New answers tagged game-design
1
I'm going to answer this with the assumption that you are writing a D&D 3.5 variant, like Pathfinder or Iron Heroes or Trailblazer, rather than having the freedom that comes with a brand new system. That is, that you are using the D&D 3.5 attributes pretty much as they are, but modifying the classes to create a new game.
I have to say I like the ...
3
That's a serious problem in any game that tries to reflect real-world conditions: life is complicated. I can think of three ways to reduce the complexity.
Pre-calculate (SevenSidedDie alluded to this). The key here is to ensure that modifiers for weapons, skills, etc. very rarely change, so you can total them up during downtime and just use the total ...
17
I think your premise is false: most systems change a lot between editions. To name a few:
White Wolf's old and new World of Darkness settings are very different. Their flagship, Vampire, had drastic changes.
Paranoia has had many large changes between editions.
The new FATE Core changes many things from previous versions of FATE.
To invert your ...
11
Cart Before The Horse
Because people read the stats part of every RPG book first, based on traditional game book organization that D&D originated, they often fall into the trap when they design their first game of thinking that they need to design the stats first and then the rest of the game in section order as they proceed. This is the opposite of ...
5
Stats are a model, an attempt to classify and digitize mental and physical attributes. If you're seriously rethinking your stat system, it might be worth starting from the ground up.
First, try ignoring the canonical stat breakdowns from your favorite games and list the lowest level (elemental, if you will) mental and physical features you want to work ...
3
Your problem doesn't appear to be how to utilize the status, but the definitions of the stats don't match your ideals of it
I suggest you rewrite your status like
Intelligence: It is raw mental power, like for logic and mathematics. Wizards intelligence.
Intrapersonal: This would deal with the will power of someone, self-control, and self-motivation, the ...
4
Nothing is necessarily wrong
When making a new game, especially in the feedback stages, you have to consider a few things.
Why should anyone play your game over any other game that they already know?
How am I soliciting playtest feedback, and what incentive do the playetesters have to switch to your game (even temporarily).
Who am I asking for feedback?
...
8
Nothing is wrong.
If I had a dollar for every time I had playtests/feedback for what I've been working on when I've been making the crucial changes, I'd have a dollar.
Now, there are a few important things to look at here in terms of development and feedback:
The Kickstarter Dilemma: You mentioned Kickstarter in your question, and while it's not a bad ...
1
Yes, I know, I'm answering my own question after I selected an answer, but that's because I had some free time and was reading stuff when I had an epiphany.
Use caps.
Force certain actions to have caps on their modifiers, which prevents astronomical modifiers from having any effect, but also means that modifiers can still apply. There are two ways to do ...
3
The usual solution to an explosion of modifiers is to pre-calculate as much as possible.
Instead of having a bunch of bonuses that you apply to the roll every time, build those bonuses into target numbers (TNs) that you can write down. Reading a number off a die and comparing it to a TN is much faster than reading a number, adding to it, and then comparing ...
0
I’m imagining one of those rotary gatling guns
You know, the ones with the belts of bullets that fire very rapidly? They seem to be the best design for rapidly filling the air with lead (the assault rifle recoil-based auto seems far better for burst-fire than full-auto). I don’t really know anything about guns; I’m only basing this on ...
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