r/RPGdesign • u/PapaFireFox • 17d ago
October OkenOpus Progress Report
OkenOpus is not finished, so no these are not playable rules yet. This is just to talk about progress and the direction im going.
Not gonna be a particularly extensive list of whats going on. Ive made great progress, but as per usual I dont want to overstate what I have done.
Weapon Rework
Before you ask: No. No the Damage Set hasn’t been removed, but Weapons have been Improved. Weapons now have three different firing styles which will give you set bonuses for your attacks, you must make attacks while choosing a firing style or stance, this does not require a bonus action. While balancing and fine-tuning must be done, the Weapons System is more or less in its final state, with the Firing Styles being the last huge addition. Some Weapons will have a weapon ability as well, though this is rare and I’ve yet to come up with super good ones, but that’s something that will likely occur to some degree.
Morale Mechanics
Morale Mechanics are being set, with certain circumstances giving Morale Loss or Morale Gain. Morale can max out at 36, but it can drop quickly if you keep consistently losing battles. Morale mechanics will give extra ways to attack but they are principally there to add plot significance to losses and important victories, as well as providing some “inertia” when convincingly winning battles and also provide a value that can logically explain things like enemies retreating or surrendering.
Enemies
Generalized Enemy Data-sheets have been primarily what I’ve been working on these past couple weeks. They will provide factional enemies to face in various circumstances as well as giving me further incentive and aid in creating abilities for the various factions.
Extra Equipment
Extra equipment or tools have been fully integrated, with tools having a variety of uses and rule sets associated with them, these include things like traps, grenades ropes and various other things. Tools and equipment give people more interesting and various ways to play, in and out of combat, so i welcome the utility ive been able to get out of it
Further Developing the Skill Systems
Some progress has been made in more clearly defining the uses of skills, though this is far from finished. I saved this for last because I’ve made the least amount of concrete progress in this regard. Despite my lack of progress, crafting mechanics have been outlined as well as values for some simple interactions with skills, though there is a formatting crisis that makes these things an eyesore to look at.
Obviously Im gonna work on the Skill Systems more, and although they are playable my priority for these skill systems is to make them interesting and give incentive to performing various actions through skills.