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Building an RPG Battle System – Part 1

The combat for both Rimelands: Hammer of Thor and Trulon: The Shadow Engine received a lot of praise and while they are superficially very different takes on a roleplaying game combat system, they share a lot in how the mechanics were designed and illustrate my personal design philosophy. Both games have a turn-based combat system, but in Trulon it is based on a deck of cards and in Rimelands on a pool of dice. In the former you are in control of a whole party of characters, in the latter only a single character. Outside of combat both have similarities and differences, but this article is concerned only of the core combat mechanics. Continue reading Building an RPG Battle System – Part 1