The talent system here is a stroke of genius. With stat sheets that get too complicated I often find players freeze up. This system seems to allow for a lot of crunch without bogging down creation too much.
Sorry but I read almost all of it except half the spells part and it doesn't mention anywhere how much damage weapons deal? So I can't evaluate how good certain abilities are like the berserk ability from the brazen oxii is either really good or really bad depending on the difference between slow weapons and moderate weapons@@oridont
This is a pretty interesting system. I like how you calculate attributes based on other stats. Talent system depicts linear progression and does not allow for a melee fighter to suddenly acquire master marksman talent without investing into ranged tree.
I would say it gives you some serious versatility without allowing people to get super high abilities without working towards them, you can be a melee fighter and take the Sniper talent for ranged attacks
This seems like a promising RPG, but also... this is not generic. It's maybe generic compared to something like D&D, but overall there is a very clear flavor to everything. It seems very much like it comes from a "D&D but better" mindset
@@oridont Also your talent trees are great, I've actually experimented with a similar system previously, but players tended to get confused. Your usage of the arrow shaped boxes and spacing between columns works very well!
I'd say it's certainly generic if it can seamlessly support sci fi or modern settings, which admittedly this video doesn't tackle yet. Also, it removes the D20 and AC, sooooo... It's officially not a D&D expy anymore.
@@drago939393 the target of an attack dodging is mechanically no different from the attack missing in 5e, block reducing damage is similar to dnd resistance reducing damage. moving the active part from attacker to defender only ensures the players remain engaged/active in combat when its not their turn
The system looks seriously promising. The foundations are smoother and better developed then a bunch of the professional, big budget TTRPGs we're seeing pop up for popular franchises nowadays. Hope this goes places!
A video explaining how magic and spells work would be awesome! Spellcasters are my favorite archetype in rpg games and i would love to learn more on how it works in your game
I've been reading through the pdf in the description and I love it. I can't wait to play this with friends so I can cast "speedometer" or "conjure woolen sock" or some random stuff. It's awesome how customizable it is
@@thuglifegame7573 I disagree, I love good crunch. FFG's WH40k rpgs are pretty much my pinnacle of good crunch (mostly Only War, since it has the best skill list).
@@ChronicNOTAGyour example is exactly why crunch is not looked favourably upon nowadays. If I wanted to play a wargame, I'd play a wargame. RPGs are so much more than just fighting and rolling dice. If 80% of game time is just rolling and calculating skills, then why not just play an arpg on my computer?
This video at first scared me cuz I’m developing a TTRPG system with a friend of mine and some of the stuff here is kinda similar to the drafts we’ve got so far. I didn’t know if it would be worth it to make something if what I’m seeing here is already so well made, but after thinking about it and seeing the incredible support you’ve gotten in just 4 days, I kinda can’t wait to finish our system! The fact that so many people want new systems to play with and that they’re ready to support something incredible like this is giving me a lot of motivation. I wish you the absolute best cuz you’ve really earned it, and I hope that maybe in a few years I’ll see the same kind of success you’re seeing!
Never be unmotivated from another project I say! I'm excited to hear that from you, and I really hope it does well! New systems are always fun, and often they shine in their own ways! Stay creative, and hope it goes really, really well for you! 🤍
@@oridont I'm in the same exact boat tbh, only I'm writing solo. Hopefully, my system will prove a bit grittier and more difficult (survivability-wise) than say this, whilst still maintaining the versatile customizability we all are apparently yearning for. Good luck with your project(s) man!
I'm in the same exact boat tbh, only I'm writing solo. Hopefully, my system will prove a bit grittier and more difficult (survivability-wise) than say this, whilst still maintaining the versatile customizability we all are apparently yearning for. Good luck with your project(s) man! (replied to the wrong message, ope)
@@michaelguevara5808 All the more reason to give it your all! I’ve observed and learned that if you’re making something you should create it how only YOU can make it. I know I’ll be putting a lot of myself into the system I’m co-devving, with it getting really ridiculous and silly in certain areas, and I’d love to see how yours looks!
Competition and variety is always a good thing to have as long as it's in a positive way, Competition in the way you're improving yourself in response of others trying to do a similar or same thing is good, trying to stop others isn't, And you never know how something goes until you try it,
Coming from GURPS I find it highly unlikely that you could top the versatility of that system, but I'm excited to see you try! First note, the SHP/DHP system allows you to run more lore-accurate vampires by giving them a huge amount of SHP and a tiny bit of DHP but making wooden stakes ignore a vampires SHP Upon finishing the video I'm fairly sure GURPS has more raw versatility, however this is more accessible for players getting into a complex game system
@@OniTenyuTTV Hey, I really appreciate it, and hope you enjoy yourself! If you have any questions or concerns or are looking for a play group, the Discord is a great place to look, I'm super active there!
a note on taking DHP damage, "mortally wounded" is a bad term to use. Mortally wounded means a person will die without medical intervention. Mechanically you can hang out at zero SHP all day and wake up fine in the morning i would sugjest using somethign more synonymous to 'vulnerable'
I personally would house rule SHP to not be actual physical damage, but someone's odds of getting actual damage. it's similar to what I like to do with D&D, but with a single HP bar (that is what actually makes me like SHP/DHP so much). so if I would try to make a vampire I would say they regenerate their SHP every turn, and their DHP is immune to non wood/silver weapons. so you could use your main weapons to hurt/tire the vampire enough to make them vulnerable, and then pick your wood/silver weapon to actually try to kill them. it also means you could have some cool ideas like the vampire have their SHP reduced to zero in sunlight.
As a game dev actively working on his own unique ttrpg, I have so much respect for the time you put into simplifying its mechanics while still keeping them robust and intuitive. Also, using standard deviation as a way to give skill checks a better sense of reliability is actually genius. The bell curve allows players to reason their character’s abilities while making critical success / failure rolls even more exciting. Cant wait to see more of this my guy keep up the good work!
This was a pleasant surprise to find in my recommendations as I've had my own project for almost half a year now, and its cool to see some new games with features implemented in ways I haven't really seen before. I like how interconnected the different aspects of character creation feel, and I don't see skill trees used like this too often. I'll be looking into it more and try to throw some cash your way, good luck with your work
@ALargeMammal I'm so glad you're so into it, that's actually so exciting to hear! If you ever wanna talk more about your projects, please consider joining the Discord, I love to talk shop over there!
This is super cool, but I won't lie, during the opening bit when you asked the "What if you could X" my first thought was "There are a fair few "generic" systems that do all that quite well, this is hardly a new or novel concept". I'll reserve further thoughts until I've read more, but that opening pitch just makes you seem almost unaware of other systems (which I know isn't the case). As a pitch going "What if you could do X?" only works if X isn't readily available in dozens of other varieties.
To be honest, it was so on the nose, I was fully expecting it to be a joke with a punchline like "Well, GURPS already exists, but I think I've cooked up something worth a look regardless."
@@CrescentSickle Agreed, that would make much more sense. The title alone of "Is This The Most Customizable RPG Ever Made?" is indicative of a joke... but the punchline was just missing and it seemed to be serious. When I first saw the title I hoped to see a truly customizable system, but it turns out, like someone else in the comments said, "better than D&D". There are far more customizable systems out there...
I like the separation of DHP and SHP it makes way more sense that you could take a hard attack, but be mortally wounded by it, rather then a really powerful attack only taking you down half your full hp
This is a fascinating system. I've been really liking 3d6 systems more and more lately, they do a great job of centralizing rolls to a more neutral level, reducing how swingy things like nat-20s are in the 20 system. Also skills determining your main stats feels so much better than the opposite, what a fascinating idea. I'd love to play around with this! I am curious how you've balanced spells, as one common issue I see with spells vs melee weapons tends to be scaling, like DnD's failings. Will have to check this out!
Thank you so much, I'm glad you like it!! Let me know if you have any questions, or if you just wanna brain storm there's plenty of people talking shop in the Discord So exciting to hear that you like it! Let me know how it goes!!
Holy shit does this game show promise! I'm a hobbiest game design of nearly 10 years, 5 of which has been dming and homebrewing for DnD, I'm even on the way to releasing a couple Campaign Settings for DnD. I absolutely cannot wait to design homebrew and new talent trees for this system!
@@TheWonTrueDragon OHHH THAT WOULD BE SO COOL!! Please share your results if you do, I'd love to see them!! If you have Discord, it would be so awesome if you could post them there, I know a ton of people who would be super interested!!
This is the most well thought out and constructed "Complex yet comprehensive" character spreadsheet I've seen in years. I've seen many others that you have to consider the lore because the talents and skills dont branch out as much. I've seen others that are so complex you cannot realistically begin learning and finish learning all of it. You have done quite the work here. I'm not sure what other rules and stuff it includes. and to be honest with you neither am I a table top rpg fan. nor are my friends. but I've very temped to back this. (not that it needs my backing you have certainly shattered the goal)
@@firobrine that's so sweet of you and so nice to hear!! I really do appreciate it, and I think it turned out well!! Your support is so appreciated, and its so cool to hear that you like it :D
This project looks really cool. I'm a freelance Foundry dev if you ever get the base system on there and want someone to get all your player options on there.
Imagine being Astute Oxtus You stand while all your group fighting, both of your heads look at each other and talking telepathicly "Should we assist them?" "Nah, I don't think so" "Let's go then?" "Yeah" And silently walking away
I remember attempting to make a very similar ttrpg system, basing the cost of abilities on body, mind and soul. I am so happy to see someone had the patience and time to fully create the system I only daydreamed of:D
You describe the Oxtus species in the book as "fauna-like" even though they're plant people, so flora-like would be much more fitting. May there was a mix-up
I mean, to be fair, if you have tree/plant beings described as "fauna-like", that is entirely fitting as I know see wolfs made out of brambles and treebark-elephant like animals and all that. Describing them as "fauna-like" seems very appropriate there.
I've unironically been trying to make a system just like this for a month for my own homebrew. Having this as a jumping off point will make things so much easier. I hope your project goes well in future as it will most certainly help me with my game.
Your pitch of it being anything or generic doesn't really ring true for anyone who's played anything outside of D&D, but your talent system and derived stats are interesting, you should push those as hard as you can
Only half way into the video and I am loving every second of this. The organic growth of the characters I think is what is really grabbing me here. The sheer customization and ability to do what you want is amazing.
@@Champion_Lanavander That's exactly what I was hoping for! I feel like organic character growth can really make or break a long term campaign, honestly
Take my money!!!! This is exactly what I was looking for. Classless with some math thrown in. It would be great to add more character species, or add a stretch goal to add a guide to add your own custom species.
Yes! The custom species options are absolutely going to happen already, I'll be adding some material for designing both species and creatures!! I appreciate you so much for your support, and I hope it goes super well!!
I like the idea of working out to a playstyle and your character grows and evolves around that identity, rather than picking a specific vocation at the start. It allows for greater depth of customization.
thanks you for creating such an amazing game! i cant wait to play it! as a dm/creator of my own worlds for 20 years im glad there are people like you! cheers mate i wish you to be as big as you dream in the industry.
As a fellow game designer, I am so incredibly happy for you! It takes an incredible amount of time, dedication, patience and discipline to craft a functional TTRPG system from scratch. Good work! 🎉❤😊
@@oridont Thank you, If you’re interested in chatting just let me know, I’d love to talk shop and pick your brain about design techniques and concepts as well as compare notes. I’ve been working on my game for almost a decade now and am always happy to share knowledge with others in the space!
I started making a rpg and i got to exactly this kind of system with no class, make your own skill brew, skillpoints replacing lvls and even traits with subtraits. I didn't have the patience to make all those skill trees though. Also, after a few playtests, i found that it was very difficult to balance all of this, and my players were lost since they had to come up with their own skill ideas... costumization is great, but having at least some guideline suggestions to spark ideas for the player is so needed, and you nailed it i believe. I can just see all the playtesting and adjustements you did over the years. I'll test it with my own setting :)
@@oridont yes i believe your species skills along with the skill trees do a great job at guiding character creation without limiting the players to defined archetypes. The way you streamlined the combat flow is very clever also, i had my players ''borrow'' action points for dodge and parry, which was SO cumbersome, but your solution is so elegant. I joined your discord and would like to share what i have done on my side, if something inspires you, i'd let you use whatever. I could probably contribute some art as well if you happen to find my style fitting for some use.
oh damn this sounds so cool, I am a huge fan of finding niche and interesting TTRPG's so this absolutely peaks my interest. (though I will say $5,000 for binding, art and distribution seems a bit low )
@Jaded_Dragon_ I'm so glad you're into it! It's possible that the costs will spill over the goal amount, I chose to be conservative with it and we're going to see if that comes back to haunt me; however, regardless of what it costs, I will make sure it gets done
Great video and hope to see more. Love to see the system in a one shot video, but more videos to dig deeper into more of the mechanics and crafting example videos.
Haven't gotten through to reading the manuscript yet, but at the core, mechanically, the game looks like it is designed around going down tracks of pre-defined options. Will the book contain system reference documentation for constructing new talents, races, or skills? The biggest hurdle for custom content in games like D&D and PF2e (and even some of the generic systems like SWADE and GURPS) is figuring out how to balance something new and creating mechanically satisfying homebrews. Other games like Cortex, FATE and Genesys meanwhile tend to struggle with options feeling too generic and samey. It's definitely exciting to see new devs in the space! Do you think that the skill list on the character sheet is tuned towards particular settings? How would the system handle stuff like horror, where character ability is often left fairly low for the sake of creating suspense? Does the game adapt well to really high or low power scales? You also mentioned that every character has access to 7 talent trees, does the game have some way of meaningful progression or unlocking new trees, or does filling out all of the talent trees lead to a soft level cap? Excited to read through the manuscript and looking forward to keeping an eye on this.
@フミヅキ-s8m Amazing questions! A lot of what your mentioning was once in the core guide but was moved to an expansion due to just how dense and encumbering the game became from pure shelf shock; the species aren't as deterministic as they sound like the game, and one species stat block can actually work for a whole slew of different creatures and playable characters. It's very easy to homebrew new species, a handful of people in the Discord have already done so after just a couple of hours! The exact metrics aren't in the core guide, but they will exist in Utopia soon in its lifetime; my priority was moreso to get the actual system and the mechanics in place. The talent trees do have a leveling system and requirements and barriers to go through in order to progress, and the game has checks and balances to prevent a spellcaster from being a powerlifter without sacrificing something, and vise versa, but you're ultimately more than capable of all types of playstyle, including in-betweens and specialized characters!
Man, I love seeing these kinds of projects succeed so much! This is so creative and intuitive! I am elated to see the Kickstarter be 10x of its original goal, before the "deadline"
Lol, I'll give it an honest look but my first thought was, "GURPS, ICRPG, Savage Worlds, Arcanum, BRP, ..." Seriously makes me happy to hear about new generic systems, though :)
Look like you have put a lot of work into this system! I'd say that, whether or not I like it, I give some real respect for actually putting in the effort. It seems well play tested and has the DNA of a game that was designed table by table (IE, through play, trial and error) which is a tedious affair, but is really nice for helping capture the style the designer usually excels at. That being said, I did enjoy what I've seen by reading, and a few test play throughs tell me it's a game that works well on the table. I would move away from the idea of it being a "Generic" system. I like that your like to keep your game open ended and it's a part of your philosophy as a designer and player. That being said, I wouldn't say this is very setting agnostic as a system, and the parts I would say make it that way, I'd almost say could have been nicer if you really leaned into the flavor and focused on what you find personally cool. The Species talents are a good example of this. There are some things I do not like, like the deflection system, but overall most of my critiques are mostly that your game is not suited for the type of game I like to run, and THATS NOT A BAD THING! I do plan on running a few adventures with some of my friends, so I might let you know how it goes. Overall, good work! It looks great, it does have a decent flow and it's obvious it's a labor of love!
@Gnomesrule Those critiques are all very valid, and I really do love the input! My philosophy with the generic setting is to get the system fleshed out, make sure it's what it's meant to be. The first planned expansion is in the true setting of Utopia, and everything will be much more specific! Hopefully that makes sense, and perhaps that was a somewhat backwards way of doing it; I think it's what made the most sense to me as a creator, but that doesn't make it the best option. I would love to hear how it goes at the table, and I'm excited to hear what you think! I appreciate the critiques so much!
This looks incredible! I will definitely be checking Utopia out, seeing if a couple players would be interested. I hope you get the money you need to start production, and continue adding to this amazing looking beginning!
i had a similar idea to this and was working on some things for it. i ended up choosing a "magic tag" system. everyone has access to magic, but what they can cast is determined by what tags they can tack onto their magic. there's range tags, AOE tags, elemental tags, mental tags, sensory tags, etc. some tags reduce the resource cost of the spell (time is also a resource) while others increase the resource costs. making the spell more noticeable reduces costs, but once you pass a threshold, the cost reduction inverts and the nature of the tag changes to another (such as illusion, debilitation, etc). point blank reduces cost a little and a very short range has no cost effect. costs can vary from materials, time, life, etc. this allows players to craft their own spells with a wide variety of tags to go with them.
this system is surprisingly more accurate to old D&D than actual D&D with the way SHP and DHP are presented. most people don't know that, but HP in old D&D didn't really mean you took actual damage, but rather the quantification of strain and exhaustion on your character who was usually wearing armor. this is why systems like combat fatigue deal actual HP damage, why mortal damage required an actual death save(more than 75% of max HP or 50 damage, lowest of the two, IIRC), but those have apparently been deprecated in 4th and 5th editions(I think they existed all the way since 2nd edition or AD&D)
I've heard of systems like that, but I didn't realize it was around back in AD&D!! That's kind of wild, honestly; I presume they treat their "SHP" as this game treats stamina
@@oridont I probably need to clarify: old D&D didn't have 2 heath pools like your system, it was a "hit point pool" and "isn't dead" state, I think that from either 2e or e3 you could get to negative HP, meaning that before that 0HP would be an automatic death. but severe hits requiring a death save was a mechanic since either 2dn or AD&D and attrition rules(damage from extended combat) existed since e1 IIRC. I love going over the lore of D&D's development as it was a very influential game for both Wargames and Tabletop RPGs. and while I'm not a TTRPG player myself I did have a few experiences in D&D, I liked Reign in Hell more than D&D because it was simple, fast, had a nice base story, and made you print up and paint a whole squad of demons and terrain - very recommended to do regardless of playing the game or not, it's fun.
@@dimanarinull9122 Honestly I'm kind of in love with development lore, especially since it seems like it was such a unique concept at its core in its time
Honestly this is one of the coolest sounding and most comfortable looking ttrpg setup ive ever seen. Im super interested in this and where it goes! Im so happy for you and your dream coming true!
Fantastic premise, obviously would need to pull back on the “be anything bit” cause I noticed the comments are kinda hounding you about that, but this is a SUPER solid fantasy ttrpg foundation, and I hope it gets popular. I’ll definitely do my part in spreading the word. It’s also just broad scoped enough to make it malleable, good for homebrew, I’m already wading through ideas of how to mold this system.
A level 10 human can travel 189 metres in a single turn / 6 seconds. this is 31.5m/s or 115km/h. If targeted by something the human can use 12 stamina points and 2 interactions to move 54 metres away
Wait, is this something from the PDF?😅😅😅😅 All I sow in the video was the 4 speed (14 km/h) Copper dwarf and 2 speed (7km/h) Goblin, which I though were deacentlty fast. If what your saying is true ( and not just a miscalculation) then I think the speed system really needs some modifications😅😅😅 Like I personaly have no problem with a 30m/s human (Im a DB fan after all), but you would think thats a speed you need to work hard towards in late game, not have it at the start😂😂
Dang this is actually really easy to understand, this also is much more realistic than regular D&D as it all flows really well together and each thing has it's own way of being calculated which is relevant to the species, class etc. Just, Wow.
this is an insanely awesome ttrpg system dawg, I prolly wont get the chance to ever actively play any honestly, but THIS is the one id go with for sure
So this seems like a pretty solid system, but there are no RPG systems that I know of that is more expansive and customizable as the Generic Universal RolePlaying System, a.k.a. GURPS. There are no classes, but also no races or even levels. Everything, from stats to abilities to characteristics, have a point value and you build your character from the ground up based off of your starting points, and grow them by investing points you earn through gameplay. The whole system is designed to be translated into any genre, from fantasy, scifi and beyond. This system has been around since 1985 and is on it's 4th edition. I've had some crazy games with it, from traveling through greek fantasy to rescue a soul from Hades, to fighting off an invading force from another dimension occupying an island nation.
I think there's some customizations that weren't introduced in this video that may make this somewhat close to a simpler/quicker setup with the same idea
@@oridont Very true. This system still could hold merit as a good middle ground between technical and simplified. While GURPS has a huge array of possibilities, it can be overwhelming to learn the systems in the game and choose what you want to make, especially for the GM. I may check back on this project later to see how it's developing, as it has some good potential.
You know, this is good. It inspires me to both read/try it as well as to tinker and workshop my own stuff - in other words, your game and video are both exciting and inspiring lol. Not a fan of the art involved sadly, doesn't really appeal to me, but I do still respect the effort and genuine nature of it, especially in this day and age.
I really do appreciate that, and that's so awesome to hear!! If you ever have questions or anything, I do my best to be as responsive as possible! Discord is also a great way to get to me and some other big brains
This is my first video of yours that I’ve seen and I absolutely love this so much, I’m gonna have to work out how to play it on my own and then maybe introduce it to my DnD group that I DM for, also I’m going to bed right now, but I plan to contribute to the kickstarter in the morning when I wake up
@@flashbang2279 That's so cool to hear, and the Kickstarter support is so awesome!! I appreciate you helping out, and I really hope it goes well on that personal session! There are some errata rules and fixes in the Discord, but they'll end up in the prototype soon!
Also I just saw that you’ve replied to like all of the comments and for that alone you are a god among men (not even counting the amazing game you’ve designed)
Be honest with you at first I thought this was a documentary on how DnD is the game with the most customization from players, if this was a video game it would be the most insane modding community, where basically every player homebrews stuff it’s literally insane the amount of creativity players can have. But yeah sure go off I love learning new systems.
whats cool is i have been working on my own thing not a whole TTRPG like this but it dose have some solutions to some problems i have been trying to figure out i have to hand it to you im inspired by these mechanics good job my friend
I'm so hyped to hear about the custom spells and the item creation, you sir just got a subscriber 🤝 Might even try the system out on an oneshot, It sounds really cool!
@@oridont I downloaded the PDF and there's a suggestion I would like to make. Whenever I create a character in an RPG, I like to use the "locate" feature of adobe acrobat (CTRL + F) to search for certain keywords (for example, I tried to search for talents that would give me more interrupt actions, so I would go ctrl f and type "interrupt actions" while in the talents section). But it seems the PDF only has static images instead of text, and because of that the locate feature doesn't work to find the words. I'm not sure If that's really nitpicky by my part, but making sure the text is properly accessible would make searching around stuff in the file be quicker, just throwing that out as a possible improvement 🙌
@@Takoala 100%, I really wanted to, but it almost doubled the file size, and for the people who are using office laptops and phones, they're already struggling to cache the current file. One of my ideas was potentially having multiple copies as options, but I'm not positive if that's the perfect solution yet. I like the idea, I'd like to figure something out!
You described 1999-2003 for me and a small group of friends creating a DragonBall Z based RPG with power scaling, physical/mental/energy based rock-paper-scissors style and numerical value based "gambling" of points per action, etc. etc. It's an arduous journey but the payoff is immense. "Take a look at the Utopia character sheet... it may look pretty daunting." Haha! It's one page. You gotta bump those numbers up to scare me. 3 or more and I'll start raising an eyebrow.
Reminded me of "Classless Hero" can't remember the actual name. The setting is that in a coming of age ceremony people will get their class like swordsman or mage, but the MC got classless but he can learn swordsmanship and magics.
I'm looking forward to this getting a website for streamlined character creation and overall management. With a nice user interface, I can definitely see myself running many campaigns using this in the future.
you have no idea i have been looking at dnd's flaws and i was thinking of doing something similar... the way you did all the mechanics and stuff are so clever imma be playing this every damn week if you manage to publish it
Don't listen to the people calling this "GURPS 2" it clearly isn't and as someone trying to make their own systems, I'm happy to see that we convergently came to the same sort of conclusions to the same problems. My main issue with the system regards how difficult it would be to play using actual pen and paper with how many interlocking systems you have here. As soon as one thing ticks up it feels like 2 or 3 things also tick up. 3d6 is a much more preferably dice pool than a d20 with so much more available. I have been building my system with 1d100 but have considered moving it to a d6/d12 base and I think this system is helping me consider that. Also based damage reduction enjoyer. 5 damage types is a perfect amount though if there was one thing I'd recommend is adding systems which prevent end game enemies from turning into HP bloat/bullet sponges. Some alternative way of defeating enemies outside of reducing their DHP to 0 or some secondary wound token system which ticks up each time a critical hit of some kind is rolled for.
No, that totally makes sense, and I really appreciate the kind words!!! There are a couple of abilities and features you can tack on when designing your weapons in game, including some defense penetration and ignore-SHP style abilities! I really like what you have to say, and the input is awesome, thank you!!
Ngl, with how many bonuses the species get it feels like it makes the player choose between a the character they want to play mechanically and the one they want to play flavour wise. Although this can easily be fixed. Good work bro!
@@MilesHayslip The species really holds a lot less weight than it sounds from the context of this video, but it's predominately framed for the reason of teaching the system; I'm hoping to make another video soon going more in depth!
Honestly, good for you. I've tried making dozens of game systems, and one was very much like this (a labor of love over years), but in the end I never got to that finish line. You have some fantastic ideas, unique twists, and what looks like a solid system. I wish you luck with publishing.
With the claim of extreme customizability at the start of the video, being able to play anything or anyone, I was rather surprised to see there was a pre-established selection of playable species. Does the game have an integrated system for creating custom species? It would be kind of hard to truly be anyone when you can't be a sapient parrot warrior or a sorcerous hyperintelligent apple.
@shinygamer3424 the species are more for stat blocks in all reality, but it's super easy to design your own species! What you see on a single page is all the characters do for you, and there's a handful of species that are a statb-block for a large slew of potential flavors of characrters! And ultimately, the species stat block doesn't impact the character a ton, just gives them some neat little buffs and debuffs
@@oridont I see! Very interesting. I can see myself spending a good few hours playing and tweaking different species while GM'ing, especially if there's a guide on how to do it in the corebook.
@@shinygamer3424 There's not currently one in the core book, but honestly, it's been requested a handful of times, and I think it could either be a part of the core book or a mini-addon that's super easy to get
@@oridont I personally would love to see a guide, either as an errata hand out or an update to the core book. Been hunting for a system to help me emulate a few settings of mine, and a guide/system for creating a custom would be extremely helpful.
Uhh... 0:37 GURPS? I mean... Generic Universal Role Playing System ticks all those boxes... Or HERO. And then there's Savage Worlds and FATE. It's just odd seeing people reinventing the wheel.
This hobby has loads of people who started in the last 10 years with 5th Ed D&D and have never played anything else. Many haven't heard much of anything else. This seems most similar to Savage Worlds in complexity. I think GURPS and FATE are both a little more so, and HERO... the hero in HERO is the person in your group who does character building math.
It's still good, though. It's not especially unique, but very good. I don't get what you mean, "reinventing the wheel"? It's obviously a very different system with a different concept. Why complain about new systems? There can always be new systems.
@@lavabiscuitsI don't see it as a complaint, just one more take at a problem with several takes already. This feels like Cypher System/Numenera with hints of (arguably unheard of internationally) 3D&TVictory. But regardless, it does sound cool so who cares
I've shared this with both of my dungeons and dragons groups I'm hoping we can get a game running using your game. I plan on following this and I'm hoping this explodes. This is genius.
That's so cool, and spreading the word really helps so much! If you ever have mechanics questions or need to see patches to balance issues, they're all in the Discord
Were in the early ages of a revolution. From the ugly goblins skill tree 5e, to warforger, now this. Ttrpgs where you can do truly anything. Very exciting.
Big fan of the the trait/subtrait split. It seems a lot more logical that the stat block basically extrapolates itself from your skill choices and so on. I also like that the subtraits give more room to categorize behaviour. Like, duh, Being very well-spoken and witty versus simply looking very attractive are two very different types of Charisma. Obv. one could rename the subtraits and debate about what is the essence of being charming, strong or intelligent to no end, but the basis is both solid and flexible. Kudos.
You're so amazing, and I appreciate it so much! If you haven't already, please consider joining the Discord for Utopia as well, I love the interest a ton!
@@oridont i have to go through my discords and see if one has died enough i can leave it, at the moment im at server cap (i may just make a secondary discord eventually) otherwise id be on it already. And yeah, from one creator to another, always great to see new innovations
Just got your book and I *love* your crafting and foraging rules! The book is gorgeous too. You would really benefit from an editor though. I find some of it a little difficult due to words missing or strange grammar.
Thank you so much, I'm so glad you like it! I have taken lots of notes on the wording of things, and I do have an editor currently in the pipeline; the speed of which that gets done is pretty heavily based on the Kickstarter I'm so happy to hear that you like it! I hope you get a chance to play and I hope it's fun for your party!!
finally someone who shares my idea of a talent tree system. Personally I was planning to go for something like in Path of Exile, where branches can intersect and you can achieve some new abilities by following different paths. I also had in mind milestone requirements for certain skills, where GM could write down directly things like "to unlock this node of the tree, you need to find a master who will teach you XYZ". When it comes to your number math, I think you could come up with some better presentation on the character sheet, where filling in dots is used instead of putting in flat numbers. Also it could be easier for new players if the math was directly on the sheet in the form of "expression trees", for example window A and window B for putting in a stat could be linked with line and written like (A + B x2), so the math formulas are directly there on the sheet. When it comes to kickstarter, are you sure 5k will be enough for all of that? graphical design alone can easily take 3k for several graphics, even more when it comes to a whole document.
I'm so glad you like and shared the idea, that's really exciting! I love the way that you portrayed that, it sounds really inviting! For the character sheet, I think would be a really good idea; I think even multiple character sheets might be good. Like maybe a standard, an "advanced" with more information and things. The goal may be a bit conservative, but if that goal gets hit, I will make sure it gets completed, no questions asked. I have a decent handful of contacts and I do feel good about the number, but even in the worst case I will make sure to make it happen and fulfill it. I'm so glad you're into the project, and I really hope it serves you well!
I'm about to be critical so please understand that my words come from a place of wanting the best for a game, and of course, my personal tastes and experience. I love hacking and designing games, and I'm excited to see any fledgeling rpg project with this amount of detail and passion behind it. With that in mind, the action economy seems to encourage waiting so your enemy uses most of their turn getting to you, and reacting to move even further away so they have to use the rest to catch up. Then you can use all of your 6 actions to attack after it wasted most of its turn moving (in a similar scenario to what is presented). I see no strategic reason why you would use an interrupt action to move into melee with the enemy if they still have any actions and they're a melee combatant. ability scores have always been a deep rooted problem in my mind as they don't do anything other than put vestigial numbers on your sheet (left over from old games, and now little more than a sacred cow) and from that standpoint the system seems exacerbated. even the skill equivalents have an additional number, only relevant in the back end housekeeping of character creation and advancement. I will say the system does a better job of justifying its additional numbers, though they seem to be there for the purpose of restricting your subtrait choices through the talents system, which doesn't seem to add much other than a barrier against someone dumping all their points into one subtrait (which someone could still do by spending their xp on talents that increase the relevant subtrait cap). I think the features that are further away from DND's baggage have potential and provide much more stable mechanical ground to build off of than 5e, though obviously, I can't speak for high level play I'm interested to tsee where this game goes, and sorry for the incomplete innitial comment, my phone is old now and does annoying things with youtube sometimes.
I totally see where you're coming from! I think there's a lot missing from this video that the game really does include that act as some potential solutions to those points; if you are interested, I'd offer to peak at the manuscript or join the Discord and see the other builds! There were some decisions made in combat here there were somewhat design for tutorial reasoning I appreciate your input a ton!
Yes!! If you find any funny little bugs and typos and things, there's a list of current errata in the Discord under #utopia-errata, but most importantly I hope you have tons of fun!! I'm always here and there if you need me!
like other said i don't really think it keeps the promise in the title or the intro but it do looks like it would be a lot of fun to play ^^ Would you allow people to stream actual plays of the game? The channel i am a GM for is a very small french channel so i don't really think we would get you any visibility unfortunately but if you're okay with it we would still like to try Utopia on stream because yeah this looks like fun^^
This... has some SERIOUS chops, thanks youtube recommended. Evenything about the character sheet feels so... simple. Mind, I still have THAC0 calculations stuck somewhere in this brain, so anything's simpler than that. Also... am I mistaken or isn't a "Test" the actual name of a "Check" in DnD? I was originally put off for a second "why not call it checks since a lot of DnD players will be used to that" but then had a spark of "Wait, they're not called Checks initially, weren't they ALSO called Tests?" Either way, everything about this is so... charming and almost videogame-y. I hope this sees even a fraction of what popularity DnD has, it deserves it. (Plus, I already want expansions XD)
THAC0 is crazy!! I was doing some research on it for a previous video, and a couple old buddies who still play 2E told me about it, it's crazy!! I'm really glad you like it, though!! 😁
I love the dodge/block mechanic and removing attack rolls. Reminds me a ton of Mutants and Masterminds damage system, just with HP still being kept in. Overall very impressed with this. I'm definitely bookmarking your website.
@@Xyphyri That's actually so cool to hear! I get a lot of different opinions on the blocking and dodging, I personally love an interactive form of response
I find it interesting, I like how interconnected the stats feel since usually I find some systems want you to focus on 1-2 stats entirely and dump the rest. It's also quite a malleable system, I could see superpowers, classes, entirely new magic systems or the like added to the mix without much hassle
Going to have to see if I can get some friends into this. On an unrelated note, love the way your avatar jumps around the screen so much as you're excitedly explaining your system.
Hmm, i wonder who the illustrator is 🤔
I'm tempted to pin this comment I'm going to be so real
@@oridont do it, you won’t
Well when you say it like that
It was me! 😊
@@Joshuazx LMAOOO Joshuazx has taken Moonchi's identity
The talent system here is a stroke of genius. With stat sheets that get too complicated I often find players freeze up. This system seems to allow for a lot of crunch without bogging down creation too much.
@@geckgeck8616 i appreciate that a lot!! I've found it to be really nice during play, so I'm super glad you like it!!
SWADE too
yes, I love it too. it's such a cool idea.
And im gonna have a stroke trying to think of the best character to make
Sorry but I read almost all of it except half the spells part and it doesn't mention anywhere how much damage weapons deal? So I can't evaluate how good certain abilities are like the berserk ability from the brazen oxii is either really good or really bad depending on the difference between slow weapons and moderate weapons@@oridont
This is a pretty interesting system. I like how you calculate attributes based on other stats. Talent system depicts linear progression and does not allow for a melee fighter to suddenly acquire master marksman talent without investing into ranged tree.
I would say it gives you some serious versatility without allowing people to get super high abilities without working towards them, you can be a melee fighter and take the Sniper talent for ranged attacks
This seems like a promising RPG, but also... this is not generic. It's maybe generic compared to something like D&D, but overall there is a very clear flavor to everything. It seems very much like it comes from a "D&D but better" mindset
I appreciate it! I'm kind of glad to hear the flavor peers through from time to time
@@oridont Also your talent trees are great, I've actually experimented with a similar system previously, but players tended to get confused. Your usage of the arrow shaped boxes and spacing between columns works very well!
I'd say it's certainly generic if it can seamlessly support sci fi or modern settings, which admittedly this video doesn't tackle yet.
Also, it removes the D20 and AC, sooooo... It's officially not a D&D expy anymore.
@@drago939393 Frankly that alone means very little IMO
@@drago939393 the target of an attack dodging is mechanically no different from the attack missing in 5e, block reducing damage is similar to dnd resistance reducing damage. moving the active part from attacker to defender only ensures the players remain engaged/active in combat when its not their turn
The system looks seriously promising. The foundations are smoother and better developed then a bunch of the professional, big budget TTRPGs we're seeing pop up for popular franchises nowadays. Hope this goes places!
@@TrickyDryad Hey, that means so much!! Thank you, and I really hope you come to enjoy it!!
A video explaining how magic and spells work would be awesome! Spellcasters are my favorite archetype in rpg games and i would love to learn more on how it works in your game
@@falkbatista4999 Sounds like an amazing idea!
I've been reading through the pdf in the description and I love it. I can't wait to play this with friends so I can cast "speedometer" or "conjure woolen sock" or some random stuff. It's awesome how customizable it is
Mentioning that spells could get tweaked on the fly got me stoked
@@moritzhilgers4321 conjure positron. Conjure electron. Imaginary technique Deletion
@@oridont Could you make one about how to make creatures?
With shadowdark earning so many awards and most new rpgs tend to be more rules light, I am happy to see more crunchy systems!
I'm actually such a sucker for crunchy rules honestly. I did my best not to go /too/ hard but I just love them
@@oridontthis is the good kinda crunchy, it's approachable AND it's thoroughly thought out
Players, by a large margin, hate crunch. As a forever GM, it becomes an anathema to cooperative story telling right from the hip.
@@thuglifegame7573 I disagree, I love good crunch. FFG's WH40k rpgs are pretty much my pinnacle of good crunch (mostly Only War, since it has the best skill list).
@@ChronicNOTAGyour example is exactly why crunch is not looked favourably upon nowadays. If I wanted to play a wargame, I'd play a wargame. RPGs are so much more than just fighting and rolling dice. If 80% of game time is just rolling and calculating skills, then why not just play an arpg on my computer?
This video at first scared me cuz I’m developing a TTRPG system with a friend of mine and some of the stuff here is kinda similar to the drafts we’ve got so far. I didn’t know if it would be worth it to make something if what I’m seeing here is already so well made, but after thinking about it and seeing the incredible support you’ve gotten in just 4 days, I kinda can’t wait to finish our system! The fact that so many people want new systems to play with and that they’re ready to support something incredible like this is giving me a lot of motivation. I wish you the absolute best cuz you’ve really earned it, and I hope that maybe in a few years I’ll see the same kind of success you’re seeing!
Never be unmotivated from another project I say! I'm excited to hear that from you, and I really hope it does well! New systems are always fun, and often they shine in their own ways!
Stay creative, and hope it goes really, really well for you! 🤍
@@oridont I'm in the same exact boat tbh, only I'm writing solo. Hopefully, my system will prove a bit grittier and more difficult (survivability-wise) than say this, whilst still maintaining the versatile customizability we all are apparently yearning for. Good luck with your project(s) man!
I'm in the same exact boat tbh, only I'm writing solo. Hopefully, my system will prove a bit grittier and more difficult (survivability-wise) than say this, whilst still maintaining the versatile customizability we all are apparently yearning for. Good luck with your project(s) man! (replied to the wrong message, ope)
@@michaelguevara5808 All the more reason to give it your all! I’ve observed and learned that if you’re making something you should create it how only YOU can make it. I know I’ll be putting a lot of myself into the system I’m co-devving, with it getting really ridiculous and silly in certain areas, and I’d love to see how yours looks!
Competition and variety is always a good thing to have as long as it's in a positive way,
Competition in the way you're improving yourself in response of others trying to do a similar or same thing is good, trying to stop others isn't,
And you never know how something goes until you try it,
Coming from GURPS I find it highly unlikely that you could top the versatility of that system, but I'm excited to see you try!
First note, the SHP/DHP system allows you to run more lore-accurate vampires by giving them a huge amount of SHP and a tiny bit of DHP but making wooden stakes ignore a vampires SHP
Upon finishing the video I'm fairly sure GURPS has more raw versatility, however this is more accessible for players getting into a complex game system
I'm actually super content with that answer, personally; let me know if you ever grab the manuscript, and I appreciate the inputs!
I was coming down here to say the same thing! I found GURPs to be somewhat lack luster in play, this seems like it might be a bit more flavorful.
@@OniTenyuTTV Hey, I really appreciate it, and hope you enjoy yourself! If you have any questions or concerns or are looking for a play group, the Discord is a great place to look, I'm super active there!
a note on taking DHP damage, "mortally wounded" is a bad term to use. Mortally wounded means a person will die without medical intervention. Mechanically you can hang out at zero SHP all day and wake up fine in the morning i would sugjest using somethign more synonymous to 'vulnerable'
I personally would house rule SHP to not be actual physical damage, but someone's odds of getting actual damage. it's similar to what I like to do with D&D, but with a single HP bar (that is what actually makes me like SHP/DHP so much).
so if I would try to make a vampire I would say they regenerate their SHP every turn, and their DHP is immune to non wood/silver weapons. so you could use your main weapons to hurt/tire the vampire enough to make them vulnerable, and then pick your wood/silver weapon to actually try to kill them. it also means you could have some cool ideas like the vampire have their SHP reduced to zero in sunlight.
As a game dev actively working on his own unique ttrpg, I have so much respect for the time you put into simplifying its mechanics while still keeping them robust and intuitive.
Also, using standard deviation as a way to give skill checks a better sense of reliability is actually genius. The bell curve allows players to reason their character’s abilities while making critical success / failure rolls even more exciting.
Cant wait to see more of this my guy keep up the good work!
I seriously appreciate it a ton! It really was a lot, and it means so much for you to notice!
I hope your project goes well, and thank you!
This was a pleasant surprise to find in my recommendations as I've had my own project for almost half a year now, and its cool to see some new games with features implemented in ways I haven't really seen before. I like how interconnected the different aspects of character creation feel, and I don't see skill trees used like this too often. I'll be looking into it more and try to throw some cash your way, good luck with your work
@ALargeMammal I'm so glad you're so into it, that's actually so exciting to hear! If you ever wanna talk more about your projects, please consider joining the Discord, I love to talk shop over there!
@@oridont donated and joined the discord, I'll try to swing by when I can.
@@ALargeMammal That's so cool, I'm so excited to have you and thank a ton for supporting!!
This is super cool, but I won't lie, during the opening bit when you asked the "What if you could X" my first thought was "There are a fair few "generic" systems that do all that quite well, this is hardly a new or novel concept". I'll reserve further thoughts until I've read more, but that opening pitch just makes you seem almost unaware of other systems (which I know isn't the case). As a pitch going "What if you could do X?" only works if X isn't readily available in dozens of other varieties.
I appreciate the reading forward! I think that is potentially moreso archery scripting error if anything; something I'll have to keep in mind!
To be fair, it is the generic opener that pretty much every single ttrpg always use, no matter how true it is.
@@thefallencat2080and it sucks because everyone does it
To be honest, it was so on the nose, I was fully expecting it to be a joke with a punchline like "Well, GURPS already exists, but I think I've cooked up something worth a look regardless."
@@CrescentSickle Agreed, that would make much more sense.
The title alone of "Is This The Most Customizable RPG Ever Made?" is indicative of a joke... but the punchline was just missing and it seemed to be serious.
When I first saw the title I hoped to see a truly customizable system, but it turns out, like someone else in the comments said, "better than D&D". There are far more customizable systems out there...
1:29 smash, next question
Oh my god I totally thought it was the dwarf and I clicked it and I'm so happy now
😮 Tisk tisk tisk too down bad bro too down bad 😞
God have mercy...
I like the separation of DHP and SHP it makes way more sense that you could take a hard attack, but be mortally wounded by it, rather then a really powerful attack only taking you down half your full hp
I always loved systems like these, it feels like such an easy way to put a heaping dose of Thematic realism into a game
Yes, a real EHP effective health... not just a ok and back to full or that one more roll and dead.
This is a fascinating system. I've been really liking 3d6 systems more and more lately, they do a great job of centralizing rolls to a more neutral level, reducing how swingy things like nat-20s are in the 20 system. Also skills determining your main stats feels so much better than the opposite, what a fascinating idea. I'd love to play around with this!
I am curious how you've balanced spells, as one common issue I see with spells vs melee weapons tends to be scaling, like DnD's failings. Will have to check this out!
Thank you so much, I'm glad you like it!! Let me know if you have any questions, or if you just wanna brain storm there's plenty of people talking shop in the Discord
So exciting to hear that you like it! Let me know how it goes!!
Holy shit does this game show promise! I'm a hobbiest game design of nearly 10 years, 5 of which has been dming and homebrewing for DnD, I'm even on the way to releasing a couple Campaign Settings for DnD. I absolutely cannot wait to design homebrew and new talent trees for this system!
@@TheWonTrueDragon OHHH THAT WOULD BE SO COOL!! Please share your results if you do, I'd love to see them!! If you have Discord, it would be so awesome if you could post them there, I know a ton of people who would be super interested!!
This is the most well thought out and constructed "Complex yet comprehensive" character spreadsheet I've seen in years. I've seen many others that you have to consider the lore because the talents and skills dont branch out as much. I've seen others that are so complex you cannot realistically begin learning and finish learning all of it.
You have done quite the work here.
I'm not sure what other rules and stuff it includes. and to be honest with you neither am I a table top rpg fan. nor are my friends. but I've very temped to back this.
(not that it needs my backing you have certainly shattered the goal)
@@firobrine that's so sweet of you and so nice to hear!! I really do appreciate it, and I think it turned out well!!
Your support is so appreciated, and its so cool to hear that you like it :D
you havent seen much then
This project looks really cool. I'm a freelance Foundry dev if you ever get the base system on there and want someone to get all your player options on there.
Yo, that sounds awesome! Do you have a Discord or somewhere we could chat?
@@oridont Sure! Discord is the same as my UA-cam name. It's late for me so I won't be on until tomorrow.
@@vestofholding Sent on Discord!
Imagine being Astute Oxtus
You stand while all your group fighting, both of your heads look at each other and talking telepathicly
"Should we assist them?"
"Nah, I don't think so"
"Let's go then?"
"Yeah"
And silently walking away
@@LeoCrypt oh my god I want a comic strip of this
10:15 I was so shocked that the character was almost done already that I had a full on panic attack, genius system
Okay please be safe, but I'm glad you like it!! lol
I remember attempting to make a very similar ttrpg system, basing the cost of abilities on body, mind and soul. I am so happy to see someone had the patience and time to fully create the system I only daydreamed of:D
You describe the Oxtus species in the book as "fauna-like" even though they're plant people, so flora-like would be much more fitting. May there was a mix-up
That's pretty fair, there's 3 varieties; flower, tree, and shroom, but I think some clarification would be a lot better here
@@oridont Neither flowers, trees, nor mushrooms are fauna though
Fauna = Animal
Flora = Plant
I mean, to be fair, if you have tree/plant beings described as "fauna-like", that is entirely fitting as I know see wolfs made out of brambles and treebark-elephant like animals and all that. Describing them as "fauna-like" seems very appropriate there.
@@mementomori5580 I think "animated flora" or "sentient flora" works better.
I've unironically been trying to make a system just like this for a month for my own homebrew. Having this as a jumping off point will make things so much easier.
I hope your project goes well in future as it will most certainly help me with my game.
Your pitch of it being anything or generic doesn't really ring true for anyone who's played anything outside of D&D, but your talent system and derived stats are interesting, you should push those as hard as you can
Only half way into the video and I am loving every second of this. The organic growth of the characters I think is what is really grabbing me here. The sheer customization and ability to do what you want is amazing.
@@Champion_Lanavander That's exactly what I was hoping for! I feel like organic character growth can really make or break a long term campaign, honestly
Yeah. Backing it now. This is going to be our new system.
Take my money!!!! This is exactly what I was looking for. Classless with some math thrown in. It would be great to add more character species, or add a stretch goal to add a guide to add your own custom species.
Yes! The custom species options are absolutely going to happen already, I'll be adding some material for designing both species and creatures!!
I appreciate you so much for your support, and I hope it goes super well!!
I like the idea of working out to a playstyle and your character grows and evolves around that identity, rather than picking a specific vocation at the start. It allows for greater depth of customization.
It makes me so happy to hear that~
thanks you for creating such an amazing game! i cant wait to play it!
as a dm/creator of my own worlds for 20 years im glad there are people like you!
cheers mate i wish you to be as big as you dream in the industry.
@@MrDarkwolf099 that's so amazing!! I really appreciate your kind words, and I really hope you like it!!
I love how your specific skills make up your base stats unlike other games.
As a fellow game designer, I am so incredibly happy for you! It takes an incredible amount of time, dedication, patience and discipline to craft a functional TTRPG system from scratch.
Good work! 🎉❤😊
That is honestly so cool to hear!! I hope your game designs are going well and successful, always so cool to meet others in the space!
@@oridont Thank you, If you’re interested in chatting just let me know, I’d love to talk shop and pick your brain about design techniques and concepts as well as compare notes. I’ve been working on my game for almost a decade now and am always happy to share knowledge with others in the space!
@@christiandouglas8509 For sure! You're always free to DM me on Discord if you wanna! Quickest way to me~
@@oridont I definitely will! I have a several thoughts and suggestions as well as some hard won lessons if you’re willing to hear me out. 😅
I started making a rpg and i got to exactly this kind of system with no class, make your own skill brew, skillpoints replacing lvls and even traits with subtraits. I didn't have the patience to make all those skill trees though. Also, after a few playtests, i found that it was very difficult to balance all of this, and my players were lost since they had to come up with their own skill ideas... costumization is great, but having at least some guideline suggestions to spark ideas for the player is so needed, and you nailed it i believe. I
can just see all the playtesting and adjustements you did over the years. I'll test it with my own setting :)
Oh I absolutely love the idea of inspirations for characters! Balancing, I will admit, was a nightmare, but I think it's gotten to a solid point!
@@oridont yes i believe your species skills along with the skill trees do a great job at guiding character creation without limiting the players to defined archetypes. The way you streamlined the combat flow is very clever also, i had my players ''borrow'' action points for dodge and parry, which was SO cumbersome, but your solution is so elegant.
I joined your discord and would like to share what i have done on my side, if something inspires you, i'd let you use whatever. I could probably contribute some art as well if you happen to find my style fitting for some use.
Congratulations! You reinvented a system that's existed since 1977. Please read more systems before doing your own.
@malonemalo I know GURPS and how it's played, I made a whole video on that :)
I’m reading through the manuscript and I’m ngl the way you did races is absolutely metal
I'm glad you think so! Customized species will be available as well!
oh damn this sounds so cool, I am a huge fan of finding niche and interesting TTRPG's so this absolutely peaks my interest. (though I will say $5,000 for binding, art and distribution seems a bit low )
@Jaded_Dragon_ I'm so glad you're into it! It's possible that the costs will spill over the goal amount, I chose to be conservative with it and we're going to see if that comes back to haunt me; however, regardless of what it costs, I will make sure it gets done
Great video and hope to see more. Love to see the system in a one shot video, but more videos to dig deeper into more of the mechanics and crafting example videos.
@@zanaffar81 Amazing to hear! I do have a spellcraft video up on the channel, and some new ones coming out soon!
So happy to see your kickstarter popping off. This looks awesome will definitely give it a go!
Haven't gotten through to reading the manuscript yet, but at the core, mechanically, the game looks like it is designed around going down tracks of pre-defined options. Will the book contain system reference documentation for constructing new talents, races, or skills? The biggest hurdle for custom content in games like D&D and PF2e (and even some of the generic systems like SWADE and GURPS) is figuring out how to balance something new and creating mechanically satisfying homebrews. Other games like Cortex, FATE and Genesys meanwhile tend to struggle with options feeling too generic and samey.
It's definitely exciting to see new devs in the space! Do you think that the skill list on the character sheet is tuned towards particular settings? How would the system handle stuff like horror, where character ability is often left fairly low for the sake of creating suspense? Does the game adapt well to really high or low power scales? You also mentioned that every character has access to 7 talent trees, does the game have some way of meaningful progression or unlocking new trees, or does filling out all of the talent trees lead to a soft level cap?
Excited to read through the manuscript and looking forward to keeping an eye on this.
@フミヅキ-s8m Amazing questions! A lot of what your mentioning was once in the core guide but was moved to an expansion due to just how dense and encumbering the game became from pure shelf shock; the species aren't as deterministic as they sound like the game, and one species stat block can actually work for a whole slew of different creatures and playable characters.
It's very easy to homebrew new species, a handful of people in the Discord have already done so after just a couple of hours! The exact metrics aren't in the core guide, but they will exist in Utopia soon in its lifetime; my priority was moreso to get the actual system and the mechanics in place.
The talent trees do have a leveling system and requirements and barriers to go through in order to progress, and the game has checks and balances to prevent a spellcaster from being a powerlifter without sacrificing something, and vise versa, but you're ultimately more than capable of all types of playstyle, including in-betweens and specialized characters!
Love this! For how crunchy it is, I understand the combat better then Forbidden Lands.
I love to hear it, thank you so much!!
I can't wait for more videos on this, this is gonna be so cool!
I'm so glad you think so! More coming soon :)
Man, I love seeing these kinds of projects succeed so much! This is so creative and intuitive! I am elated to see the Kickstarter be 10x of its original goal, before the "deadline"
Thank you so much!! It's been so exciting, and the Kickstarter support and all the social support has been insane; I'm absolutely dumbfounded honestly
*I have been a GammaWorld addict since forever,*
Its cool seeing modern gamers enjoying being creative. Have fun!
Lol, I'll give it an honest look but my first thought was, "GURPS, ICRPG, Savage Worlds, Arcanum, BRP, ..."
Seriously makes me happy to hear about new generic systems, though :)
Look like you have put a lot of work into this system! I'd say that, whether or not I like it, I give some real respect for actually putting in the effort. It seems well play tested and has the DNA of a game that was designed table by table (IE, through play, trial and error) which is a tedious affair, but is really nice for helping capture the style the designer usually excels at.
That being said, I did enjoy what I've seen by reading, and a few test play throughs tell me it's a game that works well on the table. I would move away from the idea of it being a "Generic" system. I like that your like to keep your game open ended and it's a part of your philosophy as a designer and player. That being said, I wouldn't say this is very setting agnostic as a system, and the parts I would say make it that way, I'd almost say could have been nicer if you really leaned into the flavor and focused on what you find personally cool. The Species talents are a good example of this.
There are some things I do not like, like the deflection system, but overall most of my critiques are mostly that your game is not suited for the type of game I like to run, and THATS NOT A BAD THING! I do plan on running a few adventures with some of my friends, so I might let you know how it goes.
Overall, good work! It looks great, it does have a decent flow and it's obvious it's a labor of love!
@Gnomesrule Those critiques are all very valid, and I really do love the input! My philosophy with the generic setting is to get the system fleshed out, make sure it's what it's meant to be. The first planned expansion is in the true setting of Utopia, and everything will be much more specific!
Hopefully that makes sense, and perhaps that was a somewhat backwards way of doing it; I think it's what made the most sense to me as a creator, but that doesn't make it the best option.
I would love to hear how it goes at the table, and I'm excited to hear what you think! I appreciate the critiques so much!
This looks incredible! I will definitely be checking Utopia out, seeing if a couple players would be interested. I hope you get the money you need to start production, and continue adding to this amazing looking beginning!
You're so amazing, and I'm so excited to hear that! I hope it's a ton of fun, and I appreciate the sentiment more than I can explain 🤍
i had a similar idea to this and was working on some things for it. i ended up choosing a "magic tag" system. everyone has access to magic, but what they can cast is determined by what tags they can tack onto their magic. there's range tags, AOE tags, elemental tags, mental tags, sensory tags, etc. some tags reduce the resource cost of the spell (time is also a resource) while others increase the resource costs. making the spell more noticeable reduces costs, but once you pass a threshold, the cost reduction inverts and the nature of the tag changes to another (such as illusion, debilitation, etc). point blank reduces cost a little and a very short range has no cost effect. costs can vary from materials, time, life, etc. this allows players to craft their own spells with a wide variety of tags to go with them.
@@funkyfox7996 That sounds like a really cool system for spells! Tags sound pretty intuitive and customizable in my opinion
this system is surprisingly more accurate to old D&D than actual D&D with the way SHP and DHP are presented.
most people don't know that, but HP in old D&D didn't really mean you took actual damage, but rather the quantification of strain and exhaustion on your character who was usually wearing armor.
this is why systems like combat fatigue deal actual HP damage, why mortal damage required an actual death save(more than 75% of max HP or 50 damage, lowest of the two, IIRC), but those have apparently been deprecated in 4th and 5th editions(I think they existed all the way since 2nd edition or AD&D)
I've heard of systems like that, but I didn't realize it was around back in AD&D!! That's kind of wild, honestly; I presume they treat their "SHP" as this game treats stamina
@@oridont I probably need to clarify: old D&D didn't have 2 heath pools like your system, it was a "hit point pool" and "isn't dead" state, I think that from either 2e or e3 you could get to negative HP, meaning that before that 0HP would be an automatic death. but severe hits requiring a death save was a mechanic since either 2dn or AD&D and attrition rules(damage from extended combat) existed since e1 IIRC.
I love going over the lore of D&D's development as it was a very influential game for both Wargames and Tabletop RPGs.
and while I'm not a TTRPG player myself I did have a few experiences in D&D, I liked Reign in Hell more than D&D because it was simple, fast, had a nice base story, and made you print up and paint a whole squad of demons and terrain - very recommended to do regardless of playing the game or not, it's fun.
@@dimanarinull9122 Honestly I'm kind of in love with development lore, especially since it seems like it was such a unique concept at its core in its time
I accidentally clicked here , fell in love, bought on kickstarter and sent to friends.
Thank you so much for supporting!! I really do appreciate you sticking around, and I'm happy to have you :)
I’VE BEEN RANTING ABOUT THE DOWNSIDES OF CLASS LANES FOR MONTHS!!! This is a godsend!!
YESSSS THANK YOUU
This sounds crazy innovative! I'd love to see how this continues to develop!
I'm so glad you think so and I appreciate it a ton!!
Honestly this is one of the coolest sounding and most comfortable looking ttrpg setup ive ever seen. Im super interested in this and where it goes! Im so happy for you and your dream coming true!
@kevinnason785 it really has been!! Thank you for watching and sticking around, it honestly means so much 🥰
That intro went SO GOD DAMN HARD BROO IM SO PUMPED
DUDE, CHILLS
Fantastic premise, obviously would need to pull back on the “be anything bit” cause I noticed the comments are kinda hounding you about that, but this is a SUPER solid fantasy ttrpg foundation, and I hope it gets popular. I’ll definitely do my part in spreading the word.
It’s also just broad scoped enough to make it malleable, good for homebrew, I’m already wading through ideas of how to mold this system.
A level 10 human can travel 189 metres in a single turn / 6 seconds. this is 31.5m/s or 115km/h. If
targeted by something the human can use 12 stamina points and 2 interactions to move 54 metres away
note the 189 metres uses 24 of your 25 stamina
it has a base land speed of 20
you could also give it boosted foot wear up to 9 more speed using negatives on a common item
Wait, is this something from the PDF?😅😅😅😅
All I sow in the video was the 4 speed (14 km/h) Copper dwarf and 2 speed (7km/h) Goblin, which I though were deacentlty fast.
If what your saying is true ( and not just a miscalculation) then I think the speed system really needs some modifications😅😅😅
Like I personaly have no problem with a 30m/s human (Im a DB fan after all), but you would think thats a speed you need to work hard towards in late game, not have it at the start😂😂
Bro I think you should make a digital version of this game so anyone can play this game
Like a virtual PDF, or like a video game?
@@oridontI'm assuming a video game, which would be awesome.
Dang this is actually really easy to understand, this also is much more realistic than regular D&D as it all flows really well together and each thing has it's own way of being calculated which is relevant to the species, class etc. Just, Wow.
That's so amazing to hear!! I hope the system treats you well, and I'll keep updates rolling out!
this is an insanely awesome ttrpg system dawg, I prolly wont get the chance to ever actively play any honestly, but THIS is the one id go with for sure
@@BreDaWhorse Hey, it's appreciated regardless!! If you ever have time, I hope it goes well 🙏
So this seems like a pretty solid system, but there are no RPG systems that I know of that is more expansive and customizable as the Generic Universal RolePlaying System, a.k.a. GURPS. There are no classes, but also no races or even levels. Everything, from stats to abilities to characteristics, have a point value and you build your character from the ground up based off of your starting points, and grow them by investing points you earn through gameplay. The whole system is designed to be translated into any genre, from fantasy, scifi and beyond. This system has been around since 1985 and is on it's 4th edition. I've had some crazy games with it, from traveling through greek fantasy to rescue a soul from Hades, to fighting off an invading force from another dimension occupying an island nation.
I think there's some customizations that weren't introduced in this video that may make this somewhat close to a simpler/quicker setup with the same idea
But if nothing else, sounds like a goal to strive for!
@@oridont Very true. This system still could hold merit as a good middle ground between technical and simplified. While GURPS has a huge array of possibilities, it can be overwhelming to learn the systems in the game and choose what you want to make, especially for the GM. I may check back on this project later to see how it's developing, as it has some good potential.
@@guydankz Makes sense to me! I hope to see you again soon, then!
You know, this is good. It inspires me to both read/try it as well as to tinker and workshop my own stuff - in other words, your game and video are both exciting and inspiring lol.
Not a fan of the art involved sadly, doesn't really appeal to me, but I do still respect the effort and genuine nature of it, especially in this day and age.
I really do appreciate that, and that's so awesome to hear!! If you ever have questions or anything, I do my best to be as responsive as possible! Discord is also a great way to get to me and some other big brains
This is my first video of yours that I’ve seen and I absolutely love this so much, I’m gonna have to work out how to play it on my own and then maybe introduce it to my DnD group that I DM for, also I’m going to bed right now, but I plan to contribute to the kickstarter in the morning when I wake up
Also I subscribed because it’s honestly super interesting and I can’t wait to see more of your content
@@flashbang2279 That's so cool to hear, and the Kickstarter support is so awesome!! I appreciate you helping out, and I really hope it goes well on that personal session! There are some errata rules and fixes in the Discord, but they'll end up in the prototype soon!
Sounds awesome (also I’ve now gone for the signed copy on kickstarter)
Also I just saw that you’ve replied to like all of the comments and for that alone you are a god among men (not even counting the amazing game you’ve designed)
@@flashbang2279 That's so sweet 🥺 Thank you so much!! I really do my best to keep up!!
This system is so easy to learn yet so fun, i'll be awaiting for the full release.
I'm excited for it to come out!! Hope to see you around for more videos and updates!! :)
Be honest with you at first I thought this was a documentary on how DnD is the game with the most customization from players, if this was a video game it would be the most insane modding community, where basically every player homebrews stuff it’s literally insane the amount of creativity players can have. But yeah sure go off I love learning new systems.
I think it'd be an AWESOME video game honestly, its def very unique from D&D
whats cool is i have been working on my own thing not a whole TTRPG like this but it dose have some solutions to some problems i have been trying to figure out i have to hand it to you im inspired by these mechanics good job my friend
Thank you so much!! I'm really glad you enjoyed!!
OMG THIS LOOKS SO SO FUN!!! 💥
@@TheEdenSnow 💥 💥 💥
I'm so hyped to hear about the custom spells and the item creation, you sir just got a subscriber 🤝
Might even try the system out on an oneshot, It sounds really cool!
That would be so amazing if you did! Lots of people have been talking shop about custom item and spell ideas and it's been SO fun
@@oridont I downloaded the PDF and there's a suggestion I would like to make.
Whenever I create a character in an RPG, I like to use the "locate" feature of adobe acrobat (CTRL + F) to search for certain keywords (for example, I tried to search for talents that would give me more interrupt actions, so I would go ctrl f and type "interrupt actions" while in the talents section). But it seems the PDF only has static images instead of text, and because of that the locate feature doesn't work to find the words.
I'm not sure If that's really nitpicky by my part, but making sure the text is properly accessible would make searching around stuff in the file be quicker, just throwing that out as a possible improvement 🙌
@@Takoala 100%, I really wanted to, but it almost doubled the file size, and for the people who are using office laptops and phones, they're already struggling to cache the current file. One of my ideas was potentially having multiple copies as options, but I'm not positive if that's the perfect solution yet.
I like the idea, I'd like to figure something out!
Sounds interesting man, nice editing, I'll give the game a try.
I love to hear it! Let me know how it goes!
You described 1999-2003 for me and a small group of friends creating a DragonBall Z based RPG with power scaling, physical/mental/energy based rock-paper-scissors style and numerical value based "gambling" of points per action, etc. etc. It's an arduous journey but the payoff is immense.
"Take a look at the Utopia character sheet... it may look pretty daunting." Haha! It's one page. You gotta bump those numbers up to scare me. 3 or more and I'll start raising an eyebrow.
I absolutely LOVE the action economy of the combat system. I honestly might steal some of it for my own system I'm homebrewing with some friends.
@@3eijin I'm glad you like it, and absolutely!! I hope it works well for you guys!
I also liked the combat buddy great work! Keep going hope you can end the project tight!
Thank you so much, that's super sweet!!
Reminded me of "Classless Hero" can't remember the actual name.
The setting is that in a coming of age ceremony people will get their class like swordsman or mage, but the MC got classless but he can learn swordsmanship and magics.
this.. this is so complex yet simple enought to be understood.its beautiful
Thank you so much!! That really is the goal, so I'm glad it's working out!!
I'm looking forward to this getting a website for streamlined character creation and overall management. With a nice user interface, I can definitely see myself running many campaigns using this in the future.
I'm so glad you're excited, and yes it's something I'm actively working on!
you have no idea i have been looking at dnd's flaws and i was thinking of doing something similar...
the way you did all the mechanics and stuff are so clever
imma be playing this every damn week if you manage to publish it
Yes, that's so awesome, I'm so glad to hear it!! Thank you 🤍
Don't listen to the people calling this "GURPS 2" it clearly isn't and as someone trying to make their own systems, I'm happy to see that we convergently came to the same sort of conclusions to the same problems. My main issue with the system regards how difficult it would be to play using actual pen and paper with how many interlocking systems you have here. As soon as one thing ticks up it feels like 2 or 3 things also tick up. 3d6 is a much more preferably dice pool than a d20 with so much more available. I have been building my system with 1d100 but have considered moving it to a d6/d12 base and I think this system is helping me consider that.
Also based damage reduction enjoyer. 5 damage types is a perfect amount though if there was one thing I'd recommend is adding systems which prevent end game enemies from turning into HP bloat/bullet sponges. Some alternative way of defeating enemies outside of reducing their DHP to 0 or some secondary wound token system which ticks up each time a critical hit of some kind is rolled for.
No, that totally makes sense, and I really appreciate the kind words!!! There are a couple of abilities and features you can tack on when designing your weapons in game, including some defense penetration and ignore-SHP style abilities! I really like what you have to say, and the input is awesome, thank you!!
looks pretty cool
especially like the normalized rolls
Ngl, with how many bonuses the species get it feels like it makes the player choose between a the character they want to play mechanically and the one they want to play flavour wise. Although this can easily be fixed. Good work bro!
@@MilesHayslip The species really holds a lot less weight than it sounds from the context of this video, but it's predominately framed for the reason of teaching the system; I'm hoping to make another video soon going more in depth!
Honestly, good for you. I've tried making dozens of game systems, and one was very much like this (a labor of love over years), but in the end I never got to that finish line. You have some fantastic ideas, unique twists, and what looks like a solid system. I wish you luck with publishing.
With the claim of extreme customizability at the start of the video, being able to play anything or anyone, I was rather surprised to see there was a pre-established selection of playable species. Does the game have an integrated system for creating custom species? It would be kind of hard to truly be anyone when you can't be a sapient parrot warrior or a sorcerous hyperintelligent apple.
@shinygamer3424 the species are more for stat blocks in all reality, but it's super easy to design your own species! What you see on a single page is all the characters do for you, and there's a handful of species that are a statb-block for a large slew of potential flavors of characrters! And ultimately, the species stat block doesn't impact the character a ton, just gives them some neat little buffs and debuffs
@@oridont I see! Very interesting. I can see myself spending a good few hours playing and tweaking different species while GM'ing, especially if there's a guide on how to do it in the corebook.
@@shinygamer3424 There's not currently one in the core book, but honestly, it's been requested a handful of times, and I think it could either be a part of the core book or a mini-addon that's super easy to get
@@oridont I personally would love to see a guide, either as an errata hand out or an update to the core book. Been hunting for a system to help me emulate a few settings of mine, and a guide/system for creating a custom would be extremely helpful.
Uhh... 0:37 GURPS?
I mean... Generic Universal Role Playing System ticks all those boxes...
Or HERO.
And then there's Savage Worlds and FATE.
It's just odd seeing people reinventing the wheel.
Exactly.
^ pretty much this
This hobby has loads of people who started in the last 10 years with 5th Ed D&D and have never played anything else. Many haven't heard much of anything else. This seems most similar to Savage Worlds in complexity. I think GURPS and FATE are both a little more so, and HERO... the hero in HERO is the person in your group who does character building math.
It's still good, though. It's not especially unique, but very good. I don't get what you mean, "reinventing the wheel"? It's obviously a very different system with a different concept. Why complain about new systems? There can always be new systems.
@@lavabiscuitsI don't see it as a complaint, just one more take at a problem with several takes already. This feels like Cypher System/Numenera with hints of (arguably unheard of internationally) 3D&TVictory. But regardless, it does sound cool so who cares
This is actually amazing I love this
🤍
Beautiful project. I wish the best success for you
I've shared this with both of my dungeons and dragons groups
I'm hoping we can get a game running using your game. I plan on following this and I'm hoping this explodes. This is genius.
That's so cool, and spreading the word really helps so much! If you ever have mechanics questions or need to see patches to balance issues, they're all in the Discord
@@oridont thanks so much!! I seriously hope this takes off man. Fantastic work!!!
@@wdiggs1744 thank you so much!!!
>Is This The Most Customizable RPG Ever Made?
I dunno, are you talking about GURPS?
No?
Then it isn't.
It seems you have already reached your goal congratulations 🎉
Thank you so much!! It's been so exciting even this soon into it!!
Were in the early ages of a revolution. From the ugly goblins skill tree 5e, to warforger, now this. Ttrpgs where you can do truly anything. Very exciting.
That's so exciting to hear and I'm so glad you're in to it!! Thank you so much!!
this feels like a less versatile, but potentially more balanced mutants and masterminds
Big fan of the the trait/subtrait split.
It seems a lot more logical that the stat block basically extrapolates itself from your skill choices and so on.
I also like that the subtraits give more room to categorize behaviour.
Like, duh, Being very well-spoken and witty versus simply looking very attractive are two very different types of Charisma.
Obv. one could rename the subtraits and debate about what is the essence of being charming, strong or intelligent to no end, but the basis is both solid and flexible. Kudos.
Thank you so much!! A lot of people kind of dislike it for all of the same reasons, it's been hard to find a balance 😅
Going to share this with several ttrpg discords im part of
You're so amazing, and I appreciate it so much! If you haven't already, please consider joining the Discord for Utopia as well, I love the interest a ton!
@@oridont i have to go through my discords and see if one has died enough i can leave it, at the moment im at server cap (i may just make a secondary discord eventually) otherwise id be on it already. And yeah, from one creator to another, always great to see new innovations
Just got your book and I *love* your crafting and foraging rules! The book is gorgeous too. You would really benefit from an editor though. I find some of it a little difficult due to words missing or strange grammar.
Thank you so much, I'm so glad you like it! I have taken lots of notes on the wording of things, and I do have an editor currently in the pipeline; the speed of which that gets done is pretty heavily based on the Kickstarter
I'm so happy to hear that you like it! I hope you get a chance to play and I hope it's fun for your party!!
@@oridont amazing thank you for taking the time to respond. I'll be over to the kickstarter!
@@gorge2786 I appreciate it a ton!! 😁
finally someone who shares my idea of a talent tree system. Personally I was planning to go for something like in Path of Exile, where branches can intersect and you can achieve some new abilities by following different paths. I also had in mind milestone requirements for certain skills, where GM could write down directly things like "to unlock this node of the tree, you need to find a master who will teach you XYZ". When it comes to your number math, I think you could come up with some better presentation on the character sheet, where filling in dots is used instead of putting in flat numbers. Also it could be easier for new players if the math was directly on the sheet in the form of "expression trees", for example window A and window B for putting in a stat could be linked with line and written like (A + B x2), so the math formulas are directly there on the sheet.
When it comes to kickstarter, are you sure 5k will be enough for all of that? graphical design alone can easily take 3k for several graphics, even more when it comes to a whole document.
I'm so glad you like and shared the idea, that's really exciting! I love the way that you portrayed that, it sounds really inviting! For the character sheet, I think would be a really good idea; I think even multiple character sheets might be good. Like maybe a standard, an "advanced" with more information and things.
The goal may be a bit conservative, but if that goal gets hit, I will make sure it gets completed, no questions asked. I have a decent handful of contacts and I do feel good about the number, but even in the worst case I will make sure to make it happen and fulfill it.
I'm so glad you're into the project, and I really hope it serves you well!
I'm about to be critical so please understand that my words come from a place of wanting the best for a game, and of course, my personal tastes and experience. I love hacking and designing games, and I'm excited to see any fledgeling rpg project with this amount of detail and passion behind it.
With that in mind, the action economy seems to encourage waiting so your enemy uses most of their turn getting to you, and reacting to move even further away so they have to use the rest to catch up. Then you can use all of your 6 actions to attack after it wasted most of its turn moving (in a similar scenario to what is presented). I see no strategic reason why you would use an interrupt action to move into melee with the enemy if they still have any actions and they're a melee combatant.
ability scores have always been a deep rooted problem in my mind as they don't do anything other than put vestigial numbers on your sheet (left over from old games, and now little more than a sacred cow) and from that standpoint the system seems exacerbated. even the skill equivalents have an additional number, only relevant in the back end housekeeping of character creation and advancement. I will say the system does a better job of justifying its additional numbers, though they seem to be there for the purpose of restricting your subtrait choices through the talents system, which doesn't seem to add much other than a barrier against someone dumping all their points into one subtrait (which someone could still do by spending their xp on talents that increase the relevant subtrait cap).
I think the features that are further away from DND's baggage have potential and provide much more stable mechanical ground to build off of than 5e, though obviously, I can't speak for high level play
I'm interested to tsee where this game goes, and sorry for the incomplete innitial comment, my phone is old now and does annoying things with youtube sometimes.
I totally see where you're coming from! I think there's a lot missing from this video that the game really does include that act as some potential solutions to those points; if you are interested, I'd offer to peak at the manuscript or join the Discord and see the other builds! There were some decisions made in combat here there were somewhat design for tutorial reasoning
I appreciate your input a ton!
I love this, and might be giving it a test with one of my parties :o
Also, subbed!
Yes!! If you find any funny little bugs and typos and things, there's a list of current errata in the Discord under #utopia-errata, but most importantly I hope you have tons of fun!! I'm always here and there if you need me!
Thank you!!!!
Wow, I thought I would hate it but its pretty good. Got a new follower here!
Hey, I'll take that any day! I'm so glad you enjoyed!
like other said i don't really think it keeps the promise in the title or the intro but it do looks like it would be a lot of fun to play ^^
Would you allow people to stream actual plays of the game? The channel i am a GM for is a very small french channel so i don't really think we would get you any visibility unfortunately but if you're okay with it we would still like to try Utopia on stream because yeah this looks like fun^^
I believe other people have expressed similar interests and Ori has been 100% okay with it. (Just incase he doesn’t come across this comment)
Absolutely, go for it!! If you want, you can send me a link to the channel over Discord and I'll plug it for more to see!
Ima be so real. THIS IS SO FIRE
@@rebsteel7260 AYYYE THANK YOU 🔥
This... has some SERIOUS chops, thanks youtube recommended.
Evenything about the character sheet feels so... simple. Mind, I still have THAC0 calculations stuck somewhere in this brain, so anything's simpler than that.
Also... am I mistaken or isn't a "Test" the actual name of a "Check" in DnD? I was originally put off for a second "why not call it checks since a lot of DnD players will be used to that" but then had a spark of "Wait, they're not called Checks initially, weren't they ALSO called Tests?"
Either way, everything about this is so... charming and almost videogame-y. I hope this sees even a fraction of what popularity DnD has, it deserves it. (Plus, I already want expansions XD)
THAC0 is crazy!! I was doing some research on it for a previous video, and a couple old buddies who still play 2E told me about it, it's crazy!! I'm really glad you like it, though!! 😁
I love the dodge/block mechanic and removing attack rolls. Reminds me a ton of Mutants and Masterminds damage system, just with HP still being kept in. Overall very impressed with this. I'm definitely bookmarking your website.
@@Xyphyri That's actually so cool to hear! I get a lot of different opinions on the blocking and dodging, I personally love an interactive form of response
This seems really fun!
Thank you, I hope you enjoy!!
My favorite number, yay!
Also, bees.
BEEEEEEEEEES
Man i am so ready to try this out
And please do!!
I find it interesting, I like how interconnected the stats feel since usually I find some systems want you to focus on 1-2 stats entirely and dump the rest. It's also quite a malleable system, I could see superpowers, classes, entirely new magic systems or the like added to the mix without much hassle
It's so amazing to hear that, that's really what I was trying for! I'm so excited, let me know what you come up with or if there's any way I can help!
Going to have to see if I can get some friends into this.
On an unrelated note, love the way your avatar jumps around the screen so much as you're excitedly explaining your system.