etc and stringing along the encounters that brings a character to their next level threshold is the backbone of rpg adventuring so I've been thinking about tying character progression to stronghold building and henchman gathering "levels" equating to regional power Maybe mix in a little bit of the mouseguard, fail at a task gain experience in that skill, approach to proficiencies.

I don't know, I'm bad at game design.


File: e921cc27c9ad643⋯.jpg (91.76 KB, 776x768, 97:96, 266435_1024_susu_a_sarkany….jpg)


Monsters are categorized into levels/CR for a good reason. If you spring something much more difficult than the party can "handle" on them, then luck will play a major role instead of a small one.

As lucky and smart anyone can get, your quick wits and luck can only get you so far. Such a situation would most likely result in your character's death. Is it a situation that is possible? Yes. But it will be extremely rare. character progression exists for a reason. It provides a safety net with expanding abilities and better rolls/hp. How could you fight a lich as a low level character? Nohow. That's why higher CR creatures usually are the BBEG, because there needs to be a buildup of powers on the players part so they can match such creature in the end.

Anyway, how would you do specific character progression? With magical items, just skill levels (dice modifiers) that you can train in downtime (like traveller), or maybe bonuses on continous usage of certain items (like specific armor or weapons?)

A problem which you should think about is that regional power/authority doesn't equate to magical or martial prowess. Maybe if you incorporate special henchmen, like a trainer for martial classes or a sage/wise wizard for spellcasting characters can can teach x class ability or y spell, but just having a teacher doesn't mean the character can just learn. That takes and should take time.

Failing at a task to gain exp should be dependent on the level of failure or the negative effect of the roll. So that very big failures get less exp (or no exp) than "almost successes".

You also have the problem of stats. Do you start out characters without prof in anything(or just a select few), lower or raise given stats (like damage or AC) for items as the characters progress? Early level DnD stuff usually relies on initial stat mods, and only later does proficiency come into a more active role.

There's also the problem of henchman and stronghold building. The first doesn't require it but the second certainly does require a fair bit of money. Money you could only get "fast" by adventuring. Gating progress like that is cruel, and if the game is intended to be more harder/ difficult, i could see a lot of characters dying before they even get to that point.

The original (dumbed down) loop goes like this

start out weak->adventure->gain strength and wealth->become stronger->continue adventuring->become succesful.

From the surface yours seem more like:

Start out weak->adventure->try to get henchmen when you don't have wealth yet to support such lifestyle(you could probably solve this by favors and questing for allies/henchmen)->hopefully get henchmen->adventure more->hopefully scourge up enough money to build a stronghold (or quest for it/get an inheretance)->get stronghold->become stronger->be succesful.

Tying specific character progression to earthly things isn't the best idea if such things can cost a lot of money and are generally more accessible to higher level players. For example, i have a system where specific subclasses are only taught in certain countries, AND to level up, players must spend money and downtime (or more correctly the benefits of a level up). This way, once they hit whatever level they choose their subclasses at (except at level 1), they actually need to travel to said country or kingdom and actually do quests/favors or pay larger amounts of money for the organization that teaches that subclass to get training in it, and each subsequent time they receive a subclass ability. While it can cost money, it can also be done for essentially free (except living costs for the days under training, but that needs to be paid anyway) if players choose such a route and instead do quests for it.



>been steadily playtesting and improving it over a few years

>At a point where its time to play test what could be the 'official' release

>'first draft' of ninth version almost fully written out, first long form campaign with it is already heavily planned, just need to start getting together maps, encounters, etc

>Going to get the players together for a pre-campaign talk session to explain what's going to go on, what's expected of them, get them making characters on the same page etc

That's my tabletop, which has current top priority. After that I'll get back to my card game, which is a silly thing with a fairly basic framework of rules (something like 2-4 pages at most), but contextual cards get sometimes exceptionally complicated. I mean, it is a party game for 4 players primarily about getting a complicated board state for the fun of it, but yeah.


>frogposter can't use the catalog

It's good to see new posters, especially ones who homebrew. My one page dungeon crawler is going well and my group seems to enjoy the modules Ive cooked up so far. We'll see how it holds up for a real campaign. My other homebrew is in ideas guy mode.


File: e02326bcc57c169⋯.png (221.27 KB, 350x429, 350:429, Ork_In_Progress.png)


Been working on it for years now, with a little help. Conceptually, it's finally done, now everything just needs to be codified, so I have to hope against hope that I don't get struck with writer's block.

I did a 'zeta' test of it a week ago for Black Friday and it turned out pretty well considering how unfinished and untested many of rules and much of the math was.

Like 8 people showed up to test it and they proceeded to:

>annihilate an entire block for the sake of petty crime

>slaughter at least two dozen hookers

>jack a bunch of teenagers

>start a donnybrook with a bunch of trannies

>commit domestic terrorism to create a crosswalk across a major freeway

>intimidate everyone in an airport lounge

>hatch a harebrained scheme to steal money from the public through smoothtalking a drunk captain to get his boat and then circumcising a giant penis

I skipped over the details and context there, but the players think that it went well and eagerly await another test session.


File: fbaa645cf582f46⋯.jpg (134.93 KB, 1200x1114, 600:557, this is why.jpg)


Hope your players aren't just riding along for the free game and are giving you feedback, otherwise sounds pretty far out for a test launch. Use that positivity though, blocks are a bitch but so is slowing down (irl things aside). This original work or a revamp, etc.?


sure, nigger


File: fdbb130d3c8656a⋯.jpg (48.1 KB, 433x663, 433:663, robert E Howard best.jpg)



> not hit die

You're one of them homosexuals aren't you?

> . It provides a safety net with expanding abilities and better rolls/hp.

> Safety

> for imaginary characters representing stat lines in a medieval combat game

You're one of them transsexuals aren't you?

> Early level DnD stuff usually relies on initial stat mods, and only later does proficiency come into a more active role.

You're one of them Otherkin zoophiles aren't you?

This is why people who play 3.X need to be executed. In what universe are any of those statements relevant to the idea of " a level-less class-less AD&D pseudo-clone. "


Got a printout of my most recent closed-alpha for the card game in my backpack right now, just waiting for the right testing opportunity. I'd also like to pick up some protective sleeves before that, too. I'm anticipating it may need one more revision (purely numerical, not mechanical) before I move it into an open-beta build.

The RPG is currently in a reductive state of development. I'm trying to peel it down to a less-messy, more streamlined state, while retaining mechanics and ideas I formed while building upon the concept. Making this one work is taking a LOT of pondering over mechanics and how to make certain things actually function on a table with pen-and-paper. I spend a lot of time just meditating and thinking about it.


File: ec0004bffa757eb⋯.jpg (220.63 KB, 2155x301, 2155:301, random encounter table.jpg)

File: decec16bb1c22b6⋯.jpg (237.56 KB, 2155x319, 2155:319, random encounter table 2.jpg)

File: 581c48225231546⋯.jpg (182.22 KB, 914x612, 457:306, The Burning Archipelago (E….jpg)


>Id love to hear about your overland travel thing. I have a bit of difficulty running overland trouble cuz im just so excited to get to the next thing and i cant stand 1d4 bandits try to attack you since it has no bearing on the story at large

Alright faggot, buckle up. The ideas behind my overland travel system are completely independent of what you're playing, but the system I run makes certain aspects of this easier. To save us both some time, I'm just going to link you to my rules, because now I can use this post to explain how it works in practice: https://www.worldanvil.com/w/zamzara-the-hollow-earth-the-adventurers-almanac/a/overworld-travel-rules-article

So, let's say we're starting off at my friend's base here in these islands. We want to make a trip to the ship graveyard on the other side of the largest island, and we're riding a pokemon to get there. He's riding it, so he uses its Swim speed to navigate the ocean. Its Swim is 8, and ocean tiles cost 2 movement to cross, so he can move 4 ocean tiles before it's nighttime. We start off his journey by making a Weather Roll. No shit, I actually rolled a 7. So, for the rest of the day, it's gonna be raining. Of course, I can always call for another Weather Roll at any step, but I usually just make one in the morning and one at night. Any encounters we have are going to be extra fun.

Here are their options:

- Travel normally. In this instance, they'll move 3 tiles into the ocean, costing 6 movement. Since they don't want to make night encounter rolls, they can stop at the pirate cove and take their chances, enabling them to depart closer to their destination, or they could play it safe and go to the village. At this point, it could be one or even two more days before they get there. Every night when they camp, our party feeds themselves and all their pokemon, straining their resources. Fortunately, there are lots of ways to get resources.

- They could press on through the night and be there by about dawn, but that would cause both of them to be tired the next day, assuming they didn't rest.

- If they wanted to get there in one day, they could Hurry in each hex, reducing the movement cost to 1, enabling them to get almost all the way there by nightfall - they're only 1 tile short.

- Take it easy and try to avoid running into anything, or go fishing the whole time to offset the resource drain. Either way, this rounds our movement cost to 3 per Ocean or Desert tile and 2 in the Grasslands. This definitely limits how far we can travel per day.

- Fuck it. You and I might be able to see this whole map, but the players have to keep up their own overworld map to keep track of where they've discovered. Sometimes, mine abandon everything and just wander around spending double movement to map out as much as they can. Or, for the same cost we could double our chances of making a discovery, which necessitates a Discovery Roll. This will definitely take up the most time and resources, at a gnarly 4 movement in the ocean tiles.

- A mixture of these as you see fit.



Now, every time we're going into a hex we haven't been in today, we make an Initial Roll to see what happens. Every terrain type has its own unique set of tables, as you can see. This is where the meat comes in, and will probably take the most work out of any of this, depending on your system. Mine's crunchy, so I don't even want to think about how long it takes to fill this shit out. I spend anywhere from 10-15 minutes on the most basic encounters to 1-2 hours on minibosses or NPCs. If you have the time and balls, I highly recommend sliding some dungeons either here or into the Discovery Roll. Your players will flip their shit if they come across a cool random dungeon that has nothing to do with anything, but is fun to explore, and it buys you time to plan other things. Anyway, I rolled a 6, so that means it's time to make an Encounter Roll. It's important to note that you should really let your players make every single roll for this. Mine enjoy it a lot more - I think they like trying to predict what's going to happen, since we've done this for so long and they have a vague idea of what numbers get what results.

For the Encounter Roll, I got a 5. Had I landed a 6 or 7 and gotten an encounter my players have already done and I haven't repopulated yet, then I just reroll. Or I let them off, depending on how long we've been travelling, usually after 3 or 4 encounters which is usually around when we stop playing, but I digress. We've got the Light Show, and now I make a Disposition Roll. Now, you may notice that this section has different colored backgrounds: that's because I only roll a d8 for Disposition Rolls. The color of the Encounter corresponds to the range I roll for its Disposition. It's important to note that you should be flexible with the dispositions: Horny does not always literally mean horny. If it's an NPC, maybe they're flirty towards the PCs, or it's a romantic couple, or something along those lines. Or maybe it's some wild animals in heat and they're fucking when you interrupt them. Variety is important, and so is verisimilitude, I swear it's not ERPing.

That out of the way, I roll from Hungry to Friendly, since these monsters aren't too mean or territorial. I got a 5, which corresponds to Defensive. Looking at the encounter, we've got a pair of Finneons another pair of Chinchou. So, I would say that as my player leaves the beach sailing along on his Draggar, he gets roughly an hour out before his Draggar gets his attention, assuming his Perception isn't too good. It isn't. Having caught it around here, it's familiar with the warning signs of other monsters, and it sort of leans its head down to the water, where there is a series of blinking lights softly illuminating the ocean. Maybe I'd have him roll Intuition to try to deduce that these things are trying to tell him to back off. Maybe he just gets the hint and fucks off, or perhaps he's gutsy and engages them on their own turf. An especially bad idea, since the Rain will last the entire encounter and activate Finneon's Swift Swim, greatly boosting its Initiative. Fortunately for him, his Draggar has the same ability, so it's not too bad, and he's built to breath underwater for up to 4 minutes, or 24 rounds before he starts taking damage. But when he does, he's got 10 rounds at the absolute maximum before he drowns, and that's assuming he's not injured.

I had no intention of going through the actual process in this much detail, but my autism accidentally made me do it. Good luck digesting all this shit.

tl;dr: fuck you read it


File: 71ac0c6c38305f1⋯.jpg (240.68 KB, 2223x319, 2223:319, random encounter table 3.jpg)


I didn't even think about this when initially writing this, but let's say that our player had instead decided to fuck the ocean and hike through that goddamn volcano next to his base. Why not? Now, I have separate random encounter tables for specific tiles. I don't have one for this specific tile, since it's actually part of a side game I haven't run in months, but let's use a table from my real campaign.

Now, I want my players to get to the dungeon as much as anybody, but I'm not gonna give it to them. If they know where they're going, then I might let them roll an extra time on the Initial Roll, but that's about it. Instead, I've designed the table to be much more conducive to locating the dungeon inside the hex. You might get lucky and find it on the first shot, but I want the party to explore the hex trying to pin down where this thing is. I also like to have unique encounters on these tiles - the Nashyan Patrol can't be found anywhere else and has some of the most dangerous and high-level pokemon you can encounter before you travel underground.

To be generous, I'll roll on this table if they come within one hex of the c3 tile. The only reason for that is because this dungeon is a 250 meter tall golden fucking tower, so it's kind of hard to miss. But the hex is 6 by 6 miles, so it's still missable. Let's say they try to Comb the Area AND they already have this place marked on their map which they do since they found a map in a bandit camp elsewhere, then I'll let them roll 3d10 for the Initial Roll. If any of those get a 7 or higher, then I move to the Discover table and also roll 3d10 for that. They still need an 11 or a 12 to find it, but they're very likely to see it off in the distance, thus netting them another d10 to use on their next roll, for a whopping 4d10. Shouldn't take more than a day or two of dedicated searching to find, if you're knowledgable about it, but it's very easy to hide a dungeon in a specific tile that the party randomly finds later, which will make them feel awesome, or you can have a more modular dungeon that you can easily slide into the generic random encounter tables, as I mentioned earlier.

Basically, the concepts behind all of this is a lot of moving systems that dictate not only if you get an encounter and what it is, but the nature of it, as well as environmental factors, plus the added chance of just finding some cool shit or getting lost. On top of this, in every tile the party has meaningful options about how they want to travel through it, giving them more agency over your RNG bullshit. To tie it all together, I let my players bring as many pokemon as they want, but they have to feed them every night, in addition to themselves. This forces them to go back to town or live off the land, giving them some limitations beyond the ones imposed on them by themselves and your story.

Anyway, if you read all this, thanks.


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File: 1fd2339dd345ebd⋯.jpg (198.86 KB, 1059x802, 1059:802, dungeonpunk.jpg)


I made a d20 hack based on an old Star Wars Saga Edition mod I made ages ago. Its up and running and I am running a weekly campaign with it.

Soon I will be stripping out all spellcasting from the core rules and release the game into the wild as a free "basic game" pdf.

Then I'm gonna focus on drawing the art I need for it, bundle that with the core rules and put it up on Lulu. Do similar for magic and expanded races/classes. Then do another for the bestiary.


File: 9125f8b66ffc45f⋯.pdf (78.18 KB, Kleinpanzer.pdf)

I wrote this years ago. well before I started on the Trisdekan Primer and my 40k stuff, but OP did specify original It's a pickup tank combat game designed to allow for heavily customized vehicles. I have notes from one fairly detailed playtest lying around- it was generally concluded that building vehicles took a little too long, and that machine guns were overpowered because they could basically chip damage enemies to death regardless of armour.

I also never quite figured out how to incentivize movement in a simple way.


File: 13fb3919da059ea⋯.pdf (107.94 KB, tiger.pdf)

File: 5e108705e20cc4a⋯.jpg (1.19 MB, 4032x3024, 4:3, biglincoln.jpg)

I have been making a class for a dude that wants to function as a hand to hand fighter in a all wizard game. (3.5e)

This is what I have been brewing up, the abilities are mainly based around when wizards get spells.

Should be nasty in a game.


So I'm about to start preparing 3d-printable arenas for my game, and I'm a little torn on how I want to scale it. I worry with 2-inch diameter tiles, the arenas might be too bulky. With 1-inch diameter tiles, the character models sized-accordingly might seem too diminutive. I toyed with the idea of 1.5-inch diameter tiles, but I'm not sure if that'd just seem awkward or if it would retain the issues with both 1 and 2 inch tiles, rather than solving both. Anyone here got any ideas on that?

Also, should I throw together a crap-game just to throw something out there to have a feeler? I have a fun concept that I don't care that much about, but could potentially look good to a publisher. I'm debating whether I want to use it as a canary for the self-publishing coal-mine, or whether I should hold onto it for the purposes of having something to pitch to an industrial publisher.


File: bb1349f3cbab02e⋯.jpg (83.55 KB, 600x600, 1:1, 1544047861441.jpg)


You didn't even address the problems i've asked you about, though.



I made a Calvin and Hobbes RPG once over a period of 24 hours while hopped up on Amphetamines and Red Bull once.

It was a mish-mash of Everyone is John and Lasers and Feelings, and It used d100 Roll Under AND Over Mechanics.


File: 69996e3ee44a7af⋯.pdf (123.49 KB, Portable_Home.pdf)

I think I stole this idea from an old dragon mag but I can't recall exactly. But still, last night I recalled the idea and hammered something useful for my d20 hack in generic enough terms to but usable by any form of D&D. So yeah. Portable Home.


File: 378dfbc944e85bd⋯.pdf (61.88 KB, dnde5 fuckery.pdf)

Very in the making home brewed rules for dnd 5e. If you have the time, please read it over and give me your thoughts


Taking a break from my two main projects to do some papercraft miniature stuff. The idea I'm working on involves being able to have a moderate number of troops on the field, but with the possibility of individualized builds. Rather than having a mountain of sheets for each individual troop, the mini IS the sheet, which comfortably fits 6 fields of light information. I want there to be this feeling that for each player at the table, there's a sense of identity and connection to their own troops while the other players' troops just seem like nameless mooks (That soldier didn't just kill one of your guys, he killed Fast Jimmy!). Players who don't want to deal with the work of making a bunch of different G.I. Joes can easily just mass-produce a few groups of clones, or could have a handful of unique soldiers among a bunch of generic ones.



Sounds Calvinball as fuck


File: ef59757166c453d⋯.jpg (91.01 KB, 800x600, 4:3, 20181223.jpg)


Lore? I start with mechanics first. I did steal Dragon Warrior's basic mechanic. It's X vs Y & roll under the difference to succeed.


100% of the lore I run is homebrew with some borrowing I dont know how people can stand to run prepackaged lore even if its good lore

as for systems, I have a jojo game I am playtesting and it seems to work decently, to my absolute fucking suprise

using a system with dissolved turns and action points roll+stat vs DC or opposed roll for conflicts


File: a53915999c907b7⋯.gif (342.49 KB, 290x200, 29:20, hmmmm.gif)


It´s going well. I´m trying to build a system entirely around my world (which worldbuilding´s going nicely too). There aren´t any real classes, skills, the palyers instead choose an archetype (Warrior or Spellcaster) and use feats to flesh them out.

I´m really proud of the magic system I came up with. There aren´t any spell lists. Instead, players use a series of tables, choosing range, effects and etc. to determine how powerful a spell they want to cast is.

As for the lore, it´s going very good. I have lots of autistic enthusiasm about it. The shtick is that humans evolved on a very very big giant. The main region is located on his palm.



>he can play tabletop games

There's a good reason I don't anon.


File: d7e9334afc092b1⋯.jpg (137.29 KB, 960x1233, 320:411, WotC-4e_OpenGrave_godcorps….jpg)


What happens when the giant faps?

Also have this.


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How would you go about making the smaller and goblin races stand out from one another yet stay familiar? I'll be creating a sewer rats campaign and I'd like for Goblins and Stout Halflings to stay true to their Tolkien Roots. But I don't know how Bugbears and Hobgoblins should be related to Goblins. I want Gnomes to be based around mousefolk yet still look humanoid, so instead of Rock, Forest, and Deep Gnome Lore they'd be Lab rat, Field Mice, and Urban themed. I'd like Ghostwise, Forest Gnomes, and Kobolds to still be mostly primitive, but I don't know how to make their cultures different. I'd also like some tips for how to make the city folk: All three Dwarf subspecies, Lightfoot Halflings, Deep Gnomes, Rock Gnomes, and Humans different from one another culturally.

It's a New Orleans inspired, fishing and mining mountain city next to the ocean so anybody that settles there long enough becomes a bit of an Urban Redneck. Any tips, fa/tg/uys?


>"homebrew tabletop game"

>it's a carbon copy of savage worlds with D&D mixed in

every time



Mine is a SWSE hack for fantasy that kinda got out of hand and started to become its own thing.


I have a killer homebrew setting that I have been aching to flesh out with some players. Loath DnD passionately, so I have decided to make my own system.

What are things that the average player (both fa/tg/uy and normie alike) would need in a system? Basic problem resolution, a risk/reward ratio that is satisfactory and encourages risks in roleplaying and exploration, motivation to explore and interact with the world, cool things.

I have in mind a simple 3 stat deal for character definition. Body, Mind, Spirit, each with three substats to specialize in that further define what makes the character what.

No classes, fucking garbage is what classes are just special stuff you can choose with a point buy. Maybe some premade packages for quick start stuff (diplomat, merchant, guard, tribal brave, magicker, cultist, etc;.) and some skill and background choices to match.

Any suggestions?



For a start, Kobolds, being reptilian in a N'Orleans inspired campaign, could be more alligator/crocodile inspired, living primarily in the water as opposed to the gnomes, who might have their homes within the pipes from abandoned houses.



It doesn't have testicles. Franly, almost the entire giant is uninhabited. Only the palms and eyes, since they are moist enough to support life.I was thinking to add an inhabited region between the legs but I am fearful that the players would treat it as a magical realm


I'm working on a post-apocalyptic medieval fantasy game that is basically westmarches / hexcrawl plus basebuilding where your characters are part of a village that survived the necromantic black plague. Has a botanist class that gathers plants, an alchemist class who uses the botanist's stuff, ranger who can avoid random encounters in the woods (which is very important cause they can kill you), a couple types of fighter who have interesting abilities without arbitrary resource management, wizards have motivation to adventure to find ancient scrolls in tombs to learn new spells, and components to build golems.


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I need advice for my century V BC inspired fantasy world. Any tips for creating a language? Not languages meant to be spoken, but to use them to name places and people. Make different cultures sound different, just like "Juan del Cerro" sounds Spanish and "Jan van der Berg" sounds dutch, or how "Montmorin" sounds French and "Lechbruck" is clearly German.

Does anyone have some experience or some advice?



Do you have expy civilizations for greek city states, latin for Rome, punic ones like Carthage, the Persian Empire, any plans for an expy for China with the Zhou dynasty and the Qin state? If have the real life civilisations you're borrowing from, you can easily take names of real people, in the native tongues for the names. Just like how you would have german, dutch, and french for fantasy Europe.



For places I would grab the charts off of wikipedia (or other websites) showing english toponymy and what the prefixes and suffixes denote and just create substitute words for whatever cultures you're making, do it real paint by numbers like.

For people grab a table of basic adjectives and colors and grammatical particles and do the same, also do it for a list of typical occupations for the time period and likewise just make shit up as the cultures equivalent terminology, then compare your lists and make them more or less similar as you want by changing closely related consonent and vowels so it looks like there's been divergent evolution between the languages. Also look at historical naming conventions from around the world. Many cultures use given name + family name but the romans famously had anywhere from 3 to 7 parts of their names depending on their social status and greeks typically had single names with no family name but families often shared names or name elements across generations. Very common across the world also was being known not by a family name but by the name of your father, Mac Neil, ibn Affan, Carlson, etc.


>made a pretty simple homebrew

>played it a few times

<huh, the wizard character is getting rather OP, better nerf it

>play some more

<how did he get OP AGAIN? Nerf!

>another adventure, wizard is OP again

<fuck this

And that was the end of my homebrew.



Solution: Anti-magic fields

Either introduce Null-mages or half the power of magic within certain areas.



It was a flaw in the design, to be honest. I did away with EXP entirely, instead everything was tied to gold. Want a new skill? Pay up. Raise max health? Give shekels. The system worked for the most part... except for the wizard. See, frontline characters get fucked up a lot more than backline ones, and thus need to spend money on healing and shit like that, whereas the wizard is safe hiding in the back. Archers too, sure, but unlike wizards, archers go down the second some enemy decides to sprint to the back, whereas the wizard has spells that make him able to tough it out even in melee long enough to either fry enemy with a strong spell, or have melees go back and kill the shit. All of this led to the wizard accumulating wealth at a far faster pace than the other characters, since it had lower expenses, and thus gained new skills far quicker.



You're doing it wrong. Don't nerf the mage, make everyone else stronger to match the mage's power level. Buffs are the path to fun.



Mind explaining a little further? I'm curious how the Mage kept jumping ahead of other classes.



The gist of it is here: >>406339

I should add that when a character got downed, he earned an injury, and injuries cost quite a bit to heal and make him prone to getting more of them since he's weaker now. So at the end of an adventure, it often happened that the wizard got effectively twice as much money, as the others spent half their reward to heal.

I tied everything to money in the hopes of both simplifying everything (I aimed for a very easy to pick up and simple system) and making money be a serious incentive. In some ways, it worked very well, but the wizard class really fucked it up. The archer was also slightly ahead of the others since he got fewer injuries on average, but the wizard usually survived the whole adventure unscathed while everyone else looked like they just crawled out of a woodchipper. I considered having the reward be split after the healing costs and stuff were accounted for, but that'd ruin the whole dynamic the game developed of virulent HATE between all the characters.

See, since money was so important, the players liked to dick each other over it, so you had everyone with decent sleight of hand hide parts of loot before others noticed, you had in-party alliances like "Hey, how about us two team up, wait for that fucker over there to be worn out from combat, beat him unconscious and steal all his shit?" and of course everyone's favourite "Oh, I see the rest of the party is down and I'm the only one left conscious. Time to give myself some bonus pay" or "I see you are on 2HP. Here, let me club you in the head so you go down and I take your money. Sorry for the injury :^)"

It sounds pretty awful when written like this, but it was actually pretty fun (only the DM had to account for it in game balancing). I think my favourite part was when one quest featured killing a massive spider in some dark, deep below the earth cave, with them getting a mass teleportation rune back to the castle so that they can save themselves the way back (which would take a day or two). One of the players waited for others to engage the spider, then used the rune to teleport the players AND the spider back to the king's court while he simply looted the hoard and bailed.

Of course, all this just led to even more snowballing for the wizard, as he was usually the one left to loot the downed party members.




Melee characters get abilities that reduce the cost of treating wounds and injuries, as well as the ability to endure and ignore more damage. Wizards have to pay for spell components. Their magic needs an arbitrary amount of fairy dust to work, so even if they want to horde money because they aren't getting hurt, they still have to pay for all the spells they get to sling.



That's admittedly a pretty good idea. Thanks, anon



Not sure if I fully like the idea of having character progression tied to wealth, especially if players have the option to dick each other over and steal freely. However, if you're going to do it, strict bookkeeping is going to be your friend. Don't let the archer just have infinite arrows or the rogue/thief to have unbreakable lockpicking tools. If the spell components idea becomes too cumbersome, consider treating mana or MP like a resource that needs to be recovered through rest, items, and treatment, just like HP.



>Not sure if I fully like the idea of having character progression tied to wealth

It was mostly experimental. In the end, it actually mostly worked if you enjoy player dickery (I do, but I know a lot of people do not) and if you dislike the whole EXP for combat shebang (combat in this system is basically just a waste of resources unless the enemy carries something of worth, so avoiding combat is encouraged). It also makes money a massive motivator that makes a good/evil choice genuinely difficult even for good aligned characters, which is something I always kind of missed in most PnP (in my experience, the best shit is usually found in the dungeon rather than bought at the market, making money aquisition a secondary goal).


I'm making an intermediate system as a hobby, and I've decided on a point-buy/sell stat system for character creation. To combat the common trope of people gimping one stat to become amazing in another, I've made it so that while you can decrease a certain stat to 0, you don't get anything. The stat connected to magic, arcana, comes with drawbacks as it increases, so decreasing it to 0 is extremely beneficial for non-magic classes. How might this work in an actual game, and how might I make it so that non-magic classes might consider putting at least some points in arcana?


File: 90ca7bdbd329c35⋯.pdf (34.19 KB, Taurians.pdf)

Here's a race of bull centaurs I've created for 5E Dungeons and Dragons, mainly because the only one I could find online was pretty gay.


File: bfddb06c8797b8e⋯.pdf (18.4 KB, Bonus Rules.pdf)

Here are two additional systems I've created for Risus. The former being a system specifically for combat, the latter being one that can drastically change how specific cliches are played.


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I may, or may not, have made an entire 'book of the dead' for D&D 5e because I thought the necromancy school was shallow and too "goody-goody".

The additions I added ranged from new class archetypes, new feats for undead characters, a "strategic dismemberment" for undead enemies, new races such as ghoul and wendigo, as well as listing all necromancy as a topic of three subschools; blood magic, life magic, and soul magic.

Blood magic is curses, diseases, and etc.

Life magic is raising the dead, altering the flow of life energy.

Soul magic is literally ripping a sapient being's soul out and using it as forging materials or taking soul fragments of yourself and 'popping' them for sudden bursts of prowess.

Its...uh... almost 40 pages long and needs a few revisions. I was happy that one friendly DM let me play a Wendigo (cervine type) Profane Soul (think favored soul but necromancer).

I-I don't know how to playtest any of it besides DM'ing and I don't know how.



Neat! Those things hit like a truck. Though I'm surprised that Quadruped only gives disadvantages and not advantages- It also feels like they need at least one skill proficiency or bonus, though I understand what you were going for.


That sounds really cool anon! Post it!


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Some of the customer classes are incredibly basic and rough because without a method of play testing I don't know what kind of nuances to add or tweak.



File: f09126be155d316⋯.pdf (38.37 KB, Bonus Rules.pdf)


Here's an updated version with a third system I've created that implements a whole slough of new attacks to the game.



Playing a failed lich trapped in a weaponised phylactery controlling a permanently summoned body.

Post it and I'll see what my DM thinks.



How do potions or alchemy work in other peoples homebrew?

I tried a bunch of different things, but now I've basically just split them into potions (drinkable) and grenades (thrown). They can only be bought or made with a specific ability.

Just curious about how other people do it.


Simplifying the fuck out of my RPG system. It was turning into a bit of a mess. I tried to borrow too many ideas from another game I was working on that tested really well (but I have on-hold due to larger plans with it), and I came to realize they started to interfere with my original vision for the RPG. So I tried to figure out how I could preserve the essence of recent developments while rolling back to the original vision. Essentially I wanted a somewhat puzzle-oriented RPG, with a greater emphasis on player decisions and exploration rather than character-building and luck (though both still have an important place in the game). Time between sessions also plays a big role, but not in an interfering-with-your-life way. More of a "what will you bring to the table next time" way.



>All armor and weapon items will have hit points that degrade as used.

In combat, if an attack would hit you unarmored but not hit your armor's AC, it deals a quarter of the damage (rounded down)

to the armor.

>If it hits both your unarmored and armored AC, half of the damage (rounded down) is taken from the armor's hitpoints and, half

by your own hitpoint(rounded up).

This solves some of the issues I have with AC: armour shouldn't make you less likely to get hit, but it should prevent you from taking most of the damage when hit.

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