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How would you do a Soulsborne campaign, leaning more on Bloodborne? What would you do when someone dies?

What system would you use?

To me the system needs to:

>NEEDS a system that isn't swingy or too dependent on luck. So either 3d6, dice pool or dice keep.
>be lethal
>be fast to play
>maybe have a stamina-like system?
>have weapon reach rules
>have magic
>have monsters, maybe special monster rules
>have granular enough equipment you can customize your character in weapons and armor.
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>>49762274
Didn't /tg/ make a homebrew for Bloodborne a while back?
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>>49762309
I remember some 13 page ultra rules-lite RPG to do dark souls if that's what you mean
>>
I know of the one that >>49762368 is talking about, its even lighter on rules than its size would suggest.

I also played quite a few campaigns in a friend's homebrew called Four Kingdoms that was very much based around the idea. It probably satisfied everything you've cited save for 'fast to play' as you needed to work out some very complicated derived stats every time you made any alterations to your character, but in theory once you were in a fight rolling dice it proceeds as fast as you can make decisions (One of those systems where there is no such thing as a 'basic attack', but there's no rolled damage, and rolled defenses are rare, its all determined beforehand by the interactions of static defenses and attack, you only roll to hit which is modified by static offense and defenses).

Was pretty nuts. And you basically die if you get shanked unless you build into it.

Core system was Stat + Success, and Yes/no binary, depending on the roll, where the successes were each 4+ on 4d6, and the Yes/no was a fairly specific ladder of different roll thresholds based on what your modifier to succeed was (IE -1, +1 etc). The latter was used for hit rolls and meant that it was largely impossible to totally eliminate someone's chance to hit you unless you do nothing but defend (Stance declaration was mandatory as well)
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>>49762274
There's this.

GURPS /actually/ isn't bad if you just stick to Basic and MAYBE add a few sourcebooks.


It uses 3d6.
It's lethal.
It's fast to play.
Has an optional rule called "Last Gasp" that can maybe do stamina.
Has magic.
Has monster rules.
Has melee weapon reach and a ton of different equipment, along with fantasy equipment.

PDF related
>>
>>49762744
Oh, and it has a sorta Dark Souls-esque setting in Alternate Dungeons II where people routinely die and come back (worse for wear each time).
>>
>>49762744
From what I saw via digging the archives, for a Bloodborne RPG you:
>Use the death rules from Pyramid 3-89's "Havens and Hells" setting
>Use the soul-eating stuff from the Videogaming article in pyramid 3-72
>Use Fright Checks (sparingly; videogame players are pretty resilient)
>Let weapons power up ala Gurps Supers or Dungeon Fantasy
>Construct templates similar to those in Dungeon Fantasy
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>>49762878
>>49762744
Came into the thread to post GURPS
Beaten to the punch. Twice
Bravo /tg/
>>
>>49762768
Oh, and combination weapons from Martial Arts, which is all you'd want to steal from that back.

I don't remember how bloodborne or souls magic works, but all you'd need is combination weapons for trick weapons, maybe Dungeon Fantasy for magic and that's really it. Then you could take stuff from that PDF or other books if you want more gear, or inspiration for making more gear.

GURPS can be a meme on /tg/ but it's well-suited for a game like Dark Souls/Bloodborne.
>>
>>49762274
Song of Swords. Take Call of The Void for more modern firearms, better initiave and use the Not-Bloodborne supplement.

It uses a good dicepool system that IMO kind of simulates the gameplay. You have "combat pool" which is the amount of dice you can spend doing various maneuvers like swinging your weapon, evading, parrying, etc.

It's lethal and fast to play so long as people know the rules, and has weapon reach rules.

Magic and monsters...not so much.
>>
>>49762964
You could do Bloodsouls magic as RPM without Adept, with Charms being prepared at Bonfires that count as places of power and sanctified.

In that way you'd have Thamatualgy as a replacement for the Attunment stat.
>>
>>49762274
I'd use Call of Cthulhu if I wanted to play as a normal human in the Bloodborne setting.
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>>49763068
im new to GURPS. what is rpm, charms and thamatualgy? do you mean thaumaturgy? what books are they in and how are they like bloodborne?
>>
I made this four years ago because autism
http://docdro.id/dIutUqm
Site fucked the tables somewhat
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>>49762274
Taking the system from The Marvel Universe might be interesting. You get so much energy and stamina per turn, with caps, that you spend to use your powers.
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>>49762274
D&D3.5E would actually work pretty good with a couple mods.

>HP is more limited. You get a small pool to start (say, 20+Con Bonus x 2) to start, and you straight up get +2 (d6/d8) or +4 (d10/d12) when you level up.
>Players are limited to Barbarian, Bard, Fighter, Monk, Ranger, or Rogue
>Player abilities which deal damage are maxed out at 2dX, and any additional dice added by their abilities instead adds +1. (A level 20 Rogue's Sneak Attack damage would be 2d6+8, not 10d6, for example)
>Stamina is easily handled via BAB and initiative. First step: You can move and full attack at all times. However... If an enemy lands a hit on you, you can sacrifice part of your BAB (not total to-hit, just BAB) to dodge by bringing your total AC up to snuff. So let's say your BAB is +10/+5, and your enemy overcomes your AC with their to-hit by 3. You can reduce your BAB in this turn to +7/+5 and the attack misses anyway.
>If you go before someone, you can choose which BAB to use. So say you're rolling first. You can strike twice with +10/+5, but that leaves you with no stamina left for the round. You could choose to strike once at +10 BAB and save the +5 for later dodging in the round, strike once at +5 and keep the +10 to stay safe, or do both attacks and leave yourself with nothing.
>If your BAB bonus isn't high enough to dodge an attack, you can still dodge one attack but you give up your highest BAB next round and cannot use a "free" dodge during that round, and you're considered flat-footed until your next turn at initiative.

Something like that, I guess. Just off the top of my head. It'd be pretty simple to tailor the enemies to the appropriate threat levels based on the above.

Players who die are out of the current fight until it's over and only gain half the XP they got for any enemies beaten to that point.

If the party gets wiped, obviously they all lose all "gained" XP and have to give things another go.

It'd be a combat-heavy, obviously.
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>>49763011
I've read a bit of it. Looks really good at "you got stabbed in the dick and now you are dead" kind of play.

You'd need to homebrew in Beasts and Kin though, and target locations for them.
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>>49762274
/tg/ DID make a Bloodborn Homebrew, however it focused more on the playability of the setting, not on the crush per se.
From what I remember, the system had
>strong lethality (even though PCs being cautious would increase their ability to survive)
>a decent stamina system, where the number of attacks you could make was determined by your stats & their relation with your weapon
>had correct magic & numenara-style artifacts
>tons of special monsters, but lots of ideas were thrown
>a bit too much equipment customization for my taste (but Caryll Runes were great, as long as your party had access to a way to carve them)
I know I have at least one version somewhere on my computer, will post if people are interested.
I also ran a few games on this, so I could answer questions about or about the setting if wanted
>>
>>49766153

Just check Codex Martialis.
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>>49766153
>D&D3.5E would actually work pretty good with a couple mods.

No. Stop that right fucking now.
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>>49766258
POST IT

I NEED TO STEAL YOUR IDEAS
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>>49762274
/tg/ came up with a setting and game that approximated a sci-fi souls game...
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>>49762274
I think Bloodbotne would work better if you aren't playing as the Good Hunter but instead some sanctioned shitbag from one of the factions.

Then it would be pretty close to Dark Heresy where you hunt beasts in the town before all goes to shit and descent into paranoid extremely fatal (though rebirth would become much easier) clusterfuck when things escalete into night of the hunt.
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>>49762274
Well it clearly needs a detailed incontinence system to reflect Lady Maria's distinctive character traits.
>>
I'd say ORE with a mix between Nemesis and Reign or possibly Wild Talents. You'd need to customize it a bit further to get the right feel but it's entirely possible and shouldn't be that difficult.
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>>49766680
is this the latest version ? I have three of those and I'd like to know if it's the final one
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>>49766729
this is the latest version, I stopped bothering to tweak the rules because interest waned.

and people kept bitching cause "you didn't create this" when I transcribed a lot of it and came up with about 15% of the overall content.
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>>49766743
Someone cares about donut steel?
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>>49766794
yeah.

I posted it in another thread with bloodbrew and said "here are a couple [of soulsbourne things] that I have been working on"

and this douche exploded at me like I'd made a full claim to having made them both (I DID make bloodbrew). crazy stupid assholes man...crazy stupid assholes.
>>
>>49766818
Giving anonymous autists on the internet the attention and respect they'd receive in real life makes your browsing experience much more pleasant.
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>>49766857
not if he's shitting up a thread other people were using...
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>>49766880
How come people can't deal with shitposters anymore?

Back in my day every other thread was East vs West or -4 str and threads about dragons got derailed by Scrooge McDuck.
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>>49766663
Holy shit, Monotreem ?
Remember me, necromancy anon ? It's ok if you don't but I have been using your Bloodbrew setting as a base for my ongoing campaign !
I changed quite a few things as I was going on, but the spirit of it comes from your initial PDF.
What would you like to know ?
>>
>>49767307
ALL OF THE THINGS...

SYSTEM?
CHANGES?
THINGS?

I MUST KNOW TO MAKE IT BETTER
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>>49762274

I feel like, as a combat system, a Soulsborne game would need an unconventional action/resolution system. Because traditional dicey randomness flies in the face of what makes soulsborne games work. You dont swing and miss the monster because the d20 rolled low, you swing and miss the monster because you wee in a shitty situation or you made bad choices, or both.

I think we need something like a Stamina Bar system, like so:

At the start of the fight, you get a number of d6 equal to your stamina bar, and roll them individually. Lets cal it 5 for now, but obviously different character builds will have more or fewer. After you roll them, set them aside unchanged with their values face up.

On your turn combat actions like attacking, blocking, or dodging take stamina. You choose which dice to take from your current stamina pool and add them together, with certain actions having thresholds that need to be met. So lets say Dodging always costs 4, and any dice combination that equals at least 5 is a dodge. Blocking reduced damage taken by the total value. How much stamina it takes to swing a weapon depends on the weapon, with heavier weapons costing more. Dice you spend for stamina are spent all at once, if you overspend that's on you.

At the start of your next turn, you get back a certain number of stamina dice, rolling them and adding those new rolls back to your pool. If your pool is already full of unused dice, you can reroll one of them and hope for a better value, maybe?

In any case, this system is less 'I try to do the thing and I have no idea if this is going to work or not, dice are fickle' and more 'my resources are semi-random, but how to spend them is up to me. I can know in advance whether I can afford my next action, but if I get surprised by something I wasn't expecting I'll be vulnerable'.

Its not quite as pure-skill as a vidya would be, but you also have more players so they can cover each other.
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>>49767989
sounds a bit like the DitV dice system
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>>49766947
>Back in my day every other thread was East vs West or -4 str and threads about dragons got derailed by Scrooge McDuck.

That doesn't sound like dealing with shitposters, that sounds like drowning in their shit.
>>
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>>49767481
Okay, I'll try to keep it simple
What I kept:
-your basic description of the setting (although some small countries were developped a little, like not!France with thin & tall zombie butlers and what could've been called Inquisitionland (dictatorship with paranoïa regarding what comes out of the walls and the items people bring back))
-your view on magic (as in what's common and what's rare, what's possible and what's ohshitniggawhatareyoudoing)
-I found that your basic system of expeditions going in and out of the country (which I named Kos for the joke) to work quite well, and players ideas helped developping the campaign (maybe more on that later)
-Insight is complicated to balance, so I tried introducing more ways for players to stumble upon it. This may have been an issue present only in my group, but the insight levels had a tendency to change REALLY slowly during the first 3-5 sessions. I tried introducing a little more events and stuff and I think it worked pretty well
-The past of the land was a real problem, particularly because the party had no real character with an ability to read or speak the old languages. This was mostly solved thanks to a specific player in my group who started a a native peasant of Kos, but it's kinda part of the pleasure of discovery and we had some very enjoyable moments out of genius from the players.
-You know I fucking loves symbols, so I made sure my group stumbled upon those pretty frequently when inside Kos. Great moments were had with them too
-I kept your Idea of the Old man blessed by the god of the Hunt, but I made him the patriarch of a small village in the woods. He made a very good impression upon the PCs, because he was actually one of the first "wait, this is strange but it's not outright a monster or corrupted wtf" for the players.

I'll probably cut it here for the changes from the original pdf, and go more about the system in my next post
https://www.youtube.com/watch?v=8eSrmSsz7mQ
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>>49762274
GURPS
U
R
P
S
>>
>>49768442
>42
>the answer
>not eyes on the inside

>About character progress & customisation
Okay, so, what about the System ? I thought about this for a while and decided to go with a simple D100 roll under for primary stats. Why ? Because it opened more ways for progression, thanks to blood echoes. Basically, after each adventure, the GM tells you the amount of blood echoes you can spend on improving your stats. It allowed players to up their stats a few percents at a time, allowing for more complex personnalisation
You could also improve player abilities by adding Carill runes to their minds. These runes were not found in books, but rather stored in items, unleashed into the player's subconscious. In order for them to get it's power, they had to fix it into their mind. Each carill rune has a cost in Signs, meaning that to get them, you must have at least a score in signs high enough for the cost, but also that having a rune carved into your mind at all times makes it harder to focus on other symbols. Carill runes basically impacted things that weren't present directly on the stats themselves, like a resistance to an element or a bonus in insight
Finally, your equipement could also be improved, by blood runes this time, although only hunter-grade material could be improved this way

>About stats:
Stats were more than just numbers showing how much you have to roll: for example, the strengh of one's blood was determined by balancing Vitality, Stamina and Bloodtinge. This is important because stonger bloods make characters more resilient to pain (not to damage though) and can be used for medicinal purposes.
Every 10% of Bloodtinge above 50% until 70% gives the user's quicksilver bullets a bonus of +1 to damage
Every 5% of Bloodtinge above 70% gives the user's quicksilver bullets a bonus of +1 to damage
Combat Initiative is determined from a mix from Dex and Perception
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>>49768752
cont.
Stamina determines the number of attacks you can make in a row, in relation to your weapon of choice. You basically can attack once each turn for your weapon's cost in Stamina, until you don't have enough left. When it happens, you must find a way to spend a round not attacking in order to get it back.When you do, you get your whole stamina back
Having more Dex or Str also allows you to get bunuses from using weapons related to this stat in particular, although this may not be true depending on the exact nature of the weapon
Signs represent your knowledge of signs in general, related to the country of Kos. Someone with good education (nobility-level) that comes from outside Kos will have around 10-15 in signs
Signs can be used as skill checks, but the players are also encouraged to keep notes about the signs they got and have seen.
Signs points can also be used for fixing carill runes into one's mine. Points used this way aren't counted into the Signs stat, as long as they are used to fix a rune. If the player decides to get rid of a rune, they get their points back

That's basically it for the system, altough I'm sure I forget lots of things like some skills that modified rolls
What about telling you about my players wand what they've done ? Or would you like to know something else
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>>49766153
>D&D3.5E

D&D isn't mechanically or thematically anything like a Soulsborne game.

>>49766258
Can you upload it or post a link for it?

>>49766880
>...
>namefagging

go back to wherever you came from

>>49766947
newfags/normies who joined the site post-2007
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>>49769094
The one namefag is the one who wrote the original Bloodbrew
The PDF's here (>>49766663 ), but it lacked a system, so I >>49766258 created one, which is posted later in the thread.
The main problem is that rules for said system are written on my notes that are 600km away from my current position, so I can only post stuff that I remember
I'll gladly answer any question you have though. After all, it's still in progress
>>
OP here.

>>49768752
>I thought about this for a while and decided to go with a simple D100 roll under for primary stats.

If you're making a dedicated bloodborne system, I wouldn't do that. Soulsborne games have little RNG. They're difficult but fair and even weapons do a static amount of damage.

3d6, dicepool or dicekeep would be best.

>>49763623
>im new to GURPS. what is rpm, charms and thamatualgy? do you mean thaumaturgy? what books are they in and how are they like bloodborne?
I'm wondering this too since I never played GURPS.
>>
>>49769453
>>49763623

He means GURPS Thaumatology - that's a supplement with different magic systems and guidlines how to make your own magic systems.

RPM is Ritual Path Magic - one of the systems.

Charm - item enchanted though a ritual. Either amulets (protective) or talisman (proactive).
>>
>>49769453
I explained exactly why I used D100 in the same post, 1 phrase away from what you cited
I know it's not the best for combat feel but since you're not exactly playing as hunters in Bloodbrew, it's good enough for me, and my players liked it
The whole goal was about emulating Bloodborn's feel, as well as lethality, not the word for word game mechanics (even if I believe I did a good job regarding equipment & character customisation)

In the end, you always add your touch/vision to a Homebrew and this one isn't exception. If you want to run it using any of the systems you mentioned, then I hope you have fun
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>>49768442
more detail on the fluffy changes and additions would be nice, but not super important, and whatever else I hope you kept the Feng-Shui necromancers.

>>49768752
>the GM tells you the amount of blood echoes you can spend on improving your stats. It allowed players to up their stats a few percents at a time,
did the cost increase a little each time too? or does the d100 system take that into account?

>the strengh of one's blood
fluff explanation?
how does the blood get in?
is it a thing that grows on it's own?

>Combat Initiative is determined from a mix from Dex and Perception
sounds pretty standard

>>49769020
>stamina
would you get part of that back for not doing a full attack each round?

>What about telling you about my players wand what they've done ? Or would you like to know something else
YES, TELL ME ALL OF THE THINGS
whats been done?
the primary story?(the endgame I wrote in I mean)
how awesome was the man blessed by the hunter?
any other cool NPCs?

>>49769094
>go back to wherever you came from
...I never left there...

>>49769395
>The main problem is that rules for said system are written on my notes that are 600km away from my current position
FUCK,
can I convince you to send those to me?
>>
>>49770019
It's not about convincing me to send them to you it's more than
A-they're written in french
B-I don't have access to them right now
C-I have piss poor memory so I won't recall everything unless I try to think about specific stuff

Now, about your questions:
>I hope you kept the Feng-Shui necromancers
An interesting concept, sadly my version of your PDF had no mention of them. I portayed the necromancers as "let the undead do all the work while I do crazy shit in my lair types"

>did the cost increase a little each time too? or does the d100 system take that into account?
basically, it worked like this: the echoes you get at the end can be converted into % in your stats. However, the closer you are to 100%, the higher the cost. If you already have good stats, it will be harder to up them from the start

>full explanation about the strengh of blood
basically, one's strengh of blood comes from several things. His family's bloodline (nobles have the advantage in this), his physical state, and, most importantly, the blood echoes channeled in one's body (via leveling up).
Blood strentgh is basically the raw power that one's blood contains. If your blood is powerful, you will be more resistant toward physical pain, but it may also push you down into the path of the beast/monstrosity. Powerful blood makes more powerful healing vials or ammunition when used as a component.
Finally, just like insight may attract some beasts, strong blood being spilled may attract others

>would you get part of stamina back for not doing a full attack each round?
Yes, in fact, one of my players used nothing but a torch for several sessions and used this in order to support as many people as possible

>how awesome was the man blessed by the hunter?
Pretty awesome. The party didn't see him coming, and then he shot a leather band that held weapons on a rack, letting the weapons fall to the ground with a smile on his face while players were panicked. He was pretty bro in the end
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>>49770657
how likely are you to rewrite them or repost them ASAP?
>>
>>49762274
Honestly, I'd suggest trying Warhammer Fantasy 1st/2nd ed.
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>>49770657
>A-they're written in french
SHIT
on the plus side, this strokes my ego for reasons I can't quite define.

>no feng-shui
damn, but then replacing them with mad-science characters is pretty good too

>increases as leveled
cool; formula for it is in your notes?

>strong blood
I like that, am stealing it, and can tie it into my setting as-is

>hunter
YES

>>49770753
unlikely I'd imagine

>>49770787
what kind of system is that?
>>
>>49770753
>how likely are you to rewrite them or repost them ASAP?
Honestly ? I have lots of work to do, so I'll have to stop for tonight, but I can still try to find some stuff like generating character stats and devlopping on what happened in the campaign and post about this tomorrow.
For the full notes though, it'll be at least two weeks, at most a month before I can get them, and I'd still have to translate them.
Doesn't mean that I can't give you some stuff that I remeber though
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>>49771287
memorable moments?

can we get the most memorable moments, preferably with context?
>>
>>49771287
Most important mechanical bits for running a game would be good
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>>49771343
>>49771363
i'll try tomorrow, try to keep the thread alive until then
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>>49769094
Hence the simple proposed alterations to how BAB, initiative, and dodging would work. Though to be honest, it might make more sense to swap the d20 for a 3d6 for the attack rolls to keep things more even keel.

>>49766575
Nope, not happening.

You can't get a full Souls-like out of a P&P RPG anyway, unless you're running it one on one.

I don't get why people have such a hate-on for 3.5E anyway. CoDzilla's a big problem (as are casters in general), but the underlying system is robust enough to do crunchy combat well but also simple enough at its core to be easily explained and understood.
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>>49774973
It's overwhelmingly popular to the point most people are sick of it and it's just a poorly balanced, crunchy yet nonsensically gamey system.
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>>49774973
>You can't get a full Souls-like out of a P&P RPG anyway
>implying
I don't follow you here. As long as the topic and gameplay are pretty similar, then it's good in my book
>>
Has anyone checked out The Last Ruins of Lastlife?

It's a Souls-inspired RPG I've been hearing good things about lately.

However, I'm yet to get my hands on it. In truth I'd be surprised if it does all the things people are asking of a Souls-inspired game in this thread.

Oh, I've just researched it again and apparently it's a Dungeon World bolt-on, so pretty much the opposite of what everyone wants - very imprecise, very improvised. Not video-gamey at all. Still, if anyone can get hold of it the flavour and exposition might prove inspirational, I don't know.
>>
I think the level of determinism you guys want would be best expressed by a card system.

The cards that end up in your hand would be somewhat randomly acquired, but when you play them their effects will be completely deterministic and predictable.

The energy mechanic could be comparable to the number of cards remaining in your hand, and as you chain moves together your hand diminishes in size and sooner or later you'll need to recover.

Thoughts?
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>>49775043
That's actually kind of why I like it. With some relatively light houserules you get to keep the crunch and get rid of the shit balance.

I will agree that the grappling system can get fucked by a cactus, of course, but for how crunchy the system actually is it's surprisingly consistent and not riddled with contradictions the way most crunchy games are.

>>49775046
One of the biggest draws of a Souls-like is that the atmosphere is based around one core concept: You. Are. Alone. Just you, and if you fuck up, you get to go back and do it all over again.

Nobody to watch your back, nobody to carry half the load, nobody to be there for you throughout.

It's very hard, if not impossible to replicate that feeling with a party of 4-6 players.

Likewise, because the combat is so fast, brutal, and visceral, the only way to really emulate it is with a crunchy system.
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>>49775272
3.5E-proponent here, and I actually think this idea has a lot of potential. Each player has a deck, and their Stamina determines how many cards they get to draw per turn.

Of course, the cards are all attacks, magic attacks, etc. They're all offensive.

Defensive moves mean DISCARDING cards from your hand into the used pile, to be shuffled back in at a later date.

If this was done for the purposes of an RPG, perhaps there's two types of deck? There's a deck of character specific cards the player can choose to draw from, but also a generic "attacks" deck which all players draw from as a base? If players use a player-specific ability, the card goes back into their graveyard for reshuffling. If it's from the general pile, it goes back to the general graveyard.

Etc, etc.
>>
>>49775402
But someone already did Dark Souls for 5e, which is better than 3.5
>>
>>49775530
Can't say I've touched 5E. After buying D&D 4 times (AD&D2E, 3E, 3.5E, and finally 4E) I settled on the edition I liked and didn't give it another look. 4E was a blight compared to 3.5E in my opinion, and I'm not sure I want to discard the rules I know pretty well by this point in order to get burned twice.

Especially because 3.5E is very easy to teach new players because it's free. Outside of a few bits that are book-specific, pretty much all of 3.5E is online in the SRD to anyone who wants to look it up. I don't have to worry about loaning out my books to strangers when I want to run a campaign for newbies.
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>>49762274
Not totally related but I made a homebrew for Trick Weapons as special notmagic items in DnD 5e some months ago. Maybe a Bloodborne fan passing through will enjoy it
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>>49762274
>3d6
>be lethal
>reach
>magic
>monsters/special monster rules
>equipment customization

GURPS-lite
Of course, as with any game run in GURPs it'll require a fair bit of customization.
>>
LADY MARIA WETS THE BED AND DOESN'T WIPE AFTER GOING POTTY
>>
It's not 3d6, but RuneQuest6/Mythras are pretty damn good for a Soulsborne style game, they cover all the other stuff you requested, and even have built in rules for a 'stamina' like system that work pretty damn well. And the magic system is really fucking cool.
>>
Lost Ruins of Lastlife is pretty ok, the crunch is DW so it's not entirely useful, but the fluff is really interesting IMO.
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>>49762274
You know what I think would be baller but not viable?

Bloodborne done ala Mordhiem.
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>>49776229
Only a little of what has been suggested is really necessary.
>>
Symbaroum is also a pretty good rpg but it's d20 based, the setting is Souls as fuck though
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>>49766725
God I would love to home brew an ORE souls game. It would be so good. So freaking good.
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>>49777110
whats the appeal of One Roll Engine?
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>>49776648
You could probably adapt Inquisimunda/Pilgrym fairly easily. Heck, most of the models people use draw from the same influences.

https://ironsleet.com/2016/01/12/building-your-pilgrimage-by-the-dozen/
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>>49766743
Well no matter what, you did good work, anon.
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>>49777580
Honestly, the idea of an urban multi-vertical-level skirmish game feels right for Bloodborne. Hunters, beasts, Kin, mad things from beyond time and space, fucking gankers.

.....gankers as deep strike reinforcements?
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>>49777580
>>49777646
You know, now that I think about it, for how contained and 'small' the gameworld of Yharnam is, there's quite a few factions that could be built out of it. The middle of the road PC-style Hunters, the quantity-is-quality Angry Mob, the heavy-weapon-and-fire-loving Church Hunters, the magical-sneeky-breeky Choir bitches, the Beasts, the Kin, the assholes from the Chalice Dungeons (you know, those humanoid ones and the enemies unique to them), Nightmare Army being not!Chaos(?), School of Mensis with its hyper-focus on magic and summoning beefy dudes. There's...a lot of potential surprisingly
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>>49777646
You could build a "gang" that's mostly a tricked out character (your "Hunter") and some associated chaff (your "hounds" and "retainers" and "constructs").

Problem is, Soulsborne is very asymetric, but Necromunda/Inquisimunda is the opposite. Unless you have a 3rd player moving the "monsters" or some way of defining semi-random but still cool behavior, it won't quite feel right.

Kingdom Death honestly captures the feeling pretty well.
>>
>>49777776
I gave up on trying to make a game similar to the mechanics and focused on the setting. Trying to mimic the (IMO) three big things of Bloodborne and soulsborne games in general is ridics difficult in TTRPG format. Shortcuts aren't really a thing, Beating a Tough Enemy you've died to hundreds of times only really fits in games like Kingdom Death and PvP is wargames.
>>
>>49777515
Speed is the key; combat even with multiple foes resolves extremely fast and very round is a contained, dynamic thing with many different outcomes. It's also easy to run with high lethality, and its attack and defense system is the perfect match to how Soulsborne games work. It's so so good that I'd love to do something with it.
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>>49777944
where can I get a good copy of this engine?
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>>49777055
I can second that Symbaroum has a very souls like feel to it. I'm not sure it would be the right game because from what i've played (not too much admitedly) it doesnt scale up to the power of being able to kill gods very well, but other than that it really fits the tone.
>>
>>49778268
Look for NEMESIS or the Reign Enchiridion. You can find the core Reign rulebook too, but the Enchiridion has most of Reign's crazy fluff cut out.

There's a couple of other games but those two are the ones you'd want to crib from the most - Reign for the core, NEMESIS has some good madness/sanity rules.

You can buy the Enchiridion for $10 on DTRPG.
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>>49775402
Okay. I think I get where you're going with this.
I have one issue with your vision though, it's
> the combat is so fast, brutal, and visceral, the only way to really emulate it is with a crunchy system
The reason why I don't like cruch-heavy systems is BECAUSE they slow down the fight.
Another thing is that as a GM, my speciality, the part where I shine, is my combat scene descriptions. Several players so far have told me that they really liked what I do, so I guess I must counter the supposed "heavy" feel of a crunch-lite system

As for the "you are alone" issue, I really didn't encounter it. I played with a very small group of players, plus one that made several appearances but wasn't a permanent until later in the game. And, most importantly, even when compared with the protag at the most basic levels in Bloodborne, the player characters are WEAK. They are not hunters, but mere people scavenging Old Yarhnam for riches and glory. Even if they know how to fight humans, fighting monsters & the eldritch is very different. And I made sure they knew that they had to be careful and watch their every step

Sure, after several sessions, the players started to get better, as anyone would with practice, but the game is still deadly and doesn't stop being.
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>>49771363
>>49771343

I'll start with the base mechanics for starting a game.
Now, so far, you have:
-Most of the stuff related to lore, monsters & NPCs here >>49766663
-The hunter symbols here >>49767481 and here >>49770019
-basic character sheet (doesn't include runes & skills) and character progression here >>49768752
+some explanation about the combat system here >>49768752 and here >>49769020

Now, I'll try to get more into character creation. Basically, when creating characters, it's very important to talk with the players about the setting BEFORE they get into character creation, as it gives them a better idea of what they can do in regard to the setting.
Then, make them pick one of the origins shown in the chart. These basically describe starting allowance of stats. Every one of these stats must be multiplied by 5 to get a score on 100. The vitality stat, in it's basic state is the total number of HP a character has. This means that no one can have more than 20HP, unless they use runes and/or mutations that would increase their HP above their maximum.
Skill is Dex
Bloodtinge, for those who have never played Bloodborne, is basically your skill with guns & pistols, a skill that is mostly related to nobility in the setting.
Arcane relates to everything that is related to magic, including magic resistance. Having a high arcane stat will boost the damages inflicted by magical weapons.
By now, you must realise that three stats haven't gotten numbers yet. These are Social, Symbols and Perception.
Social and Perception go from a 50% base each, as it is the average percepting ability. Based on the character's supposed ability to perceive stuff, increase or decrease that number. The same goes for Social; a peasant might have between 30 and 50, where a noble might have between 50 and 70. Keep in mind that these are in no way restrictive numbers, just suggestion based on what I've seen work best. A peasant may well be socially comfortable, and a noble an associal cunt.
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>>49778268
>>49780153
The big thing that would need to be hacked in ORE for Bloodborne is stat progression. ORE uses dicepools of d10s based on Stat + Skill and normally you can never roll more than 10 dice for an action, which means those are capped at 5 each. If one wanted to preserve the Soulsborne stat flavor, we'd have to find a way to change that.

One way I suppose would be for Stats and skills to go from 10-50, and every 10 points gives you a fresh die to your pool.
>>
>>49781340
In addition to basic stats, they are two more "secret" stats that the GM must keep track of for every player
The first one is Insight. Insight is basically a character's understanding of the eldritch, as well as their level of exposure to it. Insight can go both up and down, depending on artifacts and knowledge gathered by players. For more info on how insight affects the players & the world, there's monotreem's PDF
The second stat is bestiality, or the bestiality stat. It's more or less the same idea as insight, only that this time it's related to how much the players have fell to the curse of the beast. Being violent, killing for pleasure, injecting large amount of blood into your body for whatever reason... all these things will increase your beastiality stat
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>>49762274
I don't think you can replicate the gameplay of Souls games at the tabletop - nor should you try to. Souls is meant to be experienced as a video game and many of the concepts such as dying repeatedly until you learn the enemy's attack patterns wouldn't lend themselves well to tabletop.

Use whatever system you prefer.

What you can try to do however is try to recreate the feel and atmosphere of Souls games. They give off a feeling loneliness and desperation with only a faint glimmer of hope. NPCs are few and far between and almost every creature you encounter is trying to rip you to shreds.

The GM's ability to recreate the feel of Souls is what would make me want to play in their campaign. I don't want to play a mechanical copy of Souls at the tabletop so use whatever system you prefer.

Oh and don't forget to have your NPCs laugh at the end of every sentence for no reason.
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>>49781346
>>One way I suppose would be for Stats and skills to go from 10-50

What would that do?

>>49782265
I think some things can be loosely replicated, particularly if they already exist in an RPG. Like weapon reach.
>>
>>49775402
>You. Are. Alone.
You've got it completely wrong. There are NPCs and summoning/invasion mechanics in every souls game and its not solely there to help casuals get through the game.

The unifying theme/atmosphere of the souls games is surviving in the fall of a golden era. That's why you/certain NPCs go hollow instead of permanently dying. They gave into dispair and gave up on trying to survive, being physical manifestations of those who gave up to reinforce the theme. Its even more flavorful because hollows try to drag you down with them into despair.
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>>49775402
>Not engaging in jolly cooperation
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>>49782553
>casul babby detected
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>>49782333
>What would that do?
Nothing much, just more closely emulate the stat progression in a Soulsborne game for people who care about that. In ORE, increasing a Stat or Skill by 1 is a pretty significant jump in ability, and if the goal is to more closely emulate the source material then it's an option.

Basically, your dice pool is based on Stat + Skill, where you take the 10s digit from the total as the number of dice you roll. So if you have a 25 in a Stat and a 35 in a Skill, your total would be 60 and you'd roll 6 dice.
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>>49762274
Runequest 6 is a good choice I think. The combat systeem is pretty rich and tactical also the action points work kinda like stamina.
>>
bumping for storytiem
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>>49783985
I'm actually curious if anyone has tried running such a kind of game and how it went.
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>>49778268
>brick
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>>49785032
the most classical of alchemical elements and most POWERFUL of Bloodborne weapons!

>>49781416
Its Beasthood, not Beastiality.
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>>49786366
>the most classical of alchemical elements and most POWERFUL of Bloodborne weapons!
so powerful they had to put that shit on a stick...

the KIRK-HAMMER
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>>49786519
Don't forget the Brick Trolls. Fairly sure there was a survey at some point and most people ended up having a boss number of deaths to the brick trolls in the early game. Nowhere near Papa G's, nat, but the Brick Trolls left an impact on people's memories, forcing them to learn to fucking parry.
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>>49786366
>Its Beasthood, not Beastiality.
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>>49781340
>>49781416
by the by, could you direct me to the rules you started with, the rules you homebrewed from?

I'll be Mastiff-sitting this weekend and if you got crunch that works I can probably make use of that and finally put some more content in the bloodbrew document. real meaningful things like stat-blocks for monsters...
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>>49777759
A sort of "prequel" idea could work well. Gangs of beast hunters, beasts, the Church, etc. etc. It wouldn't capture the feel of a Souls game, but it'd capture the aesthetic, especially the madness and savagery.

>>49777898
Yeah, this isn't really the "RPG" bit. Mordheim is closer to a board game, so you can do things that you can't do with an RPG. Still very difficult to replicate those 3 big things is tricky.
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>>49786646
And honestly, getting anything that could replicate the setting would be gravy with me bruv.

And yeah, I do think it'd be easier or funner to do it on a game board than trying to force it into an RPG but that just might be me kappa
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>>49786366
>Its Beasthood, not Beastiality
kek, my bad

>>49786563
When I say I made that stuff up, I mean it. I'm no crunch master, I don't even like crunch-heavy stuff. With Bloodbrew, I just tried to make up something to give a frame, from where you could interact with the setting.
Everything is really basic. You make skill checks, you add bonuses that you get from skills and/or runes, the GM may increase or decrease that level by considering the difficulty of a task and that's it.
For monster stats, they are all in the files I don't currently have access to sadly.
I'll try writing a bit about the party I ran the game for and maybe a little about the first sessions tonight, depending on how long it takes
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>>49786840
>When I say I made that stuff up, I mean it. I'm no crunch master,
well damn.

your numbers on stamina-draw for some weapons might be good for me to frame balancing with when I codify some crunch...

things like stamina costs for "small dagger" "small sword" "large sword" "mace" "weapon of unusual size" "small-shield parry" "medium shield parry" "heavy shield bash" "dagger-parry"

I figure those numbers will help me build a system around the stamina thing, and it'll save me some work balancing.

for example the Impact-Stagger system in>>49766680 was janky as shit cause I had no idea what I was doing in the beginning, it's better now and got tweaks with every playtest I had reported to me. but no playtesters came back with input after a while, so I left it alone.
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>>49786692
Something like this stuff, then? https://ironsleet.com/
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>>49787025
Oh, you want notes about the stamina system ? I can give you that !
Basically each weapon has a stamina cost: basic stuff (non-hunter grade) has only one stamina cost, that's divided by two and rounded up to the inferior nomber in case of non-full attacks. If you have a weapon with a stamina cost of 19 Sta and do a simple attack, you gain 19/2=9,5 rounded down to 9 points.
Parrying with your weapon costs you the same amount of Sta you get back from doing only half attacks (could be improved)
Some basic numbers for simple weapons (the real cost depends on the actual weapon, ex for 1 handed swords: Rapier < 1 handed Sword < Bastard Sword < Large Sword) :
-Daggers: 8-12 Sta
-Staves: 10-14 Sta
-1-handed Swords: 14-18 Sta
-Maces: 14-18 Sta
-2-handed Swords: 16-20 Sta
-Hammers: 16-24 Sta
-Unusual sized weapons: 18-40 Sta
Keep in mind that these are all common stuff.

For trick weapons, stuff gets a little bit tricky. Basically, each weapon has at least TWO different stamina costs. Usually, the second form costs more, but that's not always true. I had a good share of them statted, for both Sta costs and Damage. The Stamina system works the same, except that some costs may be higher than average. The basic Saw cleaver, in it's second form, had a cost that was comparable to a Bastard sword, but had a longer range.
Some weapons had a "burst" mode, wich could be assimilated to using all of your stamina at once for doing an auto-crit amount of damages. However, doing so made them vulnerable, as players can't protect themselves without Stamina, and can only try to ran, at the mercy of their opponent.
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>>49777110
>ORE

I think I saw in the archives someone trying to make trick weapons for it
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>>49787780
*run, sorry
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>>49787780
YAS, THIS WILL DO AS A FINE STARTER

I can get basics stats and weapon tricks from the 40k engine, unless there's a fantasy D100 roll under game I could steal them from instead.
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>>49787981
BRP/runequest 6
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>>49788743
I don't suppose you have some free DL links for those?

cause that would be SHMASHING
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>>49771287
Shit, I just listened to a podcast about a game kinda like that... Phoenix Dawn Command, I think.
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>>49788832
its not hard to find them newfag. and stop namefagging
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>>49789026
why should he stop ? He has all the right to do so
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>>49787981
nice, I can't wait for for the PDF to be updated again !

As promised, I'll throw a quick description of the party that walked through the desolated landscapes of Kos !

>Canaan, the protective mercenary (blue)
He was the oldest of the party members (aged around 40 at the beginning of the adventure). Rather calm and composed, he was the one who tried his hardest to keep the party alive, keeping track of signs and trying to learn as much as possible in order to survive.
Grew up as an orphan and became a very competent fighter, he wielded a one-handed blade as well as a small pistol at the start of his adventure. He had a with a very duelistic approach to combat, at least toward humans, only using cheap tricks when necessary adn/or as a last resort. At the current point in the campaign, he's still against using carill runes or taking advantage of beasthood, trying to fight only with his equipment.

>Felix, the Noble rifleman (yellow)
I've known Felix's player for 10 years or so now, and his characters are always interesting in a way. Here's what he came up with for this campaign: Felix is a cunt, a noble that's a descendant of another who fled Kos when everything started to go to shit, with a somehow strong bloodline. Why is Felix a cunt ? Because he is paranoïd and despises peasants, to the point where his own parents threw him out. Now with limited ressources, Felix started out on his path as a simple mercenary in need of money. However, as he formed bonds with his newfound comrades, he also started to want to know more about his past and the story of his ancestor. Felix has a strong blood, and he acquired many rifles during his travels, making him a pretty strong shooter. He had a knack for artifacts, and gathered quite a few interesting ones.

Cont.
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>>49789348
and you have a right to be a faggot, but that doesn't mean you should be doing it
>>
Cont'd from previous post >>49789357

>Viktor, the freed hand (green)
We all knew Viktor was going to die. Not only was he a peasant with an Agi build, he was also the party's unoficial tank, as he had the most important amount of HP. Viktor was a free thinker. He despised his condition as a peasant, and became part of a local attempt at revolution. As the revolution was crushed, Viktor blamed himself and decided to go on a path to become something greater. He was an honest man, who wanted to make the world a better place. He started as weak, but gradually became stronger. He became a scythe-wielding hunter, trying his best to defend the few safe havens that remained inside of Kos.

>Faekun, the young light (orange)
Latest addition to the party, Faekun was a young boy, discovered by the party when they were trying to barricade themselves from a pack of beasts. Youngest party member, his most prized possession is a medallion from the healing church. If he didn't want to use weapons at the beginning, he finally decided on fighting with one of the enchanted weapons uncovered by Felix. Faekun believes that the beasts still have something left of humanity into them, and that killing them is the best form of mercy we can offer them. He recently shown interest in learning more about his medallion and what significance it held.
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>>49789401
>creates base for Homebrew
>"Hmm, I should namefag so that people can address me easily"
>hurr durr anon, namefagging is bad and you should feel bad, even if it actually serves a purpose!
(you)
>>
>>49776648
>>49777580
>>49777646
>>49777759
>>49777776
>>49786646
>>49786692
I actually had a similar thought for doing something like that, either modifying Mordheim, or maybe Frostgrave
>>
>>49789668
How would a Dark Souls/Bloodborne skirmish wargame w/RPG elements work though?
>>
>>49789430
>>49789357
sounds like a nicely rounded party, did you do the world with monsters outside the wall? or did you do monsters inside only?

which ones did you use off the listing at the end?

and now I've started the mastiff-sitting I can put some work into getting the crunch behind the setting.
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>>49790358
Not sure about the other guy(s) but I just want a skirmish wargame with the Yharnam setting/stylings.
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>>49790447
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>>49790632
>MFW
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>>49790358
Most skirmish games have a "morale" or "fear" element.

A Soulsborne game should have something like a "madness" mechanic instead. If things go wrong, your dudes aren't going to run from a fight. They're going to run towards it, and get slaughtered... perhaps.

Armour shouldn't be anywhere near as important as dodging, even if they mechanics are just renamed.
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>>49790756
What if there's one big table for an extreme change in morale/madness mechanic that includes stuff ranging from rushing forward in a bloodthirsty haze to fleeing in mindless fear or just staring blankly into space?
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>the last fight
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>>49790358
>as a wargame?
no idea

>as a board game
like the Dark Souls board game, or Kingdom death most likely, with small monsters abstracted to a few rolls and the boss monster controlled by an AI deck.

>>49789463
>>49789401
>>49789348
>>49789026
YOUR ARGUMENTS FUEL ME.
AND I NEEDN'T EVEN START THEM ANYMORE
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Good enough for the Bestiary ?
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>>49790756
It might have to be faction-specific. The Church might go mad in very different ways from the Beasts, for instance.
>>
Y'know, Pathfinder may be an awful system, but for a Soulsbourne time game I thought the Corruptions were a pretty interesting mechanic

>>49790756
What about a "Despair mechanic where you eventually become completely Crestfallen and just give up?
>>
>>49790873
makes for a good rock paper scissors tactic.

some factions induce madness better becasue some factions are weakened by it, and others flee from capture points
and some factions WANT to be mad cause they become stronger
others lay traps behind them as they flee
others shoot as they flee

>>49790851
I think so yes
>>
>>49790358
I'd base it heavily on Frostgrave, albeit instead of a Wizard, the central figure for your warband/pack would be a Hunter, Beast, Great One, or other boss type entity, also there'd be more customization for the others in your band(with what you can choose changing depending on your Leader choice)

>>49790756
>>49790805
>>49790873
>>49790901
>>49790943
I imagine Frenzy, Beasthood, Blood Drunkeness, Ashen Blood, and Vermin Infection would all be things to keep track of, with different factions resisting different ailments better than others, for example a band of Yahar'gul Hunters led by Damian of Mensis would handle Frenzy a lot better than a group of Yharnam Huntsmen led by an Executioner would, who in turn handle Ashen Blood worse than a group of Beast Patients led by a Blood Starved Beast would
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>>49791167
>Beasthood, Blood Drunkeness,
Aren't they essentially the same thing though? Or at least one is a common symptom that precludes the other?
Or are you including general blood obsession in there, including the stuff the Vilebloods have?
Would Vileblood Corruption be its own thing?
What about Eldritchification like turning into a fishman villager, a Celestial Host, Brainsucker, or a man-headed spider? Or maybe Ghoulification where you turn into a pale and undead madman lke all those guys that get lost in the Chalice Dungeons?

Also, I thought Ashen Blood was just a poisonous plague that the Church started in Old Yharnum to get people desperate enough to consume the Healing Blood as an initial testing ground.
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>>49791167
I think any more than 3 mechanics is overkill.

"Despair/Inward Reflection" -> normally results in characters slowing down, breaking down, and staring into space. Can power up some sorcery-related characters. No effect on mindless characters.

" 'Frenzy'/Beasthood/Blood Drunkenness" - normally results in a character charging into combat, usually with a slight debuff. Can depower sorcery-related characters severely. Can boost Beast characters, but the trick is getting them into position before it kicks in.

"Frenzy/Corruption" More like Bloodborne's frenzy. Has similar causes to whatever that Japanese term for spiritual corruption is (you get it from menstrual blood/shit/suicides/etc.). This stuff twists you, damages you, and is generally bad news. It powers up filth-related characters (or, at least, they're immune to it) but can really fuck up anyone else.
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Imagine a Winter Lantern-type mini. It can't attack you physically unless you blunder into it, but if you're in line of sight and within 18", characters have to take tests or take a lot of "Frenzy/Corruption". Even if they pass, it reduces move speed and makes shooting things near it impossible.

Of course, this might also mess up the team it's deployed with, but it put the enemy on serious lockdown.

https://www.youtube.com/watch?v=uQoqR4CKzBM
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>>49791342
The School of Mensis' big points unit is to summon the MOBILE OPPRESSION PALACE, aka a mobile tower containing the Mother Brain in it to give a ridiculous LoS. The point cost would naturally make it unviable in most games obvs.

>>49791290
From what I recalled, the third one you're describing is more in line with Insight than Frenzy. Frenzy was, more or less, your brain trying to understand something and going 'NOPE.jpg', making your brain explode out your orifices.

Beasthood in game had a benefit but also a drawback; when you had Beasthood items going, the more you attacked, the higher your damage output but the lower your damage resistances got. So, for instance, a character Beasting out would hit like a truck but die in a hit.
>>
>>49791485
There are a lot of different interpretations of Frenzy, and why it makes big sticks of solid blood pop out of you. The interpretation I follow seems to be closer to "it's corruption/madness manifesting."

And sure, having Beasthood be a damage buff/resistance debuff makes sense. Actual Beasts/Milita cults might gain more bonuses than usual though.
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>>49791519
re:Frenzy - Fair 'nuff. If that means people can make tables of what fun can happen when you need to Perils of the Arcane Frenzy roll....

re:Beasthood - Maybe keep the de/buff but give them different tricks they can use if they get their Beasthood up, like movement buffs to get them up in melee range or some dodge bonuses or the like? And naturally, they don't get nice fun equipment the other groups do, just beasty bits.
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>>49791579
Or maybe "you may roll twice on the "Beasthood Behavior Table and choose which result to use".

>>49791167
I like the Frostgrave-based idea. Imagine a Beast team made of one large, twisted creature with dozens of arms carrying dozens of swords, and a few hounds for board control and objective-snatching.
>>
>>49791485
>>49791519
It should be noted that ingame there is an inverse correlation between Beasthood and Insight. Having lower Insight increased your max Beasthood Threshold, meaning that Beasts would be resistance to the effects of Frenzy, since their more bestial and instinct driven minds wouldn't bother trying to piece together and understand the horrible abominations it was trying to slay. Meanwhile those with higher Insight, being more cerebreal and attuned to cosmic knowledge, become more detached to their baser animal instincts, meaning a system where Beasthood is a threat, they'd have a higher resistance to going Beastmode/Bloodrunk.

It also mean that, when something DOES break their mental resistance, it explodes out at once and becomes even more potent than someone who was barely a man to begin with. Hence why Clerics make the most dreadful and twisted types of beast, because thier Cosmic Awareness blends together with thier bestial mindset and cosmically twists the body into a horrible shape augmented by the power of the cosmos. Like Amelia, the Fly-dudes, and the Gradgooating Class of Byrgenwerth
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>>49791686
And that's cool and all, but how in the everliving fuck do you adapt the insane interelated complexity of Bloodborne to a skirmish game that can be played without the use of differential equations?
>>
>>49791714
CHARTS MOTHERFUCKER
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>>49791714
>High Insight = low Frenz resist, High Beast Resist, Low Beast Mode threshold
>High Beasthood = High Frenzy Resist, Low Beast resist, High Beast Mode threshold
Better? Or do you need to pop a Madman's Knowledge just to understand this?
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>>49791741
NO.

I mean, the ideal goal is to create 1 page of rules that add on to Frostgrave or Inquisimunda, and then go "sort yourselves out from there".
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>>49775402

>With some relatively light houserules you get to keep the crunch and get rid of the shit balance.

Except not really? In order to get rid of a good chunck of the imbalance you basically need to restrict classes to rank 3 (and maybe rank 4) and even then that just removes about 70% of the wonkyness and doesn't account for shit like PrC's and such.

This also doesn't account for the fact that if you do that it's still not really in Bloodborne/Souls Flavour. Combat is still gonna boil down to "who can get off a tripping/condition that'll let us deal insane amounts of damage" which isn't really souls flair? Souls combat is about timing. It's about managing the resources of stamina which govern how much you can do in an action and making split second decisions and risky maneuvers from there.

It's about hoping you can trade a hit and survive. There shouldn't be such a thing as "tanking" here.

Really what you're suggesting is never going to feel like an actual souls game just a parsed down game of D&D. Because that's what it is. D&D is its own game with its own genre and assumptions and while Souls kinda borrows some ideas from it... I'm afraid 3.5 kinda doesn't do D&D's goal very well...

>>49775629

>4E was a blight compared to 3.5E in my opinion, and I'm not sure I want to discard the rules I know pretty well by this point in order to get burned twice.

See this is another concern of mine. I don't care if you dislike 4e but if you're gonna talk about mechanics and such you should AT LEAST understand 4e's mechanics and study them because they actually do have a lot of interesting ideas going on there and a much more stable execution than a lot of games.

You can't go saying "Don't throw out my game suggestion because you dislike it!" while simultaneously throwing out ANOTHER potential game suggestion because YOU dislike it. It's a two way street man.
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>>49791758
I mean, I understand it perfectly, it's just... how do you write rules to reflect this that are easily incorporated into a tabletop game?

We can't have 30 different sliders. If we roll Frenzy resist into the same kind of "spiritual pollution" (Kegare! That's the word! Kegare!) then it starts to work a bit better.

And only some characters go full explody Beast Mode/Corruption Level Up. It's a special thing that triggers at a unique threshold per character, with unique results per character.
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>>49791765
Ah but if you check the charts, you'll see that people like charts.
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>>49762274
I've been looking for a place to post this. Wish I'd seen this thread earlier. I made some rules for a souls like rules lite system then kind of just never did anything with them. Please feel free to read /give feedback / borrow from / use / ignore at your leisure.
>>
>>49791951
ALSO. I forgot to mention, the big thing about this one that I guess I'm "proud of" is it does indees have stamina rules. So if you want ideas for that I'd encourage you to take a look.
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>>49791290
you make a good point about probably needing to simplify, Frenzy(and Insight) and Beasthood(and Blood Drunkenness) are the essential stats here, although something relating to the other forms of Corruption/Infection/Poisoning would probably needed as well

>>49791342
I imagine friendly units are normally immune to Frenzy effects generated by a unit on the same team, as for the other team, well some handle Frenzy better than others, for example most Kin units, and certain Human/Pthumerian units would have either resistance to them or outright immunity

>>49791671
>I like the Frostgrave-based idea. Imagine a Beast team made of one large, twisted creature with dozens of arms carrying dozens of swords, and a few hounds for board control and objective-snatching.
yeah a team composed of The One Reborn and a couple of those Yahar'gul Leg Wolves would be pretty beastly I imagine

>>49791765
one page is probably too small, it'd probably much larger than that even if we keep the amount of rule changes low
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>>49791863
Can't argue with that logic.
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>>49792106
Poison/Infection could be their own rules for simple, ongoing damage or a debuff. Actual corruption gets its own section.

Friendly units being immune to a Winter Lantern style frenzy doesn't make sense. Maybe those frenzy-causing Church giants won't hurt their own team, but any LOS-based effect should affect most things. Obviously Kin would be immune.

But also, yeah, one or two pages tops IMO, if you're adapting a system
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>>49762274
Capturing the feel of the series is going to probably depend far more on the content you put into your campaign than the ruleset you use.

A megadungeon campaign featuring ancient halls ruined by the passage of ages populated with insane gods, with carefully interconnected themed sub-levels and a backstory revealed in fragmented bits and pieces will get you far closer to re-capturing the feel of the game than any ruleset will.
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>>49792191
well I was thinking it'd be better to take the rules and do a rewrite, cause while Frostgrave is good, it's going to require more than just one or two pages of changes in my opinion, also cause I'd want this to be standalone rather than require owning the Frostgrave book
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>>49792267
but anonkun, that's the chalice dungeons and bluhdborns hate them kappa
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>>49792299
See, I disagree.

Who's going to play this hack? Only people who a) know the Soulsborne setting b) like system hacks of dubious quality and c) prefer story over victory.

So in that case, it's much easier to go "here are some rules ideas. Adapt Frostgrave as you see fit. I'll work on my warband, you work on yours, and we'll stay in touch and see what we invent. Maybe rope in friends."

No need to reinvent the wheel if what you really need is a road.*

*or a better metaphor.
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>>49792416
>No need to reinvent the wheel if what you really need is more eyes.
FTFY
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>>49793290
>No need to reinvent the wheel if what you really need is MORE WHEEL
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>>49793067
This is the worst map.

Also the level map doesn't show it but Five Guys clearly sits on a lake.
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>>49793363
It's handy for, you know, actually showing what the world looks like in a useful way for tabletop. Not so much for navigating.
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>>49793397
But it's not, because Yharnam doesn't look at all like that:

>The city's bigger than just what we explore.
>Forbidden Grave isn't anywhere near Hemwick, they're off in almost opposite directions
>Church of the Good Chalice is directly underneath the bridge to Gascoigne
>Woods is much too far away to loop back to Clinic
>There are way too many mountains, Yahar'Gul is clearly right next to the rest of Yharnam, it's not separated by a bunch of mountains.
>Byrgenwerth is on a lake, and faces the other direction from Cainhurst.

It just has a very poor sense of scale, for the most part.

This is admittedly autistic, but you can get a better picture of the world than that map by running through the game and looking around yourself.
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>>49793481
And the map you posted that looks like Jackson Pollock started swatting bugs gives a better sense of scale?
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>>49794128
well it is accurate to the game's layout at the very least

>>49793481
honestly I assume that the coast that borders Hemwick, and thus the body of water Cainhurst is on, is the same as the lake Byrgenwerth is on, seems a bit more likely than Yharnam being both right next to the sea and a large lake like the one Byrgenwerth is on

also anyone who hasn't seen this video should;

https://www.youtube.com/watch?v=sH2-texH34o
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>>49781340
>Then, make them pick one of the origins shown in the chart. These basically describe starting allowance of stats. Every one of these stats must be multiplied by 5 to get a score on 100. The vitality stat, in it's basic state is the total number of HP a character has. This means that no one can have more than 20HP, unless they use runes and/or mutations that would increase their HP above their maximum.

so for the sake of figuring things out.
a Troubled Childhood character has
>9 HP
>70 endurance
>45 Strength
>65 Skill
>30 bloodtinge
>45 arcane
>~~40 social
>50 perception
>signs=???
>0 insight
>0 Bestiality

some of these numbers seem high...
>>
>>49794528
Believe me, they're not.
Endurance is good, but if you mainly use Skill to hit ennemies (aka Dex), you have a starting chance to hit of 65%. Sure, you can keep fighting, but that doesn't mean you'll be hitting a lot. 9 hp is in the medium (most have around 10) and Bloodtinge is just enough to hit stuff with base damage at short range.
>>
>>49795747
okay, but that still makes it so a lot of "strength" weapons need high Dex AND high Strength correct?
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>>49795747
>>49795962
for example the Violent Past switches the Strength and Dex, so it's less easy to hit opponents?

feels less Souls-y to me, unless the Str makes up for the stamina cost of the weapons or something so you get more chances to attack? or you make the heavier weapons require minimum Str to operate or something?

how do you balance it so a Str build isn't worthless?
>>
>>49777759
don't forget the "bigger boom solves everything" guys; Powder Keg Hunters. I just love the idea of various other factions talking about how best to preserve blood purity or elevate their thoughts to higher planes and they're just there like "you know what we really need though, BIGGER GUNS"
>>
>>49795984
You only roll the primary stat of the weapon. You roll Str for Str based ones and Dex for Dex based ones. If the weapon used both, you used the one with the higher cost
Basically, I simplified weapons so that most weapons used only one Stat ( Weapons that needed both were mostly hunter-grade stuff, like Ludwig's holy blade for example). But even then, you didn't need a lot of Dex if one weapon had a primarly Str cost or the opposite for Primary dex-based ones.
Dex weapons are usually lighter (so lessened Stamina cost), but Str based ones hit harder. You can still keep attacking, if you don't do full attacks every turn and manage your stamina correctly (or even dodge to get your full Stamina back).
My players wanted to try things out so I balanced things as much as I could.
>>
How well for a Soulsborne game do you reckon a combat system like the Burning Wheel 'Fight!' system would work. For those who may be unfamiliar the game has both sides plan out their next three actions simultaneously and in secret, each action is then revealed and compared in order, as such anticipating your opponents moves is important since the combat system is also fairly lethal and getting attacked when you've not planned a defensive action really, really sucks.
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>>49796419
I think it could work. How lethal is it?
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>>49798183
well it usually takes a few rounds for someone to get hit (since people tend to play it cautious) and longer if someone's in decent armour but the wound penalties are steep enough that getting hit once usually means you lose within a couple of turns.
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It would also be interesting to play skirmish games in the "last days" of a Soulsborne setting. By tradition, when you show up, everything is completely fucked but there's evidence that, not too long ago, things were still more or less carrying on.
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>>49798598
>well it usually takes a few rounds for someone to get hit (since people tend to play it cautious)
not everyone plays Souls cautious. 'Borne plays really aggressively....but then the combat difference is that there is no shield(worth a damn anyway) in that game

>>49795747
>>49781340
how did you handle skills?
what kind of skills list or starting skills array did you use?
cause such a list is likely to be the next hurdle
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>>49798598
Doesn't sound that lethal.
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>>49781340
how do you handle the attribute disparity for Waste of skin?
or is it just the shittiest start
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A Doll is fine too.
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>>49801240
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>>49801240
>>49801266
...is it a trap?
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>>49801286
No, she does cos-play with porn on the side too.
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>>49801240
>>49801266
>>49801286
>>49801304

>http://www.tumbex.com/tumblr/mirthfulmollywhop/photo/tagged/mirthfulmollywhop/page/1

>Those dolls pictures

Thanks anon, thank you so much
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>>49801322
No worries, Anon.
Sharing is caring.
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>>49801130
Waste of skin, as you may know, is the "make your own" template that you can get in Bloodborne. no one in my party choose this, but if you do, you start at what could be called a 'level 0 character" or even less than that
"but anon, why would anyone do that ?"
It's simple really. In order for you to keep up with the rest, you basically get 10% bonus Blood echoes for every ennemy defeated. If it may not seem for low-level ennemies, it's really significant when taking into account "boss monsters" and the like.
I'll have to post the XP system soon, but It'll take a lot more time to remember
>>
>>49801322
Ah, so it's mirthfulmollywhop! I knew I recognised that face, but I couldn't quite put my finger on it
>>
>>49801342
reminds me of the blood-whores of yharnam...

>>49801350
>you basically get 10% bonus Blood echoes for every ennemy defeated. If it may not seem for low-level ennemies, it's really significant when taking into account "boss monsters" and the like.
>I'll have to post the XP system soon, but It'll take a lot more time to remember
AH

THERE WE GO...
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>>49801379
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>>49801398

"Roll for sanity check."

It doesn't end well for our nun friend.
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>>49801350
>>49787780
I'm trying to parse the stamina rules and I'm getting confused by the "...divide by 2 and round and gain..."

I'm not understanding it, can you rephrase?
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>>49801724
Sorry, I'll try to be more precise
Basically, you gain half of what you'd loose if you did a full attack. If the number is not a full number (4, 9, 17...) but something more like 3,5 or 8,5, you go for the lowest, as to get a full number again (ie: You just decrease the number by 0,5 and you have what you gain (4,5 -> 4))
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>>49801812
so by not acting during a round, you gain spent endurance back at half the rate you'd consume it attacking with the weapon?
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>>49801854
No. Not attacking a whole round gives your full stamina back. What I described is when you don't do a full attack. You do half the damage and get a few point back
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>>49762274
Fantasy Craft
>>
>>49801894
so you can deliberately use a lower damage attack (I'll call it an R1 or an RB attack) that consumes half the stamina...but for what purpose?

parrying with a weapon costs half stamina.

I assume shields get a listed cost for parry or bash.

>(rabid speculation and half baked ideas start here, comment or not i't helps me think to babble at people, cause babbling at my dogs just isn't the same anymore)

probably weapons do a set damage, some creatures have Damage reduction from some sources using the D&D 3.5 rules for Damage reduction.

critical hits or called shots may do additional damage or have certain effects

successful parry+viceral probably does 3 or 4x damage, backstab disallowed so people don't fish for it.

weapon arts? I liked them in DS3 as a thing. feat unlockable?

dodge roll? how does armor encumber? backpacks? plural types of dodge(quickstep, roll, fat-roll)?

environmental exploitation?

throwable alchemicals?(what system to steal rules from?)
>>
A friend of mine toyed with the idea of a Souls-inspired campaign. We're using Shadow of the Demon Lord, and the only real change he needed was:
>you are Cursed, and when you die in-game, you resurrect at a "bonfire" with an incurable point of Insanity(Insanity is an actual stat, so it works.) He has an overarching plot about how the Demon Lord took over our dimension and decided to "Curse" a bunch of people and play a little game: if the Cursed can defeat all of his servants, they get to be free. Everything just seemed to fall in place.
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>>49802127
no, no ! Doing a lower damage attack gives you stamina back. It's pretty dumb I know, but it's the best way I've found to balance attacks & stamina costs
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>>49802590
ah...that actually makes some sense...

that helps me
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>>49802618
>>49802590
how does this stop players from spending whole turns chaining attacks?

or do I have to have players that don't powergame? or is there a limiter?
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>>49802898
You basically a limited amount of attacks you can do in one turn. You can either:
-Do a full attack for full cost
-Do a full ranged attack for no cost except the bullets+time to reload when the barrel (if you have one) is empty

OR
-do a small attack for half the cost & do a short ranged attack
-do a small attack for half the cost & move slightly
-do a small attack for half the cost & bonus to parry
-do a short ranged attack & move slightly
-do a short ranged attack & bonus to parry
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>>49801240
>>49801266
>doll cosplay
>red-black modern-style underwear made of synthetic fabrics
immersion: ruined

>>49801304
>>49801342
Whore and nun cosplay when?
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>>49803131
>>49803131
move slightly counts as dodge, yes?
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>>49804592
nah, just moving at half the normal distance per stamina point

dodge, parry, and block can be done between turns if that character has stamina left(in my version not frenchguy)

>is that guy french or canadian
friend of mine was asking...you seem canadian
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>>49802127
Can you and other guys with their own system post your system in a PDF or pastebin? Please.
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>>49805474
no system to post as yet...also this>>49766663
>>
this is a great thread and I appreciate all the contributions to the idea of making a soulsborne tabletop rpg more real.
>>
>>49781340
>>49781416
>>49787780

Is this all the same system? Can you put all of this in one document?

>>49791804
Think you mean tier and not rank.

>>49791951
>7 pages

How rules-lite is this?
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>>49806415
>Is this all the same system? Can you put all of this in one document?
he's got this all from memory...we have a bit of wait before we can get his system notes

apparently they're 600km away and written in french so we have some wait for what you're asking
>>
>>49762274
I want Maria to step on me.
>>
>>49806874
I want Maria to sit on my face
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>>49806925
>>49806874
and I want to tie her down over a barrel and do unspeakable things to her till she breaks...and perhaps double-sub her and the Maiden in Black...
>>
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>>49806925
That too.

>>49806973
And that.
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>>49807139
>>49806925
>>49806874
>>49806973(you)
just so long as we keep talk like this here and off the table...
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>>49807183
I'd take Maria on the table.
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>>49807693
only table I have is a really nice slate top pool table I want you people to NOT STAIN MY GODDAMNED UPHOLSTERY ANYMORE...
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>>49807756
Fine, I'll lay down a blanket first.
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>>49804854
>is that guy french or canadian
Nah, I'm french
>dodge, parry, and block can be done between turns
I actually used this ! I originally wanted to do everything on the same turn, but ended up separating this stuff because it was unplayable
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>>49809119
and by separating this stuff, I mean having dodge, parry and block taking place between turns in case it wasn't clear
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>>49763011
Yeah, if you want an impenetrable clusterfuck of broken mechanics, autist levels of unnecessary detail and an insufferably smug fanbase.

Wait....
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>saving the crawling chaos for the end
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>>49809760
more?
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>>49809733
Well, it's not everyone's cup of tea, but that's a bit harsh judgement.
>>
>>49810076
I have a ton more, but
A-I don't want to kill the thread early, because they're mostly one or two of a kind
B-I try to post only those that could theoritically appear in a Bloodborne setting
Of course, if more people want more, I'll post more
>>
>>49810169
I say post moar, but only to bump. Don't cluster posts together.
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>>49806415
> 7 pages isn't rules lite.
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>>49810213
ah ok, misunderstood you here
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holy shit page 10
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>>49810352
Yeah, 7 pages is rules-lite as fuck
>>
I need a good skills list and starting values for character generation...

so I have courtesy of rune-quest

Athletics
Dance
Evasion(flat skill-roll?)
Fist-Aid
Ride
Sing
Stealth
Art
Acrobatics
Commerce
Craft
Engineering
Lockpicking
Lore
Mechanisms
Navigation
Seamanship
Survival
Teach
Track

suggestions for additions?
starting points to spend raising them?
or should I skip starting skills?

this is for a d100 roll-under game
>>
>>49813682
Look at other games for ideas.
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>>49813682
Dance? Sing? Art? Teach? Do these really make sense for a PC in a Soulsborne setting?
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>>49814218
I know people who'd bitch if I didn't put them in.
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>>49814243
Fair enough I guess, just seems tonally dissonant to me. I've been homebrewing a Souls-like campaign setting and it's interesting how hard it is to incorporate D&D style archetypes like bards without creating that clash. I think it's important to take more influence from the source material when creating classes, and to focus less on translating ideas from one genre to another.
>>
>>49815186
yeah...and if I can get away with it I'll pare those out of there...

though, as I wrote BloodBrew the Teach skill might be useful.

cause it was made with the intent that at least ONE player plays an intellectual...
>>
GUISE GUISE, you can kinda use neuroshima's system for fighting, it goes like this.
First you roll for initiative based on your dex. Winner is an attacker, loser is an defender.
Now each roll 3d20, every dice which is lower than dex+various modificators is a success, and every dice which is higher than dex+modificators is a loss.
Atacker can use his die to attack for one success, two successes or three successes(and dmg scales with that). Defender has to use the same amount of successes to defend himself.
These are the basics, of course defender can try to win initiative. To win initiative, the attacker has to use loss die, and defender has to use success die.
Then there is stuff like using skills to "destroy" successes of the opponent.
Also various maneuvers like charge, berserk, fury, full defense.
you want to hear more?
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>>49816212
Sounds interesting. Sure, keep going.
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found this in a skellington thread
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So the thread thus far seems pretty focused on a Bloodborne style campaign, and while I find that interesting my true love has always been for the more fantasy-styled Souls games. What sort of things do you think are important for capturing the Souls feel in this medium, in comparison to other fantasy settings?
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>>49810169
how about uploading them all to Imgur or something and link them here
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>>49817778
mechanically it's about the same, a -bourne game has all the mechanical elements of a 'souls game. it stresses different elements, there are no guns in a souls setting for example.

no trick weapons, no guns, no excessively mechanical items, reduce the threshholds for the utilization of magic. spell formulae will(dependant on height of the fantasy) be a common-uncommon find, though most will be duplicates.

armor and defensive equipment has more potential to block or negate damage, and a smart player with a bow and arrow can do as I do and CHEESE THE BALLS off lots of the game.
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>>49818776
No incapacitating spells or skills, or if there are they should only work on basic enemies and not "bosses". Nobody rooted Iudex Gundyr to the ground and wailed on him.

In fact, with how important positioning is in Souls games, both mobs and bosses should involve environmental elements like positioning, terrain, clutter, obstacles, changing environment. It almost enforces a sort of RPG best-practices in that way.
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>>49818776
when you bring up the differences, man Souls is kinda boring mechanically/aesthetically compared to Bloodborne
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Anyone who can recognise this comic gains instant bro status
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>>49819270
I'd argue not, aesthetically at least.

yarnham was cluttered with detail, almost too loud with its skeletal torch-holders and over-detailed wrought iron and psycho-fretwork EVERYPLACE...
compared to anor londo with its clean lines with less overall embellishment, sure it's big, but the people were big.

Separate styles, equally good.
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>>49819436
No clue, but i'm curious
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>>49819436
romantically apocalyptic?
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>>49819436
Romantically Apocalyptically

I love mug
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>>49819436
Blatant Gone With The Blastwave ripoff.
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>>49819561
Two different aesthetics, exactly. Both surprisingly difficult to convey in an RPG format, which is bad because the series is known for striking visuals. How would you guys handle this?
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>>49821452
with an eloquent GM painting imaginations with words
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>>49821476
Yes, but fine detail is lost. Try to describe the Undead Parish cathedral, preserving the unique visual style, without losing your audience's focus or heavily glossing over detail. I feel like illustrations would be almost essential, to avoid bogging down the game with too many wordy descriptions.
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>>49821519
Chances are your players are already familar with the aesthetic, if they're in this game.

If you say, "A burned out motel by the side of the highway," in a post-apoc game set in Arizona, you instantly get a mental image that's much more evocative than going into detail.

So saying, "A cathedral hall, with pillars made from coiled snakes, and lit by the dim grey-green moonlight. The snakes seem to coil as the clouds pass across the sky. High above you, you hear something flutter. The floor is covered in black feathers. They stick to your boots."

Boom. De-fucking-scribed. You can see it in your mind, right?

And that's all that you need.
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>>49821708
Fair enough. I've been coming at my project as Souls-inspired first, RPG-setting second, and now i'm getting caught up on the sort of autistic detail that wouldn't be a problem if I hadn't already come up with it. I'll have to work on streamlining it a little.
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>>49821888
Well, I didn't want to say anything, but yeah... just back it off a step. Simplify and reduce wherever you can.
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>>49822048
that pic is making me wut in a very uncomfortable manner
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>>49819715
>>49819865
>Some people know what's up
I'd dress like the captain any day of the year
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>>49776067
Fuckin' saved.
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>>49817175
fine. So let's say there is a guy called Kovalsky who has a knife(1s:Light wound 2s:Heavy wound 3s: Heavy wound) and dex at about 13.
And he fight against a guy called Mark who has only bare hands(1s:L 2s:L 3s:H) but Mark is dexier 17.
They both roll for initative. Mark scores 12(so 17-12=5 points of success) and Kovalsky scores 5(so 13-5=8 points of success). Kovalsky wins, so he's the attacking one.
Now, Kovalsky rolls 3d20. 8, 15, 5. He has two successes. But Kovalsky has skill called "daggers" at 4, so he can lower the result on dice up to 4(here he wants, bring down 15 to 13, so he still has 2 in stock) and use remaining 2 to "destroy" the success of his oppponent.
Mark rolls 17, 15 and 18. He has two successes. He doesn't have any skills to lower his results. But Kovalsky "destroy" Mark's success by changing his dice by two, namely the one where he thrown 17.
By the end of preparations, Kovalsky has three successes and Mark has only two.
So Kovalsky decides to attack Mark for 3s and inflict a heavy wound on him. Because Mark has only two successes, his defense fails. A heavy wound is inflicted.
New round.
Mark decides to go into full defense mode(which grants him +2dex bonus for this round, but to win initiative he needs two successes)
Kovalsky throws 3d20 and gets 5, 18, 19. Two successes.
Mark throws 18(still a success because of the full defense), 5 and 2.
Kovalsky attacks him for 1s which Mark defends against.
Kovalsky has to use two remaining losses. Mark gives two successes and wins an initative.
New round where Mark is an attacker.
Mark declares that he goes into fury mode(which grants him +2dex but if Kovalsky wins an initiative, he gets a free shot on him)
Mark rolls 20 20 17. One success
Kovalsky rolls 5 2 3. Three succeses.
Mark tries to hit him for 1s, but Kovalsky defends effortlessly. Mark uses remaining two losses, and Kovalsky uses his two successes, wining an initiative and inflicting an heavy wound on him.
New round.
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>>49824392
cont.
Mark decides to get the fuck out of there, because his life is in danger.
He gets 1s wound in the back and is about a meter away from Kovalsky.
End of the fight.

These are bare basics, my idea is to change 3d20 to something else. I mean to stamina, so characters with high as fuck stamina would have 5d20 to use and someone with low stamina only 2d20 or less.
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>>49814218
>>49814243
>Dance? Sing?
Put it under Preform.
>Art?
Put it under Craft.
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>>49824392
>>49824417
VERY interesting, thanks for the explanation.

>characters with high as fuck stamina would have 5d20 to use and someone with low stamina only 2d20 or less.

I like it.
>>
>ctrl+f "puffy vulva", "pizza-cutter girl"

I didn't even play this gay game and thus have no context for the memery but I am disappointed
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>>49828758
if thats the case, then why are you asking?

we're thinking about making a game, what use do we have for engorged sex organs or kitchen utensils?
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>>49831375
>what use do we have for Lady Maria
STOP BULLYING HER
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Shhhh!
lady Maria is asleep!

be quiet!
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>>49804586
Never ever.
Because no one will ever love the one nun who is thankful for being saved.
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>>49832590
PUFFY
VULVA
>>
>>
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>>49762274
Fragged Aeternum.
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>>49833016
What is this? it looks beautiful
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>>49833016
>>49833677
Also where can I get it/find it? All I find with google is someone working on the cover art?
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>>49833851
>>49833677
The dude who made it (and Fragged Empire) has a bunch of other games coming out which all use a similar backbone (3d6, classless, etc). He released the beta rules to some kickstarter backers from his last kickstarter release so someone might leak them if they have them. I missed out, though he's going to be at PAX Aus with the first prints and running games with them so shouldn't be long til a full release.
>>
ALL RIGHT, WORKING ON A MECHANICAL BACKBONE

I've tied shields and blocking to strength(attribute)
and parries to dexterity(attribute)
should I tie evasion to athletics(skill), acrobatics(skill) or to stamina(attribute)
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>>49834120
Probably tie it to stamina to follow the established pattern of tying it to an an attribute.
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>>49834540
next I'm considering merging the athletics skill with the acrobatics skill and making their determined attribute contextual(Str and Dex)

the thing they did in bloodborne where they hacked out a bunch of attributes from the souls series, to streamline it...I want to do that...
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>>49834977
That sounds pretty nice, especially for beginners, although be careful not to streamline it too much, otherwise you'll lose essential elements.
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>>49835336
oh I know

smaller numbers and arrays are easier for me to deal with .

so far the skills list goes like this
Fist-Aid
Ride
Stealth
Acrobatics
Commerce
Craft
Engineering
Lore
Mechanisms
Navigation
Perform
Seamanship
Survival
Teach
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>>49835396
What about ranged and melee fighting?
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>>49834120

>shields

Throw them out altogether. Literally every soulsborne game is improved by playing without a shield.
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>>49837089
they basically have an attribute each to themselves...

Skill and Strength

>>49837317
yeah, right...

nope, not doing it.
cause I am not the sort of hateful masochist to play without one.
I got through borne with a threadded cane so I could stay well back from things
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>>49837317
You have to keep shields tho for those who want them. They're pretty essential in the Souls series especially Dark Souls and Demon's Souls
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>>49835396

Not that dude, but your list is pretty janky. It seems like stealth and acrobatics would come up way more than Seamanship and Teach.

Also, Navigation seems completely redundant in the given list. If you're on land it should be a part of survival. If you're on a boat it should be a part of seamanship.
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So, for a skirmish tabletop game, what factions would you have in it?

Obvious ones:
True Beasts
The Hunting Mob
The Workshop
Mensis
Kin

But what would you do with, say, the Pthumerians? What other factions would you include, and what would a typical <12 model warband look like?
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>>49837436
>It seems like stealth and acrobatics would come up way more than Seamanship and Teach.
seamanship was a knee-jerk...I like sailing IRL, I find it fun and relaxing.

teach, thats more likely in the default quest as written (bloodbrew) but thats because I intend to encourage at least one intellectual character as a lynchpin character to interpret languages, encourage restraint, etc., etc....

part of why I've never played or ran an RPG, was because everyone I know plays meatheadded beatsticks, and NOBODY wants to play a rogue, artificer, alchemist, rigger, hacker, etc.
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>>49837609
>seamanship was a knee-jerk...I like sailing IRL, I find it fun and relaxing.

Please dial down the autism if you're actually serious about game design.

>part of why I've never played or ran an RPG,

Actually, please just... stop. You're trying to design a car but you've never driven. You've picked a setting and topic that require a very delicate and very well considered hand to create, but you don't have the skills or the experience to do it.

I mean, I can't stop you. It's not like my monitor's running out of ink or something. But... this is painful.
>>
>>49822048
Simplicity isn't a virtue unless you exclusively play rules-lite RPGs like FATE.
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>>49837703
well, the setting was apparently good enough for other people to run unprompted.

and the system I adapted for Lost Source, as well as the Impact and Staggering rules I came up with were good enough to get them actually playtested and refined.

the classes I took in engineering taught me that building a car from a list of things it SHOULD do is possible, and could yield strange and interesting results.

look at the man who invented the guns that bear his name, the Glock was made by a man with no experience in firearms development. he was a maker of curtain rods, knives, and toys. the austrian military release it's requirements for a service pistol, and that guy just up and decided to try and make something.

>>49837968
simplicity is a virtue if you have to teach someone a new system from nothing
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>>49837968
Simplicity is a virtue if you want your game to be appealing.

It seems that perfection is attained, not when there is nothing more to add, but when there is nothing more to take away.
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>>49838019
So, you're one of those people who only play rules-lite RPGs. Super rules-lite soulsborne RPGs exist already because rules-lite RPGs are easy to make and a dime a dozen.
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>>49838047
thus why I'm trying to balance between too much and too little
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>>49838047
Pretty much, yeah. I used to play a lot of very crunchy systems, and they have their place... but these days, I just don't have the time.

I mean, there are only so many grappling systems, sailing systems, combat systems, skill trees, etc. that a person can really deal with in one lifetime.

So I judge systems more by how evocative and suited to their setting/theme, rather than the the complexity of their mechanics. If you build a game about acquiring wealth, your system had better have a /really/ satisfying system that incentives it.

But Fate would be awful for Dark Souls. Apocalypse World /might/ be better, but you'd need to do a lot of work. I'm not sure that any party-based RPG can really deal with the Soulsborne universe successfully, just due to the inherent collaboration, friendship, and assistance tropes expected of a party of players.
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>>49838134
Apocalypse World might have you covered there, as party conflict is expected to happen.
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>>49762744
>GURPS isnt that bad if you play it as intended... yeah, thats the point, its modular.
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>>49838047
Original anon who ran the homebrew Bloodbreew here, keep in mind that in order to play you need:
-People willing to play an RPG
-People willing to play something with horror elements
-People willing to play in a high-mortality setting (I'm not saying that it's bad, but just that two people shot down the game simply because of this. And they were regular TTRPG players)
One of the reasons my original system was so simple was that it actively encouraged players to think outside of the system at low-level (since they couldn't do much against giant beasts and the like. I think an overly complicated system will hurt the game more than doing him good.




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