Topic: Basic Mechanics
Started by: signoftheserpent
Started on: 10/6/2007
Board: First Thoughts
On 10/6/2007 at 9:37am, signoftheserpent wrote:
Basic Mechanics
Cut and pasted from Word (yay), here are the base mechanics for a Heroes-inspired (ie people that aren't superheroes - nosiree - with superpowers in the real world) rpg I'm working on. All critiques are welcomed; I need an objective opinion here.
These rules don't delve into the superpower stuff, however powers are grouped according to type and work from a power pool (spend points/roll dice) and a base attribute). What is presented here then are rules that work for ordinary people on their scale, the way the WoD corebook intends. Thus they are supposed to be more realistic and less rules light than is perhaps the norm - for me at least. Here is presented the basic action reosolution mechanic and the health/damage mechanic, which references effects I haven't designed yet (such as unconsciousness). The goal with the latter in particular was to come up with something different rather than tracking hit points or whatever, thugh Ifear I have ended up doing that. Thanks for reading.
Traits:
Characters are initially defined by a set of attributes as follows:
Agility, Strength, Endurance, Willpower, Intelligence (all of which are tied to powers), and Charisma. A character’s attributes are rated as modifiers, which is how they function in play. Across the board a characters attribute values will total 0, which is the norm. In general characters don’t start with anything greater than -2 or +2 and may not have more than one attribute at -2.
Characters also have skills, rated 1-5. This scale is part of the backbone of the system. Skill scores form a dice pool used when resolving actions.
Actions:
Players roll a dice pool equal to the skill in question against a number of Difficulty dice; all dice rolled are d10’s. Score 1 success for every dice that rolls at least equal to the highest result among the dD – Difficulty dice (that number is known as the target number). Roll Difficulty dice according to the needs of the situation:
Level playing field 1dD
Gremlins in the engine 2dD
Dancing on stilts 3dD
Tugging on Superman’s cape 4dD
When rolling, the player modifies his dice by the current related attribute modifier. This modified value is then compared to the target number.
Any roll of an unmodified 10 is considered to open-end meaning that the player counts that as a success (since the difficulty dice can only roll 10 as the highest, a roll of natural 10 is always +1 success) and may roll it again. Subsequent 10’s again open-end and there is no limit to the number of times this may happen.
Health:
Characters’ health status is tracked via the Endurance modifier. Regardless of starting values, it can change during play (though it cannot exceed the character’s start level without superhuman intervention). As the character is injured, it will likely decrease. Alone it will not determine if the character lives or dies.
When a character suffers a successful attack, he makes a roll to determine the effects thereof. The dice pool is resolved as normal; the pool is equal to the number of successful hits the attacker scored (the number of successes), and is modified by the character’s current Endurance. However there are a few differences in resolution:
There are no difficulty dice (dD), instead the character has a fixed difficulty equal to the highest individual roll (including modifiers) among all hits scored against him; this defaults to a maximum of 10.
If the character scores no successes he becomes unconscious and likely needs urgent attention.
If the character scores all successes (see below) he is hit with no damage or trauma and carries on.
If the character scores anything between he carries on as normal but subtracts one from his Endurance (-1).
Scoring ‘all successes’ is defined as a result at least equal to the number of hits (after modifications) the attacker scored. Dice are open ended here as normal.
During play, a character’s Endurance can keep lowering without per se limit. However, aside from impacting the health rolls made above, having a low Endurance impinges on the ability of the character of function regardless.
Exhaustion:
Aside from health checks, players monitor the continuous state of their character’s ability of function by the Exhaustion track, which is rated on the same scale as most traits. Characters begin with a resting (their base and starting value) Exhaustion equal to 5 + their empowered related attribute value. During play it will decrease, one point at a time, whenever any of the following happens:
Each time a player runs out of power.
If a character has to make at 3 health checks in a turn (and after that each instance that subsequently happens that turn).
Each time a player is rendered unconscious (see below).
Each time a player loses Endurance – however this only applies if Endurance is already less than 0 (including starting values).
Exhaustion doesn’t exceed the starting maximum and is regained naturally by rest. Each night of rest and proper sleep alone will return Exhaustion to maximum, unless it was at 1 at the time in which case it increases by a single point.
If a player loses all points of exhaustion he collapses, spent. The character is rendered unconscious, but won’t incur further penalties for being unconscious as regards Exhaustion rules. Though unconscious technically, the character is in no further medical danger other than in desperate need of rest.
In game terms Exhaustion serves to cap all skill and active trait values while performing actions. Any dice pool thus made cannot exceed the characters overriding Exhaustion level. At anything above 1 Exhaustion, characters are only impeded in this way during physical activities. However while their Exhaustion is that low all activity is thus affected.
If an effect would cause a character to lose more than one point of exhaustion and reduce his level to 1, he must make a health check using 1 die against a target number equal to that loss.
On 10/6/2007 at 2:00pm, Ken wrote:
Re: Basic Mechanics
signoftheserpent wrote:
Traits:
Actions:
Players roll a dice pool equal to the skill in question against a number of Difficulty dice; all dice rolled are d10’s. Score 1 success for every dice that rolls at least equal to the highest result among the dD – Difficulty dice (that number is known as the target number). Roll Difficulty dice according to the needs of the situation:
Level playing field 1dD
Gremlins in the engine 2dD
Dancing on stilts 3dD
Tugging on Superman’s cape 4dD
When rolling, the player modifies his dice by the current related attribute modifier. This modified value is then compared to the target number.
Any roll of an unmodified 10 is considered to open-end meaning that the player counts that as a success (since the difficulty dice can only roll 10 as the highest, a roll of natural 10 is always +1 success) and may roll it again. Subsequent 10’s again open-end and there is no limit to the number of times this may happen.
So, is this a very skill-inensive system? Can characters attempt anything that they don't have a skill for? Do characters have to have a skill for everything? What about characters with high levels of aptitude but no formal training; do they get no dice?
Maybe you could allow a half-die for those attempting something that they are not specifically trained at, but could logically figure out; this would still allow their traits to help, but would prevent them for getting an open-ended success.
Also, since you are tracking the number of successes scored on a roll, do they have a specific effect? Do you need so many successes to achieve something, or do extra successes just make the character look really impressive?
Looking forward to seeing more.
Take care,
Ken
On 10/6/2007 at 2:21pm, signoftheserpent wrote:
RE: Re: Basic Mechanics
Ken wrote:signoftheserpent wrote:
Traits:
Actions:
Players roll a dice pool equal to the skill in question against a number of Difficulty dice; all dice rolled are d10’s. Score 1 success for every dice that rolls at least equal to the highest result among the dD – Difficulty dice (that number is known as the target number). Roll Difficulty dice according to the needs of the situation:
Level playing field 1dD
Gremlins in the engine 2dD
Dancing on stilts 3dD
Tugging on Superman’s cape 4dD
When rolling, the player modifies his dice by the current related attribute modifier. This modified value is then compared to the target number.
Any roll of an unmodified 10 is considered to open-end meaning that the player counts that as a success (since the difficulty dice can only roll 10 as the highest, a roll of natural 10 is always +1 success) and may roll it again. Subsequent 10’s again open-end and there is no limit to the number of times this may happen.
So, is this a very skill-inensive system? Can characters attempt anything that they don't have a skill for? Do characters have to have a skill for everything? What about characters with high levels of aptitude but no formal training; do they get no dice?
Maybe you could allow a half-die for those attempting something that they are not specifically trained at, but could logically figure out; this would still allow their traits to help, but would prevent them for getting an open-ended success.
Also, since you are tracking the number of successes scored on a roll, do they have a specific effect? Do you need so many successes to achieve something, or do extra successes just make the character look really impressive?
Looking forward to seeing more.
Take care,
Ken
Unskilled attempts are things that games don't deal very well with I find. It is intended to be a skill intensive system. The short answer is that I haven't figured out what to do with these aspects yet.
THe minimum required to succeed is 1 success. Since difficulty is already catered for, requirng also a certain number of successes is too much. The degree of success is used to modify or at least judge the results of the effort. It may well have little practical bearing most of the time.
On 10/6/2007 at 3:05pm, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:
Health:
Characters’ health status is tracked via the Endurance modifier. Regardless of starting values, it can change during play (though it cannot exceed the character’s start level without superhuman intervention). As the character is injured, it will likely decrease. Alone it will not determine if the character lives or dies.
When a character suffers a successful attack, he makes a roll to determine the effects thereof. The dice pool is resolved as normal; the pool is equal to the number of successful hits the attacker scored (the number of successes), and is modified by the character’s current Endurance. However there are a few differences in resolution:
There are no difficulty dice (dD), instead the character has a fixed difficulty equal to the highest individual roll (including modifiers) among all hits scored against him; this defaults to a maximum of 10.
If the character scores no successes he becomes unconscious and likely needs urgent attention.
If the character scores all successes (see below) he is hit with no damage or trauma and carries on.
If the character scores anything between he carries on as normal but subtracts one from his Endurance (-1).
Scoring ‘all successes’ is defined as a result at least equal to the number of hits (after modifications) the attacker scored. Dice are open ended here as normal.
During play, a character’s Endurance can keep lowering without per se limit. However, aside from impacting the health rolls made above, having a low Endurance impinges on the ability of the character of function regardless.
Not sure if I have this straight:
The target rolls a number of dice equal to their current End score, right? What if the character End is zero, or negative. As End decreases, how far does it go, since you allow negative stats?
It looks like the damage, or difficulty pool is based on the successes from the attack roll, is that right? If so, is there a mechanism in place to modify damage based on the potency of the attack?
Do I have this right, or am I missing something?
Ken
On 10/6/2007 at 3:11pm, signoftheserpent wrote:
RE: Re: Basic Mechanics
When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number. the End modifier reduces the value of every result thus rolled by the target.
On 10/6/2007 at 10:56pm, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:
When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number.
Now, when you are making an attack roll, you base the dice pool on your skill rating, and the modifier on your stat; does the potency of the attack modify the dice pool when rolling for effect?
Ken
On 10/6/2007 at 11:11pm, Ken wrote:
RE: Re: Basic Mechanics
Hi-
Jumping tracks here. So, is this kind of in the spirit of Heroes? Do characters usually sport just one ability, or can they possess several? Given you task resolution rules, is it safe to assume powers work along the same lines (skill + power level)? Do your powers stay on the low end of fantastic, or is there the possibility of having some epic high-level stuff?
Also, your health rules didn't mention death; is mortality subjective in this game?
Looking forward to hearing more.
Ken
On 10/7/2007 at 7:31am, signoftheserpent wrote:
RE: Re: Basic Mechanics
Ken wrote:signoftheserpent wrote:
When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number.
Now, when you are making an attack roll, you base the dice pool on your skill rating, and the modifier on your stat; does the potency of the attack modify the dice pool when rolling for effect?
Ken
No. Such modifiers would affect the attack roll only. At thispoint the attack roll has been made, succesfully.
On 10/7/2007 at 7:32am, signoftheserpent wrote:
RE: Re: Basic Mechanics
If you score a complete absence of successes on the health roll you are basically dying. You are unsconscious through wound injury and are basically in need of serious medical attention. How that resolves is as as yet undetermined. Outright kills are unreasonable to include.
On 10/7/2007 at 11:41am, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:Ken wrote:signoftheserpent wrote:
When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number.
Now, when you are making an attack roll, you base the dice pool on your skill rating, and the modifier on your stat; does the potency of the attack modify the dice pool when rolling for effect?
Ken
No. Such modifiers would affect the attack roll only. At thispoint the attack roll has been made, succesfully.
I guess I didn't separate my thoughts well enough; my question was:
After a successful attack has been scored (by throwing dice based on skill rating and modified by stat level), you have a damage pool equal to the successes of the attack roll. You roll those dice to determine the difficulty number that the target has to beat to keep from taking damage. Now, does the damage roll get a bonus based on the potency of the attack at hand?
I only ask that because in super games there are a multitude of attacks and sources of damage, and these attacks range from the nominal to the insanely epic. Really I'm just curious, but also trying to help, if you haven't included this in your system yet.
signoftheserpent wrote:
Outright kills are unreasonable to include.
Does that go for all characters; NPCs & PCs? I'm curious why a straight-up kill doesn't have a place in your game. Is it more comic-booky than realistic? Again, just curious.
Ken
On 10/7/2007 at 11:50am, signoftheserpent wrote:
RE: Re: Basic Mechanics
It's possible the the dice pool used for the health check may be modified (icnreased or decreased) due to the nature of the attack/damage done. That has yet to be resolved.
Instant kills are not necessarily a bad thing against NPC's, but against player characters it's a bad idea. This doesn't preclude players placing themselves in situations where they would be killed. But in respect of the health check rule, there is no instant kill result simply because that should not be decided by a simple dice roll. It's entirely a different thing however if the player steps out of a plan at 15,000 feet or jumps under a bus or whatever.
On 10/7/2007 at 5:38pm, signoftheserpent wrote:
RE: Re: Basic Mechanics
This is another resolution mechanic. I'm finding my original idea rather superfluous.
Here attributes and skills are rated from 1-6. Dice rolled are six-sided. The player’s dice pool is equal to his skill. Each result no lower than the difficulty number generates 1 success +1 per multiple for every die whose result is a full multiple of the difficulty.
Difficulty is measured in three steps, the harder the activity the lower the number:
4 – Average, routine activity.
5 – Tough, a bit more challenge involved.
6 – Extremely challenging.
A character may claim proficiency in any skill whose value exceeds the related attribute. When making a roll with such skills, the player may shift the die type up one step (one polyhedral instance, such as d6 to d8) and roll that die type as his pool. D6 is the default, starting type to shift from. However, if he does so, his dice pool is equal to his attribute instead, not his skill.
For example: I have Intelligence 2 and Computers 3, this gives me proficiency in the latter. As such I can either roll 3d6 when using that skill, or I can roll 2d8 since the difference between my skill and the attribute allows me to shift once from d6 to d8. I roll 2 dice not 3 because that’s the score of my attribute. if my Computers was 4, I could roll 2d10 instead of 2d8.
All I have to do is decide which approach would be more effective in this instance, but that I have the choice is the point of this idea.
On 10/7/2007 at 8:50pm, Noon wrote:
RE: Re: Basic Mechanics
Perhaps the character could have a 'change of heart' description on their sheet - some way in which his/her view of the world will change if they have a near death experience. The change of heart is quite a change in character perception. But at the same to preserve some sort of narrativist value, the player decides how it's played out (it's not a 'ha ha, you died, now the GM gets to play your character' mechanic). Of course if that player finds he can take suggestions on part of what the perception change might change character in character actions, he can ask for suggestions from others, but not by default a given.
there is no instant kill result simply because that should not be decided by a simple dice roll. It's entirely a different thing however if the player steps out of a plan at 15,000 feet or jumps under a bus or whatever.
No, it's not an entirely different thing - run it under the same rules as normal. What may be entirely different is the player - they may be trying to play some other game by doing this. You can't make game rules that tell them what game they should play. Don't make this precident for when you can GM fiat a death, make this precident for deciding who you will and wont invite to the game.
On 10/7/2007 at 9:08pm, signoftheserpent wrote:
RE: Re: Basic Mechanics
This won't change. If a gm wants to fiat something like a pc death then rules are unnecessary. However I simply do not believe that a dice roll alone should determine if a character immediately dies. Understand also that failing the health roll means you are in serious danger and you may well die. It just doesn't mean you aren't immediately killed. That I think is too powerful an effect. It has nothing to do with who plays the game and everything to do with providing a reasonable game experience. If this compromises some people's views of 'reality' or what should happen in a game or in a realistic game, then that's where we will have to agree to disagree.
On 10/8/2007 at 12:21am, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:
Here attributes and skills are rated from 1-6. Dice rolled are six-sided. The player’s dice pool is equal to his skill. Each result no lower than the difficulty number generates 1 success +1 per multiple for every die whose result is a full multiple of the difficulty.
Difficulty is measured in three steps, the harder the activity the lower the number:
4 – Average, routine activity.
5 – Tough, a bit more challenge involved.
6 – Extremely challenging.
? You meant the higher the number, right? Anyway, a set difficulty scale may be more stable than randomizing the difficulty number and the skill check.
signoftheserpent wrote:
A character may claim proficiency in any skill whose value exceeds the related attribute. When making a roll with such skills, the player may shift the die type up one step (one polyhedral instance, such as d6 to d8) and roll that die type as his pool. D6 is the default, starting type to shift from. However, if he does so, his dice pool is equal to his attribute instead, not his skill.
For example: I have Intelligence 2 and Computers 3, this gives me proficiency in the latter. As such I can either roll 3d6 when using that skill, or I can roll 2d8 since the difference between my skill and the attribute allows me to shift once from d6 to d8. I roll 2 dice not 3 because that’s the score of my attribute. if my Computers was 4, I could roll 2d10 instead of 2d8.
Neat idea, but this doesn't pay off for characters with a rating of 6 in a stat and a skill. Would you allow a character with a 6 stat/6 six choose to trade dice to amp up the dice type for the remaining dice? That may be interesting; trading quantity for quality. Do you still plan to have open-ended successes?
Maybe, your stat rating could indicate the number of dice rolled, and skill rank determines the type of dice you roll. At this point you may decide to change the range of stat/skill ranks, which may not be a problem, since you can just recalibrate your difficulty number to line up with the odds of the new dice rolls. This could get messy, with having to stockpile a bunch of different die type, and then determine which ones to use when. This is just an idea.
Or, you could switch your original formula around a bit; have the stat rank determine number of dice rolled and make skill ranks a modifier made to each die result. Then you would calibrate your difficulty numbers higher so that performing an unskilled task is tougher. Since its a super game, maybe you could using the sliding dice type idea for super stats (this may also reduce the frequency of using special dice).
As far as extra successes; maybe you could have system where characters can buy limited narrative control. You could give the extra successes a snazzy name or something and level them according to potency, allowing characters who score a ton of successes to pull off some amazing collateral effects. Maybe 1 extra success for minor control, 2 for medium and 3 or 4 for major. The levels would change scope, just severity in the immediate area. Your damage/effect system already uses these extra successes for determining effect; I would keep that.
signoftheserpent wrote:
This won't change. If a gm wants to fiat something like a pc death then rules are unnecessary. However I simply do not believe that a dice roll alone should determine if a character immediately dies. Understand also that failing the health roll means you are in serious danger and you may well die. It just doesn't mean you aren't immediately killed. That I think is too powerful an effect. It has nothing to do with who plays the game and everything to do with providing a reasonable game experience. If this compromises some people's views of 'reality' or what should happen in a game or in a realistic game, then that's where we will have to agree to disagree.
I can get with that. Having a system where a character dies because it makes sense to all involved makes for a happier group overall, and can really deliver more impact on a game. For NPCs and such, I think (again) whatever makes the most sense given the circumstances is the way to go.
Still looking good. Keep it up.
Ken
On 10/8/2007 at 2:02am, Noon wrote:
RE: Re: Basic Mechanics
Hi Sign,
You've mistaken where I'm coming from. When you say "there is no instant kill result simply because that should not be decided by a simple dice roll" I'm totally cool with that, that sounds fun. What I'm against is using a different rule for "It's entirely a different thing however if the player steps out of a plan at 15,000 feet or jumps under a bus or whatever". Whatever rule your using for determining when a PC dies (whether that rule is they can't die, or it takes a bunch of failed rolls, or the GM decides), you should use the same rule if someone jumps out of the plane or in front of a bus. There's no benefit to having a special, different rule for when someone does this - just use the regular rules or stop inviting the person to play.
Anyway ""there is no instant kill result simply because that should not be decided by a simple dice roll" is totally cool, sounds good, hope to see it in print :)
On 10/8/2007 at 7:23am, signoftheserpent wrote:
RE: Re: Basic Mechanics
It was supposed to be the higher the number, the greater the difficulty, yes. My bad.
And difficulty levels are fixed. Three levels is enough for all situations I think; anything more and it becomes rather cumbersome to judge a given situation in game terms.
The purpose of designing the proficiency idea was to give purpose to attribute scores as half the time in games they re largely useless. Other than to make the dice pool att + skill (which is rather commonplace), or use one to modify the dice pool created by the other, I came up with that. Unfortuantely it is somewhat flawed; the rationale was to have been that a skill rating in excess of the realted attribute shows a character trained up to and possibly beyond his potential. A skill he has some considerable aptitude in, perhaps. Consider though that at mas levels you would be rolling 6d6. If the Attribute was 4, for example, and the skill 6 it would be either 6d6 or 4d10. So that balance remains. 4d10 grants a greater chance of just succeeding the task but will never give the degree of success that 6 dice can. So it's all relative and not about the scores alone: a character with att 2 and skill 4 is relatively as gifted as someone at 4 and 6, it's just the latter is generally better anyway.
The other method was to grant bonus dice to the pool equal to the difference between the attribute and the difficulty if the former was greater, but that would require considerable attribute scores as to be ineffectual. really the stat scores are rated from 1-5.
These rules are the basic mechanics designed at the regular power level - the superpower stuff will be dialled in later.
On 10/8/2007 at 9:21am, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:
And difficulty levels are fixed. Three levels is enough for all situations I think; anything more and it becomes rather cumbersome to judge a given situation in game terms.
I would add an easy and super hard level to your difficulty chart, just to give GMs a bit more latitude when determining task values. Most GMs probably don't need to be told that they can come up with their own difficulty values, but some may. Adding two more levels to your chart may not cause as much trouble as it could clear up. Just a thought.
signoftheserpent wrote:
The purpose of designing the proficiency idea was to give purpose to attribute scores as half the time in games they re largely useless. Other than to make the dice pool att + skill (which is rather commonplace), or use one to modify the dice pool created by the other, I came up with that.
Its tough to be original. Commonplace rules mechanics are not always a bad thing; they are commonplace for a reason. Personally, I think that game engines need to be balanced according to your game concept (not necessarily reality) and accessible to your players; confusing rules get ditch anyway half of the time, or just cause the game to get shelved.
signoftheserpent wrote:
Unfortuantely it is somewhat flawed; the rationale was to have been that a skill rating in excess of the realted attribute shows a character trained up to and possibly beyond his potential. A skill he has some considerable aptitude in, perhaps. Consider though that at mas levels you would be rolling 6d6. If the Attribute was 4, for example, and the skill 6 it would be either 6d6 or 4d10. So that balance remains. 4d10 grants a greater chance of just succeeding the task but will never give the degree of success that 6 dice can. So it's all relative and not about the scores alone: a character with att 2 and skill 4 is relatively as gifted as someone at 4 and 6, it's just the latter is generally better anyway.
Oh, I don't know how flawed it is. The only real concern I had was when a character had maxed their stat and skill; If you allow those characters to trade a die for one step up the dice chart, that pretty much solves it. allowing characters to opt for fewer chances at scoring higher numbers is attractive when performing tricky stuff, and may draw people to trying more extravagant actions.
signoftheserpent wrote:
The other method was to grant bonus dice to the pool equal to the difference between the attribute and the difficulty if the former was greater, but that would require considerable attribute scores as to be ineffectual. really the stat scores are rated from 1-5.
Agreed. I would steer clear of that. The important part is that your thinking, and all this work may lead to a very interesting and fun game. Keep it up. I'm looking forward to reading more.
Take care,
Ken
On 10/8/2007 at 10:11am, signoftheserpent wrote:
RE: Re: Basic Mechanics
Thanks.
It's best not to worry about the supeorpower aspect of this for now; mainly for the reason I gave above, but also because I have a rather unique approach I plan on using.
The main flaw with the proficiency method is that it really is a bit too abstract.
In respect of being original, I agree entirely. It isn't just a matter of pride for me though, it's about finding the balance between practicality and originality. I could as Im sure most of us could come up with anything but if ti's too abstract, strange or convoluted - compared with the existing systems (which is the point) - then it's a waste of time.
Anyway, I have edited the basic mechanic as follows:
When making a test, the player rolls (Attribute)d6 generating 1 success for each roll that at least equals the difficulty number:
4 (average)
5 (complex)
6 (tough)
7 (almost impossible)
Attributes are rated 1-5. Characters have skill values which are modifiers allowing the player to reduce his dice pool size to increase the size of the dice being rolled by one shift on the following chart:
Skill +1 d8 (basic training)
Skill +2 d10 (extra curricular study)
Skill +3 d12 (studied with the best)
For example: I have Intelligence 4 and Computers +1 attempts an average task of net surfing (difficulty 4). I can take my chances and roll 4d6 and take what I roll – or I can use my skill in computing to shift the die type +1 to d8. if I do, I take a commensurate dice pool penalty and thus roll 3d8. My knowledge in computing has allowed me some choice as to how to proceed given my flexibility in given me the opportunity to trade in some greater measure of potential success for a chance to assure I just accomplish what I’m doing. This system also allows me to achieve at tasks that are more difficult – difficulty level 7 is impossible on a d6 so some measure of attitude is required.
This assumes a d6 standard. I have added an upper level of difficulty. I agree somewhat that 3 levels is, or at least can be perceived, as too few. However adding a lower level is a bad idea simply because it over complicates players doing things they really aren't going to fail at. In real life people can do things they are trained to do or are used to doing (even things like flying jet planes) statistically enough to make this level of difficulty little more than a hassle.
On 10/8/2007 at 10:38pm, Ken wrote:
RE: Re: Basic Mechanics
Another neat idea.
signoftheserpent wrote:
Anyway, I have edited the basic mechanic as follows:
When making a test, the player rolls (Attribute)d6 generating 1 success for each roll that at least equals the difficulty number:
4 (average)
5 (complex)
6 (tough)
7 (almost impossible)
Attributes are rated 1-5. Characters have skill values which are modifiers allowing the player to reduce his dice pool size to increase the size of the dice being rolled by one shift on the following chart:
Skill +1 d8 (basic training)
Skill +2 d10 (extra curricular study)
Skill +3 d12 (studied with the best)
For example: I have Intelligence 4 and Computers +1 attempts an average task of net surfing (difficulty 4). I can take my chances and roll 4d6 and take what I roll – or I can use my skill in computing to shift the die type +1 to d8. if I do, I take a commensurate dice pool penalty and thus roll 3d8. My knowledge in computing has allowed me some choice as to how to proceed given my flexibility in given me the opportunity to trade in some greater measure of potential success for a chance to assure I just accomplish what I’m doing. This system also allows me to achieve at tasks that are more difficult – difficulty level 7 is impossible on a d6 so some measure of attitude is required.
This assumes a d6 standard. I have added an upper level of difficulty. I agree somewhat that 3 levels is, or at least can be perceived, as too few. However adding a lower level is a bad idea simply because it over complicates players doing things they really aren't going to fail at. In real life people can do things they are trained to do or are used to doing (even things like flying jet planes) statistically enough to make this level of difficulty little more than a hassle.
This is an interesting turn from before, but this way really penalizes those with less than average stats. If a character had a score of 2 they wouldn't be able to use more than one shift, so any benefit from having a high ranking skill is lost. If the character only had an attribute score of 1, then they would get no benefit from using skills at all.]
My suggestion would be to keep the die shifts for skill levels, but ditch the part where you loose a die per shift. This gives skills something special, and helps the character no matter what their stats are. It also has fewer moving parts, which is usually good. Your difficulty numbers seem to be pretty in sync with the dice progress; each level is about the average roll for each of the dice your game uses (d6, d8, d10, d12).
Let me know what you think,
Ken
On 10/9/2007 at 7:34am, signoftheserpent wrote:
RE: Re: Basic Mechanics
You make a good point, but the system you propose simply changes the system into an inverse of something like savage worlds. If there is nothing to compensate for rolling better dice you will always roll better dice. If you then naturally scale up the difficulties you change the nature of the system. The point of this system is resource management: your attribute is your resource. What this means is that the character is trained (ie the skill) to better use that resource, but the resource itself is still the crucial factor. It's important to remember that players can choose what and when they use shifts; f theyhave Skill +2 they can choose either to go d6 -1d8 or -2d10.
Now of course this is limited if they have low attributes, but there are two things to consider. Firstly, in rpg's players generally don't make much use of their low end attributes and don't tend to give skills much credence in those areas. Such skills and abilities get used as a last resort. Now granted attribute levels here limit the skill level that a player can have - but that isn't unrealistic; someone with Intelligence 1 is just not going to be much good at academic tasks, no matter how much training he has - certainly not in comparison to level 3. That's just the nature of human ability - and no character can ever be good or shoudl be good at everything of course. So they should have less flexibility in how they can apply theemsleves, that's not unreasonable.
Where it does become a problem is at level 1 where paying points to give a character a skill (which I envisage character generation to employ) for an attribute they have level 1 in (which is rare but possible and I wouldn't want to prohibit it). Not long after I posted this idea I decided to create a base skill rank of +0; this was ostensibly to compensate for untrained use. Skill rank +0 allows characters to use skills without penalty rolling attribute d6 (or 1d6 at least). They don't get shifts, but if the costs for skil levels are appropriately scaled, the system will make sense.
On 10/9/2007 at 9:32am, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:
You make a good point, but the system you propose simply changes the system into an inverse of something like savage worlds. If there is nothing to compensate for rolling better dice you will always roll better dice. If you then naturally scale up the difficulties you change the nature of the system. The point of this system is resource management: your attribute is your resource.
A lot of rpgs (and maybe even yours) require players to spend character points (or some other currency) to build their characters; diverting these resources to skills rather than other traits would be the counter balance to rolling better dice. Its also a form of resource management.
signoftheserpent wrote:
It's important to remember that players can choose what and when they use shifts; f theyhave Skill +2 they can choose either to go d6 -1d8 or -2d10.
Now of course this is limited if they have low attributes, but there are two things to consider. Firstly, in rpg's players generally don't make much use of their low end attributes and don't tend to give skills much credence in those areas. Such skills and abilities get used as a last resort. Now granted attribute levels here limit the skill level that a player can have - but that isn't unrealistic; someone with Intelligence 1 is just not going to be much good at academic tasks, no matter how much training he has - certainly not in comparison to level 3. That's just the nature of human ability - and no character can ever be good or shoudl be good at everything of course. So they should have less flexibility in how they can apply theemsleves, that's not unreasonable.
I get that; and really I don't have much of a problem with it. Its just that since skills don't tack on any bonus that doesn't require you to shed dice, a player could buy a skill up to max and get no benefit if their attribute is very low. Some gamers still model their characters on concept and don't always try to maximize the rules for optimum effect. Also, a character with rank 1 in a stat doesn't have a really good shot at accomplishing even average tasks, and having multiple skills ranks doesn't help. The character building strategy here would be don't buy skills that your stat can't support, but first time gamers or first time players in your game may not get that at first.
signoftheserpent wrote:
Where it does become a problem is at level 1 where paying points to give a character a skill (which I envisage character generation to employ) for an attribute they have level 1 in (which is rare but possible and I wouldn't want to prohibit it). Not long after I posted this idea I decided to create a base skill rank of +0; this was ostensibly to compensate for untrained use. Skill rank +0 allows characters to use skills without penalty rolling attribute d6 (or 1d6 at least). They don't get shifts, but if the costs for skil levels are appropriately scaled, the system will make sense.
I was going to suggest this the other day, but didn't want to add more complexity to your system. Sounds pretty good. Keep it up.
Take Care,
Ken
On 10/9/2007 at 10:03am, signoftheserpent wrote:
RE: Re: Basic Mechanics
Well as far as skill rank redundancy goes, there is of course nothing to be gaine dby having a Skill rank greater than your base attribute, that's true. But then players won't be building their characters that way. I don't see that as a limitation since they will prirotise their scores according to how they want to play their character and so really these attributes and skills are already redundant. It's no more unrealistic than having a system where a character can have an attribute rated at say 1 and a related skill at almost max level.
I think the basic premise is sound, but there is a discrepancy that affects lower attribute scores).
The only alternative to this is to allow a skill score rated in the same manner as attributes and form the dice pool from the total of the two; then allowing up to (skill) shifts within that. Thus a character with Intelligence 1 and Computers 3, rolls the same dice pool as if he had Intelligence 3 and Computers 1; however the former gains >3 shifts while the latter 1.
On 10/10/2007 at 1:44am, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:
Well as far as skill rank redundancy goes, there is of course nothing to be gaine dby having a Skill rank greater than your base attribute, that's true. But then players won't be building their characters that way. I don't see that as a limitation since they will prirotise their scores according to how they want to play their character and so really these attributes and skills are already redundant. It's no more unrealistic than having a system where a character can have an attribute rated at say 1 and a related skill at almost max level.
This is the most important factor right here. If this is the way you want your game to work, then this is the way it should work. As designers, we aren't always trying to model our rules on reality, we are trying to tap into the energy of a given genre or paradigm. I don't know how characters are built in your game, so I'm a bit at a disadvantage at giving advice; I can really only crunch numbers at this point.
Now, having said that:
signoftheserpent wrote:
The only alternative to this is to allow a skill score rated in the same manner as attributes and form the dice pool from the total of the two; then allowing up to (skill) shifts within that. Thus a character with Intelligence 1 and Computers 3, rolls the same dice pool as if he had Intelligence 3 and Computers 1; however the former gains >3 shifts while the latter 1.
I think this is pretty cool, and allows high skill values to augment low stats and still maintains that quirky dice scale mechanic. Personally, this is the way I would go, for one reason; it allows a player to model a character that may make sense in their head, if not yours. There are a multitude of character concepts and ideas out there (sometimes I feel there are a higher concentration in super games, because they seem like a nexus for different genres like fantasy, espionage, science fiction, etc.), and a game that tries to tackle that needs flexibility (or doesn't, I guess). Your example, for instance, would allow for a savant character who really can't access his mental faculties for most endeavors, but is an instinctive wiz at computers. You could also make an old man, who really can't exert himself or move too fast, but is still a crack shot with pistol.
Just some thoughts.
Take care,
Ken
On 10/10/2007 at 7:06am, signoftheserpent wrote:
RE: Re: Basic Mechanics
Thanks.
I'm still not a 100% sure about that second idea simply because it seemed odd to have a 1 attribute and 3 skill guy have the same dice pool as one with scores swapped, even though your examples explain it better!
I think the reasons for the attribute only dice pool idea make sense, but ultimately it is too limiting to have skills only possible at no greater than the attribute. I dunno.
Of course all design is a compromise on reality versus playability, but the point of this discussion is to create something that a) isn't convoluted b) isn't a complete ripoff of existing ideas and c) reasonably realistic as the characters are first and foremost real people. Though they will have what might best be described as superpowers (which aren't the pointof this discussion) they are still humans who function, at least in all other respects, like the rest of us in our world.
This doesn't mean rules have to be accordingly complicated - nor rules system can accurately model life! It means they have to be consistent and realistic.
On 10/10/2007 at 7:35am, signoftheserpent wrote:
RE: Re: Basic Mechanics
I am concerned that the game features a vairable versus a variable and that it might best be served as variable versus constant. Right now it's variable dice pool versus variable difficulty and I'm not sure that statistically (and i'm not going to get overly concerned with numbers because I really don't think it necessary) it works out.
On 10/10/2007 at 11:04am, Ken wrote:
RE: Re: Basic Mechanics
signoftheserpent wrote:
I'm still not a 100% sure about that second idea simply because it seemed odd to have a 1 attribute and 3 skill guy have the same dice pool as one with scores swapped, even though your examples explain it better!
There pools would look the same on the surface, but for different reasons, and only when they are performing the same task (computers, in this case). The guy with the more specific training related to the task at hand would be able to upgrade his dice, allowing fewer chances with better odds of getting a successful result; this also means that he has fewer chances at extra successes. The guy with more ranks in stat has tougher odds of getting a high roll, but more chances of it. The other trade-off here is that the guy with the higher stat gets more dice at everything he does related to that trait; the skill-oriented character only gets the benefit when he is doing something that plays to his training. I think this has a more balanced and elegant flare to it than the alternate.
Since your game is aiming more for real people, I'm not sure that stat aptitude plays as much a part in performing a real world task as skill. I'm a pretty smart guy but don't know a lot about plumbing (because I bought the gaming skill, not the plumbing skill); I may be smarter than a guy who works as a professional plumber (or even a plumber's assistant), but that guy is going to whoop my butt when running a water line. My intelligence is basically going to tell me to put the pipe down and call a plumber.
signoftheserpent wrote:
Of course all design is a compromise on reality versus playability, but the point of this discussion is to create something that a) isn't convoluted b) isn't a complete ripoff of existing ideas and c) reasonably realistic as the characters are first and foremost real people. Though they will have what might best be described as superpowers (which aren't the pointof this discussion) they are still humans who function, at least in all other respects, like the rest of us in our world.
This doesn't mean rules have to be accordingly complicated - nor rules system can accurately model life! It means they have to be consistent and realistic.
Also, you had an idea earlier about adding the value of the skill rank to the result of each die. That idea didn't suck. You would have to reset your difficulty number, but that shouldn't be a big deal. This would certainly be easier to grasp and implement than swapping dice (it just wouldn't look as cool). Also, you would need fewer types of dice.
signoftheserpent wrote:
I am concerned that the game features a vairable versus a variable and that it might best be served as variable versus constant. Right now it's variable dice pool versus variable difficulty and I'm not sure that statistically (and i'm not going to get overly concerned with numbers because I really don't think it necessary) it works out.
I agree. Variable vs. variable is going to be hard to intuit. You had posted a fixed difficulty chart earlier; I would go with something like that.
I know that originality is important to you; I think its important to most designers, but don't let it drive you away from simple mechanics that work.
Good luck. Interested in your thoughts.
Ken
On 10/10/2007 at 11:39am, signoftheserpent wrote:
RE: Re: Basic Mechanics
Here is the best compromise I can find; it is somewhat more complicated (though not much really). The dice swapping idea appeals to me because it gives players choices not usually present in rpgs, rather than rolling a fixed dice pool or value.
One could always base the dice pool off of the skill and use the attribute to function in place of the skill. It's just a matter of perspective.
Difficulty is variable along the chart; that was my concern.
When making a test, the player rolls his attribute value as a dice pool; attributes are rated 1-5. Characters also use their skills to improve their chances of succeeding. Skills are rated from 1-3 to reflect rising levels of competence. Each level allows the player to use better dice. The default is 6, each level of a skill allows the player to shift the dice type one step higher; for instance a skill of 3 means rolling d12 – the highest dice type.
Furthermore players may also shift down from their maximum to the lowest dice type – d6 – in doing so they add 1 to their dice pool per shift. Thus a skill level of 3 would roll d12’s, but a shift of -2 would roll (dice pool +2) d8.
One success is generated on each roll that at least equals the difficulty number:
5 (easy)
6 (average)
7 (tough)
8 (almost impossible)
Skill 1 – d8 (basic training)
Skill 2 – d10 (further education)
Skill 3 – d12 (serious study)
Any dice that roll their maximum can be rolled again adding further potential successes. No dice may open end more times than the skill level concerned. If the player eventually generates at least as many successes as the difficulty level he scores a critical success. This means achieving a greater than normal level of accomplishment with whatever commensurate benefits that may entail.
For example: I have Intelligence 1 and computers 3. This allows me to roll 1d12 when trying to process info on my pc. If I want I can shift through 2d10, 3d8 to 4d6 if I want, depending on the difficulty. If my scores were reversed I would be rolling 3d8 (Int 3 and computers 1) or 4d6.
On 10/10/2007 at 1:37pm, Ken wrote:
RE: Re: Basic Mechanics
Hey-
That is awesome!!! It allows characters to benefit from their stat rating and get a direct benefit from training no matter what their basic strengths are. The downgrading of dice just seems cleaner to me than the upgrading mechanic, and allows for the really gifted character to roll more dice and come out with more impressive successes while performing average tasks. Hurray!
The fixed difficulty value chart should also make play faster and more intuitive.
This is great stuff. Looking forward to seeing more parts of your game, and how they fit into this new system.
Good job, and take care,
Ken
On 10/10/2007 at 1:44pm, signoftheserpent wrote:
RE: Re: Basic Mechanics
Thanks!
I just hope it isn't too convoluted to be practical. It shouldn't be. Beyond this I doubt there will be anything as complex.
On 10/10/2007 at 1:55pm, Ken wrote:
RE: Re: Basic Mechanics
Lets hope; super rules can quickly undo balance in a game, which is only a problem if you seek balance between the super and the ordinary. It seems that powers aren't your focus, so they may be tame enough to include without tipping your system over too much. Looking forward to more.
Take care,
Ken