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UNITY RPG: The Best of D&D 4E, Pathfinder, & Dungeon World
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<blockquote data-quote="Anson" data-source="post: 7697151" data-attributes="member: 6811052"><p>Haha... EzekielRaiden I'll take it! I'll do my best to confirm your hope <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Hi Anthony, you are correct about describing Unity and I hope folks will see it as building upon inspirations from those games (and others) mentioned rather than just blenderizing everything wholesale into an RPG slurry.</p><p></p><p>With regards to why there's so much writing on combat, the initiative approach and classes/powers compared to the non-combat elements it's because of a couple of reasons:</p><p></p><p>1) I definitely feel like I've made innovative strides designing the combat engine and the interplay of powers between classes. Unity has a few unique selling points but that's the one that's easily communicated and emphasized. It's an area of the game that as time goes on is more and more my own after having drawn initial inspiration from various other games. This isn't to say that I don't give equal love to the non-combat side of Unity. That's incredibly important to me as well. But that side of the game has been so elegantly and beautifully designed by many other games out there that when I draw inspiration designing this area, the innovations or adjustments I make are fairly subtle and not as groundbreaking as what I'm trying to propose for my combat system. This doesn't mean that non-combat in Unity is a bore or weaker -- I'm just of the mindset to not reinvent a perfectly good wheel for the sake of being different. But shaving that wheel down a bit or adding bits and pieces so that it <em>complements</em> the vehicle that is Unity's design philosophy -- totally game for that.</p><p></p><p>2) Maturity of the design - I have a few different iterations of approaching skills, character building and resolution mechanics outside of combat. We've narrowed it down to two flavours and are currently play testing them alongside the balance testing for classes and powers. I don't want to declare strongly and specifically what the rule set is like for these elements until I'm happy with the choice we settle on. But rest assured, it does embody storytelling, rich character development and encourages cinematic scene painting. I'll definitely release this information as soon as my play test groups and I can come to a conclusion but at this point we feel like we can't go wrong going with either of the two contending iterations. For those itching to see where my head's at you can find my early musings on this topic in the RPG.net design forums.</p></blockquote><p></p>
[QUOTE="Anson, post: 7697151, member: 6811052"] Haha... EzekielRaiden I'll take it! I'll do my best to confirm your hope :) Hi Anthony, you are correct about describing Unity and I hope folks will see it as building upon inspirations from those games (and others) mentioned rather than just blenderizing everything wholesale into an RPG slurry. With regards to why there's so much writing on combat, the initiative approach and classes/powers compared to the non-combat elements it's because of a couple of reasons: 1) I definitely feel like I've made innovative strides designing the combat engine and the interplay of powers between classes. Unity has a few unique selling points but that's the one that's easily communicated and emphasized. It's an area of the game that as time goes on is more and more my own after having drawn initial inspiration from various other games. This isn't to say that I don't give equal love to the non-combat side of Unity. That's incredibly important to me as well. But that side of the game has been so elegantly and beautifully designed by many other games out there that when I draw inspiration designing this area, the innovations or adjustments I make are fairly subtle and not as groundbreaking as what I'm trying to propose for my combat system. This doesn't mean that non-combat in Unity is a bore or weaker -- I'm just of the mindset to not reinvent a perfectly good wheel for the sake of being different. But shaving that wheel down a bit or adding bits and pieces so that it [I]complements[/I] the vehicle that is Unity's design philosophy -- totally game for that. 2) Maturity of the design - I have a few different iterations of approaching skills, character building and resolution mechanics outside of combat. We've narrowed it down to two flavours and are currently play testing them alongside the balance testing for classes and powers. I don't want to declare strongly and specifically what the rule set is like for these elements until I'm happy with the choice we settle on. But rest assured, it does embody storytelling, rich character development and encourages cinematic scene painting. I'll definitely release this information as soon as my play test groups and I can come to a conclusion but at this point we feel like we can't go wrong going with either of the two contending iterations. For those itching to see where my head's at you can find my early musings on this topic in the RPG.net design forums. [/QUOTE]
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