Basic Rules - Flare Fall

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  • เผยแพร่เมื่อ 8 ก.พ. 2025
  • Is this Dungeons and Dragons?
    ☢️ FLARE FALL: www.flarefall.com
    💬 DISCORD: / discord
    ▶️ PLAYLIST: • Flare Fall February
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ความคิดเห็น • 83

  • @aguy9602
    @aguy9602 4 วันที่ผ่านมา +2

    What I find interesting is how an easy challenge is something the average person has a 50/50 shot of succeeding (given how a 2 on a stat is considered average).

  • @carnivorze1052
    @carnivorze1052 7 วันที่ผ่านมา +20

    YES! Finally some Flare Fall on your channel. I was wondering for so long why you never really posted anything about it before, despite the fact it's one of the most intriguing projects of this past year for me.

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา +5

      Last time I made a video about it it was my worst performing video ever, that made me a bit anxious about making more videos about it t_t
      I keep talking about it on Discord all the time though

  • @greystorm9974
    @greystorm9974 6 วันที่ผ่านมา +10

    The push mechanic caught my eye, and got me excited when i read the roll. I like the Luck interaction as well.
    I am already very excited for this.

  • @Sting-me1hz
    @Sting-me1hz 7 วันที่ผ่านมา +6

    I will say that I pretty exclusively use skill checks in my games to avoid the differences in difficulty for ability checks.

  • @NomineBlack
    @NomineBlack 7 วันที่ผ่านมา +10

    Pushing your luck sounds a bit like pushed rolls in Call Of Cthulhu. There are several differences, but the most interesting is that the player has to improvise how they try again in a risky way, and the GM has to foreshadow the consequence of failure.

  • @golmgolm
    @golmgolm 7 วันที่ผ่านมา +20

    My favorite TH-cam Modron

  • @syrupchugger421
    @syrupchugger421 6 วันที่ผ่านมา +3

    Flare fall looks so simple and clean so far, I really like it!
    I'm hoping I can get my crew to try this out, especially if it stays so simple and online.
    Thank you foe the videos

  • @OdinsKeyGaming
    @OdinsKeyGaming 7 วันที่ผ่านมา +8

    Great intro to the system! Can’t wait to play some Flare Fall! I’m excited for a very specific video this month 👀

  • @ZenBearV13
    @ZenBearV13 7 วันที่ผ่านมา +9

    Looks good so far! I’m not as much a fan of post-apocalyptic sci-fi settings, but I really like your thought process on the rules. Looking forward to more!

  • @Ash.King.Y
    @Ash.King.Y 7 วันที่ผ่านมา +11

    D12 is smart as dodecimal systems have more math interactions then decimal.

  • @Abelhawk
    @Abelhawk 5 วันที่ผ่านมา +2

    Very inspiring mechanics! Also, as an editor and appreciator of good formatting, I really like the clean design of the interface (colored/bold text, etc.).

  • @TheUglyGoblin
    @TheUglyGoblin 5 วันที่ผ่านมา +3

    How have you gotten out so many of these videos so quickly! 😱 these are so good too!
    I love the look of this system!

  • @raak1010
    @raak1010 7 วันที่ผ่านมา +4

    Saying Lucky is one of the most hated feats in 5e is certainly a sentence.
    That "Pushing your luck" mechanic sounds neat.

    • @Dukayn66
      @Dukayn66 6 วันที่ผ่านมา +1

      Hated by DMs, definitely. Plenty of DMs ban the feat at their tables. The 2014 version, at least. 2024 version isn't nearly as good.

  • @robbywendel7229
    @robbywendel7229 6 วันที่ผ่านมา +2

    Very cool! I love the luck attribute and the 'oopsie' mechanic. Anything that creates great moments for storytelling makes me happy. I'm curious if there is going to be a 'double or nothing' type of feat for gambling types with high luck. Exciting 🥰

  • @dizzyprotos262
    @dizzyprotos262 7 วันที่ผ่านมา +40

    Everyone will still call you GM, Plot-Twister is two whole words. Players are not that smart.

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา +32

      I'm okay with that. My players call me by my name anyway, not by a made up title, but at least I get to chuckle every time I read the rule :p

    • @slintirreg
      @slintirreg 7 วันที่ผ่านมา +6

      @@Trekiros honestly: better to change that to GM
      There seems to be no benefit in renaming a well established function.

    • @Derpmind
      @Derpmind 7 วันที่ผ่านมา +14

      "GM" stands for "game master", which is also two words, smartie-pants. There's no reason Plot-Twister couldn't be shortened to "PT".

    • @baccusx13
      @baccusx13 7 วันที่ผ่านมา +13

      I disagree: White Wolf introduced the term "Storyteller" back in the day with Vampire:The Mascarade TTRPG and it has stood up 34 years later. Let @Trekiros cook :)

    • @zarekodynski9077
      @zarekodynski9077 7 วันที่ผ่านมา +12

      @@slintirreg the point is to have it be more thematic to the game’s setting and vibes. That’s an acceptable reason to change the term GM. And if people don’t use it and just say GM, then no issue anyways.

  • @GKahla
    @GKahla 6 วันที่ผ่านมา +2

    I'm looking forward to trying out your game - this sounds amazing! Thank you for sharing. 🍪☕

  • @Zedrinbot
    @Zedrinbot 6 วันที่ผ่านมา +2

    I've shared a lot of similar gripes with inspiration/hero points or with ability checks vs skill checks. I've always felt the range used to make all checks should be use a similar process / range across.
    As far as degrees of success, if the system provides those degrees up front, or you don't need to use degrees for every single check, then it's a lot more manageable. It's kinda led to a weird dichotomy for me: it's easier to figure out the results in something like Pathfinder 2, but calculating them is more cumbersome, while in BitD-derived systems, calculating the results is easy, but determining what they mean can be cumbersome cause you have to have varying degrees of success for every check.
    I'm curious to see how you handle social encounters as well, cause one issue I've often ran into across many games is how "training" in social skills sometimes dis-incentivizes certain characters from participating in dialog and thus RP.

    • @Trekiros
      @Trekiros  6 วันที่ผ่านมา +2

      The list of skills (as in, skill-abilities) is still very much a work in progress at this point - I tend to focus more on the GM side of the screen first 😅
      But my goal, which is absolutely not being met at the moment, is that every situation, whether it's exploration, combat or social stuff, has a lot of both problem solving, and teamwork.
      So that means, ideally, each PC would have social skills, but their social skills would bring something fundamentally different to the table than what their team-mates bring. Like, one PC is good at lying... And the other can look at someone in the eyes and tell how many people that person has killed in the past week. And a third one is so good at misdirection that they can pick-pocket an object from them while talking. That sort of stuff.

  • @DoomedPaladin
    @DoomedPaladin 7 วันที่ผ่านมา +2

    The Luck roll charts, and that other game's plot die, reminds me of Genesys from Fantasy Flight's Star Wars games. In them you had potential for crit success and failure, and little advantages and disadvantages (which cancel each other out), included into rolls to see if you pass or failed in an action. The crit success and advantages could be spent by players to gain benefits; and the crit failures and disadvantages were spent by the GM to add... "situations" for the players to work around or for buffs to npcs. It became a game of negotiations that really invested everyone in the actions taken, and the results of rolls (which also helped combat cheaters). The exception being crafting, which could be a tedious slog for anyone not involved in the rolls (but could be circumvented by resolving it all outside of the actual game time).
    I'm guessing that situational/environmental conditions just raise and lower the DC? So a PC with no training, that's disarming a bomb, has it easier with a bomb-diffusing kit, but harder in the pouring rain? Or do you just make it a "narrative event" without a roll?
    Nice game you got here, looking forward to seeing how it develops. Very interested in character creation, I want to make a half-phytozoid (human clone "worker" for Mars development) and I'm interested in seeing id you have anything to help build that concept.

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา +1

      This is something different GMs tend to run differently, and it usually ends up being fine anyway... but as far as the intent goes, for the DCs, it's more to do with the difficulty of the task itself, without taking the skill of the person attempting it into account, or any other outside factor.
      The game includes 5e-style advantage/disadvantage for circumstantial bonuses... at least for now. I'm not sure it'll stay long term, so I thought it'd be better not to include it in the video
      And if the PC is skilled at that particular task, that will be represented mechanically already, through them having a high numerical bonus to their roll, and potentially getting a re-roll if they fail from one of their Abilities

  • @whiskeyninja7817
    @whiskeyninja7817 6 วันที่ผ่านมา +2

    I love the removal of skills, and the utilization of luck is brilliant, feels almost like Fallout. I will say, for my own experience, when it comes to inspiration I have really come to prefer an evening mechanic like Tales of the Valiant's Luck System - where missing an attack or a saving throw gives a luck point. It's more homogenized, but there are so many unconscious biases that go into selecting for inspiration, that it can end up also feeling unnatural, or swinging table roleplay to try to swing for getting inspo more frequently. I'm grateful that it sounds like you can switch up the system in Flare Fall though, looking forward to trying it out.

  • @AutkastKain
    @AutkastKain 6 วันที่ผ่านมา +1

    I thought the Cosmere RPG would be the only new one I want to try this year. I now have 2

  • @chasecurt69
    @chasecurt69 7 วันที่ผ่านมา +4

    Keep it up! Super excited!

  • @bakaky0
    @bakaky0 วันที่ผ่านมา

    I really like the way you put skills in your game. It reminds me of what Fallout 4 did, although in that case a lot of skills were just some "x% more damage with y", but some were very unique like aquaboy
    The thing is to focus on those interesting effects. Some games will just create a talent and go like "+2 with hammers" and that just sucks

  • @TheAjayTyler
    @TheAjayTyler 5 วันที่ผ่านมา

    I absolutely love that luck mechanic! I massasay need to nab it for my own games 👀

  • @TalesFromElsewhereGames
    @TalesFromElsewhereGames 7 วันที่ผ่านมา

    Such a great set of core designs!

  • @scottm6875
    @scottm6875 7 วันที่ผ่านมา +2

    A lot here to like. But shouldn't the target number of contested rolls be 7 + the Attribute Modifier so that the +1 to +5 modifiers correspond to the 8-12 range of unopposed rolls? If the base is 6, then opposed rolls can be rather easier than unopposed, which seems counterintuitive. Also, it's curious why you didn't stick with more familiar labels for attributes. I suppose plenty of RPGs have used "Grit" (combining of Strength and Constitution), but if "Technique" represents skill expertise why not call it, well, Expertise? And in most RPGs, "Speed" is a different kind of derived score but here you use it as a synonym for Dexterity or Agility, which are actually rather different than speed. Speed doesn't really seem to apply to hiding or sneaking, for instance. But it's all interesting and I'm excited to see more!

  • @JollyRoger-1786
    @JollyRoger-1786 4 วันที่ผ่านมา

    Wow! I really like the core mechanic and specially the Luck system.
    I would like to give your game a try!!! I mostly into OSR, but this looks pretty cool.
    PD. My uneasy brain has already started tinkering with the core mechanic for a homebrew setting I'm working on! About Frogs & Faeries.

  • @corrinthechocolatine4025
    @corrinthechocolatine4025 7 วันที่ผ่านมา +3

    This is a great spin on the usual DnD formula. I especially like your rule for inspiration and the idea to only make players roll during contested roll. Also, is the game going to be released in other languages?

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา

      I *hope* when I put it on Kickstarter (probably next year), I can afford a proper translation, but in the meantime it would be very difficult to maintain several versions of the game simultaneously so I only do the English version

  • @selntak
    @selntak 7 วันที่ผ่านมา +1

    It looks great so far but my only issue is with the DC numbers. Like a hard roll having 55% chance of success to begin with and then adding so many re-roll mechanics on top of it (Skill,luck,inspiration) will make skills really hard to fail. Some of the most memorable moments happened because a skill failed at our table like being spotted by a patrol and having to take them out before they could go back and inform the camp or failing to climb a cliff that lead the players to have to take a longer cave system to get to their destination and so much more.

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา +5

      For clarification, the 55% figure is from D&D. In Flare Fall, a hard DC is 12, and your highest attribute is usually +4, meaning you succeed on an 8 or above (~42% chance, rounded up).

  • @blackog7820
    @blackog7820 5 วันที่ผ่านมา

    I like the skills. I think it's way more clear to have a very, very, particular skill, rather than the generalistic but ambiguos style of "well, athletics is running, climbing, jumping, throwing, tennis... and acrobatics kinda the same but with speedforce".
    Pushing the luck, I think it might lead to more out of risk gambling than risky gambling. Like, you'll be kicking a can machine during downtime, dm asks for a skill check, you fail, well, no downside to pushing you luck, right?

  • @2010AZ
    @2010AZ 7 วันที่ผ่านมา +7

    Des fois j'oublie que t'es français et là tu sors la bonne pièce de deux euros mama

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา +1

      J'attends les commentaires énervés parce que j'ai pas choisi le bon côté pour pile ou pour face :x

    • @bardkunn
      @bardkunn 7 วันที่ผ่านมา +1

      ça fait pas longtemps que je regarde ses vidéos, très content de l'apprendre !

    • @baccusx13
      @baccusx13 7 วันที่ผ่านมา +1

      @@Trekiros Il faut donc faire des pièces avec un côté "Bol!" et l'autre "Loose" du coup! XD

  • @KuaEtus
    @KuaEtus 7 วันที่ผ่านมา +3

    Yeah, post apocalyptic 👌🏻

  • @flamesword3397
    @flamesword3397 7 วันที่ผ่านมา +2

    Question: 1:50 why did you settle on DC 8, 10 and 12? If its a flat modifier on a d12 where the average roll is 6.5 + modifier, shouldn't the easy check be DC 6? I'd love to hear your reasoning.

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา +1

      The average value for an attribute is +2
      That's the equivalent of a +0 in D&D

  • @Juandrez__
    @Juandrez__ 6 วันที่ผ่านมา

    2:55 bridesmaid reference?

  • @SorryBones
    @SorryBones 5 วันที่ผ่านมา

    This golden, I’m making a game too and trying to break convention. Thanks for talking about the development.
    For pushing your luck, did you consider letting the players call heads or tails? Did you choose heads to win to keep it consistent for everyone?

  • @Superdarkpit
    @Superdarkpit 6 วันที่ผ่านมา

    The thing about deciding whether to roll an Attribute or a Skill I think is a moot point- isn’t rolling an Attribute just flat out incorrect in DnD and similar games (Like Pathfinder 2)? You aren’t supposed to roll core attributes, ever, precisely for this reason. So if you were arguing with players about which one feels appropriate, that’s the wrong debate to be having- you simply aren’t supposed to be rolling core attributes if you’re playing the game correctly, precisely for the reason you brought up: it doesn’t reflect your character’s proficiencies accurately and messes up the math. The core stat is just there as a step in the math and not meant to be used on its own.

  • @cragland94
    @cragland94 วันที่ผ่านมา

    i use no skills or feats in my games. if a player wants to do something risky like jump over a pool of lava, for example, i'd ask them to roll equal to or under their dexterity score. sure, it feels weird to roll a 20 and have the check fail, but i find that a roll-under approach streamlines things for folks who aren't familiar with RPGs. no shame in skill use, they're just not for me or my players.
    edit: i run the 1981 version of basic/expert dnd

  • @SoundDarkness13
    @SoundDarkness13 วันที่ผ่านมา

    im a little confused on the idea of treating dc8 as easy and dc10 as medium. If the average person has a +2 to the average situation, we can treat everything as -2 to the DC, so what that means is that a dc6 on a d12 is considered an easy roll, but that is a 50% chance of success. So something easy is something that I can do about half of the time. Something of medium difficulty is something I can do 1/3 of the time. It feels a bit strange to me.

  • @Barquevious_Jackson
    @Barquevious_Jackson 5 วันที่ผ่านมา

    So if you're more lucky you have more opportunities to either succeed normally or critically fail?
    I am not sure I see the appeal of having luck if it means you get an equal dose of bad luck, you know, something worse then regular failure and just regular success in exchange to balance it out.

  • @Unormalism
    @Unormalism 6 วันที่ผ่านมา +3

    I generally agree with your examination of mechanics, but had nothing meaningful to contribute so here's a comment.

  • @dawafflesupreme
    @dawafflesupreme 6 วันที่ผ่านมา

    THIS IS GENIIUS

  • @DWSP101
    @DWSP101 7 วันที่ผ่านมา +1

    😅 when making custom rules in your tabletop RPG it’s definitely a more complex system to just try to streamline it lol trust me, I know

  • @Taven03
    @Taven03 7 วันที่ผ่านมา

    Interesting idea. This feels very video game like. I am interested to see if the luck rolls slow down game play. I like that the NPCs don't have opposed rolls. However it sounds like there is a hogh chance of failure in the game with and easy roll being an 8 on a d12. That means if you have a +2 it's 50/50 for an easy roll

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา

      A bit more than that - if you succeed on a 6 or higher, that means there are 7 numbers for which you succeed (6, 7, 8, 9, 10, 11, 12), and 5 for which you fail (1, 2, 3, 4, 5). So it's closer to 58%, and gets a bit higher when you factor in the Push your Luck mechanic and other re-rolls.

    • @Taven03
      @Taven03 7 วันที่ผ่านมา

      @Trekiros fair but I guess my main point is that's for an easy roll? 60 percent is a little better but I would classify that as a medium roll normally for DND.

  • @toastpenandpaper
    @toastpenandpaper 5 วันที่ผ่านมา

    I do create my own system as well, but if there is one thing I recommend when comparing ones work to the work of others is not to judge it badly just because it's not the same preference. Calling a specification of someone else outdated or boring is not a good look.
    I am unsure about this change too. It seems to be inspired by Rune Quest, if it counts per scene, is that correct? Your written information on screen differs here from what you said, where it says per long rest instead, implying the adventure day system is used?
    So, for the system to have a positive impact, a DC for a task needs to be always known and players be familiar with percentual chances and the change to that chance the buff creates, which in turn it then only creates one time/day or scene. Which in turn is meta.
    I'm unhappy with how skills work in DnD 5e as well, but this seems to just add more variables to it without changing that issue I have with it. It makes it more likely to succeed however.

  • @luisquecedo7385
    @luisquecedo7385 7 วันที่ผ่านมา

    Not sure if this game ambient is for me, and being a small game probebly it's difficult, the most advantage I see with DnD for new, casual, or simply busy people, is that has tons of resources and pre made campaigns to start.
    But I'll follow this and see how it goes, and at least, can help you with some views, comments and likes, good luck mate.

  • @atrution
    @atrution 7 วันที่ผ่านมา +1

    kinda weird to change contested rolls to set DC

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา +3

      It saves a LOT of table time, and avoids weird scenarios where it becomes about who rolled less poorly rather than whether or not you rolled well, without changing the odds of success.

    • @atrution
      @atrution 7 วันที่ผ่านมา

      @@Trekiros the point of an element of randomness, like dice rolling is variability. Encounters where dice rolled for a monster like a contested roll, where it upsets the players plan going in is not a flaw or weird scenario but a possibility they are to consider going in.
      The thing really irking me about is you still label it a contested roll, where it is not. Call it what it is, a "insert skill/ability"(DC) Roll.

    • @comparody7756
      @comparody7756 6 วันที่ผ่านมา

      Honestly with the stats still listed for the npcs you can always just do a contested roll as well if that fits better with your groups playstyle.

  • @felixheitzer2262
    @felixheitzer2262 3 วันที่ผ่านมา

    So, one thing I ask myself:
    Why would you not just eliminate attribute-checks?
    In most games I play/run, you simply have enough / the right kinds of of skills, so that everything can be a skillcheck.
    If a charakter is not trained in using their Strengh optimally in the real world and are more of a body builder or a fighter,
    they wont be as good at breaking the dor down as someone, who actually does physical labor, like a builder or miner.
    The last two would have a skill that allows for a better chance at a good ountcome for the check, the former might not.
    I think, it´s pretty much alright the way you did it, but there is no need to die on a hill, that was created by people,
    who are shitty at designing skill lists.

  • @herosam93
    @herosam93 6 วันที่ผ่านมา

    Is there a reason they aren't just called the GM/DM? Cause to me it just sounds like you're doing that to "be different" and i don't think it's going to have the effect you think it will. I ran a Callisto game for almost 3 years and in that game the person in charge was called the "Referee", but everyone still refered to me as the GM.

  • @chefkoch4589
    @chefkoch4589 7 วันที่ผ่านมา

    Will this game be playable in foundryVTT?

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา

      There is no Foundry plugin (for now at least), but the website has its own chatbox, with synchronized dice rolls that every player within the same campaign can see.
      So if you just use Foundry as a visual aid to have maps and tokens, you can already do that. But if you want a full integration where Foundry's tokens have life bars that are synchronized with Flare Fall's website, etc... That's not possible just yet.

  • @parrishmatrix
    @parrishmatrix 7 วันที่ผ่านมา

    I don't understand how to get to the discord server.

    • @Trekiros
      @Trekiros  7 วันที่ผ่านมา

      When you join it, the only channel that should be visible is #server-info. At the bottom there are two bots: mee6 and carlbot.
      Mee6 lets you agree to the server's rules, and when you do that you gain access to the rest of the server
      Carlbot lets you opt in to various roles, depending on what kind of notifications you want to receive from the server.

  • @Drudenfusz
    @Drudenfusz 6 วันที่ผ่านมา

    Have you play tested this already? I mean it sounds solid by listing to you here, maybe my only concern would be that the attributes are too abstract and thus also cold cause friction with the immersion. There is a writing advice for a reason to be concrete, since the human brain falls much easier into an immersive flow state when the person can conceptualise whatever the description is about.
    Otherwise I have too little gripes, but those are just personal preferences and thus are not meant as any form of criticism, only why i probably would not play your system. My two personal issues are that I distaste the term plot in our hobby, and will automatically assume that railroading is permitted when it gets used. I doubt this is an intentional implication on your side, but the connotation simply leaves me with an overwhelming distaste. The second reason is probably something nobody but me is annoyed by, the concept of luck in itself is philosophical abhorrent for me. I mean I can understand when people say they feel lucky, but I cannot conceptualise what it means that luck as a cosmic power intervened. Maybe I am too much of an atheists for that. Which is why I would always call a mechanism that is supposed to change the results, like adrenalin, willpower, or a plethora of other terms which do not imply some ambiguous cosmic force. Again, feel free to ignore the crazy cat lady who wrote this!

  • @daag1851
    @daag1851 3 วันที่ผ่านมา

    2:10 what if it lands on the side? /joke

  • @Ash.King.Y
    @Ash.King.Y 7 วันที่ผ่านมา

    Je viens de réaliser qu'on doit utiliser 2 euros.

  • @davidgunter7279
    @davidgunter7279 6 วันที่ผ่านมา

    I don't think you need to Compare everything you explain to DnD. Yes the rules are heavily Inspired by it but idc. Every new Ruleset is heavily inspired by something. I would prefer if you explain this with the Context of the World you build and not some other Setting that has nothing to do with Post-Apocalyptic and Sci-Fi. The Vibe and Mood you want to express in your World, will be represent in these Rules but all I am hearing is DnD.