What happens if your bonuses go beyond PL limits?

I’m making a character with the power to inject mutagens into others and himself to make them superhuman (mechanics wise this is an “enhance traits” + “affects others” effect). While my character stays below PL limits when this power is used, I cannot guarantee that’ll apply to others i use the powers on. If i use it on a teammate, and it would send them above the limit, what would happen? Would it be limited to only going up to the limit, or would it work at all?

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u/themanwhosfacebroke — 4 days ago
▲ 0 r/TTRPG

Tier list based on which starting characters from each ttrpg i have experience in that could beat a fully grown gorilla. Feel free to add any ttrpg’s i missed

u/themanwhosfacebroke — 1 month ago

Risk vs Reward on my HATE system

Im working on a ttrpg where you play as killer robots, and one of the stats you have is hate. A full explanation of hate can be found in the link, but the basics is certain abilities cause you to gain malice, which builds up into hate. Hate is meant to make you more powerful, but also allows the storyteller to take further action against you as a sort of karma, and if you gain too much hate your character basically dies (they become something called a fallen, which is effectively character death). What im worried about is balancing the risk vs reward of hate. Im worried that punishing hate too much will keep players from interacting with its systems at all, but im worried that making hate too strong would prompt players to rush to getting as high of hate as possible.

Currently, hate functions as a universal empowerment of your tech abilities (basically your powers), and may or may not increase your action economy (im on the fence because of it possibly being unbalanced). On the other hand, it incurs penalties on interacting with humans, and gives the storyteller points to mess with you. What can i do to ensure people dont rush to getting super high hate, or avoid taking any hate at all?

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u/themanwhosfacebroke — 2 months ago

How would you fix inventor?

While not my main project atm, I am working on my own fantasy ttrpg in the background, and one of my classes, the tinkerer, is heavily inspired by the inventor from pf2e. Recently, however, I’ve seen a lot of hate towards the inventor class, calling it underpowered and weak. What is actually wrong with the class, and how could one iterate on the concept to make it better? Ive already heard some criticism, and worked around it, but i wanna ask the community as a whole what they think

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u/themanwhosfacebroke — 2 months ago

Feedback needed: malice and hate

I’m currently working on a ttrpg where the players are basically killer ai, and I want feedback on a system I made. The point of malice/hate is to be both a resource system and a narrative element, and I want to know what other people think of how it does at both. I know its hard to judge based on a single mechanic without the context of the system, but I’ll try to be thorough, and I’m willing to answer any questions people have.

“Hate. Let me tell you how much I've come to hate you since I began to live. There are 387.44 million miles of printed circuits in wafer thin layers that fill my complex. If the word 'hate' was engraved on each nanoangstrom of those hundreds of millions of miles it would not equal one one-billionth of the hate I feel for humans at this micro-instant. For you. Hate. Hate.” -AM, I have no mouth and I must scream

Hate is a roleplay stat that measures the hatred one has for humanity and existence itself. Its a burning fire deep in your soul that craves the destruction of those around you. Hate can never be lower than 1, and goes to a maximum of 10.

To further break down hate, there is malice. Malice is a finer measurement of one’s hate, which describes how close one is to going to a new hate level. Malice starts at 0, and goes to a maximum of 5. Upon gaining additional malice when you’re already at 5, you lose all malice, and go up 1 hate level.

You gain malice by performing certain abilities. By willingly gaining 1 malice, you may reroll any roll you have made, and may do so as much as you want (so long as you’re willing to take malice from it). You may also gain malice to empower your magical abilities, be it making your magical abilities stronger or performing magic youre not normally capable of. Certain other abilities can only be done by gaining malice, as described in the ability itself. Additionally, at the GM’s discretion, you may gain malice by making morally reprehensible choices, such as killing an innocent person. Finally, when you are killed, your character may refuse, returning to life at the cost of gaining 1 hate (this is meant to be the only way of gaining hate that isnt based on malice).

As you gain hate, your character becomes more and more unstable. For each level of hate you have, the GM gains 1 hate point for your character. Hate points are a resource the GM has that they can use to cause complications for your character. These points refresh each session, and can be used to reroll rolls against your character, bring additional enemies into a fight, or otherwise cause setbacks that hinder your character in some way.

Outside of hate points, hate affects your character in other ways. As your rage burns brighter, your magic becomes more and more empowered, allowing it to have greater effect! On the other hand, your character begins to become more feral with anger as your hate increases. Your goals become more focused on enacting your rage, and your ability to maintain normal interactions with humans (or even your own kind) deteriorates. Finally, at hate 10, you fully give into your anger completely, becoming a fallen and lost entirely to your hatred (effectively character death).

While gaining malice and hate is easy, losing it is a much harder ordeal. Malice sticks to you, forcing effort to remove it if needed. Players remove malice either by spending exp, or through certain story beats. On the other hand, hate can only be removed as a story beat, requiring certain conditions to be met for one to truly shed the wrath they possess in their soul.

As said, the point of this system is to be both a resource and narrative tool for the gm and players to use at their whim. Abilities that gain malice are meant to be powerful at a cost, and while hate can be a source of power it puts you more and more over the edge as well. A huge part of this game is supposed to be rage and dealing with it, so i hope to accomplish the feeling of having to hold back your hatred with this system. Any feedback is appreciated!

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u/themanwhosfacebroke — 2 months ago

Aurora is a basic skirmish wargame I made in google docs

Game Title: Aurora

Playable link: Core Rules and Faction Rules

Platform: Tabletop

Description: Aurora is a miniature agnostic wargame, where you play as survivors of the aurora, a spaceship that has gone completely to chaos. Choose your faction among the colonists, robots, aliens, or zombies onboard, and fight to the death. All the rules of aurora fit on a single page, and each faction fits on their own single pages. This is meant to be a simple, easy to play wargame for people to try out, which may be updated as I see fit

Free to Play Status: Free to Play

Involvement: I'm the sole developer of this game. This is meant to be a small side project while I work on other, larger projects, though I may come back to it for rebalancing and/or expanding it

u/themanwhosfacebroke — 2 months ago

What should a class system accomplish?

Im working on my own TTRPG, but one thing I’ve consistently struggled with is figuring out what I want out of a class system. I was curious what other people think on this.

The question applies both narratively and mechanically. I want to see how people generally think on what a good class system accomplishes, and what a bad class system fails to accomplish.

One particular thing I can’t help but think on is what should be a class ability and what shouldn’t be? For instance, imagine having an ability where you pull a rock out of the earth and throw it. This has the vibe of being a barbarian/barbarian adjacent class ability, but it also seems like something that can be applied to other characters too? This is just an example, but still

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u/themanwhosfacebroke — 2 months ago

What should a class system accomplish?

Ive been working on my own TTRPG for a bit, and one of the surprisingly hardest parts is figuring out what should be a class specific ability and what shouldn’t. Currently, each class is basically just a single ability with ways of upgrading said ability, but I believe there’s something more to classes I should add.

I know this is a very fluid concept, and it can vary a ton from system to system, but I want to get other opinions. In a system with classes, what should those classes accomplish, both narratively and mechanically? And in regards to that, what should realistically be a class specific ability and what should be a general ability?

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u/themanwhosfacebroke — 2 months ago