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DGRPG Design Diary #9: Fightin'! Combat is divided into rounds. Little five-second parcels of time that make it easier for everyone to keep track of what's going on. Each round everyone gets an action - this can be something like opening or closing a door, retrieving something from a pocket, or trying to beat the tar out of an opponent. Everyone gets an action every round (unless constrained by something), and once everyone's taken an action a new round begins. How hard is it to hit the target? You're tr...

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Grind | dungeongrind.blogspot.com Reviews
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DGRPG Design Diary #9: Fightin'! Combat is divided into rounds. Little five-second parcels of time that make it easier for everyone to keep track of what's going on. Each round everyone gets an action - this can be something like opening or closing a door, retrieving something from a pocket, or trying to beat the tar out of an opponent. Everyone gets an action every round (unless constrained by something), and once everyone's taken an action a new round begins. How hard is it to hit the target? You're tr...
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1 combat resolution
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3 and deft
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5 vigour
6 what's that
7 summary
8 posted by
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Grind | dungeongrind.blogspot.com Reviews

https://dungeongrind.blogspot.com

DGRPG Design Diary #9: Fightin'! Combat is divided into rounds. Little five-second parcels of time that make it easier for everyone to keep track of what's going on. Each round everyone gets an action - this can be something like opening or closing a door, retrieving something from a pocket, or trying to beat the tar out of an opponent. Everyone gets an action every round (unless constrained by something), and once everyone's taken an action a new round begins. How hard is it to hit the target? You're tr...

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dungeongrind.blogspot.com dungeongrind.blogspot.com
1

Dungeon Grind: January 2013

http://dungeongrind.blogspot.com/2013_01_01_archive.html

DGRPG Design Diary #7: Core Mechanics Review. A quick recap of the core mechanics, with some provisional values. The central task resolution mechanic used to determine success or failure. This can apply to setting or disarming a cunning trap, jumping over an obstacle, climbing a rope, attacking an adversary, intimidating a subordinate, whatever. I'm going to try and keep the range of modifiers pretty tight to avoid undue inflation as characters improve over time. Are derived from the PC's Attributes.

2

Dungeon Grind: July 2012

http://dungeongrind.blogspot.com/2012_07_01_archive.html

DGRPG Design Diary #5: Primary Attributes. Another crunchy Design Diary today, in which I flail around with numbers some more. Each character has six primary attributes loosely mirroring the STR/DEX/CON/INT/WIS/CHA characteristics of D&D. Slightly tweaked for the sake of symmetry. The names of the attributes are provisional at this point, and may change if I find more appropriate or flavourful synonyms. The primary attributes are divided between Physical. In each category, one attribute of each type:.

3

Dungeon Grind: June 2012

http://dungeongrind.blogspot.com/2012_06_01_archive.html

DGRPG Design Diary #3: Setting and Flavour. The setting is one of generic pseudo-medieval fantasy, in which Benevolent Nobles rule over Muddy Peasants, while on the horizon the Evil Overlord assembles his Legions of Terror and schemes to veil the realm in darkness. Bands of Doughty Adventurers rove the land, venturing into Perilous Dungeons in search of Riches and Glory before retiring to Rustic Taverns to spend their loot on Ale and Whores. This sort of Standard Fantasy Setting. An Overlord might pay ba...

4

Dungeon Grind: September 2012

http://dungeongrind.blogspot.com/2012_09_01_archive.html

DGRPG Design Diary #6: Favours as Currency. Some thinking-out-loud on the subject of using money as fuel for plot. The answer is favours. This favour-based economy pervades the entire dungeon, with minions trading their favours from one to another in exchange for, well, pretty much anything. This could lead to a pretty heavy bookkeeping burden (following who owes how much to whom and how much that's worth), so I'm inclined to save tracking specific favours for story-relevant interactions. Most day-to...

5

Dungeon Grind: March 2013

http://dungeongrind.blogspot.com/2013_03_01_archive.html

DGRPG Design Diary #8: Core Character Classes. At this point I'm working on the basis of four core character classes, based around broad archetypes with enough room for customisation that even characters from the same class can feel distinct from one another in play. Combat, martial prowess, heavy-hitting, intimidation, brutality, resilience. Stealth, traps, thievery, infiltration, spying, assassination. Social, wrangling bureaucracy, currying favour, diverting blame, directing minions.

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DGRPG Design Diary #9: Fightin'! Combat is divided into rounds. Little five-second parcels of time that make it easier for everyone to keep track of what's going on. Each round everyone gets an action - this can be something like opening or closing a door, retrieving something from a pocket, or trying to beat the tar out of an opponent. Everyone gets an action every round (unless constrained by something), and once everyone's taken an action a new round begins. How hard is it to hit the target? You're tr...

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