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License: GNU Lesser General Public License v3.0
Just a bunch of game ideas to kick around.
License: GNU Lesser General Public License v3.0
2 naturally opposed stats are on a single axis. Players roll for the axis, having to roll high for one stat, and low for the other. Gear and abilities adjust the roll. Not ever stat will be viable in every scenario.
Axis | High Stat | Low Stat | Concept |
---|---|---|---|
Conflict | Fight | Charm | The more threatening you appear, the less charming you are |
Resist | Defense | Reflex | Stacking armor slows you down |
Awareness | Vision | Sneak | Focusing on not being seen, or on seeking |
Assuming a 6 sided die- the player faces a bandit. The bandit has 1 charm, and 4 fight. The player, chooses to either test charm or to fight. If charming, the player must roll a 1, and if fighting a 4 5 or 6.
However, some scenario might be terrible difficult to face with a certain stat, such as a dragon requiring an fight of 8. Something like a ghost may not be fightable.
Gear can shift the axis
Gear can also have purely positive effects, or bursts / consumable boons.
The axis stat, and gear promote a bit more give and take. Especially in a game with multiple allied players, would encourage kitting and decision making on how to approach scenarios.
A system where tokens, where special effects, environmental effects, alternate damage such as fire
, poison
, heal
, pit
, etc are all tokens. The rest of the game system is minimalistic, putting the emphasis on the wide range of tokens and their interaction.
On Entity: Start of turn, lose half (rounding up) fire tokens, and take 1 damage per token lost.
On Environment: Entities pick up fire when in space.
Counter Direct Damage
Amor, shields, and defensive boosters add this token, which exists to block damage
On Entity: Start of turn, if health more than
Due to the culling nature of lightning, it naturally threatens low-health high-block targets.
On effect push entity 1 space per token. If target space is occupied, inflict 1 damage to each space.
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