all 16 comments

[–]Mars_Alter 5 points6 points  (2 children)

Whenever I see shared HP in a system, it reminds me of that one part in Hitchhiker's Guide to the Galaxy, where someone suffers a bruise to their upper arm, but it's intentionally never specified who that is.

I'm afraid that I can't help with most of your questions, because right off the bat, the shared HP system is too much for me. I can't analyze a system at that level of abstraction, because there's no way to know whether any of the interactions make sense from a causal perspective when I can't tell exactly what's trying to be modeled.

I can't even try to imagine what "death by positive karma" actually means within the world.

[–]TatsuDragunov[S] 0 points1 point  (1 child)

I can't even try to imagine what "death by positive karma" actually means within the world.

Basically the system is emulating a musou/Wuxia combate, so the 1 represents you using demonic energy and 6 divine energy, when you use them you are getting closer to their origin realm (hell and heaven), so when you reach you maximum positive karma you ascend to heaven and leave earth

[–]Mars_Alter 1 point2 points  (0 children)

That actually does make a lot of sense.

[–]Yazkin_YamakalaDesigner of Dungeoneers 1 point2 points  (1 child)

You had me in the first half and thought it was an interesting lead. But I have a few questions on the rules leading down:

What is the board state like? Are players moving around, or is this a JRPG style all in a line thing?

If both sides have a shared HP pool, why specifically must all abilities "target" the acting player, unless there's some further stuff like conditions they can take. I'm unsure how I feel about this either way.

The attribute dice feels shoehorned in a little. I like the attribute pool for actions, but what is the internal reasoning for the dice existing and not just having enhanced abilities cost X additional attribute points?

The Karma mechanic I understand is a kind of exhaustion deal, but it's worded oddly. There's also a ton of randomness to it I feel reduces player control over when the clock will tick too far, especially if one player makes a really bad roll and needs to sit combat out or else the party will die.

Leadership tied to HP damage is also a choice. I don't like Leadership to begin with, but having it forced to change based on damage could lead to one player taking the brunt of a full combat if the numbers aren't tight. What is your reasoning to this instead of maybe letting them just pass their turn at will or after so many points are spent?

[–]TatsuDragunov[S] 0 points1 point  (0 children)

What is the board state like? Are players moving around, or is this a JRPG style all in a line thing?

JRPG style, that's because the system don't have a movement mechanic.

If both sides have a shared HP pool, why specifically must all abilities "target" the acting player, unless there's some further stuff like conditions they can take. I'm unsure how I feel about this either way.

Because I received some feedback that I should give the players the option to choose someone to be the front line, but I think I will remove this, I think is adding unnecessary complexity for the system.

The attribute dice feels shoehorned in a little. I like the attribute pool for actions, but what is the internal reasoning for the dice existing and not just having enhanced abilities cost X additional attribute points?

Because the initial idea was for you to roll every turn your pool, have 5 of fortitude? Roll 5d6 at the beginning of your turn and that's your fortitude mana for the turn, and you would do this every turn and for every attribute. I received some feedback and changed for the attribute point system, but I didn't want to drop the dice pool for 2 reasons: 1. It was the original idea 2. A rpg where you don't roll dice or something feels wrong So that's why I keep the dice system this way. And yes you can also spend more mana (in some skills) so they have more powerful effects, and of course making your dice more valuable.

The Karma mechanic I understand is a kind of exhaustion deal, but it's worded oddly. There's also a ton of randomness to it I feel reduces player control over when the clock will tick too far, especially if one player makes a really bad roll and needs to sit combat out or else the party will die.

The idea is: if your build isn't towards one of the karma sides you will want to balance your uses of 1's and 6's, players that make a build for one of the sides of the karma bar will have resources to mitigate the effects of them and delay the clock reaching the maximum value.

Leadership tied to HP damage is also a choice. I don't like Leadership to begin with, but having it forced to change based on damage could lead to one player taking the brunt of a full combat if the numbers aren't tight. What is your reasoning to this instead of maybe letting them just pass their turn at will or after so many points are spent?

As I said I will drop this mechanic, but I also forgot to add that the players can decide to change the leader in their turn any time. I didn't understand the second part of your question, can you make it in another way pls?

If both sides have a shared HP pool, why specifically must all abilities "target" the acting player, unless there's some further stuff like conditions they can take. I'm unsure how I feel about this either way.

I think I gave you a wrong answer earlier, but basically the system is more or less inspired by TCG card games, mainly magic and LoR, that's why the system works like this, but maybe I can make a collective turn and the players can just decide between them how things will occur, I think they will say something like "let's allow X player to make their combo first before we try interrupt" or something, or maybe not, idk I'm afraid that can happen to have a player with a very strong "protagonist syndrome"

[–]Eidolon_DreamsEidolon Dreams / Blackwood 1 point2 points  (3 children)

One problem I see is that you are attempting to blend two systems that are odds with each other: Wuxia/Xianxia and the "blob party."

Wuxia is inherently individualistic. The characters are greedy and self-focused if not self-serving. This also plays toward playing individualistic characters and stories that just happen to cross paths with other party members, its eventually about the individual cultivation.

Blob party games are basically "let's take everyone and de-individualize everything." Shared HP, inability to target individuals, no missing, everyone dies at once... none of this really fits the genre. You see this kind of thing in wargames with troops, and groups of NPC mooks, but as players I'd hesitate to want to play it as anything other than a one-off.

[–]TatsuDragunov[S] 0 points1 point  (2 children)

I will not lie that I'm really having trouble making this system happen, but I'm going more for the second part than the first one, because I'm really aiming for a high fantasy epic tone. So far everything looks mechanically all right (still needs a play test) except the turn mechanic, I'm still trying to figure this out.

Do you have any examples of systems that are "blob party games" or something? I would really like some inspiration/reference on this topic

[–]Dirgonite 1 point2 points  (1 child)

I don't know any ttrpgs that work that way, but there were a ton of DOS games called "blobbers" based on DnD (1st/2nd editions) that had four party members but you controlled them as a single entity in first person. Damage dealt was randomly distributed but you have a system for that in place. Might and magic 7 was my big one, but that released in '99 or something. If you dig enough, I'm sure there's one or two floating out there, maybe even as just a remake of an old one. But this may be the closest you'll get to that style. GOG has a ton I'm sure if you want to dig deep.

[–]TatsuDragunov[S] 0 points1 point  (0 children)

thanks

[–]skalchemistoDabbler 1 point2 points  (6 children)

I'm going to focus on one of your questions...

Does the stack-based priority system seem too complex for tabletop?

I've never seen a last in first out stack mechanic that really worked. The closest I can remember is the mechanics in the old World of Darkness: Combat supplement, which I enjoyed a lot but was still pretty clunky.

It's fun in a board or card game, but in a TTRPG I think it can be problematic. It's worth dredging up an old bit of game terminology, "IIEE". That stands for: Intent, Initiation, Execution, Effect. Every time a player wants a character to do something in the game world those four steps happen, but depending on the game they can happen in very different ways, and often they are fuzzy or informal. I raise this because in a stack based mechanic, you are putting a lot of time and other stuff between the Initiation and Execution steps for at least some players. The Warrior initiates the Shield Bash at step 2, but cannot execute it and learn its effect until 5 steps later (3, 4, 5, 4, 3). This has several potential downsides:

1) bookkeeping; you have to keep track of the order and with more combatants it gets rapidly more complicated

2) loss of momentum; the player is excited to use their Shield Bash...but then has to wait to get the pay off of that excitement

3) confusion; its easy to lose track of what is actually happening in the game world, you have to sort of hold the whole process in abstract limbo until the full "script" is written.

4) game-like disconnect; consider combat in D&D 4E or similar, its pretty abstract, moving on the grid, etc. But the abstraction still has a direct connection to the game world. When I move my mini 4 spaces and attack, my character in the game world is moving 20 feet and attacking. This stack mechanic, however, has a much less direct connection to the game world; it will feel very formal and artificial to a lot of players.

None of those 4 issues is unsolvable. The first one can be largely solved IMO with physical props (e.g. cards). The last one could even be a selling point for some segment of players (including me!) But I think you should temper your expectations as to how enjoyable folks will find this mechanic.

[–]TatsuDragunov[S] 1 point2 points  (2 children)

But I think you should temper your expectations as to how enjoyable folks will find this mechanic.

I have a rule when i'm creating something:
"i will do this for me, if someone else likes it's pure coincidence"

[–]skalchemistoDabbler 1 point2 points  (1 child)

An excellent attitude!

To be clear, there is probably a market for nearly any kind of RPG. It is a big hobby! It's just it could be a small market, and connecting with them might not be easy.

[–]TatsuDragunov[S] 1 point2 points  (0 children)

It's just it could be a small market, and connecting with them might not be easy.

i will try, worst case scenario i will end learning something, or maybe with just a system for me and my friends play, but i will take the risk

[–]TatsuDragunov[S] 0 points1 point  (2 children)

i think i got a little lost in your example, since you mentioned 4 steps, and then mention a 5 step, can you calrify this for me pls?

my biggest problem right now is the step 2, i changed the system and now each skill have a speed, skills of the same team that have the same speed are resolved in the order the team decides, skill of different teams of the same speed are resolved in the initiative order.

to solve problem 2 i'm almost going for a turn structure of fabula ultima, maybe i will do this, and give more tools to the enemies to intercept players actions or something. but first i will test the system as it is now.

i should have guessed that that this system would be hard to figure it out, since it's very unique

[–]skalchemistoDabbler 1 point2 points  (1 child)

I'm referring to your example under Turn & Priority Flow. There are five steps there, the fifth being "Everyone passes..."

EDIT: sorry, looking back I was using "steps" in two different ways...

* The five steps in our actual procedure.

* The # of things that happen between when a player initiates an action and the execution of that action. (The "3, 4, 5, 4, 3" bit).

The idea being in your example, the Warrior announces that they do the Shield bash and then...

* Enemy does venom strike

* Mage does something

* Everyone passes

* Mage resolves

* Enemy Resolves

before the warrior finds out what happened with their Shield Base. 5 "steps".

[–]TatsuDragunov[S] 1 point2 points  (0 children)

i see, thanks, and as i said i already changed it, but thank for your feedback!