Partheniad

waste of flesh.

game designer. queer. disabled. amazing taste. poor choices.
look, i just like talking about media, okay?

it aint that deep.


  • a system ive wanted to try for awhile to make range bands matter is to make different attack moves for each range band. So let's say: Intimate, Close, Near, Far, Afield. Each weapon is going to have one range tag that sets what move they can use, but you can also use them one step beyond with a broken roll. So for instance, let's say you have a dagger, yeah? Thats an intimate weapon, when in that range band you roll Up Close and Personal to attack, rolling 2d6+STAT. However, Close is one range band beyond it, so you could also attack with a dagger at that range, but you would be making the roll broken, aka 2d6 no modifer(unless its negative). Hurl weapon would be a separate move you could try in close range and would be risky and not that great, but i could see some moves and gear tags that could make it more interesting.
  • a class id really like to build at some point is a summoner, at the start of the game you get a handout with a bunch of creatures and have to roll and make some choices. these would fill in archetypes like BEAST OF FLAME, BOUND IN IRON, etc. They'd excel at certain things and also be terrible at others. The fun of the class is that you can't summon something in particular- you roll for it. So much of their class mechanics are about gaming these rolls and manipulating their list. For instance, you could cross out one of your summons permanently to give that slot to another one, doubling it's odds of being successfully summoned. Or what if you took an advance that replaced a d12 roll for which guy you summon with a 2d6, meaning there is a now a curve, you are much more likely to be able to summon a certain set but if there's someone you NEED, its highly unlikely.
  • specific moves trump defy danger every time. defy danger is great for when the unexpected happens, but I love it so much when I say "okay I am going to climb the colossus" and discover there is a specific move for that in the monster entry. it makes me feel rewarded for how I am playing.
  • the root rpg is a game that i feel needs to be stolen from more. it has a great system of roguish feats where you learn different types of skullduggery and then the move remains the same no matter what effect you are trying- reducing like 12 moves into one. by that same measure it has weapon skills you can learn that are unique moves but arent locked down to any playbook. This means that instead of coming up with different special attacks for every class, you can just put them in one section and let people come and pick and choose what they want. so instead their playbooks are very sleek things with only a couple of options
  • speaking of games to steal from, more people should check out Broken Worlds, the KSBD game. There is so much cool shit in that game for combat and status effects that change up rolls. It is hyper specific setting wise but allows for some of the hypest anime fights. well worth checking out

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