I want to see what you guys think about this. I've not worked on it very long, but I think that when my group gets together (and that will probably be a long, long time from now) they would really enjoy this. Please read and review at your leisure.
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Blade and Blood
Submitted by Jenrock on Fri, 2007-02-16 20:08.
Feedback | Reviews
I want to see what you guys think about this. I've not worked on it very long, but I think that when my group gets together (and that will probably be a long, long time from now) they would really enjoy this. Please read and review at your leisure. » add new comment | 271 reads
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Lot more numbers than I like
Lot more numbers than I like in my games now. But very creative and complete. Because so much arithemtic is devoted to stats for combat, can see where role-playing is going to get lost in the shuffle; you simply don't have time to think about anything but adding modifiers for each round of a fight, and the referee is going to have to spend all his inbetween time statting up the NPCs. This isn't a criticism, just an observation; what I'm seeing then is this is an excellent dueling or gladiator game. So, maybe some sort of stats for "resources" such as: "what does it cost for a weapon that does +1X and +1Y or to buy/train/equip a gladiator, and where does the money come from?"; "what do you get for inferior/superior social rank (duels) or training (E.g. "character level") or situation ("you're in the major arena instead of the country-draw-a-circle-in-the-dirt"), and if this can change how is that accomplished?"; also perhaps some rules on a code duello and/or post-fight healing for survivors (who pays? how good are doctors/chirurgeons/healers in that world?).