Game Devlog #0004

Game Devlog #0004

Rift Chaos

We are back with some more fun times with Rift Chaos. Thats right I have finally got time to havedo some testing of Rift Chaos, Things changed a lot in the latest version of the rules.

 

After the previous iteration of the rules where there was no dice rolling, we where using cards, I decided that it was not working, so I changed it up to D12 base. And that is where we started this play test, but after a single round of the game, it was immediately evident that the D12’s are just where not working. The other part that I wanted to have a play with was the attack and defence system. The rules where as follows.

  • Attacking got dice equal to their Attack.
  • Defending monster got dice equal to their RES value.
  • If the attackers total dice value was higher than the defenders than 1 RS Damage would happen. If it doubled the defenders result than it woul dbe 2 RS Damage.

This instanlty made me notice that it was just super easy to deal damage to the opposing monsters. Especially with the D12’s. So we changed back to D6’s, which is what we used a few version back. But, the total vs total was still not working. Sooooooo. We went a different way, we went back to succesess like it was in the first version of the game.

So I have changed up how it works now. RES (defence) now has 3 numbers (2/5/7) Show like so. Each number represents a number of successes. Now when attacking the attacking monster will roll dice equal to their attack. The defender will no longer roll dice, the attackers roll their dice on a result of a 4 or 5 they gain 1 success and on a result of a 6 they gain 2 successes. If the number of successes equals the first number the defending monster takes 1 RS Damage, the second number 2 and the third number 3 RS Damage. I have seen this style of damage done in a couple of other games, and it instantly begun to work as soon as I implemented it here.

Up The Weird

In Previous versions players got something called an Up The Werid Token. These where given to player and they where single use. But in the new versions of the rules, I changed it to the player gained 5 at the start of the game, and they can recoupe them at the start of the round. One of the big difference that i changed is that now they can do two different things. A player can use them to add a single dice to an attack roll, or they can spend one to re-roll any single dice on any roll, and boy did this work heaps better. An the player gets a chance to get them back at the start of every round, so this pushes you to actually use them and not hold onto them till you “HAVE” to use them.

The Monsters

With all these new rules, there needed to be a lot of changes the the monsters abilities and such. One of the biggest changes that I made was how Minions worked. They use to be their own activations, but I have changed it to be any monster that can summon a minion now has an ability called Control. When a monster spends 1 AT to use control a minion gains a move and attack action. I found that this worked a lot better and created a bigger benefit to actually summoning the minions. There is still more work to be done with abiltiys and general playtesting etc. I have have come up with some more ideas for new terrain sets and have begun thinking about Set 2 of the monsters, these will be a while off as we want to get set 1 all dialled in and ready for release, when ever that happens.

 

Thanks for ready more to come in the future.

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