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Making my own TTRPG based on FotNS

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Bah! They don't even play at physical tabletops anymore.
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citard
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Making my own TTRPG based on FotNS

Post by citard »

As the title says, I am making my own tabletop role-playing game, based on Fist of the North Star.

I am doing this because there are exactly three that try to emulate the genre of "post-apocalyptic martial arts fantasy", and one of them is only in Italian, another leans far too much into wuxia (I hate chinese mythology and ) and the other is written by a faggot who hates me personally after I said that the race of the player character will always be white, since I am not including playable ethnic or sexual minorities into my game as it conflicts with both my aesthetic vision and my religious beliefs.

The actual system of the game is (for now) quite simple, but what I like the most out of what I've been writing is that I have decided to go with the approach of "you get to make your own martial arts style" rather than the pre-determined "pick one style and then pick the moves you know".

The reason I am posting is because while I enjoy the process of making shit up, I am a monumental retard when it comes to probability in mathematics so calculating damage for certain game features is rather difficult, and I will gladly accept anyone who wishes to help.

As of right now, the game is not even in a playable state, as its first draft is being written. I will share the inside cover of the book, which also serves as a "style guide" for how males and females look in the game.
Image
And here is the cover for one of the chapters. As I do not have any money I can spare on actual artists, I must resort to using Bing's AI. Here is another piece, which is the cover for one of the chapters of the book, namely the one dedicated to character creation.
Image

Once again, please do mention if you wish to help - right now I am stuck on designing moves.
(I do not know which part of rpghq I should post this on due to my illiteracy with forums, but I feel like you guys would be interested in helping this project happen).
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citard
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Post by citard »

I didn't know whether to put it in the Foundry part of the forum or here. This seemed more appropriate. Assuming there are interested people, I will be posting about my progress.
Last edited by citard on April 25th, 2024, 08:52, edited 1 time in total.
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Element
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Post by Element »

citard wrote: April 23rd, 2024, 21:48

The actual system of the game is (for now) quite simple

I am a monumental retard when it comes to probability in mathematics
Well, if it's simple you can outline the system here
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citard
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Post by citard »

Element wrote: May 25th, 2024, 20:41
citard wrote: April 23rd, 2024, 21:48

The actual system of the game is (for now) quite simple

I am a monumental retard when it comes to probability in mathematics
Well, if it's simple you can outline the system here
Finally, I remembered the password to my account here. Basically, it works like your average d20 system except there's 5 stats: Strength, Speed, Style (used for martial arts), Sense (used for mental skills, as in "common sense") and Suave. There's also several values in the system that are calculated based off of the 5 stats.

Special moves work like this, you start with 3 ki and every round you recover 6. Using special moves spends your ki. You have to spend experience to learn moves.
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Element
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Post by Element »

citard wrote: May 28th, 2024, 00:50
Element wrote: May 25th, 2024, 20:41
citard wrote: April 23rd, 2024, 21:48

The actual system of the game is (for now) quite simple

I am a monumental retard when it comes to probability in mathematics
Well, if it's simple you can outline the system here
Finally, I remembered the password to my account here. Basically, it works like your average d20 system except there's 5 stats: Strength, Speed, Style (used for martial arts), Sense (used for mental skills, as in "common sense") and Suave. There's also several values in the system that are calculated based off of the 5 stats.

Special moves work like this, you start with 3 ki and every round you recover 6. Using special moves spends your ki. You have to spend experience to learn moves.
What probabilities do you need, then? Give some examples and we'll calculate.
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citard
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Post by citard »

Element wrote: May 25th, 2024, 20:41
What probabilities do you need, then? Give some examples and we'll calculate.
Three things.
  • Damage numbers are tricky for techniques. Health is equal to 2x your Strength, and there's 3 tiers to Techniques: novice, master and ultimate.
  • Damages for poisons. I have them separated by 5 tiers and the higher tiers should deal more damage. Each tier has 4 different poisons in them.
  • Current way of rolling things is 1d20+Stat, and I'm thinking of reworking that because it might not be swingy enough.
Basically, I'm at this point in the development process where I'm very much stuck.

I should probably attach the current document, because otherwise it won't make much sense.
Last edited by citard on May 28th, 2024, 13:27, edited 1 time in total.
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Element
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Post by Element »

citard wrote: May 28th, 2024, 13:26
Element wrote: May 25th, 2024, 20:41
What probabilities do you need, then? Give some examples and we'll calculate.
Three things.
  • Damage numbers are tricky for techniques. Health is equal to 2x your Strength, and there's 3 tiers to Techniques: novice, master and ultimate.
  • Damages for poisons. I have them separated by 5 tiers and the higher tiers should deal more damage. Each tier has 4 different poisons in them.
  • Current way of rolling things is 1d20+Stat, and I'm thinking of reworking that because it might not be swingy enough.
Basically, I'm at this point in the development process where I'm very much stuck.

I should probably attach the current document, because otherwise it won't make much sense.
yeah, do
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citard
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Post by citard »

Element wrote: May 28th, 2024, 13:29
citard wrote: May 28th, 2024, 13:26
Element wrote: May 25th, 2024, 20:41
What probabilities do you need, then? Give some examples and we'll calculate.
Three things.
  • Damage numbers are tricky for techniques. Health is equal to 2x your Strength, and there's 3 tiers to Techniques: novice, master and ultimate.
  • Damages for poisons. I have them separated by 5 tiers and the higher tiers should deal more damage. Each tier has 4 different poisons in them.
  • Current way of rolling things is 1d20+Stat, and I'm thinking of reworking that because it might not be swingy enough.
Basically, I'm at this point in the development process where I'm very much stuck.

I should probably attach the current document, because otherwise it won't make much sense.
yeah, do
https://docs.google.com/document/d/12EJ ... sp=sharing

You should have commenter permissions
Last edited by citard on May 28th, 2024, 13:48, edited 1 time in total.
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WhiteShark
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Post by WhiteShark »

citard wrote: May 28th, 2024, 13:26
Current way of rolling things is 1d20+Stat, and I'm thinking of reworking that because it might not be swingy enough.
Might not be swingy... enough? Unless the stat modifier is very small, that's about as swingy as you can get before using a d100.
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Element
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Post by Element »

Seems that Str, Speed and Style would be very heavily favoured. Since the bonuses/penalties are just the underlying stat's deviation from 10, minmaxing can be pretty devastating.
In the example scenario you gave, you don't even need to roll for the hit, since the +7 from style is equal to the defence and you're rolling at least 1 on top of that. Then you get a 1d12 damage roll from style.
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citard
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Post by citard »

WhiteShark wrote: May 28th, 2024, 16:28
citard wrote: May 28th, 2024, 13:26
Current way of rolling things is 1d20+Stat, and I'm thinking of reworking that because it might not be swingy enough.
Might not be swingy... enough? Unless the stat modifier is very small, that's about as swingy as you can get before using a d100.
I forgot, the stat modifier is the stat itself. Sorry!
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citard
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Post by citard »

Element wrote: May 28th, 2024, 18:19
Seems that Str, Speed and Style would be very heavily favoured. Since the bonuses/penalties are just the underlying stat's deviation from 10, minmaxing can be pretty devastating.
In the example scenario you gave, you don't even need to roll for the hit, since the +7 from style is equal to the defence and you're rolling at least 1 on top of that. Then you get a 1d12 damage roll from style.
Correct. However, NPCs all either have 10 health and die in 1 hit or they're built like player characters. Everyone is OP.
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Element
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Post by Element »

Even when built like the player character, I think the advantage to first move with such numbers is too significant. Ill have another look soon.
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