Recently, while designing and playing a short solo rpg for release later this year, I found an issue with the design that I could not quite get over. When playing ttrpg's in groups, I don't mind rolling dice and comparing numbers to stats and bookkeeping. This is part of the culture and brings a lot of joy when multicolored dice hit the table and elicit moans and roars. As a solo player, however, I began to notice that the more dice rolls I had to make the slower the game began to move and the less engaged I became.
Now, don't get me wrong, I love rolling dice in solo games. Oracles are a blast to roll on and combat needs a bit of chance injected into it. The problem for me occurred when rolling to strike an NPC and also rolling to defend against their attack. Two problems presented themselves:
Both these issues could kill interest in a game. So there needed to be a change.
I decided that since two rolls per round (Attack and Defense) was too much that only left one option: drop down to one roll per combat round. Of course, now I needed to remove an entire skill (Defense) and retool character creation to account for a smaller pool of skills to spend starting points on. But! After testing the single roll per round, it felt much better.
Now instead of:
Roll Strike ---> Hit on six ---> Assign damage to NPC
Roll Defense --> Save on six --> Roll for injury if failed
We now have:
Roll for Strike --> (Success) Inflict damage to NPC. (Fail) Roll for injury
Much simpler and moves combat along without feeling as if anything was sacrificed.
The list of things being redesigned and retooled are:
The current playtest version can be found at the link below. Please keep in mind this is a very very work in progress document that is being changed every week. But I feel like it is finally in a place where it can be looked over, play tested, and has enough substance for critique.
Did you like this post? Tell us
Leave a comment
Log in with your itch.io account to leave a comment.