Making Starzard a sci fi version Spellzard
Spellzard » Devlog
I am in the process of making a space sci-fi (or fantasy) version of Spellzard which I'm going to call Starzard.
The problems I met when making Starzard using Spellzard.
- Skill seems to be the main problem as it has problems when trying to implement space combat or vehicle combat.
It seems that I need to get rid of Skill and put a skill list similar to Warlock RPG but I don't want a whole list of skills. Maybe 7 or less would be ideal. If I do implement this what sort of skills should be on the list? Would it be easier?
Things that I'm keeping:
- the target number 14
- skill test (which will be separated into an opposed test and an unopposed test, still rolling high though).
- Stamina and Luck generation
- This time player has the option to test luck if somehow they don't want to use their skill. (Maybe)
I might add some kind of special called traits which players pick at the beginning of chargen, just to differentiate them.
What do you think?
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Spellzard
| Status | Released |
| Category | Physical game |
| Author | Robertson Sondoh Jr |
More posts
- Making Starzard part 2Jul 16, 2023
- Spellzard v3.8! Out now.Jun 24, 2023
- updating SpellzardJun 15, 2023
Comments
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What about using an advantage/disadvantage style system for certain character types using Skill in particular ways?
I didn't update the game system here. So for update:
- I split SKILL into STR, DEX and WIL. This gives PC all they can do in stats instead of a list of skills. The stats are inspired by Cairn and Into the Odd.
- Since there will be a lot of use of ranged weapons in sci-fi, I opted for simple ranged combat by giving defenders a target number (maybe calling it Evasion), which is calculated by this formula: DEX+7 (for PC) or SKILL+7 (for enemy).
- I used Trait system, which gives Advantage roll to certain actions.
- I added in Special Moves, which is a once per scene thing. It is special of course.
Nice!
Is this still underway? Color me interested.