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DRAGON SPARK BETA V2.01

  • Writer: Steve@NoreasterGames
    Steve@NoreasterGames
  • Jul 28
  • 2 min read

Four updates in a I'm on to a new version. The changes I made after the play test last night were significant enough that I believe it warrants a new version classification. The playtest went from 8-11, with about an hour of that time spent with set up, basic rules and world overview and some general pregame stuff. Actual play time was about 2 hours: 45 mins of roleplaying and then a battle that lasted about 1 hour and 15 mins. The battle was a bit janky, as we were all experiencing the system taking its first wobbly steps. lol, it was pretty cool to see character's gathering power charges, making daring leaps across watery ruins and delivering some real crushing blows to the baddies! The two pregenerated characters that were used were a KNAVE (a thief like character) with KNIFE training and a MARTIAL ARTIST with FISTICUFF training. Both characters are heavy on Speed stat, which made attacks against them quite difficult for my undead mooks. It was nice to see the Martial Artist player holding on to speed charges, waiting for the right time to give that +50% boost to their Speed to make their opponents attacks harder to land. Overall, the playtest proved that game worked, but, it wasnt without its bumps. There were NPC characters which I had to take turns for, roll tests for and track Mana for. All that book keeping bogged things down, so that was a note for revision. The Knave player was heavy handed with his use of the Knife Throw Technique, which, burnt a lot of his Mana, but proved to be a rather cumbersome mechanical ability. Three seperate attacks, three seperate rolls, three damage calculations. It got bogged down, and that was marked for the chopping block. There were some character sheet notes from the players and some clarifications needed for rules like Movement, Leaping and Stunts, but again, overall, the game was on the right track. So, I've gone over some of the document, and made a major overhaul to how Attacking works. TLDR; You take the Attack Action, generate "Hit Tokens" and then spend them during your turn to pepper your opponents with Quick Strikes or spend clumps of tokens to deliver "Heavy Strikes". I also condensed Resistances down from all those elemental types to just Physical, Magical, Mental. In the coming days, I'll run another play test and if this method is better received than the initial V1 style, I'll update the document with the techniques I revised for the play test. But for now, here is Dragon Spark BETA v2.01. Cheers!




 
 
 

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