It’s an interesting moment when you check your own rules and realise there are a number of assumptions you’ve made and thus not thought to write down.
Such as assuming that Strikedown, Shatter, and Cleave are all calls that anyone would recognise.
Version 0.2.0 of the rules now has several of those assumptions corrected. If anyone would like to help identify more holes in the rules, you can get early access to the current ruleset by contacting the Facebook page.
First there were archetypes with limited skill choices. Then it was just skills. Now what remains are Interfaces. Today, how character sheets will work.
Continue reading “Interfaces”
Combat flows better if you don’t need to do a lot of maths in the middle of a fight and there’s no confusion about whether attacks were aimed at you or not. This is particularly an issue in ranged combat. If you have to rely on shouting at someone else to make something happen, it’s going to get lost in the noise.
My thoughts on fixing that is to change how ranged combat works. Nerf have released a new range of weapons designed to provide a high-impact shot with minimal consequences, and they’re currently at the centre of my revised ranged combat strategy.
Continue reading “Ranged Rivals”
Something I’ve been considering for a while is the difference between theoretical skills (skills that give you knowledge and the theory of how to do things) and practical skills (skills that give you the ability to do something).
Continue reading “Theoretical vs Practical Skills”
The content poll showed a definite bias towards culture information, but it’s not ready yet and I’ve had a busy week so what I can provide is something from one of the other high-vote sections: rules.
As I said in the content poll post, there won’t be anything definitive about rules in this or anything else in this series until we have concrete rules we’re happy to release. That said, here are our thoughts on combat calls.
Continue reading “Combat Calls”