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Combat mastery.

Thoughts about Combat In the last couple of days I spend some time around the combat system at rpgs in general. We must face it that we live among a plethora of different systems, ranging from extreme narrative to full strategic ones. The truth is in the last 20 years we are accustomed with terms like opportunity attacks, initiative rolls, attacks vs. AC and damage per weapon type. Although there are many variations like damage based on hero’s level or simplified damage of 1 damage per attack vs. minion who also get 1 point of Health, we mostly tend to feel that somehow combat must be freed from the chains that bind it. At that point you may think that I point you towards narrative games but fear not as it’s not my intention. As much I enjoy narrative games I cannot escape my past that of a tactical combat system based on the worlds’ most famous rpg. But that doesn’t mean I will sit idle while my gaming experience turns numb… Ok roll initiative, attack and just damage!! ...

Μια γεύση για το τι ετοιμάζουμε τον τελευταίο χρόνο ;-) Enjoy ;-)

Log 001/ September 2015 I have decided to create my own RPG system. Research has started from classic d20 systems to d100 and narrative games. Log 002/ December 2015 I have sorted out a few systems: AGE rpgs (Fantasy AGE & Dragon AGE by Green Ronin), BareBones Fantasy, Open D100, Legends of Anglerre, Open Quest D12, FATE Core. Started the collaboration with Brian for Open Legend rpg. Study and research continues. Log 003/ January 2016 First failed attempt to create the system. The systems that dropped out is BareBones Fantasy, Open D100, Anglerre, Open Quest D12 and FATE Core. Endless discussions with Brian around rpg subsystems including feats, spellcasting and hero progression. Log 004/ February 2016 Second failed attempt. I couldn't find a system that suits my taste or how i envision the best one. Even i was in love with Dragon Age i wasn’t able to focus an Emerald Game Setting in Green Ronin’s system. Delve deeper in Brian’s Open...