The Core Mechanic: New Design and Development


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Ouch, Dragons crittin' whole groups for double damage sounds pretty harsh. Other than that i'm looking forward for the new defences-system, more intuitive and still D&D flavored.
Just on thing bugs me "When a pit suddenly opens up beneath your feet, you make a check to jump out of danger, but if a crossbow trap fires an arrow at you, it the bolt attacks your AC."
Uhm, what check? I thought saves were passive now?
 


Guild Goodknife said:
Just on thing bugs me "When a pit suddenly opens up beneath your feet, you make a check to jump out of danger, but if a crossbow trap fires an arrow at you, it the bolt attacks your AC."
Uhm, what check? I thought saves were passive now?

Probably a Jump skill check. =) Every other applicable defense (Reflex or AC) seem static.
 

I was expecting this. :)

Now, if Reflex = Base Reflex + Dex - Armor Penalty and AC = Base Reflex + Dex + Armor Bonus, we may finally see real trade-offs between light and heavy armor.
 

I disagree about the save-or-die effects: often, the Player did create that drama by making an incautious choice.

Further, given the way dragons usually are, many dragon fights will hinge on whether the dragon crits the party with his breath weapon. Which, depending on the hardness of the breath weapon, could very well amount to a "save-or-die" effect that the whole party passes unless the DM rolls a 20. Which is not necessarily bad... just that it isn't consistent.

The "flipped saves" or whatever you want to call them is an interesting idea, though. It doesn't seem better or worse than the old system.
 

Two yays and and two OKs...

Yay: SWSE defenses
Yay: AC and Reflex are separate, and it's a binary choice. Either "Roll against Reflex' or 'Roll against AC.' Complexity removed, play streamlined, and more believable!

OK: Still using the term 'Armor Class.' (I knew it wouldn't go away, but I could hope.)
OK: It appears that AC still reduces your chances of being hit. I would rather armor prevent damage (and maybe it does and they just haven't told us yet.)

Overall, great move!
 

Matthew L. Martin said:
Now, if Reflex = Base Reflex + Dex - Armor Penalty and AC = Base Reflex + Dex + Armor Bonus, we may finally see real trade-offs between light and heavy armor.

If that is the case, then add a third 'Yay' to my previous post.
Very astute observation... and very clever game design!
 

Matthew L. Martin said:
I was expecting this. :)

Now, if Reflex = Base Reflex + Dex - Armor Penalty and AC = Base Reflex + Dex + Armor Bonus, we may finally see real trade-offs between light and heavy armor.
I rather hope this is the case, actually. It would make a lot of sense, and is quite elegant.

Even if it is not the case though, I like the ideas behind the article.
 

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