Thursday, October 21, 2010


Skulldred now has a forum!

Skulldred 1.04 released

The latest version link now links to 1.04.

The new version is much more streamlined and fleshed out.  You can now field your own custom units with a functional points system, ability list and basic magic system.

Release notes:
d2 system adopted - each dice has a 50-50 chance of giving a hit-miss result.  Roll 4+ to hit on a d6.
Dreadskull counter pool used to restore ANY downed models.
Poison more lethal but also easier to cure.
Action system simplified- you can now act once or roll 2d + 1d hero bonus + 1d leader bonus to get extra actions.  You no longer become downed.

Tuesday, October 5, 2010

Beta 1.04 work

Had a little time to do some more work on it today.

I think I found the source of the staleness - The core problem was that I blasted the system back so far there was no randomness to action points. Having randomness in how many actions you can play each turn makes you feel engaged in the moment... what can I do right now with what I have?  It forces you to strategies on the fly.

I wanted to try something fresh today, so I experimented with a custom die for action points.
I put stickers on a d6 so that it reads 0, 1, 1, 2, 2 and 3 actions.  This gives a dirty sort of bell curve.
I am trialling proximity to a leader allows a model to roll two action dice instead of 1 and take the best number- meaning more chance of coordination among troops with a leader present.

All this messing with custom dice drew me to try out a small half sized deck of cards - that can be drawn to give both action points and d6 dice roll results.  Couldn't resist doing them up like tarot cards... but that's just me.

The second thing I am trying out is the concept of critical failure by rolling all fails in a combat roll.  This drops your guard, allowing opponents to score bigger hits against you than would normally be possible.  Since heroes and monsters have around three or more dice, its less likely they will be caught off guard than a peasant- but conversely a halfling can get a lucky shot on a dragon who fails to defend itself.

Well, thats it from me... Will post the new rules up on lead adventure when they are ready to play!


Monday, October 4, 2010

Beta 1.04 progress

Beta 1.04 is coming along slowly- the last couple of test games played very stale, predictable and unexciting.  Blindingly fast, yes, but somehow no sparkle.

I have been trialling a clean system using straight 50-50 odds on all dice, and making multiple dice the focus.  It works well with playing cards, drawing red cards for hits and black for misses.  Creates a pleasing, easy to play game but lacks strategy and engagement.  Tinkering continues...