Archive for May, 2011

Cyber Android Warriors – Playtest results

May 10, 2011 1 comment

Today we had our fourth playtest session for Cyber Android Warriors. Although I have been generally pleased with the game thus far, and the last session is looming in the horizon, there are some things I will have to adjust before having another campaign.

The campaign has focused on a group of terrorists titled “The Four Horsemen of the Apocalypse”, who started terrorizing the city of Neo Metropolis X. As one can figure, the first terrorist robot to be encountered was Plague, who was then followed by War, Famine and finally Death. Now, the brave Cyber Android Warriors have only one final encounter to await: Apocalypse himself. The game has been lots of fun, although I must admit that I am not a very good in handling combat heavy games like this.

The character creation and upgrading has worked very well despite some very gaping flaws in the game balance, which I try to fix as soon as we find them. But I noticed that the basic dice mechanics don’t work at the moment.

The characters have 4  different pieces of hardware that define the character and his Attributes:

  • Head: Accuracy
  • Torso: Hit Points
  • Arms: Power
  • Legs: Agility

The characters also have 7 slots for software, which can also include an AI upgrade.

The basic dice mechanics have thus been “throw Xd6, where X is your relevant attribute, and add the dice together”. This mechanic has spawned a lot of problems, including balance issues with low attributes and high attributes. While this mechanic works well for damage, it doesn’t work very well with task-resolving. I tried “3d6+X” but my players said that it wasn’t a good idea to have a different mechanic for combat and task-resolving.

To avoid the issue with inconsistency between low attributes and high attributes, I decided to try an alternative, “2d6+Xd6”-system, which stabilises the results better. But I still don’t like the idea of having two different ways to count the number of dice, so I’m trying to come up with a better dice mechanic.

The only thing I like about this current mechanic is the balance with damage. Androids with more Power or Accuracy do significantly more damage, which is something I kinda wanted for this game. But I’d rather ditch the decent mechanic for something all-around better working system.

Categories: Game Design, RPGs