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

This is true, but the Fallout 4 settlement system is very specific to that game and not broadly applicable.
In what senses exactly?

I feel like because you're a big FO4 fan, you might be seeing more things as "vital" or "essential" to FO4-like settlements than really, actually are. But I could be very wrong.

Legacy: Life Among The Ruins is literally about settlement-building in a post-apocalypse in many cases. But what am I missing that specific to FO4 and would need to be replicated in a TTRPG take on its "kind" of settlement building?
 
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Masteries from Everquest OA Frontiers. You choose a percentage of your xp to go towards class advancement and masteries. It's an MMORPG so classes and leveling are exactly what you expect. Masteries were more like feats that gave you bonuses to attributes, resistances, mana/stamina, etc. There were also class and race masteries as well as masteries for things like being a were-animal or were-hunter.

Feats themselves aren't anything new, but the way you could go all in, take a balanced approach, or totally ignore them was awesome. I can picture it being a way to grab feats as well as a method for upgrading things that you first unlock diagetically (I'm 70% sure I'm using that word right) like lycanthropy, titles, mysterious powers, professions, etc.

For base building I like using Numenera Discovery as a resource. I've used it as a base (pun intended) for building in multiple other systems.

VATS even if I have no idea how I would implement such a thing.

Dragon Age Inquisition's guard/barrier mechanic, Mass Effect's armor/barrier, or DOS 2's physical/magic armor. Unlike THP the benefit I like from these is the ability to resist certain effects while my protection is up, different attacks being more or less effective against them, and acting as a in-game reason why that greataxe didn't leave me in multiple pieces.
 

What game systems in a video game or computer RPG do you want to see implemented in an accurate but workable way for use in TTRPGs?
For the system I'm working on now, I'm experimenting with a complex skill check system based on mobile merge games.

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Physic engine systems, like the Portal Gun, or satisfying telekinesis.

In my own system, all elemental magic, and most stuff in general, works like this. You have some basic parameters and a universal resolution mechanic, and the skill describes what it basically does and what sorts of things require extra skill or power, and then it’s up to your imagination. This makes Aeromancy one of the most powerful utility skills, since it basically allows telekinesis and distance communication, and creation of momentary magical constructs of hard resonating air.

Umbramancy can be used to make portals, which simply connect two points just like a portal gun, but distance and size being the main limiting parameters.
 

It's a weird one but:
Incentivizing steps from a pedometer in some way.
Like Pokemon Go and Pikmin Bloom.

I also think porting steps into some points would be tedious at the table (though Pokemon Go and Pikimin Bloom do that.)
I own a game--although I haven't read it yet--called LIFTS, which (somehow) combines exercising and RPGs. There's two books: Powered By Your Abspocalypse and Ultimate Pump Edition.
 

There was a similar thread a few years ago.

D&D 5E - [+] What can D&D 5E learn from video games?

Three systems I’d like to see are dynamic difficulty, FF14’s class switching, and WoW-style specialization switching.

Dynamic difficulty is where the difficulty changes based on how well you’re doing. Failing a lot? Things get easier. Winning a lot? Things get harder.

In FF14, you can keep your character but switch your class.

In WoW, you can’t switch your class but you can switch your specialization, whjch is like a subclass.
 

Dynamic difficulty is where the difficulty changes based on how well you’re doing. Failing a lot? Things get easier. Winning a lot? Things get harder.
I am curious if you are talking about players or GMs adjusting difficulty on the the fly, and what that would looks like (especially if it is players, since GMs can always adjust difficulty on the fly).
In FF14, you can keep your character but switch your class.

In WoW, you can’t switch your class but you can switch your specialization, whjch is like a subclass.
How would you implement respeccing in D&D?
 

I was really looking forward to the ADOM (Ancient Domains of Mystery) tabletop RPG. It was successfully Kickstarted in 2019, but then the developers decided to kill the project. Last I knew, backers were still requesting (and not receiving) refunds.
 

I didn’t think I had anything for this thread, but then I remembered: City of Heroes’ minions for masterminds. So much fun for me, and never really matched by anything else I know of. Tiny Supers has the closest approach.
 


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