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Oh, yeah, I do need to make that more clear. So, the damage is to all the numbers, so Offense, Defense and Size would all drop, to include numbers in (parenthesis), so it would be a -x to Off, Def, Size (damage modifiers)…. and if the Size drops below the number in [brackets] by any means, the unit is destroyed.

Wonderful. I'm rereading Strife for more things to point out.

For range, instead of color, perhaps it can be differentiated with prefixes? ^(Altitude), V(Depth), G(Underground). Example: 100m, ^500m, v50m, G25m.

I understand that unit skills transform into a different one upon reaching a certain size, or in different circumstances. The numerical threshold indicating what Size a skill transforms is great. I'd like to know if there is a guideline for deciding how the rating changes.

For derived skills like Helm/Drive (from Tactics & Operations), I see they are seldom valued separately from their parent skills. Benny from the Black Lagoon splat has a dedicated Helm skill at 60% compared to either parent skills. But if John Preston from the Equilibrium splat tries to drive his motorcycle, do I use either the "base" skill (Tactics) or the "grown-up" skill (Operations)?

Making sure about the pre-post transition skill use: If a character has Training at 60% and uses it for Morale at Size 3, that's a -15% penalty, right?

My reading of splitting your attacks: -1 Offense to all attacks for each attack past the first. I got that. But the "Offense 9 vs Defense 4 and Defense 4" example seems contradictory to what I've read. Or perhaps I missed something?

Combining units is a little hard to follow though. AFAIK, for different Offense levels only the strongest is used as a base and a plain + means is like 0.5, right?

It seems like the Combat Section is multiple different resolution systems, but they're presented as if they're all part of the main.

That's what I got so far before the more granular optional rules.

I like the idea about using prefixes.

The skills change primarily due to the size, and that is really the only trigger for changing.

The derived skills almost always use the smaller skill as that is the one that is more personal and small scale. I did this so that the “characters” don’t become too different from the “unit.” It is a bit of a cheat.

The penalty based on size is correct.

The multi-attack rules were mot tested at all and were just sort of.. put there. They are not good. Same for the unit combining rules. There were kinda just… last minute additions I thought up and wrote.

The various combat resolution mechanics were all supposed to be optional depending on how much detail as wanted so that you can go super simple (magic the gathering style, # vs #) or a whole complicated RPG level detailed system. They are expected to be chosen at the beginning of the campaign/game and not really interchangeable mid-game.

Thanks for the feedback!

(1 edit) (+1)

Alright, it's time I finished this.

Optional Mechanics:
- I'm not familiar enough with the modifier list but I appreciate that it's there. I think my only suggestion is "Attacking 'off-hand' or otherwise suboptimally"
- I would like some kind of formula for immediately calculating to-hit percentage for players who don't have the table on hand.

Initiative: Just to be sure, if a unit with a higher Initiative attacks a unit with lower initiative, the combat resolves as if the latter attacks the former first (low init unit's Offense vs high init unit's Defense)?

Stacking Units: I could never quite understand this subsystem. I play RTS games so it's way above my understanding.

Endurance, Range, Speed, Terrain, and Facing:
- So Endurance is basically the "sprint" option, aye? No, it's not. I do want to know when the logistics reset is made.

I don't have further comments on the rest, but they could be streamlined. I think I'll have to understand Platinum to say more.

Off-hand term changed Equation added Equation: Offense – Defense = 50% +- 10% for the difference

  • adds 2% ++ adds 5% - subtracts 2% Examples: Offense 7 – Defense 7 = 50% Offense 3 – Defense 6 = 50% -3 = 50% - 30% = 20% Offense 14 – Defense 12 = 50%+20% = 70% Offense 9(++) – Defense 6(-) = 50% +5% +30 -2% = 83%

Your understanding of initiative is correct, lower is better as it signifies better tech and skill.

The logistics reset is made at some point, but I have no idea when… I never thought about it before.

Streamlining the rules is something I have been failing at for years.

Well, you have a bevy of existing material. With a GM Emulator/Dice Oracle and a random selection of pre-statted character entries, you can playtest your material with random crossover fights like throwing the Black Lagoon crew. against Mercenary Bowser's kingdom. By  the way do you have a Discord or something so I can facilitate faster communication without clogging up your comments section?

Discord? I have it, but use it super rarely. azraellablue is the name.

Thanks. I don't want to hog the comments section.

Accepted.