[Heroes Against Darkness] Alpha rules available for feedback and playtest

Started by Justin Halliday, August 10, 2011, 08:22:21 AM

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Justin Halliday

I've been working on a game system called Heroes Against Darkness for a while.  It started as a reaction to extended play sessions of 4th Edition and Basic D&D, and aims to strike a balance between modern mechanics and simple play*.

The rules are available here:
http://dl.dropbox.com/u/25437/Heroes%20Against%20Darkness%20-%20Game%20Rules.pdf

The key goals of the system are:
- Take the core mechanic of d20-style rule-sets.
- Reduce the paperwork and character management through minimal character build options.
- Use defenses instead of saving throws.
- Align all stats and bonuses so bigger is better.
- Introduce balanced combat powers for all classes that offer meaningful choices and situational advantages in combat.
- Increase combat damage at higher levels.
- Introduce Anima Points and spell powers that have Anima costs (instead of Vancian magic), so that players of mage characters have options in and out of combat.
- Use simple armor and weapon proficiencies based on class.
- Replace predefined skills with class and background appropriate skills that give bonuses to Ability Checks.
- Introduce Mage classes based on five schools of magic; Warlocks for physical (red), Healers for physiological (green), Canonates for divine (white), Necromancers for death (black) and Mystics for control and influence (blue).
- Introduce separate fighting classes; Warriors, Barbarians and Berserkers.
- Introduce specialist classes; Hunters and Rogues.
- Introduce the magical cross-class; Hospiters (similar to the old-school Cleric or Priest classes, but without the divine aspects of those classes).

Right now the system is at Alpha.  I've been playtesting with my group for a few months now, but I don't have enough players to cover all of the bases with the different classes and combat options.

There's lots still to do:
- The Beasts and Bastards section for monsters
- Further refinement of class powers, especially Barbarian, Berserker, Hunter
- Replacement, removal or approval of Character Background and Dungeon Design sections
- Further development of the Game Master's section

I'm looking for feedback on the following:
- Class powers
- Magic system and spells for each Magi class
- Are the unique differences and qualities of the system clear from just reading the document, or are they 'buried.'
- Game balance, progression, balance between classes
- Playtest results!

Ultimately I plan to release the game for free, but I do want to make sure it's a usable system.

Thanks guys.

* So I'm sure it could be categorized as a fantasy heartbreaker... :-)
Come try Heroes Against Darkness, the fast and flexible modern d20 RPG:
http://heroesagainstdarkness.blogspot.com

Zachary_Wolf

At first glance it looks pretty cool. I can definitely tell you put a lot of work into it. My only concern is the derivative nature of it will limit potential fanbase.

Thriff

Hey JH,

I really like the tone of your writing, it suffuses your game with a playful and personal feel.

The introduction eases the reader in and your character creation section is well organized and clearly explained.

I don't like mechanical restrictions on what my character can do--especially when such limitations are the result of a "class". Personal taste ofc, and I know there are many that would disagree with me, and that's fine. But I like how you've organized your classes because they cover lots of play-styles without stepping on each others' toes.

Lists don't excite me, so I can't comment on the weapons/spells/creatures of your game.

I agree with Wolf's observation, HaD feels (and is) derivative of DnD-esque games. This isn't inherently negative but it does create severe branding concerns for your hard work.

My suggestion:


Your current work is evidence of you being organized, dedicated, and thoughtful in your game design choices.

Forge your own setting and remove cliched races. You have the mechanics, so supplement them with an engaging and inspirational setting!

I don't know if a creative setting is enough to elude "fantasy heartbreaker" status, but I'd sure appreciate it as both a potential player and a fellow designer.

Hope this helps,

T

Justin Halliday

Thanks guys for the thoughts.

First, these are my opinions and motivations, and I don't want to start an edition war.  There are plenty of other places for those!

Wolf, the similarities between Heroes Against Darkness and various editions of D&D are:
- Genre (Medieval Fantasy)
- Ability scores (Strength, Dexterity, Wisdom, Constitution, Intelligence, Charisma)
- Multiple Defenses
- Modifier maths (1/2 Level, Ability Mods)
- Races and classes (but these are mainly universal)

And then there are the differences:
- Magic system which is very different
- Combat power system that offers combat options without At-Will, Encounter and Daily Powers
- Armor and weapon proficiency based on classes

I've been working on Heroes Against Darkness mainly for myself and my group, but also because I imagine that there are other groups out there that - like ours - may be interested in a system like this.

As I mentioned, we've played a lot of various types of D&D and Heroes Against Darkness aims to offer modern mechanics in as simple a system as possible.  At the same time, it aims to address a few key failings (subjective as they are) of each of the different variations of D&D:
- Lack of combat options for fighters in early editions
- Lack of magic options for spellcasters at low levels in early editions
- Progressive imbalance between classes in early editions
- Inconsistent mechanics in early editions
- Complication and 'crunchiness' in middle editions (and Pathfinder)
- Option and power-creep in each edition, which is compounded with feats and specializations that offer limited 'ideal' build options

Heroes Against Darkness is aimed directly at players who've tried 4th Ed and found some of the mechanics unwieldy (as I have).  It's aimed at players who fondly remember the simplicity of early editions of D&D, but then rediscovered the flaws of those systems on actually re-playing them.

Thriff, I'm not sure about the creation and inclusion of a setting.  Although I do plan to include a sample mini-adventure as I go along, but that will have to wait.  Settings and color haven't been my priority for the system so far, and I could imagine that they would become an endless endeavor.

My major goal has been to 'prove' mechanics of the situational combat powers for the fighting classes and the new Anima-based magic system for the Magi.  In our play of Heroes Against Darkness over the last few months, these areas have worked well (as far as I can tell) and offered players interesting choices.

Reaching out to forums like this is the first step to continue to develop and promote the game and to get it out to a wider audience.
Come try Heroes Against Darkness, the fast and flexible modern d20 RPG:
http://heroesagainstdarkness.blogspot.com

Zachary_Wolf

I'll have to agree with Thriff, adding an original setting to pair with the new rules is the only way I see mass appeal in the project. While I understand this endevour is primarily driven by your wish to address mechanical issues with commercial versions of D&D, without some new flavor to excite people, the end result is simply some elaborately laid-out house rules. Give your rules a home of their own!

Thriff

JH,

Depends on what you're doing here.

Your stated motivations are all mechanical in nature. Fix this or that subjective problem and simplify game-play. Those are fine motivations, but what is the driving purpose behind this project?

Are you creating a game for you and your friends? Or are you creating a game you'd like to publish for free or money?

If the former, then an unique setting is an absolute non-issue. You and your friends (seem to) already enjoy elves/dwarves/humans/half-something-or-others in a sword/breast-plate/hamlet-filled-countryside-in-a-feudal-society setting and that's fine.

The latter option, however, can't support the same elves/dwarves... I only speak as a player and designer and for my interpretation of the community and from those positions I'll offer: DnD-esque cliches can't compete financially or creatively because of over-saturation. There is a reason the term "fantasy heartbreaker" exists. Edwards' has (again) done an exceptional job of writing an historically informative, insightful, and inspirational article describing fantasy hearbreakers on this very site http://www.indie-rpgs.com/articles/9/ . Check it out if you haven't.

If you want new people to find and fall in love with this game then it needs to be something other than "elaborately laid-out house rules" as Wolf says.

This isn't to be cruel. I want you to achieve whatever goals you've set for your game but I'm unclear on what the purpose of this project is. Your nuclear community or RPers across the globe?

If this is for you and your friends then I haven't read HaD or DnD well enough to aid you in reaching your mechanical alteration goals.

A New Setting

If you want others to find and fall in love with this game then I strongly suggest replacing its cliched setting with something creative and inspirational. Or at least something easily adaptable to different settings. Because honestly, I have (perhaps fortunately) exactly enough inexperience with DnD to interpret HaD as identical to DnD. Granted, that inexperience may mean I (unlike your target audience) am unable to read the changes you've made to DnD and be consumed with excitement to engross myself in learning your system in its entirety.

You were concerned that a new setting would be an "endless endeavour" and it very well could be. But that isn't necessarily detrimental. Financially it could be great! An ever-expanding setting requires official exploration and clarification from the designer which can be released as expansions or supplements long after the core game is complete. Creatively a new setting could be great! Die sizes don't inspire players. The sublime beauty of your simplifications won't inspire (many) players. Fictional heroes, villains, civilizations, cultures, technologies, and lore inspire players. All of them? Probably not, but more than charts and lists do. And hype over the unique fiction through fan-fiction, fan-art, or online adoration will be key in designing a game that others find and fall in love with.

System  and Setting

Regardless of whether you choose to maintain a Medieval Fantasy genre or to create a new seting it is dangerous to ignore "settings and color" in favour of prioritizing mechanics. Your system and setting must be forged as one, because a comprehensive game blends them seamlessly. This is true, I believe, for all artistic mediums; Film, Theatre, and Writing included. All games are restricted by their determined setting. Even universal settings pose limitations. Your game is limited by Medieval Fantasy elves/dwarves... So to play this game I must enjoy that setting. I suspect you have specific rules to account for differences in races which makes the game more difficult to adapt to other settings--thus alienating potential players.

Suggestion: If you want people from around the world finding and loving your game then you need a unique and inspirational setting to pair with your mechanical design choices. Or, barring that, at least design a customizable system that (if not universal) is easily adaptable to different genres.

T

Zachary_Wolf

QuoteI've been working on Heroes Against Darkness mainly for myself and my group, but also because I imagine that there are other groups out there that - like ours - may be interested in a system like this.

Alright, well considering this is meant as a purely mechanical overhaul for like-minded groups, I can say I give you credit for effort at the very least. Unfortunately, like Thriff, I'm not that savvy on the mechanical intricacies, so I won't be able to comment much on that type of thing. But for what it is, seems like it might be interesting for people who are in the market for retooled D&D systems to support their fantasy games.