Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Sunday, June 9, 2013

dSection: And Then I Take My Turn...


So, hi. That went nowhere fast. One weekend, I was at a con, then I came down with a case of "con crud", and the next week, I was off at a hospital helping to install and run tech support for my company's software. Now I'm back! Let's hope that I don't stay away quite so long next time. This time around, I'm covering Hollowpoint's unique initiative system, looking at how it encourages quick, violent action. As before: this is NOT playtested, and is possibly horrendously out-of-balance because it whacks up some core ideas in the game. I tinker; it's what I do with this post. Tinkering with things generally makes them blow up.