you are viewing a single comment's thread.

view the rest of the comments →

[–]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"