Home Creators Posts Import Register Favorites Logout

Content

You can't miss!

Files

Attack! | Designing The Game

You can't miss! 💝 Support us on the MCDM Patreon | https://mcdm.gg/patreon 📚 Enhance your game with MCDM products from our Shop! https://shop.mcdmproductions.com/ 🐦 Follow us on Twitter! MCDM - https://twitter.com/helloMCDM Matt - https://twitter.com/MattColville 💬 Join the conversation on the MCDM Discord! https://mcdm.gg/discord Background music for livestreams is provided by State Azure. https://stateazure.bandcamp.com/

Comments

Darren Copple

I really like the counter idea. I think doing wpn base damage as the counter would be cool (if there is base damage) ie longsword does x+STR bonus, but on counter just does X. RE: the edge case. I don't think it is one. A player with one hit point, having to decide whether the attack is worth it is drama in the game and totally fine. Its the same decision tree players have to make with every attack: is the potential hit to my health worth the tradeoff of my potential damage output to the enemy. However with 1 hit point the stakes are higher. Happens to players in 5E when fighting enemies who have reactions currently.

David Dearing

So without the attack roll, is there any concept of "advantage" or "disadvantage". If I am blinded, does that just reduce outgoing attack damage? If I am dodging, does that just increase Armor for the round?

Timo Raivonen

You can still play around with the damage dice. Common examples would be adding, rerolling, changing or exploding dice.

Timo Raivonen

I'm a bit worried how this style of gameplay is able to scale up and down. If the damage numbers don't increase significantly, you aren't able to increase the armor that much. This could easily slip into the direction of just then adding more HP to the monsters to make them more difficult for higher levels. On the other hand if the defenses increase significantly, you can easily run into the situation where encounters need to be very level/party specific not to be trivial or impossible just because one of the sides is unable to deal damage and then get hit back as a result.

Timo Raivonen

I have wondered for a long time why in many games short/small weapons are "fast" and are able to attack first. Major benefit of a larger/longer weapon is that you can attack first. :P

BasCB

Well, you still need to get up close with those shorter weapons to be able to attack fast, where with the bigger weapons you might get a bit more reach.

Brody Stumpf

I've been wondering about advancement in your game, what behaviors do you plan to reward? Are you going to use the system you used in Towards Better Rewards?

Timo Raivonen

5 seems rather low as a higher level number. In a contest where both sides almost always manage do considerable amount of damage, the special actions need to be the thing that brings in the strategy. It almost feels like you might want to have basic attacks deal a static damage if the speed of the system is the main priority just to get to those special actions even faster.