This reminded me of something I saw somewhere for a superhero game where the more damage you take, you start unlocking strong abilities.
@jfacegames7354
5 ай бұрын
True that. It if we’re all positive rewards it would make for a good super hero mechanic. Getting better as you get a beating. Memento Mori has their corruption mechanic that has increased powers as you get more corrupt. Maybe that subconsciously influenced me!
@PixelPenguin77
5 ай бұрын
this is really cool ngl
@jfacegames7354
5 ай бұрын
Appreciate that!
@vast3394
5 ай бұрын
in my game rn your inventory, equipped items, skills, abilities, relationships can take stress damage. your system right now remindss me of what i came up with, but yours is more elegant, right now players assemble a pool of dice to attempt skill checks and attacks, and only add 2 (cortex prime) but i don't have any of the finer details fleshed out. i still gotta playtest my goal is to havea game where you get to rol lots of dice and push your luck thanks for sharing your video so interesting
@jfacegames7354
5 ай бұрын
Sounds cool! Is the stress the full Hp? Meaning, like with Crown & Skull, that game doesn’t have Hot Points. Your skills and equipment are your hit points as they break over time. Is that the same for your game?
@vast3394
5 ай бұрын
@@jfacegames7354 Yeah, it's basically like having hit points (HP). There's this thing called "Valor," which used to be known as plot armor, haha. When you get hurt, you can dip into your Valor pool to reduce the damage by the same amount (1 point of damage reduced per point of Valor spent). Any damage you don't reduce becomes stress. Once you run out of Valor, you start taking direct, unreduced damage to your aspects (like items and skills). And when you're out of things to absorb stress, the next hit takes you out.
@Drudenfusz
5 ай бұрын
I eel like the hero dice as death buffer could lead to resentment among players with different styles. Like the player who spends their hero dice to end a confrontation early might feel annoyed when others do not pull their weight an especially if that las to them dropping and dying. Thus I think it might be better to do that the exact other way around, that unspent hero dice should lead to a earlier demise. Which then then encourages to actually use them in play and only punishes the players who cannot part from their resources and not the rest of the party. Just a thought.
@jfacegames7354
5 ай бұрын
That’s an interesting way to incentivize the use of Hero Dice. Hopefully the game is creating a story where players want to “be heroes” not just “survivors”. Also, if the player is playing a character who is maybe a coward and is maintaining their Hero Dice to survive, I think that’s a viable story arc, and a personal flaw that that character might need to eventually resolve. Now, if this was an Adventure League, where players are playing with random other players and there is a “loot reward” associated with “winning” that I would totally agree with you. However, I’m hoping that this won’t be a true issue. I’ll keep an eye out for this during playtests though for sure! My first thought is that there will be ways to transfer Hero Dice in the game. Whether that is a Leadership thing, or something you can do at will “spend your hero dice to allow someone to stay alive another round” we shall see! Thanks for the insight
@askyw69
5 ай бұрын
obligatory comment for the algorithm gods. I've been working on my system's death mechanics and it's nice to see an alternative take on it. 👍
@jfacegames7354
5 ай бұрын
Really appreciate the algorithm comment :P I’m excited about this. Haven’t playtested yet, and have to figure out some more things about the Hero Dice (mainly thinking about escalation and spikes, and how to get a good pacing of combat), but so far I think its promising.
@askyw69
5 ай бұрын
you mentioned that hero points would keep you alive for another round but I don't see you mention what can actually bring you back from 0. is it as simple as another creature takes the "help" action and stabilizes you or do you require actual healing from magic/potions/etc.? Because the ease at which you can be brought back would, to some extent at least, determine how the players spend their hero points.
@jfacegames7354
5 ай бұрын
It’s not fully flushed out, but yes. The idea that a player could use their Heal Skill to “stabilize” you, or a healing pot to give you health. Odds are being stabilized means you are unconscious still until combat is over. This is TBD, but the concept is there that you are talking about. The main idea being that if you have no Hero Dice and you go down you are dead is what I want to convey. I like that feel.
@askyw69
5 ай бұрын
@@jfacegames7354 yeah I have something similar. My system has 3 separate "death" states, one is you hold on for a minute, after which you can spend one Grit (hero dice) to revive provided you haven't taken damage or been healed in that time. Second one is you can permanently lose one Grit (it doesn't come back ever) to drop to 1hp but remain in the fight. Lastly a character can choose to go out in a blaze of glory getting an immediate and buffed turn before dying.
@jfacegames7354
5 ай бұрын
@askyw69 this reminds me of something Deathbringer does, so I’ll make an addendum to my rules. If you filled in your stress and have no hero dice you are dead. But if you have a hero die you can burn it to stay on your feet and keep fighting. When you do run out you then are dead. New writing idea
@askyw69
5 ай бұрын
@@jfacegames7354 I totally forgot to explain clearly that the three states are different choices players can make when they drop to 0. do they risk waiting the minute when anything stronger than a stiff breeze will kill them? do they permanently lose a resource to stay in the fight? Is the party in a really bad spot and they need to go out with a final sacrifice? gives players RP options during one of the most critical moments in combat.
@shanewinter7251
5 ай бұрын
How about instead of how many bubbles to get back, have it what row you get back. So you roll a 4, you get all those bubbles back.
@jfacegames7354
5 ай бұрын
That’s a good thought! Would feel really crappy to roll a 1 on the Hero Dice and get just 1 bubble back :P
@shanewinter7251
5 ай бұрын
@@jfacegames7354 in addition, if the hero dice are multiple sizes it means you can only use them to heal certain damage. It gives you another choice in damage placement.
@jfacegames7354
5 ай бұрын
@shanewinter7251 as of now I’m not going multiple sizes for the Hero Dice. I’m thinking they are all going to be D6s. The other idea I currently have is an Active Pool vs a Vault for the Hero Dice. This is as I think about the Escalation of combat in a turn. I’ll probably talk about that in the newsletter and on the discord before bringing it to a video
@JacobChappell
2 ай бұрын
The trouble with using Hero Dice in the death & dying process is that you are promoting distictly unheroic gameplay by forcing players to hoard their heroism just incase. It reminds me of those "once per hour" skills in videos games, which rarely gets used because "just incase" and feals almost anyi-heroic. Heros, by definition, disregard danger and death to perform actions that become heroic based on that disregard.
@jfacegames7354
2 ай бұрын
That’s a totally valid point! I have been revamping these mechanics lately. More to come soon!
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