Yesterday I talked about how Hammercalled was getting a simple-but-fulfilling action system, today I want to go into more detail about how each of those actions can be used in combat.
One quick thing to remember is that actions can be used in any order, and can be used simultaneously, or split apart to different parts of the turn. This impacts my decisions in some of the defensive rules, since I want Hammercalled to be quick-playing and not get bogged down.
Continue reading “Hammercalled Combat Revised, Part 2: Attack Actions, Move Actions, and Reactions”
I’ve gotten the idea that to get Hammercalled to the point that I want it to be at, I should probably break the development down into waves. The first wave of development is to focus on the gear and combat (the part of the game most currently developed, but also the most prone to needing a big overhaul.
When I started working on Hammercalled, I wanted a very complex combat system, but I’ve changed that to be more minimalist. I think that there are ways that I can still compete with and improve over equivalent market titles without falling foul of what I want to do here.
Continue reading “Hammercalled Combat Revised, Part 1: The Action Economy and Initiative”
Today I’d like to give the world the first glimpse of the behind-the scenes detail of non-core mechanics in The Legacy of Eight. Some of these things are related to the Empire System that powers the game, some of these are specific to The Legacy of Eight itself. Nothing here is final, but I don’t see huge alterations being made from these basic principles between now and when serious playtesting begins.
Continue reading “The Legacy of Eight: Action Economy, Resource Management, and Magic”