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brainstorming & development / Re: Advanced Bunnies & Burrows (AB&B) - a fan revision
« on: September 25, 2016, 11:00:49 AM »
Omg redwall! It never even crossed by mind but you could totally use this for that!
Thanks so much for your feedback - it's rare that I get anything so detailed.
I originally thought about putting the class moves in with the classes so I'll definitely change that. And yes good idea about the trance points. The herbs are as close as this world gets to magic! Thanks so much, there was an herb system in the original game but it was highly gamist so I wanted to change the structure of it.
As far as the charts, they are there if you want randomness in your encounters but you should never feel obligated to use them. The GM always knows what encounter would work for the story.
Regarding combat though, the combat system you see is unchanged from the original in all its gory gamist glory. I liked it's intricacy but I will admit that it's pretty convoluted. I'm going to playtest it first and if I don't like it I'm gonna completely change it. (Sorry about that kick damage math, gonna change that lol)
Overall this game definitely isn't done yet - it needs lots more examples of how the systems work so it's more comprehensible for new players, and it's also missing some world related flavor.
Thanks so much for your feedback - I wanted to see if anyone was interested in it first before I went back and revised it :)
Cheers
Thanks so much for your feedback - it's rare that I get anything so detailed.
I originally thought about putting the class moves in with the classes so I'll definitely change that. And yes good idea about the trance points. The herbs are as close as this world gets to magic! Thanks so much, there was an herb system in the original game but it was highly gamist so I wanted to change the structure of it.
As far as the charts, they are there if you want randomness in your encounters but you should never feel obligated to use them. The GM always knows what encounter would work for the story.
Regarding combat though, the combat system you see is unchanged from the original in all its gory gamist glory. I liked it's intricacy but I will admit that it's pretty convoluted. I'm going to playtest it first and if I don't like it I'm gonna completely change it. (Sorry about that kick damage math, gonna change that lol)
Overall this game definitely isn't done yet - it needs lots more examples of how the systems work so it's more comprehensible for new players, and it's also missing some world related flavor.
Thanks so much for your feedback - I wanted to see if anyone was interested in it first before I went back and revised it :)
Cheers