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Battle Cats (Ashcan Release)

a tabletop game of feral cat adventures 路 By ratvortex

First read reactions!

A topic by Stepnix created 1 day ago Views: 9 Replies: 1
Viewing posts 1 to 2
(1 edit)

Various thoughts:

The dice pool system encourages players to use a variety of different stats/approaches. A lot of games end up producing a "players persuade the GM to let them use their highest stat" effect, if there's an equivalent here it would be "players persuade the GM to let them use the stat with the most remaining dice." (This also makes group checks very powerful, since they let players benefit from very low stats by putting them together). The first dynamic comes back in combat, there's not much reason to use your lower stats for attacking or defending at all. Maybe if they had more tightly defined outcomes?

Relationship tokens are cool, although the "spend to recharge dice" function feels much stronger than the +1/-1 to a roll. I guess the flat modifier gets stronger if it can be applied after seeing the result and you can spend multiple of them... but even one die restored is a +1 at least to the roll it's used on, and possibly up to a +6

Conditions produce a death spiral effect (as in, they're a failure consequence that makes failure more likely), which isn't a bad thing but is good to be aware of. I'm a little more cautious about it because a failed roll is already a  pretty significant resource expenditure, since you're spending dice on it (EDIT: Just realized this doesn't apply because you gain injuries in combat, where dice don't deplete). On the other hand, minor conditions feel like their effects are too minor, a -1 isn't going to affect high-dice rolls very much at all.

Is the intent for the Sore roll that the player get a chapter "on screen" as their cat recovers, or they just get knocked out of play for a scene while the others keep going?

Currently, the chapter system is a pretty straightforward presentation of the recurring "scene" concept that provides a few extra prompts and helps ground the type of play the game expects. I wonder if there's a way to tie them more closely to XP advancement? currently XP triggers are marked or cleared on a per-session basis, but tying them to chapters would help keep pacing more consistent and at the very least would make it easier to adapt to play-by-post.


Overall I'm feeling positive about this, I think the project has potential!

Developer

Thank you so much for taking the time to go through and write this up! I really appreciate people taking the time to analyze my work, it makes it feel real and meaningful to me.

I definitely wanted inter-cat relationships to be THE most powerful tool in this game, but in hindsight I think you're right on the dice refresh being a bit busted. Battles were originally configured that way to make sure the player with the highest stats didn't win outright every time by way of having more die to spend- this is definitely the area I'm most interested in tweaking as play reports come in, either with rebalances or some new Life Paths to introduce specific fighting styles. For the Sore condition, the intention was a Downtime Chapter, so I'll clarify that in the next update. I hadn't considered play by post when writing, but you're totally right about the xp! There was already a plan in place to beef up the Chapter system in future updates so I'll keep that in mind as I move forward. 馃挅