Tag Archives: game design
Cannot React to Reactions: Tactical Gameplay in Pathfinder Playtest
Note: This discussion does not focus on the action economy of reactions in Pathfinder Playtest, but rather how they’re used to implement special abilities meant to create gameplay with combat-oriented characters and monsters. Deep tactical combat in tabletop games often arise from a variety of game mechanics that influence player decisions. One such influence lies […]
Tension Mechanic
Pathfinder RPG has several character classes with resource pools. However, nearly all of them function as static engines, giving a simple pool of points that replenish daily. Really, this is a missed opportunity. As I illustrated when comparing ki and grit, a game designer can use a resource pool to influence how a class “feels” […]
Displacement: Early Stages
Displacement is a 2D platforming game where you must use a magical teleportation ability to solve puzzles and avoid obstacles. The teleportation is limited to areas within the character’s line of sight, requiring the player to find creative solutions and execute daring maneuvers. You can download and play a proof of concept demo of the game here (2.71 MB). Displacement […]
The Problem with Gunslingers (and How I Fixed Them)
A while back, I wrote this article about a Pathfinder RPG game mechanic for Mikko Kallio, RPG Superstar finalist and author of several Pathfinder titles. I welcome you to check out his blog at A Sword For Hire. Guns in D&D seem to divide community opinions. The introduction of firearms to Pathfinder came with no exception. Debates over […]
Why Grit “Feels” Different From Ki
During a discussion of Pathfinder RPG content design, a fellow brought up the idea of combining all class resource pools (ki, grit, panache, arcane pool points, etc) into a single pool shared by all classes. I replied that this would homogenize classes since a resource pool’s design can influence how a class feels with respect […]
Feat Design
I love the idea of feats in D&D/Pathfinder. They’re the best way of giving a player customization over their character. Classes influence gameplay, but most give little agency in how you build (which is why Pathfinder classes usually give alternate choices for class features). Races surprisingly have very little influence in how you play (which […]