Here's what we learned: Heavy, non-agile Melee is underpowered. How will I fix that? Simple: adding grapple mechanics, and in-depth ones too. Grappling should be a versatile tool for manipulating enemies on the field, opening targets for allies, and causing problems for enemy ranged units. #BIOMECH
Got a test for 0.4 today. Gonna have to start making multi-session tests soon to test mechanics to properly. either that, or tests that already have the players dinged up and in a situation. probably both
oh, also more horror mechanics. that's a Beta thing for now tho. Anyway, more testing to be done. Thanks for reading! #BIOMECHTTRPG#BIOMECH#TTRPGdev#indiedev#gamedev#mecha#bodyhorror
What can you expect next? Probably a lot of cleanup with my words still. 2 new test characters. more weapons. so many adjustments. and then maybe, just maybe, a public alpha release while i spend 2-3 years on the beta (:
This now makes the line much clearer between Weapon checks and Skill checks
Good rolls gave you advantages, and then a Critical Success. Bad rolls gave you disadvantages, and then a Critical Failure. Too crowded, weapons already took this terminology. Skill checks now have Minor, Major, and Extreme Advantages. Failures are the same, but Catastrophic instead of Extreme
Definitions? Better. Melee weapons can't be shoulder mounted! Put that RipBlade back where it belongs. Blood Loss and Burning are adjusted to provide better player agency to take care of the problem. Skill checks now make more sense!
Fourth: Initiative has been reworked to be based on your Reaction Speed score, and is now on your sheet for quick reference. Character sheets are a little more busy than they used to be, but they are deeply an Alpha version of what will be something with better flow and readability.