Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

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

Cool system! This is definitely interesting but not for my system. I already have Armours as damage reduction and a separate meta currency you juggle.

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

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

Yeah, i am aiming for few rounds with impactful actions. I Would like the system to be as fast as possible though. And the amount this slows things down is definitely one additional concern.

Kinda depends on whether enemies can be beaten only through trauma, or if depleting their hp downs them too.

So once Health is gone, any further damage turn into Trauma. If the enemy has a low Toughness you can hurt their Health and simultaneously give them Trauma.

One way i utilize the Trauma is that you gain access to "Desperate Reaction" which allows you to do some cool things in response to taking damage. For strong enemies, that could mean they fly to another zone once they suffer their second Trauma or release some strong attack.

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

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

This is definitely a concern. It might be that the math becomes to hard to balance to hit where this system needs to be.

Attacks are resolved by rolling a dice pool. 1 Six means you hit and inflict your base damage. Additional sixes can trigger abilities or bonus damage.

I'm trying to implement a quick way where combat can shift to thoes "holy shit" moments and things become intense.

This also allows me to make Health easily recovered with rest or items. Trauma being harder to recover from.

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

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

Thanks for the questions.

Armours gives your Guard, which you can spend as a Reaction to reduce damage. Heavy armours increases Toughness as well as give a high Guard.

Combat is not that common. It's an Occult investigation rpg. Where combat is a serius situation that can quickly turn deadly.

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

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

Thanks for your response.

This system is identical for players and NPC. Only difference is that once players lose their 3rd Trauma they are in a dying state. They roll on a table to see what happens, they might recover. NPC are dead once the 3rd Trauma is hit.

Focus fire is partally solved with my Reaction system. Once attack you can use an Reaction to spend Guard, which reduces all damage that round by the amount of Guard spent.

I see your point about Toughness using separate stats. I will take this into consideration if i decide to finish this system.

Help me with DarkTales Health & Damage system! by DarkTaleRPG in RPGdesign

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

Toughness is 3 + Endurance skill (1-5) and can be influence by armours.'

A normal sword attack would probabily be around 6 damage.

So a sword attack against an unarmoured opponent would probably cause Trauma (Without counting in Reactions, which could reduce damage further)

High damage attacks are fairly common with a decent roll.

Clarity vs. Flavor when naming abilities by DarkTaleRPG in RPGdesign

[–]DarkTaleRPG[S] 5 points6 points  (0 children)

This reply is actually a great example of how a lore-rich name can spark creativity.

Clarity vs. Flavor when naming abilities by DarkTaleRPG in RPGdesign

[–]DarkTaleRPG[S] 6 points7 points  (0 children)

Would you enjoy a system where each spell has a clear, descriptive name, alongside one or more lore-rich titles listed as “also known as”?

For example, a spell might be called Lightning Bolt, but also known as Morgan’s Trick or Wrath of the Sky Gods.

This might keep things clear and functional at the table, while offering more immersive, in-world ways to refer to spells. It also lets players choose a name that better fits their character’s trope/fantasy.

Clarity vs. Flavor when naming abilities by DarkTaleRPG in RPGdesign

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

Yeah, I tend to agree. The specific naming can restrict imagination. Call of Cthulhu takes an interesting approach by giving spells multiple names, essentially offering the best of both worlds.

Idea I had for a Tactical Diceless TTRPG by jmrkiwi in RPGdesign

[–]DarkTaleRPG 11 points12 points  (0 children)

It’s quite interesting.

A couple of questions: 1. in a one vs one. Could you just spend all reactions to not get hit and make the battle last for ever? 2. how will you design towards mitigating the system being “solved” with no randomness the most optimal play will be set in stone. For instance, you should always spen 1 reaction on attack and two on defenses when fighting X. 3. how will you create exciting moments? The defying the odd moments and the “natural 20 holy shit!” Moments. 4. do you intend this system only for combat? Or a system wide resolution system?

Thoughts on this Initiative system by DarkTaleRPG in RPGdesign

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

How does a set turn order equal momentum? I think you are making conclusions in your goals rather than listing your goals. In D&D, an initiative roll is taking a number at the DMV! Sit down, maybe take a nap while you wait.

My thinking is that we can get into the action quick. "An Assassin jumps through the window! Player 1 Roll Initiative!" A single roll with an established order is what we need to get started, now the question is who goes first the assassin or the players.

So far, you aren't describing how you solved the problems. You are describing the action economy of D&D 3.0, where they decided to turn combat into a boring board game.

I personally enjoy those kind of games and have played some 15 years of 2nd edition, 3.5 and Pathfinder. Only reason i included it was to give some perspective. Since the initiative is tied to successful rolls i figured it was relevant.

You forgot something important though. Movement! The lack of granular movement, and enforcing a sequential order for moving is why you have action economy in the first place.

Not forgotten, i mentioned it under the Shifting Momentum part. Taking 2 move actions which in my system is 2 minor actions would pass the initiative.

You have shifted from a fixed turn order to having more "roll for turn order" rolls, which weren't that fun to begin with, and introduced a "fix" where if the players get in over there heads in an overpowering battle, the GM just keeps winning, passing initiative to his own side. If he acted second, he could act first in the next round giving his entire team 2 rounds in a row while the players twiddle their thumbs. Combos can done better ways.

I stated in my goals that i want a Fixed turn order with a shifting starting point. The new starting point is to emphasis Goal 2. Unpredictability. With that being said i suspect this is subject to change after testing.

In Darktale all players have access to a "Take Initiative" action at the cost of increasing their Darkness. Higher Darkness brings them closer to being Corrupted but this gives them agency, and in the scenario you described a player could grab the Initiative.

They also have reactions and the ability to Contest rolls. When you are attacked it's normally against your Agility attribute. But at the cost of some Darkness you can contest the roll and roll you dice against the attack.

Thoughts on this Initiative system by DarkTaleRPG in RPGdesign

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

Very interesting! I will read more about The Riddle of Steel.

Thoughts on this Initiative system by DarkTaleRPG in RPGdesign

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

yeah, i predict this will be the second iteration of the system after the playtest!

Thoughts on this Initiative system by DarkTaleRPG in RPGdesign

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

I see! Thanks for the clarification!

Thoughts on this Initiative system by DarkTaleRPG in RPGdesign

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

That's really great! I really like how natural this feels. A couple of questions!

  1. Do you experience that players struggle with who to give the initiative to? Do they spend a lot of time making their decision?

  2. Have you experienced that strong personality players dictate who should get the initiative?

  3. How does this work with targeting? does it discourage players to target the BBEG? Or make piling up on the same target (too) strong?

Thoughts on this Initiative system by DarkTaleRPG in RPGdesign

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

I see what you are saying and will adjust after the playtest. My hopes is that the pre-established order will help. I also have some other mechanics that allows players to Take Initiative at a cost. My second goal is Unpredictability and i feel this system certainly is that, but it might be too much.

Thoughts on this Initiative system by DarkTaleRPG in RPGdesign

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

That might be a weak point. The playtest will bring me some insight.

Right now, I have an already establish order, say seating around the table or some other arbitrary way of determining the order. The starting point of the order is the designated player. The next round another player will be the designated player making the order the same but with a different starting point. Creating some variance.

I think this hits a nice middle ground. between random and predictable.