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Member Since 17 Aug 2011
Offline Last Active Oct 08 2019 02:23 PM

Posts I've Made

In Topic: Battlequest: A Tabletop WIP

03 September 2019 - 03:06 PM

Made a couple edits:


1. Houston, we have Combat! With minimal playtesting, I have an idea of what combat roughly looks like. Further playtesting may change things.


2. Combined "archery" and "thrown weaponry" into "Accuracy," and added the Battle skill "Pugilism," which focuses on unarmed combat.


Please tell me what you think, and how I could incorporate the battle skills in combat. I'm still testing some ideas and what would be best.

In Topic: Battlequest: A Tabletop WIP

27 August 2019 - 10:33 AM

Clears throat



Ahem, in more helpful terms, coming from a somewhat veteran GM and someone who is a huge fan of magic systems in TTRPGs... I would love it if you actually provided some kind of guidelines or categorization for magic please for the love of God.



Pffffffffhahahahaha I'm sorry I wasn't very clear on what I'm planning on doing. There will most DEFINITELY be a "damage limit" if you will on any harmful spells, based on your Battle - Magicka skill. The IDEA I'm going for is that if you can conjure fire, you can totally combust somebody's eyes... though it won't damage them severely and most definitely not permanently in early levels. Magic fire at low levels is unique, and doesn't do as much as you'd think it would. I mean, sure, spicy eyes hurts for a bit and is a great torture tactic, but it won't blind or even severely wound them at early levels. 


Does that bring you hope? :)

In Topic: Battlequest: A Tabletop WIP

25 August 2019 - 06:09 PM

What does loose and fluid spellcrafting actually means? :)


I'm glad you asked. (Insert elevator/tutorial music here)


I DON'T want my TTRPG to look like hundreds upon thousands of THESE:




NONE of that please! I have nothing wrong with that, other than the fact that I don't want to spend hours pouring out spell after spell, balancing and perfecting and fine-tuning. Ugh. I'm a simple guy.


What LOOSE and FLUID would "means" ( :P ) is that there's no set limit to what a player can do. No having to list off spells or memorize details. They just create the spell they want when they need it. Does that make sense?

In Topic: Battlequest: A Tabletop WIP

24 August 2019 - 05:58 PM

Oh my goodness. I've been working hard on how magic is to work, because I love magic personally. I want this to be good. But WOW, can it be hard to think of things when you're busy with life! Anyway, ahem, let's continue.


I decided to go with a loose, fluid, spellcrafting system rather than a strict, "this spell does this" system. Because, well, freedom. Boxers over briefs, I guess. Anyway.


I also decided to implement a proficiency system, as well as up the effort it takes to level up a skill. It was, in fact, VERY low. Combat is next, but let me know what yall think of the loose and fluid spellcrafting system! :D

In Topic: Battlequest: A Tabletop WIP

15 July 2019 - 09:43 AM

Thanks for the feedback! I didn't really see that issue before, thanks for pointing it out. Perhaps if I not only doubled the current trend, but maybe in character creation, players could select three major skills that they will definitely attempt to build more than others? Then only these "Major Skills" learn from failure. That's a really good idea, thanks Burger! ^.^


As I get further into development, it gets more difficult to see flaws and potential issues, so I always appreciate and take feedback very seriously. More often than not I will agree with your suggestion if it's been thought out, and I can tell you really thought this one out.


Directly after this post, I'm going to edit the original to have added Quest Talents, though they're not very exciting. I definitely want to add more perks for taking talents, much like feats from DnD, but it's not easy to think of perks when the game is still in such early stages. It's much easier to batch out general options, which is what I have, so BEAR WITH ME. :P