Tag: Party of Light

Update to Party of Light damage system

Remember when I talked about changing the Party of Light damage system to use D4s? Well, I did that.

Grab the latest rules: Party of Light Rules v2 (PDF)

But I wanted to keep the original “flat 1 Stamina” approach too, so I basically made a “Basic v1” and “Advanced v2” of the rules. I could even see a v3, v4, etc. as I add more complexity, statistics, classes, and so on as my nieces grow up and want to play a more involved game.

So anyway the change is Success is now 5+ and the difficulty dice have changed to Hard = D6, Normal = D8, Easy = D12. This changes the odds a bit, in a beneficial way to be honest, and also frees up the D4 to become a Damage Dice.

Also for now the rules don’t specify anything about Critical Hits, but I do want to consider adding something like that eventually. I’m gonna play the game tonight and see how it works and how Crits would fit in well. Originally I considered just having max to-hit roll = crit, but that makes Easy much less likely to Crit than Hard. Hard would actually be a 50% to Crit if you hit, since you’re only hitting on a 5 or 6 on a D6 anyway. So maybe I need a different approach. I like the idea of having the D4s potentially explode, but that could be really swingy and time consuming, so maybe just 4 on the Damage Dice gives +1 damage or something.

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Party of Light damage changes

After a few sessions of Party of Light with my nieces (who the game was originally designed for), I’m considering adding a tiny bit more complexity.

The reason stems of all attacks currently do 1 Stamina of damage. This results in fairly predictable fights, where enemies die at an expected, steady rate.

I’d like to change that. What I would do is first of all change the underlying core dice resolution. I’d change Success to 5+, then switch the difficulty tiers to:

Hard = D6, Normal = D8, Easy = D12, Heroic still D20

This results in odds of 33% Hard, 50% Normal, 66% Easy, and 80% Heroic.
Currently the approach is 4+ Success on D4, D6, D12, so 25%, 50%, 75%, and 85%. So with this change Hard becomes more likely, and Easy is a tiny bit less likely (not extremely happy about that, but the odds are still pretty good).

The second step would be adding a “Damage Dice” of D4 (now that it’s not associated with a difficulty). The Damage Dice in theory should be rolled at the same time, but realistically I imagine it’ll be a second step like how most D&D players do it. The result is the Stamina damage, instead of a set amount of 1. Of course all related Stamina values would be updated (such as total hero Stamina, item effects, etc.)

This also allows for Critical Hits to be a new mechanic. If you roll the max on your to-hit dice, you maybe automatically do the max 4 damage, or roll a bonus D4, or something.

I’d also likely codify and do a minor tweak to the “Powerful Attack” idea, which currently means a person making their check +1 difficulty to do double damage. Now it would be D4+2 damage instead. Or maybe just roll 2D4. I’d have to see what feels better, but I think the former because I don’t think my nieces have 2D4 each.

So yeah, should add a bit of variety to pacing, and make the system closer to a traditional RPG to help transition the kids as they get older. I imagine I’ll playtest this idea next time I run the game for them, and if it seems good I’ll write up the changes and release an updated rule PDF.

Preparation notes for Party of Light

My light RPG Party of Light has been played a bunch with my family, who I designed the game for more or less. I thought today I’d share some of my session prep notes. Mainly because they look awfully similar to the detail, story, and complexity I could achieve when I was running D&D campaigns.

For a bit of background this is midway through the campaign with my nieces. The sessions before had them tracking down a purple goo that spread and poisoned the land. In the end the goo was set loose on the world by a King who was mad with grief at the loss of his Queen. Was a fun time trying to investigate and test the properties of the goo, track down it’s source and origin, and find a way to stop it.

PLOT
– Receive a message via messenger from the King’s brother, a ruler to the north
– He wishes to hear the tale of the “Mad King”, offers to transport party
– Have an NPC captain who is likeable and a bit of a guide. Uses Mind to charm
– Travelling by boat up north
– Crash along the way in a wintery, forsaken land
– Various attacks and battles
– Captain thinks aggressive ice creatures are being driven by something
– Eventually revealed a frosty white dragon is to blame
– Find a lot of frozen people and settlements
– Escape eventually by finding a warm grove with flying unicorns
– Druid who owns grove tells of white dragon
– Can choose to go north to King’s brother or stay to fight white dragon
Continue reading “Preparation notes for Party of Light”