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    Thinking About the Purpose of Mechanics from a Neo-Trad Perspective

    Its unintuitive but it makes sense contextually. It we define the Players in improv as being any "entity" that contributes to the overall reality of a given scene, the non-Improv Rules overwhelmingly fit that distinction alongside the colloquial Player role and the GM role. The overall structure...
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    Thinking About the Purpose of Mechanics from a Neo-Trad Perspective

    Reading through this topic, I feel compelled to say yet again, perhaps in a less abrasive way, that I simply don't find this sort of theory crafting, as in stuff like Six Cultures, particularly valuable from a design perspective. It attempts to categorize and desseminate across players a bunch...
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    MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!

    Given his track record, it'll have issues but will be serviceable enough to not bomb completely.
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    But I don't *want* to stock the whole dungeon!

    I mean, yeah in terms of practicality you're not going to manually key an entire mega. But even then its more fun to have some random generation in there anyway, so even being willing to key the whole thing doesn't make it the best idea. I think the best thing to do is to focus on keying...
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    Your Harebrained Ideas?

    Hence the name :) I think anyone can be a thief, so tying those tropes up into one subclass would be a bit of a drag. It is indeed, however, the class archtypes aren't actually relevant to anything as far as the name goes; unless you're talking the overall meta, you'd be engaging with the...
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    Your Harebrained Ideas?

    Id say neither discouraged nor encouraged. If people are interested enough in the game to want to homebrew, they don't really need my permission or blessing. I do plan on being very transparent as far as how content is written and valued, because I personally don't like how many games just...
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    Your Harebrained Ideas?

    Yep! If that decision is made the SP cap would shift with the Skills. I'd have to run the math, but my gut tells me that'd be fine as it'd shift the max to 3.5 Classes, which would be fine in that context where you're nearly doubling the default Stat progression. I think it would also come...
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    Your Harebrained Ideas?

    My thinking is any sort of expansion to Skills would be rooted in increasing the Skill caps beyond 30. Taking it up to 50 would be clean, and give a lot of room, but I think it'd be the maximum I could take it due to how Energies are derived. Classes, Bloodlines and Professions, yeah, those...
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    Your Harebrained Ideas?

    So it bugged me I hadn't made a decision, so I spent the day thinking on it. I came at it from a budget perspective; I knew as a general rule, if someone completely maxes their Skills, they shouldn't be able to stack more than two full classes together, with room to invest in non-Class...
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    Your Harebrained Ideas?

    I can see why you'd assume, but I don't see any reason to restrict that. There's no real incentive to sit on them aside from the cost reqs for multiclassing, and theres the drawback of preventing yourself from using whatever skill increase or Perk you could have had in the meantime...
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    It's National Dice Day, Show Off Your Dice

    Clearly I have a distinct fondness for Labradorite 😁
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    d78f3d40-ab5c-42c5-a2e1-8d03807b5f56.jpg

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    Your Harebrained Ideas?

    We are of a like mind, though I took the route of expanding physical damage rather than compressing it. I use damage combos as unique damage types, such as Blunt/Slashing (for axe type weapons). Magic can only access these through specific kinds of Earth and Metal elemental spells, which come...
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    Your Harebrained Ideas?

    Yep, thats how multiclassing works, especially as you try to go really wild with it. Costs increase +1 for secondary class levels, +2 for tertiary, and so on. However, I have realized I actually haven't looked at what I designed in a while and so I forgot a number of things, namely that I...
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    Your Harebrained Ideas?

    I don't think so, particularly for the individual pools idea. When you resolve getting the increases, you'd be doing so by going through each pool and making the checks (1d20+1d12; roll over your current Skill value; this is why individual pools would be a rapid acceleration), and presumably...
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    Your Harebrained Ideas?

    Hmm see thats a big difference there, but there again we're probably working with different baselines for characters. My characters when they're at "0" in any of the 9 Talents (Attributes combined with Skill Mods) are assumed to be somewhat above average compared to a real person. Anything...
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    Your Harebrained Ideas?

    Fair enough. I have a lot of parallel progression paths going on, so rote EXP kind of becomes a superflous contrivance rather than anything particularly useful. Indeed. It'd be hard to make up a fitting analogy for what my game aims to do, but the idea is that by the time you've maxed your...
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    Your Harebrained Ideas?

    I squared this by breaking the conventional wisdom of the modifier not being bigger than the roll. Instead, the modifier is where the consistency is, and the roll is never meant to be reliable, and this lines up well with the Skyrim/BRP esque Skill system, where the characters get better over...
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    Your Harebrained Ideas?

    Harebrained perhaps, but its going in.
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    Screenshot_20231202_102357_Chrome.jpg

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