Valanthos

u/Valanthos


r/RPGdesign•

I was fiddling around with having a pact magic system, with magic granted from spirits where you as a player act as the battery. And was having some shenanigans to try and get it off the ground but I think I really like my current approach.

Basically like how Lancer has License Levels for Mechs which opens up a suite of abilities that are interconnected and you have to pick and mix for (based on slot and a point limit) I am looking at having various Spirit Pacts which open up magical powers for you to select from.

By limiting the characters spirit potential they can only wield a certain amount of blessings at a time - but can re-attune themselves with enough time (thinking a night) to wiel

1010

r/AusHENRY•

So over the past two years my salary rapidly improved and is now sitting at $200k/year plus bonuses. (With about 100k in shares having been my bonuses for the past two years in addition to some cash).

Relatively young, but due to some previous difficulties in life have limited assets beyond household being reasonably outfitted.

What would be my highest priorities to leverage my income for longterm prosperity? My current consideration is to try to accumulate enough in savings to put down a deposit on an apartment to get out of the rental market, or would it be worth delaying a little to build up for a deposit on a house?

Recently single so no other salary at this moment.

1319

r/paradoxplaza•

I’ve give Imperator a few goes - and had an alright time, made a big Rome. But I find the tech system so dissatisfying that I just struggle to come back to it.

I like the cultural military trees, dynamic missions but the tech just feels eh. I don’t know if it’s the overwhelm at the start, the fact that I can just ignore entire swathes of tech and optimise the shit out of my experience or what but it just really drains me.

Am I alone? Is this just a weird me hang up? Does anyone know of any good tech overhauls?

I know Imperator seems to be a bit of a trial run for some ideas for EUV and I really really hope they don’t take IR tech.

16647

r/eu4•

Honestly really excited for Pops for how they can enrich a part of the game I find both central and really interesting, colonisation.

Colonies will need pops to form, those have to come from somewhere. This in and of itself makes colonising the globe something harder than throwing ducats at it. Pops leaving your lands will depop your empire making the decision to mass colonise wasteland less appealing and hopefully will lead to more strategic colonies.

What pops are most likely to migrate are the pops which are not supported by your society meaning your colonies are likely to have different religious and cultural makeups to their motherland especially if the empire is culturally diverse. T

48

r/eu4•

Doing a GB run (sans Domination) and won the a late PU war against France after they’d inherited Burgundy. I fed Burgundy it’s lowland cores and then Mary fell off her horse.

Is it worth moving my Capital to the Netherlands (where it’s more vulnerable) to prevent the Dutch Revolts? Normally I would say yes but not as sure for England/GB. Fairly strong with France PU, spawned colonialism and have 4 colonial nations 1492 no reformation yet.

13

r/RPGdesign•

Earthborne Rangers is a boardgame - that on a quick glance feels very much at home as a novel RPG. You play as a group of rangers, protectors of the mountain valley you call home in a post apocalyptic(?) far future where mankind retreated to vaults to let the earth heal and have returned to a strange new world.

Your rangers aren't represented by a traditional statblock but by a deck of cards that represent your characters interests, personality, history, skills and items. Over the course of multiple games you improve your skills, equipment and develop new memories which help you on your adventures. (Alright there are 4 attribu

2313


r/eu4•

Looking at doing a game to teach EU4. Was thinking of getting them to pick a beginner friendly nation and then just backing them up all game as a minor.

I have some experience with the game (1000+ hours), but learned the game frankly a long time ago and I understand what’s considered beginner friendly might have changed. Also have limited multiplayer experience, so my guesses on good supporting minors might be wrong.

Currently thinking Castille & Holland or France & Brandenburg/Lübeck or Ottomans and Morocco. Slight points to England and Portugal but I feel like if I lead on colonising that might mess things up. Would appreciate feedback on current options or other good options.

14


r/RPGdesign•

Eternal Items

Mechanics

Currently looking at making gear impossible to be destroyed, stolen or lost. At least permanently as gear is integral to many builds destruction of gear can be catastrophic to the point that making a new character may be preferable.

How does this work items have an availability score which will determine how long it takes for an item to be recovered, rebuilt or replaced. Players may either have moves or use pulls on their contacts to speed up the process in return for owing a favour.

What does this allow? It allows for items to be stolen, blown up or damaged without feeling like you're kicking a puppy. When the cybergorilla have one of his cyberarms shattered in a fight with a mech he

1414

r/RPGdesign•

Forward warning: My system has taken a lot of inspiration from Shadowrun

Breaking this up into a few parts to hopefully make it a bit easier to read.


THE RULES & GOALS

I'm looking at having harnessing spirits be the primary method that mages utilise their powers. Different types of spirits have different suites of powers that are thematically appropriate to what the spirit represent. Whilst mages will have their own spells and such that they have access to they'll be a bit more limited and less effective.

When a magician summons a spirit they roll their Summoning + Force(Up to their Magic) vs. the Power of the spirit they are trying to summon. Each net hit grants them a req

18

r/slaythespire•

I want to try getting my wife into Slay the Spire but she gets freaked out by the Lagavulin model with all of it's holes. So I was thinking I could change the model or find a mod that already does so. Does anyone know of any mods which change any enemy models? Even if they are the Lagavulin I might be able to try to work out what they've done and try to copy over a similar change for my issue.

114

r/HadesTheGame•

Peer Pressure is a Dio boon which causes enemies with hangover to afflict nearby foes with one stack of hangover every 4 seconds.

A hangover stack lasts for only four seconds, so this will only activate as your first hangover stack deactivates. Notably the timer is based on the enemy so unless you are maintaining hangover even if you apply 5 stacks of hangover it is quite possible that you won't get this to activate multiple times.

The hangover stack that it applies has a base damage of 4 per tick (0.5s or 0.35 with the Ares/Dio Duo), so it will cause ~32 damage over 4 seconds when it will expire and respread itself to nearby enemies. Whilst comparable to the attack hangover stack as it's

76

r/RPGdesign•

In the world of boardgames over the past several years there has been a wave of a new style of boardgame called Legacy. Legacy boardgames are designed to be played over a multitude of sessions with the same group and as players play the game extra rules and mechanics enter play as well as pre=existing rules may get slightly altered.

In many ways RPGs are perfect for this design style as they are already being played over multiple sessions with a regular group of people, have evolving characters that change the state of play with time. So the typical RPG is already somewhat a type of Legacy game without doing too much extra.

But if an RPG was designed to be discovered with play with the ru

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