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#238 Round Table on How Different Game Mediums Handle Edge Cases

The Game Design Round Table

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Um Damage Models in Tabletop RPGs

The games that i design on the tabletop are relatively narrow and tend to have a lot of extraneous systems. The more we can start complicating these damage models the harder it is for the player to understand but the easier is for us to build loot. We add in armor multipliers based on the species of monster you're fighting or their elemental affinity like if we can't communicate to the player then it doesn't exist right because we can't put it on a piece. If our game not only what makes it fun what makes it interesting for the player but also how we're going to make money is the player has a bunch of different diverse loot that is all great in different scenarios.

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