What Video Game RPG System Do You Want to See Adapted to Tabletop

Or even XP, as a tool to get people off the couch. "You get 1 XP per 100 steps between now and the next session start time."
The thing that Pikimin does well is not an absolute reward for steps(which it also does), but rewarding for a increase in the amount of steps (getting healthy for doing better then the previous week.)
 

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Some years ago, when I was employed by Ubisoft, I worked on the Far Cry franchise. I shipped the FC3 co-op system. I think that was a good setting for a ttrpg.
 


One system that might be onerous to implement outside of a VTT (and even then might be a problem, depending on the VTT) is stealth systems from tactical RPGs (aka X-Com likes) where the stealth is based on keeping out of zones of notice (via cover, usually). Rather than fighting about perception rolls, just make it a binary thing (maybe with that little timer that most games have pop up). Obviously, you would need facing rules incorporated.
 

Another element I would love to implement but is really fiddly for a TTRPG is complex loot as seen in DiabloX or Borderlands. I love the idea of granular, nuanced gear but it feels like a lot of bookkeeping.
 

Another element I would love to implement but is really fiddly for a TTRPG is complex loot as seen in DiabloX or Borderlands. I love the idea of granular, nuanced gear but it feels like a lot of bookkeeping.
I like how Diablo has lore-linked gear—something like Brimstaff's Hat. How could you elegantly introduce the idea that the magical staff was created by the Gnomish Mage Mizmurmer during the Sandworm Wars? Like a village weapon lore specialist? Tons of prophetic dreams (and the boots have an interesting story as well?) A book of interesting equipment lore that the players find?
 

I like how Diablo has lore-linked gear—something like Brimstaff's Hat. How could you elegantly introduce the idea that the magical staff was created by the Gnomish Mage Mizmurmer during the Sandworm Wars? Like a village weapon lore specialist? Tons of prophetic dreams (and the boots have an interesting story as well?) A book of interesting equipment lore that the players find?
That part doesn't strike me as difficult. The difficult part is having 1% increases and such.
 


I'd love to see something like the primarily cooldown-based skills of Divinity: Original Sin II (and likely other games in the same series). The game has ten different abilities (things you gradually increase as you level up and that grant various benefits based on how high they are) that govern access to skills (activated things that do primarily combat-based stuff). Four of these abilities are elemental-based (Aerotheurge, Geomancer, Hydrosophist, and Pyrokinetic) and six are not (Huntsman, Necromancer, Polymorph, Scoundrel, Summoning, Warfare). There are some skills you can get that mix an element-based skill with a non-element-based one.

Each of these skills has a cooldown, usually 3-5 rounds but occasionally 2 or 6. This means you need to vary your skill use and figure out good rotations. This is further incentivized by having lots of status effects (both on individual targets and on surfaces) that can affect further spells. For example, you can lead with the Geomancer skill Fossil Strike (small AOE that also splashes oil in the area) and follow up with a fire spell that would explodiate the oil, dealing further damage and setting the area on fire.

I thought this combat system added a lot of depth to fights. I'm not sure how well it would translate to tabletop however – the main issue would be that it would be a lot to keep track of. It's probably doable as a player keeping track of your own cooldowns, but it would be a PITA for the GM to manage a dozen foes at once.
 

I've always wanted the Gothic series of video games to be officially adapted to a TTRPG. I've played all 3 and although they had some warts in terms of gameplay, I enjoyed them all. I was always impressed by the world-buidling in them - especially G3 with its 3 distinct regions of Myrtana, Nordmar and Varant and the interesting cultures that inhabit them.

I've explored adapting it to Savage Worlds and The Dark Eye a bit. The SW attempt only seemed to require light lifting, because you could milk & borrow many of the archetypes from existing 1st & 3rd party settings. As well, much of what is needed is covered in the SW core books, albeit powers required some work to get the trappings right.

Adapting it to TDE seemed like much heavier lifting, because cultures are a big thing in that TTRPG and those in Gothic are different than those in TDE's Aventuria - though some of the Human cultures are quite similar. And there's no playable Orcs in TDE. A lot of the features in the video games are very close to TDE, to the point that I'm convinced it in part inspired the Gothic videogames. That makes sense IMO, as both companies are German. In particular, the martial mundane professions and the Mage magical profession are close.

Sadly the video game series is dormant, ableit a remaster of Gothic 1 is due soon. If it got an official adaptation, I'd prefer it be to TDE as there's something cool about a fully made-in-Germany solution and TDE has official support on Foundry VTT. Running it on Foundry is definitely easier than IRL, due to the math around the 3d20 skill rolls being partly automated and more managable.

Anyhow...one can only wish. :p
 
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