I did find a dmsguild class called “The Weaver” a really long while back that has a gimmick similar to the magic system(though you can no longer find it there for some reason🙁) though in comparison this has been taken further as a magic system, for all spell casters and in flavor sense that was all it had that was interesting about it; love the magic system and I’m dreaming of the day when I can play a caster with this(while there was not much to the weaver class I like how compared to this magic system it showed to a degree at least: great minds think alike because for how both work I have come to love it so much🥰(Incase for what ever reason it gets taken this way, I do not mean to insult either of the Weaver class or Vagabond’s magic system or insinuating anything, I’m just trying to say I like how they both came to similar builds and while one is for a class another the other for a whole game and just thought they were both cool in their own unique way
Also shout out for group combat. I think it leads to better teamwork from the players and really makes them think about their role in the GROUP rather than how they can deal the most damage solo.
big congrats on this! and THIS is the biggest take away, there is ALWAYS room for a new TTRPG to be out there, you don't have to be a 1.5billion dollar company to make it happen! again, big congrats!
The quick action sounds like a smoothing over of 3.x's system of the swift action and the interrupt, since you could only take one or the other in a round.
Your design's have always meshed with me and I've been waiting for this for a long time, this and Matt Colville's Talent are my most anticipated releases in a long time for ttrgps. Can't wait to see it in action.
I don't have the bandwidth to learn and teach a ton of new ttrpg's to my group. I was very worried i would have to make a choice between vagabond and the dungeon coach's DC20 system. However after looking at both systems i see characters i can't build in one, capable in the other and this makes me very confident they have their own system and style that i can see myself diving into and my players loving. Also while they aren't rules light, they feel very intuitive and can feel rules light at the same time, while still holding that crunch that i love in a ttrpg. Very excited to see the final product. It's really cool seeing someone who knows what they are doing, poor their passion into something.
This is insane taron. You’ve managed to design a system that takes the wants & needs of literally everybody in my extended playgroup and dials it up to 11. I can’t WAIT to get my hands on this
HOLY COW! I really love the way Vagabond has been designed so far. I really got hooked seeing all the different races, classes and how world generation works. I hope when you do videos discussing the monk and ranger class, thematically monks are a bit more open to interpretation in their martial arts and carry the similar subclass options to 5e's monk subclasses. And rangers as a class are more versatile like the hunter subclass. I don't pay a lot of attention to your vagabond videos but I hope there will be a witch class I really love your mana system. I've always had a bias against spell casters so seeing a mana system feels like something that I need to enjoy spell casters I'M SO EXCITED FOR VAGABOND!!
I can just see it now a frat collage setting and that one player enters a frat party and the rest of the group looks at that one guy that can just tell and they go VIBE CHECK.
Interesting take on a system. I especially like your magic system. I also always felt D&D felt narratively awkward with it's magic system. In fact sometimes I would narrate a magical display and my players were almost always like "that spell doesn't exist." or something simar. I definitely dig what you've done here.
The "roll-over" system is a stroke of genius. It's one of those things you hear and wonder why no one has concepted it before (at least to my knowledge of many games no one has). One of my greatest pain points as a GM has always been setting DCs. I hate it and it never feels like I get it right. Roll-under systems always felt like the best solution because it removes that issue, but the idea of wanting to roll low never really feels great. Roll-over for the win!
Call of Cthulu has a similar system. Your skill proficiency raises when your character becomes more knowledgeable. You want to roll low to become successful on skill checks. If you roll lower, than opponent on opposing skill checks. Normal checks are equal to or less than your skill. Hard checks are half your skill. Extreme checks are 1/5th your skill.
@@josephpurdy8390sure, but the reason Vagabond is different is because it flips "roll under" mechanics on their head so that it works essentially the same but you still get the "bigger number = better" mouthfeel at the same time.
Great minds. I also have a modular casting system for my ttrpg that's been 5 years in development. Though there are definitely differences between our systems.
Just to clarify… buying the early access now gets you the current alpha PDF and then the final PDF once it’s released, yes? This is looking great btw. I love the simplified game play and the way magic can be creatively used along with having a ton of classes at release. Will there be subclasses?
1. Yes, early access purchasers get the final PDF. I'm selling the game in early access to help fund additional artwork. 2. Thank you! 3. There are subclasses for all of the classes.
I thought you had previously covered The One Ring RPG by Free League, but I can't find any videos about it so maybe I'm thinking of someone else. IN ANY CASE, TOR uses a very similar difficulty on the sheet system. Each attribute is subtracted from 20 to form the Attribute TN (target number), and then all skills related to that Attribute (as a d6 dice pool) are rolled against the TN. You also always roll a d12 die as a feat die even if you're untrained in a skill. It's actually a really cool idea for separating skills and attributes IMO. I've also been toying around with a homebrew system for a while and the idea of combining two attributes for "saves" or "reactions" was an idea I've always liked. I think Shadowrun may do defenses that way too. Anyway you got some good ideas here. I may have to take a look at this game.
I've seen "fully modular" spell systems proposed in TTRPGs before, and my concern is always that interesting niche effects can be lost, especially ones hard to balance as a modular component. In addition, it can be overwhelming for new players. Hopefully there's good solutions to both of these issues (the latter can just have recommended castings for new players at lower levels).
A : The reason for old games being "roll under" is because players had a hard time wrapping their head around a LOW skill value being better. Players wanted "higher number = better". B : People then had a hard time wrapping their mind around rolling low being a good thing. They felt awkward that rolling a 1 was better than rolling 20. D&D 3rd edition forward wanted to solve that by having bonuses so that high attributes/skills were good while rolling high was also good. C : Now you want to solve the problem with the adversarial mindset that is created by the DM setting the "target value" and the player not knowing what to roll by looking at the character sheet. So now we are back to lower attributes/skills being better. D : See A Round and Round we go 😅
I was playing a game with a creative playstyle with magic similar to yours. The more you spend the greater the effect or damage. How do you manage something like... an empowered firebolt vs casting a fire ball (which does aoe dmg)? I feel like aoe always becomes the best option unless the damage is dispersed in some way where it can do more overall damage than single target given the right circumstances but most times single target is better. Does this make sense? Basically I am asking about rules on aoe vs single target given that aoe would obviously be the most efficient tactic available if dmg scales by 1d6 with each mana point.
Changing the delivery to a sphere or whatever else costs mana, and increasing damage also costs mana. Every caster has a maximum amount of mana they can spend on a given cast, so if you're changing both delivery and damage you can only do so much at a time and you'll burn through mana super quickly. The mana system is flexible enough that you can cast lots of little spells or totally gas yourself out on one or two big spells (especially if you're a sorcerer).
i like the idea of metamagics being a more UNIVERSAL feauture of the game, means you can make a LOT less spells, no need for fire ball and fire bolt or fire storm. like. why? this is the same spell at different sizzes XD. im also a HUGE fan of the glypths being introduced into this! ive noticed that while i LOVE the idea of the truly "prepared caster" where you Precast things, the only way to do this effictly is to cheese it or suffer for it. it works so rarely outside of white room analysis that if i can get my caster into a situation where i KNOW a bad guy will be here in a few days or something, i want to be able to spend that time to make the incoming fight easier, but due to how rare this is, its unlikely you thought to have a pre loadable glyph spell available, in most systems it costs money you may not have, or requires all sorts of nonsense. making it a assumed, constant feauture of the system means i can spend that leftover mana on a fireball glyth at the entrance of the cave as a BASELINE rather than something i need to be FIGHTING either the GM or the system for.
Love how many classes there are but im a bit worried by the absence of warlock. Its my favourite caster class flavour wise, so I really hope you do plan on including a pact magic caster.
@@Indestructoboy i dont know, man. 70% of warlock appeal is the patron/pact maker dynamic. Its a gold mine of drama for dm's. Mechanically dnd warlock is a bit meh, being only a half caster with automatically leveling spells. Haven't really dug into your system that much yet, but i def could see vagabonds warlock being represented for example by starting every enconter with zero mana and rolling a dice to see with what they can work with that turn, that way they could cast more often than other classes but only get to do really powerfull spells if they get lucky. A loose idea, but its to illustrate that warlock could work in this sytem if we'd only take the archetype and don't apply dnd mechanics to it.
As someone looking forward to vagabond (especially after... “the incidents of that we shall not name of those we shall not name”), I’m surprise not to see merchant not on here...though then again that’s gonna need adjustment/remodeling to this system; if it dose get put in I can’t wait to see what form it would take☺️
Love a lot of the ideas here. One question: is the Vagabond “class” still a thing in the current version of the game? I didn’t see it mentioned in the quickstart.
Hoping this works out for you. Was planning to pick up your secondary classes for DnD once I hit proper DMing, so you'll get my support that way! Out of curiosity, what's the current state of the Vanguard for 5e? Is it being left as-is on your webstore? I know it hasn't joined the rest on the DM Guild, so I wasn't sure if it was still technically 'in testing' or not like the Dancer, Alchemist and Merchant.
Looks promising! My heads still trying to understand the resolution system. Could be just not being that awake yet. xD So 20 - (stats). Roll that number or higher, correct?
So what is the difference between the link provided here (the direct link to purchase the product, which I believe is a pdf file) and the Gamefound one? If I pledge through Gamefound, do I immediately get the same file as the one on the Land of the Blind website? Or if I purchase off the website, will I get the final product still? Thanks!
@@fitzgeraldlimisella4393 they will get you the same file, but ordering through Gamefound also allows you to get add-ons, which help us find improving the game
здравствуйте ! скажите пожалуйста , как в вашей игре зовётся раса Людей похожих на Зайцев ? =) Hello! Please tell me, what is the name of the race of People similar to Hares in your game? =)
I think it's funny that your system where skills are a DC is just THAC0 all over again. It's like you know deep down that a roll-under system would be better suited for your needs, but you're afraid D&D players aren't smart enough to get it.
I've been fiddling with making a TTRPG, and I just have to say the way you do magic in Vagabond is absolutely inspiring
That’s such a kind compliment! Thank you!!!
I did find a dmsguild class called “The Weaver” a really long while back that has a gimmick similar to the magic system(though you can no longer find it there for some reason🙁) though in comparison this has been taken further as a magic system, for all spell casters and in flavor sense that was all it had that was interesting about it; love the magic system and I’m dreaming of the day when I can play a caster with this(while there was not much to the weaver class I like how compared to this magic system it showed to a degree at least: great minds think alike because for how both work I have come to love it so much🥰(Incase for what ever reason it gets taken this way, I do not mean to insult either of the Weaver class or Vagabond’s magic system or insinuating anything, I’m just trying to say I like how they both came to similar builds and while one is for a class another the other for a whole game and just thought they were both cool in their own unique way
@Indestructoboy I know this is old, but I just playtested the first version of my ttrpg and my players really liked it!
I'm so excited to start playing Vagabond! Here's to 2024 being the year of VAGABOND!!!
Also shout out for group combat. I think it leads to better teamwork from the players and really makes them think about their role in the GROUP rather than how they can deal the most damage solo.
Great choice to do math on character sheet, simplify play
big congrats on this! and THIS is the biggest take away, there is ALWAYS room for a new TTRPG to be out there, you don't have to be a 1.5billion dollar company to make it happen! again, big congrats!
The quick action sounds like a smoothing over of 3.x's system of the swift action and the interrupt, since you could only take one or the other in a round.
Congrats! Can’t wait for people to get their hands on it
Your design's have always meshed with me and I've been waiting for this for a long time, this and Matt Colville's Talent are my most anticipated releases in a long time for ttrgps. Can't wait to see it in action.
I don't have the bandwidth to learn and teach a ton of new ttrpg's to my group. I was very worried i would have to make a choice between vagabond and the dungeon coach's DC20 system. However after looking at both systems i see characters i can't build in one, capable in the other and this makes me very confident they have their own system and style that i can see myself diving into and my players loving. Also while they aren't rules light, they feel very intuitive and can feel rules light at the same time, while still holding that crunch that i love in a ttrpg.
Very excited to see the final product. It's really cool seeing someone who knows what they are doing, poor their passion into something.
This is insane taron. You’ve managed to design a system that takes the wants & needs of literally everybody in my extended playgroup and dials it up to 11. I can’t WAIT to get my hands on this
HOLY COW! I really love the way Vagabond has been designed so far. I really got hooked seeing all the different races, classes and how world generation works. I hope when you do videos discussing the monk and ranger class, thematically monks are a bit more open to interpretation in their martial arts and carry the similar subclass options to 5e's monk subclasses. And rangers as a class are more versatile like the hunter subclass.
I don't pay a lot of attention to your vagabond videos but I hope there will be a witch class
I really love your mana system. I've always had a bias against spell casters so seeing a mana system feels like something that I need to enjoy spell casters
I'M SO EXCITED FOR VAGABOND!!
Just finished my first game of Vagabond this last week! Still figuring out all the nuances of the system but my group loves it so far.
Can’t wait to lay my hand on this
Huzzah and hurrah! I can't wait to play this. 😀 Congratulations!
I can just see it now a frat collage setting and that one player enters a frat party and the rest of the group looks at that one guy that can just tell and they go VIBE CHECK.
Looks super exciting!
Super cool system, and glad to see Into the Odd getting so much love! Can't wait to play this in the future and see a full table come together for it!
an amazing idea brought to life by a great creator!! I will be ordering Vagabond!! Great Job!!
Vagabond looks like a really fun game! good luck!
I think every GM eventually tries to make their own system, but very few of those ever actually become anything. Very cool stuff!!!!
At a quick glance i thought your shirt said "Beer Lord."
It's release time!! Finally!!
Looks great can't wait ro try it out
Love everything I’m hearing. Can’t wait to try it out!
This sounds pretty dope. I’m gonna have to check it out as soon as I can.
You had me at JRPG, and “If you want to play as a monster”
All hail the almighty Bagelbond!!
This sounds amazing!
Interesting take on a system. I especially like your magic system. I also always felt D&D felt narratively awkward with it's magic system. In fact sometimes I would narrate a magical display and my players were almost always like "that spell doesn't exist." or something simar. I definitely dig what you've done here.
The "roll-over" system is a stroke of genius. It's one of those things you hear and wonder why no one has concepted it before (at least to my knowledge of many games no one has). One of my greatest pain points as a GM has always been setting DCs. I hate it and it never feels like I get it right. Roll-under systems always felt like the best solution because it removes that issue, but the idea of wanting to roll low never really feels great. Roll-over for the win!
Call of Cthulu has a similar system. Your skill proficiency raises when your character becomes more knowledgeable. You want to roll low to become successful on skill checks. If you roll lower, than opponent on opposing skill checks. Normal checks are equal to or less than your skill. Hard checks are half your skill. Extreme checks are 1/5th your skill.
@@josephpurdy8390sure, but the reason Vagabond is different is because it flips "roll under" mechanics on their head so that it works essentially the same but you still get the "bigger number = better" mouthfeel at the same time.
Effect/delivery reminds of the magic from two worlds 2. Love that stuff.
Great minds. I also have a modular casting system for my ttrpg that's been 5 years in development. Though there are definitely differences between our systems.
Very cool, man!! Vagabond looks great. ⚔😃
Just to clarify… buying the early access now gets you the current alpha PDF and then the final PDF once it’s released, yes?
This is looking great btw. I love the simplified game play and the way magic can be creatively used along with having a ton of classes at release.
Will there be subclasses?
1. Yes, early access purchasers get the final PDF. I'm selling the game in early access to help fund additional artwork.
2. Thank you!
3. There are subclasses for all of the classes.
I read your shirt as beer lord
I have to try to switch my players over to this
I thought you had previously covered The One Ring RPG by Free League, but I can't find any videos about it so maybe I'm thinking of someone else. IN ANY CASE, TOR uses a very similar difficulty on the sheet system. Each attribute is subtracted from 20 to form the Attribute TN (target number), and then all skills related to that Attribute (as a d6 dice pool) are rolled against the TN. You also always roll a d12 die as a feat die even if you're untrained in a skill. It's actually a really cool idea for separating skills and attributes IMO.
I've also been toying around with a homebrew system for a while and the idea of combining two attributes for "saves" or "reactions" was an idea I've always liked. I think Shadowrun may do defenses that way too.
Anyway you got some good ideas here. I may have to take a look at this game.
I've seen "fully modular" spell systems proposed in TTRPGs before, and my concern is always that interesting niche effects can be lost, especially ones hard to balance as a modular component. In addition, it can be overwhelming for new players. Hopefully there's good solutions to both of these issues (the latter can just have recommended castings for new players at lower levels).
The removal of social checks reminds me of the Japanese TTRPGs I have seen. A lot seem to avoid gamifying social stuff and focus on Roleplay.
The moment you pulled out that Rubik's Cube is the moment I decided to buy this game.
A : The reason for old games being "roll under" is because players had a hard time wrapping their head around a LOW skill value being better. Players wanted "higher number = better".
B : People then had a hard time wrapping their mind around rolling low being a good thing. They felt awkward that rolling a 1 was better than rolling 20. D&D 3rd edition forward wanted to solve that by having bonuses so that high attributes/skills were good while rolling high was also good.
C : Now you want to solve the problem with the adversarial mindset that is created by the DM setting the "target value" and the player not knowing what to roll by looking at the character sheet. So now we are back to lower attributes/skills being better.
D : See A
Round and Round we go 😅
I was playing a game with a creative playstyle with magic similar to yours. The more you spend the greater the effect or damage. How do you manage something like... an empowered firebolt vs casting a fire ball (which does aoe dmg)? I feel like aoe always becomes the best option unless the damage is dispersed in some way where it can do more overall damage than single target given the right circumstances but most times single target is better.
Does this make sense? Basically I am asking about rules on aoe vs single target given that aoe would obviously be the most efficient tactic available if dmg scales by 1d6 with each mana point.
Changing the delivery to a sphere or whatever else costs mana, and increasing damage also costs mana. Every caster has a maximum amount of mana they can spend on a given cast, so if you're changing both delivery and damage you can only do so much at a time and you'll burn through mana super quickly. The mana system is flexible enough that you can cast lots of little spells or totally gas yourself out on one or two big spells (especially if you're a sorcerer).
@@tyleremery7088 Thanks for the clarification!
i like the idea of metamagics being a more UNIVERSAL feauture of the game, means you can make a LOT less spells, no need for fire ball and fire bolt or fire storm. like. why? this is the same spell at different sizzes XD. im also a HUGE fan of the glypths being introduced into this! ive noticed that while i LOVE the idea of the truly "prepared caster" where you Precast things, the only way to do this effictly is to cheese it or suffer for it. it works so rarely outside of white room analysis that if i can get my caster into a situation where i KNOW a bad guy will be here in a few days or something, i want to be able to spend that time to make the incoming fight easier, but due to how rare this is, its unlikely you thought to have a pre loadable glyph spell available, in most systems it costs money you may not have, or requires all sorts of nonsense. making it a assumed, constant feauture of the system means i can spend that leftover mana on a fireball glyth at the entrance of the cave as a BASELINE rather than something i need to be FIGHTING either the GM or the system for.
The website doesn't say, so once this is ready for release, are there plans of making a physical book?
Yup! The Physical Book Kickstarter planned for 2024.
@@Indestructoboy Cool, I'll probably buy the digital version first but I'm always excited for a new book in my book shelf.
Love how many classes there are but im a bit worried by the absence of warlock. Its my favourite caster class flavour wise, so I really hope you do plan on including a pact magic caster.
The problem here is, I believe more people want the mechanical expression of 5e's Warlock more than the representation of the character archetype.
@@Indestructoboy i dont know, man. 70% of warlock appeal is the patron/pact maker dynamic. Its a gold mine of drama for dm's. Mechanically dnd warlock is a bit meh, being only a half caster with automatically leveling spells. Haven't really dug into your system that much yet, but i def could see vagabonds warlock being represented for example by starting every enconter with zero mana and rolling a dice to see with what they can work with that turn, that way they could cast more often than other classes but only get to do really powerfull spells if they get lucky. A loose idea, but its to illustrate that warlock could work in this sytem if we'd only take the archetype and don't apply dnd mechanics to it.
>it shouldn't be a resource management game, it should be an action game
>you get an amount of mana per long rest
😈
He did experiment with removing mana and upping the difficulty instead, but playtesting proved mana was preferable.
Lol I mean, magic nerds find math very high action.
I. Love. This.
As someone looking forward to vagabond (especially after... “the incidents of that we shall not name of those we shall not name”), I’m surprise not to see merchant not on here...though then again that’s gonna need adjustment/remodeling to this system; if it dose get put in I can’t wait to see what form it would take☺️
@@DragoonOuroborosDragun merchant actually was added to the game!
Out of all things I expected to see here, mention of Chris Ramsay was NOT one of them! xD
Dude taught me cardistry, now I have a favorite fidget. Lol
Love a lot of the ideas here. One question: is the Vagabond “class” still a thing in the current version of the game? I didn’t see it mentioned in the quickstart.
Hoping this works out for you. Was planning to pick up your secondary classes for DnD once I hit proper DMing, so you'll get my support that way!
Out of curiosity, what's the current state of the Vanguard for 5e? Is it being left as-is on your webstore? I know it hasn't joined the rest on the DM Guild, so I wasn't sure if it was still technically 'in testing' or not like the Dancer, Alchemist and Merchant.
The Vanguard has been complete for a year. It’s not going on the Guild because it doesn’t need to.
Hey dude, you are awesome. I really appreciate what you are doing. How can I get a copy of Vagabond?
Looks promising! My heads still trying to understand the resolution system. Could be just not being that awake yet. xD So 20 - (stats). Roll that number or higher, correct?
That's correct!
Compared to Ironsworn how complex will this system be?
Less so. At least from my perspective.
So what is the difference between the link provided here (the direct link to purchase the product, which I believe is a pdf file) and the Gamefound one? If I pledge through Gamefound, do I immediately get the same file as the one on the Land of the Blind website? Or if I purchase off the website, will I get the final product still? Thanks!
@@fitzgeraldlimisella4393 they will get you the same file, but ordering through Gamefound also allows you to get add-ons, which help us find improving the game
@@Indestructoboy thanks! Do I get the file immediately if I buy via Gamefound? (basically I wanna know if I could play immediately lol)
здравствуйте ! скажите пожалуйста , как в вашей игре зовётся раса Людей похожих на Зайцев ? =)
Hello! Please tell me, what is the name of the race of People similar to Hares in your game? =)
@@floppa2154 Lepus
I think it's funny that your system where skills are a DC is just THAC0 all over again. It's like you know deep down that a roll-under system would be better suited for your needs, but you're afraid D&D players aren't smart enough to get it.
It's the philosophy of THAC0 with the intuitive feel of roll high. It really doesn't need to come with all that pretention.
Is there a buisness email for contact? My intention would be for a review of my latest ttrpg project. Thank you for your time.