Reactions during PCs turn

CRs specifically say Reactions are generally performed when it is not your turn.

Abilities like the Songweaver’s Inspiration is a free Reaction. I’m assuming this is an example of a Reaction that can be used during the Action phase of combat, ie on the Player’s turn for things like rerolling an ally’s missed attack?

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u/Blanknameuser99 — 9 days ago

Shepherd (V2) questions:

  1. Does your Lifebinding Spirit also use your Action pool for its movement?
  2. Can your Lifebinding Spirt use Mend outside of combat if the subject has the Dying condition?
  3. Withering Touch (or any action/ability/spell that lasts 1 round): if you cast this on your turn, it has "expired" by the time it comes back to your turn. So to get the "undead" perk, either you or someone else has to take advantage of it this round...aka right now
  4. Entice is one of the only places that uses Range instead of Reach, is there a mechanical difference?
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u/Blanknameuser99 — 28 days ago

DnD analogs and brief play style chart

Made short descriptions of how the classes play and matched them to their closest DnD class for my new players.

LLM used to superimpose text over the Nimble art.

u/Blanknameuser99 — 1 month ago

Zero Level Funnel in Nimble

Bottom Line: what the title says, turning the DCC Zero Funnel into fun Nimble rules.

Goal: Perform the funneling, intro the PCs to Nimble rules in only the most basic of circumstances, potentially create a common background (among the survivors) for the parties reason to exist.

Scope: funnel down to the “party size” (players can select from among their survivors), then place them at 1/2 way to level 2 and then roll them as full PCs. The mini campaign will progress to get them to level 3 in a somewhat expedited timeline and hopefully emerge with not only a good working knowledge of Nimble mech but also, the Party will have some history together.

Everything else:

I am intro’ing Nimble to a new group of players (rpg experienced…although it’s been a while). My goal is to steal the Zero Level Funnel from DCC as a way to introduce Nimble and hopefully create some more organic character creation.

My vision was is to give each PC 4-6 PCs who all have the same and generic Nimble stats (+0 across the board for both abilities and skills. Also, this means I can just give everyone the exact same character sheet for now and any class building occurs later). They will all have a default unarmed attack (likely a flat 1) and a “any weapon” attack of a d4. I’ll allow certain situations to bring both Adv and DAdv into play. PCs will still have their Nimble 3 action economy.

I’ll invite each PC to provide a very brief background as to their common status. Likely to have little effect now (other than possibly a piece of gear/weapon) but more aimed at future character development.

In scenario as part of this mini campaign these “common folk” will face some uncommon situations. Mostly a series of horrific situations that require them to literally fight for their life…folks will die wholesale. Then another of those situations with likely a little bit of Role Playing in between calamities.

At the end of this setup, each Player will pick one of their survivors who they connect with and flesh them out as a full Nimble PC, 1/2 way to level 2 (yes, i know this is different than a LZF). From there, progression will proceed on a normal timeline

Wrap up: I’m pretty confident we can do what is described above, that it will be fun, that it will ease my players into Nimble, and launch memorable characters. I am totally open to any/all feedback you might have on this plan so far. But…

Is here value in adding more nuance to the charaters’ progression to a class within this scheme?
I could have key “pause points” in my funnel where characters could add a point to an ability to start to lean into a preference. Each would be an opportunity to talk about the Classes and Key Stats and how the experience they just went through (3 Trolls just strode into the convent where they worked as monks/nuns and started slaughtering people!) and begin to narrow down the future classes they might become by the points they purposefully but also somewhat blindly put their first +1’s into.
the above concept could be applied more widely…a point of mana, or other ways, (still ideating) as a path to slow leak class selection.

The concept is pretty open right now, but short story long:
bring the level zero funnel into the Nimble world
slowly bring new players into Nimble
create a natural bond and story line between the surviving characters
intro the drama of a LZF slaughter
(possibly) have the funnel incrementally narrow the player’s class choice

Note: I am aware of the rando tables DCC uses for funnel PC creation…still pondering if that’s a route I would want to go.

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u/Blanknameuser99 — 1 month ago

Special kill mech monsters

Using this troll as an example, but there may be other creatures with similar unique kill mechanics.

For a couple plausible reasons (they don’t know how to kill it yet, they don’t have the needed attack type, its raining hard and no one can light a torch, etc) a Party could find themselves still getting whaled on by this Troll for a while after getting it to 0 HP.

I like the challenge it brings of a new kill mech, but would also be concerned that each round(ish) this thing still lives is approximately adding another level to its strength (or rather ability to inflict damage on the party), and if they take too long the encounter will fall out of its planned balance.

Not looking to focus on Trolls and fire specifically, but in general if you have a monster with some type of special kill mech, what do you do to maintain both the monster lore and encounter balance?

Some options I’m pondering:
- As the GM I can subtlety advertise what they need to do (“the troll seems to flinch at the sight of your torch”).
- Put the Troll into some type of “dying” mode (all of its attacks are with Disadvantage?)
- Only give it a certain number of rounds at 0 HP (i like this least, as it steals from the lore of Trolls)
- Force the party into a retreat scenario and now they think Trolls can’t be killed until I insert a piece of storyline to teach them or hint at the solution for a future encounter.
- Other options?

u/Blanknameuser99 — 2 months ago

Can you identify this wheel brand?

Trying to sort some wheelchair parts for my Mom and we can’t figure out what brand wheels are on this older chair. There are no other markings on the rim. Thanks.

u/Blanknameuser99 — 2 months ago

War Mechanics for Nimble…looking for your feedback and critiques (first couple Comments contain additional resources, including cheat sheet)

War Mechanics

I am aware this can look daunting as a rule set, but I earnestly hope I’ve reduced it 90% to just Move and Attack, with you really only needing to understand how to calculate damage (d6 × Unit Strength). Almost everything else in here consists of edge cases intended to answer pop-up questions and avoid "now what happens?" moments.

The eventual war my players will find themselves in is only a few months away. With your input, I'm hoping to make that adventure both smooth and fun. Thanks.

  • Comment 1: Perks
  • Comment 2: Glossary and Examples
  • Comment 3: Cheat Sheet

War Mechanics

  • These mechanics are intended to serve as a Nimble rule set for running unit-level battles.
  • These rules are designed to be simple to execute while still presenting meaningful tactical decisions. Some abstraction has been intentionally introduced to achieve that balance.
  • The intent is that the GM may spend some time initially reading the rule set, but once learned, execution should be simple enough to run at the table with little or no rules reference.
  • All mathematics are intended to be executable at the table without a calculator. Determining PC HP at the end of battle is the only place where a little multiplication and division is needed, and even that should generally be manageable mentally.
  • Overall, the system is intended to represent an overmatched (numerically) army led by the Players, who compensate through Perks and battlefield Strategies against "the hordes."
  • Hero Units are intended to be the focus of battlefield decision-making. Only Units containing one or more Heroes may select a Strategy. All other Units fight using the Normal strategy, although the GM may allow certain important NPCs to lead a Unit with a Perk or embed enemy leaders/BBEGs into adversary Units with PC-like Perks and/or Strategies.
  • This restriction helps keep large battles fast to adjudicate while ensuring the Players' decisions—and those of notable NPCs and villains—remain the moments that shape the outcome.
  • This system does not yet have an auto-balancing system comparable to Nimble's Legendary Monsters, so the GM should apply that same mindset when constructing battlefields.
  • As designed:
    • Two of the four Strategies favor the PCs.
    • Berserk serves as a high-risk wildcard.
    • Normal remains a neutral/default option.

Combat Units

Unit Creation

  • A Unit's Strength (STR) equals the sum of all participant Levels.
  • Units may include:
    • PCs
    • Heroes
    • Monsters
    • Siege engines
    • Other battlefield elements
  • Note: Heroes always contribute their full Level to Unit STR, regardless of current HP.
  • The GM assigns Levels to non-traditional battlefield elements using the Monster Builder damage guidelines (see GMG).
  • A Unit's Move equals the Move of its slowest member.
    • Default Move = 6
    • Typical range:
      • 0 = immobile battlefield features
      • 12 = highly mobile forces (such as flying dragons)
  • Record each Unit's Starting Tens Digit (Starting TD) before battle begins.

Heroes

  • A Unit may contain any number of Heroes.
  • Each Hero selects one battlefield Perk for that battle.
  • The GM may approve additional player-created Perks if they fit the Hero and remain balanced.

Unit Strategies

Before battle, each Unit containing one or more Heroes selects one Strategy.

Only Units containing Heroes may select a Strategy.

All other Units use Normal, unless the GM grants a Strategy to an important NPC or enemy Unit.

0 — Normal

  • No special rules.
  • Default option.

1 — Surge

  • Round 1: Attack with Advantage.
  • Round 2: Attack normally.
  • Round 3+: Attack with Disadvantage.

Tactical Intent

Overwhelm the enemy early so the Unit can move to another engagement.

Statistical Niche

Monte Carlo analysis indicates a moderate advantage. Faster victories preserve more Strength.


2 — Berserk

  • Double all damage dealt.
  • Double all damage received.
  • Doubling occurs after all other calculations.

Tactical Intent

A literal coin flip with extremely high damage output.

Statistical Niche

Expect heavy casualties. Choose this because your Perks or situation create an advantage.


3 — Alternating Initiative

  • Player Units attack only during odd-numbered rounds.
  • Enemy Units attack only during even-numbered rounds.
  • Movement still occurs every round (subject to Engaged restrictions).

Tactical Intent

A slow but reliable victory.

Statistical Niche

Monte Carlo analysis indicates a very favorable outcome, though battles last roughly 2–3× longer than Berserk.


Combat Round

Each combat round consists of three phases.


Phase 1 — Movement

Movement order:

  1. Lowest Move
  2. Lowest Strength
  3. Units containing Heroes
  4. Random
  • A Unit immediately stops moving upon contacting an enemy Unit.
  • The Unit becomes Engaged.

Phase 2 — Attacks

Melee Attacks

  • Every Unit is assumed to possess a melee attack.
  • All attacks use each Unit's Strength at the start of the round.
  • Determine the Unit's current TD from its current Strength (minimum TD = 1).

Roll 1d6:

Roll Result
1 Miss
2–5 Damage = Roll × Current TD
6 Roll one additional d6. Add both dice together, then multiply by Current TD. Critical hits explode only once.
  • Damage immediately reduces the target Unit's Strength.
  • If both Units can attack, damage is simultaneous.
  • Under Alternating Initiative, only the eligible Unit attacks.
  • Following attacks, determine if any unit has fallen below 2 x TD and collapses.

Ranged Attacks

  • A Unit must contain at least 10% ranged combatants.
  • Ranged attacks cannot be made while Engaged.
  • Determine the ranged attack die from the Unit's original composition.
Ranged Members Attack Die
Under 10% None
10–49% d2
50–99% d4
100% d6
  • The ranged die replaces the normal d6 attack die.
  • This die never changes because of casualties or reforming.
  • If Units merge, use the lower ranged die.
  • Typical battlefield ranges follow Nimble weapon ranges:
    • Reach: 2
    • Longbow: 16
    • Siege weapons: 24

Phase 3 — Withdrawal

  • A Unit intending to Withdraw attacks with Disadvantage.
  • After attacks resolve, it may move up to half Move (round down).
  • A Fighting Withdrawal remains Engaged until attacks resolve.

Unit Collapse & Disbanding

Unit Collapse

A Unit collapses when:

> Current Strength < (2 × Starting TD)

Collapsed Units immediately become Disbanded.


Disbanded Units

Disbanded Units remain on the battlefield.

They:

  • Retain current Strength.
  • Retain composition.
  • Retain location.
  • Gain +1 Move.
  • Cannot Attack.
  • May provide Hero Perks at GM discretion.
  • May merge with friendly Units or other Disbanded Units.
  • If contacted by an enemy before reforming, they are immediately eliminated.

Voluntary Disbanding

A Unit may voluntarily become Disbanded.

While Engaged

  • Lose 50% of current Strength (round down).
  • Become Disbanded.

While Not Engaged

  • Become Disbanded with no penalty.

Heroes Leaving

A Hero remaining on the battlefield but leaving a Disbanded Unit:

  • Subtracts their Level from that Unit's Strength.
  • If the remaining Strength becomes less than 1, the Unit is destroyed.
  • The Hero may immediately join another Unit, adding their Level to its Strength.

Post Battle

Units dissolve into their individual members.

PC HP is determined by one of two methods.


Destroyed Unit

  • All NPC members die.
  • PCs:
    • Reduced to 0 HP.
    • Gain the Dying condition.
    • Suffer 1 Wound.
    • May join another unit. Gain a wound each time that unit attacks (intended to mirror core rules).
    • (Edit: although in the Post Battle section, this applies to both post battle and after leaving a Destroyed or Disbanded unit)

Collapsed or Voluntarily Disbanded Unit

Each embedded PC's remaining HP equals:

> Current Unit Strength ÷ Starting Unit TD

  • Remaining HP is expressed in 10% increments.
  • Round down.
  • See example.
    • (Edit: although in the Post Battle section, this applies to both post battle and after leaving a Destroyed or Disbanded unit. HP calculation is intended for campaigning after the War is over, otherwise PCs may still add their Level to newly joined units)
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u/Blanknameuser99 — 3 months ago

“Key Skills” Homebrew…another way to tackle Hiding DC 15

In Evan’s last live cast he talked about making Stealth DC’s 10; 1) so they better align with a more common rule set of DCs and 2) so Hiding isn’t as difficult but can still be failed.

I like the vector but also don’t like the idea that a Cheat and Barbarian with the same DEX have equal hide chances (yes I get that’s the point of Stat based Skill checks, however I think it loses some Class flavor.)

So I’m considering using the following homebrew and looking for your critiques:

Keep Hiding DC at 15

Optionally (by PC choice) may select Key Skills at character creation

* Each PC has 1 Advantaged Key Skill and 1 DisAdvantaged Key Skill

* I’d likely annotate them w/the same Up/Down arrow system Stats use

* The 2 stats the PC (permanently) selects must be skills based on a key stat, but do not need to be of the same key stat

* Your Cheat will prob pick Stealth…but doesn’t have to. Your Berserker will prob pick Might…but doesn’t have to. 

* Hopefully this allows a little more customization/flavor/background for PCs and canonically explains why your Cheat is naturally superior at hiding than an equal DEX other PC (or your Mage at Lore or your Stormshifter at Naturecraft or whatever.)

* The DAdv Key Skill is purposefully also Key Stat based so the PC doesn’t select a throwaway Skill they already suck at and will likely rarely use.

* Math wise: Advantage on a d20 adds about 3.5 points on average. 

* A PC w/ a +2 in a Skill avg roll: 10.5 + 2 = 12.5

* A PC w/ a +2 in a Skill avg roll: 10.5 + 2 = 12.5

* For a PC in their Adv Key Skill: 10.5 + 3.5 + 2 = 16

* And in their DAdv Key Skill: 10.5 - 3.5 + 2 = 9

* If a PC has selected Insight as their Key Skill (avg roll 16…normally succeeds) and Perception for their DAdv Key Skill (avg roll 9 normally fails) I like the opportunity for the PC to incorporate into their backstory why they are so good at reading people but horrible at convincing them of anything.

* This does invite some risk of “specialists” in the party…Wizzy McFloofystache does all the party’s Lore checks, but 1) I’m generally ok with that and 2) I can always gate a DC behind a higher value if warranted. Plus, the party will only have as many specialists as PCs in the party, and possibly fewer if overlapping skills…so there will always be Skill gaps.

Start throwing your darts!

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u/Blanknameuser99 — 3 months ago

I’ve stopped caring about my pawns, and that sucks.

I’ve got (too many) 1000’s of hours on the Rim. I’ve totally fallen into a cycle of imagining a theme/goal/play-style followed by finding the mods that allowed me to do that. I fricken love it, but I have a new problem.

I’ve stopped caring about my colonists. An infection caught at 99% or a lost arm on my best crafter, or a mother dying in childbirth used to feel like dramatic turns that not only tore at me, but felt cinematic...i loved that shite. However now those events feel like obstacles to my goal and no longer “story”.

I’m left asking a couple questions?

  • Have I played too much?
  • Has this happened to other people?
  • Are there ways to recapture the emergent story telling focus of the Rim?
  • Are there mindsets, mods, something else that can help me capture caring about my colonists and not simply see them as stepping stones to my narrative setup?
  • Other options per your views. Love this game, but more and more it’s feeling procedural and not personal and I want to recapture that feeling of each individual pawn’s role in my story as being fun.
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u/Blanknameuser99 — 5 months ago
▲ 15 r/rpg

TTRPG Gaming Room Setup Recommendations

Moving into a house and have a small extra bedroom that I’d like to be a gaming room.
Its primary use will be for ~4 players + a GM for tabletop RPG play. Occasionally it might be used for board games, puzzles, or similar activities.
Looking for opinions on what furniture setup you use and/or would recommend (table, chairs, couch, monitors, “GM location”, place for resources, electronics, food/drink, etc.)
Functionality is key, but comfortable for those long sessions is a perk as well.
Pics appreciated if you have something you really like or have seen done well.

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u/Blanknameuser99 — 5 months ago