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

Hard to say. The best I know are people who are not-leftists. Pretty much all the big OSR games are made by not-leftists.

I wouldn't say that. A lot of OSR games are made by lefties.
Exalted Funeral, a storefront for a lot of OSR & other indie games, shilled gay & tranny propaganda in their promo email for 41% Awareness Month (like not even games by/for queers, or even game-related writing. Most of it was just collections of essays written by faggots about being a faggot. I now no longer do business with EF.)

What the OSR creators by and large aren't is obnoxiously virtue signaling leftists. They can create something and not have to have FACISTS (that is anyone who makes decisions not 100% in alignment with mine) ARE BAD! infoblocks every page. They can have subtlety and nuance and trust people will connect the dots (and if they don't, don't get buttblasted that everyone loves playing Dragon Nazis)
They usually have clear political slants in their world building, but they don't need to make the opposition one dimensional or completely wrong. They don't have a whole chapter dedicated to why everyone except for the gender-fluid communists are bad and you are a bad person for making a character that sides with any other faction even obliquely. Or dedicate the intro to how important it is to be a tranny and that you fill your fantasy world with all flavor of faggots that it is equally important you take time out of your game to make abundantly clear they are a queer. Elf Rights are Human Rights.

And this is because the OSR games are built on math. Harsh, unforgiving math. And that keeps out the majority of shrieking dangerhairs and posers, when they can instead go to the latest PbtA trend or continue to shit up 5e.
 
was their actually a backlash that stupid wheelchair dungeon? I mean outside of saying it's cringe and not buying it, I didnt see much feedback which wasnt empty praise.
Personally I find the idea that you not only want to play with any irl conditions but want the limitations it brings ignored is depressing, in it's personal implications
View attachment 2320919
“Sorry bitch you don't even get to walk in your fantasies, now get back in the fucking chair, we've built some shitty mechanics to pretend it isnt a limitation”
Format was fine but it was written poorly but the adventure itself is salvageable One piece of artwork showed a school with no mobility access. The main character you meet at first has a bunch of cat figurines. There is no indication that the dungeon was even made "wheelchair accessible" either, even it if was, it's made out of crystal.
 
OSR games are built on math. Harsh, unforgiving math. And that keeps out the majority of shrieking dangerhairs and posers
In a BECMI game a player was playing a dwarf and joking that he was having a gay love affair with a dwarf hireling. This was rather short lived because a chimera killed that dwarf hireling... as well as all the other hirelings that didn't run away and another player's character.

Today's session a thief went forward to scout into a cave by himself with no light source and ran into a carrion crawler in the dark. When the rest of the party caught up to him he was already halfway eaten.

"But none of that stuff would happen to my super special snowflake character because they are so smart that I don't have to be."
 
I know this thread about leftist ruining the ttrpg community, but are some right wing tabletop games or at least games made by right-leaning creators?

I mean the thing is - if you're making a decent product then your personal politics don't particularly matter. And the thing is more conservative creators these days just shut up due to the climate and let their work speak for itself which is how it should be.

I don't need to know where your compass points as long as the game is engaging, is quality and more importantly, fun.

That said, leftist creators can't help themselves though and slather their work with their politics because they know it can't hold up on their own and hope wokie dumb dumbs will buy their stuff on virtue signal concept alone and not pay attention to the fact it's stupid and bad. (See: Lesbian Sword whatever the fuck or that shitty RPG David Hill is working on.)
 
I mean the thing is - if you're making a decent product then your personal politics don't particularly matter. And the thing is more conservative creators these days just shut up due to the climate and let their work speak for itself which is how it should be.

I don't need to know where your compass points as long as the game is engaging, is quality and more importantly, fun.

That said, leftist creators can't help themselves though and slather their work with their politics because they know it can't hold up on their own and hope wokie dumb dumbs will buy their stuff on virtue signal concept alone and not pay attention to the fact it's stupid and bad. (See: Lesbian Sword whatever the fuck or that shitty RPG David Hill is working on.)

For a time in my life, my media consumption was limited to Christian Media. Its given me a very good sense for when I'm getting preached at, because either a little or a lot, if I was allowed to listen/watch it it was preaching to me. And that is what all this SJW shit is, it is preaching except instead of the blood of christ, its Gender Fluid. Instead of God, its the government. Instead of baptism, its getting your dick and/or tits cut off. Instead of communion, its taking your titty skittles.

In christian media, You have things like Veggie Tales, where there is clear messaging going on but (for the target audience) its entertaining, and the stories are more about "Here is how to solve dilemmas using obstensibly christian moral principals, and maybe a timely biblical verse in the wrap up" than "everyone who doesn't live biblical literalism is a wicked sinner destined for hell, don't hang out with them". Some of the Christian comedians were (shock) making jokes that didn't directly involve Church, Jesus, or the Bible. There were some christian bands that didn't feel a need to directly reference Jesus in every song. Basically, People didn't need to be in your cult to enjoy them.

And then you had the preaching shit, where everything was 100% related to the bible all the time. Parents and Pastors were never wrong, the solutions to all the problems were to pray and wait for literal deus ex machina. Much of it was unreable/unwatchable, but it got bought by people invested into the ideology. Everyone who wasn't a christian was either completely irredeemable, or by the end would have pledged their life to Christ and doing that causes all their problems to be solved.

SJW shit has the exact same problem as the preachy shit which is how do you show Nazis/Satan as any sort of real adversary without actually making them competent?
And also like Christian Media, they have the same problem with the pearl clutchers completely missing the point on anything that tries to put nuance on the messaging and screaming for their heads.
 
For a time in my life, my media consumption was limited to Christian Media. Its given me a very good sense for when I'm getting preached at, because either a little or a lot, if I was allowed to listen/watch it it was preaching to me. And that is what all this SJW shit is, it is preaching except instead of the blood of christ, its Gender Fluid. Instead of God, its the government. Instead of baptism, its getting your dick and/or tits cut off. Instead of communion, its taking your titty skittles.

In christian media, You have things like Veggie Tales, where there is clear messaging going on but (for the target audience) its entertaining, and the stories are more about "Here is how to solve dilemmas using obstensibly christian moral principals, and maybe a timely biblical verse in the wrap up" than "everyone who doesn't live biblical literalism is a wicked sinner destined for hell, don't hang out with them". Some of the Christian comedians were (shock) making jokes that didn't directly involve Church, Jesus, or the Bible. There were some christian bands that didn't feel a need to directly reference Jesus in every song. Basically, People didn't need to be in your cult to enjoy them.

And then you had the preaching shit, where everything was 100% related to the bible all the time. Parents and Pastors were never wrong, the solutions to all the problems were to pray and wait for literal deus ex machina. Much of it was unreable/unwatchable, but it got bought by people invested into the ideology. Everyone who wasn't a christian was either completely irredeemable, or by the end would have pledged their life to Christ and doing that causes all their problems to be solved.

SJW shit has the exact same problem as the preachy shit which is how do you show Nazis/Satan as any sort of real adversary without actually making them competent?
And also like Christian Media, they have the same problem with the pearl clutchers completely missing the point on anything that tries to put nuance on the messaging and screaming for their heads.
The Social Justice movement is nothing but religion for people who claim to hate religion. It's like Catholicism, only somehow worse. And I make that claim with full awareness of my own Catholic upbringing.

The entire system is structured around guilt and conformity. Hell, if you belong to the wrong demographic you even get an Original Sin nicely pinned onto your chest like a yellow star. The big difference is that while sins can be absolved in Catholicism, they can't in SocJus. They can never lift the weight of a bad decision off their shoulders, so if they can't have catharsis, no one can. And it's a modern religion, so a small handful of zoomers born into the cult excepted, they're all converts. And converts swing hard towards extremism because the religion they just embraced gives them the answers and purpose they were seeking in their previously empty lives. They're literally born again into Social Justice, and adding pronouns and flags to their twitter bio is the equivalent of their baptismal sacrament.

Worse still, Catholics at least have only one Holy Book and the various interpretations on it. The community is also very resistant to change, even just gradual change. To the point even the Pontifex Maximus (the literal conduit to God's will on Earth) can't get them to budge on certain issues. SocJus, though? The Holy Books are Vice articles. They get swapped around every couple of years, and everything is based on the postulations of the prophets opinion formers, "journalists" and community leaders. Those all change all the time and you have to be up to date or you get attacked. It's a very tense, stressful system and the only way they get to release some of that tension is to just... attack everything before they themselves are attacked.

Christians get the possibility to repent and have their sins absolved. For SocJus, so long as there's any memory of your misdeeds (and the Internet never forgets), you're a sinner and you'll always be a sinner. All you can do is pray that the mob doesn't turn their eyes upon you, and the best way to do it is to pre-emptively point the mob at someone else. That's why SJWs eat each other when they don't have a convenient target from outside their group.

I never thought the Bush era religious nutjobs would be replaced by left-wing religious nutjobs. The Religious Right nutjobs at least sounded happy sometimes (in my experience, when they were having non-religious leisure time with their families), but the Religious Left nutjobs look perpetually pissed off at everything and everyone. This is the world that we live in.
 
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And also like Christian Media, they have the same problem with the pearl clutchers completely missing the point on anything that tries to put nuance on the messaging and screaming for their heads.

That's the thing that gets me most about the woke dummies who want to play WoD/CofD and can't really grasp the core thematics of the game. The idea of it is essentially hypocrisy and nuanced shades of gray and darkness. Garou, awakened, kindred, mummies, all kinda jerks. Individually they might not SEE them themselves as the jerks but they are in the grand scheme. Brujah might be passionate philosophy warriors for a cause but the reality is that they are using whomever they've rallied even if the Brujah 'believes' they aren't.

WoD is about flawed characters and exploring the and the horror they inflict on themselves and others. Being perfect or good or inoffensive is just the antithesis of the point of it. It boggles me they even want to play a game (especially vampire) where you're not supposed to be some flat black and white character. If you want streamlined morality play something with clear social hierarchy and honour like Legend of the 5 Rings.
 
I mean the thing is - if you're making a decent product then your personal politics don't particularly matter.
I dig it. I love the Mythic solo rpg engine and its associated monthly magazine. The whole thing is made by Tana Pigeon, who is either a cross-dresser or a transsexual. I don't know which, because he never mentions it, because he's busy working on his game. I (racistly) thought that he might be an islander of some sort before I saw him give a YouTube interview in a dress and wig, talking in a normal male voice.

Compare this to troon Crystal Frazier. As a mentally ill pornsick pervert who will never be a woman no matter how he photoshops his profile pics, he injects his fetishes into every product Green Ronin puts out. The Danger Zone: Parade product had to be an AIDS Pride parade; the Halloween adventure goes on and on about how people use the holiday to "dress up and experiment with their identity (wink wink)." Fucking fag.
 
Been a while since my last post, but my game is like a week or slightly more from getting a few play-tests with the core system.

Changes of note:

Switched to a D100 system.
Added an Armor and Tolerance system as defined as this.
Armor is your, well, armor. Anything that doesn't hit at least as much as your armor - does not touch you and does nothing. There is magical armor as well. Anything that gets past your armor goes to your Tolerance (which is your personal durability). Even if no damage is done, on-hit effects like poison, bleeds, and bruises apply and weaken your tolerance to open your HP up to more damage. There are different types of armor running from 3+ Level to Physical along with 0+Level to the reverse of 3+Level to Magic and 0+Level to physical. The loss of three armor can very-well result in a death for casters, seeing as HP pools are between 6-10 HP, depending on race.

Tolerance is only gained if you take appropriate defensives (see below).

Health remains static, except for very, very rare circumstances. Races have their own set amount of health. Anything that goes past armor and tolerance goes to health.
Because it's possible to die on a crit - which is part of design (natural 1 on a d100 and a confirmation - only if the creature can actually hit you), Resurrection is a bit more free and available as some bad luck protection. Bright side about these things - as you level up, lower-level creatures cannot crit you if their chance is reduced to 0 or less. As you level up, the armor and damage scales progressively, so you can easily crush lower-levels, while maintaining even foots with higher levels.

Skill system is under work, along with Ability point systems.

So far, the system has Masteries - which are your choice of how you want to fight. Proficient in Swords? Put a point in and pick your path as you put points in. Whether a dual-wielder or a dual-wield bleed build to reduce an enemy's tolerance for heavier damage dealers - or, bleeding alone if you plan to tank and use a shield - to weaken them for your allies.

Along with various types of magic to put points into - which determine your accuracy, debuff chances, and so on.

Finally - the system has Defense Points:
They range from things like resisting disease to avoiding spells, melee attacks, and so on. They're the only way to gain Tolerance via Physique and Soul ranks. Nobody is able to become immune to everything, thus giving every enemy and every player weaknesses.
 
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Been a while since my last post, but my game is like a week or slightly more from getting a few play-tests with the core system.

Changes of note:

Switched to a D100 system.
Added an Armor and Tolerance system as defined as this.
Armor is your, well, armor. Anything that doesn't hit at least as much as your armor - does not touch you and does nothing. There is magical armor as well. Anything that gets past your armor goes to your Tolerance (which is your personal durability). Even if no damage is done, on-hit effects like poison, bleeds, and bruises apply and weaken your tolerance to open your HP up to more damage. There are different types of armor running from 3+ Level to Physical along with 0+Level to the reverse of 3+Level to Magic and 0+Level to physical. The loss of three armor can very-well result in a death for casters, seeing as HP pools are between 6-10 HP, depending on race.

Tolerance is only gained if you take appropriate defensives (see below).

Health remains static, except for very, very rare circumstances. Races have their own set amount of health. Anything that goes past armor and tolerance goes to health.
Because it's possible to die on a crit - which is part of design (natural 1 on a d100 and a confirmation - only if the creature can actually hit you), Resurrection is a bit more free and available as some bad luck protection. Bright side about these things - as you level up, lower-level creatures cannot crit you if their chance is reduced to 0 or less. As you level up, the armor and damage scales progressively, so you can easily crush lower-levels, while maintaining even foots with higher levels.

Skill system is under work, along with Ability point systems.

So far, the system has Masteries - which are your choice of how you want to fight. Proficient in Swords? Put a point in and pick your path as you put points in. Whether a dual-wielder or a dual-wield bleed build to reduce an enemy's tolerance for heavier damage dealers - or, bleeding alone if you plan to tank and use a shield - to weaken them for your allies.

Along with various types of magic to put points into - which determine your accuracy, debuff chances, and so on.

Finally - the system has Defense Points:
They range from things like resisting disease to avoiding spells, melee attacks, and so on. They're the only way to gain Tolerance via Physique and Soul ranks. Nobody is able to become immune to everything, thus giving every enemy and every player weaknesses.
So... literally FantasyFlight's d% system then?
 
Been a while since my last post, but my game is like a week or slightly more from getting a few play-tests with the core system.

Changes of note:

Switched to a D100 system.
Added an Armor and Tolerance system as defined as this.
Armor is your, well, armor. Anything that doesn't hit at least as much as your armor - does not touch you and does nothing. There is magical armor as well. Anything that gets past your armor goes to your Tolerance (which is your personal durability). Even if no damage is done, on-hit effects like poison, bleeds, and bruises apply and weaken your tolerance to open your HP up to more damage. There are different types of armor running from 3+ Level to Physical along with 0+Level to the reverse of 3+Level to Magic and 0+Level to physical. The loss of three armor can very-well result in a death for casters, seeing as HP pools are between 6-10 HP, depending on race.

Tolerance is only gained if you take appropriate defensives (see below).

Health remains static, except for very, very rare circumstances. Races have their own set amount of health. Anything that goes past armor and tolerance goes to health.
Because it's possible to die on a crit - which is part of design (natural 1 on a d100 and a confirmation - only if the creature can actually hit you), Resurrection is a bit more free and available as some bad luck protection. Bright side about these things - as you level up, lower-level creatures cannot crit you if their chance is reduced to 0 or less. As you level up, the armor and damage scales progressively, so you can easily crush lower-levels, while maintaining even foots with higher levels.

Skill system is under work, along with Ability point systems.

So far, the system has Masteries - which are your choice of how you want to fight. Proficient in Swords? Put a point in and pick your path as you put points in. Whether a dual-wielder or a dual-wield bleed build to reduce an enemy's tolerance for heavier damage dealers - or, bleeding alone if you plan to tank and use a shield - to weaken them for your allies.

Along with various types of magic to put points into - which determine your accuracy, debuff chances, and so on.

Finally - the system has Defense Points:
They range from things like resisting disease to avoiding spells, melee attacks, and so on. They're the only way to gain Tolerance via Physique and Soul ranks. Nobody is able to become immune to everything, thus giving every enemy and every player weaknesses.

Only thing I'd say on this as, a player/GM, is that unless you are running something like a level-0 meatgrinder or a Traveller 'you never lived long enough to become an actual characer'... what I'm saying is that once you get to level 1, in my mind you are already a damn hero (or villain) and while it is realistic that you get that one blow that slips through the armor....
We're fighting griffons and 10^3 cubes of acid jello. Portions of realism are a bit out the window.

Death on crits is fine for Mooks and even Meatier mooks, but I think for PCs and most leaders/big bads it isn't fun gameplay. I'll agree its realistic, but that's more realism than I'd want in my game. They don't need to be HP sponges, bad decisons should cost them their lives, but even a 1% chance of catching a lucky sniper shot is extremely high lethality even in the real world.

Or I guess if I want to refine that down further:
If its quick, abstracted combat (like OSR stuff) high lethality is fine because that wizard fucked up, got into melee, and probably was going to die anyway. They just died quicker.
If I'm rolling a d100 and modifying that roll, that doesn't sound like quick abstracted combat.

again, just my two cents.
 
Only thing I'd say on this as, a player/GM, is that unless you are running something like a level-0 meatgrinder or a Traveller 'you never lived long enough to become an actual characer'... what I'm saying is that once you get to level 1, in my mind you are already a damn hero (or villain) and while it is realistic that you get that one blow that slips through the armor....
We're fighting griffons and 10^3 cubes of acid jello. Portions of realism are a bit out the window.

Death on crits is fine for Mooks and even Meatier mooks, but I think for PCs and most leaders/big bads it isn't fun gameplay. I'll agree its realistic, but that's more realism than I'd want in my game. They don't need to be HP sponges, bad decisons should cost them their lives, but even a 1% chance of catching a lucky sniper shot is extremely high lethality even in the real world.

Or I guess if I want to refine that down further:
If its quick, abstracted combat (like OSR stuff) high lethality is fine because that wizard fucked up, got into melee, and probably was going to die anyway. They just died quicker.
If I'm rolling a d100 and modifying that roll, that doesn't sound like quick abstracted combat.

again, just my two cents.
Crits are a 1 in 100 chance to activate, then your hit-chance to crit (even lower odds). Also, resurrection is a turn-long spell for any healer. You can get dropped and get back up the next round... except if you're playing a Risen.

Also, monsters follow similar rules, but have bigger HP pools than players to compensate. Crits are supposed to be extremely deadly by design in my system. You have a 1/100 chance and then you have to confirm it.

Crits in my system are a game-changing experience, due to their rarity.

Fortunately, in my world, Levels are -not- what you think they are. They're actual, real tangible things that people know about (called the Legends System - Implemented by the most powerful deity in the universe there to stop other gods from just randomly empowering people into juggernauts, demons making deals, and faeries swindling people). The average person starts at level 1. Everyone knows the way to get stronger in the world is to slay other creatures, spread your name, and accomplish powerful deeds. The issue is - though everyone has the same starting point, not everyone wants to go out and risk life and limb for power.

As I describe on my gear page:
"Gear is important in this world. All beings, no matter who or what they are, are inherently magical. Given form and substance through imagination, legends, fantasy, and/or power derived from their parents. While many would try to argue that anyone can poison a sword and use it to deliver poison, they would find that this is, in fact, not feasible. Most legends of poisoned weapons in fantasy are related to daggers, knives, or drinks and the world follows this rule. Trying to apply real world physics or common sense to Avalon does not work in a lot of cases. This is a world where falling from any height into water will cushion one’s fall, the three second rule is real, and so on. Unless an ability or weapon ability states they can explicitly do something, they cannot. Yes, this does mean things like plate-bikinis are feasible, impractically large weapons can be wielded (even if they provide no extra benefits), and so on.

When it comes to a character’s gear, they decide how it looks, as long as it falls into the following categories (as per masteries and defensive abilities). These objects have the following qualities that can be chosen from their masteries (including dual-wielding)."

Calling a 1 in 100 chance high lethality is pretty disingenuous, combined with the fact you have to confirm a strike on someone. In a d20 system, sure, this might be a valid argument, but when it comes to the odds in D100, it's much, much lower.
 
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Crits are a 1 in 100 chance to activate, then your hit-chance to crit (even lower odds). Also, resurrection is a turn-long spell for any healer. You can get dropped and get back up the next round... except if you're playing a Risen.

Also, monsters follow similar rules, but have bigger HP pools than players to compensate. Crits are supposed to be extremely deadly by design in my system. You have a 1/100 chance and then you have to confirm it.

Crits in my system are a game-changing experience, due to their rarity.

Fortunately, in my world, Levels are -not- what you think they are. They're actual, real tangible things that people know about (called the Legends System - Implemented by the most powerful deity in the universe there to stop other gods from just randomly empowering people into juggernauts, demons making deals, and faeries swindling people). The average person starts at level 1. Everyone knows the way to get stronger in the world is to slay other creatures, spread your name, and accomplish powerful deeds. The issue is - though everyone has the same starting point, not everyone wants to go out and risk life and limb for power.

As I describe on my gear page:
"Gear is important in this world. All beings, no matter who or what they are, are inherently magical. Given form and substance through imagination, legends, fantasy, and/or power derived from their parents. While many would try to argue that anyone can poison a sword and use it to deliver poison, they would find that this is, in fact, not feasible. Most legends of poisoned weapons in fantasy are related to daggers, knives, or drinks and the world follows this rule. Trying to apply real world physics or common sense to Avalon does not work in a lot of cases. This is a world where falling from any height into water will cushion one’s fall, the three second rule is real, and so on. Unless an ability or weapon ability states they can explicitly do something, they cannot. Yes, this does mean things like plate-bikinis are feasible, impractically large weapons can be wielded (even if they provide no extra benefits), and so on.

When it comes to a character’s gear, they decide how it looks, as long as it falls into the following categories (as per masteries and defensive abilities). These objects have the following qualities that can be chosen from their masteries (including dual-wielding)."

Calling a 1 in 100 chance high lethality is pretty disingenuous, combined with the fact you have to confirm a strike on someone. In a d20 system, sure, this might be a valid argument, but when it comes to the odds in D100, it's much, much lower.

1% is a lot more common than you think.
Let me put it to you this way.
In ancient warfare, isolated events like Cannae excepted, death tolls of ~10% in battle were considered catastrophic. In WWI, That's the first one with the huge losses and guys marching through machine fire across open ground, the notoriously deadly Hundred Days Offensive had a casualty rate of about 15% for the allies and about 20% for the central powers (2% dead, 18% wounded). This is with millions of soldiers, and with artillery, machine guns, and everything.
If crits are lethal, even on a d100, if you think about your system expanded to two armies meeting on the battlefield, you would have catastrophic WWI meat grinder losses in the first fifteen to twenty turns of combat.
In the first 10 turns if critical failures cause the failee to damage themselves.
So, yes, d100 is abnormally high lethality if crits are intended to be lethal.

Systems with level-0 "cullings" are significantly more lethal than real-world events, and that's fine because 50-75% losses are expected. OSR games, a critical (5%) always hits, and for low HP classes who dumped CON and rolled shit on their hit dice, there is a chance a crit could be lethal. Which, is also abnormally high. But again, its not every character either and as said before, these usually imply fast & loose combat probability where an abnormally high lethality rate is expected to move things along. If you're intending to have abnormally high lethality that's fine, but you usually don't see d100 systems doing that because most of those have modifers on top of modifiers for extremely crunchy combat that attempts to use the increased granularity to more closely mimic 'real world' probabilities.

Again, you do you. But I'm assumed you posted about your system for feedback, I'm just saying as GM/Player I hear "Crits are lethal, and its a D100 system. Also you're expected to have a cleric because resurrection is an anticipated part of combat." I'm going to tap out right then and there unless you've got something to really, really sell it before I get to that part.
 
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1% is a lot more common than you think.
I don't have classes in my system. Resurrecting a fallen ally is no issue.

It's not just a 1% chance. The rolling 1 is not a guaranteed crit. As I said before. You keep skipping over that part.

A 1 means you hit, period - unless your chances are zero. You confirm your 1. Furthermore, I don't even have stats. You seem a bit stuck on D&D systems and D20s. I've, specifically, done the resulting math. It took someone over 50 rolls at max level to pull off a one-shot. If you roll low on a crit, sucks to be you. It doubles the damage you dealt before the crit, my guy. But, I suppose, it'd help if you saw how things worked. Send me a PM and I'll show ya.

It's currently going into very, very alpha testing for the purposes of melee combat.
 
....Bruh.
I have fifteen playtesters. All who bust my balls over small mistakes in math, probability, and balance. They're currently happy with how it's working out.

They've played numerous D100 systems, D20 systems, D6 systems, and so on. Just going 'bruh', does not really work here. I offered to let you see, you didn't take me up on it. You're just content to sit and bitch - that post was enough to show it.
 
I want you think about your earlier "1/100 for crit opportunity" statement and then re-read the part where you say you did the math and it took over 50 rolls for a max level character to crit, and just sort of meditate on that for a moment.
 
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