Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Quick questions that came up while playing

A topic by sharklion created 19 days ago Views: 64 Replies: 2
Viewing posts 1 to 2
(1 edit) (+1)

Both me (the GM) and my players (group of 3) have been enjoying playing HELLPIERCERS! Lots of interesting stuff to do and I lvoe how much interaction the players have with the map and such. Overall there have only been a couple points of confusion about how something should be ruled or how something is intended to function that we could not simply rule ourselves through flavour or preferred way somethign should work (the benefits of being a TTRPG!) so I only have a couple questions/thoughts so far

Swarms move much much slower than their individuals alone, is this intended? I have been keeping units separate as they move across a map and then combining them when close enough players but with how ubiquitous Breaker is I have also just started keeping them separate even when close enough to attack. Am I missing something?

Blazing seems bad if it only applies to the swarm as a whole once instead of once per tile of the swarm. Is it intended to discourage a swarm breaking up during the turn it has blazing?

Simultaneous Pull from Attractors etc. we have been doing whatever order is favoured but in situations where a unit is wedged between two void attractors should they fall into one or should the simultaneous pull cancel each other out?

Does the Sharur limit break remove the other Sharur user’s attractor tiles? We have to people using the Sharur armor and have not been removing the tiles on the non-limit breaking HELLPIERCER but rules-as-written it seems like we should be?

The 7 movement base on Malakbel has been very strong. I get that the other base classes can move fast under certain conditions but the Kushiel player has been struggling to keep up with 7+4 diagonal movement from a Malakbel user using their Aux action to sprint. The Asmodel user is having fun building speed though. With using the Aux action to move as well it seems any base speed above someone/something is quite significant.

Should a player moving away from a swarm they are adjacent to multiple tiles of take a Provoke hit per tile of the swarm they were next to? If they were surrounded on 3 sides by a swarm and moved away should they take 3d6 damage or 1d6?

Theletus’ Ice-In-The-Veins has no AGNOSIA effect? Is this intended even though they have an AGNOSIA health trigger?

When someone uses the She Speaks The Language of Kings Active are they dealing half the maximum damage or do they roll and apply half the roll?

When an AUTOPHYES Harvester uses its Agnosia effect do the two new entities get a turn that round or do they have to wait for a new round? Same question for newly spawned units from spawners

There are no map hazards listed in the book? The GM STRATCOM Actions mentions ‘building an unlocked map hazard’ but I cannot see where any are listed except for the Devolution that the SYNCRASIS faction can use. Am I missing where they are?

Knowing what units I have access to for each faction has required a bit of work to reverse engineer by looking through what gets unlocked by their unlocks. This has also led to me accidentally using units they should not have access to yet!

I don't want this to be me moaning the whole time so I am also going to say:

Can't think of any other game doing what you are making! I can see the vision so clearly and I love how it is all coming together to feel like I am running an XCOM game. The STRATCOM stuff is fantastically designed and I love that the players have a tech tree that they are thinking about. I understand that some of the times I have found something a bit tricky to track or parse is, in a large part, because what the game is asking of me is so different to other games in the space. I have so muh respect for that.

Even though we are just in the beginner stuff, players have unlocked equipment and limit breaks but not much else, the stuff the players can do has already had them thinking hard and working out fun and interesting ways to use them. Attractor zones have been a big hit, my Asmodel user is always looking for a way to get a full straight line movement, Kushiel user loves finding ways to ping pong and recoil to get out and around places, Harpe traps etc. etc. it all just got the brain juices flowing and I put that down to some really excellent design work on your end.

The baseline rules and the quality of the setting writing are already enough for me to feel like I am able to make some really interesting encounters. I could only make stuff I felt good about because of what you put out so thank you for that!

Developer (1 edit)

Hey Sharklion, thanks for the questions. Honestly I have a great time addressing stuff like this and talking it through, you're right that its one of the best and most unique elements of tabletop design. Here's my take on these. I hope it helps you navigate your campaign <3

Swarms

During testing swarms were incredibly fast and difficult to make space around. We nerfed their movement slightly to better align with the sort of play you've identified there; a group of enemies collects around you, then triggers a big swarm, surrounds and blocks off egress and piles on damage. They're intended to have unexpected burst movement; throwing one big limb of itself out to cut off lines, fling themselves in direct stretches, then fill in the space around them when they arrive, but as you said, the ubiquity of Breaker counters them fairly strongly at range, and their lack of movement buffs means they maybe don't get to feel as dramatic and explosive as we'd like. I would suggest exploring miniboss pairings to better enhance their abilities, but I'd also consider a minor buff to swarms generally, granting them some small bonus to Movement that goes down as they get bigger, where 1-7 unit swarms get +3 Speed, 8-15 get +2, etc. I'll throw something up on the errata page when I get chance.

Blazing

It's just not meant to be a super swarm focused mechanic outside of turning very large swarms into danger zones for the GM, and to discourage the prior tactic you mentioned of creating death balls of unswarmed enemies to hound the players. You could say effective swarming is a blazing counter maybe.

Attractors

I would say balancing the "gravity" of the two sounds like the more interesting read but both are valid. Throw a third one in there for some three-body-problem physics and see how that plays out. 

Sharur limit break

I would agree that RAW you should be getting rid of all the tiles, but this is probably an easy concession to make, taking away another player's toys feels bad. Maybe a tweak to the limit that lets them absorb attractors at-will by moving over them for a short span of time would be neat, then the two players can kinda feed each other. A buff to damage or pull-range per devoured attractor or something maybe.

Malakbel

I don't disagree here, they're supposed to be the Fast Armor but it can be annoying getting ahead of everyone and needing to wait. Esp when you include sprinting or the slower squads. 

Provoke

I'd go with the 3D6 option here cause it's meaner.

Theletus

Most of Theleus's guys don't have AGNOSIA effects. I believe the author of that faction intended to write a faction-wide special Agnosia thing that used the system in a novel way but never quite wrapped it up, so several of their minibosses just lack the form change, which is a shame since their whole waking up-frozen thing fits very well. This is on my list of Big Fixes to cover in the future, our bad.

Language of Kings

I roll then use half, but I think a lot could be said for saying its half the max. This was actually intentionally left open depending on your taste for power level.

Harvester

Depends on when it happens, if the AGNOSIA triggers before their turn, they get two turns, if its after their turn, they gotta wait, if its during, I'd say they have to wait. Newly spawned units can, I believe, move and act on the same turn they spawn.

Hazards

So there's kind of two answers here; the Devolve hazard is the only explicitly named Map Hazard in the book. Initially we wanted every faction to have a unique one, but as our authors went on the "Hazards" ended up taking on different forms (See the big snake in MIXIS for example) and the functionality ended up pretty anemic. I mean't to pivot the Map Hazard function to a more PbTA GM Move style arbitrary narrative tool, but never wrote the expanded explanation, so it's a pretty unsatisfying element of the book. I would use it as such where you feel like it (A river overflows, a toxic gas cloud bubbles up from the surface, etc) until I can write up a whole bunch of them for a future expansiony thing.

Hey thanks so much for your kind words on the project and the opportunity to address and think some of this through. HELLPIERCERS is a living game to me, and even with the physicals out in the wild, I want to get in and mess with the guts and clean up some of this stuff as an ongoing project over the next year or so. I'm glad the vision shines through despite the frustrations, and I hope together we can keep refining this till it shimmers.

Much love

Nemesis

I appreciate the response greatly! Its super helpful to hear what the intent behind design choices are, should help me a lot in the approach to this. 

Understandable how some stuff can get lost in the time pressure with stuff like the Theletus agnosia etc., I will try and follow that idea and come up with a factionwide agnosia! Can imagine slotting in a 'drowzy' form for all of them and I have some time before my players fight them to figure it out!

I look forward to anything more that gets put out for HELLPIERCERS whether that's updates to the book or any extra stuff!