Distant Skies Combat Preview

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  • Опубликовано: 21 янв 2025

Комментарии • 17

  • @glayher
    @glayher 10 месяцев назад

    Thank you so much for this game. We are 12hr+ into this game and love it. We have avoided combat until today. Cue the dramatic music. Thanks again for all you do.

  • @Matticus073
    @Matticus073 2 года назад

    This looks great! And some interesting changes, I look forward to playing it! :)
    Love the use of the coins from Roam; out of all the metal coins I've ever bought, those ones are by far my favourite! I'd totally buy more if I could. :)

  • @cardiner-lv
    @cardiner-lv 2 года назад

    First of all, I love your work and Sleeping Gods is and probably will be for quite some time best table top experience I ever had. so Distant skies was no brainer for me, instant back :)
    Second, I thought combat was okey and by the end of adventure became quite trivial thing anyway. One thing I was lacking with combat was limitation, altho it made sense thematically, it did not felt quite that good that i was mostly limited to characters tools. Card system you implemented here i think is definite improvement, even though it removes some thematic element, it just opens up combos and possibilities to be more strategic and tactical with combat
    Also I like health, that was one of my critics of Sleeping Gods, specially at the beginning if you were not careful or accidentally stumbled in some bad places, characters dropped like flies because essentially they had so little health, I dont know if that was original idea why you increased health numbers, but i like it :)
    I also like that extra dmg coming from resources much better than spending fate cards, they were so scarce anyway and now I had to spend them to kill some one or they would ruin me. Was not that bad, but i definitely like resource dmg better

  • @alexisaddicted
    @alexisaddicted 2 года назад

    Awesome Ryan! Looks really interesting and fresh from the original game.

  • @kosterix123
    @kosterix123 2 года назад +1

    I love the new combat rules! I think the DS rules can be applied to SG as well, but you would have to get rid of Command Tokens (use them as power tokens for the monsters).

  • @PipeElPipe-dm3je
    @PipeElPipe-dm3je Год назад

    Do you guys have a open playtesting? I would love to feel the changes

  • @jayc2193
    @jayc2193 2 года назад

    This looks great! Question: when would Jessie’s “Deflect” card block a damage if enemies don’t attack during the enemy phase?

  • @daniellebackus819
    @daniellebackus819 2 года назад

    I loved the combat in Sleeping Gods, and this looks fairly similar, but the combat deck will be fun to use. I’m glad the synergy tokens are generic, as I had a hard time optimizing the synergy system in Sleeping Gods. I ended up using house rules to just pull the synergy token off the mat of whatever character earned it, and waited to add it to the next character until it was their turn to attack. I couldn’t think far enough ahead to pre-plan who should get the synergy token… but this looks super straight-forward. Interesting that combat is also just attack and counter-attack, instead of monsters attacking at the end. This combat should fly by in comparison with the original, which was also pretty quick for me!

  • @MisterNorthernCanuck
    @MisterNorthernCanuck 2 года назад

    This might sound stupid, but I've come across the project today and am debating a pledge. Would you consider the art being "close to final" on most of the shown cards? Just for a point of comparaison with original SG...

  • @samplautz5586
    @samplautz5586 2 года назад +1

    Seems a lot more friendly and forgiving than the original game. The original seems super tough to me and I was dying all the time. Glad to see that each character has more than 10 hp now. Still loved the original though

  • @HashtagGamingVideos
    @HashtagGamingVideos 2 года назад

    Very cool!

  • @davidmelczer1933
    @davidmelczer1933 2 года назад +1

    It looks really exciting. One thing is weird to me that everybody has a shared card pool... It would be more logical to me if you can have an own deck. I was not a backer for the original sleeping gods, so I don't know how does that work there. But its thematically weird, that all of a sudden you have a whip on your belt, or a gun, or next time a machete.... Hope that makes sense :D

    • @JeremyPowellFab
      @JeremyPowellFab 2 года назад +1

      You may have seen this in the most recent update, but Ryan addressed this:
      "When I designed the new system, I wanted it to represent the chaos of a battle you would see in an adventure movie. If you can imagine what an exciting set-piece looks like in a classic adventure movie, the characters rarely just use one weapon over and over again. They use whatever they can find in a mad scramble, breaking glass, throwing nearby objects, grappling, swinging through the air, tossing weapons to each other, etc. This is one of the reasons for the combat deck."

    • @Slyfox1775
      @Slyfox1775 2 года назад

      Nope

  • @rossparker01
    @rossparker01 2 года назад +4

    I was really hoping you were going to change the combat system waaaay more. Either be something completely new, or at least more something like in Now or Never. The combat is the ONE thing that kept me from buying the original Sleeping Gods, and now it's the same thing that will keep me from backing the campaign for Distant Skies.. I love the exploration so much, but the time it takes to complete just one single fight just does not appeal to me. I guess I'm in the minority though, because clearly others love it! Here's hoping one day there will be an epic Ryan Laukat game for me to enjoy more like Near & Far or Now or Never, but with the hours of exploration and story of Sleeping Gods!

    • @Slyfox1775
      @Slyfox1775 2 года назад

      Buy a story book then

    • @soyunbonus
      @soyunbonus Год назад

      It's a sequel, he can't change that much. If you like story games, I recommend Forgotten Waters.