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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)KH
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2 yr. ago

  • Homebrew is rad, homebrew options that are accidentally stronger than official options are bad and homebrew options that are intentionally stronger require one hell of a game designer to keep the game reasonably balanced.

  • Honestly I support the weakening of stunning strike specifically. The monk shouldn't be crap with the exception of one ability that is so encounter breaking that many DMs are weakening it anyway.

    The monk should have been buffed otherwise of course but the modifications to stunning strike are more or less required.

  • I sort of agree, I have never played in a premade setting except for a 2-shot for city of mist and I've never GMd one at all, and I often spend a lot of time reading rulerooks for ideas for my own RPGs.

    I've been trying to write my own collaborative storytelling game recently rewards players for taking on a storyteller role but doesn't stop players who would prefer to remain as one character for the session, and when I read Ben Robbins' blog post about Remember Tomorrow, I thought I could use a part of this and bought the pdf. I'm trying to build a royal court political thriller type system and I know that this was cyberpunk by default, but 3/4 of the page count is really guidance on how to make a specific tone of cyberpunk lore, with the rules interwoven between them.

    I feel that if your system is novel and applicable to many tones and genres, it should be seperated from that genre any related setting in the rulebook, and similarly if you're rules and genre are wrapped up, it's a good idea to seperate setting slightly, which we commonly seen in fantasy RPGs.

    I feel they should be in the same book, but unless your rules are absolutely dependent on your genre or your the two absolutely dependent on your settings, it's wise to seperate them to make your book more easily usable by those wanting to work your ideas into their own.

  • I have a piece of counter advice that allows you to on occasion plan a plot point. Generally your PCs are most invested in their beloved NPCs, either from backstory or the plot you've developed. If you have a cool idea, these NPCs can often be inserted into it and offer exactly what the players enjoy.

  • Happy to see you here, I think your stories have been quite influential on my next character and I presumed I'd have seen the last of you at the beginning of July when I stopped being able to use Reddit due to prefering mediums without ads.

  • If this is how you feel, pick up all the kobald press monster books. Between Tome of Beasts 1-3 and the creature codex, that's probably more monsters than WotC have printed across all of 5e.

    Also check out the Monsterous Menagerie be Level Up 5e, this book can take a few extra liberties as it's for EN Publishing's take in 5e, and that difference means they can really make interesting monsters that are basically compatible with standard 5e.

    I'm also a fan of the Grimhollow Monster Grimoure, although it's probably the closest to current 5e content, and is only elevated by it's consistent dark fantasy tome, sort of like the monster from Van Richens Guide to Ravenloft.

    There are probably 1500 monsters across all of there which are all more interesting than many WotC monsters, I couldn't recommend them enough.

  • Fate is probably about as freeform / fits all as you can get, and compared to other similar systems like GURPS, making the kind of alterations to make it fit Fantasy Vs apocalyptic Vs cyberpunk etc is really easy, but the system remains evocative as you chop and change it.

    I'd absolutely recommend it as a one-shot system, although it's also good for campaigns too. Players are encouraged to leave some parts of their character sheet blank and fill it out in the session as they discover who they are, which I think really helps players have satisfying characters for one-shots as they don't get stuck not knowing their characters.

  • I've only played 10-15 or so systems with a a few forays into extremely niche systems, but I've really enjoyed Fate Condensed, far more than I thought I would. My regular group are the ideal audience for it too as we all have a very 'writers room' approach to storytelling.

  • I've only ever worked on personal splatbooks and although it's not a resource for making better content, the biggest resource I've learnt from is the difference between Fate Core and Fate Condensed. Fate core is 5 times the legnth of condensed and practically unlearnable from the book alone, fate condensed changes nearly no rules and you can learn in an afternoon without issue. Both have free SRDs online to actually peruse and I'd love a resource that explored how the creation of Fate Condensed went. But even without that, it's a fantastic study in streamlining and blocking sections.

  • I've ran one pirate 5e game and there's nothing about 5e that is an issue, I'd have been really excited to see the default setting and monster manual of TotV be pirate themed, especially with all the content being D&D compatible. I don't really mind though.

    I'm really excited for MCDM and their product, and I think a more tactical game will appeal to a lot of players. I've actually found a love for FATE recently and I feel that my regular group could probably enjoy this system the most, but beyond one-shots, transitioning systems is tough.

  • Something the OGL debacle did for me is make me realise the kind of game I enjoy, as everyone was saying "go to pathfinder, it's d&d but 20% more crunchy", I realised I want the opposite, and decreasing the tactical side of 5e was my way to go.

    I'm very excited for this game as a piece of content but curiously it hits nothing I'm after at all. When Project Black Flag named themselves Tales of the valiant, I was sad that the default setting would be traditional fantasy instead of pirate fantasy. I love a lot of fiction but the heroic tales bounce off me where dark fantasy, postmodern plots and even cosy adventures all hook me in. When I watch a very cinematic movie (in terms of action rather than its visuals), I don't really care for that part.

    I'm very excited for this game and 1 year ago I'd have thought it's what I wanted because Matt Colville said it was what he wants. I'm still really excited for this product largely because I'm excited to see MCDM thrive, but this year has been a ride that's taught me this product isn't for me.