So tell us what the typical encounter is like. . .

Dungeoneer the RPG is fast paced and easy to learn, and yet is packed with depth and tactical game play. You can set up your game session in moments and enjoy playing for hours.

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So tell us what the typical encounter is like. . .

Post by OURUlz » Fri Nov 02, 2007 3:05 pm

So hows combat work? how much can a hero do in combat?
Nobody wants to do the math to hit Armor Class you here me? Nobody.

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Post by warpweaver » Fri Nov 02, 2007 3:10 pm

For now, take a look as Designer Diary #3: This is Not Chess.

That will give you a preview of combat tactics in DGA.

In addition to Design Diaries, we are going to have some playtest reports on the site shortly.

From those you can really get a feel for the system.

Onwards to Glory!
bye for now,
richard pocklington

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Post by Banesfinger » Sun Mar 02, 2008 5:47 am

I am very intrigued by the abstract combat system. In a market where D&D4e cannot be separated from the 5foot-grid, it is nice to see a few games going the other way (e.g., Dungeoneer, Eldritch RPS)

How will dungeoneer handle a scene where a Mage casts an Area Effect spell (e.g., fireball) into a crowd? How do you determine who gets hit?
For example, casting at the goblin mage whom has a goblin warrior using the DEFEND tactic, thus stopping the good Paladin trying to kill him. Meanwhile another goblin is using the FLANK tactic on the Paladin.

In the 'grid' system, this would be a swirling chaos of bodies, and a fireball would probably get most of them.

How does Dungeoneer handle this?
Will any more Design Diaries be forthcoming? Playtest reports?

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