[Dungeon Crashers] Early Build, Feedback Appreciated

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zircher:
Has the revised edition been posted?
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TAZ

MacLeod:
Quote from: zircher on July 21, 2011, 11:28:01 AM

Has the revised edition been posted?
Thanks for the interest, but not yet. I ran into an issue with the D6 roll under mechanic, particularly... my issue arose with a dislike for the way that opposed attack rolls were working. I'm going to move in a different direction with this game it looks like. I'll keep the roll under but I might expand the numbers to fit D%.

It seems I went and posted an idea before I really had it hammered out. =P

I'm usually wary of the D% but I do like its wide range of numbers. I'm combining that with the way most JRPGs and SRPGs handle attack/defense; the attacker has a 100% chance of hitting... but the defender's evasion ability lowers this. Thus, attackers don't really have a "to hit" stat so much as the defender has a "to dodge" stat. Resource-based blocking will be available for some and a few special abilities will alter evasion as well. The only normal on-the-fly calculation that would be needed is the critical hit range and that can mostly be ignored unless the dice rolled are pretty close to the actual evasion value.

Because of the D% range, I can add some more interesting doodads to the weapons and armor, as well. Still, I want to keep it as painfully simple as possible.

zircher:
I could see rolling (yuk, yuk) with the 'to dodge" stat.  When combined with a good armor system, you can get a fairly elegant combat simulation that has built in logic for touch based attacks/magic.  And, it could be easily argued that a competent (100% accuracy) swordsman should hit the log every time.
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TAZ

MacLeod:
Agreed. :)
The game's genre changed from dungeon survival fantasy to tactical dungeon destroying fantasy.

Of course, all of that can be dialed down to something more grimdark if one wanted to... I just always fall into this trap where I want my fantasy more heroic and less mundane. That may or may not be a detriment to my ability as a designer but... I figure I should just design to my strengths and create something I actually enjoy.

Plus, I think pre-3.x D&D has dungeon survival fantasy down pretty good already. My beef is with modern heroic fantasy. =P

Quote from: zircher on July 21, 2011, 02:01:01 PM

When combined with a good armor system, you can get a fairly elegant combat simulation that has built in logic for touch based attacks/magic.
You'll probably think my armor system is stupid, as it simply adds to one's Fighting Spirit (Hp). But before you call it stupid, my reasoning first... I really wanted to build this game for incredible speed.
I'm losing a bit on that goal for two distinct reasons off the top of my head; requiring players to throw two dice per Check instead of one and the inclusion of a Hp-like system instead of something like a Kill Save or tokens.
So, long story short... adding in an armor system that deducts points from points that will deduct points isn't something I wanted. 'specially since damage is (mostly) static for strategic consistency so some kind of wound multiplier system would fall short without a damage randomizer.

Quote

And, it could be easily argued that a competent (100% accuracy) swordsman should hit the log every time.
Definitely. The game is suppose to be about heroic folks. From the beginning, I wanted the game to be about Success. Attackers hit, special effects work, damage is consistent... You know, things you can count on. Create stratagems with.

zircher:
I'm not one for calling any design stupid when it is simple and does the job intended.

Adding to HP is just an ablative armor system where HP comes off of armor first.  There are a few things that might act as exceptions to that rule, poison blow gun darts and magic/non-ablative armor.  Would like to hear your thoughts on those.  Even shield spells that wear away would easily fit in that system.  There's a little bit of player strategy in there when a player has to tell the GM if they're taking it on the shield or armor.  Similarly, the armor repair skill/feat/talent would 'heal' armor.  When expended, a shield or suit of armor is not magically destroyed, it's just been rendered shoddy and ineffective at protection.

The armorer may be as important as the cleric after the battle.  :-)
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TAZ

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