6 TTRPG Rules You Should Steal - Running RPGs

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  • Опубликовано: 6 июл 2024
  • Part of Game Mastering is creative thievery. Here's 6 rules from 6 different RPGs you should consider stealing for your own game.
    If you want to know more about the games I discuss, check out my reviews and overviews for Call of Cthulhu, Traveller, Kult: Divinity Lost, Righteous Blood Ruthless Blades, and Alien.
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    #ttrpg
    00:00 Intro
    01:27 Bonus/Penalty Dice
    02:41 Inspiration
    04:14 Pushed Rolls
    05:51 Connections Rule
    09:18 Relation Inspiration
    11:46 Talking & Analysis Phase
    13:46 Story Points
    15:04 Closing
  • ИгрыИгры

Комментарии • 687

  • @JKevinCarrier
    @JKevinCarrier 10 месяцев назад +722

    The old DC Heroes RPG had a thing called "Omni-Gadgets", meant to reflect how characters like Batman always seem to have the exact gadget they need at any given time. Instead of spelling out specifically what gear you're carrying, you can have a number of Omni-Gadgets, which have general stats for how powerful they are, and what categories of abilities they can have. But it's not until you actually use it that you decide whether it's a smoke bomb, or a lockpick, or a tuna salad sandwich (hey, those Gotham stakeouts can be pretty long!). It's sort of like spell slots for techies.

    • @SSkorkowsky
      @SSkorkowsky  10 месяцев назад +200

      That sounds awesome. I'm surprised I haven't seen that before in a Pulp Game (or any game).
      Reminds me how in Traveller the Ship's Locker has "Whatever basic thing you need". You can't inventory it, and players are expected not abuse it, but instead of tracking every random thing on the ship, you'll simply check the Ship's Locker for it like the World's Greatest Junk Drawer.

    • @britishshock
      @britishshock 10 месяцев назад +6

      Got it.

    • @bonbondurjdr6553
      @bonbondurjdr6553 10 месяцев назад +4

      You might enjoy Kits from Dragods & Gobliches!

    • @pirateofms
      @pirateofms 10 месяцев назад +20

      Five Torches Deep has something like that, where you have "Supply", which stays pretty nebulous, until you decide what those supplies are.

    • @michaelcottle6270
      @michaelcottle6270 10 месяцев назад +10

      Loved DC Heroes. Also loved the way hero points were interchangeable between a die bonus or could be accumulated to spend on increasing stats. It gave players the dilemma "do I boost this crucial role or do I risk it so I have enough hp to increase my Strength after the adventure". A nice way to handle advancement

  • @IamKnucks
    @IamKnucks 10 месяцев назад +24

    Every time a screen capture of rules appear, I can't help but pause and read the entire rule. That might be a forever DM trait.

  • @randydoffing3204
    @randydoffing3204 10 месяцев назад +74

    My RPG group moved to Traveller after finishing a long D&D campaign. When one of my players does some cool or awesome, my reaction is to reward them inspiration. And then I catch myself "oh, wrong game". After watching this, I'm like why am I doing that? Next game session I'm totally going to give out inspiration to travellers!
    Thanks again for the great ideas!

    • @jesternario
      @jesternario 8 месяцев назад +1

      How did they react to getting Inspiration in Traveller? Happy, I hope.

    • @randydoffing3204
      @randydoffing3204 8 месяцев назад +6

      @@jesternario , they liked the idea! Instead of metal dice like Seth presented in the video, I found some odd shaped plastic 6-sided dice at my local game store. I have a wooden game table; so, I'd rather not be throwing metal dice around.
      Long and short of it, they liked it but we just barely got into a new adventure; so, no one earned inspiration to try it out. Maybe next session in a couple of weeks.
      Thanks for asking!

  • @hatandhistea6334
    @hatandhistea6334 10 месяцев назад +28

    I learnt from my game master the rule of the candle. Before the game starts, GM asks all players a question or description of what their characters are thinking or something from their story one by one, by holding a candle and passing it amongst the players. It's a nice way of sharing their backstory or to see what their character thought about last encounter.

    • @martialartess
      @martialartess 10 месяцев назад +5

      I've used lighting a candle as a signal the game session is starting, but I hadn't thought of passing it around as a talking stick. That's a really great idea!

  • @SSkorkowsky
    @SSkorkowsky  10 месяцев назад +215

    Heads up. Because I talked about it in the video I wanted to share that there a killer Humble Bundle going on for Mongoose 2e Traveller. It's got the Core Rulebook, Central Supply Catalog, several adventures, the Pirates of Drinax campaign (which includes the Trojan Reach sector guide), some novels, and a soundtrack. Only 2 days left on it, but definitely worth it.
    www.humblebundle.com/books/traveller-mongoose-publishing-books?partner=sskorkowsky

    • @--enyo--
      @--enyo-- 10 месяцев назад +11

      I grabbed that the last time it was up because of hearing how cool Traveller sounded in this channel. Although sadly still haven’t had a chance to play. 😂

    • @SSkorkowsky
      @SSkorkowsky  10 месяцев назад +22

      You at least make a character? That's always a fun little mini-game.

    • @shadowheartart3898
      @shadowheartart3898 10 месяцев назад +4

      Oooh. Thanks for that heads up!
      I've been meaning to get into Traveller, since it sounds super fun.
      It's not like I *just* bought a ton of Kult: Divinity Lost last month or anything 😅

    • @michaelcottle6270
      @michaelcottle6270 10 месяцев назад +2

      Getting it soon. Already have most of the books in the bundle but the three main ones I don't still makes it worth buying...

    • @TheeAugustCaesar
      @TheeAugustCaesar 10 месяцев назад +4

      For $18, quite the deal! Thanks for sharing, Picked it up with your affiliate link to hopefully float some of that back your way!

  • @luketfer
    @luketfer 10 месяцев назад +210

    The clocks system from blades in the dark. It gives players a very obvious timer as you fill in the segments for just how much time they have left.

    • @feral_orc
      @feral_orc 10 месяцев назад +4

      I've never liked clocks in any game I've come across that uses them. They seem way too meta. I also like being able to decide myself when a task is complete and not locking myself into something when I have no idea how it'll turn out

    • @lloydnicholls1439
      @lloydnicholls1439 10 месяцев назад +14

      Yes, I use the clock as well, I think it's great!
      Also, the best mechanic in Blades is the "Flashback", I give my Call of Cthulhu players each one free flashback per session.

    • @evilbarrels2506
      @evilbarrels2506 10 месяцев назад +6

      @@feral_orc They're basically just HP, but used more generally. I find them very useful as trackers personally; why use "6/6" to track how much ammo is in a revolver when you have each chamber accounted for in clock form? And tracking how much time until something arrives somewhere, or the approximate location of something that moves along a patrol is made much easier with a visual indicator.
      Like, their intended use is as a tool to track stuff, tracking task HP is just one of the many features of clocks.

    • @aeonise
      @aeonise 10 месяцев назад +9

      @@feral_orc I'm not sure I follow your concern. The GM decides whether any given event advances the clock or not and can advance it more than one segment if needed, so it's not like you're "locked in" to a certain number of actions. "Clock" is more in reference to the appearance than the function most of the time since they're more for progress-tracking (and useful for tracking both success and failure condition progress) than time-tracking. In fact, the only time I've personally had one used as an actual turn timer was in a "moving wall coming to crush you" tomb trap.

    • @feral_orc
      @feral_orc 10 месяцев назад +2

      @@aeonise yeah but that's the problem. A lot of that is meta knowledge that the players just shouldn't have. You give them a meta goal to target and work towards and you've just given them access to what is effectively an MMO quest tracker telling you how close something is to happening, and that's informing player decisions for their characters.
      Let's say the players know a bad thing is gonna happen unless they do something about it. Super generic. They know the bad guy is getting ready to blow up an orphanage. So the players start coming up with ideas for how to stop it, and now they have a clock to track how close the bomb is to blowing/how close they are to saving people/how much work they've done to stop it. None of this info should be available to the players. It's like letting them know every enemy's HP.

  • @S0nyb1ack
    @S0nyb1ack 10 месяцев назад +143

    The rule I stole from Traveller is the idea of the task chain :D It just allows for so many more different skills to come up and the players always feel great about helping each other out and on top of that it encourages them to think "how?" their skill checks are performed and how somebody might be able to help them :D

    • @keithparker1346
      @keithparker1346 10 месяцев назад +11

      Apart from character creation, task chains are the best thing of Traveller

    • @jamestaylor3805
      @jamestaylor3805 10 месяцев назад +2

      DnD 5e Mastermind Help as a bonus action paired with Historian that allows you to apply your Prof Bonus to anyones roll on anything, now as a bonus action.
      Artificer for Flash of Genius ability(+you Int modifier as a reaction) and the Guidance(1d4), Borrowed Knowledge(free skill prof), and Enhanced Ability (advantage to one stat's checks) spells.
      One character can enure that anyone in party can always succeed on those essential checks... without having a bard
      You yell out "he is a ball-chinian" and Agent K get a crit.
      You yell out "damnit sam pull" and Frodo is now up and on his feet.
      You yell out "it's got 6 tumblers not 5" and the theif opens the chest.

    • @brianpembrook9164
      @brianpembrook9164 10 месяцев назад +6

      Indeed. Low births have a nasty habit of dying?
      Madic: I'll examine each 'patient' using life sciences!
      Engineer: I'll then use engineer (life support) to spec each birth for that specific person!
      Two months later with no deaths;
      Broker: yes... the fee for low births is double. It's worth it.

  • @cadenceclearwater4340
    @cadenceclearwater4340 10 месяцев назад +77

    I like Hero Coins (it's like inspiration) but, I'll give it a Cthulhu Luck twist.
    You forgot spare ammo?
    _Spend a Hero Coin to remember_
    Rocks fall and everybody dies?
    _Spend a Hero Coin to spot a foxhole no one noticed and escape_

    • @ChrisSpecker
      @ChrisSpecker 10 месяцев назад +4

      Is that anything like the token system in Chill 3rd edition?
      That game has a pool of tokens that are light on one side and dark on the other. The players can flip a token from light to dark to modify a roll or activate a supernatural ability, and the GM can flip a token to the light side to do the same for evil NPCs, or to complicate the current situation (NPC the players are trying to protect gets spooked and runs away, car won't start, etc.)
      A player can also flip *all* the tokens to the dark side to save a character from certain death.

    • @cadenceclearwater4340
      @cadenceclearwater4340 10 месяцев назад +1

      @ChrisSpecker Oh, that is very cool. No it isn't. But I like that mechanic.

    • @samcarter565
      @samcarter565 10 месяцев назад +2

      @@ChrisSpeckerFFG used a similar system with Star Wars for Light Side and Dark Side points

    • @michamoskaluniec3680
      @michamoskaluniec3680 10 месяцев назад +1

      I used Luck Points in Traveller for that. You need an item? Spend Luck or roll Luck Check.

    • @tentacle_bear6941
      @tentacle_bear6941 10 месяцев назад +1

      BlackBird actually has a system similar to this.

  • @synthweaseljw5038
    @synthweaseljw5038 10 месяцев назад +21

    In Kevin Crawford's "Number" games (Stars Without Number, Worlds Without Number, Cities Without Number) there is a rule that I'm a huge fan of that ties XP to goals (both short and long term) that the players decide on their own. I really dig it and feel it encourages the players to come up with motivations for their characters and also plot hooks that the GM can flesh out that the players will have incentive to actually follow up on. Also, having a unified long term group goal helps to keep the party focused.

  • @connordarvall8482
    @connordarvall8482 10 месяцев назад +52

    A cool one I got from RuneQuest was augmenting. If you're about to do something that you're not very good at, you can roll for a different skill, ability or trait to gain a bonus on the roll. E.g. If your character is a researcher who needs to craft rope, they may use their Plant Lore skill to give a bonus by finding fibrous plants to use as rope. On the flip side, failing will add a penalty to the roll so players only use it when it really counts.

    • @truth7921
      @truth7921 10 месяцев назад +1

      Sounds like World of Darkness games (comboing your choice of any attribute + skill) as well as Burning Wheel (you may add dice to a skill roll if you can argue how others skill you have help).

    • @Raycheetah
      @Raycheetah 8 месяцев назад +1

      The Hero System calls that a "Complimentary Skill Roll." =^[.]^=

  • @yogapantsyogurtpants3365
    @yogapantsyogurtpants3365 10 месяцев назад +14

    Flashbacks from Blades in the Dark leveled up my gaming table in ways I never would have expected. Even a player character who has been downed or removed from a scene can have an impact. Splitting the party becomes a fun consequence of it too.

  • @yodasears
    @yodasears 10 месяцев назад +26

    When it comes to starting a new campaign, I try to adapt the solo and group questions from Tales From The Loop - they're so effective at bonding the team, and ensuring the players are playing their own story.

  • @dylanramsey5817
    @dylanramsey5817 10 месяцев назад +18

    I absolutely love Bennies from Savage Worlds as currency the players can spend to reroll things that matter to them, get back resources they need, and otherwise effect the narrative. Good reward for roleplaying and jokes and cool ideas, and one I definitely feel naked without when running some other games.

  • @IANRoberts-ug6sq
    @IANRoberts-ug6sq 10 месяцев назад +29

    Part of the Rogue Trader RPG for 40K has an interesting system for character generation. They use a flow chart where you chose the classification of your home world at the top, then work downwards through the layers going either straight down or 1 step to the side each time. Each level give you a title such as 'Survivor' or 'Stranded' the give you bonus skills and prompts you to make thatnpart of your back story. And if multiple people get the same result that's hiw your characters met.

  • @Frank-Voight-Kampff
    @Frank-Voight-Kampff 10 месяцев назад +74

    The momentum pool from Möedipius Games. I liked it in the Conan RPG but it blew my mind in Star Trek Adventures because it was perfect for a team of Starfleet officers aboard the same ship working together. The ability to "store" your extra succecces in a pool that the whole group has access to for their own rolls was for me the best representation of working together as a group since Team Karma from Marvel Superheroes (TSR).

    • @JoeBlogs987
      @JoeBlogs987 9 месяцев назад +1

      It was the momentum that stopped me playing star trek. I hated it because it didn't make any sense from an in-game point of view.

    • @BD-sb7hb
      @BD-sb7hb 3 месяца назад +1

      I agree with you about the momentum pool and also the threat pool really builds a sense of foreboding for the players as they have to wait for when the GM is going to cash in all his threat chips. This would be a good addition to horror games. In Call of Cthulhu every time you push a roll and get a failure it could be converted into threat.

  • @Unormalism
    @Unormalism 10 месяцев назад +25

    The Talking and Analysis phase is such a cool way to integrate specific weaknesses in a combat, while also rerolling initiative to make combat fresh every round, or every other round if that's too frequent. Amazing idea in my mind.

    • @Brabbel93
      @Brabbel93 10 месяцев назад +2

      oh yes! That sounds good! I really like this rule to encourage RP but I am also a bit scared of it pulling the brakes too hard. I play a lot of 5E and combat can get really long there already so stopping after every round for an RP round could just kill momentum even more. I am thinking of just keeping it for boss battles or at least semi-boss battles and using it only every two rounds or something.
      Or maybe it could be a whole new action. Like...a character can choose to not attack, cast a spell or do anything else but just talk to the opponent and then give advantage to someone else because they found a weakness the next player can exploit or because they intimidated the opponent so they get disadvantage. Idk..something like that. Needs some work but as someone who always tries to make combat more than just mindless dicerolling without story, the "Talking/Analysis"-phase definitely inspires me

    • @kylehart8829
      @kylehart8829 8 месяцев назад +1

      @@Brabbel93 I described it in another comment, but I have enemies shit-talk the party *during* their turns. We chirp back and forth and it actually helps momentum since it limits the planning players can do during combat. Combined with my "only your characters can talk during combat, not you" rule it makes combat more chaotic which is kinda the goal in the systems I run anyway. It forces players to be prepared if they expect to handle combat tactically, while also greatly adding to the roleplaying aspect of it. The players have to be able to keep up, but the reward is huge and this aspect is standard now in my OSR games.

  • @mr.pavone9719
    @mr.pavone9719 10 месяцев назад +9

    I'm a fan of the "wild die" from WEG's Ghostbusters and Star Wars RPGs.
    Those systems used buckets of d6s. Whenever you rolled any dice, even one, one of them was a different color, size or whatever. If you rolled a 1 on that die there was a complication even if you succeeded. A 6 on that die was a bonus, even if you failed. So something could always go a little wrong or in your favor.
    It's an interesting twist that I have carried over into many games.

  • @TherealTenmanI
    @TherealTenmanI 10 месяцев назад +9

    I'd like a part two, where uou explore the other ones you left on the cutting room floor. These were great

  • @AGrumpyPanda
    @AGrumpyPanda 10 месяцев назад +62

    Before watching the video, the things I've stolen from different RPGs: Fronts from Apocalypse World, running factions from Godbound, campaign cards from Wrath and Glory, minions from D&D 4E, and Fate Points from the FFG Warhammer 40'000 RPGs. I don't use all of them all the time, but they're each tools that have a proud place in my toolbox.
    Edit: I also want to add on to what Seth said at the start; don't just run a system rules as written, run it the way it wants to be run. My first impression of L5R wasn't amazing because the GM was running it more like 5E and less like a drama game. Fortunately, we could all see the potential of what the game could be and I ended up running a few one-shots and short campaigns that really rammed home for me how much I love the system, but it had to be run the way it wanted to be for me to really enjoy it.

    • @SSkorkowsky
      @SSkorkowsky  10 месяцев назад +26

      I'll echo that. We played Cyberpunk2020 for several years as a side game to our regular AD&D campaign and we played it pretty much like D&D with guns and cyber. It was only after we switched to it being our primary game and I read some Cyberpunk modules and saw how it was supposed to be run, and that changed everything.

    • @AGrumpyPanda
      @AGrumpyPanda 10 месяцев назад +2

      Oh, I forgot one! I used the Traveller connections in character creation concept for two of the L5R mini-campaigns I ran, and that went really well because it gave me a built-in reason why these samurai from different clans would form their own social clique.

    • @kaspermoss8198
      @kaspermoss8198 10 месяцев назад +2

      Always love to see some L5R love. It is an amazing system, but you really have to lean into it. It is also one where, despite them sort of being in the rules, I'd say "No 13th warriors". It's theme campaigns. Don't play a foreigner!

    • @AGrumpyPanda
      @AGrumpyPanda 10 месяцев назад +2

      @@kaspermoss8198 Unless that foreigner is a Mantis, or even worse a Unicorn. Those you can play.

    • @kaspermoss8198
      @kaspermoss8198 10 месяцев назад +3

      @@AGrumpyPanda If they fit in, sure. But the few times I've tried to run it, those foreign characters have felt like an excuse not to care about the setting

  • @andrewburgess9578
    @andrewburgess9578 10 месяцев назад +8

    to "yes and..." the Traveller connection rule for late additions. Traveller links skill gains to characters on backstory of the other Travellers. "That old Marine Sgt you have a rivalry with? Its her that taught me ...X" Ties into the party even faster, possibly with complications.

  • @ARedMongoose
    @ARedMongoose 10 месяцев назад +35

    Another great video from two-time ENNIE award winner, Seth Skorkowsky. It's a little system dependent, but I've used "taking 10" and "taking 20" from 3x D&D. It's a nice balance between requiring investment in a skill or ability in order to accomplish something without letting chance get in the way when nothing is on the line. Only really needed in high variance dice system like d20 though.

    • @jasonGamesMaster
      @jasonGamesMaster 10 месяцев назад +1

      For a dice pool related variation, allow players to trade in dice for successes, but not quite at the odds. In other words, if a 5 or 6 is a success on a d6, then you theoretically should have a success for every 3 dice in a perfect world, so I let my peeps trade 4 dice for a guaranteed success. Since my system requires different numbers of successes for harder rolls, this is still not enough to give total success all the time, just like taking 10 (although I am also good for just waving away rolls that the equivalent of taking 10 would succeed on lol)

    • @martialartess
      @martialartess 10 месяцев назад

      The World of Darkness/Storyteller system has a dice pool-related version where if your dice pool is higher than the difficulty number, you get a single success

    • @kylehart8829
      @kylehart8829 8 месяцев назад +1

      If nothing is on the line, I'd say you shouldn't be rolling dice. An acrobat isn't going to fail to jump between rooftops on a dry, hot night, and a wizard isn't going to forget critical parts of the cosmology of your world, so why would you roll for acrobatics and arcana? Rolls are chance, and they represent scenarios where chance is involved. No luck in the situation, no roll is needed, in my opinion.

  • @sonder_ua
    @sonder_ua 10 месяцев назад +6

    I would also highly recommend one rule from Frontier Scum, that I really liked during the game. «ACE IN A SLEEVE. Spend an Ace to reroll any dice that’s not a natural 1 or 20. Gain an Ace at the start of every session. If you roll a natural 20 on an ability check, you can gain a new Ace. Everyone immediately loses all their Aces when any PC rolls a natural 1 on an ability».
    I think it's a great balance between «use it now to shine» and «risk of loosing it because you waited too long».

  • @Groundlord
    @Groundlord 10 месяцев назад +15

    While I haven't had a chance to actually _play_ any of their games (still looking for a chance to use the Dishonored RPG book I got!), I love the "Momentum/Threat" mechanic that Modiphius uses in their 2d20 systems.
    In this system, whether you pass or fail a roll is based on how many successes you roll on your 2d20 (rolling under a target number, typically determined by your character's stats, is a success, a 1 on the die is a critical success that counts for two successes), with the number of successes needed depending on the difficulty of the action you're attempting. If you roll more successes than you need to, however, you gain _Momentum._
    Momentum is a pool of resources available to the entire party, and it can be used in a few ways - "buying" extra d20s when they make a roll, dealing extra damage with attacks, taking additional actions, even adding something to a scene that can swing things in the players' favor!
    However, the DM has their own version of this mechanic: "Threat" (or "Doom", "Heat", "Chaos", etc. depending on the game). They can earn Threat in all the same ways as the players, and they can use it for all of the same things to crank up the challenge against the players.
    The DM has one additional tool with their Threat pool, however: if the players are all out of Momentum and they absolutely *need* to pass a skill check or get that last hit in to stop the enemy before it's too late, they have the option of "buying" Momentum from the DM... and for every point of Momentum they get by doing this, the DM gains a point of Threat that can be used against the players later on.
    Momentum and Threat make for an interesting way to keep an ebb and flow between the players and the DM, helping to make sure that one side doesn't get too much of an edge and that there's always a chance of one side turning things around.

    • @Skullkan6
      @Skullkan6 10 месяцев назад +1

      Just a warning dishonored had to be heavily patched after release so look up the fixes.

    • @Groundlord
      @Groundlord 10 месяцев назад

      @@Skullkan6 Is the errata in the core book, or did they make the changes in the Gamemaster's book?

  • @RiotKurhein
    @RiotKurhein 10 месяцев назад +9

    The last one had me think of game masters making their one shots count by making it so that the players know their characters are going to be dead by the end of the session and their corpses along with whatever they have on them will be presented in another game along with the story of how they died.

  • @HereComeMrCee-Jay
    @HereComeMrCee-Jay 10 месяцев назад +4

    Great video, I like the push roll idea.
    Somewhat similar to inspiration, is the DCC mechanic around "Luck" from the 2012 game. One of the base six statistics is called Luck (they make room for it by squashing Wisdom and Intelligence together into Personality). First, this is really useful for skill checks that maybe have more to do with luck than actual skill... maybe half the chairs are booby-trapped... was your character lucky in sitting on a safe one? But also, you can "burn" luck, adding to your dice roll in exchange for a lower luck score... and you can choose to do this, AFTER you've rolled. But when you do something awesome, the Judge can award you luck points somewhat similar to how one can award inspiration.
    Inspiration is simpler and easier to use perhaps, but I think the idea of a character's innate luckiness is actually a really fun addition to the game.

    • @Methuselah51272
      @Methuselah51272 10 месяцев назад +1

      LOVE the DCC Luck stat - often thought about incorporating it in other games.

  • @therasslintheatre2960
    @therasslintheatre2960 10 месяцев назад +12

    I'll add a suggestion: Cyberpunk 2020's Reputation and Face-downs. It's a great way to scare off fodder goons that would be more waste of ammo and not worth the effort
    Plus its always hilarious to see a boostergang lord being scared off by a Netrunner otaku with high COOL stat and decent rep.

    • @wolf1066
      @wolf1066 2 месяца назад

      Yeah, Rep and Face-downs are great - my players have already seen the advantage of those.

  • @GenericJake
    @GenericJake 10 месяцев назад +9

    I always recommend hindrances from Savage Worlds. Gain an extra boost to something you are good at in exchange for giving yourself a weakness

  • @Fuzzy_Barbarian
    @Fuzzy_Barbarian 10 месяцев назад +11

    Traveller is one of my favourite RPGs, but I never thought about using the Connections Rule in the middle of play. That's a cool idea!
    Something that's not really a mechanical thing but my group likes is the Touchstone system from Vampire: The Masquerade, where you tie some belief a character has to an NPC. We changed it so it doesn't necessarily have to be positive, so a character's protectiveness of children might come from someone they saw harming children and now they're hunting that character. It makes players flesh out their characters a bit while building the world a bit.

    • @capscarlett7859
      @capscarlett7859 10 месяцев назад

      In the game Seth references there was one player who kept trying to use Jack-of-all-trades rather than spend her "connection points".

  • @nabby8462
    @nabby8462 10 месяцев назад +2

    Thanks for sharing this! I really like the Connection Rule because I've been in many groups where players tend to be rather shy and reserved or the group dynamic is just sort of awkward and incohesive; I think the Connection Rule is a really nice way of incentivizing players to collaborate and communicate with each other more. I find all too often, at least with 5e, that players are a little too focused on their own characters and will often try to solve problems on their own without discussing it much with the rest of the group.
    I definitely want to try using this the next time I run a game! Thanks again!

  • @sietsewijker1530
    @sietsewijker1530 10 месяцев назад +6

    Last Saturday my dm added the connections rule from Traveller in our one shot. It was very helpful to establish a shared history within the party. It made the start of the one shot much more fluid.

  • @real_mereghost
    @real_mereghost 10 месяцев назад +5

    Two rules that I tend to take with me everywhere are Clocks from Blades in the Dark and Drama Dice from 7th Sea.

  • @MagickMan65
    @MagickMan65 10 месяцев назад +3

    Thanks, Seth! Sometimes it's easy to forget about things like this. I use a couple of these already, but there are a couple more that I'm adding to my arsenal.
    Great video as always!

  • @itmademesignup9508
    @itmademesignup9508 10 месяцев назад +3

    Thanks Seth! This is going to be the basis of my new RPG system, tentatively titled "Over the Dragon's Alien Edge: Travelling Blades of Cthulhu"

  • @writerguy911
    @writerguy911 10 месяцев назад +3

    Fantastic video. My group just changed from Call of Cthulhu to Vampire the Masquerade and there are some of these rules that I intend to implement. I really appreciate these types of videos that make it easier to run games for players with your suggestions.

  • @aliciaantoniadis9100
    @aliciaantoniadis9100 10 месяцев назад +6

    As always, a very big thank you! One of my friends stole/ported the combat-system from Twillight to Kult D L.
    Thank you Seth!
    Sincerely,
    Alicia from Sweden

  • @emilymares9623
    @emilymares9623 10 месяцев назад +29

    In my home game of 5e, rather than inspiration i use Hero Points. I found that my players tended to hoard inspiration, always waiting till the perfect moment to use it. I then changed the rules so that inspiration gets burned at the end of the session and they would just end up losing it. So in my recent campaign i implemented Hero Points. This allows a player to modify rolls either positively or negitively. At the beginning of every session i award a player for cool and epic moments, trying something creative, roleplay, or just being a team player (maybe bringing cookies or resolving player conflict in a calm manor) that happened the previous session. And that player gets to roll a d6 and add that to their hero point pool. At any time a player can use those hero points to modify rolls. 1:1 for their own rolls, 2:1 for other pcs or their allies, and 3:1 for everyone else including enemies. Just last session i had a pc go down and as the bbeg came down to finish them off all the players pooled their hero points together to force a miss. Its a great way to make moments feel more cinematic and be as epic as the protagonists are in our stories, doing impossible/improvable tasks! I cant recommend it enough!

    • @JacksonOwex
      @JacksonOwex 10 месяцев назад +1

      Doesn't inspiration already work like that, and how do they "hoard" it? As Seth says, a player either has it or doesn't! You can't have inspiration multiple times!
      Though there is BARDIC inspiration that makes regular inspiration confusing and I think that's why so many people hate trying to use it in 5e.

    • @emilymares9623
      @emilymares9623 10 месяцев назад +6

      @@JacksonOwex by hoarding it I mean not using it at all. Keeping it for so many sessions that there is never an opportunity to give out more. Literally went through an entire campaign with all players having inspiration and it only got used twice. That's when I started doing the only lasting for one session before fading out into the ephemeral sea. We'll they ever used it then either but with hero points they have been using them far more judiciously

  • @willgraham9867
    @willgraham9867 10 месяцев назад +3

    Great idea for a vid Seth. I seem to remember “inspiration” was a pretty popular mechanic before DnD 5e. I think that is one of the secrets to its success. It basically pilfered a bunch of successful ideas from others and brought them into Dungeons & Dragons. It’s always useful to broaden horizons and exposure to different systems.
    I do like the interaction between the Traveller buddy system and Call of Cthulhu. I think it really promotes some better story moments and CoC really needs those skill buffs at important moments.

    • @poordick4320
      @poordick4320 5 дней назад

      Yeah, I don't play D&D, but Inspiration sounds a lot like WEG's D6 system's character points (originally brownie points in Ghostbusters back in 1986). WEG Star Wars was probably a point of exposure for that sort of mechanic for a generation of gamers. Could be systems that used a similar mechanic even earlier, but I'm blanking at the moment.

  • @tash1201
    @tash1201 10 месяцев назад +2

    I just finished my first year dming for my current group. You, Seth, and so many other generous experienced game masters have given me the tools and examples to make my own world sing... Or scream, muhahaha. Got lots to learn but how can I fail with such wonderful examples and lessons for communicating with my players. Great video on merging awesome mechanics

  • @Cameroo
    @Cameroo 10 месяцев назад +3

    Always love your videos Seth. Even though I don't play TTRPGs anymore I really love listening to your ideas and stories. Your channel is my go to for RPG stuff. Even if it's just listening to it while I draw or game. :D

  • @under20over40
    @under20over40 10 месяцев назад +2

    I would love more of these videos! My favorite rule/mechanic to steal is Clocks. I first learned about them from Blades in the Dark but apparently they've been around for a long time.

  • @Arcboltkonrad13
    @Arcboltkonrad13 10 месяцев назад +1

    Yet another great video, Seth! Keep up the great work.

  • @fernandopires981
    @fernandopires981 10 месяцев назад +2

    I love this tip. It's very cool. I always bring the devil's bargain mechanic and segment clocks from Blades in the Dark since having learned them. Right now I'm DMing a campaign in Avernus and playing in a Curse of Strahd with a newbie DM that plays with me for a while now, both D&D 5e. And these mechanics open more possibilities. Sacrifices. They're heisting devils and demons of their artifacts and one fail shouldn't bring all hell towards them. So a failed stealth check, for instance, fills a segment in the 'clock' that when filled alerts a lot of enemies and they should run away. Very fun to offer advantages in roles in exchange of different future penalties or a different kind of succes.

  • @IamKnucks
    @IamKnucks 10 месяцев назад +2

    This video is brilliant. There are so many tabletop games with brilliant mechanics that really bring the game to life. But not all of them can be applied liberally to other games. This is a great list of rules that can.

  • @vanessaeve925
    @vanessaeve925 10 месяцев назад

    I've been thinking about this topic since the character creation video of Kult.
    Thanks for doing an entire video on this!

  • @Tysto
    @Tysto 10 месяцев назад +19

    Three points at a time is a much better mechanism than one-and-only-one point of inspiration. If you only have one, and you have no idea when you might get another, you'll always sit on it, waiting for that perfect moment to use it, thereby blowing opportunities where you might have gotten another point. But if you can have three, then you'll always quickly use the third so you have a slot open to get another. And you'll readily use the second, knowing you still have the first in reserve for that perfect moment. And they need to reset at the end of the adventure, so you'll be encouraged to use the last one during the climactic battle.

    • @isaachepworth7860
      @isaachepworth7860 10 месяцев назад +1

      So closer to Pathfinder 2e's Hero Points?

    • @martialartess
      @martialartess 10 месяцев назад

      Savage Worlds also has this kind of 3-point system. They call them "Bennies" and they can be used in a wide variety of ways. My favorite way is the when the players are absolutely stuck and have no idea how to proceed in an adventure, a player can spend a bennie to get a clue.

  • @--enyo--
    @--enyo-- 10 месяцев назад +2

    Oh man, I love that ‘connections’ rule. Definitely going to steal that in some form.

  • @DominusRexDK
    @DominusRexDK 10 месяцев назад +1

    man i really like your voice seth, its like a 40-50s radio voice spiked with some 70-80s weed head terms. love it!
    that said, this video gave me some interesting ideas.

  • @Emperor_Atlantis
    @Emperor_Atlantis 10 месяцев назад +1

    Gonna use that Talking&Analysis phase for World of Darkness for sure. Thanks for the tip

  • @user-sj6og7xo1g
    @user-sj6og7xo1g 10 месяцев назад +3

    I feel clock from BitD, timers and effort from ICRPG, fronts from Dungeon World and momentum from IronSworn are all fantastic and can be implemented alsomt everywhere

  • @morpheus7347
    @morpheus7347 10 месяцев назад +5

    Annother good one. I was just surprised about the choice for ALIEN. Woud have bet you'd go with the Stress mechanic. Nothing against the Story points but they are so similar to inspiration as you said. Whereas the Stress mechanic is something really different. And I was kind of hoping for ideas how to transfere it into different systems.

  • @DiomedesRangue
    @DiomedesRangue 10 месяцев назад +3

    I like the talking one. Seems like a good way to get some villain monogues in.
    Pushed rolls, one of my favourites as well.
    I really like corruption from dakr heresy. It creates wonderful negative character arcs. Same with delta green's bonds.

  • @thetristan7391
    @thetristan7391 10 месяцев назад

    AH!!! I love love love talking and analysis!!! So lovably cinematic, and an amazing way to encourage creative problem solving as a mechanic in combat to find weaknesses!!! Tysm for this vid, i would have never known of all of these rules otherwise. 💖💖

  • @Axiom125
    @Axiom125 10 месяцев назад

    Enjoyed the video and some fun ideas on rules from other systems!

  • @bigelms4954
    @bigelms4954 10 месяцев назад +15

    I'm finding the timer and progression system from Blades in the Dark to be a really solid way to implement down time and add stakes/pacing to a more open world game

    • @opscontaylor8195
      @opscontaylor8195 10 месяцев назад +1

      I steal that and add it to Cyberpunk Red. Works real well with the Beats and also means that taking to long on a job can mean someone else interferes or gets there first.

  • @ArticleNoun
    @ArticleNoun 10 месяцев назад

    Great video. Starting my first home brew campaign next month. This is perfect research.

  • @gothmissstress
    @gothmissstress 10 месяцев назад

    Omg this colourful cover! Immediately clicked even though i am on the road
    I will watch the video later tonight, can't wait.

  • @captainpazuzu
    @captainpazuzu 10 месяцев назад

    This is great stuff sir. I love the pushed roll concept.

  • @stefansneden1957
    @stefansneden1957 10 месяцев назад

    This is a brilliant idea for a video brilliantly executed.

  • @britishshock
    @britishshock 10 месяцев назад +1

    Yeay. New RPG videos. This is a great channel.

  • @tokyobear
    @tokyobear 10 месяцев назад

    Very helpful. Thanks Seth!

  • @Kiwi_originel
    @Kiwi_originel 10 месяцев назад

    Amazing topic! I love that we get to improve our games and discover RPG. Thank you

  • @zyronos8292
    @zyronos8292 10 месяцев назад +1

    One rule/idea that I have really come to love is from a new ttrpg called Break!! (Honestly there is a lot I love in that system) But the idea comes from the way they break down fights with massive monsters or creatures. In their system all massive enemies have their body divided up into separate HP regions and have a core of some kind (heart, brain, battery, etc) so the idea around it is you can cripple different parts of the massive enemy but to fully defeat the enemy you have to destroy the core

  • @Ishanaroya
    @Ishanaroya 10 месяцев назад

    Great video on an important topic! I have used some of these before, but I like the idea of gathering all of them into my next game.

  • @BanjoSick
    @BanjoSick 10 месяцев назад +3

    I really love the item breakage rules in the Year 0 Engine by Free League. I have problems with the rest of the system but the color-coded dice representing the stat/skill/item are very very neat.

  • @Multiklaaas
    @Multiklaaas 10 месяцев назад +1

    Excellent ideas Seth!
    2 rules that I really like to include in other games are Timers from ICRPG and Clocks from Blades in the Dark.

  • @Jamesdalf
    @Jamesdalf 10 месяцев назад +2

    The 13th Age Escalation Due is great because it worked on Named Enemies, which is always your bosses and mini bosses

    • @richmcgee434
      @richmcgee434 10 месяцев назад +1

      The escalation die is a good answer to any of (many) d20-based D&D-a-likes out there (including actual D&D) where you're finding combat bogging down and taking too long to wrap up. The constant increase in player (and some opponent) accuracy ramps up the action steadily even when not using 13A. It's even stronger in its parent game, where many PC and monster abilities manipulate or key off of the ED, but even in its basic form it's pretty good.

  • @MaxWriter
    @MaxWriter 10 месяцев назад +1

    What I love about pushed rolls is that the Keeper can allow a pushed roll to still succeed, albeit with a consequence. I've often used this to keep the story moving forward despite the failure, though something bad is going to happen as well.
    I used inspiration before I knew it existed. I got 50 little coins from a friend for Christmas so started to give them out in Call of Cthulhu games for good roleplaying. I wanted to encourage it. Each coin could be cashed in for a +1 to a roll (technically a -1 in Call of Cthulhu). Players could accumulate several coins over the course of a session and even give their coins to other players to help them with die rolls. I'm still trying to figure out a way to make this work online, but haven't had much luck yet.
    Great video as always. Some great ideas here.

  • @williamburns9930
    @williamburns9930 10 месяцев назад +3

    Clocks from Blades In The Dark is a great rule to transfer. It's basically a countdown to an event (ex. The Law arrives), and works great for the heist nature of Blades
    I plan to use it in my next Call Of Cthulhu campaign for cults and others being made aware of the players

  • @WhatAMagician
    @WhatAMagician 10 месяцев назад

    I love your little cutaways to the players to illustrate your point

  • @dlarso11
    @dlarso11 10 месяцев назад

    Nice video great ideas, thank you

  • @GorillaCanon
    @GorillaCanon 10 месяцев назад

    Whoever made that graphic of the mom lifting the car deserves Inspiration.

  • @jonothanthrace1530
    @jonothanthrace1530 10 месяцев назад

    Hello, Seth! I've been reading Damoren, and I really dig it so far!

  • @WolfGirl930
    @WolfGirl930 10 месяцев назад

    Great content. I love that you've highlighted that "make up / steal" rules to make your game better is an actual thing !!

  • @XoIoRouge
    @XoIoRouge 10 месяцев назад +2

    I do this all the time. I'm now finally making my own TTRP book and I'm adapting so many derivatives... :P

  • @tomambrosio5527
    @tomambrosio5527 10 месяцев назад

    Great video!

  • @thebolas000
    @thebolas000 10 месяцев назад +4

    I really like Pulp Cthulhu's luck spends. It's hard to add to other games that already exist, but I keep it in mind when I work on my own systems.

    • @oz_jones
      @oz_jones 2 месяца назад

      I like Pulp's mechanic of using your Luck pool to live another day

    • @SSkorkowsky
      @SSkorkowsky  2 месяца назад

      Mongoose Traveller also has an interesting way to use Luck to survive. The Luck stat is a regular 2d6 stat done during Character Creation. If a PC is killed, the player may roll 2D6. If they roll a 12, they somehow survive. If they roll less than 12, they can permanently reduce their Luck stat by however many points to make the difference.

  • @alkemyst337
    @alkemyst337 10 месяцев назад

    Seth, this video came out in the nick of time for me! I'm in the middle of play testing my ttrpg system, and I was inspired to make some good changes from this video alone! Thanks a million!

  • @Bedrockbrendan
    @Bedrockbrendan 10 месяцев назад

    Thanks for the shout out to Talking and Analysis phase!

    • @SSkorkowsky
      @SSkorkowsky  10 месяцев назад +1

      Thanks for making a great mechanic that's worth stealing

  • @prometheus_arson
    @prometheus_arson 10 месяцев назад

    Thanks for the video. Great work as always. I would also like to suggest the Pathfinder 2e exploration mode, where you assign jobs for everyone traveling into wilderness or exploring a dungeon, basically when you are not in combat or downtime instead of your rogue constantly saying "I search for traps" he simply states that during exploration he searches for traps and if there is a trap you either ask him to roll or like in your previous video he already rolled at the start and you use those rolls, of course there are jobs for everyone and they are all useful.

  • @Gaalification
    @Gaalification 10 месяцев назад +1

    That relations inspiration reminds me of runequest passions.
    From alien, I LOVE the mechanics for food, water and air, already stole and using them everywhere 😊

  • @skemono
    @skemono 10 месяцев назад +1

    Since I saw your video on Achtung! Chtulhu, I thought a neat rule to steal would be the ability to add a "Truth" to a scene. Like, if inspiration wasn't just getting to re-roll or getting a bonus on something, players could also choose to spend it to insert something into the scenario. No idea how well that would work, though.

  • @landoe2846
    @landoe2846 10 месяцев назад +4

    I really like the FFG Star Wars light/dark side tokens. Giving the players a means to add something to the narrative, works great.

  • @camronchlarson3767
    @camronchlarson3767 10 месяцев назад

    I absolutely love your channel :) thanks for all the great content!

  • @robbabcock_
    @robbabcock_ 10 месяцев назад

    Great ideas! Thanks, Seth.⚔🧙🙌

  • @RequestforQuest
    @RequestforQuest 10 месяцев назад

    Great idea! ))) I was planing on such video myself )) Always trying to bring useful tools like clocks from BitD or partial success to other systems ))

  • @radriel6983
    @radriel6983 10 месяцев назад +1

    Clues system from Chronicles of Darkness 2e. The whole system is neat for when you don't actually have a preplanned mystery. Players basically use the dice to determine what clues they find. You can use any skill if you can describe how you think your character would find clues(roll wits+Athletics to see if there are signs that someone brute-forced a drawer for example). So any character can scooby doo their way through a mystery regardless of build. You find clues no matter the result of the dice. A success or exceptional means that you find better clues. A failure means the clue is somehow inconclusive or tainted somehow. Players tell you what likely happened by what theories they came up and what clues they tried to find.
    There is a bit more to the system, but I basically always use this part in any game when players search for stuff because the premise of the Clues system is that if a mystery pops up in a game, it doesn't feel good if it just ends with "Well, I guess we don't find out what happened". Fail forward as a mechanic is pretty damn useful, especially in games like Call of Cthulhu which is extremely dependent on investigating. Finding at least cryptic clues and giving people ominous hints when they use them to try and figure stuff out is more fun, lends itself to the atmosphere better, and creates more interesting outcomes.

  • @SabreXT
    @SabreXT 10 месяцев назад +1

    Some comments touched on this, but inspiration/bennies being spent to break rules is a fun one. Does a player want to backflip over an enemy that snuck up on them? Spend a bennie/inspiration. Want to charge through that horde slashing wildly even though technically they only get 1 attack a turn? Bennie/inspiration.
    Another one is giving inspiration for "wasted" crits, such as getting a crit on a monster with 1hp. Related to that is granting inspiration if the player chooses to take a fumble on nat 1, or chooses to fail a check before the roll.

  • @talscorner3696
    @talscorner3696 10 месяцев назад +1

    Those bullet dice are really neat ^^

  • @stevemayne24
    @stevemayne24 10 месяцев назад +1

    Thas for this. I love kit bashing rules into other games. I even wrote an article about it a while back with my top ten game systems that I love using in other systems. I was surprised by how many people do this as well and love seeing others suggestions. I'm absolutely grabbing the relationship inspiration and connection rules for my next campaign.

  • @shadenphoenix
    @shadenphoenix 3 месяца назад

    Very helpful! Thank you!

  • @ParadoxNerdHLM
    @ParadoxNerdHLM 10 месяцев назад +1

    I really like the "Destiny Pool" from Edge of the Empire (it might be in the other Fantasy Flight Star Wars RPGs, I haven't played them). At the start of the game each player rolls the Force Die, building up Light Side and Dark Side points. The players can spend the Light Side points to upgrade their dice pool, make an NPCs roll more challenging, utilise certain character abilities, or to introduce new elements to a scene if the DM agrees (the example the rulebook gives is your character "remembering" that they packed rebreathers when you land on a planet with a toxic atmosphere).
    The DM gets to spend Dark side points to upgrade an NPCs dice pool or to increase the difficulty of something the players want to do.
    The thing that makes the whole system come together for me is that when you spend a point, and after any appropriate dice rolls have been made, it flips over and becomes the other type. So any benefit the players get is a future buff to the NPCs, and any time the DM chooses to make the players lives harder they're making something in future easier for them

  • @Gh0stClown
    @Gh0stClown 10 месяцев назад +13

    The Chase rules from Call of Cthulhu are one of those things where once you've tried them, you really wonder why more games don't have mechanics for that.
    Edit: the other thing I love stealing is the critical hit tables from WFRP and/or the FFG 40k RPGs like dark heresy. Those things are awesome.

  • @DesperoVitae
    @DesperoVitae 10 месяцев назад

    Awesome video! I'm a big fan of stealing things that work and putting them into games that don't necessarily lack anything, but could benefit from something new.
    An addition to the Connection rule from Traveller, I'd recommend checking out the Focus rule from Numenera. Basically, every character's focus is their Power and Ability Set. It can be anything from Explores Dark Places, Holds a Shard of the Sun or Murders. Each power improves as the player levels, but on character creation, you pick one other PC from the party, and they have some kind of insight or impact on your powers.
    For example, one of the powers if Howls at the Moon, allowing your PC a form of lycanthropy of your choice with a set series of buffs and debuffs. When you make a character with this Focus, you pick one other PC. You choose from one of a few options: they've seen your transformation and know you've committed cold-blooded murder, they know how to calm you down in your monstrous form, or you wounded them in your monster form and you're worried they might be infected by you. It's amazingly diverse, and can be both a mechanical and roleplaying device. Sometimes both at once!

  • @tigercrush2253
    @tigercrush2253 10 месяцев назад

    I love the load out system from Blades in the Dark (and others) where you decide in advance how much stuff you're bringing but only declare what the actual items are when you go to use them.
    I added this to a game of mine with a few tweaks. The party'a inventory worked normally but in addition, they had a 'Stockpile' of a few specific items. One time an adventure, they could declare they were using X item from the Stockpile, and then it was exhausted until they returned to their base and had an opportunity to restock.
    This had the added benefit of giving some progression hooks for them to explore. Help out these local merchants, and they'll give you a second access to your Stockpile per adventure. Secure this optional payload and we'll add a new item to the existing Stockpile.
    It was really really fun both as a GM and for the players to feel they had a little flexibility going into adventures. Highly recommend giving it a try.

  • @jalbor
    @jalbor 10 месяцев назад +1

    The rules I love to bring in from DCC/Lankhmar
    1. Fleeting Luck
    2. Crit/Fumble Tables

  • @yonghominale8884
    @yonghominale8884 10 месяцев назад

    1. Thanks for the Humble bundle. Have been eyeing the new Traveler Core book for awhile
    2. I like attribute pools where you roll for attribute and then place the die roll on the attribute you want. Great for players that want to try a certain class or build. I think this was from D&D second edition but Traveller uses it
    3. "its only a flesh wound" Character who get 0 Hp don't really die but get knocked out of the game (but they can come back next session). Don't remember where this rule came from.
    4. Spare NPC's to replace player characters - Call of Cthulhu. This is such a great idea. It shock me that I've never heard of it until I started watching RUclips.
    Also the most important "rule" - If something doesn't work, don't use it. Kevin Siemba always mention this in his forward for all the Palladium books. I'm sure it's older than Palladium

  • @RusticShadow
    @RusticShadow 10 месяцев назад +1

    I really like the Obligation system from Star Wars: Edge of the Empire. It gives your player a recurring ongoing personal issue as long as it doesn't get addressed. For example, maybe you're a wanted criminal, or owe a large sum to a crime lord. Maybe you need funds to buy medicine for a chronically ill loved one, or you have a vendetta against a specific faction in the world. I find it's a fun way to build character backstory while giving the GM good material for both personal quests and random encounters.

  • @worthasandwich
    @worthasandwich 4 месяца назад +1

    These ideas are so interesting. I have had a system I want to build on the back burner called Secret Expert where the player only gets most of the skills for their character once the game starts and they need those skills, reveling they were the right person for the job. I had not considered adding relationships to that system, that would add a tremendous amount of depth it was missing.

  • @Volvandese
    @Volvandese 10 месяцев назад +1

    We had a lot of fun incorporating a version of the flashback rule from Blades in the Dark, where a limited number of times a player can suddenly "remember" something that helps their situation.
    Sort of like how you handled the connection rule with Glass Cannon, just more broad in its reach.

    • @princealiaps3751
      @princealiaps3751 10 месяцев назад +1

      Good call on Flashbacks. Next time I GM Shadowrun, I'm totes using FB's - if any RPG needed FB's, it's Shadowrun. One of the players who has also GM'd SR is not keen on incorporating FB's & i can't really see the reasons for not using it. The tedious planning phase is a time thief of many an RPG

  • @cluelesscraftsman
    @cluelesscraftsman 10 месяцев назад

    Back in the 80s we grabbed a large number of rules from other places for our AD&D system.
    We grabbed body area specific armor class from Runequest. When a mob attacked, it rolled to see where it was aiming. It meant wearing a metal helmet didn’t increase the AC of your legs. It meant stuff like magical armor might actually lower ac in other areas. A +1 mail tunic might lower ac to the now bare arms etc.
    We also grabbed 1) the spell law and arms law critical rolls tables from ICE. 2) the herbalism plant rules from middle earth rpg. 3) cantrip spells from an independent books system (can’t remember who exactly).