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.
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.
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.
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!
@@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.
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.
@@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.
@@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
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.
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.
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.
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!
@@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.
oh look, a new videogame! i wonder how it'll work, and hope it's unique :D
TTRPG = Table Top Roleplaying Game, think D&D or Pathfinder
Do this system have a book or PDF? learning only in video is weird for me.
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.
I would suggest renamingthe dash action to "sprint" or "run".
I already disliked it in DnD, bc it isnt that descriptive
@@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.
@@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