Tag Archives: Riddle-of-Steel

Would Monster Hunter Tri work as a Tabletop Roleplaying game?

I’ve been playing Monster Hunter Tri for the Wii over the last week. Still working through the offline game so far. There has been a lot of hype about this game, but it matches up to what I expected, which isn’t the same as what is hyped. I debated with myself if I would get […]

The Big-Pile-Of-Skills problem

I’ve been struggling with a roleplaying-gaming design issue. It’s probably just my own pet-hate. It’s something I call the “Big Pile of Skills” problem. When creating a roleplaying character, there is nearly always a section on “Skills”. Most of the time you can choose any Skill you like and invest points into them. Some systems have some concept of grouping Skills like D&D’s Class system and Riddle of Steel’s Skill Packets. But most of the modern day systems I’ve played just […]

TDO Combat Fudge v0.1

An Example Fudge Implementation of “Combat Profiles” If you don’t have time to read all this, then check out the cut-down version v0.1.1! What started as some rough ideas and thoughts on the combat experience in roleplaying games, developed in a kind of simplistic theory I called “Combat Profiles”. After some discussion, I put together this system as an example of using these concepts. In fact, putting together this […]