The Fence |
That's my polite way of saying I'm not sure about resource management design discussions right now but I do want to see how the new character-sheets work if I have the players keep track of items during play, something that is always hit and miss. I also have read arguments against things like item durability which I need to try before I go any further with. I have a group of willing play-testers raring to go and so we will play test and see if I need to come up with some clever rules for encumbrance and breaking weapons and for tracking stuff like food, water, and ammunition. Also I still need to get that design statement hammered out so it has a bit more specificity than "I want the game to be fun and good". There's a lot of fun good games out there.
Other than this, what have I actually changed recently?
I changed stat healing. Beacon has a lot of focus on Stat healing because we have made HP a resource to prevent damage, so actual damage is borne in the bones as it were. Consequently you need pretty formal rules how to deal with healing actual damage and it needs to be a lot more serious than HP recovery. It used to be that the more damage you had the longer it took to recover each point. If you were down -4 STR you needed to rest 4 days to get back to -3 then 3 days to -2 etc. Years ago when I came up with that I thought this was a good way to make damage seem real and consequential, however in practice it just means more abstract non-play down time. I changed it to a point per day, which is still pretty consequential, but it is much more in line with a week between adventures rather than multiple weeks or months and its also easier to deal with cases when you have to interrupt the healing halfway through. The other change I made to offset to this is that you can't double up your healing on multiple stats at the same time. So if you are down 3 STR and 2 MIND you would need to spend 5 days to recover instead of the previous 6 days it used to take, but its easier to interrupt this mid week.
I also updated spell casting costs. I put in a rule that if you fail your spell casting roll you loose 1 HP in fatigue. There was no original rule for this so the implication was you either lost all the points you spent or you lost none, and I would assume players would petition for the none option. I like the idea of loosing some HP when casting even for a failure, as it reinforces the idea that magic is serious business. I still really dislike the way magic in 4th and 5th edition D&D has become so mundane that you have wizards zapping away eldritch bolts like Tommy-guns and light spells being cheaper than bringing a lantern. I thought of making it HP equal to the spell level so flubbing a 4th level spell would cost you 4 HP instead of 9, but that seems too high. Losing one HP seems like a good starting point, and more if you fumble. Critical misses still apply and I'll likely be making a pass over the critical tables to adjust for spell costs on failures and successes etc. I've been playing DCC which has some fun spell backfire stuff and I've recently been playing in a game using the 5th ed Hardcore rules and it has a pretty fun magical fumble table, both of these makes my spell fumbles seem a bit dull. I've decided I want to spice that up a bit.
Good to see you've been working hard. Looking forward to checking it out!
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