So do you know (or can think of) a more elegant way to handle this "Strength vs. If you dodge an enemy attack, for example, being stronger doesn't lead to a higher amount of damage avoided. This, however, only solves a small number of problematic tasks. For example, agility would determine IF you manage to hit or get a hold of someone (success), and strength would then determine how hard you hit them or how tight you manage to grapple them. However, this would not only add two random exceptions to the resolution system, but would also require the players or GM to always remember or decide which of the three categories a respective task belongs to.Ī second solution is to split success and effect. In the third category, use the higher of the two attributes for the task. In the second category, use the average of both attributes for the task. ![]() In the first category, use only the respective attribute for the task. Probably the most realistic solution to this problem would be: Agility: balancing, sneaking), others that require both attributes at the same time (climbing, grappling) and those that could be done either one way or the other (Strength: attack with force, defend by blocking escape a grapple or restrain by breaking free Agility: attack with light and quick strikes defend by dodging escape by wiggling out of a grapple). So really, my problem is that there are three categories of physical tasks: those that only require one of the two attributes (Strength: lifting, pushing etc. Without at least a certain core strength it's difficult to imagine someone being super agile. However, there is also no denying that strength and agility oftentimes go hand in hand. A nimble thief should not be able to lift a boulder just because of their high "Body" attribute, and similarly the muscle-packed Barbarian should not be able to gracefully dodge around enemies' attacks. That's why it is out of the question for me to just mash them together into a general "Body" stat. In terms of character customization and role fantasy, strength and agility are clearly different to each other - in fact, they are oftentimes even seen as opposites (the "David vs. Out of all the character attributes commonly used in ttrpgs, I feel that Strength and Agility are the most difficult ones to handle. Late Beta / Published Game Review: See the aforementioned WIKI for information on how to request and submit reviews.īusiness Crowdfunding Dice Feedback Request Game Play Mechanics Meta MOD POST Product Design Promotion Resource Scheduled Activity Seeking Contributor Setting Theory Workflow Related Subreddits If you are an active contributor to this sub, contact the Mods to have your project added to the index. Projects Index: We are building an index of projects from /r/RPGDesign members. Listing of these Activity Threads ( 2016, 2017, 2018, and 2019) is maintained in the wiki. See it here.Īctivity Thread: We have weekly, pre-planned discussions about mechanics, game design examples from published games, and aspects of the games we are designing. Member's Twitter: We now have a Twitter Share list for mutual social media promotion. After leaving feedback, if you want reciprocal feedback for your own project, you must provide your own separate thread / location for feedback do not derail other member's feedback thread. If someone took the time to offer feedback for your project, it is good manners to offer feedback for their project in return.Crowdfunding and promotional posts are limited to Member Projects, with moderator approval (see Crowd Funding and Promotion Rules in the wiki).Do not link to, request, or otherwise encourage piracy.Limit requests for editors, writers, artists, etc.No personal attacks, even if the designer isn't a member of the subreddit.Be civil - the person you're critiquing now, may be reviewing your work tomorrow. ![]() See these posts for commonly asked questions on licensing, dice probabilities, and asking for and giving feedback. Flaming professional or amateur game designersĬheck out the WIKI! The WIKI contains resources for designing and reviewing your game, as well as a section to list your project. ![]() ![]()
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