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Dungeon, Rings & Dragons! (Advice on a new design)

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RECIVS
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Hi to all! After lurking here for a couple of weeks now I just decided to join in so this will be my first post. Please forgive me if I’m posting on the wrong board. I´ll get to the point:

I´ve started a set of variant rules for Dungeon! (www.dungeonringsndragons.org) though it´s becoming a tad more complicated than originally expected, which is a good thing since I’m learning and having fun in the process, just discovered I enjoy designing BGs…a lot! I just wish I had more time…

However, I’m seeking advice with a few design issues I’m having, particularly with the combat system. I figured that the easiest way is to explain very concisely how the system works, highlighting the main choices I´ve made so anyone may take a look and just let me know if you see any major faults or blunders, details invisible to the rookie. I don´t want to waste your time so any comment or feedback will be greatly appreciated.

Although I can explain in certain detail the logic behind the adopted design choices, for practical reasons I´ll just describe the system as briefly as I can, in case that further explanations were needed I will gladly provide them, otherwise I´ll assume the reasons are evident.

This is my first design so please bear with me:

DR&D may be categorized as a semi-coop or competitive multi-team adventure board game. It´s intended as a beer and pretzels game and is based on a Mexican version of Dungeon! Perhaps the sole multi-team specimen of its type.

It´s about two (or more) teams of fantasy adventurers delving into the dungeon to retrieve 4 (out of 6) rings to win. The game is played on any of the game boards from the commercial versions of Dungeon! More info is available on our site in case someone is interested.

Combat is resolved using a non-linear dice pool system, very similar to HeroQuest and D&D The Fantasy Adventure BG:

There´s only one (and always one) roll by the attacker and one by the defender. The pool is limited to a maximum of three attack and defense dice respectively, plus one Special Action or “wild” die. The attacker rolls his dice, sums the hits rolled and compares the result against the defender´s roll, all unblocked hits inflict 1 wound each. Additional dice and bonuses resulting from Abilities, Weapons or Potions are possible.

Different dice are used according to the following table:

www.drndproject.org/photos/Assorted/DICETABLEDEF-BGG.JPG

As we can see, the maximum possible Hits rolling three purple dice are twelve (though very unlikely), while a maximum of six Blocks are possible rolling three blue dice. Of course we have to leave room for magical and ability bonuses.

I believe the above information provides us with the foundations to build upon. The whole system depends on dice to resolve combat, so I believe it should be designed upon the analysis of the possible results.

According to the dice table above, I believe we can establish three levels of attack and defense proficiency, which in turn may serve as levels of character development and Monster balance:

www.drndproject.org/photos/Assorted/designtable.JPG

This table is used for design purposes only so it doesn´t matter how cumbersome it looks, it´s not used for playing. According to it, all the possible attack and defense results may be divided into Levels. Each level has 3 sub-levels: Low, Medium and High, these will serve as a map for graduating the strengths of physical attacks and spell effects and for balancing the adventurers and monsters; they will also provide more variety to the game as a finer customization is possible for adventurers and monsters, as well as equipment and magic. For example: multiple options are possible within each level combining Low, Medium and High Attack with Defense, respectively.

Level 1 is intended for starting (unequipped) adventurers, Level 2 attacks and defense ratings will be achieved upon equipping a special weapon or amour or using a spell or potion. Level 3 attacks and blocks will be achieved only to adventurers equipped with a special weapon or amour and a powerful spell or potion.

By looking at the table above it will be possible to determine the level of every Adventurer or Monster at any given moment. Every Adventurer and Monster has a minimum and maximum amount of Hits and Blocks possible for every roll. The Warrior for example, at Level 1 may score a maximum of 4 Hits and may Block up to 2 each roll; meaning that this adventurer has a Level 1 (High) Attack and a Level 1(High) Defense.

As seen on the dice color table above, while two monsters or adventurers from the same level may have the same amount of possible maximum hits and blocks, the chances of hitting or blocking will be different depending on the color of the dice rolled.

Let´s take the Warrior and Elf for example:

www.drndproject.org/photos/Assorted/warriorvself-nolp.JPG

These have both the same amount of maximum Hits and Blocks possible, while the warrior has a greater chance of delivering more powerful blows, the Elf has a greater chance of hitting with less damaging attacks; same happens with defense, while both may block up to 2 hits every roll, the Elf has a slightly greater chance of blocking, and so on.

So far we have established the possible dice results and the categorization of those results, now let´s take a look at some “principles” I have set as the baseline for scale and balance, things like “Ok, blah, blah, but…how many Life Points should the Warrior start with?” or “How much damage does the Warrior should do at Level 1?”.

These “principles” or premises (I don´t know the technical name in BGD´s slang) are projected to constitute the “engine” of the system:

-The Warrior at Level 1 will be the “baseline” so all the tweaking and balancing will have the Warrior as reference. Monsters and other Classes will be adjusted accordingly.

- Adventurers and monsters will be scaled according to the same table above.

- Adventurers and monsters are sorted in 3 Levels: Level 1, 2 and 3 (See table above) Blue and Green monsters will be Level 1. Yellow monsters will be Level 2 and Red monsters Level 3.

-The Average Attack (first Medium number of each level) is considered as a reference for balance:

-The average attack of the Warrior at Level 1 may take up to 2/3 of a L1 Monster LPs, up to ½ of a L2 Monster LPs, and up to ¼ of a Level 3 Monster LPs.

-The average attack of a Level 1 Monster may take up to 1/3 of a L1 Warrior LPs. Level 1 Monsters start with up to ½ the Warrior´s LPs at the same level.

-The average attack of a Level 2 Monster may take up to ½ of a L1 Warrior LPs. Level 2 Monsters start with up to 2/3 the Warrior´s LPs at Level 1.

-The average attack of a Level 3 Monster may take up to 2/3 of a L1 Warrior LPs. Level 3 Monsters start with up to 3/4 of the Warrior´s LPs at Level 1.

-The Warrior should start with the strongest attack of all adventurers, be moderately elusive and weakest against magic.

-The dwarf should have a moderate attack and be the most resilient, weak against magic.

-The Elf should have a weaker attack but higher to-hit chance and be the most hard to hit at Level 1. Moderately weak against magic.

-The Wizard is the weakest melee attacker and the easiest to hit, but with the greatest magic resistance.

Using these “principles” or rules we can deduce the number of wounds the Warrior should start with. If we already know that the average attack of a Level 1 Monster may take up to 1/3 of the Warrior´s LPs at the same level, and that the average attack of a Level 1 Monster is 2 according to the first table above, then we can say the Warrior should start with at least 6 LPs plus any bonus that his class might grant.

This way I think we can fine tune the game just by giving or taking Life Points, less complicated than reworking the whole thing all over again.

Taking the Warrior as a baseline, and considering the rules above, we can now determine the attributes of each Class:

www.drndproject.org/photos/Assorted/4HEROES-BGDF.JPG

Also, we can now determine how many Life Points each Monster should have, here´s an example taking one monster of each color:

www.drndproject.org/photos/Assorted/4MONSTERS-BGDF.JPG

There are still things to be decided like the effect of the “wild” die and other details, as well as some ideas I´ve been considering lately:

-Random abilities, weaknesses and events: Before each game players will determine one random ability and one random weakness for their adventurers, as well as one random event for the game. More powerful abilities or severe weaknesses will be harder to get of course. I'm thinking in abilities and weaknesses like, -/+ hit points against a monster of specific color, increased speed, increased defense, and so on, also random events like, all monsters of certain color get a +1 white dice defense, and so on.

-Power Attacks: Different classes will be provided with PAs as Abilities. These will be moderately more powerful and free to use, but will have a greater fumble chance.

-More potions, armor and weapons scattered as treasures: These should provide more variety and sense of improvement, I'm thinking that maybe the treasure deck will have more than 80 cards. These items and weapons will be more powerful in combat, but will have a greater chance of breaking or producing negative effects upon the bearer.

-Just realized the game has also some humorous potential: Being a beer and pretzels board game, it could be fun to explore the option of ridiculously powerful but balanced weapons, spells and powers. At least an irreverent setting could be fun.

-Design my own game board: I'm tempted, maybe later.

That´s where we are at right now. Any help, advice or suggestion will be much appreciated.

RECIVS
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Development Update: The Monsters of DRnD 2.0

Development Update: The Monsters of DRnD 2.0. http://www.drndproject.org/apps/forums/topics/show/11987884-development-update-the-monsters-of-advanced-drnd-2-0?next=

"After spending some time experimenting with the Character Creation system I've finally put together a first set of monsters for Advanced DR&D 2.0

The new Monster Cards deck will have 120 cards: 107 monsters and 13 traps. Traps will be discussed in an upcoming entry. The deck includes the 79 original monsters from all versions of Dungeon! as well as 28 additional ones inspired in the D&D universe.

As you may see, there will be a few more monsters than the maximum required (80 rooms+18 creatures in 6 chambers=98 required monsters) I made this design decision expecting varied sets of monsters between games as well as rendering virtually impossible for the players to track which ones are left to appear, as few cards will always remain unused in the deck to the end of the game. I would love to hear your opinions on this matter.

The new system is quite simple but turned out to be very flexible and productive, given the varied dice pool mechanic used. Literally thousands of combinations are possible by mixing just four basic attributes: Defense, Attack, Magic Resistance and Life Points.

This new system has been thoroughly described in our previous Development Update published more than three of months ago. Using the guidelines described there I was able to create a "universe" of 9,324 different combinations as shown in the document attached, from which I picked my 107 candidates. No version of Dungeon! has offered this vast array of monsters.

Most of the monsters in DR&D resemble their Dungeon! counterparts and preserve their relative strengths and weaknesses between each other. However, specific attributes have been allocated and tailored to suit our own design, therefore they’re not always in harmony with the originals or their counterparts in the D&D universe, though I’m sure more adjustments and refinements will find their way into the final version.

Having exposed the above, here are the details of the new design and sorting patterns:

The monsters of DR&D are sorted into 3 levels: 1, 2 and 3.

Each level is divided into 3 LP Groups depending on their LP allocation (low, med or high)

Example: Level 1 includes monsters with 2, 3 and 4 LPs. Level 2 with 4, 5 and 6 LPs. Level 3 with 6, 7 and 8 LPs.

Every LP Group is divided into 3 Attack Strength Groups depending on their attack strenght (low, med and high).

Example: Level 1 monsters may attack with 2, 3 or 4 maximum hits, Level 2 monsters with 4, 5, 6 or 7 and Level 3 monsters with 8, 9, 10, 11 or 12.

The maximum hits possible for a monster come in different configurations. Obviuously some configurations will tend to hit more than others, therefore have been sorted in the same 25/50/25 pattern.

Example: 5 max hits may be completed either with 1 Red die and 1 Yellow die, or 1 Red die and 1 Orange oie, or 1 Red Die and 2 White dice and so on.

According to the above, the monsters are sorted in the following way (roughly):

25% of the monsters are Level 1 50% Level 2 25% Level 3

Whitin each level: 25% of the monsters are low (LPs) 50% are medium (LPs) 25% are high (LPs)

Whitin each LP group: 25% of the monsters are low (max hits) 50% are medium (max hits) 25% are high (max hits)

Whitin each Attack Strenght group: 25% of the monsters have low chance to hit 50% have medium chance to hit 25% have high chance to hit.

The rationale behind the design goes as follows:

There's only one deck of Monster Cards in DR&D, players have no control over the level of the monsters they'll face. This is an important deviation from the original Dungeon! where monsters are sorted according to dungeon levels so the adventures are able to simply choose the level they want to be in.

Taking the above into account and considering my own conception of how the game should play, I decided to privilege an average allocation, meaning that average (Lvl 2) monsters will be the most likely to appear at early stages of the game. Adventurers will start off relatively weak, I don’t want to make it too hard for them to obtain their first Lvl 2 (or 3) weapon, though I neither want the game to become too easy after getting it. This is the balance I´m looking for.

Also, one third of the monsters will perform magic attacks; this means that the Barbarian will be weak against 1/3 of the monsters in the new deck. This is a balance adjustment, the Barbarian won´t be the most powerful combat character all the time.

Besides, one third of the monsters have higher magic resistance so the Wizard will be weak against 1/3 of the monsters. Magic will be a powerful weapon in the game but some monsters will have higher magic resistance.

I’m still figuring if these two groups should be composed of different monsters or several of them could be concurring in both groups.

DR&D is mainly a game of exploration, combat and random occurrences. If a very powerful monster is found early on, the adventurers will have the option to flee for a relatively low cost. Continuous exploration is rewarded but it could also help more powerful opponents looking for treasures, as the fleeing adventurer must reveal the monster he´s running from.

Since we have 9234 candidates to choose from there's a lot of room for adjusting and fine-tuning every one of the 107 monsters in the deck. No work is perfect though, so I’m sure that some improvements and revisions will be included in Advanced DR&D 2.0.

This is an open test version, which means that it is subject to modifications and revisions until the final version is relased with Advanced DR&D 2.0. Every user may report any issue or suggestion regarding the design. Please feel free to submit your candidates as well as your corrections to the ones proposed in the files attached.

Some new features in Advanced DR&D 2.0

-Print and Play. DR&D has become an unofficial PnP expansion; everything you need to play will be included.

- Simpler rules. The rulebook became thinner; rules are now mostly card driven so they’re more straightforward and easier to follow.

-Random Character abilities and powers. Each adventurer will play differently every time.

-Random Monster abilities and powers. Monsters will have different abilities and powers every time.

And there’s more coming...

What's DR&D?

Dungeon, Rings & Dragons may be categorized as a semi-coop or competitive multi-team adventure board game.

DR&D´s defining elements are adopted from Calabozo: La Aventura de los Anillos" (Dungeon The Adventure of the Rings) which is a Mexican version of Dungeon! Perhaps the sole multi-team specimen of it´s type.

This variant is based on the original gameplay from The Classic Dungeon, borrowing and blending elements from the Mexican "rings and dragons" version, HeroQuest, Advanced HeroQuest and D&D Fantasy Adventure Board Game, as well as other original novelties.

We´re looking for extra depth and strategy yet keeping things simple and beer/family friendly like in the original. That´s essentially the DR&D Project.

DR&D Project"

RECIVS
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Development Update: The Monsters of DRnD 2.0

Here´s the link to the files in case someone missed them from previous post:

http://www.drndproject.org/Documents/Advanced%20DR&D%202.0/The%20Monster...

questccg
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Nothing personal...

But I don't like the name: "Dungeon, Rings & Dragons".

Not because it infringes on any copyrights, you are legally okay to have this title... But to me it sounds a bit *forced*. It reminds me of like another designer that had named his game "D&D&D". He liked the title - but again, it was a bit *forced* considering he said it had nothing to do with "D&D" (or so he says).

He also said that he planned to change the title of his game - knowing there was a resemblance with "D&D".

Also is your game about *collecting rings*??? Is that the treasure in the game? I am trying to understand why "Rings" is such a prominent part of the name. Then again, it may only be that name...

Again just trying to figure out where the name comes from...

(In my mind, it makes me think of "Lord of the Rings"... for some reason... and obviously "Dungeon & Dragons")

larienna
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I have not read all the

I have not read all the details of your post but here are some quick comments:

Quote:
But I don't like the name: "Dungeon, Rings & Dragons".

I find it awesome, it could be a parody of dungeon and dragons and lord of the rings. Just make sure it clearly stands as a parody.

Personally, I would add a dragon that wander in the dungeon and cause trouble to all the teams. It makes your game stick to the title. Either the dragon is AI controled, or they could tame it into the rooms they want. Take a look at the second hobbit movie for ideas.

As for the rings, I would give to each of them a special power for the team once acquired. It would create some sort of leader bashing when a team with more rings is taking the lead, so getting more powerful.

Your game seems to lack of climax. You need to make the player do something when they have their 4 rings, either exit the dungeon, defeat the dragon (the rings could help), defeat all the other teams (have player elimination), etc.

Games you should look for inspiration:

Dungeon Run
Drakon
Dungeon Quest

There was also another game I can't remember the name where you have a team of 4 characters and you wander in a castle collecting treasure chest. When a team has sufficient gold, it needs to exit the dungeon. It had metal miniatures.

RECIVS
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DR&D

questccg wrote:
Not because it infringes on any copyrights, you are legally okay to have this title... But to me it sounds a bit *forced*. It reminds me of like another designer that had named his game "D&D&D". He liked the title - but again, it was a bit *forced* considering he said it had nothing to do with "D&D" (or so he says).

He also said that he planned to change the title of his game - knowing there was a resemblance with "D&D".

Also is your game about *collecting rings*??? Is that the treasure in the game? I am trying to understand why "Rings" is such a prominent part of the name. Then again, it may only be that name...

Again just trying to figure out where the name comes from...

(In my mind, it makes me think of "Lord of the Rings"... for some reason... and obviously "Dungeon & Dragons")

Thanks for your comments!

I suggest that you take a peek at some of the material available on our website.

It´s about teams of adventurers finding weapons, magic items (like teleportation) and rings. I believe the competitive multi-team concept is a new one in fantasy adventure games.

The rings will be found randomly in only 6 of the 12 dungeon chambers, each one guarded by a dragon. A certain number of rings are required to win so adventurers must exit the dungeon with them without being stopped by the opponents, the weapons and magic items found will be used in combat either to steal the rings or become unstoppable on the way out, it´s all about team work, combat and resource management.

It´s based on a Mexican version of Dungeon! that incorporates the rings, I assume based on the LOTR saga. The name was chosen as a parody because DR&D is based on Dungeon!, it has rings as a defining element and adds dragons to the mix. Besides, it sounds like D&D and I liked that.

The result is precisely that, a mixture of Dungeon! with rings and dragons and I believe the name stands true to that, I couldn´t think of another one that describes it better, but of course I'm open to suggestions.

larienna wrote:
I have not read all the details of your post

It would be great if you could do that, there´s much information not included in the post, so you could try downloading some material from the Downloads sections of our site.

The main feature of the game is its team vs team action, perhaps the sole multi-team specimen of it´s type. Even though the games you mention provided useful ideas, the mechanics of DR&D are unique in that sense. I believe we´re in uncharted waters regarding some specific mechanics.

It has parody potential that´s for sure.

The rings will definitely have special powers.

Again, I suggest downloading some of the material. Once a team of adventurers gets the required rings they should exit the dungeon while the opponents will try to stop them. Weapons and magic items will be available as treasure and they could be stolen from adventurers, so it´s going to be a matter of smart resource management and teamwork, tension will surely heat up towards the end as treasures run out.

Treasures will be undisclosed to opponents and stealing will be done blindly so I can anticipate very tense and climatic moments at latter stages of the game.

The wandering dragon idea is interesting, I'm going to explore that one.

Thanks again for you comments, they´re very useful.

questccg
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Okay so it makes more sense NOW...

All right, now the significance of the *Rings* makes more sense... It does remind me a little bit of "Lord of the Rings"... But less like "Dungeons & Dragons".

Could you use something like: "The Rings of Dragon Lore"

Which is basically stating that the rings are of some form of ancient knowledge possessed by the Dragon kin.

Anyhow, it's just an idea. This is a *serious* title (not a parody). You may or may not like it... It depends if you want your game title to be taken as a *parody* or not.

Just some ideas... Go with whatever you like!

RECIVS
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Im still thinking about it

Thanks for your comments! They´re much appreciated.

So it´s only the word "rings" you have trouble with, right?

I´m still thinking about it, I really like how the current name sounds though.

RECIVS
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9,324 Monsters!

http://www.drndproject.org/apps/forums/topics/show/12024559-9-324-monsters-

"The new Character Generation system is quite simple but turned out to be very flexible and productive given the varied dice pool mechanic used. Literally thousands of combinations are possible by mixing just four basic attributes: Defense, Attack, Magic Resistance and Life Points.

This new system has been thoroughly described in our previous development update published more than three of months ago. Using the guidelines described there I was able to create a "universe" of 9,324 different combinations as shown in the document attached (see our Downloads section) from which I picked my 107 candidates for Advanced DR&D 2.0.

Since we have thousands of candidates to choose from, there's a lot of room for adjusting and fine-tuning every one of the 107 monsters in the deck. Every one is unique and therefore different from each other. No version of Dungeon! has offered this vast array of monsters.

Could you find a better candidate for any of the 107 proposed monsters? The Monster Cards uploaded recently still require some work and polish, I'm sure anyone could come up with better choices within this "universe" and that´s the beauty of it

DR&d Project"

questccg
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I like the *Rings* part!

RECIVS wrote:
So it´s only the word "rings" you have trouble with, right?

No I LIKE the *Rings* part!!! I think the concept is pretty cool too:

Dragon's hoard magical rings, each great dragon possesses mighty and powerful rings guarded over the centuries...

That's WAY COOL. I like it also because it's DIFFERENT from "Lord of The Rings". At first when I saw the title, it reminded me of "Lord of The Rings"... But then when you explained the rings were being guarded by Dragons, it's like a completely and totally different concept! I think it's ORIGINAL...

What I liked less was the play on "Dungeons & Dragons"... Like I said, another designer was using D&D&D for his game... And he also decided to find something more appropriate - just because it sounded too much like D&D + an extra D... (D&D&D).

So don't change your theme... I think it's cool (that the rings are being protected by dragons). That to me is the original part to the story.

questccg
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Backstory

When thinking about the *Rings* and the plot, I had me think of about Dragon kin...

And I was thinking that each Dragon is a mortal. However when they wield the power of the Ring (whichever one they have), it TRANSFORMS them into a Dragon...

This is kinda *Breath Of Fire*-ish... But still it would be cool if the rings could transform you into different dragons each with its own special power.

So when you *slay* the dragon, he reverts back to his human form... At which time the ring can be removed from his/her finger... In "Breath Of Fire", the main character is actually from a RACE of dragons that can take human form. This concept (of the rings) could be different because it would be the POWER of the Ring to transform the human wielder into a dragon...

Again just ideas...

larienna
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Quick comments about the

Quick comments about the title.

First I would remove "and" to call it "Dungeons, Rings and Dragons"

The title also feel like "Snakes on a plane". You just list the main element of the game.

Maybe there could be a better way to rephrase the same words. But again, I would only use a title like that if you want to make some sort of parody or comedy game.

knightshade
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Wow. My game uses a very

Wow.
My game uses a very similar attack pool/dice mechanic... very similar its creepy because I made mine from scratch... o.O

I perfected mine (as of now) but what made mine easier was not having leveling dependent on stats/skills. And by making the dice pool able to be "tailored" so a "cleric" can become a "knight" but the starting stats would be different, thus a cleric might never be able to max out the attack attribute... my hit success is like nothing I've ever seen in a game and crucial to battle. Very unique ;)

RECIVS
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questccg wrote:When thinking

questccg wrote:
When thinking about the *Rings* and the plot, I had me think of about Dragon kin...

And I was thinking that each Dragon is a mortal. However when they wield the power of the Ring (whichever one they have), it TRANSFORMS them into a Dragon...

This is kinda *Breath Of Fire*-ish... But still it would be cool if the rings could transform you into different dragons each with its own special power.

So when you *slay* the dragon, he reverts back to his human form... At which time the ring can be removed from his/her finger... In "Breath Of Fire", the main character is actually from a RACE of dragons that can take human form. This concept (of the rings) could be different because it would be the POWER of the Ring to transform the human wielder into a dragon...

Again just ideas...

WOOW! That sounds very cool! I will explore into that.

larienna wrote:
Quick comments about the title.

First I would remove "and" to call it "Dungeons, Rings and Dragons"

The title also feel like "Snakes on a plane". You just list the main element of the game.

Maybe there could be a better way to rephrase the same words. But again, I would only use a title like that if you want to make some sort of parody or comedy game.

As posted above, we can´t deny that it has high parody potential, to the point that it can keep that name without looking ill-suited IMHO ;)

However, I believe the name is pretty much a decided issue already, domain and web page are by DR&D already since 2012.

Thank you very much for your comments, they´re much appreciated!

RECIVS
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Quick Comments

knightshade wrote:
Wow.
My game uses a very similar attack pool/dice mechanic... very similar its creepy because I made mine from scratch... o.O

I perfected mine (as of now) but what made mine easier was not having leveling dependent on stats/skills. And by making the dice pool able to be "tailored" so a "cleric" can become a "knight" but the starting stats would be different, thus a cleric might never be able to max out the attack attribute... my hit success is like nothing I've ever seen in a game and crucial to battle. Very unique ;)

Nice! is it published already? I would love to take a peek if possible. I made mine from scratch too, after evaluating some options and doing some math I concluded that a dice pool system with varied dice was the way to go, or at least the way I wanted to go.

Actually the varied-dice pool mechanic is nothing new, it´s based on D&D The Fantasy Adventure Board Game, this system of mine is just a mix of that one with HQ in the Dungeon! environment.

I'm afraid I don´t quite get what you mean in your second paragraph? What do you exactly mean by "not having leveling dependent on stats/skills"? What do you mean by "hit succes"?

DR&D 2.0 will have different weapons and magic items randomly scattered as treasure, besides the rings are going to provide special powers so it´s not going to be a matter of leveling by experience.

Adventurers will level up by finding special items and treasures (remember this is a beer and pretzels game) though there will be simple rules for making the Wizard for example less likely to use a heavy weapon and so on.

Abilities will be random and card driven within classes so it will be simpler and easier to keep track. Every play should feel different. It will have variety and randomness, with depth and some light but different strategies.

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