Rock, Paper, Scissors, and Fighting Styles

Rock, paper, scissors is a simple game, but it can provide inspiration for more involved game mechanics. The first interesting concept is that each possible move is equal to the others. No matter whether you choose rock, paper, or scissors, you have the same odds of winning assuming that your opponent picks randomly. Second, the … Continue reading Rock, Paper, Scissors, and Fighting Styles

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Core Mechanics: Hits, Misses, and Armor

Recently I've been thinking about attack and damage systems in role-playing games. In Dungeons & Dragons and many other games, there are separate to-hit and damage rolls. This setup allows for easy mechanical distinction between conditions that make an attack more accurate and those that make an attack more damaging. The flip side is that … Continue reading Core Mechanics: Hits, Misses, and Armor