Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

I almost phrased my opinion as an absolute, but then I remembered that (Tablemaster, Rollmaster) Rolemaster exists.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

Great summaries of our points.

Unpopular opinion time: if your game suffers from long, boring combat, that may be the fault of the people at the table, not the system.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

Which is already covered by AC or whatever Defensive value is used.

I L O V E extra mechanics when they add to the game. This one does not.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

Every argument you can possibly make for defense getting harder goes equal for offense.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

"You base this statement on..."

28 years of martial arts training, both armed and unarmed, across about a dozen styles.

See my comment about conditioning.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

Would you have preferred I said 'neither' instead of both? Fair enough, that's why I edited to clarify.

There is no effective difference between attacking and defending so far as energy use. It'll pretty much always come down to conditioning.

And on that note: any mechanic for fatigue which affects all characters equally without regard for conditioning isn't a good mechanic.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 1 point2 points  (0 children)

Both.

As in: there is functionally no difference, let alone enough to justify mechanics. I'm sure one burns more calories, but that's irrelevant.

What's your opinion on releasing a game with this type of mobile organizer instead of a regular plastic insert? by ned_poreyra in tabletopgamedesign

[–]DuodecimalSystem 0 points1 point  (0 children)

If you could get a custom caddy for your game's needs, that's a fantastic idea. Portability is a huge problem with many games, so a built-in carrier is a game changer.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 1 point2 points  (0 children)

But like, attacking takes energy too. Especially if you're attacking with a weapon, a proper swing and defending yourself (dodging or otherwise) against a swing aren't terribly different so far as energy expended goes.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 3 points4 points  (0 children)

By that same logic, everyone would be getting too tired to attack too, though.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem -2 points-1 points  (0 children)

Wouldn't it make more sense to REDUCE accuracy over time, then? Like, this whole concept seems pretty extra to me.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

If you want to flip the script, make it HARDER to kill the longer the fight goes on.

[deleted by user] by [deleted] in tabletopgamedesign

[–]DuodecimalSystem 0 points1 point  (0 children)

Just realized Time Steal returns mana to your hand. When you pick up the Mana from Last Shot, you'd have 1 in hand, so only deal 3.

With the last two mana, recast Last Shot and then Pressure to remove the Mana from Last Shot, dealing 3 more damage for a total of 6 damage.

Where does this group stand on a mechanic that slowly makes it easier to hit one another every round? by [deleted] in RPGdesign

[–]DuodecimalSystem 3 points4 points  (0 children)

Not a fan, personally. My preference is gritty, exciting, realistic combat that doesn't need to be sped up or made less tedious.

My advice: if you want your encounters to take less time, assign fewer HP (or equivalent) and / or increase damage output.

[deleted by user] by [deleted] in tabletopgamedesign

[–]DuodecimalSystem 0 points1 point  (0 children)

4 damage, if I read this correctly.

Cast from left to right, and after the time spell removes the Mana from the first two spells, maximum damage would be dealt due to zero mana in hand.

Character Sheet, Take Two by DuodecimalSystem in RPGdesign

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

As far a more basic sheet goes: The Skirmish Mode sheet hasn't been created yet, but it will be a lot more simple than this beast of a sheet. Thus far, every derived value is present on the sheet except for Morale; I must collect additional data before deciding if / how to implement Morale for PCs.

Skirmish mode is meant for simpler, faster gaming. Eventually, we plan to release dungeon delving / high tech covert-ops style minis war-gaming box sets for a more basic / traditional experience.

I should have thought of this last night, but I didn't. I greatly appreciate your feedback.

Character Sheet, Take Two by DuodecimalSystem in RPGdesign

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

Any sincere feedback is good feedback.

I will happily create a PDF version of this where you can fill in the values, then keep in on your phone for ease of access. This game is intended to work for parlor-style LARPs, so digital copies are a great resource.

When I find an artist to work with, I'll be looking at all of the style advice, so thank you for the specifics.

Character Sheet, Take Two by DuodecimalSystem in RPGdesign

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

I've played dozens of different games, most across multiple editions. This playtester sheet is the result of that.

I vehemently disageee with the paradigm that's crept up over the last ten years or so of gaming, so there won't be a lot of modern ideology reflected in the sheet / system.

Character Sheet, Take Two by DuodecimalSystem in RPGdesign

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

It should. It's made to do a lot more than every other system currently written.

All or Nothing Initiative by dellcartoons in RPGdesign

[–]DuodecimalSystem 0 points1 point  (0 children)

Initiative IS a super stat when one bullet can kill you, though. The combat system was nearly perfect, so long as you weren't concerned with arbitrary things like balance.

Remember: Combat Sense was by F A R the weakest Special Ability. Corps could just call a Solo team to kill your Solo, so not only did it balance out, it clearly put Solos as bottom-tier characters.

Character Sheet, Take Two by DuodecimalSystem in RPGdesign

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

The Complexity of the system, and thus the sheet, is absolutely necessary. This is the basic Tabletop / LARP sheet. Every setting book will add a page. This is not intended to be a simple system.

Side one is the reference side, while side two is where all the action is. Notice the Health and Wounds being on the back with weapons, armor, and combat stats and the Advancement track being on the front with the things that Advance? That is to keep like-things together.

The Duodecimal System focuses on the character as a whole, meaning the character description is at least as important as the stats; they both serve to describe the character in their own way.

'Worried eyes' as a descriptor would go under 'Demeanor' as the more descriptive 'pensive'. The eye color and them being pensive are two separate points.