The Forge Reference Project

 

Topic: Mage Blade website
Started by: Wolfen
Started on: 4/6/2002
Board: Indie Game Design


On 4/6/2002 at 11:28pm, Wolfen wrote:
Mage Blade website

Sorry if it seems like I'm impatient... But, hell, I am. It's been over a day since I posted it without reply, and the "Views" on the thread has only increased by a few, so I'm thinking that people perhaps missed the link.

Reposted from "A new face with a new game"

It's not much, but it's here, finally.

http://members.aol.com/JohanusMorgan/Home.html

Use the link at the bottom of the site to e-mail me, or just post any commentary here. Thanks in advance.

Oh, btw.. Some of the images don't come up right the first time. If you right-click and select Show Image, it usually works to bring them up. ::shrugs:: AOL's webspace is kooky, but hey, it's free with the membership, so I might as well use it.

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On 4/7/2002 at 1:45am, Laurel wrote:
RE: Mage Blade website

I like the archetypal feel to the magic. I'm a real sucker for archetypes. I wouldn't call the magical system revolutional though. The character sheet has a nice look to it. I'm sure you'll fill the blank box with something.

So far, both the web page and the game on top of it lack color and that spark of life that makes a game unique. I'm still left with a terrible sense of emptiness when it comes to Mage Blade society and why I should want to make one to play. I'll need something to hook me in, to make me even want to learn the mechanics because from a Gamist-perspective, I'd have better luck getting my group together to play with an old-but-true system they already know, like MtA or d20 and there's no real sense of what I accomplish from playing yet. From a Sim-perspective, I can't see what there is to explore regarding my character or the world, and from a Narrative-perspective, there's not much there to make a story with.

I avoid discussions of mechanics themselves, waiting for Mike Holmes or someone to do a better, easier to apply analysis than I ever could.

Even with all this negative or nuetral feedback I'm giving on Mage Blade, don't feel like I'm telling you to quit! I think Mage Blade shows excellent potential based on your enthusiam and posts about it and is a really good "learn by experience" project.

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On 4/7/2002 at 12:16pm, Wolfen wrote:
RE: Mage Blade website

Laurel wrote: I like the archetypal feel to the magic. I'm a real sucker for archetypes. I wouldn't call the magical system revolutional though. The character sheet has a nice look to it. I'm sure you'll fill the blank box with something.


Actually, I had enough people tell me they loved the blank box that I wanted to keep it all the way to publishing.. But it looks like things are going to have to be moved around and the box will probably go away. I'm going to do what I can to keep it, though.

So far, both the web page and the game on top of it lack color and that spark of life that makes a game unique. I'm still left with a terrible sense of emptiness when it comes to Mage Blade society and why I should want to make one to play. I'll need something to hook me in, to make me even want to learn the mechanics because from a Gamist-perspective, I'd have better luck getting my group together to play with an old-but-true system they already know, like MtA or d20 and there's no real sense of what I accomplish from playing yet. From a Sim-perspective, I can't see what there is to explore regarding my character or the world, and from a Narrative-perspective, there's not much there to make a story with.


Oh! No, no see, this isn't the website which would theoretically be there to sell the game, or even to fully explain it. The website's sole purpose is to attempt to give a very basic answer to the questions in green, which Ron asked me over in my first thread. "Why should I play this game?" And "How does it work?" I may not have done a very good job of the former, but the latter is a pared down version of the rules of the game. I mostly wanted feedback on the system, because most of the setting information isn't fully put down in print yet, it exists only in my mind, and in the minds of those who helped me develop what is there. I'm working on ideas for Premise in a different thread, which I will use to create the "hook" (my term for the writing on the back cover of the book, designed to get you all fired up about the game to the point where you'll buy it and bug your friends to play). Eventually I'll also get the setting into print as well.

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On 4/7/2002 at 4:35pm, Walt Freitag wrote:
RE: Mage Blade website

What I like:

- The organizing archetypes of the magic system is based on a familiar schema, the classical Greek elements. I've been disappointed many times by systems that try to invent a new archetype schema (colors, runes, platonic solids, n'Sync members, etc.) to make the magic seem more mysterious. Only to find, having gone to the trouble to learn the new schema, that it's just a disguise for the same old familiar categories of effects. Elements are a robust and comfortably familiar basis for a schema that touches on many different aspects of character concept and play.

- The options of Force Burn and Mana Burn. This is more protagonizing than "sorry, guys, I'm out of mana points, can't help you." I've added a self-destructive pushing rule to every system I've ever GMed that didn't already have one. Of course, such mechanisms are not uncommon but I'm glad to see you didn't overlook it.

What I dislike:

The critical hit check that requires a separate calculation of the success-failure threshold, a separate roll, then a table lookup. What does this add to play that's worth so much extra handling on every single successful attack?

Liam Fortuna's character sheet obviously depicts a Water mage. Yet his Water sphere attributes total no higher than the attributes of other spheres. This suggests that the schema of organizing everything around the elements has little practical meaning outside of the magic system. What's the point of calling Charisma, Finesse, and Empathy "Water" traits if this has no relationship to the character's sphere? (I'm assuming that "Sphere: Fire" at the top of the character sheet is a mistake).

Too many separate traits, for my taste.

What I can't determine:

The answer to "Why should I play this game?" that you've prefaced isn't complete yet. You state, "What sets it apart from other games of this type is both in the game mechanics and the setting's way of handling magic." The game mechanics are different from other games, sure, but what sort of different game play do they promote? How are they better than existing systems that have, if not the exact same mechanisms, most or all of the same components (initiative, success rolls based on skills and traits, hit points damage, critical hits)?

The setting's way of handling magic has, so far, some interesting and effective color and some potentially interesting spell-vs.-spell combat tactics based on the channeling decisions. (This would, IMO, be more interesting tactically if the force channeling and resistance channeling were linked together, so that the decision of which spells to be powered-up to cast also determined one's distribution of resistance.) But without knowing the details of how spells are created and acquired by the characters, it's difficult to judge how well or how uniquely the magic system supports the characters and setting. IOW, is it just a disguise for the same old familiar categories of effects? Every pick-a-school magic system I've ever seen has appeared carefully designed to reward conformity and genericness (e.g. by increasing the cost to learn spells outside the chosen school's list). Of course, if the player-characters all invent their own schools, that's different.

- Walt

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On 4/7/2002 at 7:39pm, Bankuei wrote:
RE: Mage Blade website

I think perhaps a clarification of "Why should I play this game?"might help out.

Taking games that you'd play solely for the mechanics: GURPS-Play it because it simulates reality with real world research, Rolemaster-Play it for the critical hits, The Pool-Play it for Authorial control given to players, etc.

Taking games you'd play for the setting: Whitewolf-Play it to be supernatural and angsty, Legend of the 5 Rings-Play it to be a samurai fighting monsters, Over the Edge-Play it for wacked out conspiracies.

What the question boils down to is"Why should I play THIS game as opposed to THAT game?", or "What is fundamentally different in your game than others?" Both of these questions really come back to:"What is your game trying to do, and how does the system support it?"

For example, you've mentioned you'd like combat where a hero could drop a monster in one hit if they're good enough, but there's a way to approach that from all sides of GNS.

Gamist-I rolled a critical, and got a reroll, and a reroll, and I rolled 6 criticals in a row and the supermonsterdemon went splat(and at band camp...)

Simulationist-Hit location is...left nostril, ok roll for frontal lobe damage, ooo-rubberbullet effect, your sword goes up his nose, bends on the skull and shoots out the back through the ...5th vertabrae! he's dead!

Narrativist- Spending all of my "Look at me, I'm so cool" points, I jump up, slam my blade into its forehead, the ground cracks and we sink in a cloud of dust...Then a giant mystical explosion rips forth, letting loose all the souls he's ever eaten...and I come forth...carrying its bloodied heart in my hand...

Notice(despite the exaggerations) that any of the above approaches can have a one-hit one-kill rule, but the methods of going about it are different. Currently your combat system is fairly standard G/S... Some interesting things you could do to change that might be give bonuses based on elemental affinity(Damn! Earth Warriors, its going to be tough!), or perhaps bonuses and weaknesses against other people of different affinities(see Final Fantasy Tactics for an example of this using Zodiac signs).

Also notice that the different reasons to play different games are based either mechanically or setting-wise. You could play Whitewolf or L5R with D&D rules and not miss much in terms of system, but you're not paying for a fundamentally different set of rules, but setting. You could play the Forgotten Realms setting with the Pool, but it certainly would not play like D&D in any fashion.

My first goal in design is saying: What kind of game world am I trying to create? Realistic? Totally unrealistic but strategic? Whatever I see in the movies? Then I base the system goals around that.

I look forward to seeing what you do with this and what the background of your world entails...

Chris

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On 4/8/2002 at 1:24am, Wolfen wrote:
RE: Mage Blade website

Awesome, thanks for input. Let's see about addressing some of the points made...

Walt wrote: - The organizing archetypes of the magic system is based on a familiar schema, the classical Greek elements. I've been disappointed many times by systems that try to invent a new archetype schema (colors, runes, platonic solids, n'Sync members, etc.) to make the magic seem more mysterious. Only to find, having gone to the trouble to learn the new schema, that it's just a disguise for the same old familiar categories of effects. Elements are a robust and comfortably familiar basis for a schema that touches on many different aspects of character concept and play.


Though the Greeks might be most famous for them, they've been used in other places just about as long, if not longer. I study modern and historical magical/spiritual beliefs, and these are what I based my use of the elements off of, though in a mostly non-magical sense.

The critical hit check that requires a separate calculation of the success-failure threshold, a separate roll, then a table lookup. What does this add to play that's worth so much extra handling on every single successful attack?


It adds the ability for a good hit to do more than just damage. I agree that it might be a little bulky, and I'd like to pare it down somehow without losing the total effects. However, the ability to knock someone down or to more seriously wound them (or even kill them outright) as in the example shown is something many gamers I've spoken to like to see in a game. It also ups the lethality on the game, which I like, personally. In the example, Liam slashed, was parried, then thrust and took his opponent down, one hit. I like that (though it was an extreme case... the die rolls were unreal). On a constructive note though, if anyone can offer suggestions to simplify this without taking away the basic effectiveness of the rules, I'd like to hear them.

Liam Fortuna's character sheet obviously depicts a Water mage. Yet his Water sphere attributes total no higher than the attributes of other spheres. This suggests that the schema of organizing everything around the elements has little practical meaning outside of the magic system. What's the point of calling Charisma, Finesse, and Empathy "Water" traits if this has no relationship to the character's sphere? (I'm assuming that "Sphere: Fire" at the top of the character sheet is a mistake).


It is not a mistake, but an entirely purposeful contrast. I may not have gotten across exactly what Prime Sphere means, and how it effects the character. Prime Sphere is a descriptor of the person's personality type, and lends a bit of aptitude to certain types of magic (in it's aspect for Prime Channeling). However, that does not mean the character *must* go into Schools which align with their aptitude.
The reasons the attributes are aligned the way they are is based on the aforementioned study of magical and spiritual beliefs. The elements, I believe, correspond to the various levels of existence for humanity. Void is the highest level, the most ephemeral level of Spiritual existence. It is what connects us to everything and everyone else. This is why Void attributes, in Mage Blade, are the magical attributes. Fire corresponds with the subconscious, creative, active/reactive portions of us, which transcend normal ways of thinking, or which bypass thought altogether and simply act and react. This is why Fire atttributes are the ones which define your ability to act, react and do things. Air corresponds with the mind and Psychological levels of existence. This is why Air attributes are all mental attributes. Water corresponds with the Emotional and Social levels of existence, hence why the Water attributes in Mage Blade are entirely social or emotional. Earth correspond with the physical level of existence, our actual bodies. This is why the Earth attributes all deal with the solid capabilities of our bodies. It all relates, though in somewhat convoluted ways.
Liam is not a primarily social person, despite being a Water Mage, and he wasn't intended to be. He was intended as a primarily active person, though when I actually ran the character through the examples, his glaring weaknesses made themselves plain. I actually did my best to balance him out fairly evenly, rather than attempt to give him particular areas of strength or weakness. The fault mostly lies, I think, in the current character creation system, which I am currently in the process of revamping.

The answer to "Why should I play this game?" that you've prefaced isn't complete yet. You state, "What sets it apart from other games of this type is both in the game mechanics and the setting's way of handling magic." The game mechanics are different from other games, sure, but what sort of different game play do they promote? How are they better than existing systems that have, if not the exact same mechanisms, most or all of the same components (initiative, success rolls based on skills and traits, hit points damage, critical hits)?


I'll admit that I'm not entirely pleased with the first section of the website. I'm not good at things like that. When it comes to writing, speeches aren't my forte, and neither is getting to the point. Honestly, though I think the game is worth the effort I've put into it, and I would like it to succeed, so I'll need to put a lot more work into the premise and "hook". In the end though, do I think it's better than other games? No, just different. If it were better, then why would you play any other game? I certainly don't think it's worse than any other game either, though, just still in need of playtesting and tweaking.

The setting's way of handling magic has, so far, some interesting and effective color and some potentially interesting spell-vs.-spell combat tactics based on the channeling decisions. (This would, IMO, be more interesting tactically if the force channeling and resistance channeling were linked together, so that the decision of which spells to be powered-up to cast also determined one's distribution of resistance.) But without knowing the details of how spells are created and acquired by the characters, it's difficult to judge how well or how uniquely the magic system supports the characters and setting. IOW, is it just a disguise for the same old familiar categories of effects? Every pick-a-school magic system I've ever seen has appeared carefully designed to reward conformity and genericness (e.g. by increasing the cost to learn spells outside the chosen school's list). Of course, if the player-characters all invent their own schools, that's different.


I'd originally considered linking Force and Resistance allocation, but discarded it. I think the tactics are better as they stand, with each player in the mage duel having to use guesswork and deduction to determine what spell to use, and how to distribute Resistance. However, as I am remaining open to suggestions, I'll try both ways during playtesting.
Spells are taught to the student and inscribed in their Grimoire when they reach the rank appropriate the circle of spells. Actually memorizing the spells is a matter of practice and spending Character Points. I originally wanted a much more free-form system of magic, but could not figure out how to reconcile doing so with the system as it stood, or do so in such a way that would not promote player abuse of the system.
Actually, characters are dissuaded from learning spells of other Schools only In Character by the restrictions that the Schools have. Some Schools say that a character may not learn from ANY other School, whereas others have less stringent restrictions, or even none at all. The character may do so anyhow, but they risk the censure of the Schools if they are ever caught. The only game mechanic which in any way discourages learning from other Schools is that each School has it's own skill which is used to cast it's spells, so to cast a spell from a School other than the one you've learned from originally, you'd have to learn a new skill. Other than that, I highly encourage characters to branch out, and even illegal (from an In Setting standpoint, not from a Game Mechanics standpoint) sharing of spells and teaching of magic skills among the PCs. I also would like to encourage players and GMs to create their own spells, either as parts of the curriculum, or new spells the characters devised. Furthermore, I'd encourage them to create their own Schools. To both of these ends, templates and "how-to" guides will be included in the finished product.

Chris wrote: Some interesting things you could do to change that might be give bonuses based on elemental affinity(Damn! Earth Warriors, its going to be tough!), or perhaps bonuses and weaknesses against other people of different affinities(see Final Fantasy Tactics for an example of this using Zodiac signs).


Actually, I've thought about it. It doesn't currently exist in the game at current, but the idea is still under consideration. There is *some* element of this in the way Spell Duels work, using the channeling of Force and Resistance, and the rules for Prime Channeling. A fire mage who is a Fire Prime will be able to shift all of his Force immediately into Fire, enabling him to cast an immensely powerful Fire spell, for example, before an opponent could allocate his Resistance. (::reads over the webpage, and realizes he forgot to note that Prime Channeling also applies to Resistance... oops::)
As an idea, I've considered that with Resistance, you cannot Prime Channel to your Sphere. This would reflect that your affinity with the element actually makes you weaker against it. Instead, perhaps you can Prime Channel to it's opposite (Fire-Water, Earth-Air Void-...Void, I guess, so it's the sole exception) What do you think of this idea, Chris? Anyone?

And I've got a Zodiac in the works, oddly enough. Do you think it would be too similar to FF Tactics to incorporate Zodiac into bonuses/penalties against others of compatible/incompatible Zodiac signs?

As for the rest of your post, I'll have to think more on it before I can address the points.

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On 4/8/2002 at 6:19am, Christoffer Lernö wrote:
Damage system problem

Ok, I guess I'll echo Walt's concerns about the damage system. It's not efficient. I appreciate what you're trying to do though. Advanced Heroquest has a neat way to deal with damage which is quick and still gives lethal results. You can tweak it slightly to add damage levels. I'm planning on using it for my game myself.

Quick version (not including my tweaks which are pretty straightforward. I think you probably see the possibilities without me having to point it out).

1. Defender toughness is a value around 4-7 (for humans).
2. Damage is calculated from weapon base damage and attacker strength (a simple addition) yielding a number usually between 1 (dagger) and 7 (two handed sword in the hands of an extremely muscular fighter)
3. Roll as many D12 as damage. Every roll above or equal to toughness is one "wound". Armour increases (adds to) toughness for the purpose of the damage roll. A character (fighter) starts with 2 (little) to 5 (a lot!) wounds.
4. Every roll of 12 gives an additional D12 to roll.

Quick example:

Yon Doh attacks a goblin in the infamous Castle of Doom (tm), he hits and rolls for damage.

With Yon Doh's strength his sword has 3 for damage.

The goblin has a leather armour (Toughness +1) and a tougness of 5 for a total of 6 for resisting damage.

Yon's player rolls the dice: 3, 5, 12. That's one point of damage and an extra die to roll. The extra die gives another 12. One more point of damage and another extra die to roll. This time it's a 7 and a third point of damage.

The unfortunate goblin (who could only survive 2 wounds) goes splat. And Yon Doh can continue his quest for fame and gold... mostly gold.

(If Yon had made 2 points of damage the goblin would be down on the floor unconscious and probably dying. 3 wounds though, that's instant death.)

Maybe interesting to look at?

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On 4/8/2002 at 1:27pm, Wolfen wrote:
RE: Mage Blade website

A very workable and simple system indeed, Pale Fire. Only problem is that I'd have to scrap my entire game mechanic system to make it work. As the combat mechanic is currently, it could possibly be smoother, but the crit check really only consists of one additional roll, and a chart lookup (and that only if the roll is a failure). I'm not willing to scrap my entire system to make it smoother than that. I am however willing, nay eager, to listen to alternatives which keep in mind both the effect I am trying to achieve, and the basic task-resolution mechanic.

How about this as a possible alternative, though.. Rather than a roll, simply compare the success margin of a successful strike to the Body of the defending character. If it is higher, The effect is determined by looking at the chart and comparing success margin. And, really, the chart isn't remarkably complex[1]. I can just about tell you the result of any number on it without looking. After playing with it a few times, I believe the players will get the hang of not having to look.

[1] All charts within the game have a basic formula behind them, so that a player needn't look it up if they're willing and able to do the work in their head more quickly than looking at the chart. I included the charts simply as a way to avoid longer handling times by those who don't happen to be lightning calculators, or are not possessed of good short term memories.

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On 4/8/2002 at 2:03pm, Ron Edwards wrote:
RE: Mage Blade website

Hi Lance,

Let's see ... I think my main concern at this point would be that you actually play the game for a while. Get a few pals, run an adventure or two, and see how things fly.

However! Most of the time, when people do this, they get all caught up in how the critical-hit table works (if you see what I mean) and the designer completely misses the point of the playtesting exercise. The point of the exercise is to see whether people glom onto the vision (what I called "initial" or "personal" Premise in my essay), and whether their own creativity is brought to contribute to it, through play.

I also suggest some comparative reading, specifically Everway and Legend of the Five Rings. I don't mean to imply that you're not familiar with these games, but now that Mage Blade is laid out to some extent, even a re-read of them (or play!) is recommended. I suggest that you'll find Everway magic a bit too loosey-goosey and L5R magic a bit too sketchy and too constraining ... but they'll provide a spectrum or range for comparison that will help you design Mage Blade exactly as you see fit.

Best,
Ron

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On 4/8/2002 at 2:30pm, Wolfen wrote:
RE: Mage Blade website

Ron Edwards wrote: Let's see ... I think my main concern at this point would be that you actually play the game for a while. Get a few pals, run an adventure or two, and see how things fly.

However! Most of the time, when people do this, they get all caught up in how the critical-hit table works (if you see what I mean) and the designer completely misses the point of the playtesting exercise. The point of the exercise is to see whether people glom onto the vision (what I called "initial" or "personal" Premise in my essay), and whether their own creativity is brought to contribute to it, through play.


I am actually attempting to do just that. I've got one player left to create his character (and frankly, I'm considering redoing the character creation system due to some ideas inspired by these boards.. Only question is, before or after the initial playtest?) and then I'm set to play.
And I do see what you mean. I am wanting this primarily to highlight where the system does and does not work well, but at the same time, I do hope to see how well the setting and premise are liked by the characters. The premise so far is "I have a fantasy RPG I'm making and I need playtesters" to which the response is (to quote your GNS essay) "Oooh! Cool!" I'll take to heart your suggestions to keep at least some of my focus on the vision of the game, and to invoking (when necessary) the player's own creativity.

Ron Edwards wrote: I also suggest some comparative reading, specifically Everway and Legend of the Five Rings. I don't mean to imply that you're not familiar with these games, but now that Mage Blade is laid out to some extent, even a re-read of them (or play!) is recommended. I suggest that you'll find Everway magic a bit too loosey-goosey and L5R magic a bit too sketchy and too constraining ... but they'll provide a spectrum or range for comparison that will help you design Mage Blade exactly as you see fit.


Totally valid implications, Ron. I've heard of L5R, and had a friend who played it tell me of a few exploits of his Phoenix Shegenja(?), but I've never played it. Everway I've never heard of prior to coming here. My main problem is money and time. I work nights (prime time for gaming) and my two nights off are devoted to D&D, and soon my MB playtest game. Other than that, I haven't the cash to spare at this point to buy new games, or I would, based wholly on your suggestion. Anyhow, I'll keep an eye out for friends who might have these games, so I can at least flip through the rulebooks. Thanks much, Ron.

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On 4/8/2002 at 2:39pm, Eugene Zee wrote:
Switch GMs

Lance,

One thing you might want to try is to get one of your players to the point where he/she understands the rules well enough to GM the game as well. Having another person run it may give you a valuable perspective as a player, as well as information that will help you streamline the system (as you see what points the new GM struggles with, if any).

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On 4/8/2002 at 3:02pm, Mike Holmes wrote:
RE: Mage Blade website

Random Comments:

Races. You indicate that certain races have different stat ranges. This is a pretty common sort of rule, and the intent is to make each race unique somehow. It has an odd effect which I'm sure everyone has seen. That is that if you have an increases maxima for a particular race, the player will usually employ it if they have the choice. An increased maximum unemployed is not really an advantage in play. So, if I have a troll character who is limited in his mental maximums, but has a high maximum in his physical stats, I will probably take advantage of that high stat maximum to make the character particularly special. Thus the majority of troll characters are going to be not just strong, but strong even for trolls. And dwarf characters willnot just be tough, but tough even for dwarves.

This has two follow on effects. First, you never get to see a dwarf with an average toughness stat, or a troll with a less than average (for trolls) strength. Essentially all characters of these sorts start to look alike. Second, this is usually exacerbated by the limited number of "professions" or archtypes or whatever that make sense for the character with those stats. I could have my monumentally strong but dumb troll be a mage, but I'll be the system discourages it. This means that characters end up being stereotypes more often, and are unique less often.

These are general effects, and some players will ignore them. But on the whole, you see these trends a lot. You may want to just take it into consideration. There are lots of good alternatives. Perhaps your chargen already adresses some of this.

Stats. That does seem like a lot. If you must have symetry, could you perhaps scale it down to only one or two stats per element? I'm going to have a tough time getting them all into play.

Resolution. Given the rule of 20, what's the difference between a TR of 19 and 20? They both fail on a roll of 20. The only difference would be on rolls employing the degree of success thing (later called the Success Margin). This rolling system is functionally the same as Rolemasters high open ended percentile system (divided by five). Have you considered allowing for open ended low, i.e. when you roll a one, roll another D20 and subtract? This would smooth a lot of things in your system out.

I like your rolling success margin concept. How do you know when a particular extended contest is over? Why did the example argument end where it did? The NPC being behind, wouldn't he have attempted to continue the argument to alter the outcome? Why would the player use a combination of stat and skill that was less than optimal (as was done in the example)? Why not just always use the best combination that the GM will allow. Or was the GM calling the combinations in the example?

Combat. Given the initiative rules, you'll see a lot of players taking a total number of fire stats that add up to just over ten or just over twenty. That last point gives you a small chance to get an extra action or two which makes it seem more valuable. In fact, to be really combat effective, you're going ot need a high Fire total. This due to the Reactive Action rule, and the number of atacks in general. There is a doubling of effectiveness, here. The high guy gets to go first, and gets to go more, potentially. This all said, the randomness of the initiative die roll does more than the stats likely can, so combat is very likely to go to a lucky initiative roller.

What happens if we both go on the same segment, and happen to have the same agility? Simultaneous? Another tie breaker?

Success Threshold = Success Margin? You need to tidy up some of your terminology.

Damage is completely non-random? Why not make it based in part on the margin (just add it for example; and double HP to balance)? Then (especially if you used low open enders) you could be rid of the whole critical thing. A really good roll could kill someone anyhow.

Magic. I take it there will be a spell list?

I like your pool and low refresh rates. In general, it means that a character will not spend more than their refresh rate every day unless it is fairly important. When you say the refresh works every day, how is this adjudicated (lots of systems like this are heavily open to interperetation). Do you get the points at midnight, or noon? Or do you get them 24 hours after first expenditure, and thereafter until back to full?


General. Well, you have what looks like it could be a decent combat and magic system. Given what I've seen, however, it seems the reason to play this game is to kill things with either weapons or magic. That's all the system informs me about. The setting you've proposed doesn't change that opinion. I think that this might improve on D&D which it is still very similar to. But there are a lot of other games where the focus is what you have. Your game will have to compete with all of these, some of which are very well designed.

Mike

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On 4/8/2002 at 3:02pm, Valamir wrote:
RE: Mage Blade website

Excellent point Eugene. GMing your own game has limited utility for playtests. GMs, by virtue of being GMs, have alot of authority to gloss over rough spots. When one GMs their own game design, there is a virtually unavoidable tendency to GM based on what's in your head rather than whats on paper, which leads to inaccurate conclusions about how complete the written version is.

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On 4/8/2002 at 4:38pm, Eugene Zee wrote:
RE: Mage Blade website

Thanks, Valamir.

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On 4/8/2002 at 11:38pm, Wolfen wrote:
RE: Mage Blade website

Damned good point, Eugene. Perhaps playtest phase two will do just that. By then, my players ought to have a good grasp on the rules.

Ah, Mike.. Been waiting for your response. ::smiles:: You've proven to be very astute in tearing systems apart and getting at the roots.

Mike, on races and the likelihood of stats becoming "vanilla": So far as I've seen, the players are pretty decent about not taking this too far. I'm not going to trust to a small group of players to represent the norm, however. The way I did it in the old system (simple plusses and minuses to the stats) I think it was considerably easier to abuse the stats especially when creating the character. The way I'm doing it now, even during character creation the higher your stat the more expensive it is to raise. I've made it so that average stats for different racial attributes costs about the same to achieve (so the average orc will have about an 8 Body, whereas the average human will have a 5 Body, but they both spent the same amount of points to get there) but it's still quite costly to get up to max. I'm not sure how well it will work, but I think that it will encourage higher stats where applicable and lower stats where applicable as well, without forcing anyone into an archetype. 'sides, Intelligence only plays into certain types of spells... It's Force that matters for power level, and no one has a penalty to that.

As for the number of attributes, we're just going to have to agree to disagree on this one. This is one point where I will be stubborn. I did it the way I did it for a reason, though one that is difficult to articulate. It comes down again to RL metaphysical concepts and beliefs.

Mike Holmes wrote: Resolution. Given the rule of 20, what's the difference between a TR of 19 and 20? They both fail on a roll of 20. The only difference would be on rolls employing the degree of success thing (later called the Success Margin). This rolling system is functionally the same as Rolemasters high open ended percentile system (divided by five). Have you considered allowing for open ended low, i.e. when you roll a one, roll another D20 and subtract? This would smooth a lot of things in your system out.


I'll agree that the difference is minimal, but it's one I chose to live with to make sure that there is always a small margin for failure. If you have a 19 TR or a 20 TR, the chances of you failing are minimal. The difference exists both in the success margin of a roll, or if there are negative modifiers to the TR.
As for the open ended-low, I honestly hadn't thought about it. Do you think it would truly affect things very much? And if you were doing it, would you still attach an additional negative result to such a roll?

I like your rolling success margin concept. How do you know when a particular extended contest is over? Why did the example argument end where it did? The NPC being behind, wouldn't he have attempted to continue the argument to alter the outcome? Why would the player use a combination of stat and skill that was less than optimal (as was done in the example)? Why not just always use the best combination that the GM will allow. Or was the GM calling the combinations in the example?


It would depend on the players and the GM when it ended. The only stipulation for it would be that in a confrontation like that (purely social) that both participants would get an equal number of rolls. Alternately, it could be whoever accumulated a given number on their total success margin.
It depends entirely on the action you are attempting as to which attributes and skills will be used. As all actions fell within the realm of Academic Lore, that was the skill that was used. He attempted different techniques like audience appeal, snap responses, etc. each of which is in a different area, and would require the use of a different attribute.

Combat. Given the initiative rules, you'll see a lot of players taking a total number of fire stats that add up to just over ten or just over twenty. That last point gives you a small chance to get an extra action or two which makes it seem more valuable. In fact, to be really combat effective, you're going ot need a high Fire total. This due to the Reactive Action rule, and the number of atacks in general. There is a doubling of effectiveness, here. The high guy gets to go first, and gets to go more, potentially. This all said, the randomness of the initiative die roll does more than the stats likely can, so combat is very likely to go to a lucky initiative roller.


Again, in my experience, they haven't done this. It has depended on the sort of character they were playing. The pure mage in my first playtest group had to roll a 7 or better to get more than one action, and in one combat, he didn't. However, when it came to his turn, he turned the opposition to cinders (and scattered metal rings, from the chainmail...) In addition for those who choose a magical School which enhances their combat prowess, rather than allowing them to cast fireballs and such, there are spells which enhance initiative.
The section bolded... Are you just pointing it out, or are you mentioning it as a flaw to the system? In my experience, faster people *do* get to attack first and more often. Maybe my system overexaggerates this, but I set it up with an idea of the elite warrior being able to dive into a melee with 2 or 3 other lesser-trained warriors and managing to hold his own, and even turn the tide and stomp a mudhole in their... yeah.

What happens if we both go on the same segment, and happen to have the same agility? Simultaneous? Another tie breaker?


Wits would be next as a tie breaker. If that didn't work (and they were in direct conflict with each other, or both attacking the same guy, or it really mattered in some way or another who went first) then I'd say just a simple die-roll to determine which goes first. If it really didn't matter, then I'd just have it happen simultaneously.

Success Threshold = Success Margin? You need to tidy up some of your terminology


D'oh! It was originally Success Threshold, before I realized I wasn't really using the word correctly, so I changed it to Margin. I did a Locate/Replace, but I guess it missed an instance or two.

Damage is completely non-random? Why not make it based in part on the margin (just add it for example; and double HP to balance)? Then (especially if you used low open enders) you could be rid of the whole critical thing. A really good roll could kill someone anyhow.


Well, sure! Damage is a pretty straightforward thing, isn't it? Someone shoots you, it's going to make a hole. Someone hits you with a sword, it's going to make a gash. Admittedly, there are near-misses, and fleshwounds... But most of the time, if the attack is a "success" the damage is going to be pretty standard.
And though I would like to streamline the critical system, I don't want to do away with it entirely. There are other effects than simply more damage or insta-kill that I like.

Magic: There will be several spell-lists. They're integral to the individual Schools. I'd originally intended to make it more flexible, but I couldn't see how to do it, so I created the Schools. As it currently stands, I prefer the Schools, because it helps the setting, and to give structure to the magic system.

I like your pool and low refresh rates. In general, it means that a character will not spend more than their refresh rate every day unless it is fairly important. When you say the refresh works every day, how is this adjudicated (lots of systems like this are heavily open to interperetation). Do you get the points at midnight, or noon? Or do you get them 24 hours after first expenditure, and thereafter until back to full?


Um.. Y'know I didn't think about that. Probably the simplest way would be to say midnight, or even to say that a character must meditate to draw in Mana, and the "refresh rate" is used as a limit to how much may be drawn into yourself in a given period of time.

General. Well, you have what looks like it could be a decent combat and magic system. Given what I've seen, however, it seems the reason to play this game is to kill things with either weapons or magic. That's all the system informs me about. The setting you've proposed doesn't change that opinion. I think that this might improve on D&D which it is still very similar to. But there are a lot of other games where the focus is what you have. Your game will have to compete with all of these, some of which are very well designed.


Thank you, I'll take that as a compliment, as well as advice. There is a lot more to it than what is shown there, but as the major body of the work is currently in a greater state of flux than usual (due to the suggestions/inspirations from the boards here) I don't feel comfortable posting the full system yet. The setting is actually fairly unique (inasmuch as I have never run across anything quite like it) but is still only skeletal in print and my mind. All of this will be rectified in time. Thank you for your in-depth dissection.

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On 4/9/2002 at 2:02pm, Mike Holmes wrote:
RE: Mage Blade website

Wolfen wrote: Ah, Mike.. Been waiting for your response. ::smiles:: You've proven to be very astute in tearing systems apart and getting at the roots.

Thanks. I sorta consider it a responsibility of mine here as I am more interested in Sim stuff than most others here.

The way I'm doing it now, even during character creation the higher your stat the more expensive it is to raise. I've made it so that average stats for different racial attributes costs about the same to achieve (so the average orc will have about an 8 Body, whereas the average human will have a 5 Body, but they both spent the same amount of points to get there) but it's still quite costly to get up to max. I'm not sure how well it will work, but I think that it will encourage higher stats where applicable and lower stats where applicable as well, without forcing anyone into an archetype.

Erm, that's worse, actually. In fact that's exactly the sort of effect I'm talking about. Essentially, the chargen system makes it most cost effective to be average for the race (though I'm not sure how you handle under average). Sure folks will buy up from average. But, again, if I want a really high Body charater, what's the cost effective solution in your example? Be an orc. Thus more characters who hve high body will be orcs, thus reinforcing the archetypes. Essentially you still have a +3 Body for orcs, it's just hidden a little better.

What is really not right about such a system is the purpose for which the system exists. I'm assuming (and correct me if I'm wrong) that the purpose of the point based CharGen is to create characters of similar power levels for similar amounts of points. Otherwise why have a point system, right? Well, how does it make any sense that 8Body should cost less for one character than another? You can point to counterbalancing low stats, but what you'll find again is that players are really unconcerned with those stats for that character, and will certainly not buy them up. Or if they do buy them back to human average, you'll find that this cost to do so is less than the cost savings recieved in boosting the high stats.

In any case the point is that a particular stat is worth a particular amount from a game balance POV. An unused maxima or bonus is worth nothing in terms of power balancing (this is the problem with racial packages in Hero System, for example). Much easier, and more balanced is just to have suggested averages and ranges for races, but have the cost all be the same for everyone in order to get balance. And players can play to or against the stereotypes as they prefer, with no penalties for doing so.

Sorry for the rant, this is a long standing issue with me.


'sides, Intelligence only plays into certain types of spells... It's Force that matters for power level, and no one has a penalty to that.

That's my point. If intelligence doesn't matter to me, then of course I'll take a race that has bonuses elsewhere where I feel they are more useful or interesting. Your players might not take advantage of this, and other players might not always. But, given that it makes no sense balance-wise, why have it?


As for the number of attributes, we're just going to have to agree to disagree on this one. This is one point where I will be stubborn. I did it the way I did it for a reason, though one that is difficult to articulate. It comes down again to RL metaphysical concepts and beliefs.

OK. I'll just point out that RL metaphysics and good game design probably have a very low correlation. Or is the game a philosophical statement? If that's the case you'll be cutting your audience dramatically.


As for the open ended-low, I honestly hadn't thought about it. Do you think it would truly affect things very much? And if you were doing it, would you still attach an additional negative result to such a roll?

I thihnk that its not a bad idea, and it does have mnemonic symetry with the other end of your rolls, so it adds no complexity (it just replaces the current rule of one, anyway). The idea is that if you are reduced to a -7 TR, you still have a chance to succeed, and even succeed big, theoretically. It's just long odds, and odds that are dependent on the current situation. As opposed to the current system where everyone at or below 1 TR has the same chance at only one possible outcome, which is a mediocre one.

Symetrical, intuitive, detail generating, simple, interesting.

It would depend on the players and the GM when it ended. The only stipulation for it would be that in a confrontation like that (purely social) that both participants would get an equal number of rolls. Alternately, it could be whoever accumulated a given number on their total success margin.

I like that idea. He who gets to 20 first wins or somethiong like that.

The problem is that well matched opponents could go on forever. You could make each roll a contest with the lower success margin subtracted from the higher, and that total added to the player's running total. This way, you can say that a given character "won the round", and the total will accumulate by how much he won it by. First character to some target total (determined before hand by the nature and likely length of the contest), wins. How well he won can be determined by looking at the difference in the ending scores. 18 to 20 would mean a close race. 6 to 20 would mean it was no contest.


It depends entirely on the action you are attempting as to which attributes and skills will be used. As all actions fell within the realm of Academic Lore, that was the skill that was used. He attempted different techniques like audience appeal, snap responses, etc. each of which is in a different area, and would require the use of a different attribute.

I get that. The question is why did he use one stat in one case and another stat in another if one was higher than another. I can see a sim player doing this, but the mechanic encourages the repeated use of the same stat over and over. Perhaps you could have a rule that characters had to rotate stat use during contests to make them more interesting.

Or do you have another reward system or mechanic that would give a player incentive to use other than his highest stat?

Again, in my experience, they haven't done this.

And again, that doesn't mean that other groups won't. The incentive obviously exists. That your players ignore it is coincidental.

OTOH, the effect is minimal, so I don't have a really big problem with it. Certainly there are much worse ways you could have gone.

The pure mage in my first playtest group had to roll a 7 or better to get more than one action, and in one combat, he didn't. However, when it came to his turn, he turned the opposition to cinders (and scattered metal rings, from the chainmail...) In addition for those who choose a magical School which enhances their combat prowess, rather than allowing them to cast fireballs and such, there are spells which enhance initiative.

We're looking at "all else being equal". Look at two fighters who are otherwise identical. One has a higher fire total and the other has something else to balance point wise. Which one has the advantage. I'm betting that it's the guy with the high Fire total, because in a system this lethal, extra attacks and defenses are huge.


The section bolded... Are you just pointing it out, or are you mentioning it as a flaw to the system? In my experience, faster people *do* get to attack first and more often. Maybe my system overexaggerates this, but I set it up with an idea of the elite warrior being able to dive into a melee with 2 or 3 other lesser-trained warriors and managing to hold his own, and even turn the tide and stomp a mudhole in their... yeah.

I'd ask what experience, but I'll take it on faith. From what I know of combat, throwing more attacks is not an advantage necessarily. Your whole argument is predicated on the idea that fights are some back and forth exchange of blows, which is totally untrue. This is an artifact of wargaming scaled down to a personal combat level. A conveient abstraction that has nothing at all to do with reality.

If you insist on keeping that abstraction (and I can point to many games which use more realistic abstractions) then I suggest you consider the balance. I think that you'll find that, like many players who found that they could increase their character's combat efficiency in Hero System by jacking up their speed, your players will jack up their speed. Consider that in GURPS it costs 100 CP (the cost of an average fantasy character) to get one extra action per combat round. That balances more closely ina system that has a lethality similar to yours.

Remember that extra atacks in D&D make sense only because of the silly hit point system.

Well, sure! Damage is a pretty straightforward thing, isn't it? Someone shoots you, it's going to make a hole. Someone hits you with a sword, it's going to make a gash. Admittedly, there are near-misses, and fleshwounds... But most of the time, if the attack is a "success" the damage is going to be pretty standard.
Huh? Look up a book on emergency room gun shot wounds or stabbings. The bewildering variety of types of damages is so large that an RPG can hardly hope to emulate them. Any weapon can do any amount of damage ranging from scratches (which you admit occur) to being instantly fatal, and everywhere in between. Certainly we have to abstract this, but to say that one person assaulting another with a given weapon can only do an amount of damage that will result in the same level of impairment seems, well, not realistic. And if you're going for cinematic, that's even worse. Weapons do all manner of unrealistic things to people there which would need to be enumerated.

I most wholeheartedly disagree.

And though I would like to streamline the critical system, I don't want to do away with it entirely. There are other effects than simply more damage or insta-kill that I like.
Yes, those effects are interesting and I wouldn't hav you be rid of them. However there are other simple ways to get those effects.


Magic: There will be several spell-lists. They're integral to the individual Schools. I'd originally intended to make it more flexible, but I couldn't see how to do it, so I created the Schools. As it currently stands, I prefer the Schools, because it helps the setting, and to give structure to the magic system.

Cool. The magic system should support the setting. How do you attempt to balance the schools and individual spells? Is it just a zen thing like most do, or do you have a system?

Um.. Y'know I didn't think about that.
They never do...

Probably the simplest way would be to say midnight, or even to say that a character must meditate to draw in Mana, and the "refresh rate" is used as a limit to how much may be drawn into yourself in a given period of time.
Again, what makes sense withthe system and cosmology. Where is mana from? If its from the rotation of the planet, or from the moon or something, then a certain time of day makes sense. If its internal, then say the refresh rate is what the character gets with eight hours of meditation (allowed usually only once a day). I like that last sort of limitation, because it makes the player think twice before spending mana. I can get it back, but only after days of meditation. As opposed to just taking time.

There are lots of other options, as well.

Thank you, I'll take that as a compliment, as well as advice.

You're welcome. I look forward to seeing the rest.

Mike

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On 4/9/2002 at 2:22pm, Valamir wrote:
RE: Mage Blade website

Mike Holmes wrote:
Again, what makes sense withthe system and cosmology. Where is mana from? If its from the rotation of the planet, or from the moon or something, then a certain time of day makes sense. If its internal, then say the refresh rate is what the character gets with eight hours of meditation (allowed usually only once a day).


Wolfen, I just wanted to pull this out of Mikes post for added emphasis. This, IMO, is the single most important thing you can do to keep your game from being just another generic bad guy bashing fantasy fest.

I think you are spending too much time worrying about mechanics and not enough time worrying about setting. Once you have a basic set of game mechanics...a rough resolution system, you should set the mechanics aside and delve full bore into the reality of your setting. THEN return to your mechanics and fill in the details so that the results are based on your setting.

This is identical to what designers do who are designing realistic games. They design mechanics that reflect reality. You are not dealing with the real world, you are dealing with a fantasy world. That means you have to do one extra step. Before designing mechanics to reflect reality, you have to define the reality.

[an aside: alot of folks will assume that designing fantasy is easier because it isn't real. Thats not true. Designing crappy fantasy is easier. Designing good fantasy is much much much much harder]

Above, Mike asks what mana is and how it works in your world. I'm going to be a little blunt here, but please understand I mean this constructively. If you don't already know the answer to that, you have no business whatsoever even *thinking* about game mechanics related to it.

First define what mana is and how it works and where it comes from, etc. THEN define mechanics that support that reality. If you do that, the mechanics almost start to write themselves.

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On 4/10/2002 at 2:47am, Wolfen wrote:
RE: Mage Blade website

::snarls:: I had this post almost entirely written, then I got booted and lost it. So, let's start from the top, shall we?

Valamir wrote: I think you are spending too much time worrying about mechanics and not enough time worrying about setting. Once you have a basic set of game mechanics...a rough resolution system, you should set the mechanics aside and delve full bore into the reality of your setting. THEN return to your mechanics and fill in the details so that the results are based on your setting.


But I'm not, though. I've thought extensively about the setting, I'm just not bringing it to the Forge boards. I don't really feel I need help on it. (and frankly, I'm not really wishing to hear it called derivative of D&D, a game which I've played only seldom, or of Tolkien, of who's writings I've only read the hobbit. If it manages to be derivative anyhow, oh well, I'll cope. Ahem. Irritation talking, excuse me.) What I would like help on is the system, because that is the most technical part of the game, and unlike setting, a less than optimal system can slow down game play. I do have the answers to the questions, rest assured. ::smiles::

Mike Holmes wrote: In any case the point is that a particular stat is worth a particular amount from a game balance POV. An unused maxima or bonus is worth nothing in terms of power balancing (this is the problem with racial packages in Hero System, for example). Much easier, and more balanced is just to have suggested averages and ranges for races, but have the cost all be the same for everyone in order to get balance. And players can play to or against the stereotypes as they prefer, with no penalties for doing so.


But.. Orcs are stronger than humans, dwarves are too, as are Drakken.. Elves are a bit quicker, and more socially adept.. So shouldn't the system reflect this? I understand that some will take advantage of this, but isn't it worth it to have the system encourage the strengths and weaknesses of differing races?

Mike Holmes wrote: I thihnk that its not a bad idea, and it does have mnemonic symetry with the other end of your rolls, so it adds no complexity (it just replaces the current rule of one, anyway). The idea is that if you are reduced to a -7 TR, you still have a chance to succeed, and even succeed big, theoretically. It's just long odds, and odds that are dependent on the current situation. As opposed to the current system where everyone at or below 1 TR has the same chance at only one possible outcome, which is a mediocre one.

Symetrical, intuitive, detail generating, simple, interesting.


Fair enough. So here's the question... If the TR is modified to -7, the character will have to roll a 1 to even have a chance.. But then do they have to roll below 7? Or do they have to roll below 13 (20-7)? Or would it even be their normal TR -7? Or, alternately, on the negative side of the spectrum, will they have to roll *higher* than 7 (effectively lower, as it's negatives..)? Which way would you choose?

Mike Holmes wrote: I like that idea. He who gets to 20 first wins or somethiong like that.

The problem is that well matched opponents could go on forever.


Well, two well-matched opponents *could* go on forever, if they were stubborn enough. ::grins:: But to prevent that, I'd say that either an IC interruption, or the GM saying something along the lines of "Okay, so you two continue long into the night... but you still only get 2 more rolls apiece to settle it, so we can continue with the game."

Mike Holmes wrote: I get that. The question is why did he use one stat in one case and another stat in another if one was higher than another. I can see a sim player doing this, but the mechanic encourages the repeated use of the same stat over and over. Perhaps you could have a rule that characters had to rotate stat use during contests to make them more interesting.

Or do you have another reward system or mechanic that would give a player incentive to use other than his highest stat?


Mostly it was used as an example of how different attributes can be used in combination with the same skill, really. However, circumstances could force a certain type of roll (as when Liam rolled Wits+Academic Lore to react to a surprising tactic by his opponent). Other than that, I'd imagine players would stick to their strengths, the same way a person would. When I debate, I generally attempt to address individual points, because that's where my strengths lie.
There's not really any reward to using other attributes, other than the GM might award a Char Point for good roleplaying in the scene. Do you think there should be?

Mike Holmes wrote: We're looking at "all else being equal". Look at two fighters who are otherwise identical. One has a higher fire total and the other has something else to balance point wise. Which one has the advantage. I'm betting that it's the guy with the high Fire total, because in a system this lethal, extra attacks and defenses are huge.


If the second fighter did not have the balancing points in another area which affected combat, all would not be equal. The first would be the superior fighter, and would have a decided advantage. If on the other hand the other points went into, say, Earth attributes, the second fighter would make up for his lack of initiative (assuming the dice rolls were also equal) by being able to deal more damage in his fewer attacks, and being able to resist the effects of damage better. On the other hand, magic does a lot to equalize. In the example mentioned before, about the pure mage.. If he'd have met in face-to-face combat, he'd have been butchered, both because he was slow, and because he wasn't combatively effective. However, as he was able to hang back out of physical combat, he did more damage than anyone else combined.
Also, I forgot another aspect.. It is possible to discard active actions for reactive actions. As I was advised to post only the basics, I didn't include the rules for Concentrated Defense. Allow me to do so here.

~Concentrated Defense: It is possible to use Active Actions as Reactive Actions. If you opt to do this, you lose an Active Action, but gain a Reactive Action, which is used like a standard Reactive Action.


This does indeed give another advantage to faster characters, but it also allows survivability to slower characters.


Mike Holmes wrote: I'd ask what experience, but I'll take it on faith. From what I know of combat, throwing more attacks is not an advantage necessarily. Your whole argument is predicated on the idea that fights are some back and forth exchange of blows, which is totally untrue. This is an artifact of wargaming scaled down to a personal combat level. A conveient abstraction that has nothing at all to do with reality.


Basic Training admittedly doesn't include a lot of hand-to-hand for Tankers, but it does include some, where I picked up some of this. Prior to my military experience, I was involved with the SCA (mostly as an observer) and I realized that the faster fighters were usually much more likely to win, in either a melee or a duel. I once observed a dual which happened almost exactly like the one described in the example with Liam and LiamClone. The first fighter approached the second, and struck, was blocked by the shield, then came up under the shield and struck for the kill. The second fighter never got a chance to attack before he was dead. Granted, the first fighter was a florentine fighter, and quite good at it (he was one of the two remaining combatants at the end of the day, where they simply flipped a coin, because it was too hot {I live in Arizona} to continue).

Mike Holmes wrote: Huh? Look up a book on emergency room gun shot wounds or stabbings. The bewildering variety of types of damages is so large that an RPG can hardly hope to emulate them. Any weapon can do any amount of damage ranging from scratches (which you admit occur) to being instantly fatal, and everywhere in between. Certainly we have to abstract this, but to say that one person assaulting another with a given weapon can only do an amount of damage that will result in the same level of impairment seems, well, not realistic. And if you're going for cinematic, that's even worse. Weapons do all manner of unrealistic things to people there which would need to be enumerated.

I most wholeheartedly disagree.


Okay, bad argument. I am actually theoretically familiar with the spectrum of gunshot wounds, as I was trained as a Combat Lifesaver. I know immediate and secondary first-aid for various types of combat injuries, which mostly take the form of gunshot and shrapnel wounds, as well as a few other things (such as shock, dehydration, etc.) I honestly just wanted to keep damage simple. Rather than adding yet another roll, I decided to make damage static dependent on weapon strength and (for melee) wielder's strength, and damage reduction in the form of armor also static. It's simpler.. But I'll grant that it's perhaps too simple. That was in part why I added the critical hit rules, to make it possible to be able to do extreme amounts of damage, or have some other effect, dependent on how well you hit. I'm honestly not sure I like the idea of adding your Success Margin to the damage, as you suggested in a previous post. Perhaps an additional damage bonus for every 5 points of success margin would do?

Mike Holmes wrote: Yes, those effects {critical effects} are interesting and I wouldn't hav you be rid of them. However there are other simple ways to get those effects.


So I've been seeking. How would I simplify it and still have the chance for those effects? How much simpler can it get from 1 additional roll and a chart check?

Mike Holmes wrote: Cool. The magic system should support the setting. How do you attempt to balance the schools and individual spells? Is it just a zen thing like most do, or do you have a system?


All spells within the game, regardless of the School they come from are rated with a Force level, which depends on how many Force points are required to cast it. Frex, Lightning is a variable force spell. It's learned as a Force 2 spell, but can be cast at Force 4, 6, 8 and 10. It requires, at base level 1 Force channeled to Fire, 1 Force channeled to Air. Each successive level requires another to each. Because each School uses the Force rating system, and the maximum is 10 (11 for some purely elven Schools, if any are ever created..) the spells are all to be fairly balanced. Whether this is actually so will have to be discovered in playtesting.

Mike Holmes wrote: Again, what makes sense withthe system and cosmology. Where is mana from? If its from the rotation of the planet, or from the moon or something, then a certain time of day makes sense. If its internal, then say the refresh rate is what the character gets with eight hours of meditation (allowed usually only once a day). I like that last sort of limitation, because it makes the player think twice before spending mana. I can get it back, but only after days of meditation. As opposed to just taking time.

There are lots of other options, as well.


Okay, here's where I hit you with some setting stuff.. Mana, by it's very concept, is natural energy. Specifically in Mage Blade, mana is taken from the natural world around you, and held within you until expended. It "comes" from the natural processes of the world.. water flowing, the sun shining, the movement of the earth and the air, the inhalations and exhalations of living things, their births, lives and deaths. The person absorbs absorbs this pure energy into themselves. Later on (perhaps in a magic supplement) I'll introduce the idea of ley lines and the idea of your location mattering in how much mana you can absorb (such as Water Primes having an affinity to watery locations, etc.) but for now, your Mana dictates a set amount you can absorb in a given time period. So either way it could be meditation which allows you to absorb it, or by simply living and breathing. I suppose it comes down to whether or not it's a conscious action, or not. That I have yet to decide. What say you?

Well, that's it for now. Ask me some more questions, pick apart my arguments, whatever. I look forward to further analysis of my game.

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On 4/10/2002 at 3:40pm, Mike Holmes wrote:
RE: Mage Blade website

Wolfen wrote: ... I've thought extensively about the setting, I'm just not bringing it to the Forge boards. I don't really feel I need help on it. (and frankly, I'm not really wishing to hear it called derivative of D&D, a game which I've played only seldom, or of Tolkien, of who's writings I've only read the hobbit. If it manages to be derivative anyhow, oh well, I'll cope. Ahem. Irritation talking, excuse me.)

Well, (just to be irritating ;-) ) your setting is already obviously derivative of Tolkien and D&D. If for no other reason than it has orcs. No geting around it. OTOH, I personally don't mind derivative. In my mind everything is derivative to an extent. There are advantages to derivative. The only disadvantage is that the more derivative one is, the less advantage in terms of originality. Its a spectrum as I see it, and where you fall on that spectrum is a choice.

But I digress, my apologies; this is supposed to be about your system.

But.. Orcs are stronger than humans, dwarves are too, as are Drakken.. Elves are a bit quicker, and more socially adept.. So shouldn't the system reflect this? I understand that some will take advantage of this, but isn't it worth it to have the system encourage the strengths and weaknesses of differing races?

Why, because other systems make the same mistake? Give me a reason why it makes sense to encourage the strengths and weaknesses of a given race. I gave you a reason why it's a bad idea. It stifles creativity. Why is it a good idea?

I'm not saying that players should ignore that orcs are stronger. An orc with a body of seven is under-average for an orc. But still tougher (bigger?) than an average human by quite a bit. That is the important fact. But a seven should cost as much for an orc as it does for a human.

If you really want something to give players an idea of typical members of species, use templates. Work out an entire character archtype as a template, and cost it out. Then all the player has to do is select one and tailor to taste. This should not replace the standard method of creation, as it would then also likely cause a decrease in creativity. But in combination, you get the best of both worlds. Another advantage of templates is that i a layer wants a character quick, they can just select one and do as little tailoring as they like and, voila, they are on their way. Really advanced versions of this method have little packages worked out before hand to make the gross parts of tailoring easy.

Fair enough. So here's the question... If the TR is modified to -7, the character will have to roll a 1 to even have a chance.. But then do they have to roll below 7? Or do they have to roll below 13 (20-7)? Or would it even be their normal TR -7? Or, alternately, on the negative side of the spectrum, will they have to roll *higher* than 7 (effectively lower, as it's negatives..)? Which way would you choose?

It's really very simple, and identical symetrically to the high roll. All other mechanics are the same. So, if you roll a one, roll another die and subtract fom one (as opposed to addingto twenty). If the roll is less than the TR, then it's a success. Otherwise its a failure. You calculate Success Margin as always by subtracting the roll from the TR.

EX. Bob has a TR of -7. But it's his lucky day. He rolls a one on his first roll. He then rolls again and gets a 10. 1-10= -9. -9 is less than -7 so Bob succeeds. His margin of success is -7 - (-9) = 2. Not bad for a really difficult task.

Well, two well-matched opponents *could* go on forever, if they were stubborn enough. ::grins:: But to prevent that, I'd say that either an IC interruption, or the GM saying something along the lines of "Okay, so you two continue long into the night... but you still only get 2 more rolls apiece to settle it, so we can continue with the game."

See, now there's a cool mechanic to include. Continuing attempts get longer and longer until the player decides that it's just not worthwhile anymore. I'd encode that, if I were you.

Mostly it was used as an example of how different attributes can be used in combination with the same skill, really.

OK. I thought that might be it. Just wanted to be certain. If you do an example in the text, make sure that it indicates that the player is rolling aganist stats chosen by the GM.

There's not really any reward to using other attributes, other than the GM might award a Char Point for good roleplaying in the scene. Do you think there should be?

Could be interesting. Especially with all of the stats you have. A mechanic that forces them all to get used would go a long way in making them all usefull. Otherwise I think that you'll just see manysit dormant because players did not emphasize them. OTOH, it works fine without.

If the second fighter did not have the balancing points in another area which affected combat, all would not be equal.

I did not propose otherwise. I specifically said "and the other character has something to balance the points."

If on the other hand the other points went into, say, Earth attributes, the second fighter would make up for his lack of initiative (assuming the dice rolls were also equal) by being able to deal more damage in his fewer attacks, and being able to resist the effects of damage better.

Yes, I get that. But does it balance? Do three points in Earth really make up for three points in Fire? In my experience working with systems like this they do not even come close.

Lets take a closer look. Earth stuff helps you do more damage and take damage better. What do fire stats do. They make you go earlier, go more often and hit more often. What good is your earth stat making you do more damage if you don't hit? None. So the usability of the damage stat is only important in relation to the fire stats which make them more impoortant.

How important are these things individually? Lets see, in a lethal system, going first is the most important thing, statistically. In your RL combat example, the guy who won was the first to strike, right? You are arguing in my favor. Yes, this makes fire stats more important. Especially when one of the possible effects of a hit is to cause the opponent to lose his actions (stun). You see this big in Rolemaster (a game that I've played a colossal amount of) with its crit charts. The guy who goes first has such a decided advantage that it's unbalancing. One-on-one, players will come in swinging like a berserker paying no attention to defense, because they know that a good blow will make defense unneccessary. Your system will encourage going first.

Having more attacks is second most important. Which is more effective, having 3 attacks which can do 12 damage and are more likely to hit, or 2 attacks that do 18 damage and are less likely to hit? The three attacks are better for a bunch of reasons. The expected value of the damage is higher for three attacks, because they are more likely to get through. The adventage of being able to take more damage is ablative and single use. The character with 2 attacks can only defend actively twice leaving one attack even more likely to hit. More atacks means that losing attacks isn't as bad a thing. Armor can skew this a bit, but two can play that game.

I assume that the character with the higher fire stats can move further? Which means that if combat is going against the high Fire charracter, he can run away from the high Earth character. While the reverse is not true.

There are unknown parts of your system that could make this analysis inaccurate. But I doubt it. It's just a common mistake in balancing designs. Hero system has this problem, and so does yours right now.

In your RL example of the guy with the two swords, first, I'm betting that he was pretty skilled. Skill in combat is what gives you the "initiative" not just raw speed. I'm not saying that speed is unimportant, however, but rather that speed is so important that nobody really has a huge difference in advantage in real life. Moreso, allowing speed that does give such advantage without making it cost more is unbalancing.

At the very least I'd separate the advantages of fire amongst the three stats. Make initiative only based off of one, for example. Then the fast guy has to trade off. Better would be to just disallow one attacker having more attacks than another. These attacks are abstracted, and first attack will have a huge advantage already. For really realistic and simpler combat, just chuck initiative (a wargaming relic) altogether, and make combat a contested roll (based in part off speed). That's a whole nother essay.


On the other hand, magic does a lot to equalize. In the example mentioned before, about the pure mage.. If he'd have met in face-to-face combat, he'd have been butchered, both because he was slow, and because he wasn't combatively effective. However, as he was able to hang back out of physical combat, he did more damage than anyone else combined.

I believe you. My point was only that amongst warriors your system would promote fast over strong. I'll bet the fast mage is more lethal than the slow one as well.

~Concentrated Defense: It is possible to use Active Actions as Reactive Actions. If you opt to do this, you lose an Active Action, but gain a Reactive Action, which is used like a standard Reactive Action.

This does indeed give another advantage to faster characters, but it also allows survivability to slower characters.

You're just making it worse. This is called a loser strategy in game theory. The only thing a defense can do is make my offense weaker. It cannot make yours stronger. This means that I am more certain to win eventually, though it may take longer (again all else being the same). The only case where this is not true is where I have to delay so that friends can help. So it's not bad game design to include it (most games have it in some form). But it will not help the strong fighter beat the weak fighter. In fact, it will make the strong fighter look like a coward. See Deprotagonization, and The WIff syndrome.

Also, don't let this sort of rule get out of hand. If you extend it and allow defenses to be traded for offenses, for example, you further exacerbate the problem, as well as creating new ones.

Basic Training admittedly doesn't include a lot of hand-to-hand for Tankers, but it does include some, where I picked up some of this. Prior to my military experience, I was involved with the SCA

Looks like we have about equal "experience" then. OTOH, you should also consider that potentially what you are trying to simulate is not real life, but a cinematic or literate version of it. Would you rather have a real life combat in your game of fights like the ones from LotR, book or movie. There is a diference in how to produce this mechanically, and not just jacking up characters.

Okay, bad argument. I am actually theoretically familiar with the spectrum of gunshot wounds, as I was trained as a Combat Lifesaver.

I have a really funny story about Combat Lifesaver training. If you want to hear it, ask via PM.

I honestly just wanted to keep damage simple.
Simple is good, but simple and interesting is better. I'm not suggesting that you need more rolls.

... I'll grant that it's perhaps too simple. That was in part why I added the critical hit rules, to make it possible to be able to do extreme amounts of damage, or have some other effect, dependent on how well you hit. I'm honestly not sure I like the idea of adding your Success Margin to the damage, as you suggested in a previous post. Perhaps an additional damage bonus for every 5 points of success margin would do?

Well, as you said, the crits already take care of more damage. What seems to be missing is the potential to do less. More below.

So I've been seeking. How would I simplify it and still have the chance for those effects? How much simpler can it get from 1 additional roll and a chart check?

Use that one chart check to do both damage adjustment and crit effects. Which it already does. Just extend it down a bit. Same complexity, more potential results. It goes from being the "Crit" table to being the "Combat Effect" table.

Or any of a jillion other ways that other games handle it. Or something original if you're feeling really creative.

All spells within the game, regardless of the School they come from are rated with a Force level, which depends on how many Force points are required to cast it. Frex, Lightning is a variable force spell. It's learned as a Force 2 spell, but can be cast at Force 4, 6, 8 and 10. It requires, at base level 1 Force channeled to Fire, 1 Force channeled to Air. Each successive level requires another to each. Because each School uses the Force rating system, and the maximum is 10 (11 for some purely elven Schools, if any are ever created..) the spells are all to be fairly balanced.

I get all this. Circular reasoning, tho. The spells are balanced because they are rated by a balance figure. How do you determine the balance figure. From what I see, I will assume it is the zen method, especially considering:
Whether this is actually so will have to be discovered in playtesting.

Which is fine, just laborious. Could be fun labor, tho.

Okay, here's where I hit you with some setting stuff.. Mana, by it's very concept, is natural energy... So either way it could be meditation which allows you to absorb it, or by simply living and breathing. I suppose it comes down to whether or not it's a conscious action, or not. That I have yet to decide. What say you?

Sounds pretty cool (if standard). I'd do some interesting combination like allow mana to seep back in at a very slow rate, or come back faster with meditaion. Perhaps after casting, a character gets back a mana every 60/(Recovery stat) hours thereafter until full. Meditation of one sixth this figure would get back a point. This would give a range of from 6 to 60 hours for seep, and 1 to 10 hours with meditation.

But that's just off the top. There might be more or different ways that make sense with your setting. These are pretty standard. For instance, perhaps you can only get mana back at certain places. Or there is a rate shift for the places you are in. Do you have gods? Do priests have powers? For these I like recovering with sacrifices only.

Mike

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On 4/11/2002 at 3:46am, Wolfen wrote:
RE: Mage Blade website

Mike Holmes wrote: Well, (just to be irritating ;-) ) your setting is already obviously derivative of Tolkien and D&D. If for no other reason than it has orcs. No geting around it.


Orcs Shmorcs. ::grumbles:: So I happen to like biggie humanoids.. Doesn't make 'em the same as D&D orcs.. I would have brought over the Otrath (felinoid race I created for Star Wars) but I didn't want to make it an anthro game. (please don't respond to this. It's mostly in jest)

Mike Holmes wrote: ...alot of stuff about races and attribute averages... (sorry, didn't feel like quoting all three paragraphs)


Okay.. I'm going to try this one more time, but if we still don't see eye to eye, I'm just gonna drop it.. A weak orc is still stronger than a weak human. A strong orc will always be stronger than a strong human. A 1-yo baby orc will be stronger than a 1-yo baby human. The "reality" of the game supports this, so shouldn't the system (which attempts to mimic physics) also support this? A maxed out orc costs x points, and a maxed out human costs x points. Why would an orc who worked just as hard as a human to put himself at peak potential have to pay more? (actually, they do have to pay a tiny bit more, but it's a pittance) I honestly don't see how people making strong, none-too-bright orcs is unbalancing, or stifling creativity.
As for templates, I intend to use them, both to give people an idea of what types of characters can be made, and also to be used as quick-start characters for those who don't want to take the time to create a character from scratch.

Mike Holmes wrote: It's really very simple, and identical symetrically to the high roll. All other mechanics are the same. So, if you roll a one, roll another die and subtract fom one (as opposed to addingto twenty). If the roll is less than the TR, then it's a success. Otherwise its a failure. You calculate Success Margin as always by subtracting the roll from the TR.

EX. Bob has a TR of -7. But it's his lucky day. He rolls a one on his first roll. He then rolls again and gets a 10. 1-10= -9. -9 is less than -7 so Bob succeeds. His margin of success is -7 - (-9) = 2. Not bad for a really difficult task.


Okay, I can do this... although the idea of a marginal success (where somethin' bad happens, even though you succeeded) is an idea I'm somewhat reluctant to let go of. Hell wi' it though. It's gone.

Mike Holmes wrote: See, now there's a cool mechanic to include. Continuing attempts get longer and longer until the player decides that it's just not worthwhile anymore. I'd encode that, if I were you.


Actually, I'd rather not encode it, so much as leave it open as an option. The group might actually be rather intent on the outcome, in that case, the two participants should be free to continue rolling until a decisive victory is reached. If, however, it's nothing particularly important, the GM can just state that that PC (or those PCs) can continue on for the rest of whatever "downtime" the party has available, while he switches his focus to another PC interaction, or simply fast-forwards to "the next morning" so the group can continue their adventure.

Mike Holmes wrote: OK. I thought that might be it. Just wanted to be certain. If you do an example in the text, make sure that it indicates that the player is rolling aganist stats chosen by the GM.


I can do that too.. though there might be circumstantial reasons for a player to change tactics on their own. Perhaps (as in the debate example) when the audience formed, the player asks the GM if he could get a bonus to his tests if he successfully convinced the audience of the validity of his points. This wasn't portrayed in the example, but it could happen during actual play.

Mike Holmes wrote: Could be interesting. Especially with all of the stats you have. A mechanic that forces them all to get used would go a long way in making them all usefull. Otherwise I think that you'll just see manysit dormant because players did not emphasize them. OTOH, it works fine without.


I think I'll not do it for the time being, but keep it in mind during playtesting. If I do indeed see a trend of certain attributes going unused, I'll consider adding a mechanic to encourage use of varying attributes.

Do Earth and Fire attributes balance? I think so, for the most part. You pointed out that one could be stunned as an effect of a hit, but a good Body attribute could prevent this, especially considering the added chance with the modification of the Rule of One you proposed above, and I chose to accept.
And I really do believe that, in RL, a first attack gives the advantage. If I manage to hit you with my sword prior to you getting a chance to hit me, I'm going to have a decisive advantage.

Mike Holmes wrote: Having more attacks is second most important. Which is more effective, having 3 attacks which can do 12 damage and are more likely to hit, or 2 attacks that do 18 damage and are less likely to hit? The three attacks are better for a bunch of reasons.


Actually, if the defender is wearing decent armor, the 2 hits at 18 would be more effective. Frex: if the damage reduction of the armor was 10, then the 3 hits of 12 dmg would do a total of 6, whereas the two hits of 18 would do a total of 16. If the damage reduction were 5, the totals would be 21 and 26. Very few pieces of armor go below 5 damage reduction.
But okay, I'm open to ideas. How does this sound...

Roll Init: 31 and 25, let's say. Count up Active and Reactive Actions, and determine order of precedence... In this case, the former gets 4 Active and Reactive Actions, the latter gets 3 of each. The former goes before the latter.
First turn: The former takes an active action to attack, the latter takes a reactive action to defend. Then the latter takes an active action to attack, and the former takes a reactive action to defend.
Second turn: The former attacks again (his second active action) and the latter defends again. Then the latter takes his second active action, prompting the former to take his second reactive action.
Third turn: The former takes his third active action, the latter takes his third (and last) reactive action. The latter then takes his last active action, and the former takes his third reactive action.
Fourth turn: The former takes his 4th and last active action, which the latter cannot take a reactive action to defend against. End of Round.

The advantage to this is that the former, while still going first, doesn't get multiple attacks before the latter gets one. Any excess attacks are taken at the end of the combat round, once the other(s) have expended all of their active actions. It didn't make a great deal of difference in the above example, but it would have made a considerable difference in the example of Liam and LiamClone.

Mike Holmes wrote: In your RL example of the guy with the two swords, first, I'm betting that he was pretty skilled. Skill in combat is what gives you the "initiative" not just raw speed. I'm not saying that speed is unimportant, however, but rather that speed is so important that nobody really has a huge difference in advantage in real life. Moreso, allowing speed that does give such advantage without making it cost more is unbalancing.


Agility is the only Fire attribute which effects speed. Dexterity is a measure of raw, untrained skill, whereas Wits is a measure of ability to think and react quickly. These three things all have an effect on your combat prowess, which is why I decided that they would all effect initiative. So agility is your overall speed, dexterity is your ability to move and attack effectively, and wits is your ability to think quickly and change strategies on the fly. Does this change anything?



Mike Holmes wrote: I believe you. My point was only that amongst warriors your system would promote fast over strong. I'll bet the fast mage is more lethal than the slow one as well.


Well, consider the idea that very few warriors will be "purely" warriors. The game is based on the idea that almost everyone is a mage of some sort, so while the faster mage might have an advantage in one-on-one combat, the more powerful, skilled mage is going to have an advantage in any and all areas.

Mike Holmes wrote: You're just making it worse. This is called a loser strategy in game theory. The only thing a defense can do is make my offense weaker. It cannot make yours stronger. This means that I am more certain to win eventually, though it may take longer (again all else being the same). The only case where this is not true is where I have to delay so that friends can help. So it's not bad game design to include it (most games have it in some form). But it will not help the strong fighter beat the weak fighter. In fact, it will make the strong fighter look like a coward. See Deprotagonization, and The WIff syndrome.


Strategic situations where the Concentrated Defense rule would be used would be if you roll low on initiative, and you want to push the combat into the next combat round, where you'll get a new chance at initiative. Survival is the best way to strengthen offense, after all. Also, kicking defense in against a faster opponent will allow you a chance to use at least one of your attacks, in most cases. It could even, as you said yourself, be used to delay whilst friends come to join you in the fray. Example: the warrior leaps into battle, allowing his friends time to cast spells, or join him, using Concentrated Defense to avoid the attacks of the multiple foes.

Mike Holmes wrote: Also, don't let this sort of rule get out of hand. If you extend it and allow defenses to be traded for offenses, for example, you further exacerbate the problem, as well as creating new ones.


Heh.. No, wouldn't do that. I do have a system in place which allows trading of defenses to enhance attacks, but not to gain more.

Mike Holmes wrote: Looks like we have about equal "experience" then. OTOH, you should also consider that potentially what you are trying to simulate is not real life, but a cinematic or literate version of it. Would you rather have a real life combat in your game of fights like the ones from LotR, book or movie. There is a diference in how to produce this mechanically, and not just jacking up characters.


Do I have to choose? I've seen some extraordinary SCA fighters take on multiple opponents in a way very reminiscent of the battle scenes of LotR (the movie, as I've yet to read the books). I suppose that combatants like that are fairly rare, though, in modern reality. I'd like to think that hobbyists (SCA fighters) can be used to illustrate the possibility of people who once (back in the day) did it for real.

Mike Holmes wrote: Well, as you said, the crits already take care of more damage. What seems to be missing is the potential to do less. More below.

Use that one chart check to do both damage adjustment and crit effects. Which it already does. Just extend it down a bit. Same complexity, more potential results. It goes from being the "Crit" table to being the "Combat Effect" table.

Or any of a jillion other ways that other games handle it. Or something original if you're feeling really creative.


Okay... I see where you're going with this.. but how would I do it? I suppose I'm asking not for advice in this particular question, but an actual example of how you would go about altering the Crit Chart to become a Combat Effect Chart.

Mike Holmes wrote: The spells are balanced because they are rated by a balance figure. How do you determine the balance figure. From what I see, I will assume it is the zen method


I suppose.. though honestly, I'm not sure what you mean by "zen". As I create the spell lists, I put spells where I think they ought to go, according to power level. If that's "Zen" then I suppose that's what I did.

Mike Holmes wrote: Sounds pretty cool (if standard). I'd do some interesting combination like allow mana to seep back in at a very slow rate, or come back faster with meditaion. Perhaps after casting, a character gets back a mana every 60/(Recovery stat) hours thereafter until full. Meditation of one sixth this figure would get back a point. This would give a range of from 6 to 60 hours for seep, and 1 to 10 hours with meditation.

But that's just off the top. There might be more or different ways that make sense with your setting. These are pretty standard. For instance, perhaps you can only get mana back at certain places. Or there is a rate shift for the places you are in. Do you have gods? Do priests have powers? For these I like recovering with sacrifices only.


Hmm. Well, at current the "seep" rate is 1 per day for every two points of your Mana attribute, thereby creating a range of 1 (for Mana of 1 or 2) to 5 (for Mana of 9 or 10) per day. I didn't do it because it made the most sense, only because I needed a rate. Basically I patched a hole, until I could find a better fix for it.
Still though, a range of 1 point every 6-60 hours is a little too much, I think. That would be a range of 1 point every 2.5 days to 4 points per day. I think I'll play around with the idea, but I don't think I'll use your exact numbers.
As for gods.. No. There are Avatars, which is the closest thing to gods the setting has. They're physical/spiritual manifestations of concepts or energy, of immense power, but not godlike. They can be rivaled by particularly learned individuals with enough cumulated power, though such a rivalry would severely drain the mortal. There are some instances of worship, but they're not gods in the most common sense of the word.
I could see debate about this topic once I release the setting information, but the authoritarian answer is "No, they are not gods".

Message 1800#17606

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On 4/11/2002 at 5:06pm, Mike Holmes wrote:
RE: Mage Blade website

Wolfen wrote: Okay.. I'm going to try this one more time, but if we still don't see eye to eye, I'm just gonna drop it

Fair enough.

.. A weak orc is still stronger than a weak human. A strong orc will always be stronger than a strong human. A 1-yo baby orc will be stronger than a 1-yo baby human.Speaking in average terms. Sure. I never disagreed with any of this. It's your setting, and if you say Orcs are stronger on average, then so be it.

The "reality" of the game supports this, so shouldn't the system (which attempts to mimic physics) also support this?

OK, here's where the GNS stuff comes in. You have to decide what your point based CharGen is about. Are the points there to make the players create more average, and "realistic" characters? Or is the system there for balance. You can't have both. Because "reality" is that things are not balanced.

What if I you wanted to have a race of cretures called wolfmen who had all their stat ranges higher than the human average? That creature surely wouldn't balance. So now you have to have setting rules about the races that ensure that all the races are closely balanced so that CharGen is balanced. But all this means is that players are limited in what races they can play to a set that are artificially balanced for play sake. Again this limits what players can do for no particularly good reason.

A maxed out orc costs x points, and a maxed out human costs x points. Why would an orc who worked just as hard as a human to put himself at peak potential have to pay more?

This would intimate that the points represent units of effort. Again, this is realistic, but you can't expect such to balance. Either the mechanic is Simulationist, and intent on modeling gameworld "reality", or it's Gamist, and meant to balance characters out.

I honestly don't see how people making strong, none-too-bright orcs is unbalancing, or stifling creativity.

It's not necessarily unbalancing. But how is players conforming to stereotypes due to being able to more efficiently create effective characters that way, not stifling creativity?

We can call this the GURPS problem. In GURPS it makes more sense from an effectiveness POV for most characters to have to be highly dexterous, than to be highly skilled (I won't debate this, it's been well established on boards specific to GURPS). So what happens is that most players build such characters this way. Despite possibly wanting a less dexterous and more skilled characters. Those who do make characters the other way are penalized by having less effective characters. Essentially a penalty on creativity.

So if I want to be a powerful warrior with a high body score, your system rewards me if I go with the orc. If I want a smart trader sort, the system rewards me by going with whatever race makes sense there. And penalizes me for wanting to play an orc trader. I want to be an orc trader! I love that idea.

Mike Holmes wrote: ... although the idea of a marginal success (where somethin' bad happens, even though you succeeded) is an idea I'm somewhat reluctant to let go of.
I like the marginal success thing a lot. How about a second roll less than or under your TR+Success Margin+10 to avoid a negative effect (this would allow those negative effects for anyone at anytime potentially)? Or if you don't want to add such a roll, just do what you did before. Any roll that a player actually decides to make against a TR less than 1 (2?) would result in some unintended side effect. Makes the player think twice before even attempting such an action.

Easier than all this, though, would be a simple standard fumble rule. A success margin of, oh, say, -10 or worse means that somthing awful happended on the attempt. Or you could use them all.

Mike Holmes wrote: Actually, I'd rather not encode it, so much as leave it open as an option.
Cool, encode it as an option. This is the kind of note on how to use the mechanics that really help a GM. Give several examples.

Do Earth and Fire attributes balance? I think so, for the most part.
You make some good arguments.

Agility is the only Fire attribute which effects speed. Dexterity is a measure of raw, untrained skill, whereas Wits is a measure of ability to think and react quickly. These three things all have an effect on your combat prowess, which is why I decided that they would all effect initiative. So agility is your overall speed, dexterity is your ability to move and attack effectively, and wits is your ability to think quickly and change strategies on the fly. Does this change anything?
The rationales and desriptions are fine. And they probably all do affect combat. But that doesn't mean that your system is balanced by including them.

Mike Holmes wrote: Strategic situations where the Concentrated Defense rule would be used would be if you roll low on initiative, and you want to push the combat into the next combat round, where you'll get a new chance at initiative. Survival is the best way to strengthen offense, after all. Also, kicking defense in against a faster opponent will allow you a chance to use at least one of your attacks, in most cases. It could even, as you said yourself, be used to delay whilst friends come to join you in the fray. Example: the warrior leaps into battle, allowing his friends time to cast spells, or join him, using Concentrated Defense to avoid the attacks of the multiple foes.
Quit using my own exceptions against me. I agreed that the tactic makes sense in certain circumstances (and is otherwise a good rule). I just point out that it does not make the slower character more survivable.

If I am slower, and waste offenses on defenses this turn, that doesn't mean that next turn will be any better. I'll still be slower, and likely have to defend again. Eventually, I'm going to get whittled down. It'll just be longer and more inevitable statistically this way.

Mike Holmes wrote: Do I have to choose? I've seen some extraordinary SCA fighters take on multiple opponents in a way very reminiscent of the battle scenes of LotR (the movie, as I've yet to read the books). I suppose that combatants like that are fairly rare, though, in modern reality. I'd like to think that hobbyists (SCA fighters) can be used to illustrate the possibility of people who once (back in the day) did it for real.

Well, its a spectrum. If you really think that there are people that can fight as well as Aragorn (who has about sixty years of combat experience at the time of LotR, IIRC; he's something like eighty years old) in RL, well fine. Then that's a realistic level. Think that there are people who can fight as well as Hercules in the TV show? My point is that at some point you may want to allow feats that are somewhat fantastic. Or maybe not. I think that you subscribe to the "mostly realistic" school. Which is fine, it's just a choice.

Okay... I see where you're going with this. but how would I do it? I suppose I'm asking not for advice in this particular question, but an actual example of how you would go about altering the Crit Chart to become a Combat Effect Chart.

Here's a crummy example, but it may give you an idea. The only thing that has changed is the chart (I would revamp other parts of the system as well, but since I think that the system needs further revamping vis a vis HP, I won't get into it).

[code]Result Effect
1 Scratch - 1 point
2 Half Damage
3 Full Damage
4 Full Damage -1 to all TRs
5 Full Damage -2 to all TRs
6 Full Damage -2 to all TRs Stunned
7 Double damage -3 to all TRs " "
8 Double damage -3 to all TRs " "
9 Double damage -3 to all TRs Knockdown
10 Double damage -4 to all TRs " "
11 Double damage -4 to all TRs " "
12 Double damage -4 to all TRs Maimed
13 Double damage -4 to all TRs " "
14 Double damage -5 to all TRs " "
15 Double damage -5 to all TRs Unconscious
16 Triple Damage -5 to all TRs " "
17 Triple Damage -5 to all TRs " "
18+ Triple Damage Instantly Killed [/code]

Better in my mind would be to just get rid of the hit points entirely. The formula for the damage roll would be TR = Attacker's Str + Weapon Damage + Margin of Success - Target's body -Target's armor rating, rolled by the Attacker (note that though this formula seems complicated, your system has all these calculatons just at different steps). His Margin of Success (lets abreviate that as MS for further discussion) gets compared to your chart for effects on the target. Chuck onto the chart all of the effects that you have for the different levels of wounded like penalties to strength, etc. How do you kill a character? Well, after several wounds the defender's TRs and stats will have dropped so much that he'll be easy to get a "killed" result on.

Or something like that. This corresponds to my "Wounds do not Add Linearly" rant, which I won't recount here. Hit points are silly. Your penalties (including death) are what counts in the end. Why have two systems?

As I create the spell lists, I put spells where I think they ought to go, according to power level. If that's "Zen" then I suppose that's what I did.
Yep, that's what I meant to imply. No system to it, just putting thinngs where you feel is good. The obvious disadvantage which I mentioned is that you have to playtest then to see if they really make sense at the level you assigned them. Which may mean in game adjustments, which may in turn mean a less fun playtest. Not a big deal though. I was just wondering if you had a more mechanical system.

Hmm. Well, at current the "seep" rate is 1 per day for every two points of your Mana attribute, thereby creating a range of 1 (for Mana of 1 or 2) to 5 (for Mana of 9 or 10) per day. I didn't do it because it made the most sense, only because I needed a rate. Basically I patched a hole, until I could find a better fix for it.
Still though, a range of 1 point every 6-60 hours is a little too much, I think. That would be a range of 1 point every 2.5 days to 4 points per day. I think I'll play around with the idea, but I don't think I'll use your exact numbers.

Thank heavens. Please do not use anything here without messing with it yourself. Anything I post is an example only, and should be tweaked to fit your system as best it can be. I'm not here to make mechanics, but to suggest means and methods of making mechanics. You should always be trying to outdo me. Lord knows there are better designers than I.

As for gods.. No.
Good choice. Just curious how you were going to handle such system-wise.

So is there no religion at all? Or is it just that the gods that are prayed to don't respond in any practical way? Can one get power from worshiping an Avatar?

Mike

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On 4/12/2002 at 12:06am, Wolfen wrote:
RE: Mage Blade website

Some excellent points, and finally, I think, some resolution on some issues. And from the points quoted below, my place as a primarily sim gamer is strengthened, and thereby my choice to make the game very much simulationist. (note: prior to coming to this forum, strongly gamist players were considered to be bad roleplayers... Now I realize that they just have a different way of enjoying gaming. Still doesn't mean I want to play with strongly gamist players, though)

Mike Holmes wrote: OK, here's where the GNS stuff comes in. You have to decide what your point based CharGen is about. Are the points there to make the players create more average, and "realistic" characters? Or is the system there for balance. You can't have both. Because "reality" is that things are not balanced.

What if I you wanted to have a race of cretures called wolfmen who had all their stat ranges higher than the human average? That creature surely wouldn't balance. So now you have to have setting rules about the races that ensure that all the races are closely balanced so that CharGen is balanced. But all this means is that players are limited in what races they can play to a set that are artificially balanced for play sake. Again this limits what players can do for no particularly good reason.


Well, a balance does exist in the primary PC races. Each of the bonuses is balanced out by a penalty to another attribute, or a special ability (such as the Drakken's ability to fly, and their tails) If the GM wants to take one of the races out of the Creatures chapter (such as drakes, or even dragons) and allow it for player characters, that's his/her own issue. There is no balance with those races.

Mike Holmes wrote: This would intimate that the points represent units of effort. Again, this is realistic, but you can't expect such to balance. Either the mechanic is Simulationist, and intent on modeling gameworld "reality", or it's Gamist, and meant to balance characters out.


Exactly. Advancing stats* is a matter of study, exercise, or other forms of practice. Even for the beginning character, it is assumed that their life, up to that point, was spent in improving their stats. In-game, the system for advancing stats requires game-time spent in improving the ability, and an expenditure of points. The point expenditure represents effort, because, as we all should know, you can read through a history book for hours on end, and still not learn anything about history. You've got to put some effort into it.

Mike Holmes wrote: It's not necessarily unbalancing. But how is players conforming to stereotypes due to being able to more efficiently create effective characters that way, not stifling creativity?

We can call this the GURPS problem. In GURPS it makes more sense from an effectiveness POV for most characters to have to be highly dexterous, than to be highly skilled (I won't debate this, it's been well established on boards specific to GURPS). So what happens is that most players build such characters this way. Despite possibly wanting a less dexterous and more skilled characters. Those who do make characters the other way are penalized by having less effective characters. Essentially a penalty on creativity.


I can see your point here. Hmm..

Mike Holmes wrote: So if I want to be a powerful warrior with a high body score, your system rewards me if I go with the orc. If I want a smart trader sort, the system rewards me by going with whatever race makes sense there. And penalizes me for wanting to play an orc trader. I want to be an orc trader! I love that idea.


Well, the character creation system (in theory, again, this is something which we will see in practice) encourages differences. Players that like to challenge themselves will also pick these unusual types.. But again, all characters will cost about the same amount of points in the beginning. Where an orc warrior will put most of his points into stats which improve his abilities in combat, an orcish trader would put his points into stats which would improve his trading abilities. He will be smarter than the average orc, and quite possibly smarter than the "average" human. His skills will reflect a trader, and... well, an orcish trade caravan is something few raiders will attack, and that's not even considering the requisite caravan guards. In this last point, the setting and the system hopefully encourages variations. Also.. Imagine an orcish blacksmith..? Uh-huh. S'what I thought.

Mike Holmes wrote: I like the marginal success thing a lot. How about a second roll less than or under your TR+Success Margin+10 to avoid a negative effect (this would allow those negative effects for anyone at anytime potentially)? Or if you don't want to add such a roll, just do what you did before. Any roll that a player actually decides to make against a TR less than 1 (2?) would result in some unintended side effect. Makes the player think twice before even attempting such an action.

Easier than all this, though, would be a simple standard fumble rule. A success margin of, oh, say, -10 or worse means that somthing awful happended on the attempt. Or you could use them all.


Hmm. I'll think upon these ideas.

Mike Holmes wrote: Well, its a spectrum. If you really think that there are people that can fight as well as Aragorn (who has about sixty years of combat experience at the time of LotR, IIRC; he's something like eighty years old) in RL, well fine. Then that's a realistic level. Think that there are people who can fight as well as Hercules in the TV show? My point is that at some point you may want to allow feats that are somewhat fantastic. Or maybe not. I think that you subscribe to the "mostly realistic" school. Which is fine, it's just a choice.


I guess I can see where you're coming from. (Aragorn was 80? He didn't look it.. 'sides, I was thinking of.. what's his name, the other guy, before he managed to get taken down by that one orc-goblin ugly-mutha thing with the arrows) I actually want to choose somewhere mid-spectrum, though. I like some basic realism, but where something teeters between realism and heroism, I'll probably choose toward the heroism side. It's nice to be able to do heroic things.. but the corrollary is that your foes may be just as capable.

[code]
Result Effect
1 Scratch - 1 point
2 Half Damage
3 Full Damage
4 Full Damage -1 to all TRs
5 Full Damage -2 to all TRs
6 Full Damage -2 to all TRs Stunned
7 Double damage -3 to all TRs " "
8 Double damage -3 to all TRs " "
9 Double damage -3 to all TRs Knockdown
10 Double damage -4 to all TRs " "
11 Double damage -4 to all TRs " "
12 Double damage -4 to all TRs Maimed
13 Double damage -4 to all TRs " "
14 Double damage -5 to all TRs " "
15 Double damage -5 to all TRs Unconscious
16 Triple Damage -5 to all TRs " "
17 Triple Damage -5 to all TRs " "
18+ Triple Damage Instantly Killed [/code]


Better in my mind would be to just get rid of the hit points entirely. The formula for the damage roll would be TR = Attacker's Str + Weapon Damage + Margin of Success - Target's body -Target's armor rating, rolled by the Attacker (note that though this formula seems complicated, your system has all these calculatons just at different steps). His Margin of Success (lets abreviate that as MS for further discussion) gets compared to your chart for effects on the target. Chuck onto the chart all of the effects that you have for the different levels of wounded like penalties to strength, etc. How do you kill a character? Well, after several wounds the defender's TRs and stats will have dropped so much that he'll be easy to get a "killed" result on.

Or something like that. This corresponds to my "Wounds do not Add Linearly" rant, which I won't recount here. Hit points are silly. Your penalties (including death) are what counts in the end. Why have two systems?


Okay, I think I see where you're going with the chart. I won't use it as is, certainly, but I think I can definitely use it. A couple changes I'll probably make off the top of my head is that the minimum on there would be 0 (as in, you hit your TR exactly) which would be an effect of scratch. I also won't go into double damage, due to the way Maimed and Instantly Killed work. Final change that came to me just by looking at the chart is that the body roll will be rolled only on a negative effect, such as stunned, knockdown, maimed, or instantly killed, to avoid the effect, but not the TR penalty. Other than those immediate changes.. We'll see.
As for scrapping hitpoints, I hope you'll forgive me for not doing so. They're not exactly hitpoints in the traditional sense, but more like the hit levels used by White Wolf, except that it does vary, whereas White Wolf's does not. Anyway.. If I don't scrap hitpoints, will you still play Mage Blade when it's finished, or is the problem irreconcilable to you?

Mike Holmes wrote: So is there no religion at all? Or is it just that the gods that are prayed to don't respond in any practical way? Can one get power from worshiping an Avatar?


Okay, here's the deal with Avatars, maybe you can help me clarify the point.. They DO exist. There is no doubt, because they have been seen many times by different people. Some of them are less frequently seen, but no one can doubt that Avatars exist. They do sponsor certain organizations or people (the elemental Avatars take active interest in the Elemental Schools, for example) but there is no specific worship of them. (The Elemental Schools do revere their Avatars, but they don't worship them. They treat them much like someone who has obtained ultimate understanding) However, as I said, some instances of worship do exist, specifically in two Schools.. The Vivomancers and the Necromancers. Both Schools have a churchlike organization (Vivos are very close to monastic, where as the Necros have an almost Roman Catholic organization) and do worship their respective Avatars (Vitro and Necos), though not as gods.
The point is that I don't want the people of Tuathinsul (the specific setting) to even have a concept for gods**. What I'm not certain of is how to convey this. I don't want players, especially those most familiar with D&D to think "Oh, Avatar is just another word for god." Even those who literally worship their Avatar do not believe that they gain their powers from the Avatar. Their power is magic, not divine blessing, and thus comes from within. The Avatars, being the personification of the concept or force, do have knowledge that no mortal does of that particular concept/force, and may bestow this knowledge on followers who please them, but this is not in itself power, though application of the knowledge (ie. through spells, or what have you) can lead to power.

Do I sufficiently convey the concept, or do you still get the feeling that "Avatar is just another word for god"?



*stats, in all uses, refers to both attributes and skills and in some uses memorized spells, hitpoints and equipment.
**there is one exception in concept to the rule of "no gods" but that is neither here nor there, at this point. If you really want to know specifics, PM me.

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On 4/12/2002 at 12:25am, contracycle wrote:
RE: Mage Blade website

I fear that we use avatar too interchangably with "persona" these days for it to be risk free - you might consider "oracle" or "sybil" or something related to information rather than impersonation. In fact I quite like idea of an oracular source magic distinct form its source of power.

I would also caution against "vivo" and "necro". For one thing I worry it might establish their opposition too strongly. Do you intend for them to be in real cnflict, or is this just a colourful distinction of player character abilities? And they are from the real world which can be jarring. It might be worth naming them after cocnepts or leaders and then defining their differences in approach and method in the accompanyibng text. Are they going to be mechanically distinct?

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On 4/12/2002 at 12:30am, contracycle wrote:
RE: Mage Blade website

heroism side. It's nice to be able to do heroic things.. but the corrollary is that your foes may be just as capable.


Boromir? Anyway, I suspect that if you are not trouncing your enemies, you are not really powerful. Beware too much balancing.

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On 4/12/2002 at 1:07am, Wolfen wrote:
RE: Mage Blade website

Wow, quick responses, Contracycle.. I wasn't even done reading other threads in this folder yet.

Contracycle wrote: Boromir?


Yes! Him! He was kicking some major goblin butt even after catching a couple arrows in the torso.

Contracycle wrote: Anyway, I suspect that if you are not trouncing your enemies, you are not really powerful. Beware too much balancing.


Hence the metagame mechanics, which will apply only to PCs and the GM's primary villains.. If it really comes down to it, a character can use one of their (limited) Heroism points to pull off some heroics and trounce numerous foes, ala Boromir in the aforementioned scene.

From the Meriam-Webster Dictionary:
Main Entry: av·a·tar
Pronunciation: 'a-v&-"tär
Function: noun
Etymology: Sanskrit avatAra descent, from avatarati he descends, from ava- away + tarati he crosses over —more at UKASE, THROUGH
Date: 1784
1 : the incarnation of a Hindu deity (as Vishnu)
2 a : an incarnation in human form b : an embodiment (as of a concept or philosophy) often in a person
3 : a variant phase or version of a continuing basic entity


This is where I am getting the meaning of my word Avatar, most specifically from definition 2 (bolded). They are incarnations of various concepts and forces, with human form manifestations (for most) or semi-human manifestations. Oracle and Sybil do not match the meaning I intend.

As for Necros and Vivos, yes they are in opposition, though it's not particularly active. Vivos are Life Mages, whereas Necros are Death Mages. Vivos heal, and at the upper levels can resurrect (maybe.. still not certain if I want resurrection to be possible) and destroy undead when the need arises. Necros work with decay and raising the dead as undead. Normally they don't work overtly against each other, because they are both members of the Concilium Veneficia (Council of Magic). Also, the Vivomancers are a pacifistic Order* (which means they're not your typical warrior clerics of D&D) which means they have certain protections by the Concilium Veneficia, and the Concilium Rei (High Council, ruling body of Tuathinsul). Necros, while not being pacifistic, are encouraged by their order to be more studious than combative. Such antics are generally left to the affiliate orders of Vita Luxor (allies of the Vivos) and Dubh Necora (allies of the Necros)

*specifically they can do no harm to the living. As a result of this, I don't see a great deal of Vivomancer PCs, but I could be wrong.

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On 4/12/2002 at 1:35am, Mike Holmes wrote:
RE: Mage Blade website

Wolfen wrote:
Contracycle wrote: Boromir?
Yes! Him! He was kicking some major goblin butt even after catching a couple arrows in the torso.
Yep, and only about fifty years old (actually I'm totally guessing on that one, but it sounds about right). A youngster as far as those of Dunedain and Numenorean blood go. You see, they're ever so slightly elvish. And Elves are immortal in ME. In fact I think Aragorn and Elrond are technically related, though separated by like twenty or thirty generations. I love the line where he says, "I was there that day three thousand years ago...". How many EXP can one accumulate in three thousand years?

But now I'm getting wayyy OT.

Mike

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On 4/12/2002 at 2:08am, Mike Holmes wrote:
RE: Mage Blade website

A few notes:

Gareth was saying that the term Avatar has become weighted around here. Just wanrning you that people might get confused by your more traditional use.

I think your avatar concept is interesting. But humans, at least, and maybe other races as well, are going to believe in things bigger than themselves. It's hard to imagine a world with no religion assuming that their psychology isn't vastly alien from ours. That's not to say that there can't objectively be no gods. You can declare that no such beings exist in your universe. But that won't stop the people of your world from believing that there are gods. Unless you have a serious rationale. Perhaps there is physical evidence of how the universe was created and its nature that was known to all. That would be hard to imagine, but I suppose you could come up with something. Even with gods like in D&D, I still think people might believe in a supreme being above those gods. After all, where did the gods come from? Do you see where I'm going with this?

Actually, this is setting stuff, and you said you wanted to stay away from it. Which is fine by me. I just wanted to see if you had missed an area of the mechanics in forgetting to enumerate divine powers. But your setting has none, so it's all good.

The Hit Points don't break the game. At the very least, you have avoided the serious pitfall of escallating hit points.

But to be very honest I would be unlikely to play your game anyhow, unless there was a whole lot of work put into it. In every case where your system has good points (and there are a few), there are games that I think are better. Nothing in your system is really at all innovative. Every suggestion that I've given has been based off of some other good game. Your rules have some examples of what were innovations in games years ago, but have been done better since.

Perhaps your setting would carry it, but I can't really say until we see it. But I have to say I doubt that too. If your world is so focused on magic, and the setting is so good, why are you just now figuring out how mages get their power? The Avatar thing sounds like it has potential, but is largely unformed yet. Or so it seems.

Your game is shaping up to be a classic example of a "Fantasy Heartbreaker" in Edwards terminology. It has it's heart in the right place, but it's making all the same mistakes. But it has potential. As opposed to PFs vaporware that is just an idea. So, I don't mean to be discouraging. But I wouldn't want to leave you believing that I thought that you had something that was really new. As such I thnk that you'll find that there will be some interest in your game, but just cursory. Unless it changes.

Sorry, that all sounds harsh reading it. But keep in mind that it's just my opinion. You are up against a lot of tough competition. I mean you are talking about publishing this sucker, right? Given that, it has to pass a very high standard.
Mike

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On 4/19/2002 at 9:53pm, Henry Fitch wrote:
RE: Mage Blade website

As for the religion thing, it seems a little little bit like religious Taoism. Mostly philosophical, some divinish beings who are not all-powerful and who are at least partly physical beings. In fact, they are "people who have achieved ultimate understanding." Sounds somewhat like Mage Blade metaphysics. All I'm saying is, it's conceivable to have a group of people that doesn't believe in traditional "higher beings."

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