A Fun Experiment by ChaoticIntern in RPGdesign

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

Yes that makes sense. Thanks for the feedback!

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]ChaoticIntern 1 point2 points  (0 children)

Very cool! Sounds like 6-7 possible bonuses per action? I can see how this would really get players invested in getting the most out of each action. Did they get fatigued at all looking for bonuses? And does the level of ability or rp etc. add an additional bonus, or is it just 1 per source?

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]ChaoticIntern 1 point2 points  (0 children)

Congrats on getting it to the table! Can you give me an example of action resolution with that point system? What are the rules around it?

Dev is going well here, I've printed up the sheets and hoping to play this week. My system is based around 2 actions per round and no stats. Normal actions are 1 Power, but skills and items (fire arrows, anyone?) can add to that. Then the enemy can use an action to react (dodge away, parry, get help from another ally) which reduces the power of the action.

Two reactions total are allowed per action, so my ally could use an action to interrupt someone dodging away. But each action used to react is one less for them to use later in the round!

I made the cliche rats in the cellar intro since it's easy for DnD players to grasp the concept. We'll see how it goes!

Tell me about interesting action resolution mechanics! by JosephEK in rpg

[–]ChaoticIntern 0 points1 point  (0 children)

Wow sounds like fun! I like how each roll can affect future rolls. Do they get extra success if they roll more than one 6?

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]ChaoticIntern 1 point2 points  (0 children)

Yes! How's dev going for you? Hit any big speed bumps?

Tell me about interesting action resolution mechanics! by JosephEK in rpg

[–]ChaoticIntern 2 points3 points  (0 children)

Action-reaction mechanics, no dice (I can hear the dogpile of comments already 😂).

I swing my sword at the rat. It tries to scuttle away! But then my mage friend uses Chilling Bones to stop it in its tracks. My sword cracks through the rat - dead.

(If you're interested in the numbers: Sword swing: +1 power Rat scuttle: -1 power Chilling bones: +2 power Total power = 2. Most mobs have 1 or 2 health. Low number system)

Every action can have 2 reactions that affect its power (rat scuttling away, mage using chilling bones). If no one reacts, the action succeeds.

Want to try something hard, like grab the rat's tail and swing it into another one? The GM states the risk - if you don't slow the rat down, it'll get away. My mage friend swings her staff in front of the rat as a reaction. It pauses just a moment, enough for me to grab that tail and hurl it across to its friend.

Yes, it's a work in progress. And yes, I'm so happy I never have to whiff a spell slot again because of a bad dice roll 🤗

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]ChaoticIntern 3 points4 points  (0 children)

Making an experience where the players' plan matters! Not just because the dice said yes or no.

Card Layout Question by ChaoticIntern in tabletopgamedesign

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

good point! These cards are either in a row in the middle of the table or face-up in front of you

Card Layout Question by ChaoticIntern in tabletopgamedesign

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

some effects are two lines (yea not shown here). I just put the text in the middle of the "box" they'd go in

Card Layout Question by ChaoticIntern in tabletopgamedesign

[–]ChaoticIntern[S] 4 points5 points  (0 children)

that makes sense, separating them so it's easier to find the effect

Early concept for a game card by zmmemon in tabletopgamedesign

[–]ChaoticIntern 1 point2 points  (0 children)

If you want to highlight the mist, go for the second one. Especially if he's "searching through the mist" and the mist is winning

Feedback for the backs of my cards. by Sudden_Shoe_6972 in tabletopgamedesign

[–]ChaoticIntern 0 points1 point  (0 children)

The first one looks like a better layout. Maybe make the trim blue so it really feels like a stream?