Skip to Content
 

Dungeon Crawl game idea

25 replies [Last post]
questccg
questccg's picture
Offline
Joined: 04/16/2011

Hi all,

I have been exploring the idea of a solitaire or cooperative game.

How the game breaks down goes something like this:
-You buy a Dungeon Set (contains hex tiles and pawns)
-You buy a Character Set (Contains cards for a type of character)

So let's just say that a Dungeon Set would be the Dwarven Mine, your goal to defeat the Giant Spider. And I would want to play the role of a Fighter, so I would buy the Fighter/Warrior Character Set. This implies that the Treasure deck contains the appropriate rewards for your class.

Has anyone seen something similar in the market???

NOTE: If you would want to play as a Mage/Wizard, you would buy another Character Set...

There are 6 classes in total: Fighter/Warrior, Mage/Wizard, Cleric, Thief, Ranger and Paladin.

Again I would like to know if something like this already exists and is obviously a FUN game to play.

Runedrake
Offline
Joined: 08/13/2012
Collaborate?

I have not seen anything like this before for dungeon crawls.
Do you have any game mechanics yet? I always wanted to make a really good adventure board game so I have racked up some ideas, I would love to help you make this game. Here are a few ideas for you to consider:

Square Tiles?
I see you state you will be using hex tiles. I find square tiles may be better for a dungeon crawl also since square tiles can be connected together a lot easier such as in castle ravenloft.

Starter set
I was thinking you could have a starter set which would contain 2-3 dungeon sets, all 6 classes, a rulebook, and a large adventure book (and also other game components such as miniatures, cards etc.).

adventures
Each dungeon set should have around 5 adventures you can play and each adventure has a few goals/quests and you can choose which ones to complete. The more you complete the more bonuses you get. Some goals and quests are dependent on other goals/quests for example in one quest there is an area with a broken bridge you cannot get across it, you try doing a different quest to find something to fix the bridge with or place across the gap, at last you find a solution and you get over the bridge and finish your quest somehow.

Not just fighting!
Most adventure games have too much fighting and you just bust your way through the dungeon. Adventures should pretty evenly require skills. One quest might be about solving some mystery which you may need some intelligence for, one quest could be finding some ancient artifact and destroying it (destroying it may require strength but you could choose to use some spell on it or putting it on the ground and luring a heavy monster there which then steps on it destroying it). What I am saying is give the players many choices.

No DM/GM
You should have it so that depending on what players do, different things happen. The rulebook could have everything you would need to determine whats next. The rulebook would also contain many 'chance of' charts so that random things happen and you never have to play the same adventure the same way.

More adventures online
You could have tons of adventures online and have fans be able to post their adventures that they make.

Character creation
People like to create their character and have choices of their stats base spells etc.

Keep things for next time?
Some adventures could be for higher level characters and players could possibly be able to keep their character and items for next time they play, this would also make them want to do more quests since what point is a reward if you can't use it.

Advanced classes
Since I said all 6 classes you listed could be in the starter set there could be some classes such as animal tamer, necromancer, herbalist, warlord, smith etc. most of the classes should not be totally based around fighting. Animal tamer could hove some useful pet and maybe be able to tame certain monsters.

There are so many more things I can come up with, tell me whether or not you will use these. Looking forward to that game ;)

questccg
questccg's picture
Offline
Joined: 04/16/2011
Collaborate

Ya I am looking for collaboration on this work... Sent you a Private Message (PM). Send me an e-mail when you get it.

Regards.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Anyone else???

questccg wrote:
Ya I am looking for collaboration on this work...

Are there any other game designer interested in working together towards designing a "Dungeon Crawl" game...? Feel free to respond and maybe we can design a great product together!

Stormyknight1976
Offline
Joined: 04/08/2012
Collaboration

I would like to lend a hand. I am working on two of my own projects right now but on my down time I like to work on other game projects. What areas are you looking to fill.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Combat calculations

Stormyknight1976 wrote:
I would like to lend a hand. I am working on two of my own projects right now but on my down time I like to work on other game projects. What areas are you looking to fill.

Right now the issue is with STATS, equipment and dice rolling: Combat calculations.

I have 2 stats as of right now: Attack (ATK) and Defense (DFS) with values around 1-10 points.

HOWEVER I don't know how to implement: Equipment, spells (Auras and enchantments).

What I want is to use 1 roll of 4 dice: 1d4, 1d6, 1d8, and 1d12.

That roll should determine the outcome of the battle (eg. the number of hit points lost).

I want it KISS (Keep it simple). If you have LOTS of enemies on the board, you don't want to be constantly rolling! It has to be kept to a minimum.

Kris

Casamyr
Offline
Joined: 07/28/2008
Using 4 dice of different

Using 4 dice of different denominations is going to make it more complicated for your average gamers.

Using KISS I would roll 1 kind of die, a d10. The reason? Your stats have a value of 1-10. I would have it like this.

You attack value should be somewhere between 1-5. Each point = 1d10. so with an attack value of 5 you roll 5d10.

DEF is the value needed to hit the enemy so with a defense of 7, you need to roll 7+ on your d10 to hit.

So with this example, our player rolls 5d10 and gets 3, 6, 7, 10, 4. He compares these to the defence of 7 and sees 2 hits - the 7 and 10. Each 'hit' equals a wound.

Nice and simple.

Equipment, spells, auras, etc, all play off this, armour negates wounds, weapons maybe increase damage, auras, reduce ATT or increase DEF and so on.

Stormyknight1976
Offline
Joined: 04/08/2012
Calculations

d4 : Range. d6: Move. d8: ATk. d12: Dfs. Roll at the same time to see outcome. This is done for the enemy as well. Equipment die: d20. Roll 1 time for each weapon attribute. Aura Spells: d10 white for attributes. D10 black for attributes.

Runedrake
Offline
Joined: 08/13/2012
Casamyr, I like it but...

Someone without plate armour would be in big trouble. It might be good for a damage system but what about blocking?
By blocking I mean parrying, dodging etc.

questccg
questccg's picture
Offline
Joined: 04/16/2011
I understand your solution...

Casamyr wrote:
Using 4 dice of different denominations is going to make it more complicated for your average gamers.

Perhaps to a novice yes. However it eliminates the need to roll so many times. If you have 12 skeletons in one room, its going to take a lot of rolls to clear the room...

Casamyr wrote:
Using KISS I would roll 1 kind of die, a d10. The reason? Your stats have a value of 1-10. I would have it like this.

Well I believe that the values will be higher (1-20) if weapons alter your ATK value. So characters start with values between 2 and 7 on ATK. Add a Sword and maybe ATK gets +1 or +2...

Casamyr wrote:
You attack value should be somewhere between 1-5. Each point = 1d10. so with an attack value of 5 you roll 5d10.

DEF is the value needed to hit the enemy so with a defense of 7, you need to roll 7+ on your d10 to hit.

So with this example, our player rolls 5d10 and gets 3, 6, 7, 10, 4. He compares these to the defence of 7 and sees 2 hits - the 7 and 10. Each 'hit' equals a wound.

It may be nice and simple, however it implies A LOT of rolling. If DFS stat starts around 5 or 6 and goes up to a maximum of 20 by using armor, shield and helm... It guess I would need to use 1d20 instead. I had forgotten about things like swords (skills: Ambidextrous = two hands), etc.

Casamyr wrote:
Equipment, spells, auras, etc, all play off this, armour negates wounds, weapons maybe increase damage, auras, reduce ATT or increase DEF and so on.

Maybe the ATK and DFS can remain the same (1-10). And weapons affect the outcome not the rolls. Like a +1 weapons does exactly that +1 DAMAGE. The other solution is going to 1-20 and having weapons add to the ATK value...

questccg
questccg's picture
Offline
Joined: 04/16/2011
Clarification needed

Stormyknight1976 wrote:
d4 : Range. d6: Move. d8: ATk. d12: Dfs. Roll at the same time to see outcome. This is done for the enemy as well. Equipment die: d20. Roll 1 time for each weapon attribute. Aura Spells: d10 white for attributes. D10 black for attributes.

Hmm... I need more information.

My use of 4 dice was for something like this:

-1d4: Monster's strike value
-1d6: Player's strike value
-1d8: # of attacks this round
-1d12: Special ability (1-6: enemy, 7-12: player)

So here are a couple of examples to explain:

Example #1: 1d4(4), 1d6(1), 1d8(4), 1d12(7)

This roll is BAD for the player. It states that the opponent has higher INITIATIVE than he does: 4 vs 1.

This gives a difference of 3 pts. x 1d8(4) = 12 points of damage + its ATK(max 20) - the player's DFS(max 20).

Example #2: 1d4(2), 1d6(5), 1d8(8), 1d12(1)

The player has the INITIATIVE: 2 vs 5.

Again the difference is 3 pts. x 1d8(8) = 24 points of damage + Players ATK(max 20) - Monsters DFS(max 20).

Best-case scenario for a player attack = 1d4(1), 1d6(6) = 5 pts. x 1d8(8) = 40 points of damage (+ATK and - DFS)and maybe a special used by the 1d12(12)...

The worst-case scenario = 1d4(4), 1d6(1) = 3 pts. x 1d8(8) = 24 points of damage (+ATK and -DFS)... This would be against the player.

This combat calculation works for Equipment, however I have not tackled SPELLS...

Casamyr
Offline
Joined: 07/28/2008
hmmm, quite a complex system

hmmm, quite a complex system and is far more akin to an rpg than boardgames. There is a lot of math to work through to figure out if you do any damage or not and is possibly more complicated than it needs to be.

Whatever system you come up with has to use the same system. If you decide to keep the current combat. perhaps you roll the same, but have a magic value that gets added, rather than your ATT (so you have ATT, DEF, and MAG) and a successful spell also has an effect that occurs if you get it off.

When I was looking at the single die, I assumed you were fighting 1 on 1 rather than hordes. I guess it depends on whether players are working together or if a player is controlling the enemies. By the sounds of it, players are working together or at the very least enemies are controlled by some kind of AI system?

questccg
questccg's picture
Offline
Joined: 04/16/2011
Not perfect yet

Casamyr wrote:
hmmm, quite a complex system and is far more akin to an rpg than boardgames. There is a lot of math to work through to figure out if you do any damage or not and is possibly more complicated than it needs to be.

Yes I agree it is more RPG-ish than your usual board game. That's kind of the purpose, to Dungeon crawl which is usally an RPG type of play.

Casamyr wrote:
Whatever system you come up with has to use the same system. If you decide to keep the current combat. perhaps you roll the same, but have a magic value that gets added, rather than your ATT (so you have ATT, DEF, and MAG) and a successful spell also has an effect that occurs if you get it off.

When I was looking at the single die, I assumed you were fighting 1 on 1 rather than hordes. I guess it depends on whether players are working together or if a player is controlling the enemies. By the sounds of it, players are working together or at the very least enemies are controlled by some kind of AI system?

Well the idea is to be able to fight more than just one enemy. 1 vs a party of 6 players is pretty boring... Now if you have 12 skeletons to battle than means 2 for each player... And that sounds reasonable, each PC can take on 2 monsters to boot! :)

The other nice thing is that I can have SPELLS to alter the die used. This is just after last nights session, however if we use a color coded dice system, it becomes possible to have more combinations of spells that affect the dice used during a roll.

The other matter is that we will assume monsters are DUMB... They will not attack unless provoked. Basically that's taken care of in the 4 dice roll. This is a thought because of space, a player can be attacked by perhaps 1 or 2 monsters at a time. For example, if you are in a doorway, you can only attack one monster at a time. Or you are at the entrance of a room, same idea.

So because of the roll and INITIATIVE, both player and monster get a chance to attack. I have named this the Battle Skill and each monster and character have it:

-1d4 = Low battle skill
-1d6 = Average/normal battle skill
-1d8 = Superior/high battle skill

questccg
questccg's picture
Offline
Joined: 04/16/2011
More on combat calculations...

questccg wrote:
So because of the roll and INITIATIVE, both player and monster get a chance to attack. I have named this the Battle Skill and each monster and character have it:

-1d4 = Low battle skill
-1d6 = Average/normal battle skill
-1d8 = Superior/high battle skill

I don't know if this sounds reasonable, however it reduces the need to have each monster attack the players. Basically when a player attacks, both the monster's battle skill roll and the player's roll will determine who has the initiative in the attack. Both have a chance to be the one on the offensive.

This is kinda realistic, because if a Fighter is standing in the entrance to a room or a door in a corridor, no monster will be able to pass unless the Fighter dies. Also all it would take is one player to block movement.

Second if you are in such conditions, well it's not very likely that you will be attacked by more than one monster...

So battles are more about "dungeon clearing" then they are about monsters attacking players.

If each monster had to attack players, it would take an awfull long time to defeat like 12 skeletons... (Yes - this is a large quantity. If you have 12 rolls that is a LOT, imagine other scenarios with other mechanics. My bet is they will require more rolling...)

larienna
larienna's picture
Offline
Joined: 07/28/2008
Why split in multiple parts

Quote:
How the game breaks down goes something like this:
-You buy a Dungeon Set (contains hex tiles and pawns)
-You buy a Character Set (Contains cards for a type of character)

Why split your game in multiple parts, it's just annoying for the user.

Instead simply sell expansions that includes New dungeons AND new characters. A bit like Arkham horror you get new stuff or everything when you buy an expansion: Board, item cards, locations, special rules, etc. Because buying a game in separate pieces is annoying.

In heroscape, they somewhat done that by separating mostly miniatures from landscape, but most of the time, they try to give a few miniatures even with landscape packs. The main difference with hero scape is the amount of space that the landscape requires.

VorpalPhoenix
Offline
Joined: 08/20/2012
I'm new but willing

Been reading this thread and if you want to use KISS then you might need to rework your conflict resolution / combat system so that it flows better, especially for single player games, players would less likely to cheat if they can actually do the real rules quickly instead of a complicated series of dice rolling.

What if your combat was tied directly to the enemy/monster cards? As in, you draw a monster card you have to battle, the card itself tells you what you need to roll in order to inflict a wound, and they have the hit points listed so you know how many times you need to wound it. Gear could add to the dice roll or reduce hits needed to defeat monsters. You could even have it so if you don't roll the needed roll to wound the monster then you are hit instead, and gear could reduce damage taken, or allow you to throw out bad rolls so you are not defeated.

Spells could allow you do deck manipulation so if a monster comes up you can't defeat you can discard that monster and draw another card or rearrange cards on the top of the deck, or stuff like that.

This does sound slightly like this game I had once called Mutant Chronicles though, players controlled minatures who would go into a tower, the rooms would be randomly drawn from a deck and placed on the game board, and enemies would be spawned and gear could be obtained. I don't have the game itself anymore but here is a link to that rule book:

http://www.goodsandgoodies.com/MutantChronicles/RuleBook/Rules-Missions-...

It might provide some insight on how it was handled before.

Stormyknight1976
Offline
Joined: 04/08/2012
Interesting card mechanic.

I like phoenix's idea. Sounds simple enough. And more engaging than just throwing hundreds of dice to find the end result.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Can't PACK 500 cards into 1 BOX

larienna wrote:
Quote:
How the game breaks down goes something like this:
-You buy a Dungeon Set (contains hex tiles and pawns)
-You buy a Character Set (Contains cards for a type of character)

Why split your game in multiple parts, it's just annoying for the user.

Well the reason is rather simple, once you have a Character Set it can be used for ANY Dungeon Set. So basically players buy their OWN Character Set and ONE player buys the Dungeon Set.

But the main motivation for this is to REDUCE the amount of cards you get in a Dungeon Set. Each Character Set comes with about 60 cards!!! If I put each type of character into ONE BOX, that would mean 360 cards plus the cards in the Dungeon Set (45 + Monsters which I have not figured out yet).

So all in all, in ONE BOX you would probably have around 500 cards.

Why this does not work? Because I don't want to overload our artist that will be doing the artwork. If I can divide the types of characters, I can market and sell them separatly. I can also only have the artist produce something like 2 types intially to spread word of the game...

Then it allows the artist the time to work on the remaining types of characters over a period of time.

So the problem is both time and quantity. Will take too much time to try to get the game altogether if everything was included. Second, the quantity is just to high for a single game...

NOTE: If you want to play SOLO, you can. All you do is buy the Dungeon Set and ONE of the Character Sets.

It's kinda the philosophy of MtG (Magic). Everyone has their OWN DECK. In OLNL each player has his OWN Character Set (with appx. 60 cards in it).

questccg
questccg's picture
Offline
Joined: 04/16/2011
OLNL acronym

questccg wrote:
It's kinda the philosophy of MtG (Magic). Everyone has their OWN DECK. In OLNL each player has his OWN Character Set (with appx. 60 cards in it).

The working title name of the game is "Of Legends and Lore". So OLNL for short! :)

questccg
questccg's picture
Offline
Joined: 04/16/2011
I can't escape the RPG-ish element

VorpalPhoenix wrote:
What if your combat was tied directly to the enemy/monster cards? As in, you draw a monster card you have to battle, the card itself tells you what you need to roll in order to inflict a wound, and they have the hit points listed so you know how many times you need to wound it. Gear could add to the dice roll or reduce hits needed to defeat monsters. You could even have it so if you don't roll the needed roll to wound the monster then you are hit instead, and gear could reduce damage taken, or allow you to throw out bad rolls so you are not defeated.

That's what is intended. What you need to realize is that EACH MONSTER is a COLORED CUBE. Some encounters are RANDOM, others are BOSSES and other are part of a scenario.

Now how a player gets to do the battle (random, boss or scenario): he draws one cards from the MONSTER DECK. There is 1 deck per Dungeon Set and the monsters fit/match the dungeon.

Then what happens is the CARD will indicate a ROLL of how many of that monster you encounter. This is 1d12, so from 1 (ONE) to 12 (TWELVE)...

Now where the challenge comes into play, if there are 12 (TWELVE) how do you combat this small horde? You need to be able to get through the battle rather quickly. Obviously it's going to hurt the players to do so (hopefully none die - you have a cleric or enough potions)

So REALITY comes into play:
1-Turn based battles are not realistic. Nobody waits for their turn to attack or do battle.
2-Concurrent attack and defense based on skills and parrying are very real.

So the 4-dice combat does this very well. It uses INITIATIVE to determine which of the 2 (Player or Monster) get the upper hand. You could also consider this method a form of parrying. Also I would like to have the dice COLOR CODED. What this means, is that spells and monsters can affect which dice are used...

I will read the "Mutant Chronicles" manual when I get a chance to do so.

VorpalPhoenix
Offline
Joined: 08/20/2012
questccg wrote:VorpalPhoenix

questccg wrote:
VorpalPhoenix wrote:
What if your combat was tied directly to the enemy/monster cards? As in, you draw a monster card you have to battle, the card itself tells you what you need to roll in order to inflict a wound, and they have the hit points listed so you know how many times you need to wound it. Gear could add to the dice roll or reduce hits needed to defeat monsters. You could even have it so if you don't roll the needed roll to wound the monster then you are hit instead, and gear could reduce damage taken, or allow you to throw out bad rolls so you are not defeated.

That's what is intended. What you need to realize is that EACH MONSTER is a COLORED CUBE. Some encounters are RANDOM, others are BOSSES and other are part of a scenario.

Now how a player gets to do the battle (random, boss or scenario): he draws one cards from the MONSTER DECK. There is 1 deck per Dungeon Set and the monsters fit/match the dungeon.

Then what happens is the CARD will indicate a ROLL of how many of that monster you encounter. This is 1d12, so from 1 (ONE) to 12 (TWELVE)...

Now where the challenge comes into play, if there are 12 (TWELVE) how do you combat this small horde? You need to be able to get through the battle rather quickly. Obviously it's going to hurt the players to do so (hopefully none die - you have a cleric or enough potions)

So REALITY comes into play:
1-Turn based battles are not realistic. Nobody waits for their turn to attack or do battle.
2-Concurrent attack and defense based on skills and parrying are very real.

So the 4-dice combat does this very well. It uses INITIATIVE to determine which of the 2 (Player or Monster) get the upper hand. You could also consider this method a form of parrying. Also I would like to have the dice COLOR CODED. What this means, is that spells and monsters can affect which dice are used...

I will read the "Mutant Chronicles" manual when I get a chance to do so.


I don't understand when you say each monster is a colored cube. Is this cube on the dungeon tiles which tells you to draw a monster card?

Also, in a system with success, failure, and damage all indicated on 1 roll you could quickly get through fights and also have a system easily modified via a gear/loot system to modify the roll values, toss out bad rolls, and heal wounds (potions or healing spells) based on rule exceptions granted on your character class cards.

Having an encounter with multiple monsters can just as easily be handled by drawing a card which says it is 12 monsters, since you already have the random factor by shuffling a deck and drawing.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Clarification... I hope

VorpalPhoenix wrote:
I don't understand when you say each monster is a colored cube. Is this cube on the dungeon tiles which tells you to draw a monster card?

When you get an encounter, the player draws a card from the monster deck. Next he rolls a dice to determine how many of this type of monster are there (in the dungeon tile he is in). So let's say he draws a Skeleton and they usually appear 1d6 (up to 6 at a time). He rolls the 1d6 (six sided die) and rolls a 3. Therefore there will be 3 white colored cubes that will be placed on that dungeon tile and one white colored cube to be placed on the Skeleton card he draws and keep in front of him until all the Skeletons are killed.

Basically what happens is the player who "draws" the monster card is the one who "manages" them. By using color cubes for each monster, you have a clear idea of how many of these guys you need to defeat.

VorpalPhoenix wrote:
Also, in a system with success, failure, and damage all indicated on 1 roll you could quickly get through fights and also have a system easily modified via a gear/loot system to modify the roll values, toss out bad rolls, and heal wounds (potions or healing spells) based on rule exceptions granted on your character class cards.

Well the idea was to have ONE roll, however of different dice. My idea is to color code the dice:

1-1d4, 1d6, 1d8: Monster's battle skill => RED
2-1d4, 1d6, 1d8: Player's battle skill => BLUE
3-1d6, 1d8, 1d10: # of attacks this turn => GREEN
4-1d12: Special skills (Monster and Player) => YELLOW

For example a player's default battle skill is 1d6 (Blue). A mage casts the "Haste" spell which increases the movement die by 1 (so 1d6 instead of the default of 1d4) and increases the battle skill by 1 (so 1d8 instead of the default of 1d6).

Casamyr
Offline
Joined: 07/28/2008
I'm with Vorpal on this one.

I'm with Vorpal on this one. The random factor is already there with the shuffled deck, without adding an extra piece of randomness of a dice roll to determine the number of enemies being faced.

That single card is all that needs to be placed on the tile to signify there are enemies there and has all the details needed, then equipment cards influence the roll.

One roll of 4 different dice requiring a reasonably complicated mathimatical formula vs a single dice being rolled is a big difference. A single dice roll is going to cut down on the maths of the game and will speed combat up significantly. For some people, who aren't great a maths, the current system may require the use of a calculator in order to work out how many points of damage are done, based on the number of attacks, then perhaps influenced by a special action.

You can achieve the same effect of the four dice on a single dice roll. Perhaps you skeleton card with 5 skeletons has a difficulty of 6. A Fighters natural ability is to reduce the difficulty by 1 down to a 5. and he has drunken a haste potion which reduces it futher, so now he needs to roll a 5+ in order to hit. Good odds for the fighter. He then rolls a d10.

On a successful hit, equals the hero dealing damage equal to his attacks. Each attack for a fighter might do 2 damage per hit and a fighter has 3 attacks. 6 points of damage, with his 'Blunt Knife of Cutting' weapon he deals an extra 3 points of damage when he hits for a total of 9 damage. IF he rolls a particular number say 9-10, he can use his special ability.

IF you fail the roll, the enemy attacks and thus deals damage, depending on the creature type. Perhaps our skeletons, are Poison skele's and deal 5 damage . Again if you roll is low, say 1 or 1-2, the enemies special ability, if any, is activated (say +5 poison damage for our skeles). You may have armour which reduces the damage taken.

In other words all of your math is already done for the player. You can even add difficulty to it, by stepping up or down a die. A wizard may only have a d4 for melee combat, but a d10 for magic. His Strength spell, can be used to increase the combat die for a character. Perhaps your fighter can go from a d10 to a d12 for a round. Perhaps the wizard can sustain his spell, by reducing his magic die down a step from a d10 to a d8. ( I like this - it's really simple).

I love the idea of a modular dungeon crawlesque solo game, but the combat system, in my opinion is a little to complicated and will cause the game to drag. On saying that, perhaps for a solo game combat needs to be more complex to keep the player interested.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Playtesting

Casamyr wrote:
I'm with Vorpal on this one. The random factor is already there with the shuffled deck, without adding an extra piece of randomness of a dice roll to determine the number of enemies being faced.

The "Encounter deck" is comprised of 40 cards. 20 are unique and there are dupplicates of certain cards. Each card indicates what die to roll to get the proper number of monsters.

Casamyr wrote:
One roll of 4 different dice requiring a reasonably complicated mathimatical formula...

The game is intended for a "Adult audience" not 13 or 14 year olds. 16+ with the graphic artwork maybe 18+.

Casamyr wrote:
I love the idea of a modular dungeon crawlesque solo game, but the combat system, in my opinion is a little too complicated and will cause the game to drag. On saying that, perhaps for a solo game combat needs to be more complex to keep the player interested.

What will determine if the combat system is too complexe is playtesting. Once I have a working prototype, I can playtest-away and figure out what works best.

Casamyr
Offline
Joined: 07/28/2008
Quote:The "Encounter deck" is

Quote:
The "Encounter deck" is comprised of 40 cards. 20 are unique and there are dupplicates of certain cards. Each card indicates what die to roll to get the proper number of monsters.

I like the idea of unique creatures, maybe I have it wrong and instead there are unique mobs? Great. My interest is - what is the thinking behind the double layer of randomness? I guess how often are you drawing encounter cards?

Quote:
The game is intended for a "Adult audience" not 13 or 14 year olds. 16+ with the graphic artwork maybe 18+.

Age has nothing to do with mathematical literacy unfortunately. There are plenty of adults who can't do multiplication. From what I'm reading I'm getting a WoW vibe here in that players are encountering Mobs of critters during their dungeon crawl, so why not aim for that massive, massive market?

Quote:
What will determine if the combat system is too complexe is playtesting. Once I have a working prototype, I can playtest-away and figure out what works best.

Absolutely. I fully 100% agree that play-testing will figure out what works best. Good luck. :-)

questccg
questccg's picture
Offline
Joined: 04/16/2011
More on encounters

Casamyr wrote:
I like the idea of unique creatures, maybe I have it wrong and instead there are unique mobs? Great. My interest is - what is the thinking behind the double layer of randomness? I guess how often are you drawing encounter cards?

There are for example 3 skeleton cards (identical). And they are encountered in groups of 1d6 (1 to 6). Mobs are handles like "Bat colony", which is a large amount of bats. One bat is easy to kill, but a whole colony is much tougher (1d4 in quantity - so 1 to 4 colonies at a time).

Encounters are RANDOM or specified on the reverse of the tile on which the player lands.

I am aiming at a very RPG-ish type of game. There are a lot of pieces but the overall concept is simple: CLEAR THE DUNGEON - COLLECT REWARDS!

Syndicate content


forum | by Dr. Radut