Project Burner Dev Log 3: Health Systems and Damage

in Tabletop / DND3 years ago (edited)

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This vido I talk about how I want to implement two health bars in the game, and some of the design rational behind thos choices. I also talk about how damage is calculated, and a minor defense of dice roll based combat.


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Interesting concept - is the idea that the shield can be easily repaired, self repairs or is automatically reset between combats or on a time basis ? Almost like the equivalent to a D&D 5th Ed long or short rest. Without this, I can see a risk that the first combat will always be designed as the toughest of the adventure, and that characters will want to go back to base to re-equip after every single combat.

Your shield resets to full health between missions. It can be repaired with certain items and abilities while in combat. As far as mission structure goes, each mission is designed to contain several combat encounters, and I hope players would not want to retreat prior to finishing objectives, unless the party is in really dire straights. Certain players are going to want to keep fighting tooth and nail until they are defeated, but I understand others would favor a tactical retreat. It is a difficult balancing point to maintain, and I had not considered the possibility of retreating from perceived danger. I am trying to be more cognizant of maintaining room for player expression. At least with a paramilitary feel, the Host can lightly dissuade the party from abusing retreating to reset shields. There are also other design options to dissuade the behavior, like preventing it entirely with the pursuit ability in Pokémon, or doing what darkest dungeon did, and having retreats be a big risk since they could fail, and the enemy can get in some free hits when retreating.

I can see what you're suggesting working well in a videogame environment, where an adventure is basically an extended encounter with enemies pretty much present the whole time, or in the process of incoming. In that situation, the game carries on as a single effective encounter from the start until the objective is reached, and if characters die, they restart at the last save point.

For an RPG, players get (or at least should get !) a lot more agency. In most RPG's, and adventure is a series of encounters which might be separate or may merge depending on player actions - breaking for a rest or because there's a non-combat roleplay/trap finding/whatever opportunity, opening the next door before the previous encounter is finished etc. Additionally, players in an RPG tend to be more attached to their characters and adventures can be more open to character actions than in a videogame. If you want a chuckle, here's is an entertaining D&D-spoof of how serious players can get in keeping their characters in tip-top form at all times.....

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