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Tabletop: world building, homebrew, and design
(beehaw.org)
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I am creating a combat-focused TTRPG based on Turkic mythology, for two months now. It's d10 based. My main design goal is to make character building very choice-based. I'm trying to achieve this by making almost everything quickly branch out at least once.
For example, when you spend a point in an "attribute", you then have to choose to give that point to either potency or precision for that attribute.
Debuff durations, damage, healing and more increase with the relevant potency stat. To-hit rolls increase with the relevant precision stat. Since "attributes" are capped, these compete with each other.
It's currently in early stages so there are no character classes yet, but from the play-testing I've done, it's already fun without classes lol.