Positioning conflict resolution system

Feb 18, 2009 14:49

I wrote up a new conflict resolution system based on my idea of jockeying for position (advantage) before finally resolving it with a die roll.

This is a neat little set of mechanics, I think. It uses pools of d6es, grouped into dice melds to activate maneuvers your character knows, and each maneuver does different things (like shift the position or increase the damage potential). It's still a rough idea, but I think there's enough there to understand where I am going with it.

towerlands, game design, gaming

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