Week 4 – February 13

As the core focus of this project, and also its most complex and most visible part, the combat system received the most attention from the design team. After analyzing the original game and the Tilt-5 platform, a top-down, grid-based TRPG approach proved to be the most suitable direction.

From a modern perspective, traditional turn-based systems often feel rigid. Characters act in sequence, each limited to a single action. This can weaken the sense of realism and disrupt the narrative flow. To solve this issue, we looked to the action point systems used in Baldur’s Gate 3 and Divinity: Original Sin 2, as they allow more flexibility within a turn. Our instructor and client, Chris Klug, agreed with our concerns about standard turn-based design. At the same time, he pointed out that action points had already been explored during development two decades ago, and were ultimately abandoned due to their complexity.

Instead, he suggested that we base the combat system on the TRPG ruleset he originally created for Aidyn. This system addresses some of the limitations of turn-based combat. It also has a clear advantage. It is rooted in the Aidyn world itself. This allows it to align naturally with the narrative and characters. It is also more likely to be accepted by the existing fan base, which already has some familiarity with it.

However, bringing a TRPG ruleset into a digital format is not easy, especially within a limited development timeline. The first step was to understand how the system actually works. After a close reading, our designers found it highly complex. Its most distinctive feature is a detailed and grounded spellcasting system. The amount of information alone can be difficult to process. We realized that reading the rules was not enough. It was hard to tell which parts formed the core of the system, which should be preserved, and which could be removed. As a result, we decided that the best way forward was to play it. After a play session with Chris, the system’s structure became much clearer.

We decided to retain the dice system as the core of the TRPG rules, while moving most of the calculations behind the system. Players are only shown the comparison rules and the final result. We also chose to adopt the spellcasting system, which is both grounded and distinctive, but kept only its essential part: spells require a period of preparation before they can be cast. For the rest of the system, we kept the action structure that helps address the limitations of turn-based combat. We also retained widely used rules such as grid-based movement and opportunity attacks. These are familiar across many TRPG systems and help reduce the learning curve for players.

Overall, rather than a full redesign, this process was largely about making choices. The new combat system needed to preserve the identity of the original games, remain consistent with the game’s feel, and fit within the semester’s limited timeframe. This week’s work established a clear direction for what comes next. In practice, we expect to encounter many situations that require adjustments along the way.