Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Labyrinths and Outlands
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Emberashh" data-source="post: 9161953" data-attributes="member: 7040941"><p>A most fascinating thing I realized today is just how often I keep floating back to my original ideas after many rounds of iteration and testing. </p><p></p><p>Originally, for example, I had it in my head to call my action economy the Two Action economy, which was mostly motivated by a tongue in cheek defiance of the Three Action economy's popularity. </p><p></p><p>And while I design with that in my noodle, how I described what I came up with (the Act/React rigmarole you can read about earlier in the topic) was a bit of a grating experience. You could get it eventually, especially once you used it in play, but it was consistently a pain point.</p><p></p><p>Recently, I realized I could just call them Actions and skip the delineation between Act and React. When you roll your Combat Roll, 2d20, each die generates a value called an Action Rating. You can use each to take either a Class or a Skill Action, or you can double down and use both dice to make a single Action of your choice. </p><p></p><p>I more or less came full circle after nearly a year, and now its generally much easier for it to click with people, which I think is mostly due to positioning the mechanic more clearly as making a choice of actions. </p><p></p><p>It also just meshes better with how Combat is being developed; many Abilities for example are going to have Action Ratings required for different levels of effects. Its much easier for such things to reference a less specific Action Rating, both in terms of clear communication but also in just the ease of doing so. </p><p></p><p>So thats been fun. </p><p></p><p>In other news I'm very nearly baseline complete in my Adventuring system. I still need to work through Questing (which is actually more about Reputation, though I've been theorycrafting Quest Hex Flowers, and if it pans out they'll be a part of that) and I still need to make my new changes to Exploration & Discovery (very excited there; I'm positive I've found the Holy Grail). </p><p></p><p>Elsewhere I've also further refined Skills and Talents. Theres some new ones, and I've deprecated Dexterity in favor of Agility (don't remember what prompted it but it feels righteous so its in), and I've started in on Bloodlines and Birthsigns, my games takes on Race and Luck mechanics, essentially. </p><p></p><p>Once I get through all of that I intend on finishing work on Weapons and Spells, and once thats in a good state its back through the original classes I wrote to update them and then on to all the ones I didn't start. </p><p></p><p>All in all things are progressing fairly well. The game keeps getting sharper, which is great considering the scope of it all.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9161953, member: 7040941"] A most fascinating thing I realized today is just how often I keep floating back to my original ideas after many rounds of iteration and testing. Originally, for example, I had it in my head to call my action economy the Two Action economy, which was mostly motivated by a tongue in cheek defiance of the Three Action economy's popularity. And while I design with that in my noodle, how I described what I came up with (the Act/React rigmarole you can read about earlier in the topic) was a bit of a grating experience. You could get it eventually, especially once you used it in play, but it was consistently a pain point. Recently, I realized I could just call them Actions and skip the delineation between Act and React. When you roll your Combat Roll, 2d20, each die generates a value called an Action Rating. You can use each to take either a Class or a Skill Action, or you can double down and use both dice to make a single Action of your choice. I more or less came full circle after nearly a year, and now its generally much easier for it to click with people, which I think is mostly due to positioning the mechanic more clearly as making a choice of actions. It also just meshes better with how Combat is being developed; many Abilities for example are going to have Action Ratings required for different levels of effects. Its much easier for such things to reference a less specific Action Rating, both in terms of clear communication but also in just the ease of doing so. So thats been fun. In other news I'm very nearly baseline complete in my Adventuring system. I still need to work through Questing (which is actually more about Reputation, though I've been theorycrafting Quest Hex Flowers, and if it pans out they'll be a part of that) and I still need to make my new changes to Exploration & Discovery (very excited there; I'm positive I've found the Holy Grail). Elsewhere I've also further refined Skills and Talents. Theres some new ones, and I've deprecated Dexterity in favor of Agility (don't remember what prompted it but it feels righteous so its in), and I've started in on Bloodlines and Birthsigns, my games takes on Race and Luck mechanics, essentially. Once I get through all of that I intend on finishing work on Weapons and Spells, and once thats in a good state its back through the original classes I wrote to update them and then on to all the ones I didn't start. All in all things are progressing fairly well. The game keeps getting sharper, which is great considering the scope of it all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Labyrinths and Outlands
Top