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
- No Modifiers, No stats
- 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]
- Encounter vs combat (Other things other then fights can be Encounters)
- 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