Created
October 7, 2018 19:11
-
-
Save DylanDmitri/2364977f82f8802cd8df3ef4d1694e39 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
DESIGN GOALS | |
Force Improvisation | |
Variety. | |
Break the default gameplan. These enemies are armored. What do you do? | |
Randomness builds stories (Hearthstone) | |
Provide Building Blocks | |
Give tools not fish. | |
Don't give immunity to opportunity attacks.... | |
give additional movement and acrobatics so you can jump off the wall. | |
When in doubt, Simplify | |
rule of outliers: one good thing is better than two mediocre ones | |
tighten the gameplay loop | |
---------------------------- | |
Characters are | |
- a deck of cards, built from some number of tracks | |
- a luck counter | |
Luck resets per scene. | |
It is essentially the number of permissable failures. | |
---------------------------- | |
Cards have | |
speed, perception, and stubborness | |
Discard any card to move [speed] squares as an [action]. | |
When asked to use these as defenses | |
Choose a card from your hand | |
If it is not already revealed, reveal it | |
(show to opponent, and keep visible afterwards) | |
Use that card's stat as your defense | |
You may choose not to reveal any card, in which case your defense is 0 | |
a list of effects, each with | |
tags describing where it can be used | |
priority: [slow] [default] [fast] [ultra fast] | |
kinds: [action] [modifier] [reaction] | |
general tags: [attack] [distraction] ... | |
a textual description of the effect | |
you may play the card to activate one of the chosen effects | |
Combat flow | |
Round | |
All players draw cards equal to their [draw]. This is usually the number of tracks they have. | |
Draw until deck is empty, then reshuffle discard pile for a new deck. | |
Teams alternate. | |
Choose a team member to take an action. | |
This is mandatory if any team member has more cards in hand than their [hold]. | |
If both teams pass here, proceed to the next round. | |
The game enters "stack" mode. | |
Each character may play only one card per stack. | |
The stack has levels. Each level has | |
- one action | |
- zero to many modifiers | |
When an action becomes the top of the stack | |
Any participant may choose to add a new action to the stack. | |
The new action must have higher priority. | |
If multiple participants want to add an action | |
the participant with highest perception wins | |
if tied, the active team wins | |
That new action becomes top of the stack | |
All participants may choose to apply a modifier to the current action. | |
The modifier must be of equal or higher priority. | |
Once applied, a modifier cannot be taken back. | |
When no one wants to add a modifier, proceed. | |
The current action resolves, with all applied modifiers. | |
The stack drops down. The next highest-priority action becomes the top. | |
If the stack is empty, it clears. Swap active teams and repeat. | |
In combat / out of combat interactions | |
Each turn lasts six seconds, and each characters draws <3> cards. | |
Each character can hold one card between rounds. | |
Outside of combat the same rules apply. | |
If characters have 30 seconds to prep, they can cycle through all their cards. | |
This means characters can be holding 1 card of their choice at the start of combat. | |
In case of ambushes, the surprised side doesn't have this extra card. | |
Instant obstacles, for example when a pit trab suddenly opens | |
Player [draws] and then calculates their defense normally | |
Passive obstacles, for example a door that can be broken down | |
You may spend 30 seconds, then use whatever hand you want | |
Dice overview -- Defender wins ties | |
mod d20 perc real | |
-3 17 17% 6/36 | |
-2 14 28% 10/36 | |
-1 12 42% 15/36 | |
00 8 58% 21/36 | |
+1 6 72% 26/36 | |
+2 3 83% 30/36 | |
perception / stubborness | |
00 60% Typical. | |
+1 25% A subtle or flavorful buff. | |
+2 10% Interesting, a key consideration of this card. | |
+3 5% This card is exclusively for this bonus. | |
speed | |
The others grant the bonuses passively, but speed is in contrast to the card's effect. | |
Either you get the speed or the effect. | |
This means effect strength and speed should be positively correlated. | |
step, shuffle, walk, job, run | |
0 --- armor cards | |
3 20% | |
4 30% | |
5 30% | |
6 20% | |
If your attack deals | |
interrupt :: enemy cannot have cards trigger in the current stack | |
stagger X :: interrupt, then choose X cards from target's hand to discard | |
stun :: interrupt, target discards hand | |
prone :: stun, target draws half (round down) next round | |
FIGHTER | |
# 1x Power Attack 0 ? 2 | |
2x Clobber 0 0 3 | |
2x Headbutt 0 1 2 | |
# 3x Shield Block 0 0 4 | |
2x Shield Bash 0 1 1 | |
# 1x Grim Resolve 2 2 | |
2x Toughness 0 3 | |
2x Weapon Skill 1 0 3 | |
Clobber | |
[action : melee attack] | |
+0 attack -vs- defense, kills | |
[modifier : melee distraction] | |
-2 to any | |
[action : move 3] | |
Headbutt | |
[passive : +1 muscle] | |
[action : melee attack] | |
muscle -vs- muscle | |
whoever loses is staggered by the amount they lost | |
[action : move 2] | |
Power Attack | |
[slow action : melee attack] | |
+5 attack -vs- defense, kills, 2 damage | |
[reaction : after rolling for muscle] | |
You may discard this card. Increase your roll by 1. | |
[action : move 3] | |
Shield Block | |
[modifier : self or adjacent ally] | |
+4 defense | |
[action : move 4] | |
Shield Bash | |
[passive: +1 muscle] | |
[modifier : self] | |
+2 defense. If you block and the attack is melee, [stagger 1] the attacking enemy. | |
[action : move 1] | |
Grim Resolve | |
[passive : +2 perception] | |
[passive : +2 muscle] | |
[slow action] | |
Draw two cards. | |
Toughness | |
[passive : +3 muscle] | |
[reaction : when you take damage] | |
You may discard this card. Reduce the damage taken by 1. | |
Weapon Skill | |
[passive : +1 perception] | |
[reaction : after rolling for either defense or attack] | |
You may discard this card. Increase your roll by 1. | |
[action : move 3] | |
ROGUE | |
# 3x Gust 0 0 5f | |
2x Wind Wall 1 0 4 | |
# 1x Quick Slap 0 0 3 | |
2x Backstab 0 0 3 | |
2x Dash 0 1 8 | |
# 1x Keen Senses 5 0 4 | |
2x Leap 0 0 2f | |
2x Hide 2 0 4 | |
Gust | |
[action : any character within close range] | |
Slide target 3 squares in any one direction. | |
An unwilling target may reduce the distance slid by their [muscle], to a minimum of 0. | |
[action : jump 5] | |
Wind Wall | |
[passive : 1 perception] | |
[modifier : ranged defense] | |
+3 defense against a ranged attack. | |
[action : close range distraction] | |
-2 to any | |
[action : move 4] | |
Quick Slap | |
[fast action : melee attack] | |
+2 -vs- defense, interrupts | |
combo (you may play this card even if you have another on the stack) | |
[action : move 3] | |
Backstab | |
[slow action : melee attack] | |
+3 -vs- defense, kills, ignores armor | |
[action : move 3] | |
Dash | |
[action : move 8] | |
Keen Senses | |
[passive : 5 perception] | |
[active : move 4] | |
Leap | |
[fast action : jump 2] | |
combo (you may play this card even if you have another on the stack) | |
Hide | |
[passive : +2 perception] | |
[slow action : all enemies that can see you] | |
perception -vs- perception, if you succeed all you become hidden | |
while hidden, enemies know roughly where you, but cannot target you directly | |
you may choose to break stealth to play a card. When you do so | |
for the duration of the current sequence stack | |
whenever you play a card you may choose to increase its priority by one stage | |
[action : move 4] | |
CLERIC | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment