ITT: discuss /mdrpg/, potential ideas, issues, homebrew, don’t be afraid to ask questions, I might not answer immediately but I probably will eventually ;)
>>77240 Just did a skim through the PDF. Seems quite well thought just from the first glance, although I'll try to give more in-depth feedback once I've really dug into it Depending on just how well I can wrap my head around this I might just end up making an effort to translate thread Stuff into this system!
Image:173083961157.jpg(30kB, 516x516)tfw dad found the nanite jar.jpg
>>77240 Alrighty, so I've given this a more in-depth read. I'll list my more notable observations below NOTE: My personal experience with TTRPGs, both as a player & a GM, is just a couple ticks above 'normie' but shy of what I'd consider 'average' so naturally take anything I say with this in consideration -
>From what I can tell just from looking at the breakdown for 'Attributes', 'Sub-Attributes' & 'Skills' everything appears to be in good order (or at least is 'mathed' out reasonably) >Combat looks to be pretty simple & to-the-point (certainly easier to comprehend than something complicated like GURPS). The re-roll of initiative for each turn is a pretty neat way to keep players on their toes, although the current lack of any critical hit system is a tad disappointing >I really like how thorough the trait system is at this point in development, especially considering that this is designated as version (0.1)
Keep up the good work anon! I'm particularly looking forward to the "quick start chart" for creating NPCs & Enemies!
>>390780 Yeah about that... Anon just fell down the stairs, lost more than half of his HP and nearly broke one of his legs... so that may have to wait a bit
>>391026 Anon just nearly died to getting critically hit in the balls, thankfully his armor was able to absorb the attack. Also a question about the story time.... I never posted one before I'm currently writing a log of what happens while I play, should I post the whole thing or just an abstract up of what happened?
>I needed to make a program just to make keeping track of inventory easier Alright I admit, I should have asked myself if I should make the infinite complexity robot lover autism simulator not if I could. Also story time might come a bit later in the week, I want Anon to at least stop being a droneless broke ass before posting and he's barely got parts for that (I think)
Just follow the /tg/ rules: don't drop the whole log, give the general set of events, and feel free to add/remove detail as needed to better tell the "story" (i.e. however you ended up half-dead to stairs would probably be a good moment to drag in specific rolls/stats for). Excited to hear its nearly ready
>>393289 Will do my best >Excited to hear its nearly ready I admit it's taking me longer than I thought, without my usual players I don't have reason to put brakes on my autism and I end up hyper focusing on elements only I care about (strict inventory management, time keeping, Hardcore Factorio mod tier crafting system). Anon is currently doing his best to not die and learning the art of throwing grenades into rooms and then body blocking the door and hoping it's strong enough that the explosion doesn't kill him
Small update >Good news: Anon has finally fixed up a drone >Average news: The drone needs to recharge for a long time Anon's shelter has only 36 days of power remaining >Bad news: Anon has used up most of his spare parts, leaving him without the means to repair the labour bot he found Anon has only two days of water remaining
AAAAAND I think I played enough to make a story time worth posting, now I just need to write one from a 10 page word document, I'll do my best to finish it up quickly