Summer is over! That means time to get back to work on the ol’ game making train.
Today I got a copy of Potions Class by Beau Severson of Phantom Nimbus Games. This is a -push your luck- dice game about brewing potions and being the top of your class. The artwork and style of the game is simplistic but looks amazing. The concept is simple, but the game lends itself to a bit of strategy, luck, and hoping the other student’s don’t know much about random chance and statistics of a 6sided dice. Tonight I’m hoping to play this and give Beau proper feedback since I’ve often been (mis)Quoted as calling this “A Utopia In A Box”. I’ll be back to do a review of the game once I’ve gotten a few of them under my belt!
To keep this train rolling, he other day the guy behind the scenes of Orcs Unlimited graciously got me a copy of his RPG titled We Hunt Bugs, a scifi RPG where you’re kind of exterminators for some pretty big and pesky bugs that wreck shit up. I’m still reading through the book, but from what I can tell, these bugs are not the kind you ever want in your house, and some of these weapons are things I want to have in my closet for when those monsters come knocking.
So aside these things, I’m trying to figure out my non-combat system. @ThisIsTrove helped me figure out an awesome idea for a momentum based interaction & focus mechanic. It needs testing, but it’ll essentially let you try to improve the course of a conversation, or focus on a task with several dice rolls that will give you a +/- sum to a modifier for the check. What this aims to do is make conversations ebb and flow a bit and add to the roleplaying experience a bit more, I can’t wait to test this out and see if it works in practice as well as theory!!
That’s where I’m currently at, trying to get a proper non-combat mechanic together so that we can test the game out with more than just combat. To leave off for now, I’ve got a short write up I’ve been working on about skills and the like.
I would LOVE to hear your thoughts, feedback, opinions or rants! Find me here, or on Twitter, talk RPG at me, or tell me I’m ridiculous, either way.
Also, check out those amazing guys as well, they’re all gamedevs and making some pretty amazing stuff! you can find them on twitter:: @ThisIsTrove @PhantomNimbus @OrcsUnlimited
As a character adventurers and gains power and levels, they gain skills, representing what they have learned and picked up along the way. Skills come in a variety of forms, from combat to magic, to social, physical or knowledge.
A players skills show how good they are in a specific discipline, and that translates into bonuses the player can use to perform actions or recall information.
At creation a character will only have limited skills known, as they level they will be able to learn many more skills, master some, or learn as much as they would like. Players have the ability to choose how they spend skill points without restriction (aside per-requisites). As well as being able to spend skills in this manner, almost every skill has a set of bonuses to choose from. These two traits allow for maximum customization even between two characters with similar skills sets, they may function completely differently.
Combat v Non-combat:
Skills have been broken down into two categories: combat skills and non-combat skills. Combat skills being anything that can be used to harm or otherwise affect things using force or magic. Non-combat being non-harmful things such as socializing or studying. Certain exceptions are made in cases, where some spells may be used outside of combat, and some non-combat skills may be used inside of combat as well.
Aside from this distinction, each set of skills has a different amount of ranks that can be put into them, and a different pool of skills in which to buy them from. Combat skills go from rant 1 to rank 10, and receive lvl + x points per level. Non-combat skills go from rank 1 to rank 5, and receive a set amount of points per level.
Skills both show your level of competence within a subject area, and also give you bonuses to abilities and rolls related to the skill in question.