manwad

writelord supreme

Cool RPG people:

@binary
@Scampir
@Jama


2 Harm

Range 10 ft. / 2 squares / Close

At 10 ft / 2 squares, deal 4 Harm as you crack the tip of the whip and fillet a chunk from a target.

//

The first time you attack, deal 4 Harm, as your target is at the tip of your bladewhip. Any other target is dealt 2 Harm unless you Weave to put them at whip-tip distance.


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in reply to @manwad's post:

making maps like, making something tactically interesting.

like i know how to source hexes and rapidly pixel basic buildings and shit but.

makin' a cool arena I'm super not grasping. I feel I need to like, study like a tactical rpg to see what they do with maps and shit.

It's tough. Depends on a lot of things, but the biggest ones are like...map size vs. range vs. mobility.

I actually don't feel like most tactics RPGs do maps terribly well, most of them end up in a cluster of units on one part of the map. Pre-Awakening Fire Emblem is one of the few series that consistently put a lot of thought into it.

  • FE7/The GBA one just called Fire Emblem in the USA is a good starting point because the first chapter is basically an extended Fire Emblem tutorial.
  • FE9/Path of Radiance (Gamecube) is another good starting point if you don't want that tutorialization.
  • FE8/The Sacred Stones is ok in general, has a few nice features FE7 doesn't have and has a branching path thing going on.
  • FE10/Radiant Dawn (Wii sequel to Path of Radiance) is a much jankier game in a lot of ways than PoR but has some VERY good maps.
  • FE6/The Binding Blade (which FE7 is actually a prequel to) has some cool maps but is a much rougher starting point than any of the others above, they were just feeling out the post-SNES formula.

For my money what makes it is a combination of good variety of maps, terrain that matters, a lot of objectives (including timed ones and semi-timed ones like thieves who steal loot if you wait too long or reinforcements) so you have reasons to split up, and a combination of bottlenecks and open areas combined with varied unit movement types (on foot vs. cavalry vs. flying). Movement is decently high but attack range only rarely goes above 2 squares away so you can funnel expectations a lot better.

we love splitting up the crew into the A-Team of Shitwreakers and Loser Shitbirds, and matching forces with other A-Teams and Shitbirds.

has me thinking on like my current philosophy of combat/enemy design where:

PCs and Enemies need to be a back and fourth, one informs the other design. If an enemy is to be Armored, then there must exist some form of anti-armor. If there's to be swarms, AoE needs to exist.

etc.

So interesting terrain and maps would therefore stem from interesting movement and hazards. Flying units can soar over mountains and pits. Footmen can trek a swamp, but not cavalry. and so forth.