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(TFT) Your game: PLAYTESTER
DMG writes:
>
> I am willing to send you the material, if it will help you
>come out with a competing product. And you don't let the
>material out. Let me know if this is acceptable to you. In
>the mean time, here is the information I'm sending the Play-
>testers with the hard copy of the NDA. This little blurb
>gives away most of the "secrets".
>
>AGENDA
>
> First of three. ONE ON ONE is a fight game in the tradition
>of Melee. With a major differance. A characters damage is taken
>from the same dice rolled to score the hit. Roll 3D vs. DX to hit.
>A character using a broadsword gets to choose the highest two dice
>for damage. This makes the game faster than Melee. Fewer dice
>are rolled to cover the same ground. This isn't the only advance-
>ment made to fighting systems.
> Attacks are opposed by one's opponent. Both players roll
>their attack at the same time. Who ever roll the highest and
>scores a hit, wins. They get to do damage. The other players
>attack was swallowed up. Say two characters with shortswords
>are going at it. Red rolls a 10 vs. his DX 12 and Blue rolls
>an 11 vs his DX 12. Blue hits and does damage. Red does not.
> This is a radical new concept called opposed resolution.
This is an interesting idea. What happens in the event of a
tie? Say Red rolls a 1,5,6 and Blue rolls a 4,4,4? Does Red
win because he has the higher sum of Damage?
>Here are some of the more interesting highlights.
> Attacking someone from behind is not a bonus to DX, it is
>just unopposed. A character only has to roll enough dice to
>cover the damage of their weapon. So attacking someone from
>behind with a broadsword can be done on 2D vs. DX.
What about Missile Weapons? With such a system, Missile
Weapons can only work if they are opposed in some fashion
(tgt size vs range in some way).
> This system is amazingly self limiting. Simplier than
>Melee. And, believe it or not, faster. Just wait till you
>see the movement system!
Im sure its faster, but surely there is some kind of auto-
correlation between hitting a target and damaging it. Im
not sure this is a good idea, I'll have to give it some more
cogitation.
> If you are interested in getting a free copy of this
>system. Just send me an e-mail with PLAYTESTER in the subject
>heading. I will send you legal contract for a non-disclosure
>aggrement. This means you promise not to give away any of my
>design secrets, and that you won't use the same to compete
>against me. I'm afraid this is a neccessary evil. If you are
>working on a game of your own, It may be best if you wait and
>just buy the published version. Otherwise, drop me a line.
I'd love to provide whatever playtesting assistance I could to
your system. I don't have much contact with local gaming groups
though, so any playtesting would have to be done on a solo basis.
I'll leave the decision to you. I will tell you that Im working
on an FRPG (isn't everyone?), but it is skill based instead of
attribute based. A player's experience goes into increasing
their skill with various weapons instead of increasing their
attributes. I feel this system is different enough from yours
that there won't be much chance for cross-pollination.
Dan
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