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Hey guys! Happy Sunday (or Monday)!

You may have heard I'm working on a role playing game for Kill Six Billion Demons. I'm considering tweaking the current version or updating it pretty heavily soon, and in the interest of feedback, I'm putting out the current version for all patrons (the .pdf file attached).


Keep in mind the most recent versions will get posted for $10/month patrons (along with some of the lore stuff it will eventually contain). I'll only make a general post when I feel like I need a lot more feedback or want to put out a big update. Eventually, however, the RPG will get released for all patrons in its final version!


Feel free to share this or hand it off to your groups. If you have feedback, please post here, send me an e-mail at ksbdabbadon@gmail.com, or message me.


I've gotten really good feedback already but here are some points I'm interested in (in order of importance):


How interesting is the damage/health balance and combat system in general? I would like combat to feel granular, but quick. It should have consequences and feel interesting (and not like you're rolling a bunch of dice).


I'm thinking of replacing the damage/health system with something custom brewed and more akin to the 'harm' mechanic in Apocalypse world.


Is armor good? People commented a lot that wounds not being affected by armor made armor kind of mediocre


Classes I'm looking at: The Law, the Refined, and the Beggar


Have fun! I'm pretty close to finished with the general rules, I think, so there should be a final version of them out soon. In the meantime, let me know what you think!

Files

Comments

Cody

I've read through the rules about three times now and I'm still not super sure how players getting attacked works. Do PCs make Avoid Disaster rolls to dodge/endure the attack or something? Or do enemies just hit players when they trade blows(i.e. 7-9 on attack)?

Vasilis

Hi, does anyone know how geomancy works? What is can be the outcome of a dark ritual?

killsixbilliondemons

enemies hit players when they trade blows (7-9) OR players roll a 2-6, depending on what the GM decides to do. All things are dependent on the player roll, it's a little weird compared to traditional RPGs

killsixbilliondemons

Thanks a ton, this is excellent feedback and not something that was brought up before so I really appreciate it. Looking back at it I definitely didn't foresee that there were so many ways to get exp that isn't shared. I also really want to encourage people to take risky actions (ie actions that involve making a roll) instead of waffling about it like what happens in a lot of RPG play. I guess getting the power die for failing a roll might be enough though.

Sanguine Games

It's looking good so far. It's definitely on model with your comic feel.

Sanguine Games

Gaah, this got posted multiple times and I'm not sure why. Sorry about that. Your beta is still in the rough stages, so there's plenty of time to clear things up. The easiest way to see what needs clarity is to schedule some blind-tests. My only suggestion would be to ditch the polyhedrals. Your game could easily use 1d3 (1d6 halved) instead of 1d4, or 1d6+1 instead of 1d8, for the damage curves that you want, without making people hunt for expensive, exotic dice that are a barrier to entry.

Vasilis

Is there a reason why someone would prefer empty hand rather than Pankration? It seems like pankration gives an extra bonus.

Sanguine Games

Related to @Vasilis's issue here ... It's been our experience that players often have trouble with this kind of improv. Does anything mean include x-ray vision? A Kamehama wave? Summoning a plasma rifle in the 40 watt range? Raise the dead? Predict the future with 100% accuracy? Etc. What makes K6BD such a great comic is that it has core design aesthetics and sticks to them (masks, demiurges, Hindu introspection, hierarchy, contracts, etc.). From a technical standpoint: Broken World, the Supernatural TV Show, and the movie Heaven Can Wait are all about the exact same thing -- Abrahamic bureaucracy interacting with modern day people. What are the differences between these stories? Consider providing a lot more examples of geomancy. What should players be doing with geomancy to make the game feel more like the Broken World? Can you include some of your anecdotes -- or even better, a short-form comic -- to show what you mean? Do you really mean absolutely anything, or is there something it shouldn't be able to do? Not all players at the table will be equally familiar with your work, so are there guides you can provide us for greater understanding?

Anonymous

Very nice. Passes my first quality check for an rpg: I want to play almost all of the available character classes.

Anonymous

Overall I like what you're doing with Stamina/Wounds; definitely hits the anime/wuxia note. However it makes Armor a bit superfluous, since PCs already have a LOT more Stamina than enemies/NPCs. And something feels off about Armor not protecting against Wounds once your Stamina is gone. It might make sense for Armor to *only* be a bonus to Injury rolls--thinking of it as the last thing that protects your vitals once your ability to take a hit (i.e., Stamina) is used up.

killsixbilliondemons

yeah, good idea. I'm definitely thinking about re-working aspects of the health/damage system so this is really useful feedback, thanks

Cody

I am really itching to play a game with people. Does anyone have one going and want an extra player?

Anonymous

I'm really leery of the current experience mechanics. Here's how characters can gain experience: 1) They can gain experience as a group by having interesting things happen. They can gain up to 3 per session this way. 2) They can gain 1 experience by advancing or resolving a bond. They can gain as much experience per session from this as their are players, but it's not guaranteed or shared. One player can get 5 experience in a session while another gets 1. 3) They can gain up to 13 experience ever by giving in to their flaw and failing a roll. This does carry the unfortunate side-effect of giving your character a bad ending, of course. 4) They can gain 1 experience by Channeling Flame. They gain a power die to Channel whenever they fail a roll, potentially giving any amount of experience per session. 5) You can gain a handful of experience by being Fated and reaching milestones. This probably won't come up more than once every few sessions, but could potentially be an every session thing depending on the GM. 6) You can gain 1 experience (approximately) every time you succeed on a roll if you've got a master guiding you. 7) you can gain 1 experience every session or two with Long Path up the Mountain if you are or have a master. Even putting aside the contentious issue about whether different characters in a party should be gaining experience at different rates at all, this is problematic because the "optional" experience sources are potentially very large compared to the shared ones and because a few of them encourage bad play. For most groups, most of the time I'd estimate 4-6 experience per session for each player from (1) and (2). (5) and (7) will probably not cause any problems in most games, so those are fine. (3) is worth about an extra level, so it's not exactly a huge deal, but it does reward the sort of player who doesn't get too invested in their character and doesn't care about what happens to them over those that do, which is potentially problematic. The big problems are (4) and (6). Both can provide amounts of experience that are potentially very large compared to the amount the rest of the party is getting, most groups will be rolling dice more than 4 times or so per session. They also make weird meta-level incentives, the game won't be interesting if no one is getting involved in things and rolling dice, but the game is rewarding them for rolling more dice regardless of how those dice rolls contribute to the game's interestingness. It also makes a bit of meta-level intra-party conflict where everyone wants to be the one screwing up this thing instead of one of my friends doing it because they only get experience if they're the one messing things up. Good GMing can get around this to a significant extent by restricting when and where dice-rolling is an option, but It's kinda making more problems for them to keep track of on top of all the other things a GM needs to do.