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4 mos ago
Current Genshin being allergic to melanin amuses me greatly
6 mos ago
It's gonna be gas. Can't wait to see what sort nonsense you can pull of in focus mode with the funlance and hunting horn. Also, looking forward to new monsters to skin and wear as hats.
6 mos ago
The zaza got me talkin’ like Pingu
1 like
6 mos ago
Shoutouts to the degenerates that love hand-holding
3 likes
7 mos ago
Fun vibe tbh

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Just some rando. I'm 20+ so no worries about rping with a kid.

Most Recent Posts

sure why not
So in tri-stat your three stats are body, mind, soul; the way I'm imagining the renaming is that you got wisdom=mind, power=body, and courage=soul. Each stat governs multiple aspects but it is explicitly folded into just one stat, this does not mean you cannot represent being bad in a certain aspect under a stat. There's a defect to represent a weakness in a certain area and it gives either a -3 or -6 to rolls depending on severity.

Now for combat, you have two stats one for attacking & one for defense. They're both taking the average of the stats, but defense subtracts two from it. Combat consists of three steps: a to-hit roll using the attack and any modifiers, an identical defense roll if it lands, and a roll to see how much damage they receive. There's no real difference between being a blink-tank vs tankyness outside of the presumption that tanky character is gonna have damage reduction.

Damage has a max value which calculated by adding the weapon base & appropriate mods. The rolling determines the increment taken. It's all in quarters so depending on the result you can do all of it or a minimum of a quarter (you round up when given fraction). If it's too fiddly for you, an alternative rule is just have everyone do max damage.

Like most rulesets it has abstracted health. With regards to doing stamina & magic it's trickier as there's an option to enable a meter to be consumed for abilities but it doesn't differentiate if it's like stamina or magic. So I dunno, I guess you can make a different meter but keying off to another set of stats?

Anyway the game is quite open to giving powers and stuff via "Attributes" which are just a variety of effects from like simple stuff like armor to stuff like transformation. Since this is Zelda based I'm gonna say that players should be limited especially with like more exotic stuff as that should be handled via "Items of Power" which is how you build equipment that gives abilities.

Like a hookshot would be an item of power that lets you move around in a special manner and whose combat usage would be something that either stuns and or like moves your or enemies closer.

Well the thing is D&D/d20- is not really player friendly so much as it's highly visible and is like the first system players are exposed to.

Anyway I don't really think a zelda adaptation is something that benefits from a lot of mechanics. If you're trying to do a system for zelda there's like a handful of simpler systems that could be used depending on taste. Since you wanna go with having stats corresponding to the 3 tri-force pieces I'd say use tri-stat.

Tri-stat's core is as its name suggests, you got three stats which can be renamed to the corresponding tri-force pieces and then you roll 2d6 under your associated stat with modifiers coming from like difficulty which can raise or lower the TN and skills which raise the TN. Snake-eyes are a crit success and converse is true with boxcars.

Now for skills, instead of a big sprawling list of them, let's go with something compact and narrative friendly. You get a handful of backgrounds which are like snippets of backstory which are then justified to being applied to a stat roll. Anyway, these backgrounds have like a certain value which is added to the TN if appropriate for a roll. Now a 4 is considered average for a human, and a 2d6's average result is a 7 so background should be ranked accordingly with the strongest background being something that can make that 7 a passing roll most of the time.
I'm gonna say you're going about it the wrong way, Zelda doesn't lend itself to being adapted to stat oriented roleplaying game, especially something derived from D&D/PF.

To me at least, part of the core essence of Zelda is the game mechanics which is the series's gameplay loop. Link's progression of power is literally externalized to objects you collect which are then used to open up new areas and or to solve the puzzle gimmick in the dungeons. Even the things that like stats such as hearts, magic, stamina are all beholden to being increased with objects.

Your current approach of nine stats keyed to each tri-force part is needlessly complicated and kinda ticky-tacky. While I'm not against like complicated presentations in games, here's there's too much going on that could be better done with like derived stats or rolled up into a singular stat.

But again, zelda is all about progression by exploring and finding items which augment your abilities along with collectables like heart containers to boost your more stat like stuff. The easiest way to go about this is to do low number of stats that can be built to represent archetypes and then base the game around collecting stuff that would be appropriate to the characters.
is there space to join?
The battle had become blur and he soon found himself retreating with the group amidst sudden deaths of people he did not recognize. He found himself trailing behind the rest of the group as they entered into this narrow corridor that lead to some room many catwalk like structures above crisscrossing the area. He was trying to make haste as he carried the scavenged weapon alongside the anchor before the previous area got swarmed even harder by the enemies that had they had encountered judging by the noises behind him. Adding to the stress was the fact that it seemed like part of the horde was following after them which would not be good.

Within the new area he saw the woman who ran away and some other figure who upon noticing the group seemed to have reacted with hostility. The moment he spoke to them he was looking around for reactions as he didn't like that he was handling some object. He saw the redhead using her sword's ability to move upwards. So too would he follow her example albeit in an inferior manner. Like a coiled serpent striking he found himself launching the anchor upwards with surprising force as its fluke anchored itself against the wall of the walkway firmly. Climbing for dear life he only concentrated on reaching the top, never dropping the scavenged sword until he reached the top and threw it down.

The speed no doubt fueled by part adrenaline rush and the desire to get the hell out of the way of the black goop that was about to be freed masked the energy spent. Fatigue once again came to temporarily inconvenience him. He sat down and tried to make his profile low as he watched below to assess the situation below. He left the rope dangling so anyone else below could climb to safety. All to do now was to take a breather and see if the redhead now dropping to the man below, would stick the landing and take him out.

Cool will try and post by tomorrow
So buttresses that act like a catwalk?
So by ramparts do you mean there's balconies with high walls instead of railing?

Also how much damage would I take from burning my stamina to use the anchor like a grappling hook and then climb up the rope?
might be cool
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