A thread dedicated to discussion and feedback of games and homebrews made by Veeky Forums regarding anything from minor elements to entire systems, as well as inviting people to playtest your games online.
Try to keep discussion as civilized as possible, avoid non-constructive criticism, and try not to drop your entire PDF unless you're asking for specifics, it's near completion or you're asked to.
>>What's the best way of handling turn order that you've come across? I really like Shadowrun's approach. You get one random number based on dice, and one flat number based on stats. Everyone goes in order and once that stops, a new turn order begins with initiative -10, so anyone with more than 10 initiative acts again. of course the whole "decreasing the number every round" thing can be simplified by counting extra turns (A15, B6, C3, A5)
Only issue with that is that it separates COMBAT and NON-COMBAT characters very harshly
Benjamin Jenkins
Let's start off with complete insanity. I'm going to be refluffing Don't Rest Your Head as a comfy Animal Crossing homebrew. Instead of collecting madness and going insane while fighting nightmares, it'll be collecting grumpiness and going home while helping your friendly neighbors.
Prepare to be COMFY
Daniel Evans
That's something I did not expect when I suggested that you read Don't Rest Your Head.
I don't think anyone would've expect that. I'm still kind of dumbfounded, but I guess it works. I'm interested in hearing how it works / worked out.
Joshua Kelly
What are everyone's thoughts for tracking fatigue for players, but not for mooks/baddies?
I'm trying to cut down on the material components required to run NPCs, and since my game is card based, I was considering just giving mooks 13-27card decks.
Cooper Johnson
As long as it doesn't give enemies a direct advantage over players, Enemy mechanics should be made separately and simpler than their Player equivalent. Each player is in control of one single character, while enemies and NPCs depend on one person (the GM) to keep track of everything. Do your game, your GMs and yourself a favor and simplify mook rules to your heart's content.
Jonathan Jones
Sorry, I should have clarified: after using a card, it's discarded until you rest. Therefore a players discard pile is a physical representation of the fatigue they've accumulated.
James Richardson
Is it expected for a single mook to survive through an entire deck?
How many cards do you need to use before you defeat one mook?
Lucas Bailey
A mook on average will only last 1-2 attacks, with a card being used for each attack.
At higher levels a single card could be spent to take out multiple mooks with a single action.
I'm considering breaking NPCs into three tiers: single court, single color, and full deck.
A mook would be single court, a "champ" or "Lt" would be a single color, and a full deck would only be used for key NPCs.
Robert Smith
In that case, tracking fatigue for them is pretty much meaningless. Go ahead.