Fight! 2nd Edition

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Christopher

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Sep 3, 2016, 10:08:20 PM9/3/16
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Hey, guys.  I am not at all ready to put this on the blog and certainly not ready for a formal announcement, but for the few and the proud who still regularly check this group, I thought I'd let you know that work has formally begun on Fight! 2nd Edition.

We're still early on in the process; I'd say we're at about 15% finished at this point.

My goal is to keep the new edition about 95% backwards compatible with the present edition.  Even if I fail to reach that, I am definitely not re-inventing the wheel and I don't want to invalidate previous releases (or even the new one coming out in a few weeks).

If you have any questions, I'll do my best to answer them.  If you want to cheer us on, we'd love it! :)

If you have anything you hope to see clarified, expanded, fixed, or changed, I'm interested in hearing it.

I can tell you that I'm having a blast working on it!

AstonWildsteel

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Sep 4, 2016, 5:04:20 AM9/4/16
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That's a neat surprise, really!

Well, I'll take the dubious honor of commenting on this with a few questions...

First, I assume that one of the main focuses of the Second edition, aside from fixing balancing issues (like the infamous Priority/Temporary Invincibility-combo, ), is streamlining the language of FIGHT!, meaning that it becomes less of a confusing (and sometimes outdated, as seen with the "Tactics roll"?) mess to read, as enjoyable as it was for me to read it? Maybe even hiring a freelance editor who reads and corrects the whole thing? (Sadly, I can't stress it enough: Style Change was one of the poorest-written pieces of text in the book for something that is actually a clever mechanic and if there could be only one thing in Second Edition that would change First Edition, it should be that string of text)

Second, I am aware that it's way too early to give definite answers, but should we be aware of anything that gets removed, altered or expanded upon at this point?

Third, will there be completely new ideas you're already set to include in Second Edition, for example, new Optional Combat Rules?

Fourth, I will gladly throw my hard-earned money at Second Edition, no doubt, but will there be a reduced price for people that bought the First Edition and if yes, how would it be done?

Fifth, I guess the new one coming is Unlockables: Arena?

Sixth, are there plans to give Round 2 a Second Edition, too?

Seventh... No question, just me cheering you guys on. You have an awesome product that is a diamond in the rough and the Second Edition might turn it into the widespread sensation it deserves to be! Go Go Divine Madness Press!

Christopher Peter

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Sep 4, 2016, 7:21:54 AM9/4/16
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"Be careful what you wish for," I guess. :)

Lessee...

1) Yes, we are looking at clarifying language to prevent some weirdness, and yes, the editing will be better (I hope).  Style Change is one of the only things that I can say that I am blowing up entirely and starting from scratch.

2) It's too early to comment on that.  Ask again in a month or so.

3) I wouldn't say "completely new."  There are a couple things that have been kicking around over the years that I will formally include this time.  Like I said, I'm not trying to make a new game, just a tightened version of the one that exists.

4) Couldn't tell you on this, but I'll be honest, for an operation our size (one guy with a few others who are generous with their time in helping), it may not be financially feasible.  In any case, I think our products have always been a good value for the money.

5) Yes.

6) Not at this time.  It's way too soon for that, plus my plan is that those rules will still be fully usable with 2nd edition core.

7) Thank you very much! :) (Though I feel compelled to let you know that career sales for Fight! put it as one of the most successful products in the entirety of OneBookShelf's catalog.)



From: AstonWildsteel <as...@gmx.net>
To: FIGHT! The Fighting Game RPG <figh...@googlegroups.com>
Sent: Sunday, September 4, 2016 5:04 AM
Subject: Re: Fight! 2nd Edition

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AstonWildsteel

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Sep 8, 2016, 1:03:56 AM9/8/16
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One more question:

Will the terminology change to make things clearer? Like making the difference between Basic Qualities and Qualities more clear by saying, for example, "Attributes" instead of "Basic Qualitites"? (The same would go for "Combat Skills" and "Non-Combat Skill", also "Defense" [as a Combat Skill] and "Defense" [regarding Totals and the Combat Bonus, the latter one really took me a while to find out if it applied to Defense as a Skill or Defense as in Defense Totals])

Kim Foster

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Sep 8, 2016, 7:02:17 AM9/8/16
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------ Original Message ------
From: "AstonWildsteel" <as...@gmx.net>
To: "FIGHT! The Fighting Game RPG" <figh...@googlegroups.com>
Sent: 9/8/2016 1:03:56 AM
Subject: Re: Fight! 2nd Edition
 
One more question:


Will the terminology change to make things clearer? Like making the difference between Basic Qualities and Qualities more clear by saying, for example, "Attributes" instead of "Basic Qualitites"? (The same would go for "Combat Skills" and "Non-Combat Skill", also "Defense" [as a Combat Skill] and "Defense" [regarding Totals and the Combat Bonus, the latter one really took me a while to find out if it applied to Defense as a Skill or Defense as in Defense Totals])

--
 
Great questions and seconded! 
 

Christopher Peter

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Sep 8, 2016, 9:12:42 AM9/8/16
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Of your examples here, one has already been changed, two are unlikely to change, and one is still up in the air. :)

Here's a guiding principle: the game must be recognizable as the same game.  A host of new terminology for the same concepts is not conducive to that.  Additional clarity is most definitely a goal of the new book, but that isn't helped by changing the words that have been used across 5 books now.



From: AstonWildsteel <as...@gmx.net>
To: FIGHT! The Fighting Game RPG <figh...@googlegroups.com>
Sent: Thursday, September 8, 2016 1:03 AM

Subject: Re: Fight! 2nd Edition
One more question:

Will the terminology change to make things clearer? Like making the difference between Basic Qualities and Qualities more clear by saying, for example, "Attributes" instead of "Basic Qualitites"? (The same would go for "Combat Skills" and "Non-Combat Skill", also "Defense" [as a Combat Skill] and "Defense" [regarding Totals and the Combat Bonus, the latter one really took me a while to find out if it applied to Defense as a Skill or Defense as in Defense Totals])

Christopher

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Nov 13, 2016, 7:54:43 PM11/13/16
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There was some question about why there is not more info on 2nd edition here.  The simple truth is that I won't be doing anything like formal "previews" till much later on in the project.  While we have been going at a good pace the past couple months, we're sure to bog down a bit now, as we have begun work in earnest on chapter 4 (Special Moves).

My goal for 2nd edition was to make things as compatible as possible; I wanted to make a good game clearer and easier to learn and use.  Very little should need re-writing in existing material.  The biggest changes so far have been to Qualities.  We've added a few new ones, tweaked some significantly, and added lots of mechanical detail where previously things were handwaved.  Appearance is simplified, Mobility is more useful, and having many Qualities actually gives you bonuses on skills (besides interaction skills).

If anyone has any specific concerns or questions, I'll do my best to answer them.  I haven't been trying to hide stuff from people - I just figured that you'd rather see the finished product sooner than me taking time to preview stuff! :)  If I was wrong about that, let me know.

(Also, it's worth noting that, while I'm not keeping it a secret, I haven't made a formal "company announcement" about 2nd edition anywhere but here.)

(Also also, a close look at Geese Howard in my other thread will reveal some 2nd edition Quality changes.)

AstonWildsteel

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Nov 14, 2016, 9:32:00 AM11/14/16
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A quantity of Qualities are beneficial to skills now and the bonus' not limited to interaction? That's a pleasant surprise, given that previously, if you want a powerhouse, you'd just grab the single Quality and pump everything else into Combat Points (which might be too good depending on the campaign style). Now there might be interesting choices to be made.

So, I can understand if you're not too specific (after all, there's money to be made from the anticipation), but maybe a little teaser for the new Qualities (like what might have inspired them) or anything about what has been added in detail that has been handwaved before (I am actually more interested in that than new Qualities. I'm a nerd like that)

But, of course, the most important question, which might not be answerable yet since you started with the Special Moves just now, but... Will Style Change no longer be the hard-to-decipher piece of written paper that made it complicated for non-seasoned players to actually create a Stance Master from scratch without bugging the GM for hours and forcing him to flip forth and back and keep an eye on the Round 2 FAQ at the same time and he's getting cross-eyed from so much text everywhere and goes AUGHMYSANITY? I exaggerated a bit now, I know, still.

Christopher Peter

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Nov 14, 2016, 9:52:53 AM11/14/16
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Yes.  It is one of only two sections of the rules that are being scrapped entirely and re-written from the ground up.

(Have no fears about the other one; in all my years of playing and talking to others, I am the only person who ever used the other rule, so I'm not going to break anyone's campaign.  5 Glory if you can guess what it is.)



From: AstonWildsteel <as...@gmx.net>
To: FIGHT! The Fighting Game RPG <figh...@googlegroups.com>
Sent: Monday, November 14, 2016 9:32 AM

Subject: Re: Fight! 2nd Edition
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Kim Foster

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Nov 14, 2016, 12:32:34 PM11/14/16
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------ Original Message ------
From: "AstonWildsteel" <as...@gmx.net>
To: "FIGHT! The Fighting Game RPG" <figh...@googlegroups.com>
Sent: 11/14/2016 9:32:00 AM
Subject: Re: Fight! 2nd Edition
 
But, of course, the most important question, which might not be answerable yet since you started with the Special Moves just now, but... Will Style Change no longer be the hard-to-decipher piece of written paper that made it complicated for non-seasoned players to actually create a Stance Master from scratch without bugging the GM for hours and forcing him to flip forth and back and keep an eye on the Round 2 FAQ at the same time and he's getting cross-eyed from so much text everywhere and goes AUGHMYSANITY? I exaggerated a bit now, I know, still.
 
I don't think I ever quite figured out how Style Change worked.
 
 
 
 
 

Yagamifire

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Nov 16, 2016, 11:45:24 PM11/16/16
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Fight! 2nd edition is absolutely a day 1 purchase for me
Message has been deleted

Christopher Peter

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Nov 18, 2016, 5:23:45 PM11/18/16
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I'll answer this here, but let's keep rules questions in a separate thread so this thread can remain about what you are looking forward to in 2nd edition.

Movement never costs Control.  Don't think of Control as some sort of "action points."  The only time you combine "actions" together in regard to Control is in creating a Combo.

So to answer you directly, a Basic Move is Control 1, whether you stand still, move forward 1 Range, or move forward 2 Ranges by spending 1 FS.  All available with Control 1.



From: Ken Masters <shado...@gmail.com>

To: FIGHT! The Fighting Game RPG <figh...@googlegroups.com>
Sent: Friday, November 18, 2016 5:00 PM

Subject: Re: Fight! 2nd Edition

I hope in second edition will be more clear explanation about "move and attack" cost in Control. And since I here the question is:
If character move and then attack with Basic Attack it's worth 2 Control or 1? 

воскресенье, 4 сентября 2016 г., 5:08:20 UTC+3 пользователь Christopher написал:
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Ken Masters

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Nov 18, 2016, 5:33:18 PM11/18/16
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Thanks. I've already understand my mistake. The term "Basic Move" confused me. I somehow thought it is a movement.

суббота, 19 ноября 2016 г., 1:23:45 UTC+3 пользователь Christopher написал:

Asen R Georgiev

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Jun 22, 2017, 3:00:58 AM6/22/17
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Are there any news on this project:)?

I was able to figure out Style Change, in the end. But I have to admit that I consulted other people on a forum (and might have asked questions about it in this group, too).
It's a very powerful option, BTW;)!

Also, is there any chance of making chargen a lifepath:D? I'm writing my own at the moment.

Christopher Peter

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Jun 22, 2017, 2:43:59 PM6/22/17
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There's not a tremendous lot of news, but this is not because I haven't been working.  In fact, I am honestly putting time into it every single day.  I haven't been putting lots of updates out there because I know it's still a ways off and I don't want to exhaust the enthusiasm before it even comes out.

For the past several months, Alejo and I have been chugging through and evaluating and re-formatting every Element and Liability in the game, including most of the ones from Round 2 that will now be in core.  Our goal is to limit rules questions when the book comes out.

I actually think this is the largest work load for the whole book.  Combat isn't changing really and the last chapter is only going to have a couple minor additions.

I'm glad you figured out Style Change.  I'm not sure I have. :)  It's the only Element that we are basically throwing out and starting from scratch.



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Asen R Georgiev

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Jun 22, 2017, 5:29:09 PM6/22/17
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What I figured out was that the example with the L2-L4-L6 Style Change moves is right. You need to recalculate it for every style separately, based on the level of the Style Change move that initiates the change.
Made sense to me, since you're probably wasting either a turn, or some opportunity for damage, if Style Change is the last in a Combo.

...let me guess. Am I using a houserule again, while perfectly secure that I'm playing it RAW:D?

Christopher Peter

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Jun 23, 2017, 1:23:58 PM6/23/17
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I'm not even sure what to tell you! I have had a lot of fun working with Style Change characters, but I have to re-read my own rules carefully every time I use it!

(But it sounds like you have it right here.)



Christopher Peter

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Jun 23, 2017, 1:41:10 PM6/23/17
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I cannot imagine what Fight chargen along a Lifepath would look like, but I am super-intrigued to see what you come up with!



On Thursday, June 22, 2017, 3:00:59 AM EDT, Asen R Georgiev <ase...@gmail.com> wrote:


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Asen R Georgiev

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Jun 23, 2017, 7:02:29 PM6/23/17
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Well, at least I got that part right. OTOH, I'm still not sure whether Style Change moves get bonus Elements for the (mandatory) No Damage Liability.

Asen R Georgiev

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Jun 24, 2017, 1:44:20 AM6/24/17
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I can post it, once I have something typed up, but it looks like it might be long-ish.

Christopher Peter

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Jun 24, 2017, 7:53:43 AM6/24/17
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You could also just send it to my email address as a word doc and I can take it a look at it that way.  Long-ish seems better for a Lifepath system.



Christopher Peter

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Jun 24, 2017, 7:55:09 AM6/24/17
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Under the present rules, if it doesn't explicitly say they get no Liabilities, then they still get the -2.  That will be changed in 2nd edition, where every element that requires No Damage gets no free liabilities for it.



Asen R Georgiev

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Jul 6, 2017, 3:11:09 AM7/6/17
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OK, unfinished draft sent - there's a bit of time to pass until the first finished one, but that should be enough to give you an idea, for now...

Christopher Peter

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Jul 8, 2017, 8:34:08 AM7/8/17
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That's pretty interesting, Asen! I'll be interested in seeing it in a more developed form, and I'm sure that there would be some people here willing to try it out.  Good luck with continuing it!



John Lewis

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Jul 8, 2017, 8:37:03 AM7/8/17
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I'll play test anything if there needs to be playtesting LOL


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Christopher Peter

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Jul 8, 2017, 8:45:20 AM7/8/17
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Always great to know, John.  Thanks.



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Asen R Georgiev

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Jul 10, 2017, 3:44:53 AM7/10/17
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I'm working on it as I get time. But it progresses slowly.

But just wait until I get to the random moves creation...:D I don't think that was in the unfinished draft, because I'm still toying with a couple different approaches to it (all of which have just one thing in common - they don't include Style Change).

(Fitting the pre-requisites for Magic and Psionics is what is basically kicking my ass now. I'm planning a comeback, though).

Kim Foster

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Jul 10, 2017, 4:50:56 AM7/10/17
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How does a "life path" system work for Fight! ? The system itself seem to setting agnostic (even genre to an extent). What works in one setting might not be available in another. Not sure about random Moves either since it is possible to come up with Moves that don't work for a specific character very well or some some overpowered combinations. Crafting your character seemed to be part of the fun of Fight!. I guess I'm not sure what random character generation would bring to the game, maybe for NPCs? I am biased though as I really don't like Random character generation. It often a deal breaker for me if its mandatory.

Christopher Peter

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Jul 10, 2017, 2:56:36 PM7/10/17
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Just to clarify: there is nothing "official" about any of this.  Asen was just showing me some work on the idea of a life path system and I thought it was interesting.  Of course it presumes certain setting details, and I have doubts about random move generation working effectively, but I welcome the sharing of all creative impulses using the system in traditional or groundbreaking ways.



On Monday, July 10, 2017, 4:50:57 AM EDT, Kim Foster <kkmf...@gmail.com> wrote:


How does a "life path" system work for Fight! ? The system itself seem to setting agnostic (even genre to an extent). What works in one setting might not be available in another. Not sure about random Moves either since it is possible to come up with Moves that don't work for a specific character very well or some some overpowered combinations. Crafting your character seemed to be part of the fun of Fight!. I guess I'm not sure what random character generation would bring to the game, maybe for NPCs? I am biased though as I really don't like Random character generation. It often a deal breaker for me if its mandatory.

--

Kim Foster

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Jul 10, 2017, 6:52:11 PM7/10/17
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------ Original Message ------
From: "'Christopher Peter' via FIGHT! The Fighting Game RPG" <figh...@googlegroups.com>
Sent: 7/10/2017 2:52:34 PM
Subject: Re: Life Path for Fight!
 
Just to clarify: there is nothing "official" about any of this.  Asen was just showing me some work on the idea of a life path system and I thought it was interesting.  Of course it presumes certain setting details, and I have doubts about random move generation working effectively, but I welcome the sharing of all creative impulses using the system in traditional or groundbreaking ways.
[Emily Latella] Oh. Never mind. [/Emily Latella]
 
I thought that might be the path (see what I did there?) you were thinking of take for 1st edition. :)
 
 
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