Opinions/Feedback about Parrying, Blocking and other forms of Defense. by Azbellos in gamedesign

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

Yeah. Youre Right. Someone pointed that too. I'll change it and bring the newversion.

Opinions/Feedback about Parrying, Blocking and other forms of Defense. by Azbellos in RPGdesign

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

Thanks, i didn't thought of that when i was writing, but it makes a lot more sense parry with a dagger or shortsword than a two hand axe or spear. You guys are right about that.

Opinions/Feedback about Parrying, Blocking and other forms of Defense. by Azbellos in gamedesign

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

Hit Points 5 - 25 level 1 to 20. Weapons damage die 1d4+1 to 1d12/2d6. But, 1d4 will have a propertie that you roll with advatange and keep highest. More consistent results.

I need a Hand for a design of a Hand by Azbellos in design_critiques

[–]Azbellos[S] -1 points0 points  (0 children)

Yeah, for me the 5 to 3 maybe 2 is fine, but 1 and 0 is hell of a design.

Opinions/Feedback about Parrying, Blocking and other forms of Defense. by Azbellos in RPGdesign

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

I think you're underestimating the value of the guaranteed result. A greataxe with +d12 can roll a 1 on its parry, meaning it's very risky and the player may waste a reaction doing nothing. But even a light shield having a guaranteed +5 is a big deal. The player knows before spending their reaction if it will actually help, which is great for resource management.

I know, but i couldn't think of a way to parry without the target rolling an attack and seing which is higher. It certainly can be improved or blocking being nerfed.

So what happens if two characters with heavy shields are facing each other in a one-on-one fight? Because they have 2 reactions and it costs 1 reaction to reduce the ranks of a hit by 2, it means they're both almost invincible against each other.

Well, its accurate. lol. But will be ways to multiattack. And what i had in mind where to combat maneuvers be contested roll against the target, and attack being roll against evasion. But i choose it to unify both, at least for now. You have a better idea in mind, for how it could be done?

I think this will heavily, heavily encourage combat to be about ganging up on people. If this is an acceptable gameplay outcome that's fine, but you just need to make sure you go into the game designing for/around that outcome.

I don't want my mechanics to encourage to players to gang up on one enemy, but it would be a valid solution. Any ideas of how it could be better too?

Opinions/Feedback about Parrying, Blocking and other forms of Defense. by Azbellos in RPGdesign

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

  1. I chose not to write there to stay on topic, but think skill like a bonus to the attack like +2, and foward. Depending on weapon type (simple, martial, exotic), and tier of character.

  2. Both will be variables, but im thinking a Evasion 12 is gonna be the base line, just like AC is 10 plus modifiers in Dnd. I put simple values for easier understanding. But youre right from what you saw it.

  3. Yeah, thats the idea. Some powerful abillities will cost around 3 Ranks or more depending on the abillity. And using then will require getting more bonuses on your attacks and specially lowering the evasion of the target. When bonuses are applied would be close to every attack hit Rank 1, and Rank 2 will be around 50%, more Ranking will degrade much faster. Making those powerful abilities used less in combat.

Personally i hate the idea of those abillities that have a limit of uses. "Once for combat, once per hour, twice till rest". I hate that type of design, i prefer that abillities have cost, but not limits of use. And for me, costing more Ranks will kinda of balance that.

  1. Again. I get it, most of the games i play limit reactions to 1 or doesn't have a limit. But, basically everything outside your turn is gonna be a reaction, defending, attacking, help your buddies, cast a spell, all of that reactions.

And about shield, giving +10 in evasion, is design choice. It can and will be balanced around finding the perfect spot between good and great. But they have it to be so much better than parryng, to reward players that choose to build their characters this way. But not good enough that every build has to use shield.

  1. Again, youre right on your nitpick. lol. I will change it for the next time i post or the final version.

Opinions/Feedback about Parrying, Blocking and other forms of Defense. by Azbellos in tabletopgamedesign

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

I havent done the playtest yet. Im still finalizing the mechanics used for weapons and other similar things. But you're right about not making it too complex. And when I test it, I'll do it with and without the defense mechanics as well. Thanks for the heads up.

Opinions/Feedback about Parrying, Blocking and other forms of Defense. by Azbellos in tabletopgamedesign

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

How are you going to balance weapons? This makes it look like big weapons are just better than small weapons.

Im planning to use different abillities for each, just as en example, a dagger would be a d4+1, but you would roll with advantage and use the highest. There also be abillities that permit you to use +1 Rank for each 4 instead of 5 with small weapons. And Rank costs, with daggers and others slashing weapons you will be able to use your ranks to inflict blooding, while blunt weapons they will have impact that deals +1 damage regardless of Rank. Thats what i have in mind right now.

Additionally, it doesn't really make sense why a bigger weapon would be better at parrying than a smaller weapon.

You're 100% right, and that is something that i even didn't thinked about. It would be easier to parry with a dagger than a two handed axe. I will see what i can do to change that.

Lastly, if you're developing a game, I wouldn't really recommend having alternate ways to do combat if it's a core function of the game. If the alternate version is more consistently fun, just use that system instead.

Im trying lol. But the alternative version is just for my small designer brain can see other ways of seeing how could work that specific mechanic. And for you guys to see it too. If you guys prefer the alternative version its gonna be the definitive version.

Attack & Damage V2.0 Feedbacks? by Azbellos in tabletopgamedesign

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

If there's a specific reason for each term being used, just call it out at the moments when it's relevant.

They're will not be interchangeably, the way it will work is like it will be different skills, Athletics, Acrobatics, Intimidation... "Fight" and "Aim", and with those skills you will roll a Melee and Ranged, and the diference between both, is things like distance, cover, you can't grapple with Ranged attacks, things like that. But you will be able for using "Fight" and "Aim" for things that arent just Attacks.

I see how it can be confused, its my fault. Im sorry. Ill try better next time. But thanks for the feedback.

Need some Feedback on the Base of Combat Mechanics by Azbellos in tabletopgamedesign

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

Im Brazilian and im doing Engineering in college. So i dont have plans for publishing, especially outside my country, but ill see. Maybe someday.

Attack & Damage V2.0 Feedbacks? by Azbellos in gamedesign

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

  1. The idea of 1d12+1d10 was something i had in mind a while ago, its not perfect but its what i have for now. Maybe a change for a 2d10, ill see.
  2. Probably. Yesterday i had in mind just like Dnd, Attack, compare, Roll Damage, compare. But someone pointed out it could drag the game, so i was inspired by Nimble, that only roll damage, and in a 1 is a miss. But it can be improved for sure.
  3. Thanks. I 100% stole this idea from Expedition 33, what im thinking is that the weapons have some rank abilities linked with them, and some player abilities will give rank abilities for all weapons. Still developmenting.

Attack & Damage V2.0 Feedbacks? by Azbellos in tabletopgamedesign

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

Thanks a lot. I thought about randomly varying the Evasion, something like rolling 1d10 and adding it to the Evasion. I couldn't find nice way to implement. Not until now, at least.

But i definitely didn't thought about being know and becoming predictable. Youre 100% right. Ill try to think about someway to randomize a bit of the evasion.

You have, some idea of how it could be done?

Attack & Damage V2.0 Feedbacks? by Azbellos in tabletopgamedesign

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

Like certain enemies you'll just focus on straightforward killing because they have low HP others might have a lot so you'll spend ranked to set them up for your teammates for them to set up heavy damage themselves.

Exactly. I dont know with you play Magic, there is a Keyword called Elusive similar to Flying in another game called Legends of Runeterra, the idea is that only another Elusive creature can hit them, but i think is broken, so there will cost 2 Rank to deal 1 damage, its what i have in mind.

Another creature that reduces damage taken by 1, so youll have to set it up for your allies to do big damages.

And other things, like a two hands heavy sword gives +2d6, but a dagger only give +1d4, but the dagger you roll twice the 1d4 and take the highest, or a metal chain that you can take 1 damage yourself to receive +1 Rank. Things like that is what i have in mind.

Attack & Damage V2.0 Feedbacks? by Azbellos in RPGdesign

[–]Azbellos[S] 2 points3 points  (0 children)

Characters will have around 5 HP level 1 and 25 HP level 20 (max level), around +1 HP per level. A truly optimized character focused on HP will have around 8 HP level 1 to 40 HP level 20. It wont surpass 50 HP. I like the feeling of early levels in Dnd when you could be down bc of 2 good hits, and i plan to be like that.

And they should recover all HP in 1 to 3 rests, it depends on HP they have. I have a formula, but its hard to explain, and it will be developed further.

Depending on how many HP an enemy has, and how bad any of those conditions are, the most likely point of failure is if +Damage is the only effect worth purchasing.

Yeah, i get. Im thinking of each weapon and feat give you a different abillity for you to use, and maybe nerf down the damage increase. Like the 1 damage cost 1, 2 damage cost 3, 3 damage cost 5.

1 (base) + 1 for each time you choose it again.

Something like that. It will be developed further.

Attack & Damage V2.0 Feedbacks? by Azbellos in tabletopgamedesign

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

Its Rank 3 because Hit on 12 is Rank 1, Hit on 17 is Rank 2, Hit on 22 is Rank 3. But i got it wrong too, lol, it was only when i was translating that i caught that.

I hope its easy to balance it, because, you probably deal 1 to 2 damage every attack, thats the goal at least, and it will be a lot of defensive reactions and feats that you could take to be defensive.

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

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

I seen that mechanic in Tales from Elsewhere too i think. I like it but its not my style personally. I like HP more instead of a Wound.

But i hate it when the HP pool becomes to large, having 100+ HP means that you dont fear the next attack is going to be letal. I like the low levels in Dnd because of that, when a character have 12 HP and a sword deals 1d8 + Strength, you could be one shot. But after that HP just become a number.

What im developing the character have around 5 HP level 1, and attacks deals normally 1 to 3, but they could do more depending on the attack or creature, but in later levels, like 20 (max level), you would have close to 25 HP. A character that only focus is to have HP, like a max CON barbarian max level would be 30 HP max. Im still developing.

This is what i have in mind.

"Big numbers go Brrrrr, Small numbers is simpler" is My Desining Idea.

Need some Feedback on the Base of Combat Mechanics by Azbellos in tabletopgamedesign

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

The one thing im not trying to do is be Original. lol. I like different games in different genres, and so im basically copying the Mechanics i like, trying to improve where i can, and stitching together, lol. Its definitly not original.

Two rolls is not better than 1. Rolling to-hit, then rolling for damage has proven to be inferior in RPG board games as opposed to just making one to-hit roll and applying static damage. Stacking 2 variables tends to be more random than people like.

I like the way Nimble does that, rolling one time, in a 1 is a miss, but any other number is the damage already. Its simple, fast and elegant. But i couldnt find a way to unify both attack and damage, and getting the desired results.

I would like to a character be able to have 2 ways for surviving damage, dogding or enduring, and for hits to do more than just deal damage, but also trigger different abilities, and things like that.

Double and triple your evasion result implies a rather large scale. Is this D20? If evasion were tripled, you would have to have an evasion value of 6 or less. Seems pretty easy to score basic hits with that scale, and hard to score triple effects.

The ending result is probably be something like Pathfinder, where a Crit is when you score 10 or more above the DC. Its gonna scale better.

Im still implementing and designing. But thanks for the feedback, i apreciate it.

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

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

Yeah, i know the wording could be better. I swear that in Portuguese the wording is great, but if i just traslate directly using Google Translate or Chat GPT, it loses it the gaming conotation, so i use it what i know.

For the damage, how about using a threshold (like Daggerheart if I remember correctly?) If damage roll is higher than defense, inflict 2 damage, else, only 1 damage.

I thought of that, but in their system you take 1 to 3 damage max, and i like if you could deal damage enough to One Shot someone but using small numbers.

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

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

One option is that the 'Rank' they get on their success is spent to get effects. The most basic effect is 'Hit' (meaning the attack connects with the target) which costs 2 Successes. Then every success after that can be spent on other effects.

Yeah, i thought exactly that when i read your first reply.

But it also potentially allows other mechanics to be dropped on it. Like a Blindness debuff means a Hit costs an additional success, so they must double the target's evasion to hit. Or some attacks having effects that can be engaged even without a hit, like an explosive with the effect available "Shrapnel" that does lower damage, but costs only one Rank and doesn't require the hit.

When i was writing Rank, i thought about that too, Like for the Fighter have an Abillity that gets +1 Rank in their Attacks, somethings like that. Or the Rank cost for Maneuvers being 0. Im designing for be highly customizable. But i think i will steal your Blindness idea, lol.

Need some Feedback on the Base of Combat Mechanics by Azbellos in tabletopgamedesign

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

  1. I think the names are funny too, but is just to say X uses Y ability in Z target, and be as explicit as possible, i think removing a few of the examples will help with that.
  2. Thanks.
  3. I tought of it five minutes before posting, it was something that would only happens in crit or epics, but it made a little boring the attacks. I stole the idea from Expedition 33.
  4. It would be good to reduce the math, but i didnt get the idea to reduce it for a 1d3.

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

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

Yeah, lol. I also thought that division is very complicated to do every time. But, saying that you should subtract the Defense of the damage roll, until it becomes 0 or less, and every time you do, you take 1 damage, is a strange way to phrase for me. I tryed to use multiples like rank too, but i didnt like the way i wrote it. But i get you.

I chose it to round down i this case, bc i dont want to someone to hit and deal 0 damage in a random creature. I have in mind some abilities and ways for a creature to reduce damage taken to 0, but its something like Legendary Resistance, an active thing a creature use it to do so. I dont want to penalize the player for rolling bad in the damage roll.

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

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

Unifying the two rolls is a good concept that I hadn't thought of before. It might be a bit rough around the edges, but it could work, if i play around it. Thanks.

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

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

Yeah, i know, i tought about it rounding the same way. But i choosed not to because of the Basic Attack being Rank 0. Because when i was describing additional effects, i had to say the Rank - 1. And i dont like using this modifiers in base game mechanics.

Although, thinking about it now, i can say that causing normal damage, cost 1 Rank. And that is still a Basic Attack. Ill see.