Toggle menu
520
1.5K
103
22.5K
Epithet Erased Wiki
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Notes:Epithet 5-Year Anniversary - TTRPG Book

From Epithet Erased Wiki

This is the Notes page for Epithet 5-Year Anniversary - TTRPG Book.

Notes[edit source]

Lore[edit source]

8:37: Australia

17:54: Island Country

32:56: Ocean Countryish

40:24: Deepwood Country

57:50: Desert Country

1:10:35: Taiga Country

Game[edit source]

  • This system is "pre-alpha", not done, not playtested (1:31:09-1:31:26)
  • This system is "2 or 3 steps" away from Unforgotten Realms. (1:31:32-1:31:41)
  • Goals of the epithet system:Anyone can pick up and play quickly (1:31:42-1:32:46)
      • No Modifiers, No stats
        • People homebrew stats back into this system and that is fine
        • Base System no one should have to rethink about adding modifiers
          • Jello has had to cut mechanics for being too complicated for people new to TTRPG
      • Should take 20 minutes to create a character
        • Most of that 20 minutes is thinking of what they can do
  • Nat 20 system (1:32:52-1:34:38)
    • [Graph]
    • This system is mostly playable just from the information from this stream (1:33:06-
      • Not terribly different from Anime Campaign
      • It has been made easier
      • System good for game balancing (GM), anyone can play
      • Plent of Examples to learn how to balance
      • Every rule can be changed
  • [Stamina] (1:34:40-1:35:04)
  • [Profiency] (1:35:05-1:35:46)
    • Profiency is now points to spend instead of level
  • [Compainship] (1:35:46-1:38:25)
    • Jello stole this idea from a group of guys Savi* works with
    • Savi is an AC fan
    • They did a lot of playtesting with their own version of AC
    • Rosh* came up with Mundie Compainship type
    • Very experimental; subject to change
    • Change name to Buddy?
    • Get points by working with a Buddy, at a certain point you get an explicit ability that can be leveled up
  • [Pips] (1:38:25-1:39:24)
    • Inspired by Dropout's system: Kids on Bikes
    • Jello likes rewarding players for failing
    • Everytime a player "fucks up" you get a Pip
    • A dot over an i is called a Pip
    • You can spend 1 pip in the future to get a +1
    • There's an archetype that gets extra Pips
    • There's an archtype that can add Pips to other people's rolls that is doubled, can't use on self
  • How to play (combat) (1:39:25-1:52:32)
    • Encounter vs combat (Other things other then fights can be Encounters)
      • Example: A character is going into heart attack and everyone is a Doctor
      • Example: High stakes date in Anime Campaign
      • Time is of the Essense, high states, everyone roll Initiave
      • Dating scenrio is a highlight of anime camapign
      • Waiters vs players trying to either help or worsen the date
      • Out the box encounters are better
      • Action and Movement is the exact same
      • Things like Attack rolls, damage, etc. work the same
      • Success is mailable
      • Nat 20 and Nat 1 are not always catathorpic or Amazing
      • gifts on failure is important
      • External reasons are an option
      • The gradient of succes is very helpful
      • No one should ever feel like they have no options that do something
      • System meant for players and GM to work together instead of fighting each other
      • Players be clear about what you want to do to GM
      • Not everything needs to be random
      • [various specfic rules about combat
        • [Disadvantage and Advantage]
        • [Dialog movement rule]
        • [Delaying your turn]
        • [Combided attack]
  • Creating a Caracter (1:52:32-)
    • Now allowed to make up a power set
    • PowerHouse, Techican, and Confident
    • Undiscovered
    • Rolled stats were removed
    • Builds massively reworked

2:57:00 - Creating A Character(?)

5:08:05 - Wild Magic

5:52:13 - ETAs on upcoming projects