Version 0.6 - Changing Skills
The v0.6 update makes a few fairly large changes intended to simplify the rolling process and return some of the agency back to players.
Attributes/Training/Abilities
I've kept the number versus dots distribution from the last version change, enabling a spread of nine types of rolls to be made, but I've removed skill from the equation in order to simplify the action process. Instead of the GM listing risk, attribute, training and skill (eg dangerous physical power wreck), now they only list the first three on a check.
Skills have been changed to be resources that are used throughout play, though at the moment I wonder if they need to be recovered once per scene rather than once per episode, in order to distinguish them further from grit. I'm not sure which will be less confusing. I worry that in later play, skill point pools will become so large that 'once per scene' will mean they get used on every check. We'll see. It will take some testing.
Grit still remains as a general 'fix a roll', though perhaps I'll remove its ability to add a dice to a rolling pool, in order to further distinguish it from skills. That way grit and luck modify a roll after it's made, while skills modify a roll before it's made.
Reflex and Reaction
It was confusing having 'reactions' as a defined thing (as compared to 'actions') while also having one of the skills be 'reaction'. I've changed the skill to be 'reflex' now.
Assistance
Players like to assist each other in actions, so I've added the ability for them to do so. Players who assist one another in an action are able to share their stats together for a better chance. For example, a player who is skilled in Academics could get assistance from another player to use their Power attribute and assistance from another player to use their Mental training. Hopefully this doesn't allow assistance actions to get out of hand!
Item Tiers
I've added an effect to using items or facing threats that are simply better than what they are up against. It isn't a tiered effect (so using a tier-6 item has just as much benefit as using a tier-2 item against a tier-1 threat) but having a higher-tier item means you will gain that benefit against more threats. You also need to succeed on the roll before you get the benefit. And the detriment of facing a higher-tier threat means you must gain more successes before you can overcome it.
Files
Get Voidhunters
Voidhunters
Fast-paced action in a sci-fi future
Status | In development |
Category | Physical game |
Author | Fox Tale Games |
Genre | Action |
Tags | combos, Fast-Paced, grimdark, Indie, Sci-fi, Space, Tabletop, tabletop-roleplaying-game, Tabletop role-playing game |
Languages | English |
More posts
- Version 0.5 - AttributesNov 13, 2024
- Version 0.4 - Reworked Combo and ThreatSep 30, 2024
- Version 0.3 release - Maximum jank!Aug 27, 2024
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