Last five years. Pencils and a black posca I think.
Delaney King (She/Her/Whomst)
@delaneyking.bsky.social
10644 Followers
773 Following
Senior videogame artist (Tech art/art director). Unreal Tournament 04, Dragonage, D&D Online, God of War: Chains of Olympus, Stellaris, Civ IV + more.
If you are reading this, you should probably drink some water and save your work.
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I wanna update it and plan to put it on my Patreon, but then maybe release a fully fleshed version on rpg drive thru.
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I have a new system specifically for dyscalculia I plan to publish.
Zero mental arithmetic- all maths fone by picking up or moving d6 around into pools. But deep enough that you can do stuff like split dice pools to do multiple attacks or interrupt actions.
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And reading through the hand illustrated photocopied at the library rulebook I made back then... i think the kid did alright.
Anyway, that is my story on how I got started and how I solved problems that cough major games still suffer from.
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...little rewards to their skills, loved feeling that they could get huge gains to their rolls for creative solutions.
I turned my disability and anguish into a career of designing systems, making fun and look at that... I became a game developer!
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At the end of the day, it set me on a road of streamlining game systems to deal with my own disability- and I learned that I could create a lot of fun for my friends along the way. They loved the simplicity and depth, and most importantly the SPEED which the combat ran. They loved constant...
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So as you see, everything is consistent and simple across the whole ruleset, all positives are good all negatives are bad (d&d wasn't consistent at the time).
One dice, all maths done ahead of the roll. Instant results on the roll.
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Spells are exactly like any other action- the player says what they want to do, the GM adds difficulty modifiers or rewards positive modifiers- the player rolls under their spell, adds bonuses for chanting, rituals, charging up, spell ingredients and magic items.
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Magic was loose and not very well fleshed out to be honest- the gist was exactly the same as skills. Magic disciplines are the same as classes, with a list of spells that acted exactly like skills. Upping a level of a discipline upped all spells or you could up individuals.
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Characters had classes and you could multiclass, but that just gave you a skills list to pick from. Going up a level in each class added+1 to all skills in that class... or they could be inched up individually for specialisations and be boosted as GM rewards for exceptional play.