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Combating Combat - Building The Mechanics

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Manage episode 385368126 series 3374838
内容由Joe Hardin and Randy Nichols, Joe Hardin, and Randy Nichols提供。所有播客内容(包括剧集、图形和播客描述)均由 Joe Hardin and Randy Nichols, Joe Hardin, and Randy Nichols 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

Episode 166 Streamed Live Tuesday November 21, 2023

Main Topic: Combating Combat -Things to consider as you design a combat system for a fantasy TTRPG.

What kinds of feel or experience do you want combat to give?

Frenetic, fog of war, cinematic/heroic action, gritty blood-n-bone combat, other?

Emulation vs. Simulation
Need to decide if BALANCE is important, and HOW to handle it

Complexity can often stall the game.

How “old-school” do you go? (all attacks do d6, weapon vs. armor, speed factor, phases)
How should the offense and defense capabilities interact?

D&D: AC, attack roll, damage rolls vs HPS

Armor as DR, wounds vs vitality

Simplified comparison: combat skill vs defensive skill/opposed rolls.

Include a separate Dodge/Parry/Block/Evade mechanic?

How many actions does a character get per turn? And how does it affect combat

Movement: double moves, running, AOO’s, withdrawals

Attack: melee, range, spell, number of attacks,

Other types: speaking, opening a door, interacting with an object.

Do actions effect initiative order?
Character types and limitations if any in combat.

Armor and weapon limitations.

Combat skill limitations.

Who gets to be good at what?

Can wizards wear armor and cast spells?

Can warriors sneak around?

Spell disruption (OSR vs 3.X vs 13th age)
Fear of Magic dominance

How does the initiative system interact with combat?

Is it turn-based? Side initiative (OSR), individual (3.X, Savage Worlds), # actions based on speed (GURPS/Hackmaster/Shadowrun), He who starts the fight goes first/free form, highest roll goes first then around the table in clockwise order (horde Wars)

How important is it?

OTHER considerations:

Setting and Rules often feed into each other.

If the game is mainly about combat, then perhaps the combat system should be robust and detailed.

If the game is meant to be about the story that gets told around the table, then maybe the system needs to be more fluid with interchangeable pieces to increase or decrease complexity in the system.
Shameless Plug Time:

If you would like to support our show, please like, subscribe, and share us where you are listening or viewing the show. We are on all the socials, video and podcast places as well.

Cash Support

PayPal: https://paypal.me/biggusgeekus

Streamlabs: https://streamlabs.com/biggusgeekus1/tip

Ko-fi: https://ko-fi.com/biggusgeekus

Patreon: https://www.patreon.com/BiggusGeekus

On the Web:

Website: www.biggusgeekuspodcast.com

Email: thegeeks@biggusgeekuspodcast.com

Big Geek Emporium: https://biggeekemporium.com/

--- Support this podcast: https://podcasters.spotify.com/pod/show/biggusgeekus/support
  continue reading

211集单集

Artwork
icon分享
 
Manage episode 385368126 series 3374838
内容由Joe Hardin and Randy Nichols, Joe Hardin, and Randy Nichols提供。所有播客内容(包括剧集、图形和播客描述)均由 Joe Hardin and Randy Nichols, Joe Hardin, and Randy Nichols 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

Episode 166 Streamed Live Tuesday November 21, 2023

Main Topic: Combating Combat -Things to consider as you design a combat system for a fantasy TTRPG.

What kinds of feel or experience do you want combat to give?

Frenetic, fog of war, cinematic/heroic action, gritty blood-n-bone combat, other?

Emulation vs. Simulation
Need to decide if BALANCE is important, and HOW to handle it

Complexity can often stall the game.

How “old-school” do you go? (all attacks do d6, weapon vs. armor, speed factor, phases)
How should the offense and defense capabilities interact?

D&D: AC, attack roll, damage rolls vs HPS

Armor as DR, wounds vs vitality

Simplified comparison: combat skill vs defensive skill/opposed rolls.

Include a separate Dodge/Parry/Block/Evade mechanic?

How many actions does a character get per turn? And how does it affect combat

Movement: double moves, running, AOO’s, withdrawals

Attack: melee, range, spell, number of attacks,

Other types: speaking, opening a door, interacting with an object.

Do actions effect initiative order?
Character types and limitations if any in combat.

Armor and weapon limitations.

Combat skill limitations.

Who gets to be good at what?

Can wizards wear armor and cast spells?

Can warriors sneak around?

Spell disruption (OSR vs 3.X vs 13th age)
Fear of Magic dominance

How does the initiative system interact with combat?

Is it turn-based? Side initiative (OSR), individual (3.X, Savage Worlds), # actions based on speed (GURPS/Hackmaster/Shadowrun), He who starts the fight goes first/free form, highest roll goes first then around the table in clockwise order (horde Wars)

How important is it?

OTHER considerations:

Setting and Rules often feed into each other.

If the game is mainly about combat, then perhaps the combat system should be robust and detailed.

If the game is meant to be about the story that gets told around the table, then maybe the system needs to be more fluid with interchangeable pieces to increase or decrease complexity in the system.
Shameless Plug Time:

If you would like to support our show, please like, subscribe, and share us where you are listening or viewing the show. We are on all the socials, video and podcast places as well.

Cash Support

PayPal: https://paypal.me/biggusgeekus

Streamlabs: https://streamlabs.com/biggusgeekus1/tip

Ko-fi: https://ko-fi.com/biggusgeekus

Patreon: https://www.patreon.com/BiggusGeekus

On the Web:

Website: www.biggusgeekuspodcast.com

Email: thegeeks@biggusgeekuspodcast.com

Big Geek Emporium: https://biggeekemporium.com/

--- Support this podcast: https://podcasters.spotify.com/pod/show/biggusgeekus/support
  continue reading

211集单集

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