So, I’m going to stew on the ramifications of changing the core attack mechanic away from a hit-damage combo to a one-roll mechanic.
In the meantime, I’m going to talk a little bit about what attacking with different weapons should feel like. You could get real specific with different weapons. Longswords outreach short swords, spears can attack from a rank back, flails can bypass shields, etc. You could even go to different attack patterns/maneuvers with each weapon, and allow any class to progress through the ranks of each weapon.
I was turned onto Extra-Credits by Turn Based Living. I’ve just started watching some episodes. I’ve found it a little bit difficult to navigate the content, but one video I thought was worth sharing was this discussion of Depth vs Complexity.
I worry that I’m building more complexity into Lost Worlds than I originally conceived, and I hope that depth that the rules provide is worth that added complexity. I think I’ll need to take a second-draft look at all of these mechanics and make sure I’m not making this design unnecessarily difficult to play the game with the amount of depth I want to play.