I do not guarantee that these ideas are actually good. Submit your good(ish) ideas or ask for ideas, sometimes I can help I guess. Icon by @eldritchwritings(No official content for any rpg) she/any
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Today is the 1st anniversary of the publishing of Blood Tithe's 0.0.1 version and I would have really loved to publish 0.0.3 today but it's still pretty deep in development, my current goal is getting it done at some point in September
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"When you don't have your horse, you are filled with the power of really wanting to see your horse again and deal extra damage"
I am considering adding a perk for mounted combat to Blood Tithe but I'm unsure due to the famous "You can't take a horse inside a dungeon/castle/tavern/whatever" issue.
Maybe just add a disclaimer along the lines of "Hey be aware that unlike most other perks there will be long stretches of the game where this perk will be useless, maybe also talk to your GM about whether this fits the campaign"
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I've been posting a lot about horses on this blog recently. This may or may not be related to any games I've been playing recently.
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I am considering adding a perk for mounted combat to Blood Tithe but I'm unsure due to the famous "You can't take a horse inside a dungeon/castle/tavern/whatever" issue.
Maybe just add a disclaimer along the lines of "Hey be aware that unlike most other perks there will be long stretches of the game where this perk will be useless, maybe also talk to your GM about whether this fits the campaign"
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Learned about this event
and the results clearly show that even ignoring other benefits horses provide (carries stuff for you, preserves your own stamina during travel), they still outrun humans at a distance of 34km/21 miles fairly consistently
One of the silliest rules of dnd 5e has to be that to get any benefits from having a horse for long travels, you need to get a new horse every 10 miles
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I'm unsure how I feel about the mechanic of using healing dice during a short rest because on the one hand, it's an interesting resource management mechanic, but on the other hand, rolling a die, calculating how much it heals you, and then deciding if you want to roll another die, potentially many times in a row, is just not very interesting or fun
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One of the silliest rules of dnd 5e has to be that to get any benefits from having a horse for long travels, you need to get a new horse every 10 miles
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in this fantasy world, theres no homophobia or sexism! but the governments are still patriarchal monarchies and everyone still adheres to the standard nuclear family, two things that have absolutely no relation to homophobia and sexism whatsoever
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The game is out now! I'm not sure when I'll first get a chance to play it, it could take a while, but I'll let you know what I think once I've played it
Something tells me Draw Steel! might be finished
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Something tells me Draw Steel! might be finished
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I'm currently playing a cleric who is in a toxic yuri relationship with her sentient weapon so I guess the bad part about this idea is the yaoi
Or more likely, it's actually a good idea
In a toxic yaoi relationship with my sentient weapon
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Scenario: it's your final exam, to be formally recognized as an evil wizard. You know you have the "wizard" part down pat, but you could use some extra marks in "evil". You have decided to transform an innocent victim into a frog. Your victim does not want to be a frog.
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The second playable version of Blood Tithe is now public!
Blood Tithe is a TTRPG in which you play a group of Vampires trying to survive and thrive. They will have to defend humans from other monsters but at the same time defend themselves from humans that don’t want to have their blood sucked. Of course, they are powerful beings, and might have ambitions beyond mere survival that they’re trying to achieve. But no matter how powerful a vampire becomes, in the end they are still a slave to their thirst
Check it out if you're interested and come to the playtest discord if you want to discuss the game.
If you struggle to read the white on black text, there's also a version that is black on white
Changelog under the read more
Fixed various spelling and grammar errors
added the concept of associated primary attributes and adjusted starting attributes accordingly
notably you can no longer have more than one 3
added the option to defend engagements with AWR instead of SPD
added roles as a guide to build more balanced groups
added the Mage archetype as well as a bunch of Magicks
the Magick previously called Burn is now Shock and Burn has an entirely different effect
added the Bind sorcery
clarified how Break Free works when you are grabbed with a whip
Added an On Failure effect for Targeted Accelerate/Decelerate and Daze (I think I just forgot them previously?)
Added Perks, the primary way of becoming more powerful as well as another way to diversify your character
now each skill that risks strain mentions this explicitly
Protect and Take Aim no longer risk strain
Reworked Hex’s “can use only body attacks” mode to instead inflict a heavy penalty when using a non-body attack skill
added a penalty to Aim while engaged with a hostile character
Changed Aim and Subdue to be equal to instead of higher than to succeed, which was my intention all along, idk why I screwed that up
Buffed the failure effect on Teleport
Renamed Ranged Defense to Entrenchment
Added Threats, a new category of enemy difficulty
added the Pixie as an example Threat
Added rules for Legends
added the Wyvern of Fire as an example Legend
Added the keyword Fast for skills that affect the current turn
changed the example for a specific rule beating a general rule in Rule 0 accordingly
Reworked how skills that deal damage based on STR work
this also allowed me to get rid of the maneuver damage cap
reduced the impact of SPD on rolling engagement
reworked how running is resolved to make it much easier to run away
added the option to take a character you’re grabbing with you when breaking an engagement or joining another
added the option to escape
removed the restriction preventing you from using a shield while unarmoured. Don’t remember why that was there in the first place
renamed the engagement roll to the movement roll to better differentiate it from all the other things named engagement
made a general rule for what happens when you roll 0 dice instead of writing the same thing each time
renamed Werewolf Claws and Werewolf bite to more generic names so non-werewolf monstrous enemies can use them too
changed the base attack of Grab or pin to be based on STR so strong character have an easier time grabbing someone while weaker characters have a harder time.
Added a fly spell and a leap maneuver to deal with the new flying enemies
Added the upkeep phase to combat, which doesn’t really change anything but should hopefully make things more clear
added stealth as one aspect of Awareness so now there’s finally a stat for stealth
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Considering how weird early DND was about gender it's almost surprising there isn't a Nightstallion monster
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