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

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Core Mechanics: Character Advancement

In Dungeons & Dragons, and most other role-playing games, player characters earn experience points as the game progresses and then can spend those points to become more powerful. Levels vs À La Carte Advancement How a character advances varies from game to game with character levels being one of the most common mechanics. Character levels offer … Continue reading Core Mechanics: Character Advancement