Frayed Knights - Casting Hellacious Fireballs
Time for a new Frayed Knights update. This one catches up on some rules changes, like a new combat system:
Oh, and combat. The old combat system (in the demo) didn’t actually have the concept of turns. You took an action, and then had a delay (based on the action) to when you could perform the next action, in “phases”. Slower actions took more phases. That led to a nice, fluid system of actions based on character speed, action timing, and a bunch of other features. It was also pretty confusing, and made balancing kind of a pain. Especially when I had effects that lasted in terms of “turns” (which I’d defined as 10 phases… the average length of time of any action). When it became too confusing and difficult to balance for me, it was time for a change.
Combat is now broken up into distinctive turns, and most actions simply take “a turn.” However, some weapons are slightly faster, and there are spells that speed things up. So there is still something of a phase system underneath the turn-based combat, but it is mainly used to calculate whether a character gets to go twice (or three times) in a turn or not. I’m pleased with the new system. It seems to include the best of both worlds.
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