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Post by TM93 on Dec 12, 2015 4:05:14 GMT
So I figure this might help get the ball rolling. Frankly I have a hard time thinking up ways to improve DDA on my own. And that means that as much as I enjoy positive feedback, I also require a bit of negative feedback (within civil reason), to keep things moving and improving. That said if I do feel a specific aspect of the game is perfectly fine where it is/the argument is more scenario-and-player/gm-choice-specific than game-specific, I will defend my position to keep it how it is (Signature Move below the Champion Stage and Rocket Tag scenarios coming to mind). As such, feel free to post any truly broken things about the game, or things that are hindering the game by not existing, or could help improve the game BY existing. I'll also use the intro post of this thread to get the general ideas I have for DDA's next Handbook update out into the open. - Jump Rules: Frankly it's a bit odd that Digimon and Humans lack a proper Derived Jump Stat as a means of locomotion (considering how potentially abuseable Flight is as a Movement type, it could also prove a mechanical balancer to a small extent.) I'm considering either something derived from the Body Stat, or from a fraction of the user's normal Movement Speed
- Boss Qualities: Qualities that are too specific/broken for a Digimon to simply slap on to any build (without GM permission, in case you do a high power scale campaign, as well as guidelines for creating your own. This might help create a better foothold for making interesting and memorable Boss encounters.
- Sample Setting Ideas: Mostly being ripped from the Evolution Spotlights before, ideas for campaign settings to start your game ideas a bit easier.
- Quality Rebalancing: Frankly I'm just not sure every Quality is very balanced to take cost-wise. My biggest worry is the Digizoid Qualities, but at this point I'm not sure if they're balanced for their cost, heck, Blue Digizoid Armor is ridiculously potent even at 3 DP for cost. But on the other hand I'm also not sure if it's something that's so bad it centralizes the game to the point of Mega+ Stages not being fun to play for anyone who doesn't take that Quality.
- Combat Example Rework: It's not bad, but it's a bit awkwardly worded and the visuals could use an update. Lower-tier fix for now.
- Gear Ideas: Mechanical Ideas for Gear to grant Tamers, in case you want a high-stakes campaign where the Tamers are going to be in the line of fire often, and Guidelines of how to make your own.
So yeah, feel free to take these ideas and comment with your take on them, or give your own ideas for ways we could improve on DDA. I just ask that we be civil: no mud-slinging please.
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Post by fuldivvrdigidestined on Dec 30, 2015 10:39:01 GMT
Jump Rules: How about derivative of both your Agility/Body stat with a modifier based on digimon stage, (low rank digimon would have lower stats). As long as we leave a space on the sheet for the final value, the math shouldn't be that difficult.
Boss Qualities: These should absolutely be done, and listed in the Boss Battles section (rather than with other qualities).
Sample Setting Ideas: How much detail goes into these? A paragraph or three? Two pages? This sort of thing needs a strict limit otherwise it could get out of control quickly.
Quality Rebalancing: This will be tricky. But honestly some quality do feel they should cost more, while others...are more flavourful, except in certain settings. Most Digizoid Qualities feel like they should cost 1 more...I wouldn't exactly be upset if Blue DZ Armour cost 4 as an example. The costs don't have to be limited to 3.
I am of the opinion that Dramon Destroyer, Holy Ring, Evil Mark, Deep Hunter and the like shouldn't be listed as separate qualities but as a single 'Enemy Specialist' quality with each of them listed as an example; the formatting simular to Data Optimization. As an added bonus, it'll help stress stuff like Families and Attributes (Data, Virus, Vaccine).
Gear Ideas: Not my strong suit.
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Post by TM93 on Dec 30, 2015 18:10:41 GMT
It's not that I don't think Blue Digizoid Qualities couldn't be justified as 4DP, but I think it'd a better idea in this case to nerf a few and boost one or two if need be so they're on the same approximate playing field mechanically as well, 1 more DP of cost at the Mega and Burst Stages aren't worth crying over. I also just feel it's preferred to have a cap of 3DP for any given Quality myself, but that's just me.
Currently, Jump is just 1/2 Movement because it's a simpler formula. I think that the Body/Agility/Stage setup would be cool, but I'm trying to keep math as simple as possible where I can.
About a paragraph to two paragraphs per setting, it'd basically just be me copypasting what I've already posted on the main blog into the handbook.
I did essentially cut it down to 2 Qualities with a note. I'm not saying I couldn't trim the fat a bit more, but as it is, it'll probably be fine from my perspective.
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Post by luchri on Feb 11, 2016 0:47:21 GMT
I have a few thoughts I am playtesting and refining, but I wanted to include two here so I don't forget them
Dark Straps:
Nightmare Soldier/Dark Area Equivalent of the Holy Rings. Representative of the straps/strapped on limb coverings/bonds/ext often seen on evil digimon. Has the same effect as Holy Rings and Dramon Destroyer.
Template Combining:
The idea of an attack having more than one template and having more than one template and rules for such attacks. For example a busrt/blast attack that both hits with a ranged blast and creates a melee burst, or an attack that has a line coming out from a cone to cover more total area. Rules for this sort of thing would be very helpful in making more complex and interesting attacks.
Clarification of burning/bleeding attacks:
Currently I have personally used poison for similar effects such as burning or bleeding an attack may posses. It may be a good idea to either make the other two separate but similar or to clarify this in some way.
Other:
Also currently working on abstract system to gain items and a set of example items to help give a GM a good point of reference. Current ideas include climbing gear, camping gear, laptop, basic weapons for tamers and/or digimon and transportation.
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Post by TM93 on Feb 11, 2016 2:48:04 GMT
I already made a bit in the current system about reflavoring Holy Ring, although previously the equivalent would be the Evil Mark/Mark of Evil, the symbol seen on Devimon, Devidramon, Vamdemon, etc: digimon.wikia.com/wiki/Mark_of_EvilThe idea of a Double Area Attack is interesting, but I feel like due to the massive amount of Area it could cover, I'd probably have to make it a Boss Quality that would require GM permission to take. I wouldn't call the burning/bleeding bit clarification so much as a note about fluffing. Things like you stated, or perhaps Paralysis as a Freeze type of Attack, etc. Already intending to work Gear Ideas and Guidelines into the book somewhere.
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Post by luchri on Feb 11, 2016 5:24:27 GMT
Well I would love to see gear, but if you want I can put up any test work I do on it to help out. Also have a couple 'mon to test the mixing areas and see how they work.I am thinking it might work as another mega level perk.
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Post by numemonsalesman on Feb 19, 2016 11:42:47 GMT
I'd really like to see expanded rules for the card reader, especially some guidelines regarding scarcity/how many cards the GM should hand out. Cards presumably have limited uses, or tamers would just spam them throughout the battle, but I imagine this system is a long way from anything resembling a currency system.
Also I don't think there's explicitly stated rules for recovery yet (or maybe I just can't find them).
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Post by TM93 on Feb 19, 2016 20:38:45 GMT
Recovery is sadly kind of out of the way. It's basically rolling a pool of Dice equal to your Health Stat post-combat, and adding the Successes to your Wound Box total (up to your Cap). It's in there, just hard to find.
As for the card reader; a few more rules wouldn't be a bad idea, since it's already in there as a basic vanilla option to use. I'll be sure to look into it; maybe toss some Card ideas into the Gear section.
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Post by numemonsalesman on Feb 20, 2016 6:15:32 GMT
Thanks. Any idea what section it's in? I haven't been able find it with ctrl+F searching "Health" or "Wound".
I recall an Expansion card or something in Tamers, increased size category and maybe a Damage/Armor Bonus?
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Post by Yuko Sayre on Feb 20, 2016 8:18:55 GMT
Pages 29 (Right above the 'Alternative Ideas for Success/Failures on Skill Checks')
Its also on page 40 under healing and Life-drain. I think that about covers it and to be fair it is kinda hidden.
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Post by numemonsalesman on Mar 12, 2016 3:42:02 GMT
How 'bout a Climber quality? 1 rank gives you a climb speed (reppamon, gatomon, apemon, ect), 2 ranks increases the speed and gives you the ability to scale smooth surfaces and ceilings (mostly for bug digimon).
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Post by TM93 on Mar 12, 2016 3:49:13 GMT
Wallclimber is not a bad idea. I'll look into it.
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Post by Gazmer on Mar 31, 2016 5:24:48 GMT
Improved Derived Stat 1 DP per Rank Each time you take this Quality, choose Body, Agility, or Brains. Add +1 to the chosen Derived Stat. You do not have to choose the same Derived Stat each time.
This needs another look at or fix. Because while it makes sense for Body and Agility. Putting it in Brains is a waste of a DP when it could be put in Accuracy instead. Found this out trying to make a brains focused character.
While on the subject of making characters. It would be nice to have a few character examples in the book. Not everyone will look for them here and it felt like I was making a very low stat character and putting to many points into Qualitys until I looked at a few here.
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Post by TM93 on Mar 31, 2016 5:36:24 GMT
Here's the thing though; inversely, Brains scales at a fantastic rate compared to the other two Stats, gaining a bonus not only from the Stage, but as a 1 for 1 basis with a single Stat. While it makes a single option subpar, it also helps make Body or Agility based characters have a chance to at least somewhat catch up. Honestly, Brains also works into a lot of various derived things as it is, and that's only increasing in .1.1 with how a lot of Effects will be working now. There's not much need as such to make it even more efficient somehow from a balance standpoint.
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Post by Gazmer on Mar 31, 2016 18:06:27 GMT
Here's the thing though; inversely, Brains scales at a fantastic rate compared to the other two Stats, gaining a bonus not only from the Stage, but as a 1 for 1 basis with a single Stat. While it makes a single option subpar, it also helps make Body or Agility based characters have a chance to at least somewhat catch up. Honestly, Brains also works into a lot of various derived things as it is, and that's only increasing in .1.1 with how a lot of Effects will be working now. There's not much need as such to make it even more efficient somehow from a balance standpoint. Point made. However if the Quality is just there to buff Body & Agility why don't you just remove Brains from the Quality description? Ohh gosh the more i try not to come across as a jerk the more I sound like one.
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