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General Tabletop Discussion
*TTRPGs General
What's the ideal RPG system for a "Shadow Of The Colossus" style campaign?
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<blockquote data-quote="Bawylie" data-source="post: 7553414" data-attributes="member: 6776133"><p>I don’t think the system matters at all. I think it’s a question of scale. </p><p></p><p>Having played Colossus, having watched more than one Godzilla film, what informs the challenge is the limited toolset of the little human beings. </p><p></p><p>If I were to run a game like you propose:</p><p>1.) I’d use D&D 5E just for ease and familiarity but really anything works. </p><p>2.) I’d set a maximum power level just above the starter tier. For 5E, level 5 would be the cap. For pathfinder, level 6. For 4E, level 10. For dungeon world probably also level 5. If the whole party can fly and/or teleport or make a million attacks, the scale is probably wrong. </p><p>3.) I’d look really hard at environmental designs for encounters. Altitude is going to matter a lot. </p><p>4.) I’d divide modes of play into research, hunting, and conquering. </p><p>5.) I’d design the Colossi as dungeons and creatures, including region effects, lair effects, legendary actions, etc. </p><p></p><p>Some thoughts on colossi</p><p>-I suppose each body part is like a room, so it’s terrain and composition matter along with its Defenses, capabilities and HP</p><p>-Each colossi should be deadly in direct confrontation, but capable of being made vulnerable by disabling certain body parts </p><p>-each body part takes its own turn in combat unless disabled</p><p>-there is a specific weak spot somewhere on each colossus that requires specific positioning to attack and damage - damage to this vulnerable spot is the only way to truly defeat the colossus. The limbs probably regenerate or reinvigorate after a round or two or three. </p><p>-I’d set patterns of behavior for each colossus (like a bull or rhino would circle and charge, while a scorpion might rotate in place and strike)</p><p>-I’d take a hard look at monster hunter for a while to see how groups go up against big bad monsters and keep a lot of that in mind.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7553414, member: 6776133"] I don’t think the system matters at all. I think it’s a question of scale. Having played Colossus, having watched more than one Godzilla film, what informs the challenge is the limited toolset of the little human beings. If I were to run a game like you propose: 1.) I’d use D&D 5E just for ease and familiarity but really anything works. 2.) I’d set a maximum power level just above the starter tier. For 5E, level 5 would be the cap. For pathfinder, level 6. For 4E, level 10. For dungeon world probably also level 5. If the whole party can fly and/or teleport or make a million attacks, the scale is probably wrong. 3.) I’d look really hard at environmental designs for encounters. Altitude is going to matter a lot. 4.) I’d divide modes of play into research, hunting, and conquering. 5.) I’d design the Colossi as dungeons and creatures, including region effects, lair effects, legendary actions, etc. Some thoughts on colossi -I suppose each body part is like a room, so it’s terrain and composition matter along with its Defenses, capabilities and HP -Each colossi should be deadly in direct confrontation, but capable of being made vulnerable by disabling certain body parts -each body part takes its own turn in combat unless disabled -there is a specific weak spot somewhere on each colossus that requires specific positioning to attack and damage - damage to this vulnerable spot is the only way to truly defeat the colossus. The limbs probably regenerate or reinvigorate after a round or two or three. -I’d set patterns of behavior for each colossus (like a bull or rhino would circle and charge, while a scorpion might rotate in place and strike) -I’d take a hard look at monster hunter for a while to see how groups go up against big bad monsters and keep a lot of that in mind. [/QUOTE]
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What's the ideal RPG system for a "Shadow Of The Colossus" style campaign?
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