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Author Topic: Need suggestions for a "granular" Dungeon Crawler  (Read 5230 times)

Offline Argonor

  • Elder God
  • Posts: 11336
  • Attic Attack: Mead and Dice!
    • Argonor's Wargames
Re: Need suggestions for a "granular" Dungeon Crawler
« Reply #15 on: May 21, 2014, 10:40:00 PM »
I sometimes do that, that if I like the mechanics of a game, but think it's too lethal for 'adventuring' mode (where players are expected to keep the same character/space ship/what ever), I simply multiply the 'hit points' with a large factor for the players' gaming pieces, and by a smaller factor for the non-player gaming pieces.

I used the method on Battlefleet Gothic, once, havng a player starting out commanding a frigate, for instance.

That way, you can make otherwise lethal hits become lesser damage, keeping the main mechanics intact, but making things (and especially players) harder to kill.
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline robh

  • Scatterbrained Genius
  • Posts: 3383
  • Spanish offworld colonies
Re: Need suggestions for a "granular" Dungeon Crawler
« Reply #16 on: May 21, 2014, 10:47:06 PM »
So many options........ lol

I stick with my earlier suggestion (S&W)

BUT

I found this on Kickstarter that looks like a very interesting combat/campaign system. I like the ideas behind the character advancement by ability not level and the way combat is fought/resolved. Neat variant on skirmish/rpg games. Would probably be pretty simple to split off the mechanisms from the background rpg stuff.
At this price certainly worth a look (but no help for your upcoming holiday sorry!)

https://www.kickstarter.com/projects/1078944858/the-godsfall-an-epic-post-apocalyptic-fantasy-rpg


 

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