Panic At The Dojo: A Tabletop RPG For Fighting Game Fans (New Challenger)

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Published 2024-06-05

All Comments (21)
  • Dev here! This is the most beautiful, most well produced video any of my games has ever had. I am honored and so thankful. This video is incredible, and what I will be showing to people who want a quick primer on how the game works from now on. Thank you so much.
  • @braystar8578
    That visual showcase of the game in action is super goddamn cool, it honestly helps sells how neat of a concept this game is.
  • @burrito9327
    "I could make builds for-" YES I WOULD WATCH THAT
  • @Yxazel
    Finally i can tell my DM "i thorw a DP on wake up" Withot needing to explain anything
  • @Ragnorok64
    Get this man a microphone sponsor! These videos are too good to be marred by audio issues.
  • @_kenemon_
    That visual showcase was absolutely incredible. Rika throwing a ton of punches and Mephisto blocking all of them was so hype to watch. I don't care how much I'd have to pay to watch you make builds of this game with existing characters, I'd do it.
  • @TheXell
    "Can I play a standard Shoto-Character?" SURE YOU CAN
  • @FoolsGil
    That bonus health and extra turns is great for any ttrpg
  • @solomon9681
    I've been a player for PaTD in a short (~6 session) adventure, and GM'd it for a one-shot. Incredible fun on both sides. Building an NPC comp is exactly as fun as making a character. The disruption and counterplay available in this game is absolutely its most incredible trait. I have fond memories of disrupting my opponents mid-combo with Chaos tokens by yanking them next to me, hiding my most powerful actions inside Fog so that my Control-based enemies can't disrupt them, and switching to Armor-based stances to walk through enemy Traps freely. Even simple effects like "steal a token" alter the entire fight by their sheer presence, forcing people with high-value tokens to stay on their toes at all times. I can't count how many times I looked at the enemies my GM plopped down, thought "oh that's so bullshit", and then proceeded to absolutely kick their ass.
  • @kingcrowbro2486
    I'd love to see even more TTRPG content out of Sugar Punch personally. The way ABI talks about fighting games and rpgs always and instantly reminds me why I adore these games.
  • The sole thing that sold me on this game was this quote from their itch page "Basically, imagine if the Jackie Chan Adventures cartoon was a documentary, and also a tactical combat focused tabletop game." I was immediately sold
  • @Shuga223
    They literally made Conservation of Ninjutsu into a rule, it's so damn cool.
  • @DukeCyrus
    I really appreciate how you hired naoto, striker, and rugal for your gameplay demo
  • This is super cool. I have been long time TTRPG player/DM and I recently gotten into fights games. I want to replicate the exact feeling at table. Thanks for highlighting this awesome game! The tokens make so much sense its crazy.
  • @MrKarato
    Minor thing, the D&D rulebook only considers a natural one a failure in two scenarios. Attacking and Saving Throws. You never automatically succeed or fail any skill checks due to a 1 or a 20.
  • @ziggykillroy
    I have spent the last couple of years wanting a TTRPG that felt like a fighting game or beat'em up. I hope this is the one that keeps me from writing it myself.
  • @TheHarDeOne
    After being introduced to Panic at the Dojo by this video, I started running a campaign for my friends. To introduce them to Panic at the Dojo, I made a simple one based off of Bad Dudes, an old arcade/NES game. We're all fighting game players that also love beat 'em ups! In one particular fight, 4 players had to take down a Swarm boss that had been taking advantage of Copies to throw players out of the fighting area. When you're rung out, you're considered defeated or "Taken Out" until the next round starts. They found some ways to deal with ever multiplying copies, but the Punk player had been unable to do much due to constantly being rung out. In the last couple turns they hunkered down and looked over ALL their options to find a way to beat the boss because a poorly planned turn would mean everyone would be defeated, which ended with the current player hitting the Punk (his exact words were "HIT ME!") and pushing them safely out of range of any edges and giving them the damage they needed to guarantee a large number to use. Then the Punk used his massive number and other dice with Power form, letting him gain a large number of Speed and Power tokens, enough to run up to the boss and use Crush. Crush is a powerful attack that negates any and all defensive options including Iron tokens to reduce damage, and with a 9+ you can spend any number of Power tokens to boost the damage! I feel the PvP aspect of Panic at the Dojo, I prepared the Swarm Boss to counter their self-destructive Punk powerhouse and see if they could figure out the counterplay, and every round they started figuring out more things they could do to mitigate the problems. (Blaster Form to obliterate spread out Copies, Open The Path to take out bunched up Copies) It came down to the wire for them, but it does show that every play style has strengths and weaknesses. Every strategy has a counter. My players love the mind games going on in the sessions and trying to figure out the counterplay for what I've pitted them up against.