Design journal 2: Resolution and Combat, part 1 (old - see description)

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  • Опубліковано 3 лют 2025

КОМЕНТАРІ • 17

  • @achilles_wiggen
    @achilles_wiggen 2 місяці тому +2

    Heyy look its my dungeon master! That...devil... 😂

  • @renansoares272
    @renansoares272 2 місяці тому +1

    Very cool ideas! The Grace stat looks like very strong, since its your hit and your defense.

    • @TomPalsson
      @TomPalsson  2 місяці тому +1

      Yes, it has been changed in the new combat system we are playtesting. Stay tuned...

  • @Nonov_Yurbisniss
    @Nonov_Yurbisniss 3 місяці тому +2

    Really like this combat system - what a clean way to ensure ease of tracking, whilst still having progress be impactful!
    Personally, I'd have probably, as another comment also mentioned, tried to combine the hit and damage roll, both to smooth out the flow, as well as to make sure that every success/failure matters. Maybe when players attack, their weapons could be modifiers (maybe even letting more impactful weapons roll against multiple enemy dice at once, but maybe at the cost of a negative modifier), and then, when the enemy attacks, players would simply choose whether to roll grace to try and dodge, or might to brace themselves, trying to absorb the hit (with some attacks potentially only allowing one or the other).
    That said, this video is all the knowledge I have of the system, so maybe there's other parts of it that make my approach less ideal

    • @Nonov_Yurbisniss
      @Nonov_Yurbisniss 3 місяці тому +2

      Actually, I should probably have tagged @TwinSteel in this comment, since they did ask about it… welp, I’m doing it now 😅
      edit: That didn’t work, did it… thanks YT

    • @GooseHoly
      @GooseHoly 3 місяці тому +1

      @@Nonov_Yurbisniss @twinSteel Yes, the biggest hurlde has been what to do when a PC hit but deal no damage. We have made several passes on this but I think we have a good solution now. Will try to a little deeper into this in the next video. :)

  • @TwinSteel
    @TwinSteel 3 місяці тому +3

    Stream of consciousness:
    I’m helping with Dev for a game that uses 4 state (Str, Dex, Int, Wil) - it’s a DC system for skills, but I do like a roll under system - I like that your enemy dice make it fully player facing - I’m trying to understand the attack system - does the player have to roll twice: once for attack and once for damage? And, if so, would there be a way to streamline that into a single roll? Mausritter is an example of what I mean - a unified hit and damage roll - really like that you’ve got the players rolling their own defense - I like how you can make a character that is tough, agile or both and that will interact with defense and damage mitigation - I also like how having multiple dice represent the difficult as well (more dice, harder challenge) and how that could be the difficulty to persuade someone, not just how hard it is to defeat a monster - it’s a visual indicator of progress as well, so players can see how they’re doing - maybe the enemies are weak and it’s time to try to negotiate - or vice versa - very cool - zones? I love zones: we use close/near/far/too far - looking forward to it

    • @TwinSteel
      @TwinSteel 3 місяці тому

      Really great system you’ve come up with - would you be open to sharing your inspirations?
      Are you looking for playtesters or assistance with development? I’d love to help out

    • @GooseHoly
      @GooseHoly 3 місяці тому +1

      Hi TwinSteel. Thank you for your questions.
      So, you are right - the player rolls twice for attacks; once for the Hit check and once for the Damage check. Some of my playtesters roll both dice at the same time (they roll the enemy die together with their own personal die) to speed things up.
      Yes, the visual indicator of the dice was a prime motivator for the system. Since I run a lot of sandbox games myself it is even more important that the players do not try to fight everything. It is simply not always balanced. They also gain real experience of what the usually is able to handle. But sometimes not everything is what is seems...to be continued in the next video. ;)

    • @GooseHoly
      @GooseHoly 3 місяці тому +2

      @@TwinSteel - absolutely. I am hard at work on putting together a playtest-document with all the rules and am interested in finding people who could run their games. I am then thinking of having a playtesters channel on Discord to share our experiences and discuss rules. Your on the list!!! :)

    • @TwinSteel
      @TwinSteel 3 місяці тому

      @@GooseHoly Awesome - looking forward to hearing more ❤️

    • @Nonov_Yurbisniss
      @Nonov_Yurbisniss 3 місяці тому +1

      In case you’re interested, I posted an idea for a streamlined version in another comment - I tried to @ you in that comment, but apparently youtube doesn’t allow that

  • @TwinSteel
    @TwinSteel 3 місяці тому +2

    🥳🫂👍🏿
    I’m back - lay it on me 😄

  • @shnobz_kotik
    @shnobz_kotik 2 місяці тому +1

    This is a heavily abstacted system. I mean, the system can show the player the difference of difficulties between to enemies, like d12 enemy is somehow more difficult to overcome than d6 enemy, but the system cannot show the player the difference between different apects of enemies, like fast ones or strong ones or smart ones.

    • @TomPalsson
      @TomPalsson  2 місяці тому

      Well, yes it can, but I haven't showed it yet. :) Stay tuned.