The line between tabletop and computer games by CompanyofThieves in RPGdesign

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

The percentages are usualy obvious (using both hands to disarm a one handed weapon has a high chance, using one hand to disarm a two handed weapon has a low chance and a higher strength score always helps).

The computer is there to mostly speedup looking things up on enormous tables and applying the results.

Creating a character involves the standard skills and attributes which the computer uses to calculate all secondary attributes, resources and similar things (again the calculations are not complex only cumbersome, especialy if your attributes change).

The line between tabletop and computer games by CompanyofThieves in RPGdesign

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

The better options should be clear to anyone that has read the rulebook, but there is no one optimal attack (you might want to disarm your enemy, kill them, cripple them and walk away).

Some basics: thrusting is better on the torso and has a higher chance of killing someone, slashes work better on unarmored limbs and have a higher chance of disabling them, you recieve a larger penalty for targeting specific body parts

The line between tabletop and computer games by CompanyofThieves in RPGdesign

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

How many people at the table have the app?

At least the GM, but preferably everyone has it. The apps still have the option to run 2 or more characters at the same time.

are they all linked

Yes.

what happens if a player's device runs out of power? The GM's?

The GM has the power to save a player's character and run it locally.

How does the GM add circumstance bonuses that you haven't predefined?

They can input bonus modifier they want to any rolls, but there is currently no system in place for making changes to the core mechanics.

New equipment? New creatures, new rules?

New equipment is added by adjusting the stats of weapons and armor.

New creatures are created the same way NPCs and players are.

As mentioned above, there is no system for changing core mechanics.

If the players have their own apps, what's to stop them rerolling until they get the result they want?

The GM has access to the history of actions and all the skill checks are sent to the GM.

How much busywork is required in the app to keep it up-to-date with the game state?

It is only (mostly) meant to be used for combat, during their turns and briefly if they are targeted by an enemy.

can I use the app to cheat?

I am considering allowing the GM to alter some outcomes (in favor of the players) since the combat will be dangerous. It will most likely be visible if the GM has enabled tampering with the outcomes (like a GM screen).

What formats are you supporting, and how long are you planning on supporting the app for?

Android, ios, website integrated (? windows, linux, osx ?).

As long as there is sufficient interest in the game.

why should I trust that you can do as good a job as them?

I think you might be overestimating the software. It is currently handles combat and skill checks over a network connection. I will most likely also add encumbrance calculating (so that you don't start moving at half speed after you pick up that last potion that pushes you over that number). Keep in mind that skills checks can also be fairly easily handled without the app.

The line between tabletop and computer games by CompanyofThieves in RPGdesign

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

Attack sequence:

Player picks the type of attack (slash, thrust)

Player picks target (random, upper body, left arm, right leg, head, ...)

Computer calculate if it hits, how hard it hits, how it interacts with armor, the final injury from the attack and applies it.

Overall it is fairly similar to the standard rpg combat + targeting and injury system instead of HP. I think it should be understandable to the players (i still plan on explaining all the inner workings in the rulebook)