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    Making my own system; how protective should certain armors be?

    Hello! I'm making my own PnPRPG system from the ground up, and I'll often seek advice from fellow gamers and such for designing content. Currently, I'm trying to design stats for armor in my game. The problem I'm having so far is trying to find the "ideal spot" for how protective armor should be...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    This is a good idea! I'll bring it up with my players as soon as I see them next. Thanks!
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    Ah, I see. The reason I have a minimum value for the percentile roll is so that people can keep track of their own stats without having to worry too much about the stats of others for everything they do. This will be demonstrated in the paragraphs below, assuming the scenario of a PC acting...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    ...You do realize that it's impossible to get above a 100% chance to succeed, right? That's basically what Talent in my game is: it's the likelihood for your character to succeed at any given thing, based on your character's abilities. Sure, technically you can have a Talent above 100, but...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    The problem is that, once your Talent is at 100%, going higher isn't going to do anything, making further upgrades to your character mean less. Meanwhile, as your level increases, the enemies you'll fight will get higher and higher defenses, meaning your chance to hit will get smaller and smaller.
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    I have set caps for how high stats and skills can reach per level, basically to accomplish the same thing as your three requirements. Oddly enough, they used to be set lower than they are now, and with slower progression, but the same person who is now complaining about the current issue was the...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    It's a point-buy system, meaning that you buy your stat increases with experience points. The difference in experience between levels increases with each level. A character at level 1 would normally have around a 55-65 Talent on their attacks or spells, and players will probably try to increase...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    Well, there has to be a way to mechanically influence accuracy through the design of a character, because it wouldn't make any sense flavor-wise not to. Sorry, but I absolutely HATE systems or mechanics that place more importance on the player's ability than the character's. For example, in...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    I don't really get what you're saying with your first point... The defenses are mostly derived from other stats, meaning that they're most likely going to increase anyway. They get even higher when you account for things like equipment and benefits (my game's equivalent of feats or perks), which...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    Giving high-level characters special abilities wouldn't be much of a solution, since it doesn't directly address the problem of the decreasing chance to hit as levels get higher. Reducing difficulties in certain circumstances, on the other hand, is something I'm already doing; a character who is...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    I've played Dark Heresy before. It seems to do a good job of satisfying goals #1 and #3, but it's absolutely horrible at #2 and #4. My test players and I were discussing last night how to fix the problems I mentioned in the original post, and the best idea we came up with is "bypass," or the...
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    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    Hello, everyone! I'm making my own RPG system from the ground up, and I've come here for advice before on things like designing content and whatnot. This, however, may be the biggest challenge yet... To start, my system, preemptively called "TD Percentile," is, obviously, a percentile system...
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    Need help fleshing out selection of spells dealing with fire/cold

    Yeah, but like I said, I'm not sure how magic would accomplish that. I suppose one could remove moisture from the air by using an elementalism-type spell to simply relocate the moisture in the air to somewhere else, or to take water from a container and spread it as vapors into the air for the...
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    Need help fleshing out selection of spells dealing with fire/cold

    This is a good idea, though I'm not entirely sure myself how exactly this could be explained in terms of the flavor of how it works. That is to say, I'm not very educated when it comes to the physics and such behind how moist the air is.
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    Need help fleshing out selection of spells dealing with fire/cold

    Ah... well, that clears things up! Usually, when I think of afflictions of any kind, I imagine something slow-acting, such as an infection, but if hypo- and hyperthermia are an exception to that, then they would be useful in battle.
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    Need help fleshing out selection of spells dealing with fire/cold

    I'm not going to say you're wrong, but rather, that you're addressing the wrong thing. I wasn't talking about the temperature requirements for hypo- or hyperthermia to merely happen. I was talking about said requirements for the symptoms of either to take effect instantly for the purposes of a...
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    Need help fleshing out selection of spells dealing with fire/cold

    And that's another good point... I'm a rather "inside the box" thinker, in case you couldn't tell. I was thinking more along the lines of, you know, perhaps a nobleman is doing some winter hunting, and would normally survive due to adequate preparation, but then you, having different plans...
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    Need help fleshing out selection of spells dealing with fire/cold

    Ah... this makes sense. It still wouldn't be useful in battle; even if this means you could do it quickly, you could only do it on one target at a time due to the concentration required to do it with either way you mentioned, and at that, it'd still be more effective to simply deal direct damage...
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    Need help fleshing out selection of spells dealing with fire/cold

    Erm... not quite. As I explained in my first post, magic in my system's setting is not an exception to physical law, but a part of it. For example (and I'm not sure why I didn't include this example in the first place), if you want to throw a fireball at your enemies, you've got to first learn...
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    Need help fleshing out selection of spells dealing with fire/cold

    Huh... guess that makes sense. I'm assuming this means the section this thread was in before was for already established systems?
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