I have lots of handy sticky notes pasted around my monitor to remind me of some basic relationships between mechanical concepts in my game system, such as the relationships between the five tactical roles (harrier, charger, keeper, trapper, and seeker), and my chart of energy-types-by-magic-state.

Post-It Note Art Collage (PINAP)

I dream in Post-It notes.

Amid my notes for the tactical roles, I have references to some Dee Point Five concepts, like health, damage, attack, defense, and recovery (comparable to saving throws). In some places, I have these actually notated as “combat rules” and in other places “Basic Powers.” Understandably, it can get kind of confusing at times.

A couple weeks ago, I posted an updated version of the basic combat powers for July, but they’ve undergone a lot of revision even since then, as I’ve tried to make them smarter, faster, and easier to use. The player powers last saw a revision in February, and that was mostly to bring the terminology up to date.

Taking the dice rolls out has changed a lot of things – attack rolls are superfluous, and there’s no need for a saving throw equivalent since removal of status effects is a basic effect (albeit one at a time). Damage is a static thing now, but bonuses are still nice – oh, and because attack rolls are gone, there’s no need for defense.

There’s this weird compromise happening between the “big picture” Player Powers and the “nitty gritty” Combat Powers. I haven’t decided quite yet, but I’m working on a different version of the Guard power that removes half the damage a character has sustained, rather than a set numerical amount. Not sure how well that will work.

With fewer hit points, it might be just fine actually.

Scale, as a character concept, will probably pertain to the roleplaying character-advancement portion of the game, but I’m not sure yet. Scope is definitely more of a big picture concept, and I’m not sure how much it will interact with characters from a combat perspective. Maybe not at all? It’s a whole thing unto itself.

There’s been a lot of flux lately, which is part of the reason I haven’t been posting mechanical updates nearly as much as usual. The DPF Warden mock-up really made me examine what I’d been working on with a good deal more scrutiny than before. I’m going to take another stab at it again soon, hopefully once I work out a few things.

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