Monday, February 12, 2018

Speaking of reviews, this one gets five stars: informative for the potential buyer, and useful to the designer.

Speaking of reviews, this one gets five stars: informative for the potential buyer, and useful to the designer. I have a suspicion it's from you, Nicolas Francart? Thanks for taking the time! This is one review I'll keep in mind when going back to work on the manuscript.
http://www.rpgnow.com/product_reviews_info.php?products_id=203614&reviews_id=190816

5 comments:

  1. It is! You're very welcome :) I like your game and I'm really hoping it will become the best it can be! I might playtest it with a roleplaying group in Sweden in the coming weeks.

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  2. Nicolas Francart Oh let us know how it goes if you do. Thanks for the kind words!

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  3. I also hope this will prove to be a true standalone game, as I've never actually played D&D before (nor whitehack blackhack, or any kind of DnD derivate), but have found in Macchiato's set of tools what I was looking for as a GM. I had to google "d&d wisdom" to understand what is was about, because stats are not explained in the game.
    About cases where you want characters both dealing and taking damage, what about using partial success outcomes such as depicted here : questingblog.com - Partial Success in Roll-Under d20 systems - Questing Beast ?
    I'm thinking of using it myself.

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  4. NukaCola Light I have yet to try Ben's idea for partial success. Another way to make it work would be to use the complex turn rule all the time, as Nicolas suggests in his review.
    As for the stats descriptions, you'll be glad to know that I've added them in the current manuscript. If you have more insights about the game from your (rather unique) point of view, I'm all ears!

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  5. Yeah I read Ben Milton's blog post a few days ago and found it really inspiring! My current idea to use the "complex turn" out of combat as Eric Nieudan mentions would be :
    - Decide what's at stake. If you're trying to quickly infiltrate a fortress by climbing a wall, you have 3 stakes: climbing the wall, not wasting time, and not being spotted.
    - Roll as many d20 as you have stakes and assign them to relevant stats (Say, one die to STR to climb and two dice to DEX to act quickly and not be spotted).
    - For each stat you roll under, you succeed at the corresponding stake. So maybe you manage to climb quickly but you're spotted, or you don't manage to climb but no one sees you and you can quickly find another plan.

    You could also throw in several advantage or disadvantage dice to fine-tune difficulty. Fighting a boss in the dark? Double disadvantage. If your stakes are "hitting the boss" and "not being hit", roll 4d20 and drop the two best dice. Your trait is "Surgeon" and you have an appropriate medicine kit? Double advantage to perform first aid, etc.

    But hey, that's just wild thoughts I have when reading rules. I should read less and play more :)

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