Monday, 25 February 2013
Playtesting the Forge Engine
• Ability and skill based system (classless)
• Give players freedom to craft their own characters
• Increased power through larger dice pools (d10 dice)
• Opposed rolls for combat to keep participants engaged
• Skill challenges against static difficulty numbers for simplicity
• Dice pools give degrees of success (or multiple hits for combat)
• Combat rolls combine abilities, skill, weapon, and armor into one resolution step
• Energy depletion system reflects fatigue from exertion
• Meaningful decisions for players during critical situations
• Variable Energy economy replaces discrete action economy
Luckily, we had a pre-game run-through yesterday that ironed out a lot of kinks, so tonight's game went surprisingly well (apart from almost getting killed by a pack of mutant rats).
And as an interesting experiment, I'm a player in the playtest, not the GM. This gives me a much better perspective on how the system is working, and gives me more time to help the GM and the other players.
No, I'm not dead. I've just been working on Hero Kids and its adventures, which are available at DriveThruRPG:
Hero Forge Games at DriveThruRPG