The Verve
The Verve
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The Bulwark | Combat Classes Ep02
In the second episode introducing the combat classes for the Verve TTRPG I introduce the Bulwark; a martial class who use the verve to enhance their skin and muscles to make them tougher. They are the most defensive of the combat classes, capable of taking more hits than any other.
Thanks to Anna, the artist:
Instagram - @a.strivens
Twitch: twitch.tv/cakeandcoffeebeans
For more about the creation process and discussion see my links:
Twitter: @TheVerveTTRPG
Bluesky: thevervettrpg.bsky.social
Mastodon: @TheVerveTTRPG@dice.camp
#worldbuilding #ttrpg #devlog #magicsystem #fantasy
Music: Get Back Up - Silent Partner
Sound Effects:
"R29-30-Breaking Wooden Poles.wav" by craigsmith -- freesound.org/s/481936/ -- License: Creative Commons 0
"Medieval Combat"
freesound.org/people/Yap_Audio_Production/packs/13842/
Переглядів: 663

Відео

How I designed the Combat System for The Verve
Переглядів 5 тис.Місяць тому
In this video I discuss the design process for the combat system explained in my last video. Explaining why I made the choices I did and the intention behind the various game lements. I discuss the decisions and mistakes I made so that hopefully you can benefit from the lessons learnt if you are working on your own TTRPG. For more about the creation process and discussion see my links: Twitter:...
The Esthesian | Combat Classes Ep01
Переглядів 176Місяць тому
In this first episode introducing the combat classes which form the TTRPG in the Verve Setting we meet the Esthesian; The masters of vervic sensing. Look forward to the next 11 episodes of this series. Thanks to Anna, the artist: Instagram - @a.strivens Twitch: twitch.tv/cakeandcoffeebeans For more about the creation process and discussion see my links: Twitter: @TheVerveTTRPG Bluesky: theverve...
Combat in the Verve | TTRPG Devlog
Переглядів 6452 місяці тому
in this video I introduce the basic mechanics for the combat system used in the Verve TTRPG. How attacking and defending works as well as damage and wounds. The use of Attack and Defence styles in combination with Modifiers from ones combat class allow for the baseline strategic layer to the combat system. I also outline the Initiative system used for combat as well as other time based scenario...
Spellcasting in the Verve | Worldbuilding Devlog
Переглядів 2324 місяці тому
In this video I discuss how to be a spellcaster in the world of the Verve, including the key wave properties which determine what a spell does and how one might use their body to cast a spell. I also talk about some of the ways spellcasters are categorised based on their preferred frequency domain and spellcasting technique. Finally I discuss some of the notable magic tools which are used to ai...
The Core Frequency | Worldbuilding Devlog
Переглядів 3095 місяців тому
In this video I explain the same molten core which generates the magnetic field also generates Vervic waves called the Core Frequency, a powerful wave which affects geological formations, ocean currents and weather. Also how it used a power source by conduits, a special type of spellcaster, and by the natural world. This is a follow-on from my previous videos about the Verve worldbuilding proje...
Movement Speed in the Verve | TTRPG Devlog
Переглядів 1368 місяців тому
in this video I describe how the the Verve TTRPG system quantifies movement, both in and out of combat. The Speed system is design to be as simple as possible while being fairly realistic. This includes having walking, jogging and running speeds which closely match reality as well as a grid based movement system which produces circular ranges. See this video for a more in-depth discussion on ho...
Why Gridded Combat is Great! and also Broken...
Переглядів 1058 місяців тому
In this video I discuss the history and benefits of Grid Based Combat systems in TTRPGs, and the fundamental flaw with most grid systems. If you are annoyed by the way diagonal distances are handled in most grid based combat systems this video presents a (potentially?) novel solution without overloading with complex calculations. Thanks for Watching! For more about the creation process and disc...
How the Verve Split the Tree of Life | Worldbuilding Devlog
Переглядів 7510 місяців тому
In this video I explain how when life first began and chemicals became cells became lifeforms the Verve had a critical effect on the way Evolution works. The Remnants of the shattering caused a barrier to multicellular life, and the two survival strategies developed caused life to diverge in a major way. This is a follow-on from my previous video about the Verve worldbuilding project which expl...
How to make a Dice System for your TTRPG
Переглядів 233Рік тому
In this video I discuss my thoughts around how to make a dice system, or at least the things I think are helpful to consider when designing your TTRPG dice system. This is the thought process I went through when designing the dice system for the Verve which you can learn about in these videos: Assigning Ability: ua-cam.com/video/ljsSuEEel58/v-deo.html Skills and Actions: ua-cam.com/video/QFeB3W...
Skills in the Verve | TTRPG Devlog
Переглядів 160Рік тому
in this video I describe how the 4 Abilities are used in combination to form Skills, what the different skills are and how they are used. I also talk about how to Difficulty Class (DC) is used to calculate a Skill's Exceedance to determine how well a Skill is completed. I discuss Ease and Difficulty, and how they can improve or hamper one's chance at success as well as how Passive Skills work. ...
I was bored in lectures so made a MAGIC SYSTEM
Переглядів 128Рік тому
Don't tell my lecturers! In this informal, unscripted video I talk about who I am, why I am making these videos and what the inspiration behind the Verve is. Where did it all come from, how did the ideas develop and why am I making a TTRPG? I also talk about the types of videos I will be putting onto the channel and what kind of a community I am trying to foster. Thanks for Watching! #worldbuil...
This Magic System is making Waves! | Worldbuilding Devlog
Переглядів 121Рік тому
This video discusses the basics of the Verve as a magic system. How to generate spells, how the properties of the wave determine it's effects and how spell casting is used by creatures and cultures in the world. This is a follow-on from my previous video about the Verve worldbuilding project which explains how the universe began, all thanks to the Verve. ua-cam.com/video/ffu8p9lQiPg/v-deo.htmls...
Quantifying Ability in the Verve | TTRPG Devlog
Переглядів 170Рік тому
This is the first video in a series about the design and mechanics of the Verve TTRPG system which is in development. in this video I describe how the abilities of a character or other inhabitant of the world is quantified. Starting with the 4 ability scores and how they are used to resolve uncertain actions before discussing Stamina and Morale which are resource pools which are used to exert o...
The Origins of the Verve | Worldbuilding Devlog
Переглядів 146Рік тому
This is part of a worldbuilding project (and TTRPG system) I have been working on for the last five years. In this video I explore what makes up the universe, what Pivots and the Verve are and how the Shattering created the universe. Many of these topics will be expanded on in future videos. This is the first of many videos which will go into the various aspects of the world, the magic system a...

КОМЕНТАРІ

  • @Yv_Seel
    @Yv_Seel 16 хвилин тому

    Very cool system of magic. I can see it in a book or video game form very easily! Looking forward to seeing how you simplify it for a ttrpg setting!

  • @a-blivvy-yus
    @a-blivvy-yus 6 годин тому

    The problem with that early system you described is that you had 2 problems, not just 1, but were treating them both as a single factor that needed a single solution. I think the issue can be resolved, but it would require a multi-layered solution to make it work and still feel intuitive. I've solved both problems before, and seen one of them solved by people other than myself, but haven't actually tested any system which tries to solve both in a single game. I think there's a plausible way to do it, though, and after watching this video, I kind of want to try and make a system that does solve them.

    • @a-blivvy-yus
      @a-blivvy-yus 6 годин тому

      Also, one of my experiments which solved one of the problems was a skirmish game (small squad based tabletop combat system without a full RPG built around it), which actually worked similar - in some ways - to how you described this early iteration of your game. The game had movement as one of your available actions, and you couldn't do other things while moving, *except* that's not true because of the way I was tracking your previous round's actions... It takes a bit of explaining (especially when doing it just in text instead of having the pieces available to show a round of the game being played), but bear with me while I try: Setting up the fight works normally, you place miniatures on the board to show where each character starts. Things change when you decide you're going to move a character, though. In order to move, you don't just pick your mini up and put it in a new location that's within range of where you started. You place a token touching the model base, then move to a location which is within range of the token, and that token remains to show your *current movement path* - and certain attacks can target you anywhere along that path, so while dashing from cover to cover is still sensible, it's not a guarantee that you'll always have a bonus for being in cover just because you ended your movement in cover. There are restrictions on how a character can interact with your movement path, though, so the enemy might not always have that option available to them. On your next turn, the part which makes it so you *CAN* move and attack at the same time comes into play - you can use your own movement path from the previous turn as a location from which to perform an attack (or other action), so you and an enemy can run past each other while trying to duck from cover to cover, and one of you (or both) can attack the other as you cross paths.

  • @Yv_Seel
    @Yv_Seel 18 годин тому

    While this feels crunchier than I would like. I do appreciate watching how you present your project. Sometimes I think of of the best indicators of a quality ttrpg is how easy it is to onboard/teach its basics. While still allowing for depth of customization.

  • @ethangnasher3848
    @ethangnasher3848 2 дні тому

    Speaking about magic, I say their damage overall should be higher than normal weaponry, that's why anyone would dare dabble into magical arts, otherwise why bother learning fireball when a bolt from a crossbow with a flaming tip would be enough. What could be done instead is having a form of stress mechanic which can be managed either with potions/consumables in case one cannot rest or is mid-battle and meditation/sleeping to lower one's stress when out of combat. Costs wouldn't be immediate, but they would accumulate until it becomes too much to deal with while fighting.

  • @davewilson13
    @davewilson13 3 дні тому

    I love what you’re after, a lot of similar goals as I’ve been after. Good luck!

  • @kylekuntz1244
    @kylekuntz1244 4 дні тому

    Thank you for this video. On both seeing the insights on your designs is very helpful and your unique take on combat. I really love the idea of flow making combat more dynamic and more interesting.

  •  5 днів тому

    Also: straight is 2 meters, diagonal is 3 meters, 3D diagonal is 4 meters. Same math, no fractions, no big numbers.

    • @TheVerveTTRPG
      @TheVerveTTRPG 5 днів тому

      yep, another good way of doing it. at the moment I am sticking with 1, 1.5,2 as then the smallest step is 1, which I think is intuitive but everything is still WIP so we'll see.

  •  5 днів тому

    What if I want to resolve conflicts instead of actions, or in addition to actions? For example, in D&D combat, attack rolls resolve actions (does my strike land?), and damage rolls resolve conflicts (do I defeat my opponent?). What if I want another method for random number generation? For example, using cards, that conveys different types of information besides a number: colour, suit, figure, etc. What if I want a non random method for resolving whatever I want to resolve? For example, I understand you played Dreadd, which uses a Jenga tower. Another might be Amber Diceless, which uses comparisons only. Or Polaris or Achipelago, both of which uses Key Phrases (each specific phrase creates a different approach to describing a conflict and how it is resolved).

    • @TheVerveTTRPG
      @TheVerveTTRPG 5 днів тому

      the last two paragraphs are definitely interesting, non dice and non-random systems for resolution are interesting to think about. I would recommend the channel "Three Bears RPGs" they have done a couple videos about using things other than dice and I think its really cool. with regard to conflict vs actions... I am not sure what the difference is. To me to resolve a conflict requires resolving the action which initiated the conflict or perhaps the two (or more) actions which are opposing each other. I see the damage roll as just part of the action resolution mechanic of D&D, but its easy to get lost in semantic arguments.

    •  5 днів тому

      I recommend the blog Anyway, specially the older posts that talk about Conflict Resolution vs. Task Resolution, but the gust might be this: If you try to resolve conflict, without assessing if the task was or not successful, you might defeat your enemy by accident (instead of as a result of your attack). If you try to resolve the task without assessing if the conflict was resolved or not, you might hit your target but not defeat them. That might seem silly, but consider things outside combat (we should return there afterwards). If I want to escape jail, Task Resolution (TS, from now on) won't provide an answer, it depends solely on GM fiat (i.e. the GM must judge if my successful stealthiness is enough to escape or not; he may use the TR to gauge his judgement, but nothing requires them to do so). In a social situation, my eloquence might be very well done (i.e. I succeeded my TR) but that might not have the effect I wanted (instead of persuading them with only logic, the GM rules that my success means I seduced them with my fair words). In Conflict Resolution (CR), usually a successful conflict implies a successful task in most games, and a failed conflict implies a failed task (although I see a comedy or tragedy oriented game changing that). So in most CR systems, the resolution technique (i.e. dice, cards, key phrases, jenga sticks, etc.) really resolves both the Conflict and the Task. I tend to think that CR is usually better for most games (with the exceptions of comedy or tragedy oriented games, maybe). TR certainly requires someone (usually a GM) to judge how this task make the conflict resolve, and it may require a Resolution Technique even if there is no conflict at all (like most perception rolls), thus making some "rolls" (or whatever) weirdly inconsequential. In my mind, CR is just cleaner and easier to implement, once you get the gist of both.

    •  5 днів тому

      Also, consider games that don't care about either, and the Resolution Technique resolved who gets to describe what happened. Games like Houses of the Blooded, OctaNe, and I'm sure a lot more, use this paradigm: they don't resolve tasks or conflicts, they just determine who gets to narrate the outcome (and whoever gets to do it gets also to decide if the Task or Conflict was resolved, and how). Some games are a bit hybrid: in Dust Devils, the better card-play (if I recall correctly, the one with the most hearts) wins conflicts, but the highest numbered card gets to narrate how that wins. Sometimes, the loser plays the highest card, and gets to narrate exactly how the winner got what they wanted (and it might make them look corrupt, sadistic, stupid, messy, etc., as they get what they want). In Trollbabe (CR), the GM describes all successful rolls, and the player describes all failed rolls (the player has some resources to re-roll and mostly ensure their success, but the GM gets to describe how those resources are used, and since most of them are relationships with NPCs, if you want to win you will lose control of what happens with them! But if you accept failure, you get to narrate the failure!).

  •  5 днів тому

    In most games I've encountered, what you call Excedence is usually called Level of Success. Since you already have Level of Effort in your game, I just thought that you may want to know this and maybe make an adjustment, or not, and keep it different.

    • @TheVerveTTRPG
      @TheVerveTTRPG 5 днів тому

      that's a fair point, I think I will keep the name but explaining it in reference to "level of success" in other systems is a good way of doing it. Thanks.

  • @Tysto
    @Tysto 6 днів тому

    11:02 "Dexterity is supposed to be ... your speed...." No it's not.

  • @topdeckortutor
    @topdeckortutor 7 днів тому

    this seems pretty neat I'm glad our algorithm overlords showed me your video. I started with the combat example you had at the end then watched the rest. it helped give context to the explanations.

  • @joshuaturner4602
    @joshuaturner4602 7 днів тому

    I know you already have a system you were happy with but something you could have done to make your first system better would be to crib from ad&ds notes a little. In that game each character declares what they are doing in the round (first the GM declares in secret, then the PCs declare), each action has a speed that determines when in the round it will occur (lower speed numbers are unfortunately faster, because you count up from zero, So a speed speed 1 attack with a knife out paced a speed 15 attack with a sword. And then you just acted on the map as it then exists. Ad&d had a rule where if a caster took damage in the middle of casting a spell it just fizzled which gave characters a good reason to keep a fast but weak weapon in then for mages, and ment that the faster but weaker lower level spells retained value because they were harder to outspeed

  • @insomnolant6043
    @insomnolant6043 8 днів тому

    It's very clear that you've only played D&D, and not something like say Shadowrun 4th or 5th edition.

    • @TheVerveTTRPG
      @TheVerveTTRPG 7 днів тому

      Yep true I haven't played shadowrun, I am very open about my influences and it certainly means there are ideas I haven't heard of. If there's something specific about shadowrun which you think would be interesting I'd be keen to know where to look! but for the record I have also played cypher, cyberpunk, fate, dread and a couple of one pagers, I have researched several more systems even If I haven't played them.

  • @bonzwah1
    @bonzwah1 12 днів тому

    It seems to me that counting in 1.5 is something that both wotc and paizo considered before deciding to do their “second diagonal counts double” method. Incidentally, i dont know anyone who actually plays that way. The playerbase of both dnd 5e and pathfinder 2e (which make up the vast vast vast majority of all ttrpg players) have pretty much universally rejected the 1.5 diagonal conversion. - Do you believe that changing the presentation to 1.5 rather than alternating 1 and 2 to be the secret to getting people to accept this system?

    • @TheVerveTTRPG
      @TheVerveTTRPG 11 днів тому

      Maybe not, but it's working for me and it might work for viewers too, I've already had a few comments from people keen on trying this system. In my research I found no mention of 1.5 being discussed but must have missed that bit of history. I would be surprised if D&D and Pathfinder tried this because it would mean counting in 7.5ft steps... As you say, most D&D and Pathfinder players I know of just say Diagonals are 5ft, same as orthogonals, probably because most people don't care that much, which is fair. Maybe I am weird... No, I am weird. For those that do care, I think 1.5 is a much more rigorous and simpler system than alternating 1 and 2. Imo.

  • @pibax1733
    @pibax1733 12 днів тому

    I am a bit confused about the Pierce and Thrust attacks. A thrusting attack results in a pierce, no? I think renaming pierce to "Exact" would help here and it would describe your quick and precise strike well enough.

    • @TheVerveTTRPG
      @TheVerveTTRPG 12 днів тому

      That's usually feedback actually. The names are something I have gone back and forth on.

  • @pibax1733
    @pibax1733 13 днів тому

    This is really good! You deserve so much more views!

  • @FaeWildFrog
    @FaeWildFrog 13 днів тому

    I would be really interested to know what online services like roll20 do for gridded distance actually, Id expect they calculate it exactly and round up to the nearest 5 but not sure

  • @FaeWildFrog
    @FaeWildFrog 13 днів тому

    Is it too controversial for me to suggest 5/7 for 5ft squares, it works easily in 5ft resolution, if anything better than the 1.5x rule because you are keeping it in whole units and its like 2% error

    • @TheVerveTTRPG
      @TheVerveTTRPG 13 днів тому

      No, that's completely fine and something I have considered, as you say it's much closer to reality. The only issue is I think generally people aren't so good at counting in 7s. There also is the potential that you end up needing just one extra foot. So if you wanted to move diagonally 3 times and straight twice that would 31feet and if you only have 30 that feels bad. Not the worst thing but worth considering.

  • @TwinSteel
    @TwinSteel 16 днів тому

    🥳🫂👍🏿

  • @baitposter
    @baitposter 17 днів тому

    You should take a look at Panic at the Dojo, I think you'll find a pretty good execution of what you're trying to do here and more

    • @TheVerveTTRPG
      @TheVerveTTRPG 16 днів тому

      I had a quick look and it definitely is interesting and suits the genre it's going for I don't think it is quite the system for me. I think the combination of dice and tokens is a little to much complexity, and having multiple actions per round is not something I wanted in the Verve. It looks like a fun system when you have really understood it but I imagine your first few combats would be very slow going as there are so many micro decisions to make and passive effects to keep in mind.

  • @GlenFinney
    @GlenFinney 17 днів тому

    Interesting design story thanks for sharing fyi 1/2 second is the rough length of time for consciousness and instant if you will.

  • @DennisCNolasco
    @DennisCNolasco 18 днів тому

    Nice, I’m currently refining my own combat system for a solo TTRPG that is more abstract and theater of the mind. So it’s cool to see how someone else approaches designing it.

    • @aaronarguijo8293
      @aaronarguijo8293 15 днів тому

      DO you have a name or place where we can see it

  • @Srdarkone
    @Srdarkone 19 днів тому

    Imo I think its a better idea to count in 2s for orthogonal movement and 3s for diagonal. leaves out half numbers for players when they are counting on a grid.

    • @TheVerveTTRPG
      @TheVerveTTRPG 18 днів тому

      Yeah totally valid. I was very tempted to go for 2 and 3. It's a very good option.

  • @Joshuazx
    @Joshuazx 19 днів тому

    10:10 "something about simultaneous combat." Look no further than OSRIC. Here's how combat works. Each round of combat has 2 phases, a declaration phase, and a resolution phase. In the declaration phase, every player declares what they're doing. In the resolution phase, all dice are rolled, and the GM describes the results of all actions in one smooth narration. Done.

    • @TheVerveTTRPG
      @TheVerveTTRPG 19 днів тому

      I have played with a system like this, I think a variant rule for D&D or something and it played quite clunky. Limited experience, sure, but not something I wanted to go for in the Verve. I think I found in the declaration phase there was way to much back and forth. "Oh if your doing that, I'll do this" wait hang on if your going there I can't do my thing" etc. In the end it played much slower. I might need to look into OSRIC to see if they fixed that main issue. Also, just a personal thing, but as a player I like being able to describe my own actions rather than the DM describing what my character does.

    • @Joshuazx
      @Joshuazx 19 днів тому

      @@TheVerveTTRPG I recognize this weakness of this simultaneous initiative system as potentially taking a player's opportunity to describe their own actions away, but I've seen an actual play where the players who wanted to describe their own actions still managed to describe what they did and how they did it, and also say what they wanted their character to say. For this simultaneous initiative system, I watched a 2-hour actual play of people playing AD&D. There were three combat encounters, each one was 15 minutes. That's my goal as a GM is being able to run through combats like that! Look up Bandit's Keep youtube channel. House rules for declaration phase are: 1. once you declare your action, you can't change it; it's metagaming for players to change their action based on someone else's declaration. 2. Keep your declaration simple, really simple, like "move" or "missile" or "magic" or "melee", and specify an object or character you want to interact with. If I say melee, and the opponent I choose is further than 5ft away, then movement is implied. A declaration of "Move" means you're running into cover, withdrawing from engagement, fleeing, or chasing someone. OSRIC also prescribes a priority for these types of actions. Movement is resolved first, then missile fire, then magic, then melee. I don't know if it's based on realism, but I don't think it needs to be. This gives structure to simultaneousness.

  • @seeranos
    @seeranos 19 днів тому

    This is such a sick world building idea!

  • @PjotrFrank
    @PjotrFrank 19 днів тому

    Many great ideas, mate. I wonder which stat governs perception in your system. Is it Spirit, Intelligence or Dexterity?

    • @TheVerveTTRPG
      @TheVerveTTRPG 19 днів тому

      Most of my skills use more than one ability. Perception is typical 2 spirit 1 dexterity (I understand as a combination of instinct and physical/sensory precision) but the skill system is pretty flexible so it can change based on context. If your curious about the skill system it is talked about in this video: ua-cam.com/video/QFeB3Wt6Pmw/v-deo.html

  • @bekcorvus823
    @bekcorvus823 21 день тому

    for the brave/default idea: you have to keep in mind that an issue that can arise is that interruptions feel 'better' in a charge setup rather than a point per action skipped setup. you can also use it as a GM to warn players that a specific action is coming as a part of rule rather than fluff. Especially since you could still have the time it takes to charge up spells be affected by you INT just like how you have flow gained 2+INT

    • @bekcorvus823
      @bekcorvus823 21 день тому

      Honestly it reminds me of a system I was messing with a few years back where each turn you had to roll (1d10 for every roll) your initiative to see if you could act, tallying your rolls until it beat your initiative, but you could do as many actions as you wanted but they added to your initiative preventing you from acting for a while if you went all out, an example I wrote many years ago was something like "Aaron is trained in combat, and has an initiative of 3. He rolls and gets a 3, he almost failed, but his combat readiness helped prevent that. He Readies his Rifle (+2) and fires 3 shots (+2 per shot for his rifle, +6) hitting one of the mooks enough to stop them. He stops and re-enters cover (+1) to prevent using too many points." in that example because Aaron's actions he probably wasn't going to be acting for a while as next round he'd have to beat a 9 on a d10 to be able to act

    • @TheVerveTTRPG
      @TheVerveTTRPG 20 днів тому

      Interesting system, I think it risks slowing things down a little with the extra dice roll but not too much. sounds cool if a little crunchy. I'm not sure exactly what you are saying about interruptions and charge setup in your first comment. Can you explain a bit more what you mean? There are no reactions so there are no ways to really interrupt someone.

  • @bekcorvus823
    @bekcorvus823 21 день тому

    interesting thing about the 1 action per turn short turns thing that might be a reference point: GURPS uses 1 second turns with you only getting a single action, even with the option of only activating everything at round end, but it has an interesting idea as a recommendation to keep the game flowing: unless you have a specific advantage* you each get 10 seconds (some people give less time) to figure out what you want to do during your turn, otherwise your character is said to have combat paralysis and your character does nothing, some have said it can be punishing, but truth be told in my experience at least it has lead to players being much more engaged with the game, as they are encouraged to actually pay attention during other peoples turns, rather than the system basically giving them permission to "switch off" when it's not their turn. *think feats in D&D, but this is a point based system rather than a class&level one

    • @TheVerveTTRPG
      @TheVerveTTRPG 20 днів тому

      I'll have to have another look at Gurps, I have skimmed it but don't really know that much.

  • @tiagostein4057
    @tiagostein4057 23 дні тому

    Do this system have a book or PDF? learning only in video is weird for me.

    • @TheVerveTTRPG
      @TheVerveTTRPG 22 дні тому

      It is a work in progress game system so the answer is there is a draft pdf but at the moment it isn't public. I plan on publishing it in some form or another eventually but no idea when that will be. There is still lots to do.

  • @GiubileiFernando
    @GiubileiFernando 27 днів тому

    Sad that this has only gotten 73 views by the time of this comment. Nice presentation and neat worldbuilding. The algorythm randomly recommended your latest video and I felt the series deserved a watch from the beginning.

    • @TheVerveTTRPG
      @TheVerveTTRPG 27 днів тому

      Thank you so much! Hope you enjoy the older content. It's kind of funny given how fundamental some of my first few videos are to the rest of the Worldbuilding and TTRPG stuff how few people have done what you are doing. Hahah. I appreciate it ❤️

  • @alexcaffri9091
    @alexcaffri9091 28 днів тому

    Hi whats the game you mentioned grandeer or something. I cant find anything about it on google (probably because i dunno how its spelled) I've always loved the idea of simultaneous turn based games but they're so hard to find. Another good game in the genre is Atlas Reactor (RIP). Also not sure its a good idea to make int responsible for both action economy and turn order. Maybe int only affects initial flow, not wait flow gain? Int shouldn't be a requirement for martials like barbarians (does int-1 mean your wait only gives you 1 flow point?). Right now it seems like casters only need 1 or 2 stats but martials need all 4 or at least 3,,, or maybe im misunderstanding. if str-1 means your carry weight is unusably small and dex-1 means you go prone everytime you get hit casters would need them in the same way martials are gonna need int now. Very thought provoking video nonetheless, Good Luck with your system <3

    • @TheVerveTTRPG
      @TheVerveTTRPG 27 днів тому

      Grandia, I think. As I say never played it myself. I'll have to have a look at Atlas reactor, I always like games that try to do something different. In my game all 4 abilities are a score between 1 and 6 but 3 is the average score for a human and 2 would be a pretty low intelligence human. 5 would be the smartest a human in our world has ever been. So there isn't that much range in values in comparison to D&D or similar. Definitely no negatives. If you are playing a lower intelligence character with a score of 2 all it would mean is that you always better off taking the move action (+4 Flow) than waiting (also +4 Flow) which I actually think makes some sense narratively. You aren't the type to stop and think, but the type to run into action. On the other hand if you have a high INT and spend turns waiting to benefit, gaining lots of Flow, then you are going to be less mobile which could be a real disadvantage depending on the terrain, cover, any dangers on the battlefield etc. If waiting is being used too often, that may be a sign to the conductor that they need to make the battlefield more interesting. Encourage movement. I think it is balanced but more playtesting is always valuable.

  • @eliandjonathanhozanavic4085
    @eliandjonathanhozanavic4085 Місяць тому

    Super cool and love the insight! Definitely subscribing to see more, keep it up!

  • @kuma_hello
    @kuma_hello Місяць тому

    I'm really interested in your take on combat! I have some questions in mind: From the GM's perspective, isn't it hard to keep track of flow points when you have to run multiple monsters in a combat? I sometimes find it difficult just keeping track of 5+ monsters' HP. Secondly, I don't understand "when" players declare their actions. For example, if two players both want to make a melee attack as the first thing when combat starts, what happens first? Or if a PC and a monster both want to hit each other as their first action and they both deal fatal damage, what happens first, and who declares their attack first, do both die at the same time? I like the idea behind the system, but I'm uncertain how this would play.

    • @TheVerveTTRPG
      @TheVerveTTRPG Місяць тому

      Hiya! From the DM side it can be a little tricky but I recommend using a d10 to keep track of ones flow. So you can just have a d10 for each monster and rotate it to the new number after each action. Stamina and morale and wounds can be tracked on paper as you would with HP. Players declare their actions when their turn comes up. With the old system, yes weird simultaneous things could happen like that where both could die at the same time. With the new system, each round you start with whoever has the highest Flow, they do their action, then you move down until everyone has gone once. Each action being declared and resolved immediately. If two or more participants have the same Flow then I tend to allow the players to go first or to do some combo move if it applies, and then do the monsters. But I might narrate the consequences as simultaneous if it makes sense. This does give the players a slight edge but I think it's fine to favour the players generally. If you want to run a harder game you can always favour the monsters.

    • @kuma_hello
      @kuma_hello Місяць тому

      @@TheVerveTTRPG Thanks for the clarification! I'm excited for your next video. I'm working on my own TTRPG, and it's fun to follow along and see where you are in the process.

  • @SurinamElephant
    @SurinamElephant Місяць тому

    Long video, long comment ... what you gonna do 3:23-3:50: I like the goal of aiming for comparable strengths of fighters and magic users, but that is hard to do if using magic can make you a better fighter. So if you can use magic to give an advantage that can carry over into the melee combat you're about to engage in (like a witcher preparing himself with alchemy) or if it can be used simultaneously or quickly in between strikes. Let's say if play a "sword master" class that cannot use magic. Would the sword master be a better at his sword fighting skills, if he could also use magic ? That can only be prevented if magic effects don't linger and if using magic requires physical activity (which you said it does with the hand motions and concentration) 6:30: Alternative defensive option for pierce to use "deflect/redirect" (to impact the the enemy weapon in a way that makes it miss its target, not to throw back the attack like a mirror) for the quicker attack option of pierce and thrust, since it might be harder to dodge the quicker attack. 15:20-17:50: I lost the timestamp on where you said it, but i currently handle combat in a similar way, but with longer rounds and the action results being applied immediately. I handle ranged attacks by splitting them into 3 different stages each with different costs.(1. attack preparation , 2. aiming, 3.firing) It allows you to take your arrow out of your quiver and on to your string /drawing your crossbow with a lever, then raise your weapon, prepare to aim and fire. If the intended target moves between your aim and fire action, because you couldn't complete both in the same round, you can either keep your target for a set number of moments (in case someone jumped into cover), change to a different target in a 30° angle without extra cost or just retake the aim action onto another target and fire onto that target. I know it's quite cumbersome, but as you said, the sync problem with turn based combat is a tricky one to solve and always requires some sort of compromise somewhere. 18:37-19:30: If considered saving action points or actions for the next turn in the past, but this always had the undesired effect of punishing the proactive character in a melee standoff. Two characters standing 20m apart. First one uses his actions to close the gap, the other one waits and saves his actions. Once character 1 arrives he looses the duel, bc the waiting character beats him with his saved up actions. 23:30-25:50 Giving action points(flow) for moving solves this from a game design or balance perspective (and i still thinks its a very cool system), but it hurts the timeline feel of the combat that you were referring to earlier, since you do not have more time to do things when moving, than when attacking. When i interact with a lock for 5 rounds (-10), hear someone charging at me, turn around (would that cost flow in your system ?) and draw my weapon (-2) then i am not prepared enough to attack for two rounds (given i did not have any flow saved up after picking the lock). Also just realized that the 20m apart characters example still works if the defending character uses the move action to move from the other person. The second character probably is required to dash to close the gap (if character 2 doesn't have a higher DEX level), which leaves character 1 with more flow points at the time of engagement. You could explain this with the second character being exhausted by the sprint, but that should be represented in a temporary debuff or disadvantage on his actions, not by not being able to attack as often as his opponent. If for example flow points were replaced by "energy points" or "exhaustion points" it would make sense that you have to catch your breath once you run out of "exhaustion points" or that you get a temporary debuff until you get to a positive exhaustion level again. There would probably a max. exhaustion level of -25 or something that prohibits you from taking any actions, but until then even when out of exhaustion points, you're still able to take an action of your liking every round but with a weakened effect. (Run a shorter distance, hit with less strength, react slower on a dodge) The problem here is that you would loose the whole elegance of the flow system managing both energy and turn execution at once, but well ... :D Another issue is the possibility to save up flow by hiding, waiting or even running away to perform 3 ranged attacks (or spell casts) in 3 rounds (3 seconds). I think the ranged attack has to be priced higher, but even that doesn't solve the issue of being able to quick-cast multiple actions in a very short time frame, that would have to take much longer. Is it correct that reactions do not consume flow ? And if not why not ? I think the idea of having to decide whether to attack or to defend on low flow points would be a cool choice to have instead of just defaulting to attack whenever you can and always defending when you get attacked automatically. I don't remember if you mentioned something about chases or fleeing in another video, but with the current version one character using the retreat action (+2) running away from another way faster character (like a wolf or some creature) can always keep running, since the following character that might overtake him or catch up to him easily can never attack before the first character starts running again or was there an opportunity attack style system in place and that's why you removed the "retreat" movement option ? (if there is an opportunity attack system, does an opportunity attack consume flow if defensive reactive actions outside of your turn do not ?) 26:20: While a very quick foe like an elf in the tolkin universe or some magical creature could get more flow or consume less flow because of their speed, it would feel weird if more cumbersome and sluggish creatures like trolls, giants or big enemies could attack more often. This very much depends on which creatures exist in the verve universe, but i feel like for your "strong enemy attack often"-solution to work it would either need to be very fast, or have ways of attacking simultaneously like a hydra or a kraken. Thanks for reading, feel free to numerate your responses haha

    • @TheVerveTTRPG
      @TheVerveTTRPG Місяць тому

      Hiya, long answer: 1. Martial users can be buffed with magic, there are whole classes designed around those ideas, but they are still attacking in melee if they want to benefit from the faster attack rate. Additional non-magical classes (of which there are really only 2/12) gain features roughly equivalent to many of the effects of magic just achieved through different means. For example there is a artificer like class who can craft different weapon modifications which cause there arrows to explode or strike lightning. The main thing I wanted to balance was, being at range (and therefore safer) should have some disadvantage to balance it out. And attack rate makes the most sense. 2. Dodge and block being the two physical defensive options is based around having two physical stats. Pierce as an attack style is intended to bypass block, the idea being that it is very precise. Similarly Swing is such a wide coverage that it is not by default dodgable. What you are talking about with a deflect or parry is much closer to blocking, and indeed there is a fencer subclass who gains parry-type abilities. 3. Your system for ranged attacks is similar to my old system and if it works for you that's great. Personally I never was able to make it feel good to play. 4. Yes in general if one player rushes in to melee while the other stands still, the one standing still will have more Flow and so have the advantage. However, many martial classes get “Charge” type attack modifiers which means that first attack after rushing in will be significantly more dangerous so it should balance out. 5. The timeline is a goal I had to slightly abandon. However by simply making the duration of a round 1 second as opposed to 6 seconds. Everything is much smoother narratively. It isn't that hard to understand how things happen when everyone only has one action. Moving gaining flow doesn't disrupt this understanding of the timeline at all. In my opinion. Turning around would be done as part of whatever action you took on that round. It doesn't cost extra. Picking a lock would probably not take 5 rounds worth of interacting, unless you were really unlucky with the rolls, but yes theoretically you could be caught out with no flow left if you were ambushed while trying to pick a lock. This feels pretty realistic. 6. Flow being a positive resource is kind of critical to the design. Also should be noted it can only be between 0 and 9. So you can't ever cast a spell multiple rounds in a row unless you have the ability to quicken your spellcasting in some way (make it cost less flow) 7. There are no reactions (other than defending this is also quite important to the narrative flow. I removed reactions when I went to the Flow point system as they didn't fit with the design ethos. If Defending costs flow it makes it too easy to shut down one target by everyone focusing them until they have no flow. While perhaps realistic this would break action economy. 8. Yes if you are chasing another player but you have more speed two things will happen. First eventually both of you will max out your Flow at 9. Then you will catch up with the fleeing person because of your greater speed. Then when you are in melee you can make an attack because you both have flow 9 and so your actions can be handled at the same time. So you could catch them. There are no reactions so no opportunity attacks. 10. Yes certainly this system is flexible to allow for exactly the kind of thing you talk about. Creatures and players can get features which make their attacks cost more flow to deal more damage or gain other benefits, or cost less flow to attack quicker. Generally at higher levels. I think that a many headed snake creature like a hydra would definitely have faster attacks due to having so many heads. I think that's everything responded to. :)

  • @artembrodskiy4876
    @artembrodskiy4876 Місяць тому

    Excellent video, love the content!

  • @jeremybarnes920
    @jeremybarnes920 Місяць тому

    This is honestly amazing, never thought of 1.5 being the solution.

    • @bonzwah1
      @bonzwah1 12 днів тому

      This is a variant rule that is presented in the 2014 dnd 5e core rulebooks.

  • @SurinamElephant
    @SurinamElephant Місяць тому

    The whole video i thought "but you said art wasn't your strong suit" until you mentioned that it wasn't yo drawing it :D (well done btw) - How does the weakspot detection is supposed to work ? Is it supposed to work of the brains signals and sense insecurities or known vulnerabilities that the target is aware of, or is it supposed to scan the whole body ? The first way would struggle with targets that might not know all of their own weaknesses, the second one would require the evaluation/processing of an insane amount of information about the targets physical form. If the second way was a thing, this very much opens the opportunity for physicians and treating wounds or monitoring the health of people in power. Follow up qeustions: - How exactly do nerves emmit verves ? - What's the suggested distance from which the sensing of the brain cell/nerve verves would be possible ? - Do esthesians have to put themselves in a receiver state to sense the verves of this magnitude or is it a task that can be done, while walking or while fighting ? - If they can sense brain cells verves, this would suggest that they have true sight without light, because normal movement and bigger body parts would create way more noticeable signals.

    • @TheVerveTTRPG
      @TheVerveTTRPG Місяць тому

      Thanks for your interest! - weak spot detection by assassin Esthesian is around sensing areas of pivot density or specific frequency of vibrations from different materials, for example arteries will have different material properties to muscle which can be detected with sufficient skill. The idea of a healer Esthesian is really good! One who finds where someone is hurt most and can apply healing in exactly the right spot to maximise its effect. Definitely an idea for a future subclass there. - the range of this kind of detection varies but is roughly 10m and does mostly require active effort by the Esthesian. think echolocation, it usually requires an initial probing pulse to reflect back. This can be done while moving but is easier and quicker if standing still. It can be done as single sensing pulse or continuously, as you say in a "receiver state" constantly sending out pulses over a large area. - Nerves emit vervic waves because pivots respond to changes in electromagnetic fields, as they are somewhat charged particles. But yes these waves are much more subtle than the waves given off by general movement. for most people these waves are too noisy to pick out from the general hum in the Verve at all times. Esthesians are better than most at blind sensing of nearby creatures but it is something everyone can do to some extent. For most it is not that much more useful than hearing or physical sensing of e.g. footsteps, wind from a door opening.

  • @TheVerveTTRPG
    @TheVerveTTRPG Місяць тому

    For folks interested in a bit more of a deep dive, some of the other rules for combat will be coming out in a bit as well as an unscripted video discussing the development process for the system which should interesting.

    • @SurinamElephant
      @SurinamElephant Місяць тому

      Amazing! I'd be interested in your takes on: - Armor in general. Different armor types. Consequences or handling of "incomplete armor sets", for example someone not wearing their helmet or damaged armor. - reloading mechanics of bows & crossbows / firing speeds - What do you think about the issue that a character that gets attacked and can then defend themselves, has more "time" or atleast "active time" then a character that can't use reactive actions because they didn't get targeted and then idles. In your case it would be block or dodge, in other system it is parry or opportunity attacks, that allow a character to take a second action outside of their turn, given specific circumstances.

  • @SurinamElephant
    @SurinamElephant Місяць тому

    How do you manage skills like: - Puzzle solving - Logic - Memory - Subtle Lie etc ? Does that not impair the autonomy of the player roleplaying the lie or solving the puzzle presented to him? I always disliked dnd-ish systems that let you roll deduction or insight and then being presented the solution to a situation. I personally decided against any attributes that interfere on the roleplay of a character, but i am not final on a system that motivates or forces a player to accept or face self-harming choices, that are based on some mental factors like being uncomfortable or fear.

    • @TheVerveTTRPG
      @TheVerveTTRPG Місяць тому

      @@SurinamElephant this is a classic philosophical question for TTRPG s. In order to role play as an intelligent character, should you require the player themselves to be intelligent? We don't make the same requirements for playing a strong character. But as you say is it fun to max your INT score and then say "I rolled a 28, give me the answer" For the Verve I have made the skill system pretty flexible so a conductor (DM) can more or less run things as to their preference. And players are explicitly told to think about how they can use their best skills to solve the situation. E.g. climbing a wall can be a strength thing or a dexterity thing or an intelligence thing or a spirit (will power) thing depending on how the player describes their characters approach to the wall. To answer your initial question, My personal recommendation is you allow players to try and solve the puzzle or make a persuasive argument or tell a good lie, either in roleplay or through description, and the conductor can adjust the DC based on their judgement. That way even if a player isn't themselves smart or charismatic or whatever they can still have a go irl but if they have built their character to be good at those kinds of things they still have a chance.

    • @SurinamElephant
      @SurinamElephant Місяць тому

      ​@@TheVerveTTRPG The issue that i can see here, is a character roleplaying well AND having high intelligence or charisma scores, can result in either the bonuses provided by the roleplay to not feel meaningful or the character being to strong in those areas, winning every argument. It's like allowing the player behind to lower the DC on his strength check by doing 20 push-ups in IRL :D (funny idea tho) You're argument is obviously valid in that regard, that if one would keep it consistent a player would only be allowed to create a character that shares the physical attributes of its player, which would result in many combat incapable characters. I'm also not fully locked in on either direction, but for now i'm going with the characters attributes only describing their physical capabilities.

  • @SurinamElephant
    @SurinamElephant Місяць тому

    Is it correct that a character dies by either running out of stamina points or by gathering enough wounds ? If a wound is only applied when the exceedance is > 6, this means that 3 Wounds do a minimum of 18 dmg ? I really like the idea of being able to tank a lot of small hits unless you don't get wounded barely! Flow is also an amazing idea! Most original and interesting combat system i've seen in a while!

    • @TheVerveTTRPG
      @TheVerveTTRPG Місяць тому

      @@SurinamElephant running out of stamina causes you to go unconscious, which doesn't mean dying like it does in e.g. D&D. You are just knocked out. Obviously if you are unconscious and attacked, you can't actively defend and the attacker has a much easier time finishing you off. As you guess, you die when you take up to you wound limit in wounds (starts at 2 at level 1, increases to 3 at level 2, to 4 at 7 and increases to 5 by level 11, 12 is max level) You can normally only take one wound from an attack unless they have a special feature. So an exceedance of more than or equal to twice your wound limit causes 1 wound. Stamina is very easy to recover, wounds are much harder, typically one wound per long rest in a safe place.

  • @SurinamElephant
    @SurinamElephant Місяць тому

    I would suggest renamingthe dash action to "sprint" or "run". I already disliked it in DnD, bc it isnt that descriptive

    • @TheVerveTTRPG
      @TheVerveTTRPG Місяць тому

      @@SurinamElephant It's a fair comment, I have gone back and forth on names for similar things. There are pros and cons to whatever words you use as they have slightly different associations.

    • @SurinamElephant
      @SurinamElephant Місяць тому

      @@TheVerveTTRPG yeah, sounds familiar. There's always compromise between different things pretty much in every aspect of game design. Was just trying go give feedback, but i'm also not a native speaker, so maybe it is more intuitive for others

  • @lolliii5477
    @lolliii5477 2 місяці тому

    oh look, a new videogame! i wonder how it'll work, and hope it's unique :D

    • @kelmirosue3251
      @kelmirosue3251 2 місяці тому

      TTRPG = Table Top Roleplaying Game, think D&D or Pathfinder

  • @Haregue
    @Haregue 5 місяців тому

    This is the exact type of information I need when world building.

  • @stormbreaker_101
    @stormbreaker_101 5 місяців тому

    This showed up on my recommended page, and I didn't realize this was meant to be magical worldbuilding until you mentioned the floating islands. This is incredibly clever and well thought out!

  • @etonblakerussell
    @etonblakerussell 5 місяців тому

    Cool idea. Nice video. Looking forward to watching more!

  • @plantinapot9169
    @plantinapot9169 5 місяців тому

    As someone who’s always been obsessed with the physics of magic, I love it so much! It’s so difficult- it always gets down to a point where things are either weird or arbritrary and/or paradoxical, but the same could be said for regular physics past a point

  • @silvernskye5132
    @silvernskye5132 5 місяців тому

    This is sooo cool! Worldbuilding from the physics up!