![]() ![]() However, fatigue really does increase slowly, and there are items that will revive you. However, as you use more demanding spells and abilities, your fatigue will slowly increase, and when it gets too high you can't use those abilities. When you use an ability, you won't be able to use it again for a certain number of turns. There are no "mana" or "spell points." Abilities will have cooldowns. After battles, your health will return quickly. So in Avadon, you will need to return to town far less often. But walking back to town to rest isn't that fun. This system has its points, mainly because it requires you to conserve your power. Eventually you run out and need to either use precious potions or go back to rest. As you cast spells, you spell points fade away. How Often Do You Need To Return To Town?Īll of our games so far have required frequent trips back to town to rest. There is some healing (from Shaman skills and consumable items) for long, tough fights, but combat is now more about being slowly worn down by many blows.ģ. You and the opponent wear each other down, and the first side to fall loses. Everyone in your party focuses on doing damage. There is not much of it, and it's almost all from potions. Instead, for combat, I've been a bit more inspired by the way Dungeons & Dragons and Dragon Age have handled healing. You have a tank to sop it up and a healer to heal, heal, heal. And the classes match very well with the different cultures and nations of Lynaeus, so they will be an organic part of the world.Īll of our games so far have followed a fairly standard computer RPG way of handling damage. I've played a lot of good games over the years with class-based systems, I had a lot of fun with them, and I wanted to write my own. Otherwise, burnout, writer's block, and disaster. After fifteen years, I need to occasionally try new things to stay interested and keep my brain fresh. So why change? Why throw out a system that's been working great for fifteen years? The answer is: Because I thought it would be fun to write a class-based system. Because of this, you will need to shift your tactics occasionally. Also, sometimes the characters will be off doing their own business, so you will have to play someone else. Thus, you will always have to do without at least one of the classes. The other two will be selected from characters in the game, each with their personalities and issues and each of which is one of the four classes. Your party will have up to three characters. The classes are Blademaster, Shadowwalker, Shaman, and Sorceress, and each plays very differently. Avadon: The Black Fortress will have four character classes, each with entirely different pools of abilities. ![]() It's worked very well.Īnd yet, Avadon will throw all that out the window. All characters were able to train in the same pool of skills. So, before I got too far, I had to make several big choices:Īll of Spiderweb's games have had skill-based systems. Lots and lots of decisions, and a lot of time spent balancing each one. And there are a lot of decisions to make. It's a chance to correct all the mistakes you made over the previous years, and then go and screw up in a whole new bunch of ways. It's a chance to do something new and exciting, but if you have too many changes your fan base will be angry. The gritty details of the numbers and abilities and treasures and other things that help make role-playing games fun.ĭesigning a whole new game system is both fun and terrifying. The first article was about the unusual way in which I first came up with the idea for the series, and the second article was about the long and dry process of choosing a mood and theme for the game. Time for another developer journal about the creation of the first game in an all-new series, Avadon: The Black Fortress. ![]()
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