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Help Wanted - Fans of Combat Mechanics
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<blockquote data-quote="Puddles" data-source="post: 8354605" data-attributes="member: 7026093"><p>On a quick read, the first thing that jumps out to me is this is a very crunchy system but uses coin flips for its RNG. This strikes me as an interesting choice because I would imagine players that are after crunchy systems would not be the same who also enjoy flipping coins while playing an RPG. Also, flipping 10 coins will take substantially longer than say rolling 10 d6 and counting the dice of 4+, slowing the system down.</p><p></p><p>Have you considered a card based system instead? There could be a deck that the attacker draws from and a deck the defender draws from - or there could be a single deck and the cards have a top half (used when attacking) and a lower half (used when defending). </p><p></p><p>All of the little bits you've added like parrying and counter attacking could be cards that are played in sequence. This might recreate the same feeling of fencing and delivering ripostes as players go back and forth playing cards to counter each other's last move before someone lands a blow. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Puddles, post: 8354605, member: 7026093"] On a quick read, the first thing that jumps out to me is this is a very crunchy system but uses coin flips for its RNG. This strikes me as an interesting choice because I would imagine players that are after crunchy systems would not be the same who also enjoy flipping coins while playing an RPG. Also, flipping 10 coins will take substantially longer than say rolling 10 d6 and counting the dice of 4+, slowing the system down. Have you considered a card based system instead? There could be a deck that the attacker draws from and a deck the defender draws from - or there could be a single deck and the cards have a top half (used when attacking) and a lower half (used when defending). All of the little bits you've added like parrying and counter attacking could be cards that are played in sequence. This might recreate the same feeling of fencing and delivering ripostes as players go back and forth playing cards to counter each other's last move before someone lands a blow. :) [/QUOTE]
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