equipment | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Tue, 24 Nov 2020 14:37:42 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.2 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png equipment | Nerdologists https://nerdologists.com 32 32 Board Game Design Diary – Building a Character https://nerdologists.com/2020/11/board-game-design-diary-building-a-character/ https://nerdologists.com/2020/11/board-game-design-diary-building-a-character/#respond Tue, 24 Nov 2020 14:32:19 +0000 http://nerdologists.com/?p=4991 Alright, let’s start getting into the details of this game. I’m not going to build everything out in front of people, but I do want

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Alright, let’s start getting into the details of this game. I’m not going to build everything out in front of people, but I do want to start and give some idea of what characters and levels are going to look like in practice. Eventually there will be a lot more to pull from than what I show here, and I’m sure a lot of iterations. But for now, I want to move onto the details.

The Premise

The Characters

The Bosses

The Guilds

The Levels

The Boards

Cards vs Dice

Character Leveling

Skills, Weapons and More

Quests

In Town Activities

Level Events and Monsters

Boss Battles

Building a Character

So, this really should have more of a graphical component to it than it will. I would love to show some art, but I don’t have that, to give a sense of the design, or a layout of how I think the board is going to work, but we are in the super early phases of this design. What’s really going to happen is that I’m going to move this over to a spreadsheet and create a number of different characters based off of that so that everything is formatted the same.

The Real World Character

Male – Age 26 – Office Drone

A recent graduate with high hopes and now nothing more than an office drone. Changing the world was the dream, and now it’s changing numbers in the spread sheet. Friends moved away and not enough energy after working overtime to make that many more. At least the people he works with are nice enough, and the coffee isn’t bad.

“I’ve been waiting for this game for months, I know some old friends have too, it’ll be just like old times.”

Keywords: Gamer, Business

In Game Character

Stats:

Strength: 5

Agility: 5

Vitality: 5

Allure: 5

Guile: 5

Currency: 100 Gold

Oddly enough, that’s about it for a character when you pull them out of the box. The real nuances to a character are going to come with how you allocate your 10 extra points for the stats.

The Other Stuff

I think it’s important to talk about what else you’ll have right away, even though it might not be pure character creation stuff. Such as what sort of weapons will you be able to find, and what sort of skills can you pick up. You will be dropped into the world without any gear, just normal commoners clothes, and no skills, just basic attacks that you can do, so that’s why you get 100 gold to start. You can save it up, because there is better stuff you can get on level 2, but you might not live that long.

For armor, and this could have really been it’s own section, you’re looking at two types of armor.

Leather – No movement penalty, +2 defense

Chainmail – Minus 1 movement, +4 defense

Something along those lines. the advantage with chainmail is that you are going to be taking considerably less damage. When an attack might only get through on leather armor at 2 to 4 damage, that means chain might mean that you take no damage. But it does mean that the enemy is going to be more apt to focus on you, because you are going to be the closest with that slower speed, so it’s a trade off. Numbers are not final at this point obviously, but for an example.

Weapons then, you’re going to have much more of a choice. You will have two handed swords, short swords, daggers, bow and arrow, axe, crossbow, and maul at least all available at the start of the game to buy.

As for skills, we’re looking at pretty simple ones that would be available. Something like sweeping attack, bash, counter attack, rush, disengage.

Plus there will be items as well, health potions probably being the biggest of those items that the players might want to buy.

Now, with getting items, I could be really nice, I could be really mean, or I could do something between that. What do I mean? If I was really nice, you’d have a catalog of items that you could pick from and purchase without it costing a turn. If I was really mean, I could make those places four separate shops and make players almost have to decide to shop at least 3 times in a row before doing anything else. I’m going to be less mean than that, I don’t want to hand out gear, and players can do other things on their first turn, but on the first level, there is just going to be a bazaar that’s the shopping area, so you can go and shop once and be done with it, unless you decide that you need more and then you can come back again. The first level is going to play a bit differently than others, I think, and I will delve into what I’m thinking when I start building a level, though I probably won’t build the first level.

Character creation, pretty simple, basically all a player would need to do is allocate those points and fill in the player name and the character name. The character boards, for the stats, might be more like a character sheet, and then a side board. Or I might go with dials that keep track of stats, that’s too be determined, with a save sheet so if the dials get bumped it isn’t the end of the world. Or with a save sheet, maybe I’d do a dry erase player board, that’d be pretty cool and useful.

What do you think of character creation, it should be extremely simple. Obviously, the keywords I handed out this time were pretty generic, but I want to create more unique real world people than just what I wrote for this one, someone might run a greenhouse so they’d know about plants, or maybe a chef, give people a ton of different backgrounds.

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Board Game Design Diary – Skills, Weapons, and More https://nerdologists.com/2020/11/board-game-design-diary-skills-weapons-and-more/ https://nerdologists.com/2020/11/board-game-design-diary-skills-weapons-and-more/#respond Fri, 06 Nov 2020 15:14:51 +0000 http://nerdologists.com/?p=4915 I already have talked about skills a little bit about how they aren’t something that you’ll level up and get a new one of. However,

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I already have talked about skills a little bit about how they aren’t something that you’ll level up and get a new one of. However, skills will increase with your level so that a skill at level 1 will be as good at level 20, at level 30, or higher and you won’t be too quick to throw away an old skill. So let’s talk about them more and about other things your characters will have.

The Premise

The Characters

The Bosses

The Guilds

The Levels

The Boards

Cards vs Dice

Character Leveling

Skills, Weapons and More

Skills

Skills will be quicker to run through because I have talked about them some before in the Character Leveling part like I said. But there are some important things to note about skills.

First, skills are going to be tied to a base stat, so strength, agility, vitality, allure, and guile. When a player buys a skill, gets one in battle or as a reward for a quest, they’ll be picking which stats pile they want to draw from. Now, it might seem obvious that you’d go with your highest or best stat for a skill, but it’ll depend on the keywords that you are looking for some as well. This is to make it so that you won’t always want a strength stat if you are strength fighter. I’m also thinking that it’ll make sense to limit how many skills you can have a type based off of your stat level. So if you are getting multiple skills early, maybe for every five points you can hold a skill, so if you only have 10 in agility, you won’t be able to use a third strength skill.

So, how would skills scale? That’s something I’m still working on. But for combat, it’s going to be some sort of bonus based off of the level of the character. It might be a plus based off of the level, like half your level rounded down sort of thing so it scales up every other level. Or it might allow you to add in additional modifier card draws, increasing the chance of comboing and the amount of damage that they are putting out. So say there’s a level cap at 50, same number as levels and bosses in the game. It might be no added bonus for the first ten levels in terms of scaling, but then every ten after that you add in a modifier card, or every 10 you get something new plus the one before it. Hopefully it is something that wouldn’t become overwhelming, so I want it to be laid out in a very understandable way on the skill card.

The other question would be around why you’d want a skill that comes from allure or guile. Those doesn’t seem like they are as combat focused stats. And while it might not be a skill that adds a fixed amount of additional damage or something like that, both allure and guile can be used to distract and confuse the enemy. And I want it to be that those skills do things like that, it might give a bonus pull from a modifier deck to another player, or it could be that you can place a status effect onto a boss by using a non-traditional combat skill. Those skills are also going to be helpful outside of combat. A skill in cooking could distract an enemy, think of it as pulling some tasty treat for the bad out of your inventory. Or it could be that you use it for recruiting members for your guild and you’ll get more because you have better in game food. I want all skills, even if it just gives some static non-changing bonus, to have uses in and outside of combat, some will just be better in one area than another.

Weapons

Weapons are going to be a bit more simple, they are going to give you a base damage value, if you add in a stat, and if you add in a modifier pull. Yes, there will be math in the game, but I want to keep it pretty simple. I don’t want it to be a situation where half damage means that you have to add everything up, divide it by two, round down because they resisted damage and then because you were attacking from the back while someone else attacked from the front you get to multiple by 1.5 to get your actual damage. Nope, I want your weapon to do X damage + X stat + X modifier – X resistance – X defense. It’s all basic math, addition and subtraction, nothing fancier than that. Weapons will not scale up, however, that doesn’t meant hat you won’t maybe stumble across a weapon early on that you’ll use all game. The weapons won’t have nearly as much variety in how wide a range of base damage they do, the skills are going to be more important.

Armor

I want to keep Armor simple as well. I’m not going to do an armor class like a Dungeons and Dragons would do to see if something hits. If the boss monster or a monster in a field swings at you they are doing X amount of damage + X modifier – X defense – X resistance. And your armor is going to give you defense. Now if you have a shield the “X defense” can be broken down into X armor + X shield for your total defense.

Items

These are going to be the small items like a health potion or something that will give you resistance to a damage type. It could also just be a trinket or a bauble or a quest item, but those will go in your limited inventory space.

Augments

Augments are something that I have hinted at before but not really talked about much. I didn’t have a term for them until now. I wanted to create combinations for skills. So by that I mean that if you have a skill that is called “Parry Stab Stab” you’d be able to attach and augment to it that would go with it all the time once it’s attached that would turn it into “Fire Parry Stab Stab”. So your weapon would be on fire and deal fire damage for that attack. But you could augment “Arrows of Death” with fire as well. Or “Smoldering Gaze” with fire. And it’d always do something so you can really make whatever skill you want to be augmented in whatever way you want.

With that said, skills aren’t the only thing that can be augmented. A weapon would be given the status of fire, and now it is always going to deal fire damage in addition to it’s other damage. The downside is that once you’ve given it fire, you can’t take it off. And there’ll be some augments or skills that go on the player as well, versus as on the weapon. An example of this I’m going to rip straight from Sword Art Online. The main character Kirito unlocks an unique skill called Dual Wielding, aka, he can fight with two weapons. Something like that would be a specific quest given augment that could go on a player versus going on a weapon or something like that. It would be an always on ability. Something like that is going to be on certain types of quests, which it might not be obvious that it is on a quest when you start it, it might ask you to draw an augment until you find a character one and add it to the quest or make it an optional item on the quest, like, you can gain access to this if you beat the quest or complete it with this much overkill on the final check.

Money

Final thing to talk about is currency, basically, you’ll get money and you can spend it. The guild, by sending out members to do stuff on the levels will also get your money and spend money for you. So it won’t be like you have no flow of income, but most of your money is going to come from beating quests, fighting monsters, and beating the boss.

What do you think of augments. I think everything else is actually pretty straight forward, with skills being a bit out there, but fairly easy to grasp, but augments are something different. Does that customization sound interesting?

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Board Game Design Diary – The Board https://nerdologists.com/2020/11/board-game-design-diary-the-board/ https://nerdologists.com/2020/11/board-game-design-diary-the-board/#respond Mon, 02 Nov 2020 15:19:23 +0000 http://nerdologists.com/?p=4896 One of the most important parts of a board game is the board, not really. But a board is a really good spot to start

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One of the most important parts of a board game is the board, not really. But a board is a really good spot to start to talk about, because that’s going to influence a few parts of the design.

The Premise

The Characters

The Bosses

The Guilds

The Levels

The Boards

Like a lot of dungeon crawl-esque games, this game isn’t going to have one central board that you go around. In fact my current thought process is that you will have no central board that you play off of. Instead, we’re going to use what something that I’ve seen in games like Forgotten Waters, Stuffed Fables and Gloomhaven: Jaws of the Lion, which is a book.

There are a few reasons for the book, but the biggest is that we want the different levels to feel varied. The amount of tile pieces would be epically high to make a completely varied board. There are a lot in Gloomhaven, and those can seem somewhat limited at times, so to make something feel truly unique for different levels, you’d need a ton of pieces of terrain, and map tiles, and more to really keep it varied, but in this, I want to make it so that each level can be unique. Especially for the boss battle, I want to work with the idea of space in the game. I think that the new Descent game does an interesting thing with that where you build up vertically at times and can push people off of towers and things like that, I want to be able to do that. And some of that can be done with negative space on a map that’s drawn easier than map tiles that just create more random empty space on the table.

Besides the boss battle, it’ll help me be able to change up the level part of the floor, where players can go on quests, fight monsters, shop, and recruit to their guild. I could completely drop off one of them if I wanted, or I could add in additional spots where players can send people to go questing. This will allow each level to again feel different than the previous ones and give hints as to what might be more important for a level, or I really like the idea that some levels might not allow you to do things, maybe like recruit, so you need to plan accordingly, and you might not get that researched or figured out, but you need to have that in your mind that the next level might not have everything you want, or it might mean you can all go questing and pick up story and lore of the world.

But there are going to be a few actual boards in the game. The first will be the player boards. Each character is going to have their own board. This will have their stats as to what they are good at on it. Those stats are going to then influence how good they are at other things. Someone who is average at everything might do okay on all the tasks and tests, but they aren’t going to get the best outcome and I’ll be talking more about that in the future. But players will have ways to keep track of their stats, but along with that, this is where you’ll keep track of skills and equipment, conditions, and things like that which are common for dungeon crawlers. In my mind I want something closer to the Neoprene mats from Midarra versus something like the paper board from Sword & Sorcery. Gloomhaven does it a little bit better, but I want to build even upon that, because I’ve seen some nice custom ones for Gloomhaven that would hold things better. Also, with cool down and tracking skills, I feel like that’s something that Sword & Sorcery tries to do decently well, but ends up not really doing that well, so I’m curious to see how I can improve upon that.

The other board is going to be the guild board, and this one I have more of an idea of what I want on the board. This board is going to be fairly simple. You are going to keep track of a very few things on here. The two primary ones are going to be guild members and morale. Morale is going to be important for a few things, it’ll be about the attrition that you have with the guild or maybe how it’ll grow naturally. The better your morale the more that you’ll also be able to recruit on a floor. The other big thing, as I said, is guild members. Tracking them will be important because as you hit numerical points, that’ll give you more groups of guild members to use on levels. So if you have a ton of them, you’ll be able to cover a lot of ground, but you’ll also be sacrificing opportunities to level up by doing that. Again, building that tension, but also we’re on boards here, so that’s going to be important to track for that reason. Finally you’ll be tracking a few other things, gear level of the guild, statuses that you’ve found, deaths in the guild, and population left in the world. The statuses that you have found as a guild pertaining to the game can influence your options going forward. Gear will make a difference in battle, deaths in the guild will influence left total in the game, so important things, but will be less often you’re checking those things.

For a game this large there was always going to be a bunch of things to keep track of, but I want, with the book for the board, to make it so that part of the game is an easy flip out and play because that’s going to make the game way more accessible to players if they only have to keep track of their own stuff instead of helping set everything else out. I do think that there’ll be some tokens for the boss battle, such as placing on terrain, though I’d love to be able to make as much of that 3D terrain as possible, either 3D molded terrain, but that might be an add-on if it goes to KS or carboard pieces that can be put together to create height and visual appeal. I might pull a bit from what Oathsworn is doing where you can either get minis for the bosses or you can standees as well, but keep the bosses, and any terrain items, hidden away in either envelops with punch out stuff, or something like that, but ways to bring more surprises to the game. But that’s probably something for another time to talk about.

What do you think of the game thus far, definitely still in concept phase with this one, but I’m going to try and tackle some more specifics this week.

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Board Game Design Diary – The Bosses https://nerdologists.com/2020/10/board-game-design-diary-the-bosses/ https://nerdologists.com/2020/10/board-game-design-diary-the-bosses/#comments Wed, 21 Oct 2020 13:29:37 +0000 http://nerdologists.com/?p=4855 So, I’ve done two of these before, you can find the general idea and the character ideas already starting to be fleshed out. Next I

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So, I’ve done two of these before, you can find the general idea and the character ideas already starting to be fleshed out. Next I want to talk about the level bosses in the game.

The Premise

The Characters

So let’s now talk about the level bosses. A quick recap on the concept for the level bosses, these are not levels of the characters, the character doesn’t have to be the level 4 boss to get to level 5 in character progression, in fact, I’ll be talking about some other ways to get XP in the future. But these are the bosses on the various levels of the MMORPG that the characters are stuck in. So to progress to the next level of the dungeon you need to defeat the dungeon boss for the level you are on.

What characters do on each level of the MMORPT will be leading up to the boss fight, and when you get to the boss fight, you better hope that you are prepared, there are four big things when it comes to the boss fight.

  1. Evolving Boss Combat
  2. Programmed Boss Combat
  3. Vanguard Combat
  4. Rearguard Combat

Let’s actually talk about them in reverse order of what I’ve put there. Rearguard combat is basically your guilds combat. These are the nameless people who you have in your guild and what they do in combat, is simply keep any minions or smaller bad guys off of you, the heroes, so you can fight the big bad. I want this to be pretty simple in how this works. You probably don’t send your whole guild after the minions or take your whole guild into battle with you, in fact, doing so will hurt morale and cause people to leave, so you need to try figure out the right amount. Too few and they’ll die and you might start taking minimal damage from the bosses minions, too many, you start to lose morale and members will start to leave the guild. But this is a one time thing that you set at the start of combat, basically a pre-combat thing so you can compare numbers with the minions and see what happens. You can also improve your odds, and your morale, by improving the equipment of your guild members, so you might need less to complete a battle if you do that.

Image Source: D&D Beyond

Next we have the Hero Combat, this I don’t have nailed down, but I want to do some blend of die and card combat. I like chucking dice, but I don’t want it to be completely determine by what you roll and I want plenty of ways to mitigate the dice. No crit fail, you drop your sword and the boss cuts you in two, because there’s no respawning or restarting with that character. Instead, I want characters to have abilities to dodge, block, and survive, but at times attacks to be blocked of their own, or countered. I know that players will have some more powerful abilities that they can use as well. I want to go with a very MMORPG sort of feel, or video game RPG, where some things will take time to prepare or other things will have a cool down effect for an ability.

After that we have programmed combat for a boss. For video games there are a lot of videos showing exploits for a boss, because they are programmed, so they have patterns that they use. I want to emulate this in the boss battles, and I think this is how I can make boss battles seem very powerful with epic attacks and how do we beat them, all while giving the players a chance. When the boss attacks, that card goes to the bottom of the bosses attack deck, so for their first health bar, there might be only three cards, that means that you will know that is coming up and what attack to prepare against after a little bit, and after even less time if you’ve studied the boss. It takes it from being a more random style of combat to almost a puzzle that you need to figure out and beat. Now, just solving the puzzle could be really easy, but I want to combo that with the players abilities that might take time to cool down or prepare so that they can’t and won’t always have the ideal turn.

Finally, we have the evolving boss combat. Every boss is going to have two or more health bars. Most likely only the first level boss will have two, so it’ll always be “or more”. When a bar is emptied, like in a TV show where the villain gets knocked down and then comes back stronger, I always think of Power Rangers with this concept. I want to do something similar with the boss combat, the boss when their health bar hits 0, the first one or any but the final one, will add an additional one or two cards to their combat cycle and you might even remove a previous attack card from the combat cycle. So it’ll be something that the players can learn, but they’ll have to relearn the pattern and figure out the puzzle without knowing what might be coming up. Added to that, I want when the boss goes into red, so basically when it comes down to the final turn or two, I want some of those newly added cards to have additional abilities that will trigger as well, not a whole new attack, but something making the existing attack more powerful and harder for the players to deal with.

And then once defeated there will of course be loot and XP to be gained, wounds to be dealt with, and morale of your guild to be adjusted, but those are basically outside of the boss battle, and I’ll talk about them as time goes on.

What do you think of the combat idea? Is the idea of the puzzle and evolving boss combat style something that seems like it could work? Do you like chucking dice for combat (Sword and Sorcery), or do you prefer to have more card based combat (Gloomhaven)?

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