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Need some help testing a custom game.

1407962505

Edited 1407962570
So, I decided I would create my own game, because I did not find any suitable for what I was doing. I have a system and everything, only I am missing... beta testers. And here I am, asking for your help. If you want to try your hand at testing this, feel free to PM me. And If there is anything wrong with custom games, you should tell me that as well. oh, and please tell me If I have the wrong thread.
1407963860
PaulOoshun
Marketplace Creator
Could I make a suggestion? I think you might attract more willing volunteers if you told us a little about the game, the setting, perhaps any core mechanic? I think it's wonderful that you've created a system to handle it, so while I likely can't playtest it I'd love to hear about it nonetheless!
1408041019

Edited 1408041066
Ok, here is the setting and details: Setting: post apoc, or others if this works Details: Well, I will not give them ALL but... there are six stats so far. Intellect, Charisma, Strength, Constitution, Endurance, Luck Luck gives you a minor bonus to everything, and a Crit. chance bonus. Endurance lessens your taken damage, nullifies some radiation, and factors into health. Intellect lets you hack, build, and tinker with machines. Strength is pitted against Endurance, to help melee weapons. Constitution factors into your health, and restores it faster. Charisma teaches beast taming, and improves your sway in conversation, as well as leadership EDIT: thinking about adding a 7nth stat: Coordination
1408054633

Edited 1408054718
Lithl
Pro
Sheet Author
API Scripter
Theon L. said: Ok, here is the setting and details: Setting: post apoc, or others if this works Details: Well, I will not give them ALL but... there are six stats so far. Intellect, Charisma, Strength, Constitution, Endurance, Luck Luck gives you a minor bonus to everything, and a Crit. chance bonus. Endurance lessens your taken damage, nullifies some radiation, and factors into health. Intellect lets you hack, build, and tinker with machines. Strength is pitted against Endurance, to help melee weapons. Constitution factors into your health, and restores it faster. Charisma teaches beast taming, and improves your sway in conversation, as well as leadership EDIT: thinking about adding a 7nth stat: Coordination This is extremely generic. You've given us "the setting is post-apocalyptic" and "there are six (or maybe seven!) stats". Post-apocalyptic can apply to a wide variety of settings, and doesn't give very much detail on its own other than the fact that Something Bad™ happened. It's more of a genre than a setting. Listing the stats tells me literally nothing, especially when more than half of them are basically straight rips from D&D and its derivatives. That's not to say that you can't have an attribute spread like D&D, merely that listing them doesn't give the reader any useful information. What is the setting? Sure, it's taking place after an apocalyptic event, but what's the world like now? What kind of system is this? Are you trying to leverage the d20 OGL? Is this something with Huge Die Pools™ like White Wolf's games or the W40k miniatures? dPercentile? Fudge dice? Cards? Can the players manipulate the story or game world by means other than simply taking actions with their characters? Is the system designed to have the PCs and the GM create a collaborative story, or does it lend itself to parties of murderhobos? Is there even a GM at all? And who are these PCs that makes them so special, anyway? Or are they not special at all, and "run the fuck away" is intended to be a viable and common strategy? Tell us what makes your new game distinctive from the hundreds (thousands?) of RPGs that are already out there!
1408083093
PaulOoshun
Marketplace Creator
Are you perhaps more interested in testing the system, with the setting being largely unimportant?
Since it looks like the intent is to wrangle up a crew of people, I'm going to transfer this to the Looking For Group forum.
This is actually: SPECIAL from fallout. Which is just a take on original D&D's stats. Game design, as Brian is hinting at, comes down to 2 actual types of design. Mechanical design and Setting design. Being good at both of these things is extremely rare. Here's a video from a game designer talking about it: <a href="https://www.youtube.com/watch?v=HbP1CvukD8E" rel="nofollow">https://www.youtube.com/watch?v=HbP1CvukD8E</a>
1408142742

Edited 1408142764
hey, ya figured it out! It is indeed Special. and the world now? a place of great ruin, filled with desert (like in fallout, and another game I play) "sanctuaries" dot the place. (they are small enclosed underground fortresses) oh, but the muties (mutants) are different. VERY DIFFERENT. Meepers, Jawsmashers, and others are literally everywhere. and as was asked above, yes I am interested in testing the SYSTEM! what kind of system was asked above. I will copy and paste Q and A! Are you trying to leverage the d20 OGL? No, I do not even know what that is. Is this something with Huge Die Pools™ like White Wolf's games or the W40k miniatures? I use all manner of dice. :D dPercentile? Fudge dice? Cards? Still no idea what the first two are, but no cards Can the players manipulate the story or game world by means other than simply taking actions with their characters? you may change the world with your backstories . Is the system designed to have the PCs and the GM create a collaborative story, or does it lend itself to parties of murderhobos? The latter is more likely. Is there even a GM at all? me. And who are these PCs that makes them so special, anyway? just random wasteland survivors. sorry to disappoint, but the name of the skill system is the only thing special about them. Or are they not special at all, and "run the fuck away" is intended to be a viable and common strategy? Run the fuck away is a strategy... but you will most likely be found and killed. I hope this answers some questions
So, how do you succeed or fail at a task? Which dices do I roll and what do I add/remove, if anything?
If I told you that, you would copy my system. I will wait until people actually join me.
...No. I would not. I have my own system which I am totally okay with and I don't need anything else. I'm just trying to see what makes your game any different than the others. You know, try to figure out whether it's interesting or not, because as other people have stated, we don't have enough description and so far it sounds pretty generic.
alrighty then... HERE GOES! oh, and if it is generic, I am sorry. I could not find any perfect systems. Luck - gives a +1 bonus to any regular roll, and makes your crit chance 2%x(Luck divided by ten) Endurance - factors into damage, subtract endurance from rad levels Intellect - factors into scrapping, tinkering, and building. also helps hack. for hacking: Roll a d(intellect divided by 10), and add it to hacking progress. when you reach hack rank, you have hacked the machine. Scrapping, tinkering, and building all have seperate systems. Scrapping: Choose a material/ingredient. 50% of the materials are given to you, plus .5% for each 10 invested. when you reach 70%, add another ingredient to salvage. that ingredient starts at 40, plus .4% for every 10 when that ingredient reaches 70%, get another, and give it 30% + .3% for every ten, and so on. when you have all ingredients, get a rare item from salvaging. Tinkering: add 5% of the original desired stat, minus the item complexity. add 5% for every 10 intellect, until it reaches the 5th tinker. then that stat can have previous addons changed. to change an addon, add another tinker, and take out one of the other tinkers. this includes boosts, such as sharpened and bloodied. Building: collect ingredients. Use the starter damage and effects, than add for every ten int: either another effect, or a 4% original damage boost Strength: If it is bigger than item size, you can carry it. If it is not, you cannot. 1.2 times bigger means you can use it if it is a weapon Charisma: add this to every sell price, and subtract from buy price. Gm decides the minimum/maximum prices Constitution: Restore half of this per every rested turn. (you cannot rest in combat.) health is equal to Constitution+endurance+strength. At 500 Charisma, 400 intellect, and level five, you can unlock mutant taming. ratio of damage: Subtract enemy endurance from your strength, left overs are either added or subtracted from the damage. Damage: Weapon damage and levelx10
im in
I think what people are trying to ask is what does a typical gameplay situation look like. For example, suppose I'm playing a character who is carrying a stop sign I picked up the last time we were standing pretty in the dust that was a city. Now, under attack by bandits, I want to use that stop sign to bash a bandit in the face. What comes next? If my strength is, say, 300 (that seems like a reasonable stat based on your above post) do I roll 300d2&gt;2 against some target number? Do I roll d100&lt;300? Do I roll d30 against some target number? Do I ask a magic 8 ball if I successfully bash the bandit's face in? Later in the session, I have my character cook a special celebratory dinner in honor of our victory over the bandits (as in, special enough to require a roll for some reason or another). Do I make the same kind of roll that I did for combat? Obviously the stats involved would be different, but is the general rolling system for skills the same as it is for combat (or more to the point: if a player knows how to roll for cooking and face-bashing, do they automatically already know how to roll for lockpicking)? Essentially, what we know right now is what we would get by reading a few random sentences from a few random pages in the rulebook (if such a book existed); what we're looking for is what we would get by reading a quickstart guide or the Wikipedia entry for the system (again, if they existed).
Yeah... kinda hard to explain in full like so. So really, It all comes down to whether or not you like what you see.