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
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.
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.
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.
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?
@@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).
First, after Don’t Stop Thinking. He was really fast this time
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
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.
I honestly didn’t think that you or anyone else would watch my videos since my followers are non existent.
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.
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.
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.
Extremely excited to get my hands on this!!
These mechanics are so thoughtful and interesting! Very good work and I hope it spreads to many people's game nights!
this sounds a lot like persona mechanic, with added ttrpg
This looks really fun. I can see many different ways to play combats, I'd definitely try the playtest.
Another great video as always!
You thought it was Cool History Bros... but no!! It's HIM, CJ!!!
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?
Okay, that's really interesting
Fascinating. I'm beginning to see a consensus of modern TTRPG design moving in a certain direction.
AHHHHH THIS WAS MADE AVAILABLE A YEAR AGO AND I WASN'T INFORMED CZcamsEEEEE
Nice.
: D
As someone who casts wind shear constantly...magic is busted, lol
你会回到最终制作历史视频吗?
Is it normal that the siblings are of different races?
He's adopted. Picked from a trash can, Marla says.
@@DontStopThinking Ah, that explains it.
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
I agree, instead I would use it as a subsystem for fight a group of enemies like horde mode.
@@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).