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Game Design Random Ideas

Sharing Hit Points

The other day, a couple of friends were discussing how frustrating it was to end up with an unconscious character during a game. Once that happens, you usually end up sitting on the sidelines until another member of the party manages to find time to spend an action or two to get you back in […]

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Dungeons & Dragons Game Design Random Ideas

Rock, Paper, Scissors, and Fighting Styles

Rock, paper, scissors is a simple game, but it can provide inspiration for more involved game mechanics. The first interesting concept is that each possible move is equal to the others. No matter whether you choose rock, paper, or scissors, you have the same odds of winning assuming that your opponent picks randomly. Second, the […]

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Game Design

Core Mechanics: Hits, Misses, and Armor

Recently I’ve been thinking about attack and damage systems in role-playing games. In Dungeons & Dragons and many other games, there are separate to-hit and damage rolls. This setup allows for easy mechanical distinction between conditions that make an attack more accurate and those that make an attack more damaging. The flip side is that […]

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AGE Dragon Age Warmachine

Iron Kingdoms Careers and AGE

As I mentioned in my Iron Kingdoms review, one of my favorite parts of the game is its character creation and advancement rules. In particular, I like the idea of choosing 2 careers which then determine your starting abilities and guide your advancement. A couple of weeks ago, my brain got stuck thinking about how […]

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Game Design Random Ideas

Black & White: A Dice Mechanic

For the past few months, I’ve had a few ideas for a game system bouncing around in my head. These are mostly just an exercise in brainstorming that has resulted from reading about some of the D&D Next mechanics. I don’t expect to put together an actual game, but I’ve liked a few of the ideas […]

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Dungeons & Dragons Game Design

On Skill Alone

One of the ideas from D&D Next that I find most interesting is what the designers are calling bounded accuracy. The basic idea is that the target numbers for rolls don’t scale with level. This means that a higher bonus means that a character has a higher chance of success and that roll difficulties can be based […]