Recent content by attevil

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  1. attevil

    Combat Systems: Weapon Strategies

    That is a good observation, the armor and weapons need to be balanced in order for either to offer a valid choice.
  2. attevil

    Combat Systems: Weapon Strategies

    I forgot where it said a dart for the umbrella, but I knew it was ricin, he thought it was a bee sting. I read about that CIA weapon, which is a good example of future style weapons. Cyber Run is still in development here: http://cyberrun.grumpogames.com/ It's centered around the players going...
  3. attevil

    Combat Systems: Weapon Strategies

    Yeah I can see how that can be fun, does seem more high fantasy if its a one weapon can do everything situation. The arrows is a good way of offering choices using the same weapon. If its more about skill compared to weapon then it can be low fantasy, with the idea that someone who is a highly...
  4. attevil

    Combat Systems: Weapon Strategies

    RuneQuest 6 does more with weapons and armor you might like, other forums have mentioned Riddle of Steel, which has more weapon detail, but also more difficult combat.
  5. attevil

    Combat Systems: Weapon Strategies

    Recently, I?ve been working on designing futuristic weapons for Cyber Run, a tabletop trans-dimensional RPG. I?ve found that most tabletop RPGs don?t offer interesting weapons choices. Many games contain a list of swords or guns, with the only major difference being their damage capability...
  6. attevil

    Creating Stories: Strange Discovery

    I?ve always liked stories with other dimensions. I mostly enjoyed the comic book Excalibur, written by Chris Claremont, because of its trans-dimensional adventures; the combination of the serious-minded characters finding themselves in strange and sometimes humorous situations was done well. My...
  7. attevil

    Game Combat Systems

    Thanks! :) I like the idea, that a fail is a change of situation. Lock pick is a good example of something the player will just keep trying to do till they succeed, which only matters if it is very time sensitive. So a single lock pick fail could require something more to make it succeed like...
  8. attevil

    Game Combat Systems

    [http://grumpogames.com/blog/wp-content/uploads/2015/05/s_w09_06010153.jpg] All tabletop RPG systems approach combat in a different way. This article takes a look at several dimensions of RPG combat systems and how bits of each system influenced the creation of Cyber Run. I did notice that...
  9. attevil

    RPG Character Attributes Scores

    Attribute scores are the foundations of every RPG character. Attributes determine the character?s epic qualities and their tragic flaws. In many video and table-top role-playing games, there has been a standardization of these basic attributes with a little variance determined by the focus of...
  10. attevil

    Game Hit Point Systems

  11. attevil

    Game Hit Point Systems

    The hit point systems in most games are crude, mostly meant to be easily integrated into the rest of the game system. A good hit point system needs to have a balance between what can work with the game system, what feels realistic, and what is fun. Character hit points simply being portrayed...
  12. attevil

    Creating Game Settings

    Over the past year I've work on two very different games, Cyber Run, a table top science fiction RPG set in the future, and Skilamalink, an online murder mystery set in Victorian England. As I just finished writing some back-story for Cyber Run, I thought this is a good time to share my process...
  13. attevil

    Table Top Games the D20

    I like the 3d20s for Tavern Tales, because there isn't math involved, like Dopo said most game math is elementary school level, but still tends to slow the game down.
  14. attevil

    Table Top Games the D20

    FUDGE and other games using a bell curve system do sound nice in fixing some probability issues that come up with character advancement. I see what you are saying DoPo, using a top down approach to the game mechanics is a better way then using a bottom up approach based around dice rolling. As...
  15. attevil

    Table Top Games the D20

    Hi DoPo, Thanks for your feedback. There probably are math errors and I certainly didn't go into the depth of fumbles and criticals, the degree of success or how the the rolls relate to the rest of the core game mechanics. What was appealing about the oWoD system was how the attributes and...