type_1

joined 2 years ago
[–] type_1@ttrpg.network 3 points 1 year ago

I hate to be pedantic (this is a lie), but I'm pretty sure Worlds Without Number is actually the fantasy version of Stars Without Number, since Stars came out first. This doesn't change your point (also I agree with you) and I'm really not sure that this information is helpful in any way, but here we are.

[–] type_1@ttrpg.network 1 points 1 year ago

Thanks! That system mostly came out of a home rule I use in pretty much every system I run. Very few of the mainstream TTRPGs seem to point out that turns can be of nearly any length so long as every player gets one.

[–] type_1@ttrpg.network 1 points 1 year ago

Sorry for the late reply, I got distracted with some real life stuff. Basically, it's a classless system that focuses on skills and formalizing a lot of the house rules I like to use when I run pretty much any RPG. I don't think it's going to make too many waves, and I've definitely reinvented the wheel a few times, but it's also kind of just a personal project that I'm to have actually finished and put out into the world. I've tried to beef up the support for exploration and social encounters compared to DND 5e, but I also wanted to make sure mechanics were somewhat unified and streamlined. No clue whether or not I succeeded, I sure did enjoy writing it.

 

I wrote an RPG system that matches what I've always wanted from a system and never been able to find. Posting to a different community on this instance because I realized this one is a better place to post it.

 

Basically what the title says. I wrote it to match my own tastes as much as I could and my last attempt at writing a game system was 8 years ago, so feel free to tell me how bad it is lol

[–] type_1@ttrpg.network 1 points 1 year ago

I do not use CR to build encounters, and I use milestone experience, but in 4e, a minion was usually worth 1/4 to 1/2 the experience of a monster with equivalent stats.

[–] type_1@ttrpg.network 1 points 1 year ago (2 children)

This might be in the 5e DMG and I'm just forgetting, but I'm a big fan of the 10 minute exploration turn while the party goes through dungeons. I find that it helps things move faster and helps players feel like they're getting enough time in the spotlight during the exploration phase. Rather than figuring out how far they can move in 10 minutes, I just allow characters either to move into an adjacent room (provided there is an unblocked passage to do so) or an action inside of the room. Actions in the room take the whole 10 minutes, but I usually let it slide if a player wants to perform a short sequence of actions to achieve a single result, the whole sequence getting represented by one roll if necessary.

To streamline combat, I have ported over minions from 4e (Matt Colville and I actually converged on this, I had been doing it since I switched to 5e and didn't find his video on it for years) and a modified version of the coup de grace rules. Minions are monsters with full stats and attacks but they die in a single hit, no matter how much damage they were dealt. For the modified coup de grace, if a player character deals half or more of a monsters HP in a single hit, even during normal combat, that monster dies immediately. Anything that gets the monsters off the field before they get boring really, since it allows me to throw out large waves of enemies that only take a few minutes to fight since many of them go down in one hit. I run a fairly heroic game of d&d so letting the players plow through enemies helps create the vibe I want during the game.