Game Design General - /gdg/

Hopefully this can stay up longer than five posts.

Useful Links:
>Veeky Forums and /gdg/ specific
1d4chan.org/
imgur.com/a/7D6TT

>/gdg/ on Discord
Channel: #dev
discord.gg/WmbThSh

>Project List:
docs.google.com/spreadsheets/d/134UgMoKE9c9RrHL5hqicB5tEfNwbav5kUvzlXFLz1HI/edit?usp=sharing

>Online Play:
roll20.net/
obsidianportal.com/

>RPG Stuff:
darkshire.net/~jhkim/rpg/freerpgs/fulllist.html
darkshire.net/~jhkim/rpg/theory/
therpgsite.com/showthread.php?t=21479
docs.google.com/document/d/1FXquCh4NZ74xGS_AmWzyItjuvtvDEwIcyqqOy6rvGE0/edit
mega.nz/#!xUsyVKJD!xkH3kJT7sT5zX7WGGgDF_7Ds2hw2hHe94jaFU8cHXr0
gamesprecipice.com/category/dimensions/

>Dice Rollers
anydice.com/
anwu.org/games/dice_calc.html?N=2&X=6&c=-7
topps.diku.dk/torbenm/troll.msp
fnordistan.com/smallroller.html

>Tools and Resources:
gozzys.com/
donjon.bin.sh/
seventhsanctum.com/
ebon.pyorre.net/
henry-davis.com/MAPS/carto.html
topps.diku.dk/torbenm/maps.msp
www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/demo.html
mega.nz/#!ZUMAhQ4A!IETzo0d47KrCf-AdYMrld6H6AOh0KRijx2NHpvv0qNg

>Design and Layout
erebaltor.se/rickard/typography/
drive.google.com/folderview?id=0B4qCWY8UnLrcVVVNWG5qUTUySjg&usp=sharing
davesmapper.com

Other urls found in this thread:

myth-weavers.com/forumdisplay.php?f=328&g=14083
twitter.com/NSFWRedditGif

We can hope. I'm currently on system celibate, but I hope I can break that soonish (I made it deliberately to get myself away from doing nothing but that). I can still give people criticism and advice though.

Feel like I'm in the home stretch, just have the busy work of going over each mechanics entry to make sure they're clear and consistent, and making final decisions on the Specialist entries. Except the magic section could probably use a lot more work.

Is the end game to create globalism and a central world authority?

I've been making progress in leaps and bounds. Every aspect of the game is becoming exciting to try. An RPG system with the following general goals...

1. Provide the most efficient, flexible tools possible to Game Masters so they can construct better worlds with less headache

2. Add as much realism add possible to the gameplay with minimal math

3. World lore that explains the existence of common language and other unrealistic 'tropes

4. Replacing the gonzo fantasy garbage (which I consider to be severe overcompensation) with a tasteful low fantasy dimension, where magic and monsters are properly regarded as terrifying. You can't "pick" a mage, you have to somehow find a way to become one

The standard systems are looking very promising and robust, so now I'm working on the "extremes/endgame" that will draw players in deeper.

it could be the personal goal of a player or players, but the default game type is more 4x fantasy risk storygame. Victory by single nation conquest would be one fairly straightforward way the game could end.

Here's a screencap of the character sheet for an rpg I'm working on. It's called CRAB

pretty slick, but obviously it provides me little insight

I'm going to go ahead and say those stats are Chutzpah, Razzledazzle, Autonomic Bodily Processes and Belligerence

>Chutzpah
>Razzledazzle
>Belligerence
I'm going to assume that these work like Pulchritude, Imagination and Vim.

I'll give out the actual rules eventually, but CRAB gains its core stats through a personality test that's called the CRAB test. The four personality categories technically stand for Consistency, Restraint, Attention, and Boldness, but the personality categories only influence the stats, they aren't the names of the stats themselves.

Some feedback:
Use block/justified alignment for any parapgraph that is not a quote (maybe use italics for quote). The first paragraph should stand out and draw attention. Increase the margin to the text border a bit, it looks crammed - like you can't afford space. Combine paragraphs 2 and 3 plus 4 and 5, the text looks too broken apart this way. The final paragraph should keep standing on its own. Conversely, the word tracking the spacing) between Nation And Wars is excessively high.

Typos: dyanmic, upn

>Perhaps both.
What did he mean by that?

The rest is very neat, especially the illustration.

>a quote that isn't an endorsement of the book
>five paragraph blurb
>making a back cover while any part of the rules could "use a lot more work"
laughing_publishers.png

>4x storygame
That sounds cool, however since 4x games are usually very crunchy and storygames are very not I feel like you're false advertising. Or misunderstand the terms. Or you're a genius.

>acronym for main stats

>Chutzpah
>Razzledazzle
>Belligerence
>Pulchritude
>Vim
I'd play an RPG with those stats tho

It started out as a test to find out how many words I could make out of CRAB. The answer turned out to be too much and the experiment went too far.

OK, so stop me when this sounds unreasonably difficult:

>Basic Abilities
Roll [2d6/3] six times in order to determine your character's Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma ability scores.
2d6 Roll ___ Ability Score
2 ____ +0
3~5 ___+1
6~8 ___+2
9~11___+3
12 _____+4

>Combat Abilities
Add up and divide your basic ability scores as follows to determine your derived combat ability scores.
[(STR+CON)/2] = Fortitude Defense
[(DEX+INT)/2] = Reflex Defense
[(WIS+CHA)/2] = Will Defense
[(STR+DEX+WIS)/2] = Physical Attack
[(CON+INT+CHA)/2] = Magic Attack

So, on average, most of your basic ability scores will be about +2, most of your defense combat abilities will be +2, and your attack combat abilities will be about +3. There's room for random variance, but the curves and averages keep everyone fairly level for the most part.

Yes

>sacred cow DnD attributes and mods
>derived secondary attributes

>2d6 has variance >5
>fairly level

Take a few steps back and tell me what you're trying to achieve here.

cracker feedback, when it comes to typography or most design principles I'm an amateur

it's a development of games that actually originated on Veeky Forums. There is a lot of bookkeeping compared to other games, but free-form and discretion dominate a lot of the outcomes (I'm trying to scale it back a bit so it is a bit more 'pick up and play'
For the main overhaul of the game that I started with, see:
myth-weavers.com/forumdisplay.php?f=328&g=14083

I'm polishing of a cheat sheet that should make most aspects of the game known at a glance

Thinking about ditching all the polyhedrals typically used for damage rolls and just using fudge dice (dice marked minus, blank, or plus).

Each weapon has an MAX/MIN expression.
1) Roll a number of fudge dice equal to the weapon's MAX.
2) Drop a number of minuses up to your MIN.
3) Add base damage and bonuses to the total.
That's how much damage you deal.

Base abilities are used for noncombat stuff.
The randomness is a nod to oldschool D&D.

But then you average them out to determine combat abilities, thus pulling some of that randomness back to a semblance of balance.

You still didn't answer the surprised seal's question.

Just beware that's its really really hard to go back once you start using fudge dice for everything.

Also you'll get called a hipster by all the other RPGs

Design Patterns are as useful for designing things as TVTropes is for writing scripts.
Good as an analytical exercise on existing designs but leads to terrible bottom-up monstrosities with no unifying architecture

>center-justified text
I threw up all over my phone

just finished this baby, you are gonna fucking LOVE it

I've got the framework for my own game system, and I spend a lot of time adding, removing or adapting mechanics to it for various settings. Lately I've wanted to run an early Final Fantasy medieval magitek crystals setting; anyone familiar with similar games I can look into?

In particular, I'm interested in how to adapt the job system to a TTRPG.

Bump

Which of you ding dongs thought it would be a good idea to mess up the project list by moving yourself to the top?

Is my rolling system easy enough to understand? I thought it was easy enough but then I tried writing it down and suddenly it was a lot harder to describe in words.

My goals ( as usual ) was to create a d6 system. But this time I wanted it to have degrees of success as well. Is it overly complicated.
The expected amount of dice the player will be rolling is three, with 2 ( the minimum for a regular access ) being significantly more common. The math looks nice on anydice, an Attribute of 5 gives you a decent chance of success with a minor success being 83% chance, normal success being 50%, and a critical success being about 5%.
I suppose a drawback is once you get an Attribute to 6 or higher it becomes impossible to flat out fail though. Luckily minor success which is common enough covers bringing about conflict if you need it.

Or if you know how to actually be creative, it's a great education on what works and how it works

Fuck, I need to update that. Not even my current projects listed.

Me, evidently?

I'm as confused as you are.

Where do kanji go in alphabetical order, anyway?

Not a big deal it just threw me off when I went to look at new stuff.

Well, it's alphabetized now. So I'm on the bottom of the list. I hope no one has a problem with that.

just a quick read through
page 1, column 2:

select 5 skill.

Should probably be skills. Also, Skill is the name of an attribute. Also, the 5 skills you suggest to select seem to be subsequently referred to as 'abilities' ('proficiency with an ability' then right after as 'Each Skill' (other references to abilities as skills in Navigation and Stealth, making stealth a Skill skill).
To smooth it out a little more, Attributes are described colloquially in their entry as physical and mental 'ability', a synonym might be warranted to clear that up.

With 5 as the default Attribute level, why is that attribute level associated with a cost on the table? For the purposes of spending XP?
Similarly, if failure is impossible at 6, what are the benefits of attributes above that?

Now I think I get the rolling system, but I don't know how to do step 0 and determine how many action die I have available (maybe I'm not supposed to given the information in this document).
Similarly, back on page 1 column 2, is the bold text suggesting I get 3 bonus action die per encounter if I select at least 1 skill tied to each of the 3 attributes. If so, could be a tad clearer, if not, might need to be a lot clearer.
I think it might be saying you get 1 bonus die for Action rolls of that attribute per encounter (it's clearer in the Ability checks entry).
I don't know what step 3 rest dice are (again maybe you are not covering it here intentionally) or how to determine if I have them and how many
Now for step 5, the wording is odd. ignoring dice that bring the total above your attribute. So, not ignoring each die with a face value above your attribute? If you have two 3's, and three 2's, and a relevant attribute of six, do you select which dice to keep based on choice?

Alright, here's an idea I've been kicking around for a while and haven't written down at all until now. It struck me that the classic 'crime movie' is much less about what happens when the characters succeed, and much more about what happens when they fail. So a game that's trying to create the same madcap feel should have fewer rules for what happens when players pass their rolls, and more rules for what happens when they fail them.

The core mechanic would be a 2d6 roll against their fixed "success range." A good stat might have a range of 5-9, a bad one 7 only. Any roll with the range would be successful; the character achieves whatever they were trying to do. A roll below the range fails due to not going far enough - the character loses his nerve, flinches, or lacks the skill. If the roll exceeds the range, you go overboard, 'succeeding' in such a way as to further complicate the situation - you end up drawing police attention, or enraging the local organized crime family, or escalating that 'in-and-out' bank job into a hostage situation...

Further mechanics (still in the early stages) would give you a little more control over how things turn out by letting you choose to add or subtract from your score prior to a roll, helping you avoid one of the two outcomes but making a 'clean' success less likely.

Thanks for the feedback
>Should probably be skills. Also, Skill is the name of an attribute. Also, the 5 skills you suggest to select seem to be subsequently referred to as 'abilities'
Yeah I realized there was a syntax error so I had to rename Skills into Abilities because there was already a Skill Attribute.
>With 5 as the default Attribute level, why is that attribute level associated with a cost on the table? For the purposes of spending XP?
It has a cost to reign in Attribute Scores. Once you get above 6 it starts getting out of hand with success percentages but I didn't want to completely rule that out so instead you have the option of going 6 and above at the cost of potentially being crippled in other Attributes. If you have an Attribute at 8 you have an 89% chance of a normal success and a 26% chance at a critical success. On top of a guaranteed partial success, though that isn't so bad as a DM can still punish you with it.
>Now I think I get the rolling system, but I don't know how to do step 0 and determine how many action die I have available (maybe I'm not supposed to given the information in this document).
Yeah I didn't write that down, I'm still undecided on how easy I want Action Dice to be. The default value is 1d6.
>Similarly, back on page 1 column 2, is the bold text suggesting I get 3 bonus action die per encounter if I select at least 1 skill tied to each of the 3 attributes. If so, could be a tad clearer, if not, might need to be a lot clearer.
Yeah that's how it is supposed to work for now.
>I don't know what step 3 rest dice are (again maybe you are not covering it here intentionally) or how to determine if I have them and how many
That's not finished but the idea is based on the quality of your resting place and food you get additional dice that can be spend on recovery or to boost your Action Dice.
(1/2)

>Now for step 5, the wording is odd. ignoring dice that bring the total above your attribute. So, not ignoring each die with a face value above your attribute? If you have two 3's, and three 2's, and a relevant attribute of six, do you select which dice to keep based on choice?
Yes you are supposed to be able to select which dice to keep. So in your example you could keep the three 2's instead of the two 3's.

It's incomplete right now but my idea was that you would commonly have 2-5 Action Dice which would give you a decent chance of success while the limit based on your stat still keeps in interesting where more dice doesn't always mean you're significantly more likely to succeed if your stats don't support it. And if you have a stat of 3 or less it almost doesn't matter how many dice you roll, you're rarely going to do better than barely get by.
(2/2)
Again, thanks for the feedback. Need to make it more clear based on what you're saying.

Sketching out ideas for a card-based system.

The GM deals five cards from a standard 52-card deck out to each player at the beginning of the session.

When called on to make a test, play at least two cards from your hand of the same suit or value. If you can't you fail the test immediately.
If you do, add the values of all cards played in this way plus your relevant bonuses, and compare the total to a difficulty value (assigned by the GM) to determine if the test is successful.
You can use a major action to discard any number of cards then draw back up to full, or use a minor action to let an ally do the same.

In a squad-based war game with a main focus on customization would it be too over the top to include an ammunition system (on top of stamina, steam, and electricity)?

Probably. That's a lot of things to keep track of. I tried with mine, and it didn't add anything to gameplay

Depends. Are you using a phone app to help track that stuff? Sort of like Golem Arcana?
Because if so then I could see that working.

Hello Veeky Forums! It's me smash user!

I've been working hard on this one and revamped the stats and combat via adding more to the defense options, iniative, and grappling.

I also streamlined the stats and rolls but honestly I may very well change this back to what it use to be(The dice rolling will probably stay the same. Hell I might make it to where you have a dice pool depending on the stat and depending on the attack your trying to pull and circumstances of the attack.).

I also got rid of recovery stat and simply make it to where the character auto recovers at the end of the turn.

So tell me your thoughts and please point out anything you don't find right.(Especially my grammar!)

A bit too over the top. Even if each squad is counted as a whole, there's already 3 potential resources to keep track of already.

I would play the shit out of this. It'd be really easy to run a quick off the cuff game where your party picks a few things they're good at (driving, shooting, intimidating, poker, knots, grip strength, etc), one or two things they specialize in, and then just go.

*party members, not party as a whole of course

Seriously though, I love this idea. Gonna spend some free time over the next few days hashing this out more for personal use. I intend to keep it as light as possible, since I would use this primarily to introduce people to the basic concepts of role-playing and to run quick one shots with my (very busy) friends. If you wanna compare notes or get more feedback when you have a more solid draft feel free to hit me up. [email protected]

Glad you like it! It sounds like you've kind of picked up the main goal I have for it: keeping it light and quick-playing for one-shot games in the flavor of Guy Ritchie or (old) Tarantino.

I feel bad that I don't have more to give you right now; I'll try to type some things up over the weekend and get it sent off.

Here's an interesting looking document I have yet to read through, but want to use.

Been working on a module for a little while that I would really like some feedback on, and who better than my fa/tg/uy brothers?

Without going into an obnoxious amount of details the goal of the game is to create a system where the players can build their characters entire kit from the ground up.

the long and short of the world is that just about everything (machinery, weapons, vehicles) are powered by a force that circulates through the planet. The people of the civilization that dominates the landscape have found a few ways to tap into that and manipulate it to produce an endless variety of effects.

this gives the players 3 (maybe four I haven't fleshed the last one out) ways to generate their primary resources, from there they can choose the ability mechanics they prefer for their skills to round out their overall set of skills. I want people to be able to generate the fluff for how things function based on their preference (e.g. I chose deal fire damage, my character fights with a gun so I'd like him to shoot fireballs instead of bullets for this attack.) But I'm worried that will seem lazy to some.

As far as the rolls and number crunching it's set up currently to be lightweight. the barebones rules I have established function off of a dice pool with the power spectrum ranging from 1 to 8 dice, 1 being slightly below average 8 being near demi god status.

if anyone has any feedback or is interested by the idea please feel free to let me know so I know if I'm on the right track. If I'm not any help to get there would be much appreciated

Its been quite a while since I've posted about Hard:Suit but I'm attempting to create a quick 'cheat sheet' for its core character creation. difficult life situations meant it had to be put on the backburner

How does this read so far? At the moment i'm most concerned on how the core dice rolling is explained and if I've made if clear how tests are taken.

Feedback greatly appreciated.

I'll ask the dumb questions.
What do you fight? Just each other? Is it a PvP game?
What would the "ultimate end game" content involve? If I invested enough time into your game what would I be looking forward to?

Without knowing the kind of encounters involved everything I see can be interpreted as too much, too little, good, bad, anything

The PDF I posted is more a 'are these rules and explanations ok' kind of thing rather than a 'WELCOME TO THE WORLD OF...' thing.

In regards to why you fight, the short answer is 'because you're being paid to and money is essential' and the long answer is 'regional balkanisation and chaotic environmental effects leading to private militia doing battle with each other'

Ideally it will be a campaign type game where a GM would direct the group of pilots through a series of narrative based missions on behalf of a higher power/ government with its own motivations. Things such as assaulting a experimental suit design facility to destroy a prototype (or steal it) to guarding an essential supply line from ragtag ex-soldiers turned bandits (or possibly siding with them and seeing how going full privateer works out for you) Fame, fortune or just a lasting name might be carved out in doing so.

That sounds interesting. I'd be willing to try it out for a quick 1 dungeon setting.

Sorry to hear that you had life issues pop up. I'm hoping you were able to or will soon be able to resolve them.

no prob man. Rules light systems aren't generally my thing but I respect the effort

Simple question

Should power armor replace the wearers strength, or add to it?

I want to say it replaces it. In my mind the person inside is just directing how the strength is used. Like a forklift operator. Machines adding to strength works better if it's part of the person, like a cyborg.

Thanks, its more or less sorted now so I can get back to work. What I posted earlier is a more stripped down version of the current stuff I have, there's more to character creation but mostly extraneous to mechanics really.

Working on the mech modification and equipment part now. Any expectations for something like that?

replace I think since its not directly adding to the muscles of the wearer but switching them out for the mechanical strength of the suit.

"Halve all damage you would take, rounding up."
Vs
"You take half damage, rounding up."
Vs
"When you would take damage halve that damage, rounding up."

The first one.

How does this sound for a morale system? Models have 2 stats, Nerve which is 3 on average, and Stress that starts on 0 normally. As the game progresses, and certain demoralizing things happen; troops killed, being heavily wounded, losing objectives, the like; models gain Stress points. At the end of a turn that a model has gsined Stress, they have to test. They rolling a number of D12's and each die that rolls equal to or over their current Stress is a success, natural 12's count as 2. If they roll 2 or more successes, the test is passed, otherwise they fail and run.

How do you intend to track this?

Heya folks, I've been working on a game for about two years now, and I'm thinking that it's bare bones playable now. Any recommendations for how to get it playtested?

Probably keep a track on the stat card for each model.

That sounds a bit cluncky. Other than that the idea is not bad. Depends on the exact values involved.

Beware of any book keeping you add to the game. It always has a heavy cost. Make sure it is worth it. Self-tracking tricks, like keeping the killed models to the side of the unit so you can count them and use them as a variable later, are good ways to avoid such issues.

Its for a skirmish game. Players control teams of 6-8 models as they go treasure hunting in alien ruins. I want to capture that feeling of stress as the fight each other and what is lurking about in the dark, dead ruins.

If you only control a few units then keeping a sheet for each of them is more reasonable.

There's the game finder thread in the catalog where you can try to recruit some playtesters. Roll20 probably has something similar. Exploring larger game design communities online might be a good place to look. If you have an FLGS you can ask people there if they would be interested. The first place to start would be your group of friends though.

Continuing with ideas, I was thinking of including options for aliens in players' gangs. The idea I have right now is standard unit profiles, and them templates to put over them. Like, one of the aliens are large dinosaurmen. Whatever classes they are would have a standard human profile, and then you'd put the template over it, and change stats and rules appropriately.

Do you think people would be fine with that, or would they want more tailored entries? I know its common in RPGs, but not really in wargames.

I can't remember much of the last time I looked at your doc. And I don't know much about wargames/skirmish games. But the question you should be asking yourself is "Is this necessary?" Does it fit what you are trying to do? Is it worth the effort? If it's just a gameplay option that can be added or removed as necessary by the person in charge, just leave it for another time. If you want it to be part of the core then see what works best.

It seems like it would be more work for you to balance bringing in different races with stat changes, different sizes, and probably new tech.

This is a new project, actually. Its a progression sci-fantasy dungeon game, like Mordheim in space. The new system is pretty simple, it uses a dice pool system where one stat is the number of dice, and the other is what you need to roll to score. Most stats are pretty standard, race would mostly affect certain special rules or equipment choices.

Well if it fits in the system naturally enough I don't see how a little extra player choice is a bad thing.

>formulating game
>read up on Exalted
>practically making a clone
O fug.

what happened to skyresh guy? is he kill?

i haven't seen him posting here or updating OP shit in a while

I saw him pop in a while ago with a "I'm not dead yet, but not much else happening" post.

yeah, proper research before making a game is important. and time-consuming.

He's been active on the Discord too I think

Bump

Easy to dive too deep though. I've spent the last month reading rules for games I'll never play.

Here's a quick idea that I've been throwing around. If anyone listens to the One Shot Podcast, they might know that the crew behind it really wants to play a Legend of Zelda game, but they've found neither the right system or the right players to handle it.

I've sort of taken it as a challenge to maybe do something about the first part.

As is my preferred medium, this is going to use the One Roll Engine, specifically as used in REIGN. Meaning characters are build out of a combination of Stats and Skills, each between 1 and 5. You add them together to get a pool of d10s to roll, and you try to get matched sets of dice to do stuff. Pretty simple.

My idea is to incorporate the three Triforce pieces into character design in the form of Destinies. Your Destiny is based on how well you exemplify certain aspects of heroism, manifest as the combination of 2 stats.

>POWER: Vigor + Authority
>WISDOM: Mind + Sense
>COURAGE: Grace + Charisma

However, each Destiny also has an internal scale, from 2-10:

>POWER: Protection ---------- Conquest
>WISDOM: Understanding ---------- Cunning
>COURAGE: Valor ---------- Ruthlessness

The idea being that the more you exemplify a certain Destiny, the harder it is not to be lead down a dark path by it; thus any person can be corrupted in the pursuit of their Destiny if they don't keep a close watch on who they really are.

In addition, each Destiny is linked with a form of Corruption, which goes from 1-5 and acts as a secondary Stat that you can roll in place of a main stat within that Destiny. These are increased if a character fails in pursuit of his or her destiny:

>POWER: Wrath
>WISDOM: Secrecy (in the sense of pursuing forbidden knowledge)
>COURAGE: Madness

So for instance you could make a Vigor + Athletics roll to push a boulder, or you could roll Wrath + Athletics instead.

Each Corruption comes with certain active bonuses to use but passive problems arising from its growth that characters have to deal with.

here. I decided to start with a system like this:

Each character will choose a major job that they cannot change; only one person in the party can have that major job. In addition to stat boosts and passive skills, the character gains a special command.

Characters will later unlock a minor job, which can be changed freely; players can share minor jobs, but they only gain some passive abilities.

Later, the combination of major and minor jobs becomes an advanced job with its own unique command.

What do you think of this roster? Sadly I had to leave out my favorite, red mage, as it doesn't really fit into this system (I would have trouble finding advanced jobs for it; let me know if you have ideas).

This system seems extremely crunchy, but I reckon it would have to be to really pull off FF.

Thank you for sharing. It's a good inspiration, even if I'm coming from a very different angle. My system is a 2d6 game that takes cues from Dungeon World, FATE, Cypher, Blades in the Dark and a few others.

Cool, hope to see something in the project list eventually.

Its good, though. You have to expose yourself to stuff. Its how I went from a basic 40k knock-off to something that looks nothing like a GW game.

Last page bump.

Well, I notice that you don't have any Samurai in there. Nor do you have Sword Mages or Blue Mages.

I think some of these, like White Mage + Monk = Astrologian and Thief + Monk = Machinist, are stretching things a bit.

OK, how about these for Red Mage advanced jobs:
>Arcanist
Red Mage + Red Mage
>Time Mage
Red Mage + Black Mage
>Onmyouji
Red Mage + White Mage
>Machinist
Red Mage + Thief
(Then switch Thief + Monk to something else)
>Chanshi
Red Mage + Monk
Advanced Command: Meditate

Red mage + warrior = spellblade

OK, what about these recommended changes?

Thank you for your feedback! I actually did take the time to add Red Mage earlier today, so I hope you like it! As I thought about it more, I wanted to add more symmetry to the class layout that would also reflect the four approaches in my game:

>Job
>Approach

>Warrior
>Force

>Thief
>Guile

>Monk
>Force/Guile hybrid

>White Mage
>Passion

>Black Mage
>Logic

>Red Mage
>Passion/Logic hybrid

Not only is the red mage my favorite Final Fantasy class, this also gave me the opportunity to add some of the more exotic classes such as Magic Knight, Blue Mage and Time Mage. I agree that Astrologian and Machinist are a bit of a stretch, but I wanted to include Machinist at least because it brings technology to the table. Maybe I'll replace it with Gambler. Any better ideas for WM+Monk?

I agree Warrior/Monk is a good fit for Samurai, but the Dragoon job is much more iconic and I could not think of a better place for it.

I also used Thief/Thief=Ninja because traditionally Ninja is the "super thief" in FF, similar to how Knight is the upgraded Warrior, Magus is the upgraded Black Mage, etc.

I know it isn't pretty right now, but in the book it will be presented as, "If you pick this main class, this will be your dressing room." Tomorrow I'm going to research the jobs in Bravely Second to get more ideas. Most of these are from FFIII.

Heresy might be a more straightforward name for what you're getting at than Secrecy
The One Ring also has a similar corruption subsystem about falling to shadow. Wizards get tempted by dark knowledge and soldiers are tempted by power etc

Bump

Ze bumpingz! Zey do nozink!

nice quads

Yeah I'm thinking either this, Obsession or Distrust as the corruption of Wisdom. Mostly because I think Heresy would b hard to roleplay

Obsession and Distrust are definitely better choices. For which, I guess it'd be how you want to portray the corruption, either Obsession as the corruption of seeking knowledge, to the point where nothing else matters, or Distrust as the corruption of paranoia from learning too much. Personally, I like Obsession more than Distrust.

Holy crap, I didn't even notice and I was certain the thread was going to drop off the board after my post, for undisclosed reasons.
Quads of Life, gentlemen!

First quads, now double dubs? You're an absolute madman.

We should consider merging /gdg/ and /wbg/. They both risk 404ing, but together they might live long enough to hit post limit.

I have a question of scale in wargaming.

I'm working on a system to handle modern military engagements, around the company level, controlling squadrons of infantry and individual vehicles as 'units'.

The problem is modern systems operate on ranges of kilometers with many weapon systems having ranges exceeding 3km. Currently the smallest unit of measurement that i feel still holds the tactical detail I'd want would be around 50m, either as a grid or hex for units to occupy or essentially as a 'base' of a model on a free map.

The question is how to manage a map of a relevant size, and how to handle unit markers on said map, and while its unlikely I'd make an actual miniatures line or anything (im mostly doing this for fun and maybe as a large scale battle system for rpg projects) if it would be possible to find a scale where a miniature could fit on a base, or inside a grid/hex on said map.

Basically, my only ideas thus far is figuring out decent numbered tokens to fit on graph paper, with an area of operations encompassing two or more pages stuck together. Or playing it digitally, using markers on a map in a program that allows good zooming in and out.

That's where I'm at currently, and I'd like to hear some opinions on that kind of scale (are the minimum measurements too large, or should i consider going even larger?), or the compromises (like playing digitally instead of table top, or squeezing in on graph paper?) needed to encompass it. Or for that matter if people have any other ideas on how to handle it?

It's replacement, because you'd be fighting the actuators if you tried to "add" your own strength to the machinery.

Post a document and someone might even try it here

/gdg/ is usually focused on mechanics, while I'm guessing /wbg/ is focused on fluff. This thread may move slowly but at least it's not distracting.

Well you can try and cut down on whatever weapons have such large ranges, as they seem to be the root of the problem. If you're adamant on keeping them in, try looking at how model trains use different gauges to represent scale.