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unbound:difference [2024/08/08 04:11] – created tailkinkerunbound:difference [2024/08/22 12:51] (current) tailkinker
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 ====== What Makes Unbound Tales Different? ====== ====== What Makes Unbound Tales Different? ======
  
-If you're already familiar with the hobby of tabletop role-playing, you might wonder what exactly sets Unbound Tales apart from other games.  The good news is, a lot of the core mechanics bear a strong resemblance to many popular games that you've likely already played.  Characters have ancestries, back-stories and classes, and they have skills and features.  Actions are resolved by rolling dice and adding a statistic, then comparing the total to a target number.  Characters move on a grid, which is also used to determine ranges between characters.  But there are significant differences on how many of these concepts are implemented.+If you're already familiar with the hobby of tabletop role-playing, you might wonder what exactly sets Unbound Tales apart from other games.  While many core mechanics will feel familiar, Unbound Tales introduces several unique twists to enhance the experience.
  
-First, Unbound Tales makes some changes to the usual action resolution system Rather than d20we use 2d10, making results closer to average more likely Most actions have at least //some// effect on a failure, meaning that you should never feel like your entire turn was wasted There are neither critical successes nor critical failures;  there's already enough random results generated by damage rolls and the like that no further gradients of success need be considered.+Characters in Unbound Tales have ancestries, back-stories, and classes, complete with skills and featuresActions are resolved by rolling dice and adding statisticthen comparing the total to a target numberMovement and range are determined on a gridHowever, the implementation of these concepts features notable differences.
  
-Second, Unbound Tales uses a rather different action economy than most other games When your character takes their turn, you get six seconds worth of actions.  Every action you might take requires certain amount of time to complete You can select any combination of actions whose time total six seconds.+Instead of the typical d20, Unbound Tales uses 2d10 for action resolutionThis makes results closer to the average more likely. Most actions yield some effect even on failure, ensuring that no turn feels wastedThere are no critical successes or failures; the game already includes sufficient variability through damage rolls and other mechanics.
  
-Finally, Unbound Tales places greater emphasis on player choice You choose the areas to concentrate on when going up level;  you can choose to specializeor to become a generalist, or to split your character's attention widely Weapons can be selected from a list, but you can also build new weapons to perfectly match your character's style.  Even the turn order in combat is subject to player choice initiative is rolled for your side, but your side decides which person acts on each turn.+Unbound Tales employs more granular action economyEach character's turn consists of six seconds worth of actions. Every action has specific time requirement, and players can combine actions to fill their six-second turn. 
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 +Player choice is central in Unbound Tales. As characters level upplayers decide where to focus their growth, whether to specialize, become generalists, or diversify their abilities. Weapons can be selected from a list or custom-built to match character's style. Combat turn order is also player-driven: initiative is rolled for each side, but players decide who acts on each turn.
unbound/difference.1723090265.txt.gz · Last modified: by tailkinker