I recommend that an SRD be done after the Kickstarter. I'm a huge supporter of freely available rule systems (like Fate, Pathfinder, Eclipse Phase, 13th Age, d20 to some extent, efc). This is helpful for the GM, the players, VTT developers, and for enlarging the target audience of the game.
@kidneytheft8285Ай бұрын
I've been trying to create a TTRPG with all the elements I enjoy in a game, but so far I've found it to be an arduous process. Listening to your combat system makes me think I could abandon my system whole sale and just back your game-it sounds awesome!
@stevesketchesАй бұрын
I'm also in the process of making my own system, and I feel you. It's tough! Trevor's designs are inspiring and shares a number of similarities with my own. Which is encouraging, means I'm probably heading in the right direction! Don't give up, skeleton!
@foolcat23Ай бұрын
There are two important things to remember (and please take this as tongue-in-cheek): 1. There is no need to reinvent the wheel. Imitation is the sincerest form of flattery, and whenever you come across a cool game mechanic you really like in any game, steal it, adapt it, make it your own! 2. Whenever you think you came up with a cool new rules idea, Greg Stafford already did it in the 1970s. But rule 1 applies here as well. Trevor has shown both his tremendous knowledge of, and experience playing different TTRPG systems from over several decades time and again, and he did just that: he distilled the best essence from all of them, and forged it into a cohesive and coherent unit. There are tons of things in TBE that I recognize and love as well, and if he goes about putting it into one volume in his eloquent and entertaining manner, I will gladly take it off his hands! 😄 Needless to say that, as a GM, as soon as I’m perusing it I will also start thinking about houseruling some things. It’s an itch we all suffer from.
@stevesketchesАй бұрын
@@foolcat23 No ruleset survives contact with the GM.
@tomgorman4302Ай бұрын
Trevor, by your own descriptions, you did it, in my eyes. Maybe because we are the same age and, therefore, have a similar length of time and exposure to TRPGs, you did it. I am pretty sure that you mentioned every single system, and the thing I liked most about them, as being represented in some form in Broken Empires! Brother, I am ALL IN! My Kickstarter pledge proves it by putting my money where my mouth is. WISHING YOU AND THIS PROJECT INCREDIBLE SUCCESS FAR INTO THE FUTURE!
@rikwilliams635226 күн бұрын
Agreed 100%
@0num4Ай бұрын
Very interesting. I can tell you've dabbled in a number of different TTRPG systems before arriving at this destination. I'm keeping BE (TBE?) on my radar, for sure.
@MeMyselfandDieRPGАй бұрын
“Dabbled”…. Yeah, that’s one way of putting it… 🤣
@YukonJack88Ай бұрын
I've kicked in For the book, given the solid design you've invested herein. I have tinkered with my own Grimdark Sim Light Design, after doing some considerable research into how Martial combat works. One of the main aspects of proficiency involved Feints, to draw a opponent out of position so your follow up strike to the desired location could go ahead. Are you modelling this aspect in a significant way? Given how essential this ploy was... it would be amazing for an informed rpg to get this included, as a very effective ploy. Further an offensive Parry to fluid counter attack was another essential ploy that was used. This was more than a just wild desperate defensive block, it was a calculated ploy used by trained fighters. (You had to step towards your opponent and commit to the move, offensively). Your system has an elegant resolution mechanic, and thus....
@Ena___Ай бұрын
One thing I particularly like about this is how you mention that healing is not only a skill for clerics. I've grown to dislike seeing divine magic monopolize healing in games. I appreciated Worlds Without Number's decision to make healing a half-class and offer it as a multiclass option for any class combination. And I can’t go back now. 😄Among other things, I'm looking forward to seeing Broken Empires' healing mechanics.
@StatsScottАй бұрын
Very excited for the KS to launch. I really like how much information gets efficiently packed into one combat roll. Do you get a ton of information but don’t have to cross-reference against 4 tables and 3 subsidiary rolls and the result is just “-5 hp”. The tactical implications are great as well.
@bluetrace3778Ай бұрын
Best of luck Trevour. You absolutely deserve for this to be a hit!
@YannMiollanАй бұрын
I would even say a critical hit!
@MultiklaaasАй бұрын
Cackling with glee here, combat system sounds glorious!! 🎉
@gandalf970Ай бұрын
I just found your channel and will be backing this product. Thank you.
@Ancient_WestАй бұрын
Getting more and more excited for the release. I can't wait.
@MyKarvaАй бұрын
@@Ancient_West I just heard about this game today. Looks awesome but so dissapointed for a year wait. Until then it's going to 5e I guess.
@ΣπύροςΓκιουζέπαςАй бұрын
If this is a medieval simplified Mythras combat, I am in!
@candleheat1001Ай бұрын
I wonder if the designer has avoided some of the issues Mythras has? Two equally skilled foes, will generally have the attacker hit, but defender blocks it (or armor negates all the damage), so nothing happens, and feels deflating. Player decision paralysis when trying to choose combat maneuvers.
@claudiaborges8406Ай бұрын
I need the rules for this. I have seen most of these mechanics elsewhere but this is a great example of another way they can be used and how they can be combined
@Scruffy-LookinTerfHerderАй бұрын
When Game Come?
@MeMyselfandDieRPGАй бұрын
Game come soon. Game kickstart Tuesday. You kickstart game, game come to you.
@risusrulesАй бұрын
@@MeMyselfandDieRPG 😂
@jorgemontero7905Ай бұрын
@@MeMyselfandDieRPG You mean that you'll give the first pdfs after campaign ends? Or the game stills in the works?
@MeMyselfandDieRPGАй бұрын
Game still in works.
@drdryg7278Ай бұрын
This sounds great!
@shanewinter7251Ай бұрын
Found my way here after watching you on black lodge games, so your parson please if I mentioned something covered previously. The system reminds me of Top Secret SI, which I am a huge fan of. There were a lot of innovative tsr games that have been lost to time. They used a similar system in Amazing Engine, but the ones digit determines lethality if the hit. Both system have always inspired me, and I have toyed with my own system on similar lines to you. I guess it seemed logical. In my quest to bury as much information in one roll, I ended up with using the tens die for successes as well. I used the ones die for lethality, as in amazing engine, and the sum of the two for hit location. Then I went overboard and decided that you could also look at the lower of the dice for a second effect, and look at the dice multiplied if you need a truly wild effect. In addition I felt an easy way to handle doing multiple actions at once was to rest the primary action as normal, and read the result backwards for the secondary action.
@nicholasbielik7156Ай бұрын
I’ve been watching your Sage’s Library videos, and I relate to much of what you say about playing RPGs. I too was a kid who eventually moved on from D&D because I found cool other games like Top Secret, Gamma World, Call of Cthulhu, Marvel Superheroes, Stormbringer, and Pendragon. I feel like I’ve always been a bit of a simulationist at heart, but I’ve also struggled with complex simulationist systems over the years. I love the idea of games like Rolemaster and Chivalry and Sorcery, but I don’t think I would ever actually run them. Chaosium’s Basic Roleplaying family of games (including Pendragon) are probably my favorite game systems, but The Broken Empires seems like it might finally do the thing I’ve long wanted in a game.
@YannMiollanАй бұрын
@nicholasbielik7156 It seems that your comment was cut off?
@DJMicroNaughtАй бұрын
Each time we get a little sneak peek of this game, I get more and more excited! Like a kid waiting for Christmas morning.
@YannMiollanАй бұрын
This series is a little like an advent calendar, with every video being a little chocolate xD
@KartoffelnSalatMitAllesАй бұрын
This sounds great! Does anyone have information on licensing? Can we write and publish our own hacks of the system?
@SmittumiАй бұрын
I feel like I wanna use this for WFRP.
@nagaenigmaАй бұрын
Love it! Now we’re all looking forward to your next video - «Magic!»
@FionananananananananaАй бұрын
Cant wait to play it. Ive been trying to make swade a bit more simulationist but in the end i just wanna play the broken empires lol
@RPG_BlissАй бұрын
Can we get a character creation video please ?
@juaukeАй бұрын
So freaking excited for this!
@juaukeАй бұрын
This looks like a very interesting but fairly easy to get in combat! So I'm loving this!
@DeletarTepesАй бұрын
Can't wait for the kick starter
@YannMiollanАй бұрын
October 1st 9AM EST
@ronniabatiАй бұрын
Free League’s Year Zero combat mechanics uses a dice pool to mostly do the same things
@samuelecinelli36859 күн бұрын
It would be nice if you released a quickstart rules to get an idea of the game system!
@SpacemutinyАй бұрын
This is the aspect of your system that I’m most looking forward to incorporating in my solo games! I’m getting cool The Fantasy Trip vibes.
@nutherefurlongАй бұрын
Typed something like this then lost it, will try to be more cohesive this time: Are combat rolls based on the same stat, like "combat"? And are maneuvers the same, sort of emerging from the combat experience or player character specific skills and abilities? Great to see so many of these mechanical components being incorporated into a single ruleset. Does combat feel sort of decisive to you, quicker in part due to wounding being something that can change the course of the battle with a single hit? Is there a way to choose hit locations based on the ones die, or is there a set priority, even for someone trying to stun or trip rather than kill?
@MeMyselfandDieRPGАй бұрын
There are no stats; everything is skill-based. Maneuvers are based largely on the weapon used, but certain talents can effect maneuver costs. Wounds absolutely have immediate effects that can decide the battle. The ones die is the hit location; Choose Location is a maneuver to change it. Certain maneuvers require hitting specific locations; I need to hit your leg to trip you, for example.
@nutherefurlongАй бұрын
@@MeMyselfandDieRPG You've been great with these replies. Just wanted you to know I've appreciated it. Hope your campaign goes relatively smoothly
@StainlessBottleАй бұрын
Is a called shot at a specific location a combat maneuver that ignores the location die if successful?
@MeMyselfandDieRPGАй бұрын
Yes. It's a maneuver called "Choose Location", and its cost is based on the weapon used.
@CantRIP9389Ай бұрын
@@MeMyselfandDieRPG Ballsy. I'll be very curious about how that works
@ballelort87Ай бұрын
So like, if the one ring and mythras had a baby🤔
@coldstream11Ай бұрын
And runequest
@YannMiollanАй бұрын
@@coldstream11 weeeeel isn't Mythras kind of Runequest's brother?
@doomhippie6673Ай бұрын
I'm really excited for this.
@ranty_fugueАй бұрын
I’m really impressed with your “sim lite” system! But I’m curious about something. If you use the “double to critical ” system in tandem with the one’s die determining location, doesn’t that bias specific locations for crits? Let’s say there are just two locations, A and B, where A is 0-4 and B is 5-9. Let’s also say that my total chance to hit is a 45. Doesn’t that mean that only 00, 11, 22, 33, and 44 are crit successes, and thus can only apply to location A, and that crit fails can only apply to B? I’m not 100% clear on the mechanics, so apologies if some of the details are a little off!
@MeMyselfandDieRPGАй бұрын
Yes, but remember all crits fundamentally do is add 3 SLs. It’s very easy to change the hit location in that case.
@moprintboy19 күн бұрын
I'm really interested in this system, and once I saw the mass combat supplement unlocked as a stretch goal I'm nearly sold. But just wanted to ask, is there any more info on how the mass battle supplement works? Anything from the Q/A or videos upcoming on the subject? Thank you.
@tahunuva4254Ай бұрын
This probably runs counter to the focus on simulation, but how hit locations work got me thinking how cool it would be if you could choose which die was the tens. E.g., I roll a 1 and 5, that gives me the choice of an SL 5 for whatever location 1 is (say, left leg), or an SL 1 for location 5 (head). Obviously there'd be times where only one result is viable against the defence (or your own skill), but could still lead to some tasty choices. Might be room for it as a weird talent or something.
@YannMiollanАй бұрын
oooh yea! for some reason it makes me think of a talent Jackie Chan's Drunken Master would have xD
@Gremlin4498Ай бұрын
Heads up, I'm immediately going to try and hack your rules matrix into hard sci-fi. It has been fun following the development and I'm looking forward to the kickstarter! Big fan of reining in how powerful resolve was too BTW.
@sanshinobi3664Ай бұрын
At the risk of popping your bubble, your best bet is to start with either a generic RPG for a framework you can build on without having to demolish first, or bite the genre bullet and get a sci-fi RPG.
@Gremlin4498Ай бұрын
@@sanshinobi3664 No bubble popped and I agree with your statement, it would absolutely be the smarter way to do it. I simply like a lot of the design choices Trevor has made and am yet to find a sci-fi ruleset that has appealed to me.
@Adam89111Ай бұрын
The combat seems to be heavily lean towards martial combat, what about spell combat? What about the magic systems? An idea for your next video: Make a character using your system.
@ReinReadsАй бұрын
The weave based magic system is intriguing. Can’t wait to see the final rules on it for both combat & non-combat.
@MeMyselfandDieRPGАй бұрын
Magic will discussed in the next video!
@YannMiollanАй бұрын
@@MeMyselfandDieRPG Can't wait!!!!!
@SaintSoloАй бұрын
MM&D !!
@LeFlamelАй бұрын
Sim-lite but using shields shall be sundered mechanic? What do the inventory rules look like to prevent people from carrying multiple shields everywhere?
@MeMyselfandDieRPGАй бұрын
That would be very punishing to the fool running around with multiple shields. But hey, each to their own! :)
@LeFlamelАй бұрын
@@MeMyselfandDieRPG what's the consequence? How many shields can one carry before reaching that consequence?
@MeMyselfandDieRPGАй бұрын
It’s largely a matter of Encumbrance. And common sense :)
@LeFlamelАй бұрын
@@MeMyselfandDieRPG I'm not sure why you feel the need to be so vague about how a mechanic works, but it doesn't breed confidence in your product.
@MeMyselfandDieRPGАй бұрын
Vague? Very well, let me spell it out for you: Shields have encumbrance. Encumbrance weighs you down. Carrying multiple shields is both heavy... and *ridiculous*. I don't recall seeing too many fighters in history or literature walking around with MULTIPLE SHIELDS. Do you? No, of course not. Not sure what your point is here, man, but I'm quickly getting the impression you're not discussing this in good faith.
@RogerEberhart19 күн бұрын
Sorry if this has already been answered (I looked but couldn't find anything). If you spend SL's on maneuvers (changing the hit location for instance), does that reduce the SL's going towards damage? For instance I have 3 SL's, but spend 2 to change the hit location to the head, do I only add 1 SL to weapon's damage instead of 3?
@MeMyselfandDieRPG19 күн бұрын
No, you get both. There was an early test version where you had to choose between SLs causing damage OR maneuvers, but I quickly abandoned it. Damage = attacker SLs - defender SLs + weapon dmg - location armor points. However, you always have the option of not applying SLs to damage at all, and just applying them to the combat maneuver effects (there are certain edge cases where this may be desirable).
@alexjaeger798Ай бұрын
Why reinvent the wheel? It's not burning or anything...
@YannMiollanАй бұрын
xD
@YannMiollanАй бұрын
This system is brilliant, it has the flexibility of maneuvers without bogging down the game too much. Is there going to be a Featureless Grey Plane episode of The Broken Empires?
Hi Trevor, getting excited for this. Any plans for cheat sheets for PCs to see all options in combat?
@MeMyselfandDieRPGАй бұрын
Yes :)
@Iulian111Ай бұрын
Are there tools for GMs to create PC races for those of us that want to use the system for other settings?
@VideoZivili15 күн бұрын
Hey Trevor, just to clarify are the SL’s spent (thus meaning less base damage) for effects or is it just a threshold you reach to choose an effect ?
@MeMyselfandDieRPG15 күн бұрын
It’s just a threshold. Your SLs always add to damage.
@VideoZivili15 күн бұрын
@ Thanks ! I backed yesterday, can’t wait to see this !
@pierluigimadauАй бұрын
Does combat relies heavily on miniis, grid, etc? Can it be done by description only? Please put out a video on the broken empires lore... are we going to read about Undatora? Herbert's isles?
@adalada5933Ай бұрын
He explained in an interview with the creator of shadow dark (forgot her name) how he runs his games: paper and pencil that's it, some bingo chips if necessary
@foolcat23Ай бұрын
It all can be done as Theatre of Mind. The distance bands we’ve seen so far (to the tune of far, near, close, etc.) lend themselves well to a purely narrative combat resolution.
@MeMyselfandDieRPGАй бұрын
Minis not required, but are always useful for keeping track of relative positioning.
@Zotob197525 күн бұрын
Trevor, if I want to hit a specific location (I.e. a leg) to make my foe prone, is it possible?
@MeMyselfandDieRPG25 күн бұрын
Yes. After the roll, if you have sufficient SLs for your weapon’s Choose Location cost (and you haven’t already hit the leg), you may strike the leg. As your second maneuver, if you can afford the Trip maneuver (based on your weapon), you can knock them prone.
@williamatkins3465Ай бұрын
I assume if multiple people role under the MOB on initiative that the to can go in whatever order also
@jfm.d5180Ай бұрын
A couple questions. So if the one guy is responsible for both degrees of success and hit location. Doesn’t that create a scenario where you’re more likely to have specific limbs suffer specific/ higher degrees of success? So all the very super successful attacks are going to land on the legs for instance
@MeMyselfandDieRPGАй бұрын
Hit location and success levels are independent of each other.
@TempvsMortisАй бұрын
It's a d100, it's actually 2d10s. The second d10 is assigned to locations, so if you succeed then a 1 gives you a leg hit or whatever. It's a linear probability distribution, so the odds for a specific hit depend on how many values are assigned to that location. IIRC the torso is most likely in his system.
@jfm.d5180Ай бұрын
@@MeMyselfandDieRPG Thank you for replying! Looking forward to backing this!
@DiscoBarbarianАй бұрын
sounds interesting, how does two weapon fighting work?
@MeMyselfandDieRPGАй бұрын
At the moment, similarly to WFRP/Rogue Trader and the like. You'll get an extra attack, but both are penalized (you can mitigate this somewhat through talents); the second weapon adds a small defensive bonus. Using 2 weapons looks keeewwwwl, but it's rarely actaully as effective as using a good old-fashioned shield.
@foolcat23Ай бұрын
@@MeMyselfandDieRPG What about defensive-only off-hand weapons, like a main-gauche or parrying dagger, or a swordbreaker (more like sword-catcher to lock the opponent’s blade)? Same rules apply?
@MeMyselfandDieRPGАй бұрын
There's a line in "weapon-porn" where I start to lose interest ;) (But, yes, there are parrying daggers!)
@jonivirolainen4751Ай бұрын
So, how does the zones work in Broken Empires? Are they similarly varying sizes like in Fate or 2d20 system games or are they always roughly of the same size? Zones in combat are not a good selling point for me for some reason, at least in how they are implemented so far (this might be a bit different) but otherwise this sounds like a good system as I like BRP variants and blackjack type of dice rolling system.
@MeMyselfandDieRPGАй бұрын
Depends on the situation. Zones have suggested dimensions, but everything is context dependent. I find zones allow tactical positioning without having to pedantically count squares/hexes. And the zone descriptors can allow options for creative players and allow them to more viscerally imagine the scene.
@jonivirolainen4751Ай бұрын
@@MeMyselfandDieRPG Thanks for the reply. I find it good that there are sort of default dimensions as that helps me to visualize it. Maybe the biggest issue is how movement and ranged attacks correlate distance-wise. It will be interesting to see how zone descriptors work in practice and I am glad that you don’t have to spend metacurrency to benefit from it. I run Mythras but still I go with pretty freeform when in close combat, except for reach rules which are nice but a bit cumbersome.
@MeMyselfandDieRPGАй бұрын
I tried to simplify reach in TBE without losing its effectiveness.
@jonivirolainen4751Ай бұрын
@@MeMyselfandDieRPG That’s good because I like how a lowly spear in Mythras has some edge against a short sword and that’s why I use reach rules. If TBE can give a bit similar results without actual reach rules, I am all for that.
@foolcat23Ай бұрын
“Hit points, hit points, hit points, you’re fine, you’re fine, you’re fine, you’re dead!” 😂😂😂 This is such a wonderful burn of all the systems with only a binary damage track. Yeah, my character can eat a multitude of damaging hits from a Zweihänder sword almost all day, AND keep on fighting full force, without any consequences whatsoever, until that one hit that reduces him to 0 HP. Sure. Bonus points for systems with a hit point progression, which allow for a multitude+1 hits.
@jeffwhittingham5314Ай бұрын
I much prefer injury systems like the one Trevor is using, but I do feel the need to defend HP pool systems against this particular critique. I just don't think it's a fair representation of what hit point systems are trying to be. In most games that use them, hit points do not represent an actual amount of physical damage you can take. Instead, they are an abstraction of how much damage you can avoid before actually getting hurt. Think of it like stamina. You aren't taking 17 great sword hacks to the head without any consequence. You are narrowly evading 17 blows, slowly running out of gas, until the 18th blow lands cleanly, killing you. You are Duncan Idaho mowing through a bunch of Sardaukar until finally being felled by a fatal blow after evading half a dozen attacks. There is a heroic nature to hit point pools that you generally lose with injury systems (where you can just as easily get dropped in round 1 as round 5), so that is the tradeoff.
@foolcat23Ай бұрын
@@jeffwhittingham5314 What you’re describing is a Fatigue pool. There are systems that use both. RuneQuest 3 for instance subtracts 1 fatigue point for every round of combat, and if it goes negative, the amount is directly subtracted from weapon skills, emulating the growing tiredness of the fighter and how it affects his ability to meaningful hit or defend. Damage is done to HP in hit locations AND to an overall HP pool; a location being reduced to 0 means it’s incapacitated, which likely takes a character out of a fight without outright killing him. The thing with RQ3 always was that the sum of HP in hit locations is always bigger than the general pool, but the latter being reduced to Zero was the end of the line-emulating death by a thousand cuts quite well. But that wasn’t my point. The way D20 systems like D&D use HP pools (with a level-based progression to boot) is primitive to the point of characters being fantasy superheroes. A dwindling resource that doesn’t impact a character’s ability to fight on at all, until it reaches Zero, when suddenly it’s a binary switch over to death saving rolls. There are systems that also use HP pools, but handle the impact of decreasing it on the character better. Take Traveller, for example (Mongoose Traveller 2nd edition). Damage that goes through armor is first subtracted from the value of the Endurance attribute; this is the buffer of a character’s stamina, or fatigue tolerance. In Traveller, attributes give range-based bonuses to dice rolls; the human average is around 7, with a bonus of 0-reduce an attribute towards 0, the bonus gets negative, up to -3 at an attribute value of 0. So at first, damage negatively impacts a character’s ability on skill rolls made in conjunction with his endurance, but it doesn’t stop there. Next up, Strength or Dexterity get reduced (player’s choice per damage taken), and this directly affects Strength-based melee skill rolls, or Dex-based ranged skill rolls, putting the character into a vicious circle where his ability to fight on is negatively impacted by the amount of damage he takes. Injury/wound systems just make housekeeping a bit easier and/or faster by doing away with HP/FP pools. A good example for this would be Savage Worlds.
@jeffwhittingham5314Ай бұрын
@@foolcat23 I'm describing hit points. From the 5e SRD... "Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one." Hit points are an abstraction. I'm simply calling out the original complaint of "eating multiple damaging hits form a zweihander all day and keep fighting at full force" as a misrepresentation of what hit points are. Here is the crux of why you and I both don't like hit points. From your post "The way D20 systems like D&D use HP pools (with a level-based progression to boot) is primitive to the point of characters being fantasy superheroes. ". Elaborating on that, it turns combat into a very predictable war of attrition. I have 100 hit points. The enemy deals 25 damage a round (and never misses because that's high level D&D for you). I therefore have 4 rounds until I'm down. Every fight turns into a simple math problem - can we kill the thing before round X? To be fair, some people like this sort of tactical game play. I do not. I think it's tedious and boring. Give me more randomness and make it possible for one blow to drop me in any round, not just round 4. It's a lot less heroic but more fun IMO. I like the unpredictability and inherent danger present in most injury systems. I just enjoy more grounded fantasy that these mechanics tend to better facilitate. FWIW though - and you might object to this idea since you seem to hate hit points even more than I do, but... I would argue that hit points are no less realistic than injury systems. If we are talking real combat with medieval weapons, very few people can take a meaningful hit from any sort of melee weapon and remain standing let alone effective in a fight. Small scrapes and cuts, sure. Deep lacerations or being stabbed? You are going down as soon as the adrenaline wears off. Hit point systems mimic this pretty well honestly.
@foolcat23Ай бұрын
@@jeffwhittingham5314 I don’t “hate” hit points per se, that’s too strong a word. I dislike how some systems handle them, to wit: a) the whole can of worms that is HP progression, i.e. characters accumulating multiples of their original HP they started out with over the course of their adventuring careers (did I mention I dislike levels in TTRPGs?), and b) a decreasing number of HP that has no effect on the fighting ability whatsoever-the character can fight full throttle and move around at full speed while his HP are merrily whittled away, up to the point where they reach 0; only then something happens, and mostly it’s standing at death’s door. I like vicious cycles; you get in trouble long before it gets serious.
@bobsavage3317Ай бұрын
☮
@YannMiollanАй бұрын
Peace?
@macoppy6571Ай бұрын
Combat explained in ten minutes? How could it be so simple?
@MeMyselfandDieRPGАй бұрын
I know, right??? ;)
@CScott-wh5ykАй бұрын
So every character is going to be an armless legless blind mute after a few fights? Soundless like a Monty Python simulator 😅
@deaddroneАй бұрын
Still such character could bite your legs off! :)
@foolcat23Ай бұрын
They could always call it a draw…
@MeMyselfandDieRPGАй бұрын
While an hilarious image, no, not likely :)
@YannMiollanАй бұрын
"'Tis but a scratch!"
@FinniganmydogАй бұрын
So in Mythras, I know that whenever a character is not wearing armour they are minced meat in combat. In Broken Empire, are there characters options for characters in no or light armour to be able to survive in combat?
@MeMyselfandDieRPGАй бұрын
Have a high Dodge skill. Unlike Mythras, Dodging doesn't make you fall down. However, it's not as effective a defense as a parry is (you will never get an opportunity to riposte from a dodge).
@CantRIP9389Ай бұрын
@@MeMyselfandDieRPG Using the term "Riposte" just raised stock.
@eduardomira6326Ай бұрын
@@MeMyselfandDieRPG Are parrying, Blocking (shield) and dodge separate skills? as in Dominion Rules?
@MeMyselfandDieRPGАй бұрын
It's not quite that specifically broken down. You can Dodge, or parry with your current weapon skill (if you have a shield, you roll that skill but with the shield's parry bonus).