I love these videos. They're really well done. I do want to throw in my 2 cents. If the goal is to incentivize players to invest in their skills, you want the skills impact to be lower. Something like 30/70. If the players know that the odds are stacked a Little against them they'll work to use every bonus available. If the role of skills is greater than 50/50, the players will only play to their strengths since failure is too predictable. Would the game really be fun when beginning adventurers have no hope because their skills are so low? At the other end, the game will again be no fun because the players are almost guaranteed success. A good story requires that the odds are stacked against the protagonist and not the other way round.
@pharbex21 сағат бұрын
A lot to think.
@HujraadJohaansen3 күн бұрын
You might want to look at the HiBRiD rpg..
@hagainiv80715 күн бұрын
Watching the video with a few hours lag (the other side of the world). A few notes here. From one (amatur) game designer to another: 1. I think you confuse “simulation” with “realistic” or “detailed”. “Simulistic game” only means only means the rules are designed to reflect the inner logic of the world and the gener. Most ttrpg games are simulistic in nature. It doesn’t mean they have to be realistic. For example, a game that mimics the fell of a 90s action movie can’t be realistic - but is still a simulation. The rules can be simulative but abstract. You can say “the distance is Close” which is abstract, or you can say “the distance is 4 feets”. Both are simulative, but one is abstract and one is detailed. "Narrative" usually mean games that not only rely on the world, but also on a narrative structure or elements, usually by letting the players to affect the event not only by PC actions. 2. If Abilities complicate your resolution mechanic, and don’t contribute in other ways - I think it is safe to drop them and rely only on skills. 3. Dice rolling is the place where the dice are playing instead of the players - which is the place the players won’t make creative decisions. You actually want to reduce dice rolling on actions that your game focus on. This is why Mother-Ship has no hiding mechanics (you hide by descrbing the GM how you use the environment to hide), and this is why in D&D, you don't "fight the orc" in one dice roll - but deconstruct it to micro-action economy to allow tactical desicions.
@ScenesByOmnic6 күн бұрын
Man this so much depends on the play and interest contract at the table. We just had more patience back in the day, and different playstyles exist now. Reducing 'time' on combat can be reducing actual rolls, like Dragonbane where 'to hit' rolls for monsters doesn't even exist, and players don't need to know an AC to hit, it's a self-skill check. I find Year Zero systems also draw out combats with multiple dice and 'pushing'. I personally avoid those systems, but it isn't just a question of mechanics, but what you want at the table. I find Blades in the Dark is extremely slow because players don't know how to take control of their own games. Making players roll, in many cases, just slows everything down, not speed it up. Slow DM's make any game slow, and prepared and capable GM' scan make crunchy combats feel a lot more smooth. I'm wondering how many of these "rules systems" are actually there to cater to table, player, and GM 'types' or 'needs' rather than just being better. Indestructo hit the nail on the head. How does the system/rules/rolls PLAY OUT in an actual scenario. Identifying waste isn't just about alleviating one issue. It's about efficiency of enjoyment with acceptable compromises.
@lucajustluca82576 күн бұрын
"Roll XdY and pick the highest" is how i run my extemely homebrewed cairn campaigns. So intuitive, still allows for luck to be a factor while allowing people to be good at what thehre good at, and pairs wonderfully with a system that allows for "levels of success"
@anachronisticon8 күн бұрын
It occurs to me than an elegant solution would be for players who survive death saving throws to have 1 fewer hit dice until serious downtime/R&R. This makes 'wounded' players have less capacity to recover from each combat.
@firstlizard14 күн бұрын
I think it is a great system if you just happen to be as capable as your character, because this perspective came to me once recently as I was devising ways to make a TT RPG. Your video drew me in with the title and now I know it has been tried. Though on the outside this sort of combat system seems inventive and the one to use, but it kind of assumes your players are as capable as their characters. But, what does your average TT RPGer know about real martial combat and should their level of skill reflect how well the character performs? It just doesn't work because that means a high-level character is still only just as good as his player. You should try to be Tron if you can't throw a Frisbee.
@druarde20 күн бұрын
Nifty video. Thanks for sharing.
@EHeathRobinson19 күн бұрын
I built it out in PlayingCards.io. We are about to start organizing games again. Here is a link if you would like to get in on it: www.ravenkeepproductions.com/CoffeeShop
@AgoodITguy21 күн бұрын
Order of turns like BECMI: 1) Balistic missiles. 2) Spells 3) Melee
@AgoodITguy22 күн бұрын
Hi, thanks for the video guide/review I would make the spells to hit by default if it was a success on the random table. Rolling twice and not hitting is not fun, takes more time and failing is worse...
@EHeathRobinson21 күн бұрын
Thank you for watching. I agree with you.
@johronok406723 күн бұрын
I think the easy fix for Wizards is to give them a basic ranged magic attack, maybe like 2 attack dice.
@johronok406723 күн бұрын
I like the roll to move mechanic because sometimes people trip or stumble when trying to run. Especially in dark places, like dungeons.
@therealwildwildwest23 күн бұрын
Dice are gaming Gods, deal with it
@EHeathRobinson23 күн бұрын
That's one way to play. 🙂 You do you!
@therealwildwildwest23 күн бұрын
@ my favorite way, that is way war-gamers always say “dice hater everyone “.
@ericdollarhyde329623 күн бұрын
I give my heros one level per mission completed. At start of quest receive one boon( poker chip) per level completed. As an action the wizard can spend a boon to reroll one defense roll, or refresh one spell. Each spell can only be refreshed once and is destroyed after second use. He still isnt overpowered. I think he needs a cantrip though..fireball...that little 1AD can be a ranged attack. Testing today.
@rbd71623 күн бұрын
Poisons also got nerfed from a player perspective because so many monsters have poison damage resistance and immunity, making them even less relevant. That’s a big part of it, I think. As to the good/evil 5e thing, they haven’t said anything about moral relativism and I don’t think it’s because they’re “going woke”. I think it’s more of a corporate marketing issue. Gross topics are harder to sell at target.
@slaapliedje24 күн бұрын
The problem I have with 3rd and later, is the actual stats no longer matter, just whatever +/- you get from having a particular stat. Probably why most later systems ditched rolling for stats, but it makes the characters feel less unique. This is compounded by modern rules systems dropping racial stat bonuses / disadvantages.
@JonnyD00026 күн бұрын
So happy I found your channel, I'm considering making my own homebrew system and your design philosophy resonates a lot with the way I think. I'm actually surprised to learn how rare this kind of skills matter system is in existing RPGs.
@EHeathRobinson19 күн бұрын
Very glad to have you here on the channel. We are actually about to start designing Fated Edge on the Morning Grind livestreams starting next week. I hope you will will come by. I would love to have you in the comments.
@JonnyD00028 күн бұрын
Loving this channel, this is exactly the kind of info about RPGs I'm looking for. Only sad thing is playlists are in reverse order than what you would watch them so you can't just let a playlist go, you have to manually click through them backwards.
@EHeathRobinson19 күн бұрын
Hmmm. I did not think about the reverse order on the playlist. Maybe next week when we start adding to it again, I can see if I can reverse it.
@JonnyD00028 күн бұрын
Maybe players for a given action can choose to roll the safe and certain dice, or a different more random set of dice that will have consequences if they fail.
@tc093028 күн бұрын
What VTT is that? It looks cool
@davidfields5627Ай бұрын
Randomness is certain in real life so I don’t understand why it shouldn’t be in games that mimic life, even if it’s unreal. There was a 77 year old Mexican man who killed 4 and downed 2 Los Zetas cartel members. He eventually dies, but probability of him killing even one of them was low. Also, and take it with a grain of salt, but if you ever watch Lone Survivor it demonstrates that highly trained individuals sometimes fail hard.
@EHeathRobinsonАй бұрын
Thank you very much for the comment. Those are great questions, but I think that I have already answered them in a lot of my material here on the channel. But, I want to be sure I flag this comment here so, as we are get back into game design on the Morning Grind livestream here on the channel, I can bring this comment up and address it. Thank you so much for being with us!
@sheepishwarlord9931Ай бұрын
When is the drawing?
@EHeathRobinsonАй бұрын
I don’t have a set date for it. I am going to launch the project for The Cultists RPG when we’ve got enough sign ups to run the Kickstarter. I’m hoping that’ll be in a month or a month and a half, but we will see.
@elipappas8943Ай бұрын
I remitted the rolling of the dice for movement and simply replaced it with a 7-square movement rule. So, characters could move up to 1-7 squares, and if they wanted to they could substitute their action move for an additional 7 squares of movement. However, you were only allowed one action.
@elipappas8943Ай бұрын
That framed picture on your wall. Where did you get that? I want a copy.
@EHeathRobinsonАй бұрын
I think you are talking about "The Accolade" by Edmund Blair Leighton. It is one of my favorites.
@TystoАй бұрын
As far as i can tell, every spell point system seems designed mainly to let wizards cast fireball over & over. 5e wizards are far too powerful as it is.
@heretowatchvideos100Ай бұрын
In his fight with the Balrog, Gandalf summoned a storm that "crowned" the mountain peak they were fighting on, which unleashed several lightning bolts that were powerful enough to make fire "leap" from where they impacted on the mountain and vaporized so much snow that a squad of Elves led by Haldir couldn't go through the steam cloud the lightning bolts made. They also could hear the Balrog and Gandalfs blows despite being hundreds of feet underground. Not sure how that translates to Dungeons and Dragons, but the weakeat storm type spell I saw was a 5th level one.
@Rick-tt5hiАй бұрын
Thank you for the video! Running my first game tonight. I played Merp and Rolemaster back in the day
@EHeathRobinsonАй бұрын
Very glad it was useful! I hope your game is a lot of fun.
@p4n95Ай бұрын
What is the webpage/virtual table top you are using there? (Whatever link you listed is dead)
@EHeathRobinson19 күн бұрын
Thank you for letting me know. I just updated all the links. We are going to be scheduling some new games on Sunday. Here is the new link if you would like to play with us: www.ravenkeepproductions.com/CoffeeShop
@p4n9519 күн бұрын
Thanks!
@c.d.dailey8013Ай бұрын
There are definity things I agree with. Character creation should be short. There shouldn't be a lot of reasources to track. Encumberance sucks. The most interesting is the issue with rules lite games. Fate is a good example of this. It is an interesting system. It is technically rules lite. However it does require a lot of imagination on the part of the GM and players. So Fate isn't quite as easy as it seems. It has imaginative difficulty instead of mechanical difficulty. This doesn't make the system bad. It just means that it probably isn't for everyone. It probably isn't even for every TTRPG begenner. Having imaginitive difficulty can make a game tough to wrap ones mind around. That is what this video is going for.
@c.d.dailey8013Ай бұрын
I did think of a solution to make a truely easy game. This is good for beginners and casuals. I played video games before I got into TTRPGs. Video games have a phenomenon preventing issues. I can call it restricted actions. Small games are more restricted than large ones. Indie games and mobile games can be small and restricted. The best example of a small game is a game that is very old. Old games are small do to the limits on technology. Modern AAA games are large with lots of content, systems and stuff to do. A good example of this is Zelda Breath of the Wild. The player gets a ton of freedom to whatever the heck they want. This is supported by an open world and a vast physics system. Something like this would make for a difficult TTRPG to design and play. I think of the old Pokemon games as an example of an old restricted game. I first played Pokemon Gold in Gen 2. There are only a handful of things the player can do. The player can fight with creatures, which are the Pokemon. The player can also catch and collect such creatures. That is the core of the Pokemon experience. Just having a bunch of creatures alone was difficult on the technology at the time. A major problem with the first Pokemon games is memory and glitches. This is a side effect of having so many creatures. There are other things besides the two core actions. One can talk to NPCs. One can walk and therefore travel around. One can pick up and use items. One can use HMs to cross obstacles in the field. There are only a handful of HM moves. That is about it. Only a handful of basic actions are really necessary. There is fighting, talking, walking and items. Creature collecting and HMs could be dropped entirely. Creature collecting is a special thing Pokemon does to help it stand out from other RPGs. There are other games that do that too, like PalWorld and Temtem. In an RPG, only four kinds of basic actions are truly essential an necessary. So one can restrict the players to only doing those. Rules are limited to only covering those actions. This system also doesn't require players to think outside the box. So it doesn't have difficulty in creativity. Restricting possible actions to only a few things would make RPGs so much easier to grasp. That would be good for a rules lite system.
@EHeathRobinson19 күн бұрын
I like the idea of "imaginative difficulty". Might have to take about that on the game design streams sometime.
@thenovicedm7966Ай бұрын
Is there a torch counter app that I can use within Roll20, Discord or other website to use in my Roll20 online game of Shadowdark?
@EHeathRobinson19 күн бұрын
I don' know if there is or not. We were just using PlayingCards.io and it happens to already have a counter that can be used.
@norcalbowhunter3264Ай бұрын
I hate to be that guy, but Kelsey has said it wasn't built off of 5e, it was built off of the d/x or something like that. Yet it uses modern mechanics, but it wasn't built off 5e.
@j.a.1785Ай бұрын
Then don't be...
@accessyourinnerlight971Ай бұрын
If you are playing Savages & Sorcery(TM), it would be very easy to apply lore niche abilities to the heroes.
@SongfugelАй бұрын
This sounds pretty interesting, but isn't TT WH and WH40k already providing you with this exact system?
@oddthequiet4868Ай бұрын
Original Talisman The game is good stuff, but lacks long term playability. Too simple
@eldritchmorgasm4018Ай бұрын
This lo8ks quite good, same with "Arc Knight", shame both aren't realy a thing to get here in Germany
@kirang9759Ай бұрын
Is this 1e or 2e?
@EHeathRobinsonАй бұрын
This is for 2e
@dimoniousАй бұрын
links dont work anymore?
@EHeathRobinson19 күн бұрын
I just updated all the links. Here it is if you would like to play: www.ravenkeepproductions.com/CoffeeShop Hope to see you there.
@dutch1492Ай бұрын
Miss the morning grind and wind down! I’ve been busy. Hope you are well kind sir!
@EHeathRobinsonАй бұрын
Hey! Good to see you! Doing well. Hope you are too.
@AnnoyingNewslettersАй бұрын
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn", which translates to "In his house at R'lyeh, dead Cthulhu waits dreaming
@ProgressIsTheOnlyEvolutionАй бұрын
Both players and monsters should roll dice for moment, but the difference in movement should not be between 2 and 12, that is way too big of a difference. It would be far better to have moment be something like 3 or 4 + 1 6-sided dice, or they could have the moment be 6 + 3 skull size dice, where each skull adds 1 in moment and 3 black shields has the person fall and stumble.
@zyre212Ай бұрын
Depends on the fantasy you're trying to invoke in your game. If you want to portray a world where adventurers are just exceptional humans but still as mortal, then yeah increasing hit points don't make too much sense. I run a high magic, heroic fantasy game where HP represents a character's lifeforce, which is magical energy that makes you more durable and protects from mortal wounds, it's all a part of the setting and the magic system. I like the supernatural toughness that characters have as well as the in-world explanation for it, you could say it's part of the genre. But that kind of game isn't for everyone, so other rulesets may work better to portray other peoples' visions for their stories.
@rowanash5378Ай бұрын
This is a fascinating series of videos. In regards to your point here I personally believe that if we're just monkeying with numbers and not changing the dice used, it would be easier to take all DCs and drop them by like 5 (or something like that). Though I suppose that would allowed a Hard & Very Hard checks to be done more easily by untrained characters
@josepharteАй бұрын
What if you put the gun on the table when it becomes available but the twist is that whoever grabs the gun first gets to use it? Brings whole new meaning to the phrase "power grab"?
@Avenger222Ай бұрын
Thanks for doing this! I wish the examples of play were more useful and included the dice rolls... And, honestly, they were more confusing than anything, but luckily the rest is simple enough!
@EHeathRobinsonАй бұрын
Thank you! Glad you enjoyed it!
@michaellinke6448Ай бұрын
There was a comic book one-shot put out by Marvel. It depicts both Mentor and Zargon (in the very last frame). Mentor is the red robed, bearded wizard from the screen. Zargon looks a creepy skeleton knock-off, but his face is hidden in darkness.
@sidcq252Ай бұрын
I normally appreciate your game design philosophies, but I disagree with this one on the merits. You're only considering successes to come from the player's bonuses. At what point does a failure derive from a lack of a player's bonus? Even in the tightest math, you'd have to at LEAST count two failure results on that player with a +4 as being "based on what the player brought to the table" or, in this case, what they failed to bring. If the range is +4 to +6, Then any failure that could have been a success if your bonus was different is still a result "determined by you" and not by the dice. I can see where you're going with this, a 2d10 system would have numbers falling in this middle ground more often, and I'll grant you that point. But fundamentally, the result is "determined by the dice" 100% of the time, and no lower. What you "bring to the table" is what the odds are going to be.
@JoshuazxАй бұрын
I hate when people roll 8d6 fireball and it's a big deal at low levels, then it's lame at high levels, and we need to roll more dice! more dice suck!
@WarhammerQuestАй бұрын
You're very sharp in your assessments and your understanding of the rules as you read them. Well done!