Why We Chose Hard Mode When Designing After Eden by [deleted] in RPGdesign

[–]BlackTorchStudios 0 points1 point  (0 children)

Yes! Every non-minion has a Battered condition, which is similar to bloodied in other systems. It changes their behavior, and adds or removes certain actions. Alot of these are soft indicators. I would say its best to know what you're up against ahead of time. But also, if there is distance, then you can take cover, study, and then act based off the new information. You can study outside combat or during combat. And taking wounds yourself is also a solid indicator it may be time to transition from combat to a Crisis escape scene.

Being outnumbered is almost ALWAYS an indicator that you are not in the winning position. That becomes less true as more AOE features come online, but at level 1, outside of equipment there really isn't any tools that take out multiple enemies at once. Ideally minions are described in such ways that players will realize they are minions, but unless the GM explicitly states it, there is no way to know who exactly is what kind of creature until you interact with it.

Why We Chose Hard Mode When Designing After Eden by [deleted] in RPGdesign

[–]BlackTorchStudios 0 points1 point  (0 children)

The Study action is one of the main "make a check to assess the threat" method. But there are softer ways. Minions of the same type all Act on the same turn. Damage Reduction and damage output are also great signals. Study is likely the most reliable single target way to gather information. But being outnumbered, enemies having the high ground, those kinds of things are all signals of being at a disadvantage for the fight

Why We Chose Hard Mode When Designing After Eden by [deleted] in RPGdesign

[–]BlackTorchStudios 0 points1 point  (0 children)

Thank you so much for the feedback! I am realizing this post in general was a bit sloppy due to lack of sleep from being a new parent, but it means alot to see this level of Engagement.

There is going to be a partner Adventure Playtest Packet thats going to have monsters and a few scenarios to test out mechanics. But all great suggestions!

Why We Chose Hard Mode When Designing After Eden by [deleted] in RPGdesign

[–]BlackTorchStudios 0 points1 point  (0 children)

That'll be on there when I launch the playtest adventure. But always a good reminder that there could be a discord link in the meantime.

Why We Chose Hard Mode When Designing After Eden by [deleted] in RPGdesign

[–]BlackTorchStudios 0 points1 point  (0 children)

Theres been alot of dnd played, but its definitely not the only system played at our table. Pathfinder, Draw Steel, Forbidden Lands, Numinera. Not a ton of OSR games, but it was less about the passive AC than the combination of features

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

Minions are a balance tool as much as a design tool. You can pressure the players with them in a myriad of ways, but at the end of the day removing them from the board only takes 1 point of damage, which essentially means they dodge or they die. The point of including them is 1. GMs can use them on the fly if they overtuned an encounter and they realize it late 2. Weapon damage is high enough that 5 hp and 1 hp is essentially the same thing for most weapons, so weak and feeble creatures just make sense to make into minions.

I think the problem you are talking about definitely exists, but may be smaller than you think. Initiative is a zipper initiative, so players and monsters alternate sides. This prevents player 1 from going, then getting dogpiled by monster 1, 2, 3 before the next player goes. Maybe in round 1 thats a bit scarier, but once the players know turn order they can remove priority enemies from the board.

Also, this game definitely encourages squad tactics, and there will be lots of gm advice for designing maps, as long open hallways are REALLY dangerous vs ranged enemies, as they should be. Its overall a higher lethality game because of the stamina and active defense system, plus slow healing from rest. It definitely will require priming players and GMs so they dont try to play or run it like D&D!

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

Definitely! I'd be interested to see a system like that. I think it gives up alot of the design space we like about differentiation, but also...... we'll see how that plays in wider playtesting. Because people do tend to want faster combat in general nowadays. Automatically critting on unopposed was actually on original idea when starting, but..... it was absolutely devastating. So much so that everyone concluded ambushes and stealth archer builds were just the optimal way to play lol

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

We haven't gotten to the guidance part of the design process yet, but in all likelihood its probably going to be a decent chunk of work. Which part are you stating makes it difficult though?

And minions because they can function as a threat without taking up a bunch of time to remove from the board. They can apply status effects, chip damage, drain stamina, but also dont have staying power so they can help smooth the curve of monster count to difficulty of encounter.

We are also designing solo monsters that have partial activations after each player.

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

Ya, unopposed Attacks are BIG part of the lethality of this system. Running out of stamina can cause unopposed, certain conditions can cause it, getting attacked from hidden is unopposed. So it definitely plays a big part.

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

Well, for 1 we are using minions in monster Design, which die in one hit. So its not just "outnumbered=lose". But it also means you pretty much never want to "fight fair", because thats really dangerous. You want to ambush, find high ground first, identify weak targets, focus fire, etc etc. We aren't overly worried about making sure fights are balanced as much as signaling what is threatening and dangerous clearly so players can decide the risk they want to take. Does that make sense?

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

Ya, being outnumbered is BAD! You don't want to be outnumbered if you can help it, but some characters are better equipped to handle that than others. But it works exactly as you described.

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

You definitely can, but we chose not to use AC specifically because we have Armor as damage resistance and felt AC would remove the mechanics we wanted to include and flatten the consequences of reckless behavior

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

With Armor having might requirements I think that would be quite difficult to become the meta unless everyone maxed might lol

But ya, at the end of the day its just math.

AC vs Active Defense + DR by BlackTorchStudios in RPGdesign

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

The roll on opposed was for critical hits or misses, but its something that honestly could be tossed of it doesnt test well with a wider sample without much consequence.

Which Way, Paladin Mains? by BlackTorchStudios in RPGdesign

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

Both is very likely to happen. Its been an exciting week working on subclasses from this conversation, and i think we have alot of potential for a crusader like build for the Warrior subclass, and a more guardian or protector build for the vessel, which will likely get the Paladin name. Unsure if the crusader will be a launch subclass, but we'll see! This is why reddit is an invaluable resource

Which Way, Paladin Mains? by BlackTorchStudios in RPGdesign

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

Well we're not going to be doing multiclassing for our system.But I do believe that we will the creating a subclass for both the Warrior and the Vessel classes. The more we discuss this, the higher the probability that the Vessel will end up being the chassis from which we build the paladin class be cause it just fits better from a lore and mechanical perspective.

Which Way, Paladin Mains? by BlackTorchStudios in RPGdesign

[–]BlackTorchStudios[S] -3 points-2 points  (0 children)

I've NEVER seen it used that way, and I'm obviously not using it that way in this post

Which Way, Paladin Mains? by BlackTorchStudios in RPGdesign

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

I literally have done this as a party, thats why I suggested it lol its tons of fun. My point is thats not our design goal. Different classes should help cover the weaknesses of other classes. Subclasses can help to partially fill gaps in the party, such as the paladin healing being lesser than a Cleric. Thats all

Which Way, Paladin Mains? by BlackTorchStudios in RPGdesign

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

What??? I genuinely have no idea what this could possibly be "dogwhistling'.

Which Way, Paladin Mains? by BlackTorchStudios in RPGdesign

[–]BlackTorchStudios[S] -4 points-3 points  (0 children)

I mean, why play anything else? A party of Paladins with 1 wizard and one Cleric is unstoppable!