RE: Eskero: The pen and paper RPG system
03-15-2013, 05:03 PM
As of the moment, I think I would do a grid-based combat map. Movement is too much a part of what I imagine for the combat, and too many individual units may get involved to not use a physical representation. Eskero landscapes are very... obtuse since they're usually the dreamscapes of deities, so even a grid seems like it wouldn't fit as well, though it's the best option.
I mean, just look at Yawn's realm, and Maelstrom's.
The hope is that we can get something that's at least able to be played more easily online on a forum or something, since I think that's how the first few games are gonna go down while we playtest things.
The other thing that I'm more solid about is the decision to keep base stats pretty much the same as the character levels up, while their songs might be what boosts/alters their stats and they just receive more options of songs that they can use, as well as options to modify existing songs to make them more specialized towards the player's style. The thought is that the players don't become HP sponges and are still threatened by lowly grunts as they were before, though they do have a lot more ways to deal with those grunts if they're smart about how they tackle situations.
A thought I had about how weapons work, since they have the arcana inside of them is to have somewhat of an overdrive that they pull off like a crit, where their arcana is released. Creating a list of weapon arcana's would be tedious for a DM to apply to every single useable weapon they find, so maybe basic starter weapons just have a basic 2 of blades or something like that, then "enchanted" weapons have greater arcana like The Gesture, which have more powerful releases. Maybe even the Arcana defines the attack stats of an item, so it's all one big neat bundle.
I mean, just look at Yawn's realm, and Maelstrom's.
The hope is that we can get something that's at least able to be played more easily online on a forum or something, since I think that's how the first few games are gonna go down while we playtest things.
The other thing that I'm more solid about is the decision to keep base stats pretty much the same as the character levels up, while their songs might be what boosts/alters their stats and they just receive more options of songs that they can use, as well as options to modify existing songs to make them more specialized towards the player's style. The thought is that the players don't become HP sponges and are still threatened by lowly grunts as they were before, though they do have a lot more ways to deal with those grunts if they're smart about how they tackle situations.
A thought I had about how weapons work, since they have the arcana inside of them is to have somewhat of an overdrive that they pull off like a crit, where their arcana is released. Creating a list of weapon arcana's would be tedious for a DM to apply to every single useable weapon they find, so maybe basic starter weapons just have a basic 2 of blades or something like that, then "enchanted" weapons have greater arcana like The Gesture, which have more powerful releases. Maybe even the Arcana defines the attack stats of an item, so it's all one big neat bundle.