RangerWickett
Legend
Can I ask you a random game design question?
I am brainstorming a beat em up video game style fighting system. Think Double Dragon or Streets of Rage.
As opposed to the normal RPG combat which has you declaring an action, rolling a die to see if you succeed, and then having the result, here your character sheet has like six different abilities that have different die values assigned to them. Maybe basic maneuvers like grab and dash cost a 1-die. A light attack requires any die of 2+. A heavy attack is 4+. A super move is 6+.
You roll a handful of dice, and throughout the turn you spend dice to just do abilities. If you have a six, you can do an ability that costs a six, and it automatically succeeds.
What I need to decide very early on is whether I would rather have it so every character has a discreet turn, rolls their dice when their turn starts, and takes multiple actions all at once; or if everyone rolls their dice at the start of the round, and then the turn goes back and forth between the different sides of the fight, with each person spending one die at a time.
The former is far easier to keep track of. The latter is maybe more energetic, but could also slow down play if PCs try to plan out what order people should go in, or could lead to arguments among players. And it definitely is harder to do with multiple factions active at once, or if someone switches sides.
Which would you prefer? If I do discrete turns, should I have some mechanic for, like, 'team-ups'? Like if I spend a 5-die, and my buddy also has a 5-die, he can spend it and take an action at the same time, getting a little tempo boost . . . but at some cost so it's not always the easy choice to do it?
I am brainstorming a beat em up video game style fighting system. Think Double Dragon or Streets of Rage.
As opposed to the normal RPG combat which has you declaring an action, rolling a die to see if you succeed, and then having the result, here your character sheet has like six different abilities that have different die values assigned to them. Maybe basic maneuvers like grab and dash cost a 1-die. A light attack requires any die of 2+. A heavy attack is 4+. A super move is 6+.
You roll a handful of dice, and throughout the turn you spend dice to just do abilities. If you have a six, you can do an ability that costs a six, and it automatically succeeds.
What I need to decide very early on is whether I would rather have it so every character has a discreet turn, rolls their dice when their turn starts, and takes multiple actions all at once; or if everyone rolls their dice at the start of the round, and then the turn goes back and forth between the different sides of the fight, with each person spending one die at a time.
The former is far easier to keep track of. The latter is maybe more energetic, but could also slow down play if PCs try to plan out what order people should go in, or could lead to arguments among players. And it definitely is harder to do with multiple factions active at once, or if someone switches sides.
Which would you prefer? If I do discrete turns, should I have some mechanic for, like, 'team-ups'? Like if I spend a 5-die, and my buddy also has a 5-die, he can spend it and take an action at the same time, getting a little tempo boost . . . but at some cost so it's not always the easy choice to do it?