sounds like it won’t need my helpSo, again, following on these record setting numbers, the Stormlight RPG campaign this late Summer should be interesting.
Sanderson's signature across the board is "Hard Magic": he makes systematic magical rules that apply logically, consistently and with interesting implications that tend to delight ad they unfold. High-end magic users basically are scientists or havkers who figure out how the physics of magic work, and then get to use them in absurd action setpieces that have solid internal logic. Should work well for a TTRPG.
Apparently, it will be a Skill check style system, so a bit more improv focused for sure.sounds like it won’t need my help
Given your description of the magic system, I am curious what it will look like in the TTRPG
I fear it will be a lot more open (describe your spell effects) than establishing systematic rules however, would be more interested in the latter
Slightly confused by the way the Actions are set out. It looks like if you take a fast turn you get 2 actions, and if you take a slow turn you get 3 actions from the >> and >>>, and that most things cost one action >, but second wind, shove, ready and grapple cost two actions >>.Some info on the action economy:
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<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Hey, let's take a closer look at Actions in the <a href="x.com">#StormlightRPG</a>!<br><br>Game design is all about giving players meaningful choices, and I think the team did a great job bringing that philosophy to combat.<br><br>Your choices, like "fast or slow" and "use Aid or Dodge," are really impactful! <a href="x.com">pic.twitter.com/u1nXfLB1D4</a></p>— Johnny O'Neal (@johnny0neal) <a href="">July 15, 2024</a></blockquote> <script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
Yeah, he says in the video only Moce can be taken multiple times in a turn.Slightly confused by the way the Actions are set out. It looks like if you take a fast turn you get 2 actions, and if you take a slow turn you get 3 actions from the >> and >>>, and that most things cost one action >, but second wind, shove, ready and grapple cost two actions >>.
But adding to the confusion, Move specifies it can be used multiple times per turn, but no other actions do, so is that the only one? It seems if so combat might get pretty formulaic, with fast turns and Strike then Brace being the norm (as Gain Advantage seems to skill-related, not attack-related), once people have closed. Be interesting to see how they balance that, if they do.
Yeah and it's not like, super-challenging. Also I was terrified to hear ex-FFG designers, but if they've managed to limit themselves to one "funky die" being involved with the game, which can easily be translated to a d6, we may be okay.Yeah, he says in the video only Moce can be taken multiple times in a turn.
Time will tell how it works in practice, they have been testing it out at tables for 2 years now, apparently.