Tuesday, May 19, 2009

Play test and more

Despite the fact that I am way behind, we are putting in the playtest time on the new game. The kinks are slowly being worked out of the system.

Now that we know for sure the new system works I can start letting out a few details on the new game. I want to get your brains prepped for something different, yet strangely the same.

The combats are running very quickly, although there are some hitches caused by being used to the DS ways. The changes are small, but sometimes the old thinking tries to jump in. The rounds are much more defined and there is very little you can do as a reaction when it is not your turn. After playing for a few weeks everyone thinks this is better, much less confusing once you get your head out of your DS, so to speak. The primary way we achieved this was to eliminate Independent Actions. We now have only Actions. In DS you have Actions, Movement and Independents. In this game we have Actions. You want to move, use an Action, You want to attack, use an Action, You want to Parry, use an Action. Out of Actions? Try cursing... As your experience rises, your number of Actions rise. Most creatures of the world have two Actions, the characters are special and start with three Actions.

One other change is that everyone now gets an Armor roll in Defense. So Armor is 2d6+DEF and is subtracted from the Damage roll. The hitch is that if you roll a "2" on the 2d6, your Armor fails entirely and it becomes a zero. If you roll a "12" in Defense, you bounce all damage. They missed you. In attacking a "2" also misses. When attacking if you roll a "12", you keep the 12 and roll again, adding 2d6 more damage. This has already made a difference. No matter how lowly an attacker is, you always have to worry. We are making it a Rigid Point, nothing saves you from a "2" or "12". No tricks allowed, you have to take it. This also means that basic Armor is now "0".

OK, cards are calling me, and that should be food for thought.

2 comments:

FirestarAROC4 said...

Will this replace the DS rules?? Seems like the armor stuff could, but the Indy action might be hard to change.

If it does replace DS rules, will future cards not be compatable with old ones?

Either way, I think I'll adopt the Nat 2 as a fail on to hit and a Nat 12 as rolling for more damage. Takes me back to the first rpg I ever did, star wars, where a 1 on the wild dice was always a fail and a 6 could be rolled until you didn't get a 6.

Good stuff.

MarkEllisHarmon said...

We do not plan on changing DS. The idea is to leave DS as it is and use these for new games.

As for compatibility, that will need work. My sneaky idea is that when we get this published we will have a contest for the best conversion system. We will let the players submit there systems and pick one to use. Winner gets a prize! No idea what the prize is yet, but it is a long way off.

As far as the Armor, hindsight has taught us DS characters become too invulnerable to daily triffles at high Card Points. This system does not make a big difference, but it just puts some danger in a band of peasants being after you. The key is never allowing any way around the 2 and 12, so it stays a danger.