Posts

Showing posts from August, 2020

Tabletop Arcade: Equipment Chapter Draft

Hey all! For today's post, I've got another finished draft chapter for y'all. The equipment chapter includes rules for the various armour and weapons you'll use in-game, plus some rules for tracking wealth and inventory space. First off in the chapter is the Wealth system. It's pretty much the same system used in Open Legend, but I've added a couple small additions and tweaks. The Inventory system follows and is super simplified. The weapons system largely adapted from D&D 5e, just with some changes to make it more appropriate to the rest of the game. I'm particularly excited about creating some content for modern setting using these rules. The rules for armour take elements from both Open Legend and 5e, and I'm pretty satisfied with how they came out. I also took inspiration from Runequest in giving heavier armour a penalty to initiative - I think it works particularly nicely here as initiative is not rolled in TA. Finally there's the misc

Tabletop Arcade: Combat Chapter Draft (Plus Revisions)

Hey all! Sorry for the delayed post, but I've got the draft chapter on combat in TA finished! This one sure took a while to finish, I experienced a couple major setbacks along the way. Chief among them, I ended up rewriting the Abilities draft chapter a little bit along the way. Unfortunately I also overwrote the old draft on GM Binder, so it only lives on in PDF form. Well I see no value in wasting any time, so let's get straight to the content. The Document on GM Binder: TA Combat Chapter Draft And the revised Abilities chapter draft: The Document on GM Binder: TA Abilities Chapter Draft Version 2 I'm gonna give the semi-helpful ramble about what I learnt and what I changed while writing the chapter a miss this week if y'all don't mind. I'm frankly a little tired of looking at this thing lmao. Since this post has been delayed so significantly, I'm probably not gonna have anything new this weekend unless I think of something I can throw t

Tabletop Arcade Dev Diaries #16: Retreating

Hey all! Today I wanted to go over my thoughts on how retreating from combat might function in Tabletop Arcade. Now initially you may be thinking "well that doesn't sound very important", and you may be right. But stick with me, exploring this topic has unearthed the need for a couple design choices that don't seem to have simple answers. First of all, retreating doesn't come up very often in mainstream tabletop games. Players typically assume they can win any fight that they're in, and they're usually right. With the help of healing in particular, players usually have the option to sustain themselves for "just one more round" pretty much all the time. I've brought this up before in dev diary #12 , but this is kinda something I want to avoid. Consequently, I want retreating from combat to be a legitimate option, and sometimes even the best  option. So in summary, retreating is gonna matter in TA. On top of this, retreating is handled pr