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VonKeebler @ttrpg.network
Posts 1
Comments 9
Decision time
  • You could give a flat file CMS like Grav a shot. It's basically like a wiki system for running a site. There's also a slow burn up a hill of complexity where you do LAMP with PHP then you gravitate to things like express.js then Electron and then you roll poorly on your sanity check and end up naked in a bell tower.

    Insert that bell curve meme where it's wordpress on both sides.

    For self hosting, pick up docker and understand that then go for portainer - it makes making mistakes in the arena super easy to scrub away. I suggest Synology NAS.

  • Decision time
  • CatBagz.com is in this photograph and I don't like it.

    What, no one really wants to purchase cat faced bags from a guy on the internet that doesn't like cats all that much and doesn't use bags all that much and can't social media and mostly just wants to stop being a fucking company shill but no I'm so fucking good at it that's my job and my life forever.

    Fuck you, dreams. I'm taking cat bags to my fucking grave.

    At least my red bubble stickers sell.

  • *Permanently Deleted*
  • The main thing I came away with from systems other than D&D was the ability to be more narrative focused.

    What makes a character unique? Your skills, abilities, and where you've dumped various points like in D&D? Or the narrative focus given to what your person can do and their backstory in a system like Lady Blackbird with its tags and keys?

    I wish there was something just as popular as D&D that offered a roughly equivalent experience but based on the less crunchy, narrative-driven approach to TTRPGs that could be a sort of "Bad at math? Give Dangers & Debates a shot!" to catch the people who get mired in D&D twin-strike ranger hell from thinking the entire TTRPG genre is combat encounters during which they'll either shoot one thing or two things.

  • RPGCreation @ttrpg.network VonKeebler @ttrpg.network

    Chance in a Dice/Pip Stat/Skill System

    Just had some thoughts on the interesting dice mechanics in OpenD6 and how it avoids the additional math introduced in abstracting this to numbered skills and modifiers.

    In the OpenD6 system, skills can be purchased down to the pips on the D6. This is a fascinating idea where they remove the numeric skill or modifier math and go right for the dice jugular.

    I'm interested in the chance math behind this. The D6 system only allows +1 or +2 before the player moves to a full additional D6. Technically, moving from +2 to D6 induces the chance that a 1 comes back on the D6, which leads into the wild dice mechanic.

    What really is the cost benefit of moving to a D6 vs. potentially rolling a 1? You'd immediately improve best case scenario by 4, which seems quite vast in a 2-3 dice pool, while running the risk of rolling a 1 or 2, which puts you at the +1 or +2 level or worse.

    If it was broken down to purely just +1, +2, D6, is there a method to expand "pip-buying" beyond D6 and avoiding additional crunch/complexity such as the wild die?

    Does anyone else know systems that allow for breaking down dice into pips or direct "dice purchase" during character creation?

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