Tuesday, June 8, 2021

(Over) Simplification


As I write, I am looking to simplify, unify, and clarify whenever possible. One of the places where the existing rules are kind of all over the place is in the ideas of ranges and distances. I’d like ‘one rule to rule the rules’ for this. I’d like to tie these to an existing function in the game; I don’t want to create a new set of numbers to track. There should be some way to use the existing number system to solve this. I start with a ‘normal person’ and build from there. The goal is to minimize the need to consult charts. You should be able to remember the vast majority of rules for the game (because they are consistent and simple), and be able to use just what’s on your character sheet to answer most things.

FYI, I’m not looking to emulate the real world; I’m looking to come up with a system that has internal consistency and verisimilitude; we don’t want to stop the game because ‘that would never happen’. It doesn’t have to BE factually accurate; it just has to FEEL factually accurate. Here are some ideas:

Option One: Tie things to Feats; your move and range are set at your Feat rating x10’. This keeps the scale relatively in check. A normal human has a Feat modifier of +4, so can run 40’ in an action or fire an arrow 40’ without penalty. Seems legit. A level 4 hero (Feat +10) then has a base move of 100’ and can use ranged abilities up to 100’ without penalty. Again, seems pretty good. Gliding allows you to fly at your Feat x10’. Flight allows you to fly at your Feat modifier + your PWR modifier x10’. Speedsters can also add PWR to this; so the level 4 speedster with PWR 20 now has 300’ of travel per action. Since this character is also allowed 10 actions per round, they can travel almost half a mile in six seconds if using all actions to sprint. That works. It’s got some internal consistency.  I like that it naturally scales as you grow in level; you are just faster and can use your abilities at greater range as you go up in level, but it’s nothing crazy.

Option Two: Tie things to DEX. If we go with DEX x10’, we end up with a decent foundation. A normal person has a DEX of 6, meaning that he or she can run 60’ in one action or fire a weapon 60’ without taking a significant penalty. That is a bit far; however, a round is six seconds, and a normal person (level 0) has 1 action per round; if that person wants to run 60’ in 6 seconds, and do nothing else, that seems pretty reasonable. An Olympic sprinter (DEX 12) is capable of running 120’ in six seconds (easy), so it’s not an unreasonable measure. If that sprinter is level 1 (getting two actions per round), he or she now can run 240’ in that time – again, not beyond the bounds of reason. The Olympic archer can fire a bow 120’ without penalty. Again, pretty reasonable. Hyperspeed is where it gets interesting; you get to add your PWR and DEX ratings together. So, our prototypal speedster is rocking DEX 20 and PWR 20, allowing them to travel 400’ per action. Pretending this character is level 4, they are also allowed 10 actions per round; so can travel 4000’ in six seconds; about 2/3 of a mile. All of this feels good, and doesn’t break the game.

Analysis:

To my mind, both work pretty well, and both are agreeable options. I kind of like the Feats one as the default setting, with an option for a talent called “Quickness” that allows you to take the DEX option instead. My only concern with the DEX option is that it further reinforces DEX as the best attribute EVAH, and I’d like to avoid tying even more awesome stuff to DEX. This game is pretty balanced in general, but I do feel like tying range and travel to DEX pushes DEX to be a little overpowered. With the quickness talent, at least you have to spend something to get that perk. Now, your Olympic sprinter is a LOT faster than the regular dude. That works too.

I also like that it gives more options for talents; you can purchase talents that increase your base movement, and that increase your base range. You don’t have to take these things, but they are there if you want them.

By the way, I really like a subtle shift I made to character progression; instead of an automatic +1 bump to one attribute and 1 talent each level, you get 1d4+1 talents each level, and a +1 bump is one of your options. This gives a little more flexibility in character building, but it also makes it possible to get to 20+ ratings in more than one attribute if that is really your focus. However, this also means that the game needs a robust set of talents so that you have meaningful options every level. If it’s a quirky talent that only a few people might want to take, then I don’t want to put it in. I am okay with only 20 talents in the base game rules, as long as those are 20 genuinely good options. They can be pretty flexible: receive +1 to one attribute; receive +1 to AC; receive +5 to hit points; receive +2 to your Feat rating for move; receive +2 to your feat rating for range; receive +2 to your Feat rating to resist mental attacks; receive +1 to attacks; shift up one die for one of your gifts… that list alone gives dozens and dozens of options.

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