Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

I managed to solo six abjurers and three gladiators doing this over the course of a single combat
Thats 336hp of damage for the gladiators and 504hp of damage to abjurers. Why wouldn't the 6 abjurers just blast you with fireballs or instead counterspell the darkness? The gladiators hardly even factor and they're the ones who should be most impacted by the darkness.
 
I'm currently writing my own TTRPG utilizing 20-sided dice.

WotC fucked D&D, Paizo fucked Pathfinder with 2e. I'm tired of my hobbies burning down around me.

36 different magic combinations, no HP sponge or nuke-tag mechanics at max level, armor actually doing its job and soaking damage.

Completely classless, race choice matters as some races can do builds others can't. There are major and minor talents - with each major an impactful choice on your style of fighting, available senses, and ability to utilize some weapons as others, and minor talents affecting skills.

Races have talents that allow them to go down paths that they should from their lore.

Being classless, there's a specialization mechanic that allows you to choose what you want to fight in combat with, your accuracy and damage with your weapons, ability to parry, and styles of combat utilizing those weapons.


In short uncensored fantasy, bikini armor, and fuck all who try to cancel culture me. I'm tired of my hobbies being infected and companies I used to love cucking out.

I've already dropped a few hundred on art - below are some samples. The first bit is a filler - said artist is going to be making a cover in the same vein of 90s. The rest are two pictures of race art - much more coming. Not going to post everything on it, of course. After I finish paying off some debt, I'm going to register as a business and get everything copyrighted properly.
 

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I'm currently writing my own TTRPG utilizing 20-sided dice.

WotC fucked D&D, Paizo fucked Pathfinder with 2e. I'm tired of my hobbies burning down around me.

36 different magic combinations, no HP sponge or nuke-tag mechanics at max level, armor actually doing its job and soaking damage.

Completely classless, race choice matters as some races can do builds others can't. There are major and minor talents - with each major an impactful choice on your style of fighting, available senses, and ability to utilize some weapons as others, and minor talents affecting skills.

Races have talents that allow them to go down paths that they should from their lore.

Being classless, there's a specialization mechanic that allows you to choose what you want to fight in combat with, your accuracy and damage with your weapons, ability to parry, and styles of combat utilizing those weapons.


In short uncensored fantasy, bikini armor, and fuck all who try to cancel culture me. I'm tired of my hobbies being infected and companies I used to love cucking out.
Well, that sounds pretty cool. Make sure you get plenty of playtesting in. We have enough clunky/unbalanced indie dreck going around already, would be nice to have something functional for once.
 
Well, that sounds pretty cool. Make sure you get plenty of playtesting in. We have enough clunky/unbalanced indie dreck going around already, would be nice to have something functional for once.

I currently have 16 playtesters who are friends of mine, who specialize in munchkin and breaking games. I've told them to go HAM on each bit I make and try to break as much as they can so I can get things right.

I've had to revamp the combat system completely because I relied too much on D&D style combat. Because of some of their experience in other games, it's familiar enough to D20 players, while having elements from other systems.
 
If you guys want an example of what's different, I'll share a bit.

In short: Defense is luck and betting you're not going to be bopped. Protection is as stated - AKA, if you're strong enough, someone just can't trip you no matter how hard they try - or if your Resolve is high enough, they can't terrify you no matter how hard they try. Reduction is the tank stat of choice - and is affected by their Vitality.

Defense: This allows a player to utilize agility to not be struck by attacks, but only functions in Cloth, Leather, and to a lesser extent, Mail armor. It allows them to add their armor rank to a chance to not be hit as well as their agility, rather than reducing damage taken like sturdier forms of armor.

Protection: These are advantages granted by stats against various afflictions that can be inflicted by spells and weapons. These are wholly dependent on stats.
Protection: Your innate resistance or immunity to certain effects that would fell anyone not as adept in a stat as yourself.

Reduction: Plate and Mail grant this form of resistance. Rather than avoiding damage, wearers of Plate and Mail reduce damage taken altogether, with any left over being applied against their health. While Plate can offer this reduction against Hammers, Mail armor does not. Higher Vitality increases your Reduction while wearing the appropriate armor.


Furthermore, the system is MAD-dependent. There is no god stat. Characters are encouraged to diversify stats for actual benefits they give.
 
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If you guys want an example of what's different, I'll share a bit.

In short: Defense is luck and betting you're not going to be bopped. Protection is as stated - AKA, if you're strong enough, someone just can't trip you no matter how hard they try - or if your Resolve is high enough, they can't terrify you no matter how hard they try. Reduction is the tank stat of choice - and is affected by their Vitality.

Defense: This allows a player to utilize agility to not be struck by attacks, but only functions in Cloth, Leather, and to a lesser extent, Mail armor. It allows them to add their armor rank to a chance to not be hit as well as their agility, rather than reducing damage taken like sturdier forms of armor.

Protection: These are advantages granted by stats against various afflictions that can be inflicted by spells and weapons. These are wholly dependent on stats.
Protection: Your innate resistance or immunity to certain effects that would fell anyone not as adept in a stat as yourself.

Reduction: Plate and Mail grant this form of resistance. Rather than avoiding damage, wearers of Plate and Mail reduce damage taken altogether, with any left over being applied against their health. While Plate can offer this reduction against Hammers, Mail armor does not. Higher Vitality increases your Reduction while wearing the appropriate armor.


Furthermore, the system is MAD-dependent. There is no god stat. Characters are encouraged to diversify stats for actual benefits they give.
Best of luck with the long road ahead of you. A friend of mine made his own system years ago and some of the best games I played used it. One of the fun parts of those games was the understanding that the rules would change session to session as they got adjusted and tweaked. I could also say something like, "I want to play this type of character, is there a good rule for that?". When there wasn't we'd make something up on the fly and adjust as time went on. The cool part was when there was already a rule or feature in place that made it work.

Enjoy that journey, write cool stories while you're doing it.
 
Best of luck with the long road ahead of you. A friend of mine made his own system years ago and some of the best games I played used it. One of the fun parts of those games was the understanding that the rules would change session to session as they got adjusted and tweaked. I could also say something like, "I want to play this type of character, is there a good rule for that?". When there wasn't we'd make something up on the fly and adjust as time went on. The cool part was when there was already a rule or feature in place that made it work.

Enjoy that journey, write cool stories while you're doing it.

Essentially, you're in a world where Echoes of Fantasy, Myth, and Legend are real. Depending on its impact on the human race on Earth, the more real or mixed it is in the world in question.

For instance, courtesy of Anime, King Arthur is a 9 foot tall, wild-lady female of a King.

Richard the Lionheart is also there, the pair of them work together to repel threats from the mythical isle of Faerieheim.

Anyone can survive a drop from any height into a body of water, since so few people know how water reacts from high drops (on Earth). The three second rule is real, plate armor doesn't benefit from agility, and so on.

You've got Genghis Khan and Ivan the Terrible duking it out in one area, Greeks and Romans fighting, and so on.

I'm extremely excited for the stories I can write.

And, well, here's the story premise, since it's just the prologue. I probably should've started with this:



In the beginning, God spoke and created the heavens and the earth. When He made Man, He placed a spark of His breath within His creation, giving it life and power in its words, heart, and soul. As man’s population grew, along with it, tales and legends. With the spark of their collective words and imaginations, the infant world of Avalon was born as a distant echo. Unbeknownst to mankind, they had made an entirely new creation.

Unfortunately, such a world was a paragon of chaos and destruction. Humanity’s spoken and imagined gods ran rampant - as well as demons and faeries who had found the blossoming world. Tormenting, violating, empowering, and conquering lesser races - God, Himself, could bear the sight and screams no more. God stepped in to establish order. He locked the demons and fallen angels away behind their gates of Gehenna, forbidding them to give their power unrestrained. Then, He did the same to the gods, but locking them in their respective demiplanes. Finally, as for the Faeries, the arbiters of nature and seasons, He locked them onto the Isle of Faerieheim just north of England, forbidding Mab, Titania, and the Erlking from leaving it and tormenting mortals - and from giving their power freely. That done, God looked upon the races and beings that were left in the world and the discrepancies between them.

The Legends system (leveling system) then took hold after those events. While mortals do not know of the events that took place so long ago (as none are alive from that many thousands of years ago), the gods, faeries, and demons are forbidden from speaking of what had happened. While mortals can no longer directly communicate with gods, they may speak to the equivalent of their servitors to gain power from above or below. The Legends system was put in place to prevent either side from hyper-empowering a mortal to become equivalents of avatars or shock troopers. The Legends system is simple. When two beings have a child, a portion of their power is imbued into their child - with each child having the same starting point in their Legend. While their race has an effect on what they can do, their Legend determines what level of power they can receive either from the efforts of their own power or from other powers. To increase one’s legend, they must either slay enemies to absorb portions of their essence or spread their name far and wide, letting their names on the tongues of the populace increase their strength. Might as well as reputation earned can increase the strength of any inhabitant of this world.

There are some beings who are legends on Earth and who aren’t subject to these restrictions and, as such, they are naturally powerful. These beings are often rulers of countries, cities, and so on. The hope for most who seek out to start their Legends is to become greater than those who have come before - while most just seek to live a life of peace and quiet. This is where your Legend starts, will you claim it? Will you be the mysterious Sidhe? Perhaps a Savartalf? A Demigod? A drow? An Awakened? Just a human? Maybe a Dwarf? It is your choice.
 
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Thats 336hp of damage for the gladiators and 504hp of damage to abjurers. Why wouldn't the 6 abjurers just blast you with fireballs or instead counterspell the darkness? The gladiators hardly even factor and they're the ones who should be most impacted by the darkness.
The abjurers couldn’t counterspell it because it was already cast and they wouldn’t fireball me because I was usually already upon them thanks to having 40ft of movement. Basically they’d end up fire balling thrmselves or thief allies that way
 
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The abjurers couldn’t counterspell it because it was already cast and they wouldn’t fireball me because I was usually already upon them thanks to having 40ft of movement. Basically they’d end up fire balling thrmselves or thief allies that way
They couldn't move and separate? they also have dispel magic to get rid of the darkness that way. It really seems like your DM ran that fight poorly and not a flaw with 5e or somehow the conditions were perfect and you also had perfect luck.
 
They couldn't move and separate? they also have dispel magic to get rid of the darkness that way. It really seems like your DM ran that fight poorly and not a flaw with 5e or somehow the conditions were perfect and you also had perfect luck.
That example may have been extreme, but the combo itself is very powerful against... well, anything that doesn't have a counterspell. And besides, if you're in sudden pitch-black magical darkness and you can't see your friends, it gets harder to know where to move. If the GM was actually roleplaying the NPCs as opposed to just using them as models in a wargame, them not knowing what to do right away makes sense.

Darkness has this fun little side-effect that you don't know where anything is around you unless you can hear it or touch it, including where the walls are. So even if you try to move out, you have to do it slowly or you risk running face-first into an enemy or a wall. Or an ally, for that matter.
 
Essentially, you're in a world where Echoes of Fantasy, Myth, and Legend are real. Depending on its impact on the human race on Earth, the more real or mixed it is in the world in question.

For instance, courtesy of Anime, King Arthur is a 9 foot tall, wild-lady female of a King.

Richard the Lionheart is also there, the pair of them work together to repel threats from the mythical isle of Faerieheim.

Anyone can survive a drop from any height into a body of water, since so few people know how water reacts from high drops (on Earth). The three second rule is real, plate armor doesn't benefit from agility, and so on.

You've got Genghis Khan and Ivan the Terrible duking it out in one area, Greeks and Romans fighting, and so on.

I'm extremely excited for the stories I can write.

And, well, here's the story premise, since it's just the prologue. I probably should've started with this:



In the beginning, God spoke and created the heavens and the earth. When He made Man, He placed a spark of His breath within His creation, giving it life and power in its words, heart, and soul. As man’s population grew, along with it, tales and legends. With the spark of their collective words and imaginations, the infant world of Avalon was born as a distant echo. Unbeknownst to mankind, they had made an entirely new creation.

Unfortunately, such a world was a paragon of chaos and destruction. Humanity’s spoken and imagined gods ran rampant - as well as demons and faeries who had found the blossoming world. Tormenting, violating, empowering, and conquering lesser races - God, Himself, could bear the sight and screams no more. God stepped in to establish order. He locked the demons and fallen angels away behind their gates of Gehenna, forbidding them to give their power unrestrained. Then, He did the same to the gods, but locking them in their respective demiplanes. Finally, as for the Faeries, the arbiters of nature and seasons, He locked them onto the Isle of Faerieheim just north of England, forbidding Mab, Titania, and the Erlking from leaving it and tormenting mortals - and from giving their power freely. That done, God looked upon the races and beings that were left in the world and the discrepancies between them.

The Legends system (leveling system) then took hold after those events. While mortals do not know of the events that took place so long ago (as none are alive from that many thousands of years ago), the gods, faeries, and demons are forbidden from speaking of what had happened. While mortals can no longer directly communicate with gods, they may speak to the equivalent of their servitors to gain power from above or below. The Legends system was put in place to prevent either side from hyper-empowering a mortal to become equivalents of avatars or shock troopers. The Legends system is simple. When two beings have a child, a portion of their power is imbued into their child - with each child having the same starting point in their Legend. While their race has an effect on what they can do, their Legend determines what level of power they can receive either from the efforts of their own power or from other powers. To increase one’s legend, they must either slay enemies to absorb portions of their essence or spread their name far and wide, letting their names on the tongues of the populace increase their strength. Might as well as reputation earned can increase the strength of any inhabitant of this world.

There are some beings who are legends on Earth and who aren’t subject to these restrictions and, as such, they are naturally powerful. These beings are often rulers of countries, cities, and so on. The hope for most who seek out to start their Legends is to become greater than those who have come before - while most just seek to live a life of peace and quiet. This is where your Legend starts, will you claim it? Will you be the mysterious Sidhe? Perhaps a Savartalf? A Demigod? A drow? An Awakened? Just a human? Maybe a Dwarf? It is your choice.
Holy shit that sounds like fun. A neat little character/race concept that's been jiggling around in my head for a while is an elvish blacksmith who thanks to pounding away at an anvil all day for years is stronger and tougher than he is agile, so he uses armor and weapons to match. Sounds like that'd be fun as hell for something like that.
 
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That example may have been extreme, but the combo itself is very powerful against... well, anything that doesn't have a counterspell. And besides, if you're in sudden pitch-black magical darkness and you can't see your friends, it gets harder to know where to move. If the GM was actually roleplaying the NPCs as opposed to just using them as models in a wargame, them not knowing what to do right away makes sense.

Darkness has this fun little side-effect that you don't know where anything is around you unless you can hear it or touch it, including where the walls are. So even if you try to move out, you have to do it slowly or you risk running face-first into an enemy or a wall. Or an ally, for that matter.
The best part of all was that this literally all happened because I got in a bar fight with a halfling for beating me at cards. I accused him of cheating but that didn’t work so I knocked him out in frustration and was accosted by not just the bar staff but a dwarf, a teifling, and eventually the abjurers and gladiators who were basically the town guard since they JUST HAPPENED to be patrolling down that street in a massive group. It was kinda bullshit and I only won because I played real smart and got lucky a few times.

so to explain, I cast Darkness before I beat up the halfling. I had the surprise round. So on my next turn I knocked him out and took his stuff and ran for the door still shrouding myself in Darkness. Bar staff, dwarf, and teifling come at me but all swing and miss. I then spill ball bearings over the floor as I exit the building on my next turn. They can’t see the ball bearings as they’re in my Darkness and as they approach begin failing their saves and falling prone. DM tells me as I get out into the street that a ton of abjurers and gladiators are approaching and will be upon me next turn so I ran up upon them about 10ft away and threw ball bearings down again. The fight went about as you might expect.

Edit: Yeah I have no idea why they didn’t try Dispel Magic. I think my DM knew it was a bullshit stacked fight so she gave me a fighting chance.
 
The best part of all was that this literally all happened because I got in a bar fight with a halfling for beating me at cards. I accused him of cheating but that didn’t work so I knocked him out in frustration and was accosted by not just the bar staff but a dwarf, a teifling, and eventually the abjurers and gladiators who were basically the town guard since they JUST HAPPENED to be patrolling down that street in a massive group. It was kinda bullshit and I only won because I played real smart and got lucky a few times.

so to explain, I cast Darkness before I beat up the halfling. I had the surprise round. So on my next turn I knocked him out and took his stuff and ran for the door still shrouding myself in Darkness. Bar staff, dwarf, and teifling come at me but all swing and miss. I then spill ball bearings over the floor as I exit the building on my next turn. They can’t see the ball bearings as they’re in my Darkness and as they approach begin failing their saves and falling prone. DM tells me as I get out into the street that a ton of abjurers and gladiators are approaching and will be upon me next turn so I ran up upon them about 10ft away and threw ball bearings down again. The fight went about as you might expect.
Who the hell knew pulling a Home Alone would actually work?
 
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Who the hell knew pulling a Home Alone would actually work?
Well they got disadvantage on their save because they can’t see the ball bearings so I figured it was a solid tactic to bet on. I use it a lot with this character. I’ve been trying to find a reasonsble way to add caltrops into the mix.
 
Who the hell knew pulling a Home Alone would actually work?
I keep telling people, shit like ball bearings, caltrops, oil, rope snares and even bear traps can be surprisingly useful if you're not going for MAXIMUM DPS.

Throwables are fantastic for making enemies (and/or other PCs) look like fools. Even Alchemist's Fire, which only does 1d4 fire damage, sets the target on fire. Unless you're going up against Jason Vorhees or some otherwise mindless creature, anything hit by it will have a very strong incentive to duck out for a moment and extinguish the flames. Same with acid vials: 2d6 acid damage isn't going to kill a dire wolf right away, but splashing it on its face with something that causes a horrible burning sensation is going to make it reconsider its decision to attack you.

Of course, this all relies on the GM seeing NPCs as creatures with agency, the ability to feel pain, and survival instincts, as opposed to just bags of HP and damage die to throw at the party.
 
I keep telling people, shit like ball bearings, caltrops, oil, rope snares and even bear traps can be surprisingly useful if you're not going for MAXIMUM DPS.

Throwables are fantastic for making enemies (and/or other PCs) look like fools. Even Alchemist's Fire, which only does 1d4 fire damage, sets the target on fire. Unless you're going up against Jason Vorhees or some otherwise mindless creature, anything hit by it will have a very strong incentive to duck out for a moment and extinguish the flames. Same with acid vials: 2d6 acid damage isn't going to kill a dire wolf right away, but splashing it on its face with something that causes a horrible burning sensation is going to make it reconsider its decision to attack you.

Of course, this all relies on the GM seeing NPCs as creatures with agency, the ability to feel pain, and survival instincts, as opposed to just bags of HP and damage die to throw at the party.
It’s funny you mentioned acid. I haven’t gotten to use it yet but my character recently bought ten vials with the money he was making from pit fighting
 
I'm looking for some good one shot adventures. Any system or theme, as long as it's stand alone and can be played in a single session.

I tried looking on the internet, but all the recommendations I find are either board games (Hero Quest), or are self contained narrative games (Ten Candles, Blades in the Dark).

I've played The Mutator for Savage Worlds. I know of One Page Dungeon, but I've not played any of them.
 
Blades in the Dark
Avoid this like the plague. I'll spare you the rant.

Try checking The Trove for your system of choice. There should be plenty of one shots you can browse through and skim. Can't recommend any by name since my group rarely uses published material. Last I looked there were a lot of Adventurer League one shots, but then I've never heard anyone ever talk about how good 5e adventure material is since it tends to be railroady as fuck and the AL DMs aren't allowed to kill players.
 
I'm looking for some good one shot adventures. Any system or theme, as long as it's stand alone and can be played in a single session.

I tried looking on the internet, but all the recommendations I find are either board games (Hero Quest), or are self contained narrative games (Ten Candles, Blades in the Dark).

I've played The Mutator for Savage Worlds. I know of One Page Dungeon, but I've not played any of them.
I don't know about 5e, but I know for a fact that 3.5e had a good amount of books that contained a lot of short adventures, or longer adventures you could easily chop down to size. The Trove should have a bunch of them.
 
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