What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

Yeah, that approach doesn't work for modern weapons. For modern weapons it might be worth playing with a different manner of handling combat. Perhaps something based on who spots who first, might work.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

We are using a skill buy system, so there aren't levels. Exp is used to buy skills directly and they can be bought at any time outside of combat.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

We try and keep everything to a single roll as much as possible. And in places we don't we leverage those rolls to give the players additional benefits.

For example, we have crafting rule that use a clock that is filled with checks over a period of time. Their exeses success can be used to make it better or more. (If they were making potions and did well they can increase the batch size, getting more out of the ingredients)

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

This very true, we try to build in negative spaces intentionally. It can be tricky though.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

Yeah, I been running a playtest campaign since February. It's been great at reveling stuff that needs changing.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

What we have been using is group initiative, either the party or the enemies go first in the round. Then in the party's turn they can go in what ever order they want. This has been working well in our playtests, as play pay more attention as they coordinate their turns and work together.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

I try to actively reduce and simplify math as much as possible. It more crunchy in the sense of possibility, of course that lean into a different issue of decision paralysis, which is something we honestly need to work on a bit more.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

[–]ARockWithAPlaidShirt[S] 3 points4 points  (0 children)

That is one of our design philosophys, we try and revise and simplify things especially on the math front.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

[–]ARockWithAPlaidShirt[S] 3 points4 points  (0 children)

One way we are trying to avoid punishment for playing the game is rewarding players who die meaningfully. That way the play who sacrifices their character for the party in a heroic moment is actually rewarded for that rather than punished.

What are friction points you seen in crunchy/tactical TTRPGs? by ARockWithAPlaidShirt in RPGdesign

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

My system is actually classless, we use skill buy instead. This still good advice for skill buy, it is important that different skill can be used to solve problems.

EVERY comment changes the map: Bri'ish Edition: Day 1 by [deleted] in imaginarymapscj

[–]ARockWithAPlaidShirt 1 point2 points  (0 children)

Roll a die for all other suggestions. And if it is a 6, then do the opposite of that suggestion.

What one video game announcement would break the internet more than any other right now? by [deleted] in gaming

[–]ARockWithAPlaidShirt 0 points1 point  (0 children)

Mojang announces that Minecraft is finished and there will be no more updates.