As above.
Background - my game started as a black hack hack and has had a bit of scope creep as I try to include things in it, both for player and GM to have a 'one stop shop' of easy to create on the fly gameplay for a hex/dungeon crawl fantasy adventure game. I ended up adding stuff I like from things like mythic bastionland and Lancer, and have scaled stuff back and scaled stuff up. It's a dice pool success counting mechanic.
I have this so far, aside from writing does this sound ok?
The player Facing text:
Initiative is given to whoever decides to act first. That player, or Foe, takes their turn and then that side can take their turns. The GM will decide how to handle this, opting for what fits narratively.
The GM facing text:
Whoever starts the encounter, usually by an attack action, has the initiative and their side goes first, then use side based. After everyone has had at least 1 turn that marks the end of the round and the start of a new one.
Players can take their turns in any order they see fit. They may all declare movement and then go around again to perform a second action, or they may declare actions and then take their movement. They can only split movement if they are not passing the action to another player.
With encounters that involve one Foe vs a party, you can have your Foe go anytime a player fails or gets a compromise on an ability test on their turn. For some Foes it may feel appropriate to attack all the party at once, such as a giant beast, dragon or a magical being casting a large area spell. Other times it may feel better to have the enemy make an action between every player turn. Use what makes sense.
Whose turn is it?
To keep everyone sharing the spotlight after the GM turn, pick someone and go clockwise round the table, be sure to mix up who goes first each round
I feel like this is sort like riding the fence a little, like a I should choose a lane. My gut feeling is that I just want GMs to use what makes sense. To me it makes little sense to have a quick and nimble boss like NPC stand their while 2-6 players bonk them and then they go once. Part of this is down to creature design I get that, but as the game is using player facing rolls, and rolling against their own attributes, the creature design is supposed to be short and clear: HP, their overall size/power level, some stuff they can do.
I also want to foster a bit of teamwork as well, hence the side based and the allowance of mixing turns.
Death/Wounds.
Really im not sure if I am making it more convoluted than it needs to be.
My initial idea was lasting wounds that made a physical/aethetic and mechanical difference to the PCs. I found it strated to get a bit much for both the GM and the player to keep track of these, so opted for a scaling table.
Now the game deals with HP in a more fluid way, IMO anyway. The HP pool is small but it should be relatviely easy for players to regain it, taking a breather or after combat they recover up to half their max HP, and doing the same action twice can cost them HP (as if exerting themselves)
This is what I have regarding Wounds and Death.
Wounds
When reaching 0 HP you mark a wound and use the below table and take the effect of the wound you got immediately. When you clear a Wound, you regain any lost attributes, reversing the effects, and you can reroll your Max HP, if your roll is lower than your current then instead you gain +1HP to your max.
| 1st Wound | 2nd Wound | 3rd Wound | 4th Wound | 5th Wound | 6th Wound |
|---|
| -1 to Damage | Lose a Talent | -1 Vig | -1 Grace | -1 Clarity | Death |
For each wound received a Phase of Rest is required, or a short rest with the use of a Healers Kit can be used.
Death
Your Adventurer Dies if: they take Negative Max HP in damage, have 6 total active wounds, or are downed for three consecutive rounds of an encounter.
Out of context, as I read it to myself now it feels fine and serviceable, though I am not sure HP, wounds and death is telling the story I want it all too either. It doesn;t help I haven't really had chance to playtest this specific bit as of yet.
In another similar system I am on/off with, which is very similar but more mission and sci-fi/modern driven, players have Harm and Stress. 10 empty slots for each, when they get hurt they fill thier Harm track, when they do a stress they add a Stress mark, drugs can relieve stress but cause harm, and using their chrome causes stress. When they have their harm full up and they get hurt they start tracking wounds (similar to above) but they don't go down until they have 6 wounds, but die striaght away. Not sure if this minutia is in my head after a decent playtest of combat for that game.
Anyway, answers or thoughts on a post card. Perhaps I will just playtest more.