/gdg/ - Game Design General

Merry Christmas Edition! First Saturday launch is now. May it live long and prosper!

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

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

>(NEW) On Game Design:
>indie-rpgs.com/articles/1/
>diku.dk/~torbenm/Troll/RPGdice.pdf
therpgsite.com/showthread.php?t=21479

>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:

anydice.com/program/a325
anydice.com/program/a328
anydice.com/program/a32c
anydice.com/program/a32d
therpgsite.com/showthread.php?t=21479
docs.google.com/document/d/1x9PlZYhVhJfVpNzompv8ms9tnlYkI6T4ychJedCmDrc/edit?usp=sharing
lookrobot.co.uk/2013/10/14/ten-things-hate-shadowrun/
twitter.com/SFWRedditGifs

Aww shucks, I fucked up those links of mine. Meh, I'll fix them for the next OP.

Aanyways. I think my current system (Misfortune) is already at the stage that I can't even add anything to it anymore. I can't even think of systems that I'd like to implement.

So I'll probably just start adding different possible setting rules there, like the magical girls stuff this time. If you see similarities to Accidental Magical Girl CYOA, you're definitely hallucinating. It wasn't made for me and my group to convert characters from the CYOA to Misfortune or anything.

Unified resolution mechanic for combat, social and exploration or one mechanic for each, so you can tweak one without messing with the others?

Have some nice examples of good design for social or exploration?

Here we go again /gdg/.

Just look at this dice curve. It's so perfect and beautiful.
anydice.com/program/a325

So, that brought me to think of a new roll resolution system. You can already see the basis of the system there, where you have 5 ratings: Garbage, Bad, Average, Good, Magnificent. Something to that end.

But the real kicker would be the critical system. It seems pretty obvious that critical successes and failures occur at 1 and 12, that much is pretty clear.

But there are three tiers of critical success. I need to find a way to calculate them, as of now I have nothing.

Additionally, there is crit confirmation, but the ends (-3d12 and +3d12) have it integrated. The confirmation is simply rolling d12:s until there is 3 on the table.

>Tier 1 (Critical): The end result you get is 1 or 12. anydice.com/program/a328
Just means best conceivable end result.

>Tier 2 (Miracle): The other dice are either 7 or over for success or 6 or under for failure
The end result transcends logic, meaning it's better or worse than imaginable.

>Tier 3 (Legendary): All the dice are 1 or 12
The chance for this is (0.06%) means it will happen once ever (Though I'm planning to incorporate game mechanics that kind of fudge this). It means something absolutely weird and mindbending happens. It can be tied to the success or failure, or can be something unrelated.

Like, I think people like crits so it would be okay? And because the basic system is so incredibly simple (If your assigned roll is over 7, you succeed)

I tend to roll constantly as I write or think about systems, puts my mind at ease. And I just happened to roll triple 1:s, the highest crit failure possible. Whoops.

Of course, that just the basic resolution system, nothing else, really. How I will even incorporate stats and skills (If I will even separate them, once again) will be a mystery.

I might go with something strange, like allowing dice to be turned, not rerolled.

Well, with turning, it would require some specially made dice, because d12s might be differently built and have different number distributions, and thus turning would become overpowered or stupid, like with Rhombic ones the probabilities would ultimately be different than with classic dodecahedron.

So maybe it'll allow rerolls of dice, one per skill rank or something.

The thing with the dice calculations to work out the miracle or crit chance... Now that I think about it, Tier 2 would more intuitively be having multiples of the same number, stupid me.

Copypasting the basis of Exalted dice system, I successfully calculated the possibilities of crits...

anydice.com/program/a32c

The regular rolling, with rerolls:

anydice.com/program/a32d

You have to know what you're reading to understand the probabilities here. Of course, first you put the mode to "At Least"

The stat value can be seen on how many successes are required:

1 --> 3
2 --> 2
3-5 --> 1

The probabilities of these are then read (kind of unintuitively) from the table equal to difference from 3:
3: table 1
2 & 4: table 2
1 & 5: table 3

Skills, then, are defined 1-3, and mean going one table down (representing a single reroll).

So, if a character has Strength 2 and Swordfighting 2, you check the probability from Table 4 against 2 successes.

Unintuitive as fuck to read, but all the info is there. You just gotta ignore all the successes beyond 3.

If someone could, I would appreciate if someone could get rid of those successes beyond 3 without affecting the probabilities.

But that's the jist of the system, real simple.

Oh shit, I forgot about you as I kept babbling to myself.

Personal opinion, I am a man of absolute unison. All rolls are equal before the player. If a system needs more than one system of rolls, I usually call bullshit on it pretty quick. The less people have to memorize different dice and modifiers they need to use, the better.

Like, rolling for damage with separate dice is meh, but not desirable in my vision.

Of course, I have my biases, I usually want my systems to be crystal clear (even though my tables there are messy, in play, they are pretty straightforward,
[just take 1d12, add disadvantage / advantage dice, you get to reroll one die per skill rank]).

cont.

cont...

If there is a hard explanation for it (like using 12x12 grids for exploration, thus 2d12 or something), using different systems is acceptable, but even then, I question the idea of not being able to adapt them to a simpler form.

Hell, I am a person who, day by day, becomes unable to make longer game systems. My current limit seems to be 5 pages (The main part of Misfortune), which basically covers almost all bases (At least ones I've imagined) that I would hope to cover in a game. Maybe some details could be added, but nothing substantial.

But this is, of course, more of me just talking about my own philosophy of game design rather than answering your question:

As you might have guessed, my answer is unified resolution, of course.

But you have to take into account that if some of them needs fixing, create a space where it can be fixed. Kind of like a tree of design. Each one of those is a branch growing in the tree, but to avoid having to chop down the tree, make two kinds of modifiers (or whatever), universal and specific. Use universal modifiers when you don't need anything else, and use specific ones when you need to fix the system. Of course, if you figure out a better way (like rating universal modifiers to categories, if that works), modify that into the game.

All I'm saying is: The design procedure is not a thing to be taken lightly. You will probably need to saw the tree at some point, just make sure that you don't saw too deep.

And no, sorry, I have no examples to give you about good social or exploration rules, too much of a homebrewer to even be savvy about public systems.

So I have been designing an RPG, and need a sanity check. I'll give a brief description of the RPG before I ask my question:

Fires of War is predicated on a different idea than most RPGs. Instead of controlling a single character you instead control a unit, normally between 5 and 20 individuals. Each player has such a unit and they make up an army. The game is designed around the idea you will bounce between playing individual members of your unit and engaging in large scale combat using your collective army. What I am asking here today is a sanity check on "Character" creation.

So I will lead you through character creation and if anything jumps out as terrible I would be very thankful for it being pointed out.

>to begin you, the player, are given a number a points. The standard number of points at character creation is 50, these are spent in a number of ways and are a generic character creation resource, the only other generic resource is currency which is also given in some amount during character creation, normally 50 units (currency after character creation must be changed into a particular nation's currency)
>the first step is buying "Stock", stock represent fresh recruits for your unit. This stock comes in 5 different options, costing a different number of points Poor, Mediocre, Competent, Trained, and Elite
>A unit's Stock determines its base statistics
>later stock can be upgraded, however purchasing low and upgrading costs more than simply buying high and takes more time, meaning a high initial investment is rewarded
>let us make an example unit, in this case I am purchasing 10 "Mediocre" stock as 2 points each (current remaining points, 30)

Now I have a bunch of guys and have to do something with them.

>Next step is purchasing a "Rank and File"
>The game comes with a number of jobs and upgrades for units, a Rank and File is a special job that is purchased and applied to all recruits in a unit, they are generally cheaper per unit. Other jobs can other be purchased for one unit at a time.
>Rank and Files not only change your Unit's statistics, but also give your Unit skills
>To continue our example I am purchasing "Rilfleman" as my Rank and File for 1.5 points each (remaining points 15)
>This gives my unit the ability to use Rifles and Pistols competently, and as well gives them the "Tactic" (a kind of skill) Stand and Fire
>Skills are divided into two large categories and several smaller ones
>Skills are either Military of Domestic (military are for combat skills and domestic are for non combat)
>Within Military there are "Tactics", "Styles", and "Competencies"
>A tactic is a particular action your unit can take, like forming a line to fire in this example
>Styles are always active abilities your unit has, like "Unbreakable" would be an examples
>Competencies are the ability to make use of certain equipment, an example would be "Siege Engineers" for cannon use

Now I have a unit of Rifleman, time to add some flavor and some specific with my remaining points.

(2/4)

>the other kind of Jobs are Specialists, specialists are applied to one unit at a time and generally cost more than Rank and File
>Specialists give your Unit skills
>Specalists also change that particlar indivudal's statistics greatly, often making them a good deal better
>Our example will continue in I am purchasing two specialists, a Sergeant (who will be designated my commander) and a Physician. The Sergeant costs 6 points, the Physician 8 (total remaining points 1)
>The Sergeant, as the commander, determines such statistics as the Unit's morale, the total number of units that can be commanded, and what base Tactics they can use (based on his Command score)
>The Physician gives the Unit the Style "Battlefield Medicine" and the Tactic "Collect Wounded", as well as the Domestic Skill "Medical Knowledge"
>This allows your Physician to participate in individual actions, letting him examine corpses to determine cause of death, diagnose diseases, and more
>A individual may have more than one job, but multiple jobs increase in price based on the number of jobs an individual has

Now we have a finished unit. Spending the money I would purchase them equipment, likely rifles, rations, etc.

Now to talk about some specifics.

Jobs, both Rank & File and Specialists often have "Discounts". For instance the "Augmented" (a kind of chemically modified human) are cheaper if you have an "Ordained Synthesier" specialist. Or the other way around as a "Sniper" specalist is cheaper if he comes from the "Rifleman" rank and file. Not only can jobs make things cheaper, but also what Stock the individual is, as well as his nationality (when you recruit you recruit from a particular nationality).

(3/4)

Now after one creates their own unit the party would come together. They spend "Army Resources", which work much the same way expect units created using Army Resources are not controlled by an individual. As well this is spend on things such as Siege Weapons, Monsters, Supply Trains, Etc. As well the "Army" units can only contain Rank & File and no specialists.

So here is my Sanity Check. Does this sound at all reasonable?

(4/4)

I've been tweaking the FATE system for a homebrew. One idea I wanted some feedback on is that you get to choose how many dice you use on a roll because it represents how safe/reckless you are with your action.

1 is safe
2 is normal
3 is daring
4 is reckless

The more you roll, the more chance there is for lower/higher numbers. Is this a good idea? Would it make the game more engaging? Do you see any problems?

Bumping for curiosity. I'm always interested in these threads, even though I never contribute to any of them. Game Devs gotta game dev.

Questions not worth their own thread: Are there any guides to making RPG rulebooks in LaTeX? I'm struggling with header appearances and tables taking up either All The Space or conflicting with text. At least, does anyone have any tips for hacking Nipajin so I can get the kind of thing I need?

I'd contribute more, but I don't know anything about RPGs, really.

You can contribute without knowing much. Throwing ideas around is usually enough to spark ideas in people.

Like, I can count all the RPG rulebooks I've read with the fingers of a single hand, and I'm one of the most active people on /gdg/. I'm just so deeply into game design, it's my only true passion, really.

Sure, welcome aboard.

I have no real experience with FATE (the system), but I own a bunch of the dice because I found them interesting, and my first proper game project had them in the centerpiece.

That system seems legit, depending on how you will figure out stats and other modifiers.

My suggestion? Make skill level (or whatever) change how many dice you can turn from: - to blank or blank to +. Of course, this makes it possible to only have really low ranks or it breaks the entire game.

Something like a 3-fold system, from
1: novice
2: expert
3: master

Something like that.

I think low numbers are good, even though players want to see the big numbers, in a sense. But if you deprive players of that, making them roll one or two dice most of the time, and suddenly they throw four and they're like jeezums this is hardcore.

All lies in the context.

If you don't mind that the game won't probably have a lot of stat development going on, go for it. Make character development spring from somewhere else, like equipment or situational bonuses.

I used to be more active in these threads, but work's been consuming my life over the last few months. I just haven't had the to do anything. I was happy I was able to push and get a version done, even if its nissing stuff, this week. Now I just need to come up with a command system.

>therpgsite.com/showthread.php?t=21479
This link is already in the OP, but it fits much better under the Game Design heading. RPG Stuff is far too nebulous to really direct people through its contents.

So I fucked up everything I added to the OP. Wonderful.

Well, I've fixed the text to my .txt file where I keep the OP post. I will probably move some of the RPG stuff to On Game Design, because I think RPG stuff as a resource for existing games, as such, I will probably rename it as "Game archive" or something to that effect.

My problem is that my schoolwork has been lagging for a better part of a quarter-year, and I still just KEEP ON POUNDING THE SYSTEMS. Which is good for the thread, I reckon, because I keep checking in and helping people out, while also starting threads and keeping them alive.

Maybe I should stop again, at some point, to get shit done once again. I had a long long break from making games, and when I started developing them again, I started lagging more than I already had.

Game design is just too goddamn strong against any other aspirations I have. Hell, I go to school to get lessons on video game development and I can't even focus there because I'm making tabletop games all the time.

Granted, I haven't actually made video games yet, those courses are still to come... This spring, and I should catch up before they start.

I know what you mean. I'll be going to school for the game design pretty soon myself (CS with emphasis on game design). I haven't really been working on my own systems, but I sit in every /gdg/ thread and contribute as much as I can

pls help

Doesn't sound any more complicated than a tabletop strategy game.

So /gdg/ I've got some fun for you today. I'm making my scifi game and have some scifi medical items listed here. I think I have balance for the system and everything but I'd like to know if it sounds scifi enough.

>Cauterizing medical tools: $150. +10 to first aid or Surgery skill rolls. Scalpel, foreceps, etc. made from an alloy that stops bleeding as it cuts. Special training is required to use without causing an embolism (Surgery 3 or patient has an 80% chance of suffering 2d10 damage even on a successful skill roll.)
Medical Adhesive: $80. +20 hp healed. A non-toxic chemical adhesive used to close or cover wounds. Often applied liberally. Not effective as a normal adhesive.
>Medical Droid: $150,000. A large overhead fixture of mechanized arms over a specialized surgery table. Can scan a patient for physical injuries and operate. Surgery skill: 8, no stat bonus. Often installed in medium ships, highly advised to have a doctor supervise. Medical supplies sold separately.
>Micro Defibulator: $350. Restore a character how is -10hp or more to 1hp. A pair small pads each about the size of a coaster. They are flat electrodes that deliver a powerful shock. Effectively useless after 1 use.
>STEM-I: $4,000 Treatment, $90 single shot (Heals +30hp.) Requires UBR to restore a limb, which is over the course of 3 months. A treatment designed to convert cells in the body into stem cells, and restore permanently damaged tissue.
>UBR: $2,000. +10hp restored per day for 1 week. Universal Bone Resin. A porous chemical that quickly hardens after being applied. Used to make a stint for proper bone regeneration surgery.

Page 9 bamperino

Simultaneously a bamp, but also asking people about the Misfortune system: Do you think there is anything missing?

Because I think I've covered pretty much all possible bases I can think of.

Like, maybe something to the effect of non-combatants doing actions simultaneously to conflicts should be added, but that's probably the single only thing, really.

Like, save some minor things, could be added, but otherwise it's just adding fluff to some generic settings (Things which might get less attention from things like GURPS, because they're even more niche: like Magical Girls right there. I'll rewrite YankESP (More niche) and hmm...

Another thing, in addition to before: What kind of niche games do you think this system could run? I know it will work for the Delinquents, will probably work for the Magical Girls and could probably do cartoon style in general. But what else, what else...

As long as it sounds like "Magnets, how do they work? Fucking miracles.", it'll work for sci-fi. So you're looking good.

Hello gdg. I made a game system and I have two factions so far with a third in planning. I need 5. Also, help me make sure that no one's too op. I have a feeling that the Order's Guardians are unkillable.
docs.google.com/document/d/1x9PlZYhVhJfVpNzompv8ms9tnlYkI6T4ychJedCmDrc/edit?usp=sharing

The rules are a bit primitive, there's things missing. Like there's no explanation for ROF or how to summon models into play (is there a range on it, how do you place them onto the field, do they activate when they summon?). Thing I'd suggest is that, when writing rules, use the mindset that the person reading has never played a game before, so you have to explain even basic concepts.

Seconding this.
When designing a game, you have to look at every aspect as if you were doing it wrong. When writing rules, look at it as if they have never played a game before. When balancing, assume that either they will break the game through strength or choose the worst options possible. The harder it is to play your game "wrong", the better experience your players will have.

Basically why almost every rpg book has a "what is a roleplaying game" section

Hmm, even though I want to keep Misfortune short, I probably still need to add a kind of "primer" to it, for total noobs. Well, extending a game from 5-6 pages to 7-8 isn't bad, especially because I will probably just stick some random setting materials to the back.

Its a polish thing, to be worried about once you're finishing the project. But other littles things like that help. Glossaries are a good idea if you use a lot of specific terms and ideas. Breaking down how entries are read is another one, if you list items, spells, or effects a specific way, a sample that's broken down is useful if there's a lot. Like if you have creature profiles for monsters, or an extensive inventory system.

Not directed at you, just pointing out little things that make a game easier to read that most people take for advantage. It comes second nature to a lot of people designing because its your baby and you know how its supposed to work, but to evryone else, its all new terms and ideas, so it needs to be explained. I actually had a few instances like that with my latest project, where I thought it was clear, but showing it to someone else pointed out things I missed.

Well, theres always little things that you can't account for. Really it's prioritizing what is most important and working down, eventually you'll get to a point that you can trust the reader to figure it out themselves.

There are railguns and an expensive harness with Velcro and magnets.

>YankESP

Lincoln had a psyops department?

I kind of don't understand afew things, like how weaknesses work. The hire the score is bad and lower is good?

I don't know how dice work in the system.

...

Allright. Yeah, weaknesses mean that they are basically reversed stats. The lower they are, the better. They work as the difficulty of your roll (You try to roll more than that difficulty). So if you have Clumsy 5, you have to roll 6 or more to succeed at a given roll. There are no separate TN:s in the game.

No, it's a play on the word Yankii which is a Japanese bastardization of the word, meaning delinquents. Sorry to disappoint.

Yeah, I'll try to get to that point. I'm currently at the point that more system-savvy people usually understand it just by reading, but I gotta add some simplified examples to make it universally understandable.

Any room for boardgame devs in this thread?

I've been trying really hard to get this shit done, but holy dicks is it slowly coming along.
We're all gonna make it lads.

Yeah, all kinds are welcome. Don't sweat it.

I've been at the boardgame dev table for about a year now, and I stop in here occasionally to ask about mechanics and the like. I'm about to submit a fixed hand trick-taking game of my own invention to a boardgame contest being judged in March. What are you working on?

>Trump Has the best Stats

That sounds pretty cool, care to expand your game a little?
What's the prize for the contest?

As for me, I am making a Sword and Planet game where the players lead a small warband of warriors across the dying face of Mars for glory. It's inspired by old school hexgrid boardgames and early sci-fi-fantasy shit.

Also to clarify:

Also, the roll is always 2d6, there are no other rolls in the game. You roll every time you try to do something rollworthy (challenging enough in comparison to the world's power level), and you aim to have the roll exceed the difficulty. If the roll doesn't exceed difficulty, you have options to choose from. You can choose to use powers (if the settings have those), or push the roll, adding one despair (the damage implement), or simply let the roll fail.

Modern/Urban Fantasy kitchen, choose between money, connections, advanced tech, secret techniques , Mastery high magic, divine magic, true magic and identity magic as your way to reach the top

It's hard to tell how balanced is it with a proper framework of the health and recovery systems, and the money system...as it is I would never care about the medical drone as it is cheaper to have someone using the +10 tools and having a few adhesives on hand

Neat. Fixed board, or randomized tile placement?

Fixed board. I am thinking the area around Olympus Mons.

Hmm... Thinking about page size...

If I want this game (Misfortune, of course) to be released physically, I would need to scale the book down to A5 (Letter to Americano) size... But having an PDF in A5 is about as inconvenient as it gets. The obvious solution would be to make both, but then the problem becomes about doubling the work on the layout. And the PDF would probably be either somewhere around 15-20 pages long, and filled with shittons of pictures (for a game of that length). Making the printed version A5 would basically double the page amount, meaning it would probably be in the ballpark of 40 pages (hefty enough to be a small handbook or so). This handbook would also be easy to take anywhere, and as the game only requires d6s, it would be pretty portable.

Your suggestions?

Although, the final () form would be to get actually a boxed set with like 10d6 included and maybe even reusable character cards.

If you're seriously on the road of "why would you release such a short game as a print?" I would ask you to read it first. The game is "hefty" in the sense that it can (in my opinion at least, but don't trust my opinion) hold on its own against ultimately more complex games. Or that's my take on it, of course. But the system has promise, at the very least.

Well, if you intend on releasing it in print, then there is some expectation of it making money, maybe no profit, but something around breaking even. This would mean that you need to make it as available as possible and doing double the work to have both PDF and A5 paperback versions seems like the most logical option.

I'd say go for it and make both.

Actually. I am an idiot.

The game will be like 40-50 pages long in A5, at maximum, probably. And the PDF will be shorter than that. The layout work will not be that long of a project with that amount of pages.

I'd imagine a batch of 100 pieces costing about 1000 euros to produce, and if I sold those at 25 eurodollers apiece, breaking even wouldn't even be bad or awful, especially if there were PDF sales on top of that.

Especially when my game kind of targets a niche not often aimed toward (Animango and cartoon nerds), I could even go to cons to sell it.

Yeah! That's a good way to look at it. Often devs shoot themselves in the foot by focusing to much on what they are making, and not enough on how they will sell it, or too much on the business aspect and not enough on the actual stuff you are trying to sell.
Gotta find that golden middle.
Aim for break even, and if you get more that's great. (include you labor into the break even thing)

Actually, about that, that 1000 dollar cost expectation is actually for the boxed version, but the really the cost of the game books is only about 350 euros for full color softcover.

I'm currently a student, so I can pinch some money from my student loans, and hopefully get some sponsoring from my family business.

Always overbudget, have a nice pillow on top of that. All it takes is for you to run into some shitty unexpected expenses that you did not account for the whole operation to go tits up.

About publishing it can be a bit tricky, once I started to plan/research on translating some third-party books and publishing them myself...The first two things you have to worry about is production and distribution, you need to know exactly your basic product and distribution is going to cost, with that really settled, you could try to find people to order your book before you do your first print run (the large scale one), crowd-funding plataforms and reaching out for some retailers could be solid ways to get at least a good initial sale, this way you may properly dimension the amount of copies you are going to want using the profit from your first sales to get some additional copies to distribute yourself, I would reccoment at least 100 and twice the sold amount at most (unless you have to order more, or you get a good deal). After that, I would reccomend going for print-under-demand, this may reduce your "profit" but it makes for a solid way to at least break even and have your product spread out (those platforms usually can handle most of the hustle of distribution and payment issues)

Kickstarter is teaching that lesson the hard way to so many.

Ah, thats an interesting take on it. That really seems like the kind of rpg that would fit in an anime and such.

Keep it up man! I like the character sheets!

I was going to sell mine digitally.

I know Amazon has services for both rpinting and digital sales.

Well, here's the the slightly updated HVM 1.4.

>Only big change was renaming "The Sage" to "The Layman" to give a better vibe for the idea of being a bit more grounded and being able to see the world easier.

My questions
>Traits, I've been looking at that section of the PDF and it just doesn't feel right. I like having a "Help me RP" section because it helps people get into character a bit more. Traits just need work.
>Encounter Ideas, just to make sure I'm not going crazy and my numbers are completely off, suggest some encounters for me to build or try to build one yourself. If it's easy? Good. If it's not, I need to reword it.

Thanks! I'll be going through the thread finding any questions I could answer or suggest.

Thanks! Yeah, I originally planned it as a lightweight system to play slice of life -type games originally, then I thought of the fighting system, and it kind of built on from there, and it retained the anime aesthetic at heart. Shit's super minimalist most of the time, and the tiny character card emphasizes on that. I will probably make versions that are a little bigger (trying to scribble to that tiny space is kind of aggravating to some people). The small size is also to empasize that you won't probably have too many problems and saving graces etc.

Still in planning though, I will release first in Drivethru, and the PDF exclusively there. I just gotta commission the art from Pilgrim first.

Late night bump.

sauce?

is there a problem with a dice pool of d6 > TN system?

Problem? Not inherently, but counting multiple dice can be somewhat of a headache. To some people.

Dice pools are good at providing a stable roll curve that slowly creeps upwards, but can be cumbersome (depending on the amounts of dice and how they're used).

Dice pools + TN are one of my favorite rpg game mechanics. It also makes me chuckle because it produces good memes for Shadowrun.

... Now, if only that game didn't shot itself in the foot by constantly spaming asinine rules... but that's another problem.

>lookrobot.co.uk/2013/10/14/ten-things-hate-shadowrun/

As long as the TNs are fixed, go right ahead. Variable TNs are the stuff of confusion and probability nightmares.

When working on a dice pool, why mess with TN if all modifiers can work on the pool itself?

That is true. Having a system where (for example) only 1s and 6s matter, and stats / skills raise the amount of automatic 6s you get:

More 1s than 6s = fail
More 6s and 1s = success

I'm making a competitive crawler/hunting game with modular terrain. I limited the terrain to 8x8 to avoid the "game randomly goes off the table" issues with a lot of modular crawlers.

With that in mind, do you think 4" tiles (subdivided in 3x3 squares) and 30x50/60mm minis is too big?

Depends on how much other stuff is needed on the table to play, but 32" x 32" isn't bad.

The player's class and equipment cards fit in a letter sheet-size space and all else you need is two decks of standard sized cards and the stack of face-down tiles you haven't revealed.

That should work then.