/gdg/ - Game Design General

I think having baselines would be nice but having the option to also build their own story would be nice and after reading I think separate books might be better. Maybe you could have a book with already generated campaigns for those who want to explore the world through your vision and then have guidelines to help build their own while keeping it in the same realm of the original

I understand the concept, but without context of the rest of the game, I'm not sure how it'd work out.

There are no life points. You win by either by using a big creature to defeat the enemy avatar, or by causing the enemy to run out of cards in their deck. Decks can be attacked by minions, and a successful attack seals the top card of that deck by a degree equal to the minion's strength(effectively milling 1 + minion strength). This isn't a very quick way to win by itself against a deck with 40 cards, but combining a big hit with a card that does something like "Return the root of target seal to its owner's hand, then double seal each of its links." can really do work.

Ah, okay. Interesting idea.

Also, most cards that interact with seals, with the exception of "defusers", will be modal in the sense that you can reasonably use them on either your own seals or enemy seals.

How can I achieve statistical, number based balance in my game?
I want things to curve properly as levels/stats increase.

Learn about dice curves.

This is good advice. I'd suggest playing around in anydice to see how dice rolls curve and what results you get from different combinations. This should help with understanding how things should scale and what impact each addition or change has on the rolls.

I'm coming back to my RPG after half a year of focusing on a different project. I'm really enjoying the process of shuffling around the parts to make the whole thing better.

I had a hard time figuring out how to distinguish skills and what I ended up calling "generic abilities" like acrobatics, investigation, sprint, etc. I don't have a class system and I hate how DnD does it.

Generic abilities use the lowest of their required stats to determine dice rolled. Many skills have multiple required stats, meaning you can't perform well when you're hurt or impaired. That's the important thing to me. A nice juicy death spiral that players have to respect

Bump