Archive for Mark Campo
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Mark Campo
United Kingdom Radcliffe lancashire
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In large you can make the scrawl
Ive shown 2 rooms Corrider Tight tunnel
2 Creatures Blood spider Minon
2 Features Rocks Webbed
1 Enhancment Inteligent
Below is what they mean
Corrider all the exit are clear so its good place to adventure from kinda means you wount get deadended to soon or ever i hope
it has Manover G3 which means you must have a value of 3 or more on Green dice assigned to this card if you want to roll +1 dice next roll the Corrider also shows a limit of rolling a max of 8 dice thats upto 4 more then normal. if you spend 4 turns manouvering
the Door symbol mean this room has 1 feature, but it also has the search symbol which means on easy draw 1 extra card andif its a trap the next keyword also play it.
so the door symbol means draw 1 more card from the dungeon deck and apply it the encounter if its a Feature. if its another room discard it. the seacrch "eye" symbol means draw more more cards but only play them if they have the trap keyword. other wise disard. Im use the Search symbol as a dificulty modifier eg easy only draw 1 extra card. mediem draw 2 extra cards and hard draw 3.. apllying only cards with the keyword to the encounter...
some monsters may come with the search "Minon" keyword so that mean they often are encountered with allies
in this case the basic corrdier has the chance of 2 traps or at least 1 feature so its farily safe
final if a monster has the wandering keyword its values have favor and are considers +1 so if it need a red 4 to kill its now red 5 .. its used to the enviroment and partoling the corrdiers
the next room is the Tight tunnels to get more dice in this room you need to apply green dice to the value of 5.. remember you choose each round what dice to roll from your heros avalible pool, i feel manovering to get more dice is vital but in doing so you risk/invite wounds from creatures..
the tight tunnels only allow a roll of 6 dice turn, also they have and on going effect hour glass symbol of -2 to red dice values thats very harsh to kill things! it ment to mean you have a hard time swinging your sword in tight tunnels...
finaly if you risk lore blue dice you have a slim chance to gain knowledge of the advenutue story the book symbol you need a 4+
I thinking of applying option quest cards ala LCG lord of the rings, kinda like the travel option the tally of story points will affect the final room encouther more on that latter.
Finaly the rooms have features of which ive shown 2. webbed affects the abilty to move so unless you forsee it and apply a green dice to the value of 4 allyour other green dice will be -2 so its reall green dice eatter feature. it also has the one of power to search for spider monsters to join the battle in addtion the the rooms normal 1 monsters and it Favors +1 to insect creatures in this encounter so kinda nasty.
the other Feature Rocks is less harsh and has benifits if you wish to apply the dice to its.. again it affect movement green dice, but any value green dice will counter it so ineffect -1 green dice .. if you are willing or need to apply it.. and a bonus treasure if you apply 3 green dice to it soley..
i think that enought to digest in this preveiw i'llexplain the monster and minion and enchament cards next blog.. but they work in similar ways.
remeber the base roll is 4 dice of your colour choice depending on what your heros have avalible.. and often you need to conisder getting more dice avoiding a trap or killing a monsters or even gaining story points! its a rough game!
Wed Feb 22, 2012 11:34 pm
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Mark Campo
United Kingdom Radcliffe lancashire
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My adventure game Dice and Cards is in in out of solo play test right now I think it has something but not everything just yet or maybe i'm to close to the subject,
Concept is a living dungeon randomly generated by cards and fought though by using dice inspired by delve the dice game and D&D system
Whys it living? Well its not just wandering monsters, monsters have type So its not just a case of draw 1 monster per room, Monsters also have random features. Eg. Stealthy, intelligent, mutated which will giv them quirky powers beyond the normal Back to the type thing, monsters may submit to larger monsters, or wander in packs, favour a terrain type, use or build traps, seek out others of there kind, or just be minions,
The keyword types are tiggers in a race for the galaxy scout style, e.g draw x number of cards if more of that type are found add them to the battle, discard the rest, this can also be used as increase or lower difficulty by the number you generically draw. Not evey monster will have this Rooms will have similar features to see if they have a specific feature, trap or treasure,
Currently it’s a slightly abstracted combat using dice pools, Green dice, stealth, manoeuvrability Red Dice, stamina, combat Blue Dice, Knowledge, lore, magic
Each combat starts with a minimum of 5 dice of you choice Green will help you get more dice for the next round by focusing on manoeuvring to get better advantage Red is general out right need for the kill or stamina for dangerous locations Blue, is for magic kills, or lore to avoid nasty special monster skills, also helps gain victory points,
One other major thing about the dice they are you hit points take a wound potentially lose a dice.
It goes to a wound board locked on its value, each turn the value drops down 1 e.g 4 to 3 when it get to Zero roll it if it’s a 123 its ok over this its lost permanently
So far I’ve been trying to balance dice use and monsters and possible monster over spawn! I love the choice of tactic, green ,red, blue I’m trying to work in a Stealth past or talk to factor with some success You could talk to the thief and he may possibly ally, or the ranger skill will allow you to charm 1 animal for a possible ally animals don’t normally talk.
Its will have levels, currently deck 1 I’m aiming for a base deck of 52 cards so it can be easy artscowed. Will be Villagers investigating a Animal cave to see why they are getting attacked, (generic fantasy 1st quest) So its will be normal natural cave environment, roots, steams, tunnels, fungus etc. the cave maybe just an animal cave, theifs den, or goblin hideout and possible a entrance to the under dark or further adventures,
I’ll try and speck out a simple deck soon I keep tweeking so have not done this yet. But i’m sure I need general feed back now.
I’d love a flee factor to move back in the dungeon to a better room to fight. Ideally I wanted few tokens mainly card and dice Dice combat wise its D&D like or Kingsburg like, aiming to roll a high value on X dice, simple creatures may just need a value regardless of dice colour More difficult creatures may need 7+ on a pair of dice green or blue and future decks will need 13+ with one dice being a blue 6 and the dice other being a combo of red and green so the total beats 13.. very simple but took some deign work to make to easily visible
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