Jojo Style Tabletop RPG Combat - Cloudbreaker Alliance TRPG Open Playtest

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  • Опубликовано: 17 ноя 2024

Комментарии • 27

  • @DontStopThinking
    @DontStopThinking  Год назад +20

    Inspired by Jojo’s Bizzare Adventure and Alfred Hitchcock, Cloudbreaker Alliance is a Tabletop RPG with dramatic arc baked into its combat. Check out the video tutorial and join our playtest in our discord server.
    Download the playtest materials here: www.cloudbreakerrpg.com/
    Discord server: discord.gg/VM96KdUjtU
    Twitter: twitter.com/CloudbreakerRPG
    Facebook: facebook.com/profile.php?id=100088903658857

    • @shirleysmovieaftershow
      @shirleysmovieaftershow Год назад

      Hey hi! I just watched your video on the history of Chinese Otashu culture on your other channel. My god, seriously. The video is much appreciated.

    • @shirleysmovieaftershow
      @shirleysmovieaftershow Год назад

      I honestly didn’t think that you or anyone else would watch my videos since my followers are non existent.

  • @marcar9marcar972
    @marcar9marcar972 Год назад +23

    First, after Don’t Stop Thinking. He was really fast this time

  • @Zedrinbot
    @Zedrinbot Год назад +27

    The morale system is interesting, and I definitely like the ability to send tokens to allies. I also like the token system in theory, but token systems that build up as combat goes on can be a bit iffy to implement, cause oftentimes combat doesn't last very many rounds, and if you gain tokens on defeating an opponent it will gravitate everyone to wanting to be a big damage dealer. People want to use their abilities, and building up just for combat to end before you can unleash your super move can be a bit disappointing. That said, the ability to toss tokens to allies though helps with that a lot; I feel like there could potentially be a cool support ability that you designate an ally, and they spend their tokens to enhance the effect you put on them (which sidesteps the cost).
    I really like the way zones are handled in combat; that removes a lot of the annoying aspects of positioning and range finding without removing those aspects all together.

    • @Zedrinbot
      @Zedrinbot Год назад +7

      Also, just had a thought:
      The way zones work, it makes flight WAY less of a significant issue and way more feasible to implement as a mechanic. Part of the problem with flight in grid based combat is tracking the z-axis movement, but with zones, you don't care about the specific height of an enemy (or yourself). I could see it operating like a status or condition, that imposes some limits to who you can attack / be attacked by. Heck, at least as far as combat goes, flight could be even feasible as a player character option without being overly strong like it in other TTRPGs.

    • @XanderHarris1023
      @XanderHarris1023 7 месяцев назад

      Not everyone's Spirit Burst is an alpha strike. Support and tank classes have Bursts that are more on theme with their class rather than doing big damage.

  • @NaskaRudd
    @NaskaRudd Год назад +10

    Extremely excited to get my hands on this!!

  • @Oznerock
    @Oznerock 5 месяцев назад +1

    AHHHHH THIS WAS MADE AVAILABLE A YEAR AGO AND I WASN'T INFORMED RUclipsEEEEE

  • @hdh7934
    @hdh7934 Год назад +9

    this sounds a lot like persona mechanic, with added ttrpg

  • @teajaeb
    @teajaeb Год назад +3

    These mechanics are so thoughtful and interesting! Very good work and I hope it spreads to many people's game nights!

  • @lugh.i
    @lugh.i Год назад +3

    This looks really fun. I can see many different ways to play combats, I'd definitely try the playtest.

  • @danielemery906
    @danielemery906 Год назад +4

    You thought it was Cool History Bros... but no!! It's HIM, CJ!!!

  • @Dracobyte
    @Dracobyte Год назад +5

    Another great video as always!

  • @mrbunnyban
    @mrbunnyban Год назад +1

    Fascinating. I'm beginning to see a consensus of modern TTRPG design moving in a certain direction.

  • @snakept69
    @snakept69 Год назад +2

    Lots of good ideas here! The ability to recover 50% HP makes sure no gimmicky build nukes bosses to quickly and Spirit Tokens fix Alpha Striking as well.
    The frontline being able to have so much melee also makes Melee Character very important, unlike in 5E.
    My only if is that attributes have no combat benefit. I agree with the idea for balance but would be nice to tie certain abilities to attributes. Like so:
    Strength: Item Slots Capacity is 5 + STR
    Agility: Maybe Number of minor actions? +1 per 2 Agility
    Awareness: Turn Order is Discipline + AWA
    Empathy: Adds EMPx2 to resolve?

  • @christhiancosta1844
    @christhiancosta1844 Год назад +2

    Okay, that's really interesting

  • @RJ_Ehlert
    @RJ_Ehlert Год назад +3

    Nice.

  • @lordilluminati5836
    @lordilluminati5836 Год назад +1

    As someone who casts wind shear constantly...magic is busted, lol

  • @thesmilyguyguy9799
    @thesmilyguyguy9799 8 месяцев назад +1

    : D

  • @lunatic0verlord10
    @lunatic0verlord10 Год назад +1

    Is it normal that the siblings are of different races?

  • @嘉穆瑚覺羅阿巴泰
    @嘉穆瑚覺羅阿巴泰 Год назад

    你会回到最终制作历史视频吗?

  • @Santzlol
    @Santzlol Год назад +4

    While I like the Idea of the combat becoming more tense as it goes on. Piling up tokens doesn't seems that fun to me

    • @mlpbrony2011
      @mlpbrony2011 7 месяцев назад +1

      I agree, instead I would use it as a subsystem for fight a group of enemies like horde mode.

    • @XanderHarris1023
      @XanderHarris1023 7 месяцев назад +1

      @@mlpbrony2011 Hordes start with 5 morale tokens, constantly expand into adjacent zones, don't die, and don't leave until all the morale tokens are gone (rout).