ITT

we try to come up with a game mechanic that will ruin the game (but we try to be subtle about it).
>every hit has a 1 in 20 chance to insta-kill
>stat and skill bonuses on level-ups are decided by rolling dice
>bullets bypass armor on default

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What the fuck happened to his skull?

>the only way to get items is to loot them off fallen enemies or NPCs
>this makes it possible to get the strongest magical weaponry and armor in the game by just killing peasants until one drops randomly

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bone cancer

This is osteosarcoma, a neoplasmic reaction. These jagged points are the result of rapid deposition of osteocytes, as opposed to slow growth, which would be indicated by smoothed, healed edges. It is malignant and, almost always, fatal and painful.
use google you stupid fucking ape

>enemies only have a set percentage chance to drop what they are wearing

Not only this, but most powerful weapons and armor are sentient and are outright hostile to the players, so even if they are dropped they will be effectively useless.

>>every hit has a 1 in 20 chance to insta-kill
>subtle

Nigga please.
Just make a rule that projectile weapons penetrate armor (so no magical bullshit or anything against them) While having reasonably high amount of hp for the players THEN make a rule that for projectile weapons every time someone rolls the max amount for a dice they can reroll the dice and add the amount to the previous max roll. And if the second roll is the max then they can do it again and again to infinity

We Savage Worlds now

PROTIP: that's called exploding dice

>HEN make a rule that for projectile weapons every time someone rolls the max amount for a dice they can reroll the dice and add the amount to the previous max roll. And if the second roll is the max then they can do it again and again to infinity
That rule is actually radical, fuck off.

bone cancer.

>XP from encounters are dicerolls for each PC
>need to crit on a d20 to increase a skill
>encumberence penalties can be ignored with a successful fortitude save with DC = to the excess weight in pounds

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that's just exploding dice.

>hit tables
>succeed in a to-hit roll, roll another die on the hit table
>position your attack hit detirmines the damage dice

I think that's just Pendragon, user.

>To encourage healthy role-playing, every character class is assigned its own vague, highly-restrictive, and unique code of conduct
>(including gems like "cannot allow anyone to blaspheme against the cause of righteousness", "can never commit a lawful act", "can never allow the use of a magic item", "can never commit an act contrary to the teachings of Pelor" [pelor's teachings are never mentioned anywhere else], "must always attack from surprise when able", "can never attack from surprise", and so on).
>To encourage fun party conflicts and meaningful discussion, these class conduct codes sometimes directly contradict one another.
>Violating your class code under any circumstance, even under duress, without knowing, or under magical compulsion means you immediately lose all powers and abilities related to your class. This ensures good role-playing.
>The class abilities are lost until the character both undoes the violation (how this works is not defined) and gains the full, sincere, formal, and public forgiveness of an NPC member of that class of equal or higher level. The presence or existence of such an NPC is not guaranteed.
>NPCs typically require the completion of a solo quest for forgiveness, in addition to righting whatever 'wrongs' the PC committed.
>Being helped or aided in any way by other player-characters in this solo quest (even if the character is unaware of this help) causes the character to instantly and irreversibly revert to a level one classless character who may never again gain levels in the character class from which he fell. He may begin anew however, gaining levels in other classes through experience as normal, albeit at the normal cross-class penalty. This prevents devious players from "cheesing" the atonement process.

Instead of writing all that, you could have just said
>classes

Every time you make a roll and crit fail you manage to not only fuck up but actualy help your adversaries
>friend trageted with crit instead of enemy
>weapon so horrible that smith kicks you out of his forge and gives you nad reputation
>by tripping over your own leg you somehow managed not to only wake a dragon, but also make yoursef look very tasty. Dragon gets +2 vs you at everything
Punishing players for bad rng WILL destroy your game

Well yeah, but then I don't get to pat myself on the back for making reference to the 3rd edition dnd paladin

Ouch. Is it why bone cancer is considered onr of, if not THE, most painful cancer? Your bones grow and stab you?

On every successful hit, roll a percentile dice. If you pass, add a tally to your weapon. If you fail, your weapon is damaged. If you critically fail (>50 below passing threshold) the weapon is irreparably broken. The roll to pass is 2^number of tallies, roll above to succeed.

ironclaw's ledger

Fuck you Breath of the Wild

If it was breath of the while it'd just be "every 5th time you hit something with a weapon the weapon shatters irrepairably.