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I am making a new system! (No, I don’t expect anyone to actually read this whole thing)
Yes you heard me right. Me and my friends are creating an entirely new TTRPG system that is going to be fully functional. It isn’t going to be released to the public or anything, it will just be something that me and my friends can play together for fun. That being said, I figured that I might as well share the concept here just in case any of the 2 people that see this are interested.
The plan is to make an RPG system similar to any other, except that it revolves around Pokemon and is set in the Pokemon universe. Now yes, I do know that this has been done before a couple of times, but we are going to do it differently. All of the other options for Pokemon-based RPG play such as PTU or several Pokemon-flavored 5e supplements either just haven’t been what I’ve been looking for, or are way too complicated for my taste. Here is the basic premise and how my one is going to differ from the others.
For starters (pun not intended), you will play as a trainer in the Pokemon world, where you get to do literally whatever your GM decides to let you do. You are allowed to have one Pokemon, and that’s it. That’s your partner for the whole game. You and your friends will work together with your partners to defeat evil bad guys and do cool stuff. There are two purposes to limiting the amount of Pokemon to 1. One is that it just is not fun and is way too tedious to have to keep up with character sheets for a team of 6 Pokemon and a trainer. This way, you only have to keep up with 1, and a couple base stats for the trainer. The second is for balancing reasons. We want your Pokemon’s moves to act essentially as both your attacks and as spells, and so they will be very powerful and have almost unlimited applications for each move. With a whole team of 6 Pokemon all with 4 or more moves depending on what we decide, you would be able to conquer any challenge solo and without the need for other players, and which moves you pick would also carry less weight as a decision. To optimize teamwork and thought-out movesets, as well as to streamline the game, you will only be allowed to have 1 Pokemon.
All your Pokemon’s stats will be derived from their actual stats in the games (obviously using formulas and things to convert them into actually usable TTRPG stats). You will have the same 6 stats as in the game, HP, Speed, Atk, Sp. Atk, Def, and Sp. Def. The dice that your moves deal will be derived from the move’s power, and your attack stat and your opponents defense stat will both play into damage calculation. Essentially, everything works the same way as in actual Pokemon battles in the games. This will eliminate the need to make stats for every single Pokemon in the game, allow you to pick from the entire Pokedex, and will stop you from having to learn the skills of each Pokemon, as they will be the same as in the games. You will also obviously improve in each stat as you level up, and the level cap will be 20. You will probably also get some cool perks and abilities as you level up, but nothing is set in stone.
Aaaaaaand, that’s basically all we have so far. It seems like not enough to make a whole system off of, but that’s all we really need. Obviously aside from the finer details and rules, but we will get into that as we playtest. If you actually took the time to read that whole thing, thank you so much! If you have any questions about the game or want to create something similar for your friend group or anything like that, my ask box is open for asking! If this somehow magically gets some attention, we might even consider releasing it somewhere for anyone to use (free of charge, of course). Thanks for reading! (The rest of my posts will be the normal length of like 2 sentences from now on, I just really wanted to share my ideas here and have nowhere else to talk about it.)
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Oops; been a while
Hey guys! I am not dead, just haven’t really had any inspiration for posts in a while. I plan to go back to posting semi-kinda-regularly now with whatever crap ideas I come up with.
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I think the hardest part of DMing isn't the prep, the improv, the skills required, anything like that. It's just trying to get a group together and working out what time you can play. That's a task and a half right there.
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Hey! This isn't what I usually post, but I drew all the characters from a Pathfinder campaign I DM for, and I thought it turned out pretty good! I know it's not in the most detailed style and I'm not super talented, but I like it nonetheless!
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So I made this into an actual homebrew thing. Does this count as homebrew? I don’t know, but I think it does. If it does, it would be my first. Enjoy! (This works in both Pathfinder and DnD 5e, and I imagine most other systems)
I'm creating a new Magic item called "The Deck of Silly Things". It's like the deck of many things but all the results range from "Amusing" at best to "Mildly Inconvenient" at worst. The only problem is I'm having trouble coming up with some of the card results. Any ideas?
- When you pull this card, the sky goes dark, the earth rumbles and the card starts emitting dark smoke. It does nothing-When you draw this card, everyone’s primary weapons gain flaming burst, but they’re not immune to fire so if you use it they slowly burn/melt-When you draw this card, a random powerful entity (arch-devil, demon lord, emphyral lord, fae monarch, god, etc) gets an uncontrollable urge to noogie you-This card makes all your possessions sentient and full of hate for you. They can’t move or do anything, but you know -This card gives a nearby small mammal unlimited at will uses of wish.-This card immediately and unblockably summons whatever NPC gave you this quest to your immediate location, no matter what they’re doing.-This card is sentient and can talk. It has no magic but it’s lonely and knows an immense amount of obscure Dr Who lore if that makes you wanna be its friend.
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Just a deck of cards. Great for gambling. Nothing else.
The deck of many things can be too disruptive. Instead, use the deck of no things.
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If you roll a nat 1, stab yourself with the nearest object and start making death saves
(p.s. thanks for so many notes!)
Idea: Any time you take any action in real life, roll a d20 and add whatever modifier you think makes sense for the scenario. If you roll low, purposefully fail. If you roll high, do the action as you intended, and make sure you do it right. This will spice up your life in nifty ways.
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I think the hardest part of DMing isn't the prep, the improv, the skills required, anything like that. It's just trying to get a group together and working out what time you can play. That's a task and a half right there.
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An Item for Your Games: The Art Block
The Art Block is a small red brick, nothing out of the ordinary, other than that it emits faint auras of both transmutation and illusion. When thrown at someone, the target must make a Will save of 13 (or Wisdom save if you're playing 5e) or be affected by the Art Block's effect. Upon a failed save, the target becomes both unable to have any creative ideas, and loses the ability to express their thoughts clearly. They become distracted as they try to remember that really good thought that they just had, and they lose their dexterity bonus to their AC for the duration (or all attacks against them get advantage if you're playing in 5e). The effect ends if they are snapped back to reality by being attacked or taking any amount of major damage, but the effect could resume after a certain amount of time, up to GM discretion. The duration is 1d4 hours, but an especially finely made Block could have a duration up to a full day or more. The Art Block takes a Perception check of 20 to notice unless it is being held, and doesn't cause pain or damage when thrown at anything.
Art Blocks are mainly crafted by mischievous outsiders and pesky fey to be thrown at well-established artists, wizards, musicians, and everything of the like, effectively disallowing them from working for the duration, and causing no end of grief. It is the bane of anyone creative. Please give it to your players.
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If you’re playing a witch or evil wizard or anything of the like, cast all curses by actually cursing loudly in the middle of play.
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Idea: Any time you take any action in real life, roll a d20 and add whatever modifier you think makes sense for the scenario. If you roll low, purposefully fail. If you roll high, do the action as you intended, and make sure you do it right. This will spice up your life in nifty ways.
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Oh and sorry for reblogging the long post, but I forgot to mention that the character in question based off of the "my cousin Throckmorton" meme which is why he is a magnificent skater and also plays the saxophone.
One of my favorite moments from any campaign I've played in is that one time I got into a dance-fight with some ogres.
For some context, me and a group of two other friends plus the DM were playing a casual Pathfinder campaign. I am playing a multiclass bard/barbarian (or bardbarian if you will) who plays the saxophone and is overall just a chill guy. Not too serious of a character, but that's fine because it wasn't too serious of a campaign.
We were in an ice dungeon, and we had just fought a mimic and I believe some skeletons. We walked into the next room, where we found 2 ogres. They didn't attack us, but rather, one stepped forward and began break dancing. Just out of nowhere. Immediately I took it as a challenge and began to also show off my moves. My first Acrobatics roll to break it down wasn't great, but I was cool as all heck from then on. Me and the ogre took turns doing increasingly complex and dazzling moves. There were moonwalks. There were macarenas. There were threatening dances forward. There were backflips. I eventually won out with my final move. I begun to dance while also riding my skateboard (which I forgot to mention earlier) and our sorcerer cast dancing lights to make me look even cooler.
The ogres accepted that they had lost, and we shared a mutual respect for each other after that. We were best bros. They gave us fist bumps on the way out of the dungeon. I'm not entirely sure if the DM had planned for that encounter to play out that way, but it was a heck of a lot of fun.
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This is so freaking vague and I love it. A masterpiece right here. This is one for the books.
Taste the GM
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One of my favorite moments from any campaign I've played in is that one time I got into a dance-fight with some ogres.
For some context, me and a group of two other friends plus the DM were playing a casual Pathfinder campaign. I am playing a multiclass bard/barbarian (or bardbarian if you will) who plays the saxophone and is overall just a chill guy. Not too serious of a character, but that's fine because it wasn't too serious of a campaign.
We were in an ice dungeon, and we had just fought a mimic and I believe some skeletons. We walked into the next room, where we found 2 ogres. They didn't attack us, but rather, one stepped forward and began break dancing. Just out of nowhere. Immediately I took it as a challenge and began to also show off my moves. My first Acrobatics roll to break it down wasn't great, but I was cool as all heck from then on. Me and the ogre took turns doing increasingly complex and dazzling moves. There were moonwalks. There were macarenas. There were threatening dances forward. There were backflips. I eventually won out with my final move. I begun to dance while also riding my skateboard (which I forgot to mention earlier) and our sorcerer cast dancing lights to make me look even cooler.
The ogres accepted that they had lost, and we shared a mutual respect for each other after that. We were best bros. They gave us fist bumps on the way out of the dungeon. I'm not entirely sure if the DM had planned for that encounter to play out that way, but it was a heck of a lot of fun.
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Seasonal Sessions Are Cool
I have nothing more to say about to this really. Just that I think sessions themed around special occasions like holidays and seasons and things are really neat. Try doing something spooky in your campaign for Halloween today!
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Hot Take: It's okay to not prepare for a session on occasion
Okay okay, hear me out. I am someone who probably spends at least 6 hours preparing for almost every session I DM with my group. With that said, I think that with the right DM at the head of the table, a completely improvised one-shot can be fun as all heck. For one, literally anything can happen, and you can take it in any direction you want. The players can basically make anything happen because you're not worried about using what you wrote down or being consistent or following an overarching story. Heck, I think it'd even be a great idea to get some input on what the players would like to see within the borders of things they don't usually control, i.e. "what would you like there to be in the next city?". TTRPG's are all about creating a story with your players, and some of the best stories come out of the craziest of scenarios. Now, if you are in a long-running campaign with any semblance of a story, do *not* do this. That's just being unprepared, and you're doing a disservice to your players. But if you're doing a one-shot and all your players are good on the idea, you should try it out!
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I am the bard in this scenario and everyone else is no longer my friend for not recognizing my bardic genius
We were about to start a new D&D campaign, when…
Bard: *writing on his character sheet* Tool proficiency: Kazoo
DM: Anybody wanna play Shadowrun?
Everyone else: *noises of agreement*
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