Posted July 03, 2025 by NancyGold
That is it, folks! 1.0 is here.
This is one of the more insane projects I completed so far.
And it undoubtedly taught me unique game design tricks.
Whats next? i still have that unfinished video game project.
But hopefully now I'm skilled enough to finish it.
EDDS v1.0 Changes
* Interrogating NPCs and monsters.
* NPC factions. These support larger city plot development.
Knowing NPC belongs to a faction, opens additional options,
like blackmailing or scapegoating them.
E.g. Plot like 'Villain brainwashes locals' now produces effect like 'All Loyalists/Rebels are now Zealots.' I.e. the city got turned into a fundamentalist dictatorship / a totalitarian cult.
* NPC brawls.
* Enchanting mundane items.
* Crafting items.
* Building cabin in the wilderness to boost at DC at that hex.
* Mechanics for mundane household items, found at NPC homes and in dungeons.
These give skill bonuses and used to overcome obstacles.
* Updated DC N Chase to be DC N dS Chase instead, since each chase event
has different distance scale:
* d4 - chase across a few rooms
* d6 - chase across streets
* d10 - chase across city.
* d20 - chase across country
* d100 - across the multiverse
* Villains like Lich and Tiamat now follow DC N dS Chase scene to catch heroes.
Instead of just moving toward heroes on world map.
That is easier to housekeep, feels sinister and gives players some agency
- using skills, XP and spells to escape enemy who is about to close in.
* Heroes now move 1 tile turn, while the Hero's speed parameter now
dictates their initiative in combat. Monsters have random initiative.
All monsters have d6 initiative.
* Overly Annoyed NPC now assumes Violent mood instead of Hostile.
The difference is that they wont pursue the heroes.
* The exploration phase is eliminated. Hero can explore tile any time during
their phase, spawning usual monster, whom they can attack unless hero moved
or monster's speed > hero's speed.
* Simplified Escape from dungeon to be a chase scene.
In particular heroes' cant leave the tile with monsters, without a chase
scene, where they are being chased by monster.
* Guard NPCs now have ranged bow attack
* Cleaned the NPC section from the old mechanics remnants.
* Greatly simplified the hex Danger Level, integrating it into the travel roll.