Tabletop Game of the Future
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Actions and Action Modifiers

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Actions and Action Modifiers Empty Actions and Action Modifiers

Post  alex Tue Jun 02, 2009 8:25 am

I wrote this whole thing but it got eaten. To sum up, since we already talked about it anyway:

Seperate actions into 3 categories.

Actions that involve 2 people rolling (Attacks)
Actions that involve only you rolling (Interactions)
Actions that involve no rolling (Movements)

No reason to make only attacks interesting. All choices and actions should be interesting, and it will help speed things up if actions with less rolling are more appealing.

By gaining stats/skills you can get modifiers which you can attach to an action. So under agility you could get "quick" which lets you do things faster, but perhaps with failure chance. So you can modifiy a simple action (like picking something up) when the situation demands it.

We can also use modifiers to flesh out the attacks. So you start with a basic attack and a few moves, and then start adding other modifiers to refine what kind of attack you want to do.

alex

Posts : 11
Join date : 2009-06-02

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