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TTRPG creators: what's one mechanic in your game that you're ridiculously proud of? 👀 Show us what you've been working on, we would love to see! ⬇️

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I’m ridiculously happy with how “commanding” works in my game dice’s edge 😃 especially the way it weaves into making your own summoning spell. It’s not super complex but gives both the gm and the commander what happens if it works and what will happen if it fails in a way that’s really smooth.

They aren't glamorous, but I'm proud of the damage rules for Tangent Space. Base Damage + Potency = Total Base Damage is a fixed value based on the attack, and applied on any hit. Potency is a multiplier of how much you beat the target number by, usually an opposed defensive reaction roll.

Maneuver qualities in Anima Prime: Resurgence. Descriptions in combat make a difference in a qualitative way. All of them are positive, in different ways. There's no judgement of good or bad narration, just how the action is being done and what the context is.

In my upcoming Playtest for my Solo TTRPG, What Rotten Muck, each enemy has a Grid that you do combat on. Multiple enemies connect their Grids together. Your die rolls determine which body part you start your attack on and how many spaces you can travel on the Grid.

What Rotten Muck playtest: each enemy has a Grid you do combat on, multiple enemies connect their Grids together, and die rolls pick the body part you start on and how far you travel. Connected grids mean the fight is one body with several tempers. That is a proper muck mechanic.

Join Their Ranks (supplement for Reanimated) uses a respawn mechanic inspired by Helldivers, which encourages you to treat your zombie as cannon fodder. "I may die, but I am taking you with me!" Both the core game and the supplement are PWYW on RPG Trader. rpgtrader.com/products/105...

rpgtrader.comJoin Their Ranks on RPG TraderWe Rise Again Remember those crazy people who built backyard bunkers and stockpiled beans? Yeah, their brains were delicious. It seems that death is not the end. The dead walk the Earth and eat the li...

I'm my duet game, the time constraint. Both players agree "we've only got one hour" - and that sets the difficulty for the adventure. Separately, in Oppian Wives, characters only "leave" when the cumulative stresses of things raise the possibility. So no one issue can knock them out, it builds.

I am pretty pleased with the attack resolution system for my vampire game; successful attack means you get to pick an effect against the target, but failure means they get to pick an effect against you. This means all something always happens, and that all attacks represent back and forth exchange.

In my new game ACE, I wanted to recreate some of the mechanics from the PS2 era action RPG's. Namely, combo & canceling attacks. Instead of dice you play cards and if the cards share a "suit" with your pc they explode and let you play another card. SW style. But if you get a bum card you cancel it!

There's more to it than this but this is the intro from the beta. Basically I removed target numbers and integrated them directly into the dice by using an oracle for group play as well as solo play. This way combat is much faster and no more asking if something hits a hundred times a combat.

I'm very proud of a bunch of the mechanics we did in Blackpowder, Magic, and Plot but I got to say what we did with one of the Gunslinger subclasses where they can use their shots in quick succession to leap around the battlefield is very cool.

I once believed that I had written a brilliant "Snap Shot" rule as a supplement to The Fantasy Trip, by @sjgames.com that would allow an easy transition into a science-fantasy set of rules called Rocket Patrol