r/RPGcreation 6h ago

Design Questions Resolution check — the design behind it

0 Upvotes

So, after the previous incident, I'm seeking human help to develop my own system, "Rapine's Nest"(placeholder name) and here I am.

At first, the system used a "strike count" based on CoTD, here the play roll 3d10 + Instincts(stats) + Situation + Equipment + Modifiers, to a limit of 8d10's, where each <7 count as a strike to be compared to a difficulty(routine-1, tense-2, severe-3, extreme-4).

After the first playtest, the players thought <7 is too high.

So, I begin to consider two options.

1- Decrease the margin to <6.

2- Change to 3d6 and count a strike on a 6.

Each character has an Instict that goes 0-2, Meat(Strength), Grace(Dexterity/Agility), Mind(Intelligence) and Voice(Charisma).

Math isn't my forte so I looking for help to understand the design implications, not just help to decide which option to take.

The system is a new-weird action and adventure RPG where the city wants to appropriate you to the machine and the wilds wants to banish you from the lands. The PCs are Rogues, those whom don't want to give in to anyone while seek to accomplish their Ambitions. Each character have a Hunger for something, like Authority, Property, Veredict, Ruin, Secrets, Lust, Hunt and Void. Keeping them on a leash, there's their Bond, a track that measure their humanity, and their Links, NPCs that support, charge and/or desire them(yes, intimacy mechanics.)


r/RPGcreation 42m ago

Getting Started looking for design partners

Upvotes

so, I'm making my own system,I have 10+ years of experience as a gm, and I decided to make this system because 1. I like making games 2. I like to make short-ish campaigns with vastly different worlds, and 3. I'd like to see what happens when I mash up my favourite mechanics with a few ideas of my own I've never seen implemented.

my core idea is basically a "rules heavy powered by the apocalypse" not in the sense of having any particular powered by the apocalypse mechanics or identity, but in the sense that it is a system shell that can be modified to apply to a variety of settings and scenarios. it is not a generic system, but it is almost one, that's what I'm going for.

a few of my inspirations are: vampire the mascarade, pathfinder 2e and mutants and masterminds.

here's the rules I have so far for anyone interested.

what I'm looking for is someone to bounce ideas off and help me develop the system, and what I definitely don't want is simplify the core dice system, to me that's the most interesting part of the system, yes, it is very crunchy and has a lot of moving parts, that's the point. besides that, I think nothing is set in stone and be changed.

rules: https://drive.google.com/file/d/11lleAO9R2QDpwo6TQU7-i75BJVJkbsKc/view?usp=drivesdk