u/Xx-Marauder-xX

Mutant's Akromorphosis

I'll make it quick: does that ability passively make your Unarmed Strikes into WEAPONS, do you need to chamge their category for them to become weapons, or do they remain Unarmed Strikes? How does it work exactly?

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u/Xx-Marauder-xX — 11 hours ago

Cursed Technique: Force Direction Reversal (shitty name, I know)

I'm not really sure if someone already did THIS EXACT CT, since there are THOUSANDS in this subreddit alone; although I know that there are similar ones and one of them was posted just a short time ago.

However, let's move to the Cursed Technique itself.

The Ability

The user is capable of summoning a barrier directly over his own body (clothing excluded).

Based off of the 3rd law of dynamics, every force that directly hits the user (hence, the barrier) will have its direction reversed, thus hitting the object(s) that exerted the force(s) against the barrier.

The force(s) exerted, in this case the action(s), will stack with the force(s) of the reaction(s).

If the user decides to fall, the force that would've hit the user will instead be directed at the ground; the force of, in this case, the reaction, will stack with the force already produced by the user when falling, hence hitting only the ground.

Limitation

Aside from clothing being absolutely vulnerable (hence bringing pretty awkward situations after a potential large-scale fight), the barrier doesn't block any eplosion coming from inside, and every non-microscopic hole in his body isn't affected by the barrier (since otherwise he could never eat or do...other things), so a bomb placed inside his body would not only kill him, but it wouldn't even expand out of the body, worsening the effects of the explosion.

I hope I explained it well enough (probably not) and I hope this CT wasn't already posted.

u/Xx-Marauder-xX — 9 days ago

Big doubts about combat mechanics.

Hi everyone.

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Recently I've been having enormous doubts about some combat mechanics for my TTRPG, Tales of the Crow King (TOTCK for short).

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For context, TOTCK has a 2d10 system and its main manual is a universal manual, which I will use for other sub-manuals tied to different genres, campaigns and stories, although all main dice mechanics (& many character mechanics, exclusing potential "class mechanics" or those that depend on the kind of campaign) are written on the main manual.

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My main concern came when thinking about the Attack Rolls.

I thought about implementing Opposed Rolls during battle (ideally done in the same moment to be faster), so that both the attacker and the defender have to roll to determine the outcome of the moment.

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This kind of mechanic, unfortunately, doesn't inspire me that much, especially given the kinds of stats that the characters have.

The attacker would add Agility or Precision (depending on the potential proficiency they have with the weapon they are using) & Defenders would just have Agility.

This specific mechanic has changed a lot for every version of the system, since for dodging it initially used Agility, then it used the higher modifier between Agility/Awareness (worst idea I've ever had for this system btw), then it came back to just using Agility; I thought of adding potential "bonuses" based on how trained the character was, but I thought it was so so stupid.

The Attackers, meanwhile, either used Agility or Precision based on their proficiency (if they knew how to use the weapon, ranged or melee, they used agility, but if they didn't know jack shit sbout the weapon they had to use Precision); this detail, again, felt really stupid for me.

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There was also a big problem: IRL, people can miss their targets, mostly depending on the distance between them, the distance between them, or even an issue of the attacker.

I REALLY want to reflect this in my TTRPG, but I don't really know how to do that lmao; the only way it could happen is if the Attacker had to roll to hit

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Btw I never got to try the system at its full potential, since the only "test" I did was a bi-shot that was played even before I made a decent manual.

I even want to specify that I would like this system to feel more gritty and "realistic" (somehow).

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The system, as of recently, uses a "Localised Wound" system, where I completely throw out abstract hit points and use Wound Thresholds for each body part; the "damage" will be based on the Attack Roll/Dodge Roll (I refuse, until someone gives me a good idea for it, to use both at the same time), and a higher roll either does a higher damage if I use Attack Rolls, or lowers the damage if I use Dodge Rolls.

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The Character can also have armor, which lowers damage even further based on the type.

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TL;DR: I'm confused between Attack Rolls or Dodge Rolls for combat and the exact stats they could use. I thought about opposed rolls but it was a bad idea and fortunately I never got to try that mechanic out.

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u/Xx-Marauder-xX — 19 days ago