Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Tuesday, 15 April 2014

Forge Engine monster stat blocks...

I'm still working on the Forge Engine (while juggling various updates to Hero Kids).

At the moment I'm developing the monster stat blocks so that the GM has all of the information they require at hand.   The trick has been to provide all of the monster's information in a compact and usable form.   Ideally, I want to fit two monsters per page (in an digest sized printed book), or four monsters per double-page spread for a PDF.

The important aspect is to assist the GM in managing the energy pool and attacks of multiple monsters.   This has led me to include an attack line that shows the monster or character's basic attack, which they make by just spending the energy cost of the weapon, as well as their strongest attack, where they spend the weapon's cost and then add as much energy as possible to maximize the attack.


So the elements of the stat block are:
•   Name
•   Type and Size
•   Attributes (Strength, Agility, Stamina, Influence, Intelligence, Acuity)
•   Energy Pool
•   Physical and Mental Defenses
•   Health and Move Distance
•   Skills
•   Basic Attack and Maximum Attack
•   Specialized Combat Skills
•   Traits
•   Inventory/Equipment

Simple!

Wednesday, 5 February 2014

Forge Engine combat turns description...

One of the unconventional elements of the Forge Engine RPG is the structure of the turns.   Traditional RPGs have a round/turn structure where each character has a discrete turn within each round.   Their actions occur within their own turn, and time passes in a strangely linear fashion which requires some mental gymnastics to unravel.   Once each character's round is over, play passes on to the next character in the initiative order, etc...

The Forge Engine's combination of an Energy action economy and a system of actions and reactions that are individually costed means that the traditional linear round structure can be replaced with a more non-linear 'do what you want as long as you have the Energy' structure.   Characters can jump in and out of the action as long as they have enough Energy to perform their action; whether it's moving, attacking, reloading, or some other costed action.

As with any system, there are several caveats.   First, characters can take reactions before their first turn in combat, but they can't take actions.   Second, if a character is surprised, they can't take actions or reactions until their first turn, which means that they can't spend Energy to dodge when they're being attacked.



(Dammit, that should be 'Character #2' up there, not Character #3...)

So, what other RPGs have non-traditional round and turn structures for combat?

Monday, 6 January 2014

Not Forgotten!

You would all be forgiven for thinking that I've abandoned Heroes Against Darkness and this blog, but that is not totally the case!

First, I've spent most of the year continuing to support Hero Kids, which has had success beyond my wildest hopes.   Hero Kids now has ten adventures and a bunch of expansions that add to the game.


Second, I've also been continuing to work on The Forge Engine.   I first mentioned this new system in my previous post almost a year ago, which seems crazy.   Suffice to say that the system has had a lot of testing since then, including a number of major revisions to the core mechanics to ensure they work in all of the situations and genres that the system targets (fantasy and modern, and even sci-fi).


I'm always on the lookout for playtesters, so drop me an email at justinhalliday(a)gmail[dot]com if you'd like me to include you in my list of playtesters.



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

Monday, 25 February 2013

Playtesting the Forge Engine

Tonight was our first playtest of a new game system I'm working on called the Forge Engine, which is an Abilities and Skills based d10 system:

•   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

Friday, 28 December 2012

Review: Heroes Against Darkness Gets 4E Right (Allegedly)

Looks like the release of the print version of Heroes Against Darkness has shaken out some new fans.

+John Bell - The Retired Adventurer - has posted a review of Heroes Against Darkness on his blog:

Heroes Against Darkness Gets 4e Right

"I mention all of this because Heroes Against Darkness is a 4e heartbreaker, and a really good one." 

"There are lots of little tweaks like this that I really like. The GM advice chapter is also pretty meaty, and I'd feel fairly comfortable giving Heroes Against Darkness to a new roleplayer as their first adventure game."

"Heroes Against Darkness in general has the feel of 4e done right. I don't say that as someone who hated 4e and wanted it to be fundamentally different, but as someone who played it and felt that the game didn't live up to its own promise. If that sounds like the kind of thing you'd be interested in, go check it out."

It's not all flowers and holding hands though, 'cos John has a couple of criticisms:

"The not particularly serious one is that there's some extraneous swearing in a couple of chapters. I'm not a prude, but it kind of comes out of nowhere and doesn't serve much purpose."

Now I'm a fairly conversational writer, so sometimes more colorful turns of phrase slip into my works.   As far as I can tell, in reading Heroes Against Darkness you'll get one 'shit' and one 'crap'. You've been warned!

The second criticism is more serious:

"The more serious one is the underdeveloped skill system. Skills are mentioned in a couple of places: Each class has some suggested skills they should have, and there's a big list of possible skills, but the actual rules for skills are totally missing, from how many skills characters should have, to how and when they select those skills, to what skills do or how one uses them, to how one gets more. As a quick set of house rules, I'd imitate 4e somewhat: Having a skill would grant a +5 on any checks related to that skill. Character would select say, four at the start and could add another every other level."

I deliberately left the skill system out of Heroes Against Darkness, but its absence has been noted.   But all is not lost, and we've had a few discussions about it over at RPGnet:

RPGnet thread: [Heroes Against Darkness] This is my kind of D&D clone

Thanks for John for taking the time to review Heroes Against Darkness.



Head over to DriveThruRPG to pick up a print edition of Heroes Against Darkness:
DriveThruRPG - Heroes Against Darkness

Sunday, 23 December 2012

Heroes Against Darkness in Print Now!

After what seemed like an eternity (considering the speed of the POD process for Hero Kids), I finally took delivery of the proofs of Heroes Against Darkness hardcover and softcover books today from DriveThruRPG!


I won't bore you with any more of the trials and tribulations of the process, suffice to say that right now you can buy the hardcover and softcover books of Heroes Against Darkness from DriveThruRPG:

Hero Forge Games Products at DriveThruRPG

Everyone loves pictures, so here are a bunch of shots of the proof copies that arrived today.














Thursday, 13 December 2012

POD Update

So I got in touch with Scott over at DriveThruRPG to find out whether I'd messed up the files for the hardcover of Heroes Against Darkness, and I got this quick response:

"No, that isn't normal at all. It should take about a week at the outside.  I'll send along an inquiry to our client rep over at LSI and see if she can track this down for you."

And like magic, today the print files are approved!   I've ordered proofs of the softcover and hardcovers, which I hope will arrive before Christmas.   Once I've checked them out I'll make them available on DriveThruRPG.

Tuesday, 11 December 2012

POD Progress - Not So Much...

So I'd love to have good news, but DriveThruRPG are going super-slow on processing the files for the hardcover POD edition of Heroes Against Darkness.

If I'd known it was going to be this long, I'd have ordered proofs of the softcovers, which have been approved for over a week now...

Anyway, I'm waiting for both to get approved, then I'll get the proofs.   At this stage it's clear the books won't be ready before Christmas.   :-(

Tuesday, 20 November 2012

Heroes Against Darkness Print Version


Dear loyal reader(s),

I've been neglecting Heroes Against Darkness lately, but now that Hero Kids is out (go buy it) it's time for work to continue on HAD.   Today we're looking at the immediate future of Heroes Against Darkness, and the next post will be about plans for the future.

Heroes Against Darkness Print Version

First, I've had multiple requests (and not just from my mum) for a print version of Heroes Against Darkness.   I actually did a bunch of work on preparing a print version before I started work on Hero Kids, using Amazon's CreateSpace service.   The advantage of CreateSpace is that it can do interior color printing from my source (MS Word), while with OneBookShelf (DriveThruRPG) I can only get black and white interior without the background parchment texture (because they can't do full bleed with B&W).

I also got held up because I don't have a horizontal version of the logo for the spine or appropriate artwork for a wrap-around cover, like this:


However, the advantage of OneBookShelf is that it's way more discoverable than Amazon, and having the print version there will help my customers and I stay connected.   By the way, having customers is weird...

So screw those lame excuses.   I'll do a B&W interior version (without parchment), sort out the cover, and massage the logo into a more horizontal arrangement.

Anyway, it's coming next.

Thursday, 20 September 2012

Hero Kids alpha playtest complete


After several weeks of thorough testing, the alpha playtest of Hero Kids is now complete.   I've gotten back a whole bunch of useful feedback from the various testers and their tiny helpers.   Thanks guys and girls!

I'm currently working to implement the changes and suggestions that have come up in the testing, I'm designing more adventures for our pint-sized heroes (including an randomly generated minotaur's maze), and finally I'm working with Eric Quigley to complete all of the artwork for the monsters and the heroes so that we can get Hero Kids finished early in October (what a perfect holiday activity it will be!).

Here's a quick look at some of nasty humanoid monsters in the game:


Eric Quigley Art

Lookin' good boys!


The monsters in Heroes Against Darkness are much less cute:
Heroes Against Darkness: Downloads.

Monday, 10 September 2012

Review of Heroes Against Darkness on RPGnet

Antonios S has done a long and comprehensive review of Heroes Against Darkness over on RPGnet:

Review of Heroes Against Darkness - RPGnet

Antonios' review looks at the game in depth, and picks up on the way the game's rules are presented to ensure they are easy to find and also to make sure that no 'little rules' are buried (or hidden) in the text!

"This is a full game that costs nothing. This can't be stressed enough. It is not a demo, not an introductory adventure, not an abridged version designed to lure you into buying other, more complex products. It's a full system, free for us to check and use according to our needs. The system is contained in one single product. It isn't impossible to play because some rules might be included in future products. It's all there, ready for the taking."

"The mechanics of the game are solid, simple and unobtrusive. Being a light game it obviously won't cover all situations and the GM will have to adjudicate or outright wing it at times. That is, however, one of HAD's very strong points. It can easily give the feel of fantasy gaming with classes while remaining super simple at the same time."

"The writing is concise and to the point. I am trying to imagine what Justin Halliday's background is, since the presentation of the rules is by far the cleanest I have seen in RPGs. Effectively each rule is inside a square preceded by the world 'rule'... It adds however greatly to the concept of the game's minimalism and lightness, since it's quite obvious at any given point where the rules are in any given chapter. I am not sure whether this type of presentation has been used in the past, but even if it has, kudos to Justin."


Note: I haven't seen this presentation of rules elsewhere, and I used it to force myself not to add little rules, elaborations, and exceptions to the game. Any rule I wanted to employ had to be worthy of inclusion in that boxed area, otherwise I left it out of the game!

"Most importantly, it appears that all of his choices are based on a particular principle or idea that he had concerning game mechanics. He doesn't necessarily strive for realism, mind you, but he appears very knowledgeable of game mechanics and how systems and sub-systems interact with each other, how rules mesh and stack up and what tools one should use depending on the goal to achieve."

"Heroes Against Darkness deserves to be in your library and merits to at least be tried a few times. Its mechanics are intuitive, solid and easy-going and the game has an air of friendliness to newcomers."

"HAD is now by far my game of choice for the one-off demos to the uninitiated on what our hobby is about. Something tells me I will not be disappointed."


Antonios S, I salute you!


Heroes Against Darkness is intuitive, solid and easy-going, just like its author:
Heroes Against Darkness: Downloads.

Thursday, 6 September 2012

Sneak peek at a Hero Kids character

So while all of the helpful playtesters are putting Hero Kids through it's paces, I reckon it's a good time to show everyone else what a 'Hero Card' looks like for one of the heroes that's included in the game.  From the card you might be able to work out the basics of the system itself.


First, each of the heroes has four main attributes:
•   Melee (dice pool for melee attacks)
•   Ranged (dice pool for ranged attacks)
•  Magic (dice pool for magic attacks)
•  Armor (dice pool for defending against enemy attacks)

Plus a number of attacks and actions:
•   Normal Attack (melee, ranged, or magic)
•   Special Action (usually a special attack or other action)
•   Special Ability (a passive ability based on the hero's specialty)

Finally, heroes can also have these items and skills:
•   Healing Potions (these are used in combat to heal the hero)
•   Inventory Items (these can be used in adventuring)
•   Skills (these can be used in adventuring or role-playing)

Hero Kids works as a simple skirmish game or as a full RPG, and the characters themselves have layers of complexity so that they are usable by kids from 4 to 10.  Younger kids just have to use their dice pools and their Normal Attack, while older kids can use tactics and their heroes' Special Actions and Abilities to tackle hard combats and other adventuring and role-playing obstacles.

If I've designed the Hero Cards it right, this example card should pretty much tell you about the underlying mechanics of the game and the possible and probable variations in the heroes that come with the game.


Looking for something more complicated, look no further:
Heroes Against Darkness: Downloads.

Monday, 3 September 2012

Hero Kids alpha playtest begins


Okay, the playtest docs for Hero Kids are out to testers.

If I somehow missed you in sending out the docs, drop me an email at justinhalliday(@)gmail(dot)com.


In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.

Tuesday, 28 August 2012

Presenting "Hero Kids" RPG for Kids

I've been pretty quiet about RPG stuff lately because I've been beavering away on my next project.   Regular readers know that a while ago I made up some simple RPG rules to play with Violet and since I finished the first version of Heroes Against Darkness I've been working on turning those simple rules into a real game.

This project now has a name: Hero Kids

Hero Kids is a fantasy RPG for kids aged 4-10. It uses a combination of cool hero artwork, fast play and simple opposed combat mechanics to introduce kids to RPGs.

I'm looking for volunteers who want to alpha test the rules on their own kids ahead of the game's release on DriveThruRPG later this year.

This is your last chance to hit me up here, on G+ or on my gmail if you want an invite the playtest the game!


In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.

Monday, 20 August 2012

Advice for Publishing Your Own RPG

There's a thread over on RPG.net where a designer asks what to do now that he's finished his RPG.   That's all pretty standard stuff, but one of the responses was so good I'm going to re-post it here.

This is the response by Kevin Crawford, who's the designer of Stars Without Number and Other Dust.



Here's the rough formula I used; it may not be the best formula, but it worked for me.

1)   Write a game.   Lay it out in a simple, clean two-column format with some apposite stock art acquired from DTRPG. Use InDesign if you have an educator's discount or a willingness to splurge for the best, and use Scribus if you want a free but less friendly alternative.   Plan for POD from the start.   It's simple to turn a PDF into a book if you've planned the layout from the start.   OneBookshelf's print submission guidelines will tell you what you need to do.
2)   Write a supplement or adventure for that game.   You're going to charge for this, because OBS is a business, and they need to make some profit off of at least oen product if they're going to be serving up your free game on their website.
3)   Get a publisher account set up with OneBookshelf.   This takes about 24 hours and is free.
4)   Load the game and supplement both as PDFs and as print files. Get the print proofs sent to you and have someone else look for problems too.
5)   Put the game up for free and the supplement up for a modest price.   Price the game POD at at least $25 and the supplement at at least $10 for anything more than 32 pages, and $15-$19 for larger supplements.   Price the supplement PDF at half the print cost, and bundle a free PDF with the POD.   Stay away from penny-ante PDF pricing; people who see $0.99 stuff tend to assume it's shovelware, rightly or not.
6)   Start selling.
7)   Customers who download your free products end up added to your OBS mailing list if they choose to accept emails.   This is why, after two years, there are about 6,500 people who'll take my emails.   These people are going to be your market, so treat them gently.   One email per month, tops, and make sure you've got something meaningful to tell them when you do.   Spamming customers is a guaranteed way to build hate.
8)   Continue supporting your game with freebie products to keep people interested while you work on paying materials.
9)   Abandon all life outside of your work.

There.   A simple nine-step plan to earning slightly less per hour than you'd make at Burger King, except without as much social status.




I think that Heroes Against Darkness needs a print version, don't you?
Heroes Against Darkness - Game Rules.

Friday, 17 August 2012

What to Steal From D&D Next!

Now that I've had time to think about some of the things that those crafty designers are WOTC are doing for D&D Next, I think that a few of their changes to that game are worth pursuing for future versions of Heroes Against Darkness.

Things to steal from D&D Next:
•   Slower scaling progression
•   Resistance reduces damage by half
•   Vulnerability takes critical damage
•   +1 to a starting ability score for class

Scaling Progression

While Heroes Against Darkness follows D&D's +1 per level progression, D&D Next casts this aside and goes for a completely flat ability score progression and relies on HP increases to simulate the relative power of high and low level combatants.

While I don't think that totally flat progression is desirable (because it reduces the players' ability to feel that their characters are developing in a meaningful way), I do start to worry when characters start to reach +10 (or more) once they're at Level 6.   To test out this feeling, I posted a poll on RPG.net, which asked the respondents how fast they thought their character's main ability score bonus should progress.

Here are the results:

+1 per level by tables (e.g. D&D 1-3rd Eds): 10.45%
+1 per level by mechanics (e.g. D&D 4th Ed): 16.42%
+1 per 2 levels (e.g. +1 to primary ability every level): 10.45%
+1 per 4 levels (e.g. +1 to primary ability every second level): 22.39%
+1 per 8 levels (e.g. +1 to primary ability every fourth level): 11.94%
No progression ever: 28.36%

The results here show that about 27% of respondents want some form of +1 per level, and another 28% want no progression ever.   Obviously these two groups cannot be reconciled.   Based on this statistically insignificant sample, I reckon that the sweet spot is probably somewhere around +1 every third level.   This gives players some progression and control over their characters, but it also keeps the escalation of the bonuses (and the scores themselves) under control.

Resistance

My previous plan for resistances in Heroes Against Darkness was to reduce the damage by an amount that is derived from the monster's ½ Level bonus.   D&D Next makes resistance a simple half damage.   While the half damage from D&D Next doesn't reflect the power of the monster (a powerful monster can completely negate the damage in Heroes Against Darkness), the simplicity of the maths makes it easier to run.

Vulnerability

As with the resistances, vulnerabilities in Heroes Against Darkness are currently calculated from the monster's ½ Level bonus, like this:

"Vulnerable Cold: +5 damage per ½ Level of the attacker from cold sources."

This could be simplified by switching to critical damage for vulnerability:

"Vulnerable Cold: Attacks from cold sources deal critical damage."

Ability Score Bonus for Class

The final immediately worthwhile design element from D&D Next is the association of a character creation ability score bonus with the class, separate from the traditional bonus that is derived from the character's race.   This change gives players greater freedom to mix and match classes and races (rather than having to choose the most optimal combination).



Check out the game that the D&D designers should be stealing from:
Heroes Against Darkness - Game Rules.

Wednesday, 15 August 2012

Heroes Against Darkness v1.02

I've updated all of the Heroes Against Darkness PDFs to v1.02.

This is another minor update that addresses one of the issues which has come up in the EN World review (and possibly elsewhere); namely that the class powers are separate from the class descriptions.   To address this I've added an extra line at the bottom of the Example Combat and Spell Powers section of each class that tells the reader which page that class's powers are on.

Let me know if any of you have any other feedback for this version of Heroes Against Darkness.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Tuesday, 24 July 2012

More Niceness About Heroes Against Darkness

The Boulder himself over at the Impossible Boulder blog took a look at Heroes Against Darkness for his series of posts about beginner-friendly free RPGs:

Heroes Against Darkness: Beginner Friendly?

Once again I shall take quotes out of context to increase the appeal of the game (J/K):

"Heroes Against Darkness is a free fantasy role playing game wrapped up in an attractive package and stuffed with style."

"The choice to strip feats and skills from d20 is really the first place that the game starts to move into more old school territory."

"The real beginner-friendly jewel of Heroes isn't found in the rulebook at all. The Sundered Tower is a solo adventure done in a choose-your-path style that teaches the basics of the system."

"Heroes Against Darkness is one the of the slickest free RPGs I have seen yet. Don't let the $0 price tag fool you, this is the full package."

"This is a game that feels like 0e/1e D&D with a more robust tactical framework and a unified system. I get a feeling that Heroes Against Darkness will appeal to fans of the E6, Fourthcore and people that subscribe to the OSR ethos, but not necessarily the games."



You heard the man, don't let the price tag fool you, feel the quality:
Heroes Against Darkness: Downloads.

Thursday, 19 July 2012

D&D RPG For Kids: Coming Soon...

I still get tons of interest in an old blog post of mine where I played a super-simple D&D-style RPG with my daughter Violet:

D&D For Kids (Rules Included)!

Since the release of Heroes Against Darkness, Violet and I have been working on expanding the basic premise of those rules into a real proper game for real proper kids.   It's too early to tell you too much, but what I'd like to do is to get you guys to contact me if you're interested in playtesting the rules when they're ready.

If you are interested, drop me an email at justinhalliday(a)gmail(dot)com, hit me up on Google+, or just follow this blog and i'll put you on the mailing list for the game's playtest.

Kudos to Eric Quigley for the pic.


In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.

Saturday, 7 July 2012

More AnyDice d6 Dice Pool Probabilities

Following my previous exciting and enigmatic post about d6 dice pool probabilities, I've also run the same combinations of dice pools through AnyDice to see what the probabilities are when you take the cumulative totals of the pools, rather than just the highest of either pool.   The results are (obviously) a lot different.

First though, here's the AnyDice code:


function: opposedhighestcume of A:n and B:n
{
      if A >= B { result: 1 }
      result: -1
}

output [opposedhighestcume of 1d6 and 1d6]
output [opposedhighestcume of 2d6 and 1d6]
output [opposedhighestcume of 3d6 and 1d6]
output [opposedhighestcume of 4d6 and 1d6]

output [opposedhighestcume of 1d6 and 2d6]
output [opposedhighestcume of 2d6 and 2d6]
output [opposedhighestcume of 3d6 and 2d6]
output [opposedhighestcume of 4d6 and 2d6]

output [opposedhighestcume of 1d6 and 3d6]
output [opposedhighestcume of 2d6 and 3d6]
output [opposedhighestcume of 3d6 and 3d6]
output [opposedhighestcume of 4d6 and 3d6]

output [opposedhighestcume of 1d6 and 4d6]
output [opposedhighestcume of 2d6 and 4d6]
output [opposedhighestcume of 3d6 and 4d6]
output [opposedhighestcume of 4d6 and 4d6]


That code outputs either -1 or 1, depending on which pool 'won':
•   1: Attacker's total is higher (or ties, which is also a win).
•  -1: Means that the second pool 'won' and the attack was unsuccessful.

Here are the results for the cumulative opposed checks, with ties resolved in favor of the attacker:

Attacker's pool
(down the left)
1d6 2d6 3d6 4d6
1d6 58% 16% 3% 0%
2d6 91% 56% 22% 6%
3d6 98% 85% 55% 26%
4d6 99% 96% 81% 54%

Here again are the previous results for the 'highest dice' opposed checks, with ties resolved in favor of the attacker:

Attacker's pool
(down the left)
1d6 2d6 3d6 4d6
1d6 58% 42% 34% 30%
2d6 75% 61% 53% 48%
3d6 83% 72% 65% 60%
4d6 88% 79% 73% 69%

That's all pretty boring, right?  

Well, hopefully it will make sense one day. :-)


Check out Heroes Against Darkness, which has a dice mechanic no one could call innovative: Heroes Against Darkness - Game Rules.