NokiMo
grandgame
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Grand Game System Mechanics

Hi all,

I've taken the time to document some of the system mechanics using drawings. What do you think of them? Do they make sense to you? Do they accurately depict the Game?

And ultimately are they helpful?

Looking forward to your feedback! :)

Note, I'm using #lore to identify any posts regarding lore/system data if you ever want to search old posts.

Grand Game System Mechanics Grand Game System Mechanics Grand Game System Mechanics Grand Game System Mechanics Grand Game System Mechanics

Comments

the fade skill would function like a detection resistance skill and would apply not only to his hiding, but also to any illusions he cast. In hindsight, I should have used different names for the ability and skill.

Tom Elliot (Rohan Vider)

damage reduction only applies to damage, not any spell effects, so... 100% damage reduction from a lightning bolt means you don't take damage from the bolt, but can still get stunned by it (if you fail to resist). Make sense?

Tom Elliot (Rohan Vider)

What is the difference between the Fade Ability he gained from this dungeon and the Fade Void skill he had the option to buy in book 4?

Harley Dalton Jr.

I would like to better understand what the 50% nether resistance (70% with the cloak of the reach) means given that he already has 100% damage reduction and doesn't get hurt when inside tier 6 nether. Is this a math thing that I don't understand? Is there a difference between tier 6 nether environment and a tier 6 nether attack spell? Does having a higher resistance mean less mana expenditure? Does 100% resistance mean immunity and almost no mana needed?

Harley Dalton Jr.

I liked the role of attributes page.

Harley Dalton Jr.

I admit some of this has confused me in the past. I'm trying to look at this from the point of view of someone new to the story. When the story began, there was focus on gaining levels and as things progressed focus shifted to gaining higher ranks or higher tiers (at least that's how I perceived it). In my mind, progression is all about gaining levels to get more attributes and be classified as someone in a higher rank or higher tier which opens up better abilities. Therefore, it makes sense to me for the Tier/Rank/Level table to have Level as the left most column, then rank, then tier. Also, I personally think the Basic Game Mechanics page needs something more or to be different in some way. I'm sorry, but I don't know in what way though. It's not bad or anything. Maybe I'm just mentally tired right now and I'll quit rambling. Still love your story :).

Harley Dalton Jr.

yep, the last few have been shared before and have only minor updates. the first 2 are new. thanks for the feedback :)

Tom Elliot (Rohan Vider)

I think the drawings are solid. They do a good job of visually showing the affects of attributes. Additionally it clears up some aspects of how everything fits together and would be beneficial at the start of each new book as a recap/reminder. I personally thought the game mechanics one was the most helpful. I believe the level one had been shared previously

Jeremy


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