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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