Forge Engine beta feedback (pt. 2)

Posted Leave a commentPosted in Character Sheet, Combat, Forge Engine, Game Design, Mechanics, Playtest, RPG, Rules, Skills, Spells

Welcome to the second in-depth beta feedback and system discussion for Forge Engine.  This post continues feedback from Reddit user htp-di-nsw. In the text below, the text in italics is the comment from the playtester/reader, and the following normally formatted text is my response and discussion.   Again this post continues the page-by-page feedback, but we also get […]

Remaking Magic: 4 Pages of Spells Per Class

Posted Leave a commentPosted in Anima, DnD, Dungeons and Dragons, HAD, Heroes Against Darkness, Mechanics, Rules, Spells

Of all of the decisions I’ve made during the development of Heroes Against Darkness, the page limitation on spells per class is – at first glance – amongst the most arbitrary.  However, my hope is that this limitation actually reinforces the game’s goal of balancing the magi and martial classes. Over the course of the 10 […]

Remaking Magic: Avoid All Absolutes

Posted 4 CommentsPosted in DnD, Dungeons and Dragons, HAD, Heroes Against Darkness, Magic, Mechanics, Spells

Yet another of my self-imposed ‘rules’ for Heroes Against Darkness is to avoid the sorts of absolute effects of earlier (and future!) versions of D&D.  The history of D&D is littered with absolute effects, here are a few of the more egregious that come to mind: •  Immunities (such as the Dwarven immunity to poison that has […]

Remaking Magic: Narrative Control

Posted 2 CommentsPosted in Anima, DnD, Dungeons and Dragons, HAD, Heroes Against Darkness, Magic, Spells

Much to the consternation of some of my more seasoned D&D players, Heroes Against Darkness doesn’t have some of the staples of magic that feature in D&D.  When looking for solutions to some problems their characters faced, they’d ask about spells that they’d used in D&D to solve similar situations. I made a conscious decision in […]

D&D Next: Early Thoughts and Opinions…

Posted Leave a commentPosted in Classes, Combat, DnD, Dungeons and Dragons, Mechanics, Rules, Spells

I’ve been looking forward to the D&D Next open playtest for quite a while.  I previously blogged about some of the expectations that I had of this new edition and ways to approach making a modular edition of D&D: •  Mechanics of Attack Bonus Progression•  D&D 5th Edition DDXP Play Report•  Making D&D 5th Edition Modular – Part I […]

Remaking Magic: Enhance, Don’t Replace

Posted Leave a commentPosted in Classes, DnD, Dungeons and Dragons, HAD, Heroes Against Darkness, Magic, Spells

First, a quick confession. I’m generally such an isolated throwback that I hadn’t even heard of ‘niche protection’ until just a few weeks ago.  In spite of not having heard the damned term, the idea that each class in a RPG should have its own thing was apparent during the development of Heroes Against Darkness. One […]