jessfromonline

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jess. @staff, kind of. CRIT Award-nominated TTRPG designer. jewish lesbian. marxist. scifi author. educator. musician. agitprop writer. she/her ☭ קער אַ וועלט היינט


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i hate them. unless its the primary objective, you should never have to count down a temporary thing every turn. because you probably won’t.

“target gains [status effect] for [n] rounds." no. do you expect me to remember this temporary conditional effect AND to count it down every round for a variable number of rounds??? let alone if there are MULTIPLE at ONCE?? absolutely not.

to be clear, overarching, dramatic narrative clocks are fine. you can even get one timer in combat. ONE. that everyone is looking at! it should feel tense and important and at the center of things! don’t make me manage 2 timers in combat or i will eat your book.

instead of making a numeric multi-round timer, consider:

  • making it shorter but more impactful
  • making it multi-stage in order to provide a narrative anchor for memory (lob projectile, deal 1d6 on impact, next turn, explode for 2d6)
  • making it something you must maintain or that you have the option to extend by expending resources (at the end of your turn, lose 1HP or the effect stops.) make it an active choice the character & player are engaged with.

just doing “the rest of combat” is fine too!!! you really don’t need a timed, unevolving effect that lasts more than one turn but less than the rest of combat!!!! that’s such a narrow window and its not worth it i promise you!!!!


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in reply to @jessfromonline's post:

this is an awesome way of thinking about design! it feels adjacent to the advice of "use small whole numbers if you want anyone to be able to keep track of things". I simply do not care about the difference between 1146 damage and 1230 damage, but 2 to 3? yeah baby

With all the tactics ttrpgs that have been or will be rolling out (Hellpiercers, EREBUS RPG, Massif Press stuff etc.) there should be enough material out there to start analyzing different artifacts of rules complexity (points where the game rules seek to add tactical depth) to appraise if they feel good to use or not.

Evil mode: roll to create a real-time clock the players can't see. Doesn't work for debuffs since you'd need to be prevented from waiting it out, unless it does something bad at the end of countdown if you fail to interrupt.

This was supposed to be a joke but now I'm tricked myself in to thinking about it seriously

Ooh I'm intrigued by the reverse of the something you maintain/extend angle: that is, an incoming hostile effect is forever, unless you do X.

You'll burn and take damage every turn, UNLESS you stop drop and roll or jump in water. You'll be off-balance and suffer a penalty every turn, UNLESS you take a moment to shake it off. You're going to take a whole lot of damage UNLESS you sacrifice your armour or your sword and say one of them took the hit instead