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Pulling It All Apart, Putting It Back Together

🕑 Added 2023-09-13 21:39:49 +0000 UTC
Pulling It All Apart, Putting It Back Together

Comments

Plaidpoet

Love these update! I’m home brewing And brainstorming Ideas alongside the updates! Love the resource management! I’ll miss stamina though :,(

CADaniels

On paper and at first glance, that reminds me of crit fumble systems. But perhaps in the balance of the rest of the game it ends up working. I'm interested to see how it plays out. Thanks!

MCDM Productions

You Counter (automatically deal some damage) to a foe when your armor reduces their Attack's Damage to 0. So something does happen. THEY take damage for missing. -James

CADaniels

This has probably been asked before, but with the idea of armor as damage reduction, doesn't it become possible that (even without rolling to hit) you can get a null result if your 2d6 roll is low enough for the armor to cancel the damage entirely? This doesn't seem to solved the "roll, miss, next" problem.

Kyle Lowman

I don't have anything inherently important to say, but I feel like it needs to be said occasionally: I love these updates, I'm SO stoked to see how this game feels when it comes out, and I love feeling included in the process when I read these posts! Keep it up, y'all!

BRex

I guess that might boil down to GM style and preference in how they want to visualize the scene. E.g. the GM in the latest Candela Obscura also uses cinematographic language to describe a scene, while Matt Mercer doesn't.

First off I love these "under the hood" updates --- All of these changes make sense. I do start to worry that with all of the "cinematic" language rules like a Director saying "cut" or "action" to trigger scenes - the game could begin to feel like the Players are roleplaying Actors playing characters? Maybe it's just me but when I hear something like cut or action in an RPG it, if only for a moment, takes me out of the world.

Otto

Hhmmm… the resource management is making me think of competing dice. Perhaps rolling Class Resource against your Recovery dice for your total recovery outside of rests? That could probably be done simpler with a positive or negative modifier.

Mattamue

Shield solved the health pickup problem for first person shooters. I think the lesson I got here is that while stamina solved a similar problem it was a little too small scale. Refreshes or what ever are bigger scale. Granted that's within the larger point that design solutions are always unique. Having this example helps, though.


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