I haven’t been to a beach in ages.Or even a sandbox.
Work, why?
Read (short): “Apollo’s Six Arrows” (Catelyn Winona): Whatever they were before, they’re superheroes now.
Read (manga): Flying Witch vol 13 (Chihiro Ishizuka): Terrifying beach elementals, witch skullduggery, deer wrasslin’, magic apples.
Written (game design): 390:
Now that I think about the Wound/Effect die, it feels like we’ve come to
the part where we have to reconsider everything we’ve done. When I
started, even before I was posting any of this, it was “no to-hit roll,
only damage” and the Attack die was just a D&D damage die based on
weapon. That lasted about five seconds before I pulled in Dungeon World
and pictured Attack dice as including at least one die for skill and one
for weapon. At some point I realized that weapon damage for a round of
melee fighting could be considered to even out between fast, accurate,
light weapons and slow, heavy, hard-hitting weapons, and changed Attack
dice to be only skill, which made Readiness (HP then) more like DCV and
here we are. But now we’re back to a to-hit roll and a damage roll.
Sure, it’s not weapon-based, but in 0e, all weapons did 1d6, so that’s
not a cutting-edge innovation.
Rerolling Readiness every round makes it even more like DCV and less
like hit points, so maybe we shouldn’t do that. Roll at the beginning of
combat, and as you get beat up, you have less chance to plan your moves.
You can take a round to recover and survey the battlefield (reroll
Readiness) any time you don’t have something better to do. And maybe a
post-12 recovery I mean get back 1 point per Readiness die or something
at the end of the round, if that seems necessary.
The downside is that if you roll Readiness when you need it, you’re
always at full Readiness for the ambush or the trap or whatever, and
they’ll never succeed, which is why we had saves to begin with. Oh,
right, if you’re surprised you cut your Readiness in half, or
otherwise reduce it.
Does the Effect die also get discarded? We already have a variable in
how much the Attack die exceeds Readiness+Armor, maybe that’s all we
need. If it’s even, it’s a hit for narrative purposes; if there’s any
Attack left it’s a Wound/Effect; if there’s N or more left over, it’s a
double Wound/greater Effect.
Still need to balance Attack dice, Readiness Dice, and Armor ratings to
get the right range of outcomes in all situations, or at least some
situations.