Kamis, 09 Juni 2022

Game balance in Roll Player Adventures

My wife and I have been playing a few Roll Player Adventures since Christmas, and it's a great game. The game perfectly combines "role play" (which means making decisions that have consequences) with "role play" - dice and manipulation.

The narrative part of the game is very good. Your decisions և events give you keywords that can then և change what is happening elsewhere. Keywords are deleted at the end of the activity, but you can also get permanent nicknames, which means that if, for example, you have helped someone in one business, they may "remember" you in another business and help you. There are three opposing factions, so if you are playing for the second or third time, you can look for different goals. Keep in mind that even if you do, most of the adventures will remain the same, so you can let the game relax, 'forget things between campaigns'. In any case, the story is undoubtedly the most important point of this game, it brings you as close as possible to the experience of a table RPG, like the story.

The mechanical part of the game seems to have serious balancing problems. The main mechanism of the game is that you have a list of target colors և values ​​for each combat և skill test. For example, to kill a human enemy you need 2 blue, 3 red, and 5 can be green or black. So how do we get there? Your image has small white squares in all its statistics, each statistic corresponds to a color. At the beginning of the game, for example, your fighter may have 3 solid blocks և they are red. By spending as many blocks as there are players in the game, say 2 for a game with two players, you can get that color diesel. But it not only drains your strength, nuts also increase your stress, if fatigue equals or exceeds your health, you stay out. Each combat or skill test also has a dice limit, for example at the beginning of the game your dice limit is 3, so you can not "buy" more dice than that. If you buy less than 3 dice, a random hand will be drawn.

Now comes the second step - to play dice. You have a number of 7 cards for each character at the beginning of the game that can do things like change the color of the dice, change its value by 1 or up, or move it to the other side of the turn. It is easy to see that the more cards you have in your hand during the game, the greater the chance of getting the right card for any situation. However, he is also limited in the number of cards he can play in each combat round or skill test. The "game limit" is relatively balanced. no matter how many players you play, the amount at the beginning of the game (number of players x game limit for each player) plus bonus games (which can be played by anyone) is always 5, a game for two players At the beginning of the game each player can play two cards, և there is an additional game. The number of cards is absolutely unbalanced. In a single-digit game, you have only 7 cards to choose from, and in the case of 4 players, 28.

During the game, the difference between a real one-player "game" where one or more players play several characters becomes less clear. You get a lot more cards by buying them with gold, մեջ the amount of gold in the adventure is determined regardless of the number of characters. With both characters, at the end of Adventure 3 we had 12 cards each, so we usually went from 14 to 24. The solo character went from 7 to 17, as he probably won the same 10 cards. As we did, or almost. The group of 4 players increased from 28 to 38.

While they are not there yet, it is reported that players in the second half of the campaign tend to have so many cards that they can do almost anything. As the number of dice required for skill tests and battles increases, the game's bonus limit ական combat dice limit can also be increased by spending XP. The game gets a lot easier during the campaign, maybe very easy if you are a good player. Add to that the fact that there are absolutely no restrictions on the cards you can use. You can "carry" many different types of weapons at once, as many weapons as you want, you can throw your fighter և use your blessing giant. ax. At the end of the game you can have more than 30 cards; You have completely forgotten that these items should represent your weapon, armor, scrolls, skills and attributes. And you can change the color of any dice, change the colors of the dice, add new dice above the dice limit, thereby creating other beneficial effects.

I will play the campaign with my wife in the system as it is. If I needed to play Roll Player Adventures again, I would probably be able to find the rules of the house to get a better balance in the game, especially if I wanted to play with only one character. It seems that the main problem with balance is that there are too few cards at the beginning of the game and too many cards at the end. So I can offer the game to a dwarf banker named Givello, who gives my character 30 gold coins to buy more cards at the beginning of the game, but asks me to pay 5 gold coins at the end of each of the 12 missions. From 100 to a blanket. interest rate. It looks like Givelo. :)

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