Tactical Combat

  Рет қаралды 831

Jface Games

Jface Games

Күн бұрын

Welcome! My name is Jface and I'm a TTRPG & Board Game enthusiast. I'm in the midst of creating my own game, and as I go through the process i'm exploring what makes other games work so well. We are analyzing mechanics, and the math behind it as well as the general feel. If you are also building a game then come along for the ride!
What am I also doing?
Rules and Game Resources website:
jfacegames.com/
Newsletter
jfacegames.substack.com/
Discord Channel
/ discord
Current Rules to the Pressure System:
publish.obsidian.md/pressure-...
Twitter:
/ jfacegames

Пікірлер: 19
@ptah956
@ptah956 Жыл бұрын
If you made a single tactics table with, say, 12 options, and gave creature's stat blocks a tactics level (4, 6, 8, 10, or 12), each creature type could roll it's appropriate die type to see what it does. The more basic options would be at the bottom of the list and get more complex the higher it goes, even having support options in there. You could even add a +1 or 2 modifier if you wanted to ignore the bottom options.
@ptah956
@ptah956 Жыл бұрын
Alternatively, it could be a d4 tactics roll with a d8 table, and tactics modifiers of +0 to +4
@jfacegames7354
@jfacegames7354 Жыл бұрын
This was my thought initially as well. The trick would be to not make this too Gloomhaven-esc. So the tactics would have to be a bit more broad in nature, and not things that each individual monster does, but more that they do as a group. I like the idea of having that uniform tactics concept, because it might give the players some predictability as they learn more about what Tactics exist
@Randomizer411
@Randomizer411 Жыл бұрын
This is really cool. You could have a behavior chart for each monster based on its type (Leader, Minion, Skirmisher, etc) which would help new GMs know what the monster is supposed to do on its turn.
@jfacegames7354
@jfacegames7354 Жыл бұрын
I love those monster types. That will always be in my design, haha. Just not sure how it would fit yet into this concept
@Drudenfusz
@Drudenfusz Жыл бұрын
Not really my style, but I would say in a system that is concerned about tactics it also should have morale rolls to determine when the monsters no longer can uphold a tactic since parts of the are being routed.
@jfacegames7354
@jfacegames7354 Жыл бұрын
Agreed about this is the sort of game that would have morale. I think my goal behind this concept would be to trim down combat and hopefully speed it up dramatically. Not sure if it would thought
@AndrewMartinNZ
@AndrewMartinNZ Жыл бұрын
The important part of the battle is to make your enemy obey your will.
@ZakJames
@ZakJames Жыл бұрын
Very cool idea. I'd love to see you flesh it out more.
@jfacegames7354
@jfacegames7354 Жыл бұрын
I need to extrapolate on it but totally agree that i like the concept
@quickanddirtyroleplaying
@quickanddirtyroleplaying Жыл бұрын
Do you own any of the D&D 4e DMGs or Monster Manuals? You've borrowed D&D 4e concepts with regards to roles for PC actions. Seeing how a lot of what you want in a combat system stems from D&D 4e design, what parts of D&D 4e do you not want to emulate for the Pressure System?
@jfacegames7354
@jfacegames7354 Жыл бұрын
Maybe I did a poor job of explaining this. I've played a lot of 4e, and I enjoyed it, but I found it to be way too much of a tactical miniatures game then what I want to design. I'd definitely play it again, but i'm trying to speed up that aspect. Mainly because i'd like to have 3 or so "encounters" in a session if I could to make progress feel like its happening compared to the 1.5 hr encounters that 4e tended to have. In the example I gave I was trying to denote that you would be speeding things up a lot. You would practically have no "movement". Different positions and setups would just occur from turn to turn. Then it becomes way more tactical in the sense that you are now dealing with the current setup or positioning.
@quickanddirtyroleplaying
@quickanddirtyroleplaying Жыл бұрын
@@jfacegames7354 Okay, so having listened to the video again, here are my thoughts. The game that most resembles the kind of combat system you're suggesting (to me) would be Burning Wheel. In Burning Wheel, ranged combat, melee combat, and debate have their own subsystems (called Range and Cover, Fight, and Duel of Wits, respectively). Though the details of each differ, the premise of each is as follows. Each round, both sides secretly select three actions for their "volley" (action set). Within each system, there is a matrix of actions that interact differently with each other, like a very elaborate game of paper, rock, scissors where you add over a dozen more options. Once each side has arranged their volley, they play out in order: both sides reveal their first action and they occur simultaneously, then the second action, then the third. Once a volley has concluded, the round is over and, if both sides are still standing, they secretly select three actions for their next volley, until the conflict ends. Future games produced by Luke Crane that are derived from Burning Wheel (such as Mouse Guard and Torchbearer) have simplified this conflict system because it is virtually fucking unplayable without the aid of a computer to incorporate all of the effects that occur from damage along with the matrix along with the advancement system. And no part of these systems really ever incorporated a battle map, IIRC. The reason I bring up these conflict systems from Burning Wheel is as a cautionary tale. Granted, the Pressure System doesn't employ the intricate damage and injury mechanics that Burning Wheel does. But whenever you get a chance, check out this video by Trevor Duvall of Me, Myself, and Die regarding Burning Wheel: kzfaq.info/get/bejne/a5x5lbuXqeCypYU.html
@jamesmycroft6131
@jamesmycroft6131 11 ай бұрын
What tool were you using for this?
@jfacegames7354
@jfacegames7354 11 ай бұрын
That was just all done in Owlbear 2.0
@RilliEki
@RilliEki 8 ай бұрын
My guy should just design a war or skirmish game. Like where's the roleplay?
@jfacegames7354
@jfacegames7354 8 ай бұрын
Haha, fair point. But I’d also argue that 60-80% of most TTRPG books are how to do combat. Unless it is almost pure RP/Theatre of the mind. Or it has a lot of Lore, but that isn’t “how to RP”, that’s just the setting you can use. So in that context the hardest part is to design the combat mechanics, so that’s where I’m focusing currently 😁
@RilliEki
@RilliEki 8 ай бұрын
@@jfacegames7354 fair enough 😅 I would like to have more mechanics for RP also. To me it seems the RP is purely an "aesthetical" component. Maybe it's just me 😁
@jfacegames7354
@jfacegames7354 8 ай бұрын
@RilliEki I like to consider RP mechanics as “guidelines” or bumpers in a bowling alley. They should help facilitate but not be the main focus? I could be way off base on this, but I think about how Forged in the Dark or Band of Blades organizes the play session to hopefully facilitate RP moments
Dragonbane Combat & Thoughts on Skill System
41:20
Jface Games
Рет қаралды 4 М.
Building an RPG: Rethinking the Pressure Mechanic
8:12
Jface Games
Рет қаралды 874
버블티로 체감되는 요즘 물가
00:16
진영민yeongmin
Рет қаралды 81 МЛН
I CAN’T BELIEVE I LOST 😱
00:46
Topper Guild
Рет қаралды 58 МЛН
Always be more smart #shorts
00:32
Jin and Hattie
Рет қаралды 36 МЛН
Khóa ly biệt
01:00
Đào Nguyễn Ánh - Hữu Hưng
Рет қаралды 20 МЛН
Building an RPG: Stress & Dying
8:06
Jface Games
Рет қаралды 910
Is D&D Movement Speed REALISTIC?
13:02
Bob World Builder
Рет қаралды 636 М.
The best RPG mechanic in any game | Beginner Tips
7:36
Dicey Encounters
Рет қаралды 13 М.
Final Fantasy Tactics & Combat Initiative Systems | Game Design Guide
14:22
Kacper Szymczak - Turn based tactical design fundamentals
31:00
Digital Dragons
Рет қаралды 10 М.
Building an RPG: Escalation of Combat
6:52
Jface Games
Рет қаралды 540
BRM5 Stereotypes
5:25
Boboh
Рет қаралды 133 М.
Lost in the Eversea - Ep 1
34:14
Jface Games
Рет қаралды 293
Update to the Pressure System
22:09
Jface Games
Рет қаралды 533
25 Types Of Phantom Forces Players! (which one are you?)
8:58
버블티로 체감되는 요즘 물가
00:16
진영민yeongmin
Рет қаралды 81 МЛН