April Update

Hey guys,

Hope everyone to whom it applies had a nice easter time. I’ve had to focus recently on my family, leaving little time for anything else, though I wish it was for positive reasons. There comes a time when no amount of support can help an addict, and it’s getting closer to that point, at least with that person. Which, I think as I’ve mentioned before, comes at a kind of convenient time, since the project’s required progress doesn’t rest with me at the moment. I dislike being taken away from it even for a short time, but family comes first. The bonds of blood aren’t easily broken, but alcohol thins the blood, to wax poetic about it. I can’t tell you all how much I appreciate your patience and understanding so far, it really does help.

That being said, in spare moments, I’ve been giving some thought to our primary attributes and how they can be used. I am starting to appreciate the genius simplicity of D&D 5th Edition (though, I’ve no experience with other editions). Six stats, and skills that are all based off of those, supplemented with a bonus for proficiency in that skill. As you level up, your proficiency bonus increases, and thus so do any skills in which you’re proficient. The reason I’m considering this is that I’ve a few neat ideas for the application of skills during combat, and also want there to be possible skill checks during dialogue or certain encounters. I think a good example of this is Fallout New Vegas.

As it stands, we have 11 major stat scores, with secondary scores based off of those, in a system modelled very much on Dark Souls. For instance, Strength increases damage with applicable weapons, and increases resistance to both Bleed and Freeze. I’m fairly happy with this setup so far (it was no small amount of work to design), but I see two options – reduce the number of stats and create a number of skills, or simply have various checks, when they come up, based on the stats we have currently. I’m leaning towards the latter option for simplicity’s sake and avoiding feature bloat, using what we have instead of creating more.

As an example for how this would work: Entering a ruin, you trigger a trap, hearing a flagstone click underfoot, and see six iron bolts streaking towards you from slits in the wall. You’d be given some options, such as Deflect them (Dexterity), Dodge them (Agility), Use Shield (Endurance, provided you have a shield), or perhaps use a spell to deflect or destroy the bolts. And, perhaps with a high enough Intelligence or Focus, one can spot a trap in advance and avoid it altogether.

However, the question remains on how to calculate success for those checks. Should it be a flat comparison (you need 20 Agility to pass) or a kind of roll (perhaps a d100, and rolling under your ability score is a success, to mimic Warhammer Fantasy Roleplaying Game’s system, as an example). If it is a roll, I’d love to have the roll visible and performed for the player to see (roling dice is fun). I’m very much keen to hear everyone’s thoughts on the subject. If you have experiences with tabletops that use systems like these, I’d be interested to hear those as well.

10 Responses to “April Update”

  1. Vreis says:

    Your constant dedication to the development of the game even through troubling times is appreciated.
    You are appreciated.
    I really like the idea of the dice roll by the way.

  2. durgle de dur says:

    The dice roll sounds cool, but depending on how the game plays and how it’s done, it might be better to have an option to turn it off. there’s no way everyone or no one will like a feature like that and it could get repetitive or annoying, depending on how often you have to roll. nevertheless, I’m interested in it.

    also overlord season 2 finished a few minutes ago/rip

  3. Ireyon says:

    Hm. If you like dice may I suggest the following system?

    Say, Agility: You need 16 + d4 to succeed?

    That way you would keep the result a little random, but at the same time:

    – Guaranteeing that players with high stats in certain areas always succeed and are not frustrated because their 99% chance failed

    – Players with 17 might still give it a try since they have a 25% chance of succeeding.

    That way you can get the best of both worlds.

    • First off, want to say, sorry to hear about your degrading situation with your family member. The fact you can focus on this at all with your responsibilities speaks volumes of your dedication to making this work.

      Secondly, I think I prefer the chance option, since even people who are terrible at something can get lucky, though I would appreciate a certain skill level being guaranteed for situations depending on difficulty. I also agree that if the dice rolling is added, have an option to turn it off. As much fun as watching dice roll is, I’d prefer not to spend the few seconds of stress hoping for a high roll would give me.

    • aom_dude says:

      I agree with this.
      Big dice (d20s and up) are good in tabletop RPGs because not hitting the target doesn’t have to mean an absolute failure. The GM can fudge it in such a way so that it causes a complication without necessarily stopping your plan dead, therefor the large deviation is exciting instead of exasperating.
      But since you can’t personally judge the circumstance of every dice roll in a computer game, it’s better to keep RNG minimal – at least that’s what I think.
      On the other hand, if you’re gonna keep the penalties for failing these checks small, then people probably won’t mind either way.

  4. Daishi says:

    Keep working on those short term goals and things will work out in the long run. Just keep climbing and I’ll keep supporting your efforts.

    Keep up the good work!

  5. Glass says:

    For the stat roll, I’d say just have it be a flat check to pass, it’ll lead to less RNG frustration and will keep players from just getting all stats to a level where they can save scum past every encounter.

    • Glass says:

      Also, I hope you’re okay, with your family member being addicted. I spent about 4 years as a child with my alcoholic mother before my father won me in court, that’s been the cause of many, many problems. But you’re an adult, and I believe in you’re ability to come out of this unscathed, and perhaps even stronger for it. Good luck with it, Benji.

  6. Talon says:

    I would like to see the dice roll idea mixed with flat amount. By this I mean that if you raise a stat to a certain level, say like 27 for example, your passive ability with that stat allows you to auto succeed. However if it is below the target number the system rolls a d100 and functions as you have mentioned before. This way I feel like is a way to appease both those that are for one way or another.

    Just my idea on how to approach it.

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