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Schrödinger's Ghosts
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Devlog
More small changes.
February 01, 2023
by
@tibbius@dice.camp
Changed "health" to "stamina" and altered the rule for when a PC is slain. Unified combat rules between the "ghosts" and "u.m.f" versions...
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Yet another change to combat
January 30, 2023
by
@tibbius@dice.camp
1
#design, #combat, #armor, #dodging, #shields
I keep trying to make combat simpler. Cut down on rolling. Focus on the hard part, which is NOT getting hurt. I think this is the final iteration of that effort. Of course I have thought that before...
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Changed combat significantly.
January 29, 2023
by
@tibbius@dice.camp
1
#game design, #mistakes were made
We play tested the "quantum wave collapsing" version of combat. I thought it would be cool to see it working. I don't like it. The disincentive to act first is too strong. So I changed how combat work...
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Still messing around with armor ...
January 22, 2023
by
@tibbius@dice.camp
I figure to reduce die rolling, I'll just do this: In SG-UMF, if you're wearing body armor , then ignore harm less than the low die of your Danger Roll. In szczuri, if you're wearing heavy armor , the...
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Adjusted wagers with ghosts, missile weapons, starting health, and armor
January 20, 2023
by
@tibbius@dice.camp
#design, #ghosts, #magic
Doing a little playtesting, and it's not very fun when you are wagering your maximum health and lose some. Not so bad if it's just your current health. But different tables may have different takes. S...
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I added an urban modern fantasy variant.
January 19, 2023
by
@tibbius@dice.camp
It differs a little in the combat rules, a bit more in the rules for making a character...
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There are two intentionally broken things here
January 18, 2023
by
@tibbius@dice.camp
How long will it take you to spot the broken mechanics? Hint: one of them was inspired by a throw-away line from Legally Blonde ...
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