the snag I'm running into is all the inbetween stuff that takes places outside the main rpg mechanics i.e the roleplaying. It's so natural to me that it's hard to convey in writing.
Posts by Chris Kaine
you really feel it if you DON'T have coffee I can tell you that much from today's experiences
There are days where coffee feels like a placebo and days where I forget to have some, like today, where it definitely does not
Black friday on my Displate store today with 40%OFF !
displate.com/anatofinnsta...
Tying damage to the hit roll makes sense to me. If you hit good, you damage good. And it condenses the whole process to ONE roll, which should make the process snappier and speedier.
I enjoy when weapon damage is fixed. Rolling dice is fun, rolling a 1 on your damage dice after getting a really good hit roll is less fun.
They have no instructions from on high, as those power systems collapsed years ago. But they're still dangerous. And you can heal the world's pain by decommissioning them permanently.
These WMDs come in the form of mighty mutated beasts, or creaking, titanic war machines wandering the land destroying without reason or purpose.
I've described my game as "dungeons and dragons plus WW2."
It's inspired by nausicaa of the valley of the wind.
It's hope-pilled. You and your team of mercs ride a tank around a soft-apocalypse high fantasy world, seeking to remove the last WMDs from the world.
The Great War that kicked off everything in my game setting really is just time-twisted fantasy world war 2.
Sometimes I'm feeling weird with sticking to the basics like this.
With Leviathan I ask a simple question: "what if the Fellowship of the Ring had a Sherman?"