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Tabletop Game Designers: RPGs, Wargames, and Boardgames

r/tabletopgamedesign

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Posted by5 hours ago
14
5 comments
25
Posted by
artist
10 hours ago

Last time I asked for a bit of help creating a system that can determine outcomes without the use of dice or RNG ish mechanics. I got mostly helpful and well mannered advice and continued looking for a solid foundation. I found... something. Thought I'd share.

General information

In this system, players have resources called attribute tokens. These tokens are linked to their three attributes, physique, intellect, and perception. These tokens are spent as a means of guaranteed success, but there's always a catch.

Combat abilities

In combat, players and enemies have a pool of attribute tokens that increases by a number equal to the parent attribute every round (I. e. if you have a physique of 4, you gain 4 physique tokens every round). These tokens are used for abilities.

Players and enemies have abilities to attack, react, induce effects, or kill an opponent. These abilities require tokens in order to be activated. A slash for example might cost a physique token and a perception token to hit. Unless the opponent has a reaction, the attack will hit so long as it is paid for. Paying additional tokens can also "critical" a move, allowing it to induce an effect or bypass armor for direct damage; all for the price of a couple more tokens.

After a hit, a player or enemy can increase the total damage dealt by the attack by spending more tokens or just deal the base damage and save their tokens for their next action.

There are reactions, where a player or enemy can parry, block or counter an attack. Reactions also require tokens to use.

Parries can completely negate all damage, but if the attack is critical, a parry will do nothing and the attack will proceed as normal.

Block reduces damage considerably, even criticals and can prevent direct attacks to health. Instead directing the damage to the armor.

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8 comments
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13
Posted by21 hours ago
1/7
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0 comments
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Posted by14 hours ago

So I've been working on one game mainly for the past week or so, given the temp name "TTT" or "Table Top Tanks". A faster paced game inspired from tank combat.

Your average turn going like this. Collect, Collect all resources from your mines. Plan, a phase to activate any ability cards you may have or card's ability. Action, Declare targets and apply affects to your cards. Roll for damage, Roll a dice(s) for damage. Roll for bounce/armor, Roll dice(s) for a chance to bounce and or negate damage, apply taken damage at the end of this phase. Reset, a phase to use any abilities and or cards that pertain to this phase.

I played a very small play test, just trying to see how dice would be in a game setup like this. I found the format fun, but it seems that the mock battles that I did run, was slow. Finding that I couldn't stick to using a single dice type to make the game a bit simpler to run. I did adjust a few tank cards and re-ran some of the battles I previously ran and it made the game run a lot faster and felt a lot more fair in my eyes. The question is now should I rebalance the tanks to be more balance but still be a single dice type, or rebalance the cards to have multiple dice types to make the game more fair and faster at the cost of simplicity on the player's part.

outside the basic playtest, I have yet to make and use ability cards, brainstorming on what would make sense in the context of the game as well as being well balanced. Some of these ideas being Round Types, Armor Upgrades such as Spaced Armor, Reactive Armor, etc, and Main Gun upgrades. Some Ideas would be be appreciated if you would like to see this project be developed further.

The other game is only really jotted down, nothing has been documented outside of the general idea.

"FLEET" is a table(s)top game about space combat, yes you heard that right, tables. The whole idea around using multiple tables to simulate sectors within space, allow a deeper depth of strategies that cant be found by staying on just one table. Ships can be customized down to the very type of armor you employ on the field, at the cost points (Similar to the force size point system found in WH40K and the tabletop game, Star Wars: Armada).

I'm not sure if players enjoy games that are more complex in design like WH40K or more fast paced games like MTG. If this idea sounds interesting, let me know, I will be developing a basic format later on, but if this gets traction, I will prioritize my work on this game.

Thank you for the help.

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0 comments
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Posted by1 day ago

Stealth Mechanics Update

Recently I made a post about stealth mechanics for a game I am designing, and people raised some very valid critiques of the mechanism. After a bit of thought, I’d thought I’d share my updated thinking. There are three different ideas here that verify legal hidden moves.

The Binary System

In the original post, I proposed an 8 by 8 grid and 6 sets of coordinates, where each coordinate only had two options ( please see the post for more detail ). Each square could then be described by a unique set of coordinates, and each vertically or horizontally adjacent square would be described by an almost identical set of coordinates with just one coordinate different. I then proposed that players could have six cards in front of them, one for each coordinate set, and would indicate their move by swapping out only one coordinate. When only one card is exchanged, I posited, other players would know that the player must have moved to an adjacent square, but they would not know either the starting or ending location. This would allow other players to verify that the move was legal, while not revealing the position of the player.

I was wrong.

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13 comments

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All things related to *designing* tabletop RPGs, wargames, and board games.
Created Oct 14, 2011

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