This is really the last post.
I've become a fan of the idea that the fundamental game mechanics create meaningful choices, and that a simple mechanic can provide variety. Here's a great example of this. I don't think my brain had shifted to this level of ubiquity when I was writing Stalwart Age...
Gameplay
Every round (6
seconds), you may attempt a number of actions equal to your SV. However, each
action imposes a cumulative -1 die shift to all other rolls that round;
attempting three actions imposes a -2 die shift to every roll that round. My
character could run his movement of 100’ (1 action), pick up a found weapon (at
-2 shift to the might die) and attack (at -2 shift to the attack die). You can
also just distribute your attacks. With D12 attack and D10 damage, I can attack
once at D12 (D10 damage), twice at D10 (D8 damage), three times at D8 (D6
damage), or four times at D6 (D4 damage). Tasks that do not rely on a dice
check (flying), are not affected. I must decide how I am distributing my dice
at the beginning of the round. While it might make sense to distribute attacks
against a group of bank robbers, it is probably wiser to minimize your attacks
against the heavily armored foe who leads them to increase your chances of
hitting and dealing damage.
No comments:
Post a Comment