u/CC_Gamedesign

Phrasing for Actions per Limb

In my system I want to give players one Action per Limb. Some actions require two Limbs to be available or you'll suffer a penalty.

Some examples:

Running requires both legs but you can also use each leg once for two Dodge Actions by pushing off with either foot.

Using a Longsword takes up both hands but you can choose how to use each hand, both on attack means you're in a full tilt attack swinging as often as possible so you get to attack twice, both on Parry or Block means you're focused more on stopping the enemy's and you can stop two incoming attacks.

The problem I'm running into is phrasing.

Describing that Players can make a Reaction "per number of unused limbs" gets a bit clunky as I try to describe how it reacts with other Rules.

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u/CC_Gamedesign — 4 days ago

Trying to make a stationary formation work against Spellcasters / Nukes

The last attempt at this campaign ended abruptly when apparently my formation was so tightly packed that a single Skaven Nuke took out 8/20 units...

Obviously spreading out more is one answer but how do I handle massive nukes as a formation based army? Right now my thought is a flying character built to take out enemy Spellcaster quickly and get out but that doesn't solve how much damage they could deal prior to that point, or if they have multiple spellcasters

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u/CC_Gamedesign — 5 days ago

Has anyone else noticed several recent Hydro bills coming in way higher than expected, or trending upwards? Specifically in the North Shore area and Downtown near Blue bridge

My Landlord has been complaining for the last two years that our power consumption is way higher than his other properties and I'm wondering if it's something we're doing or if it's something other people might be experiencing?

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u/CC_Gamedesign — 8 days ago

Hey, I need some help with a pacing problem

I'm building a very granular and modular TTRPG where you can tweak your Equipment's stats to get exactly what you want.

Part of that is going to be a Crafting System that no individual Player has to engage with, but it would be a huge benefit for the Party for at least one Player to engage with, so a majority of Parties should have at least 1-2 Players engaging with this minigame and often in different ways, such as an Alchemist and a Blacksmith and the rest will be purchased from shops or gathered on the fly

The question really comes down to how fast should a Character be able to Craft a simple item, let's take a Health Potion from the Alchemist and a Sword for the Smith.

I'm stuck and looking for Pros and Cons to either side so please let me know what you think:

A) Should the Crafting come as a sort of "boss fight" as a challenge before getting the reward for going out and getting the materials, lasting a few turns and completing within the same timeframe as a Combat while the other Players engage in their own minigames.

Or

B) Should the Crafting play out as a Quest of its own with multiple stages to the process that are dealt with as shorter, connected encounters that can be spaced out between the Party's usual hyjinx each taking up the space of a quick combat.

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u/CC_Gamedesign — 14 days ago