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Author Topic: Developing a kaiju/giant monster combat RPG. Thoughts on combat  (Read 5289 times)

Accaris

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #15 on: July 25, 2022, 09:10:30 PM »
Because Fate uses stress boxes and its combat is fairly narrative with the ability to leverage terrain and set up actions for a boost to your roll.

I'll have to look more into it, I think I want to go more crunchy plus Fate has kind of a sour reputation among old-school gamers as a "story game" or whatever. But not sure

zircher

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #16 on: July 26, 2022, 12:32:04 AM »
I try to keep the system and the politics of the company separate.  Fate and Fate Accelerated Edition have been faithful tools in my RPG arsenal.  There are other aspect driven RPGs out there like PDQ, if you want to check that out, it is a freebie.

https://www.drivethrurpg.com/product/28913/Prose-Descriptive-Qualities-PDQ-System-Core-Rules
« Last Edit: July 27, 2022, 08:04:13 AM by zircher »
You can find my solo Tarot based rules for Amber on my home page.
http://www.tangent-zero.com

David Johansen

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #17 on: July 26, 2022, 10:53:25 PM »
I'm thinking damage should be in "megadeaths."
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Cathode Ray

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #18 on: August 01, 2022, 10:46:56 AM »
My thoughts were to treat one aspect like a video game: Power-Ups.  If monsters have various powers, give monsters a radiation/kinetic energy cost to use each one, and a slow regeneration rate to re-accumulate radiation or kinetic energy.  Stronger powers use more energy.
Creator of Radical High, a 1980s RPG.
DM/PM me if you're interested.

HappyDaze

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #19 on: August 04, 2022, 04:05:54 PM »
My thoughts were to treat one aspect like a video game: Power-Ups.  If monsters have various powers, give monsters a radiation/kinetic energy cost to use each one, and a slow regeneration rate to re-accumulate radiation or kinetic energy.  Stronger powers use more energy.
Or go Street Fighter: Meter starts empty and weaker moves generate power to let you fuel the big moves.

This prevents the opening nova strike which doesn't seem appropriate.

DahBrutalBanana

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #20 on: August 25, 2022, 11:04:29 PM »
Anyplace we can get updates?
Like a Discord server or something of the like?

Accaris

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #21 on: August 26, 2022, 02:11:06 AM »
Anyplace we can get updates?
Like a Discord server or something of the like?

I'm pretty frequently on the BasicExpert's guilded server and also on Twitter. We're gonna do playtesting soon

Tod13

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #22 on: September 03, 2022, 03:45:48 PM »
Reading through the thread, I started thinking of the concept of no hit points, with power increasing or decreasing based on battle results.

If you like dice pools, you can have the dice pool increase or decrease based on events, terrain, attacks, etc.

If you like single die rolls, you can go up or down in size in the same manner.

Accaris

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Re: Developing a kaiju/giant monster combat RPG. Thoughts on combat
« Reply #23 on: December 15, 2022, 06:39:30 PM »
I decided to go with a d6 dice pool system for this to unify attack and damage into a single roll. Based on the limited playtesting we've done it seems pretty sweet so far.