How much unit differentiation is needed?

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  • Опубліковано 30 січ 2025

КОМЕНТАРІ • 5

  • @sdporres
    @sdporres 2 роки тому

    Just stumbled accross your content -there's very little real designer talk like this.
    Thank you

    • @LewisPulsipher
      @LewisPulsipher 2 роки тому

      Thanks. Let people know about it, please.

  • @kevinqueen6246
    @kevinqueen6246 6 років тому

    I also think its a matter of what method are we going to use to keep track of scoring and what mechanics are used for combat. In 878 Vikings, there is a feudal system to provide local reinforcements but they almost always retreat and the defenders always roll first, in that game to me at least it seems to be a war of attrition more than anything else.

  • @SeanDDaily
    @SeanDDaily 6 років тому

    I like the new format. I usually put your videos on and listen to them while I'm working, so I can't see the PowerPoint slides that you make.
    As for the subject of this video: unit differentiation in wargames reminds me of class differentiation in roleplaying games. Do you have any thoughts or preferences on RPG classes or on using a "classless" system?

    • @LewisPulsipher
      @LewisPulsipher 6 років тому

      In the only RPG I've designed - which is intended for use with a board game, so that simplicity is paramount - I use a classless system. But for a bigger game such as D&D, multiple classes help provide both differentiation and opportunities for co-operation ("combined arms"). Whether you need a dozen or more classes is open to question, though.
      Unfortunately this format leaves people who speak English as a second language, or who cannot hear, sunk.