Tokyo Heroes: Bug Fixes
I've gotten over the shock of starting graduate school, so I've been able to find some more time for stuff like designing games. I poked at Thrash 2.0 a bit over the past few days; I keep forgetting how much I like how it's looking, but there's also a lot of grunt work left to do.
For Tokyo Heroes, as mentioned before the first playtest was very successful overall, but revealed some things that need work.
One of the things that was a little problematic was how the villain seemed to always get screwed out of being able to defend. I just realized that there was a potential solution in the rules already; there's a rule for Split Actions, where a character can do multiple actions in a turn by taking a penalty equal to the number of actions being performed. Hence, a bad guy like Hellion could've defended and still been throwing around attacks that do 5-7 points of damage. I need to try it out in play to find out if it's actually a solution to the problem.
I also reworked the mook rules a bit. For each mook the GM rolls one die, and each Success is a potential point of damage, but each success on a hero's attack knocks out one of those successes, and each success on a hero's defense prevents two.
A friend of mine came up with a neat idea too. I hadn't consciously intended it to be that way, but Tokyo Heroes wound up being set up so that the game involves lots of fun dice rolling. So, the idea is to have players roll for bonus Karma points. I'm not 100% sure how to set this up, but I'm thinking it'll be something like the GM picks out an attribute each hero used for important stuff during the episode, and the player rolls that for bonus Karma. Either that, or players would roll as many dice as they earned Karma points, and each 6 would be a bonus point.
Of the issues I found in the playtest, that leaves the matter of how the derived stats (Stamina, Resistance, and Initiative) are figured. The variation of Resistance between 3 and 11 in the playtest characters is a concern, not to mention the fact that the totals of Stamina never seem to work out how you expect, and Pink characters seem to wind up having a lot. Of course, in the playtest the PCs haven't yet gone up against a villain that's really meant to test those stats, so I'm not sure how problematic it really is. If I do change it, I'm not yet sure what I'd change it to anyway, but having all of the heroes start off with the same amount of Stamina and Resistance (that can be increased later) is a possibility.
Other than that, there's still some parts that need more pure writing, and that's before we get into editing and whatnot. But still, while the actual play was different than I expected, I think I've got a fun game on my hands.
For Tokyo Heroes, as mentioned before the first playtest was very successful overall, but revealed some things that need work.
One of the things that was a little problematic was how the villain seemed to always get screwed out of being able to defend. I just realized that there was a potential solution in the rules already; there's a rule for Split Actions, where a character can do multiple actions in a turn by taking a penalty equal to the number of actions being performed. Hence, a bad guy like Hellion could've defended and still been throwing around attacks that do 5-7 points of damage. I need to try it out in play to find out if it's actually a solution to the problem.
I also reworked the mook rules a bit. For each mook the GM rolls one die, and each Success is a potential point of damage, but each success on a hero's attack knocks out one of those successes, and each success on a hero's defense prevents two.
A friend of mine came up with a neat idea too. I hadn't consciously intended it to be that way, but Tokyo Heroes wound up being set up so that the game involves lots of fun dice rolling. So, the idea is to have players roll for bonus Karma points. I'm not 100% sure how to set this up, but I'm thinking it'll be something like the GM picks out an attribute each hero used for important stuff during the episode, and the player rolls that for bonus Karma. Either that, or players would roll as many dice as they earned Karma points, and each 6 would be a bonus point.
Of the issues I found in the playtest, that leaves the matter of how the derived stats (Stamina, Resistance, and Initiative) are figured. The variation of Resistance between 3 and 11 in the playtest characters is a concern, not to mention the fact that the totals of Stamina never seem to work out how you expect, and Pink characters seem to wind up having a lot. Of course, in the playtest the PCs haven't yet gone up against a villain that's really meant to test those stats, so I'm not sure how problematic it really is. If I do change it, I'm not yet sure what I'd change it to anyway, but having all of the heroes start off with the same amount of Stamina and Resistance (that can be increased later) is a possibility.
Other than that, there's still some parts that need more pure writing, and that's before we get into editing and whatnot. But still, while the actual play was different than I expected, I think I've got a fun game on my hands.
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