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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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<blockquote data-quote="Velderan" data-source="post: 9230419" data-attributes="member: 7038056"><p>In the playtest packet, the way it works is you earn victory points for each encounter you complete. This could be a combat encounter, a negotiation, or a trap/puzzle. The playtest adventure provides an example of each. The effect victory points have on you depends on your class, here's some examples from the pregens in the playtest packet:</p><p>Orc fury</p><ul> <li data-xf-list-type="ul">does extra damage equal to it's victory point total</li> <li data-xf-list-type="ul">allowed to move an extra number of squares based on the number of victory points when they move.</li> </ul><p>Human Conduit</p><ul> <li data-xf-list-type="ul">adds their victory point total to any health recovered by an ally within 8 squares when they used one of their recoveries.</li> <li data-xf-list-type="ul">If an ally within 8 squares makes a resistance roll, the result is increased by their victory point total.</li> </ul><p>High Elf Talent</p><ul> <li data-xf-list-type="ul">does extra damage equal to it's victory point total</li> <li data-xf-list-type="ul">when they force move an enemy with a power, they move the enemy an extra number of squares based on their victory points</li> </ul><p>Wode Elf Shadow</p><ul> <li data-xf-list-type="ul">does extra damage equal to it's victory point total</li> <li data-xf-list-type="ul">when they use their teleport maneuver, they move an extra number of squares equal to their victory points</li> </ul><p>Dwarf Tactician</p><ul> <li data-xf-list-type="ul">allies within 5 squares deal an extra point of damage per victory point</li> <li data-xf-list-type="ul">allies within 5 squares of you move an extra number of squares based on your victory points.</li> </ul><p></p><p>By the end of the sample adventure, you can earn a total of 7 victory points. My group missed one (they snuck past an encounter instead of fighting), so in the last battle they had 5 points which really showed. The Orc Fury was able to move 12 squares instead of 7, dealing 2d6+11 damage per melee attack instead of 2d6+6. The High Elf Talent was able to use a telekinetic attack to shove enemies back 8 squares instead of 3. It got a bit nuts towards the end, but they had a lot of fun and the boss enemy had some good maneuvers and attacks to remain a threat despite their power level being higher. The extra power just helped them mop up the henchmen quicker and focus on the boss.</p><p></p><p>Resting, which takes 12 hours of not doing much of anything, converts those victory points into experience points and resets you back to 0. I wasn't tracking how many recoveries each player went through, but there were points they definitely needed to use them both in and out of combat. There were enough though that even in encounters where they took a lot of damage, they wanted to keep pressing on so the game's mechanics rewarded that behavior.</p></blockquote><p></p>
[QUOTE="Velderan, post: 9230419, member: 7038056"] In the playtest packet, the way it works is you earn victory points for each encounter you complete. This could be a combat encounter, a negotiation, or a trap/puzzle. The playtest adventure provides an example of each. The effect victory points have on you depends on your class, here's some examples from the pregens in the playtest packet: Orc fury [LIST] [*]does extra damage equal to it's victory point total [*]allowed to move an extra number of squares based on the number of victory points when they move. [/LIST] Human Conduit [LIST] [*]adds their victory point total to any health recovered by an ally within 8 squares when they used one of their recoveries. [*]If an ally within 8 squares makes a resistance roll, the result is increased by their victory point total. [/LIST] High Elf Talent [LIST] [*]does extra damage equal to it's victory point total [*]when they force move an enemy with a power, they move the enemy an extra number of squares based on their victory points [/LIST] Wode Elf Shadow [LIST] [*]does extra damage equal to it's victory point total [*]when they use their teleport maneuver, they move an extra number of squares equal to their victory points [/LIST] Dwarf Tactician [LIST] [*]allies within 5 squares deal an extra point of damage per victory point [*]allies within 5 squares of you move an extra number of squares based on your victory points. [/LIST] By the end of the sample adventure, you can earn a total of 7 victory points. My group missed one (they snuck past an encounter instead of fighting), so in the last battle they had 5 points which really showed. The Orc Fury was able to move 12 squares instead of 7, dealing 2d6+11 damage per melee attack instead of 2d6+6. The High Elf Talent was able to use a telekinetic attack to shove enemies back 8 squares instead of 3. It got a bit nuts towards the end, but they had a lot of fun and the boss enemy had some good maneuvers and attacks to remain a threat despite their power level being higher. The extra power just helped them mop up the henchmen quicker and focus on the boss. Resting, which takes 12 hours of not doing much of anything, converts those victory points into experience points and resets you back to 0. I wasn't tracking how many recoveries each player went through, but there were points they definitely needed to use them both in and out of combat. There were enough though that even in encounters where they took a lot of damage, they wanted to keep pressing on so the game's mechanics rewarded that behavior. [/QUOTE]
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