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MrStabby
2021-03-16, 06:45 PM
So I was having some ideas about a system. It is obviously early days and I am not yet looking too much for feedback on specifics but would love some comentary on the overall themes, especially anything you think I have not thought about. If nothing else I might use this thread as a repository for my own thoughts.

And no, I don't think that I am going to publish and make a fortune or anything like that, but rather just enjoy it as a) an interesting thought excercise, b) a chance to discuss such things here.

I suspect a lot of ideas won't be original - having played too few other systems I can't really avoid that - but better to discuss the actual mechanics than to say "take a look at XYZ system that does this"; after all going away and reading the answer elsewhere neither provides the stimulation of working things through myself nor discussing them. Mostly my experience is D&D (a bit of 2nd, bit of 3rd lot of 5th) and I suspect it will show (if only when using it as a point of reference).


I have a few guiding principles that I am trying to follow:

1) Simple is better but it trades off against flexability and customsiation and a feeling off differentiation. Where it doesn't always go simple. My broad target is a little more complex than D&D 5E but significantly less complicated than 3E.

2) Complexity at the table is worse than complexity away from the table. Is someone needs a spreadsheet to build their character thats... OK I guess. If someone needs a spreadsheet to play their character - that's a hard no.

3) Balance is important. Flavour is easier to add on the bones of a well balanced set of mechanics.

4) Diversity in character/playstyle is a good measure of success.

5) Build combat first, not because it is more important than other pillars but because it determines the structure/balance that other elements will have to fit around.



So I am not preenting a set of game rules here, but more trying to get feedback on some concepts.

A lot of effects on sliding scales. 5th edition has a range of conditions that could make sense as a scale: grappled, slowed, restrained, stunned, paralyzed, petrified... and then the effect of haste on the other side. Rather than having a lot of spells that don't interact have a smaller number of spells that instead are incremental. So a "slow" spell that asks for 5 saves and then advances an enemy a number of points up the track equal to the number of failures. This would allow haste to offset the spell somewhat (and vice versa) but would also allow for less all or nothing type effects that pass/fail/legendary saves produce. Saving well against a powerful spell can be more likely but can still give a muted effect.

So scales can be: a slowed/restrained scale, a wounded scale, a madness scale... I wouldn't want to go overboard on this though.

Speaking of which, I am seing a number of spells be multiple saves - so a fireball might be make X saves, take Y d6 damage where Y is the number of failed saves.



Reduce stats to 4
Athleticism - roughly analagous to D&D's dexterity and strength
Resilience - analagous to constitution, also will determine stamina
Wit - quick thinking, a combination of charisma and intelligence
Wisdom - slower, deeper thinking and analysis, a mixture of D&D's intelligence and wisdom

I think that this bare bones approach still offers enough scope for customisation.


Spells will now have a casting stat rather than a class having a casting stat. So if you want to play a blasting wizard your spells will predominantly use wisdom and you are likely to prioritise wisdom. As a wizard you will still have access to illusion spells, but they will be intelligence based so you are likely to be less good at them. The aim is to avoid any character being able to cover all the bases better than any other through the right choice of spells and to encourage more specialist/narrower themed casters than D&D's omnimancers. Each stat will have spells associted with them.

Athleticism will be spells that need attack rolls. Throwing firebolts for wizards, divine smites for clerics/paladins, lashing vines for druid type characters.

Resilience will be drawing on your own suffering to protect others. This will empower healing and "abjuration" type spells - wards and protective magics.

Wit will be for those spells where it makes a difference whether a target is living or inanimate: enchantment, illusion but also a lot of necromancy will sit here

Wisdom will be for those spells where there is no mind/spirit in play - your fireballs, your walls of stone, your control weather spells.

I am hoping that this structure will enable fewer classes, but each to be built in more ways. So for example you can play a cleric - if you want a classic paladin type character you can grab some fighter multiclass but put your good stats into athleticism and resilieince to make you good at smiting and good at protecting those around you. If on the other hand you put your strong stats into wit and wisdom you would be calming emotions and blasting with holy fire. Hopefully if every stat has something to offer then each combination should also be viable.

I am debating eliminating numerical stats and just replacing them with levels: Superb, high, mediocre, poor, and at character creation you just rank them.



Access to spells will be through something I am calling traits. So for example "raise dead" as an effect might have a level of 7 and the traits of divine and necromancy. This would mean that to have access to the spell a character would need to have some combination of divine and necromancy traits that would add up to 7. So a single class cleric would get access to the spell at the same time as a multiclass cleric/necromancer. Multiclasing would therefore limit the range of higher level spells you can access without eliminating access to higher level magic altogether. Traits could be gained from class, race, background and feats - sometimes by default and sometimes as a choice (say taking a wizard level gives you an aracane point ans one point from a school of magic of your choice)

I would intend for spells to interact with, rather than replace skills. A "Bigby's Hand" type spell would create a diesembodied hand that would have strength equal to the caster's (+/- an amount depending on the spell level). "Invisibility" as a spell would boost the stealth skill rather than directly making the target invisible. Skills themselves would have scope for criical success to achieve the truely remarkable - i.e. a sufficiently high stelth check would actually be invisible, a sufficiently high strength check could shatter stone, a sufficiently high perception check would identify the location of everyone in the next room from their heartbeat and so on.

For spells known I am thinking to divide them up amongst Major and Minor themes. A Major spell is a broadly useful spell that you will use a lot and that will scale well as you level up - something like fireball. A minor spell might be better though of as a niche spell - invisibility or raise dead effects would fit this bill. As each class would get a certain number of each of these that would scale with level you will build up a collection of big theme spells and a more extensive library of spcialist solutions.


Martial characters will have some similar elements to spellcasters. Some weapons, skills, stances and strikes will need certain traits as well. Some traits will be relatively neutral such as Law or War so there is no need to have a magical character to pick these up. Others might be things like Deciet that would enable both rogue-like abilities and illusion type magic.

Likewise these elements of martial prowess may sometimes be dependant upon a range of ability scores - I see monk type stance mechanics being dependant upon wisdom, ability to launch anatomically devastating strikes against an enemy being tied to intelligence and so on. Some abilities will be passive, some limited and some expending stamina...


I want stamina as a resource. I am thinking you have a pool of stamina (and a maximum level) and it tops up an amount each turn depending on your resiliance. Some abilities will cost resilience to use - representing a particular exertion. When you take damage you can also block some of it using resilience left in your pool. In this way you can be beaten down till you are vulnerable and you need to trade off using your stamina in offence to end a fight quickly vs holding back to block more effectively. The relative size and impact of this is still something I am thinking about - it will have some major balance implications.

More martial focussed characters will also have more flexability through weapon choices and decisions about what to specialise in. More weapons will have (simple) special rules to them such that a differently equipped character will play differently. Also there will be more strengths and weaknesses to them to make fighting with the wrong weapon somewhat disadvantagious.



I have a few open questions/challenges.

1) How to handle healing? So healing is often a bit of a dull mechanic and healing isn't as fun as it could be. I think to be fun, it shouldn't just matter how much you do but also how you do it and who you heal. I would like it if there were some limits that came into play at different damage levels so you need to avoid pop up healing as people near death are more limited, but this adds an extra element of bookkeeping and monitoring if you constantly are rocking back and forth accross different thresholds.

2) How does the game handle money/treasure. So there is a trade off again here. You want treasure to be exciting - i.e. there is a high marginal value to treasure. I also want most character strength to come form the character being awesome rather than just owning awesome stuff. How should consumables be embedded into classes? Should there be abilities such as getting extra benefits from healing potions etc. to encourage expenditure? How do we ensure that the rules work in both low and high magic item settings?

3) What is the optimal length of combat? In 5th edition length tends to be about 4 rounds. How do we have a system where it isn't just a race to do a load of damage as quickly as possible but that pacing can also be slower and more tactical?

4) Any particular tips on how to ensure that each character has multiple different things that it is optimal to do (under different circumstances), so that specialism is possible, even good, but you have to sometimes do things other than to use you single best ability over and over?

5) How much of the setting should be baked into the rules? So for example in D&D there are domains for cleric but you can use them with any setting's gods, on the other hand druid wildshape and animal conjuration presumes that there are certain beasts in the world to be summoned and the paladin assumed there are such things as undead and fiends such that divine smite bonus damage works.

6) Should there be class spell lists? I am leaning towards No. That the trait system should be enough.

7) How should spellcasting and martial ability differ between classes to help make them distinct?

8) What type of spellcasting should there be? Should this vary class to class? (I touch on this a bit later)

9) How to deal with the equivalent of D&D 5E advantage. So 3rd edition had a bucketfulls of bonuses that got added in different combinations - this was sometimes a bit confusing (not least for the DM looking on in bewilderment) and slowed down play. 5th edition has advantage and disadvantage which is somewhat binary and lacking in nuance (i.e. you cant add +2 or +3) but is quick and does create some interaction with things like critical hits and is very quick. I am leaning towards a bonus to a roll, the size of which is determined by abilities. So a rogue type character might get more of an advantage attacking from the shadows than a soldier reflected by abilities that give a bigger bonus. Not entirely sure though.

10) What to do about summons, pets etc. What stat should govern spells?

11) How to handle the action economy (again, touched upon later)




Classes
These are the rough classes I have in mind:

Gladiator: A fighter whose special emphasis is flexability. A jack of all trades when it comes to weapons, with abilities for quickly swapping them around and the broadest range of proficiencies in the game including with the most exotic weapons. Has access to a great set of combat tricks and techniques.

Soldier: A disciplined fighter with the best armour related abilities and good combat abilities. Access to some unique support abilities to protect, enchance and direct comrades in arms.

Trickster: The rogue with a supernatural set of abilities to sow chaos and confusion. Master of stealth and the shadows can be exceptionally dangerous making attacks whilst unseen or against a distracted enemy

Priest: Divine spellcaster - in addition to a somewhat narrow divine spell list will have deep access to another trait. Likely to have a good selection of major spells but a narrower selection of minor spells will limit versatility.

Magus: Arcane Caster - Deep access to the arcane tradition or an elemental tradition with broad but shallow access to multiple other traditions. Narrow selection of major spells but many minor spells means that the magus will often have just the right trick to fix a situation.

Ocultist: Witch and warlock wrapped up together. Deep access to a choice of Occult, Infernal, Shadow, Nature and prophesy disciplines, this class will have an emphasis on preparation - preparing the right spell, the right potion, scrying, setting traps. I anticipate this to be designed as a rewarding class for higher system mastery.

Paragon: The exemplar hero of your culture. Bonuses that are scaled versions of racial and cultural abilities, deep access to racial traditions and bonuses to ceremonial weapons and armours. An all round class but also able to provide a useful add-on to other classes in a multiclass character.



Traditions
These represent the spells and abilities that need certain class traits to be able to use. Many of these will have both spells and martial abilities tied to them

Arcane
Divine
Good
Evil
Death
Nature
Light
Occult
Eldritch
Shadow
Trickery
Law
War
Fire
Cold
Storm
Suffering
Infernal
Prophesy
Stone
Ethnicity (i.e. one for human, one for dwarf etc.)

Example Ability
Shadow Strike
Level 8
Traits: Shadow, Trickery, War, Goblin

Cost: 3 stamina
You make a single weapon attack against an enemy. In addition, should that attack hit, they must make 4 resilience saves, and for each one failed they take an additional 2d6 damage. If they fail 3 or more saves advance the target one step on the critical injury track.

So this ability would be accessible to warriors (who would get easy access to the war trait, Rogue type characters (access to trickery), certain casters (if you have access to the shadow trait and selected to invest in athleticism). Goblins would get access to it a bit sooner (assuming your race gives you a point or two in its corresponding trait).

The effect uses multiple saves to determine outcome to avoid an all/nothing scenario too often. It references a track (like the example upthread on the hasted to petrified track) which might provide debilitating effects and it adds a degree of situational usefulness to abilities - it is probably underwhelming against tough enemies but becomes rapidly better as your odds of getting 3+ save failures increases. I also envisage some specialist feats/abilities/things that would give something like "whenever you force one or more saves from a spell of type X, instead force that number of saves +1", which can help scaling.






I wanted to add a bit more about the two big questions I am having difficulty with: spellcating style and action/stamina economy.

For spellcasting I could see:
1) Full vancian casting with prepared spells
2) 5th ed style casting - limited subset of spells but can use spell slots on any of them
3) Spell points rather than spell slots for more versatility
4) At will resource-free casting.

Now there isn't a balance issue per se with any of them, more relaxed casting can have effects toned down so the net effect is everything is inline. My problems with each are:

Full Vancian/5E vancian - I want few enough spells that it feels like selected spells are an important thematic part of the character. Dropping them out feels a bit wierd. Also, if there are spell slots of different levels then either the higher level ones are tightly restricted... or they are not. If they are tightly restricted then it feels like they should be pretty powerful to warrent their rarity - if they are then you run into a problem where one PC can dominate a few encounters per day and leave others underwhelming. If there is a pretty liberal restriction then why bother - if top end resources won't run out then why track them?

There is potentially an option here where ALL spells scale pretty well with level so the top level ones are only a little bit better - enough to get an edge rather than to dominate.


Spell points - more flexible than spell slots but oh so much riskier. With spell slots you maximum efficiency is determined by your most efficient spell of each level. With spell points where you can redistribute power between levels your maximum efficiency is determined by your most efficient spell. One mistake and you can screw a game right up.

At will saves all bookkeeping, and might be very efficient but undermines somewhat the feeling of progress as you level up. Either there is no qualitative change in what you do or you leave behind what you were doing before with no feeling of character continuity.

Potentially it could vary between class but this is all a little bit more complicated as the end result should still multiclass effectively. If spells are more tied to traits than classes then

Multiclass asside I could see something like:

Priest: At will casting of major spells. A pool of points available to add further upgrades to the spell (so the spells grow in power weakly with priest level but can be enhanced with these points to make them more powerful. Minor themed spells (which are the specialist elements) can only be cast by also using this pool of points. At will casting would mean healing spells would need to be pushed to the minor themes if hit-point attrition is ever expected to be a thing.

Magus: At will casting of major spells. Also adds to the pool of points for further upgrades. Minor themed spells are pure vancian (as they will get so many this is a bigger boost in resources but it also encourages their use as there is no opportunity cost to the resource.

Occultist: At will casting of major spells. Minor spells are pre-purchased using spell points, and the palyer choses how much to spens on minor themed spells each rest they take.

Paragon: Slower spell progression and all spells are treated as at-will major spells (but no race should provide a route to healing spells)

I see the martial abilities all using stamana and so with a common resource they should be easy enough to pool; there is a seperate challenge there of ensuring that lower level ones are not completely superseeded.



The other big open question is around action economy. How much, and of what, should you be able to do in a turn and how flexable should this be?

I like 5th edition. The movement, bonus action, action, reaction set of resources is neat, it is clean, it is simple. What it does do is limit some flexability but also some avenues of specialisation.

If there were a budget (say a turn takes 6 seconds and you get 6 seconds to assign) - you could split this between attacks, movement spellcasting and different actions could take a different length of time; it opens up classes to speeding up certain actions with a degree of granularity 5th edition doesn't provide. I like the idea of greater granularity and the tactical opportunities it can provide but I can also see it slowing down play at the table as each person tries to solve their own Knapsack Problem as they divide their time amongst different actions.

noob
2021-03-20, 07:52 AM
If there were a budget (say a turn takes 6 seconds and you get 6 seconds to assign) - you could split this between attacks, movement spellcasting and different actions could take a different length of time; it opens up classes to speeding up certain actions with a degree of granularity 5th edition doesn't provide. I like the idea of greater granularity and the tactical opportunities it can provide but I can also see it slowing down play at the table as each person tries to solve their own Knapsack Problem as they divide their time amongst different actions.
so you want time segments in turn like in older edition

MrStabby
2021-03-20, 08:32 AM
so you want time segments in turn like in older edition

Honestly, I am not sure.

Ideally what I want is a system that has a rich set of options to chose from each turn which are tactically distinct but doesnt slow the game down too much.

In reality there is a trade off between complexity and speed. Give people the option to chose between an exploding number of options and it will take longer to chose. After a certain point flexability is less important - the difference between say attacking, running 20ft and looking for an enemy and attacking and running 30ft is probably not getting too hung up over. On the other hand someone just taking the same action, turn after turn after turn is more of a worry for me.

Time segments are a relatively intuitive way of providing a budget and a great way to to provide meaningful upgrades to an action for a character by cutting the time so that is attractive. 5th edition does support this through things like the rogue's cunning action allowing hiding as a bonus action rather than an action, but this is not particularly granular - cutting an attack action from 3 seconds to 2 seconds on the other hand is something that could be more widely used.

I guess you can mimic this a bit with things like "when you take the attack action you can move 10ft or cast a spell of 2and level or lower" or whatever is needed to be lumped together.

What I would love to hear about is where this went wrong before. What were the perverse incentives this creates? What problems arise? What, if anything, did it solve?

Dienekes
2021-03-20, 08:48 AM
Maybe look at pathfinder 2e’s three action turns?

In PF2 every turn is made up of three actions. And everything is either free or one or more of these actions.

Making an attack? An action. Moving? An action. Casting a spell? Somewhere in a range of one to three actions.

It’s a pretty neat basic system to play around with. Though PF2 had some weird problems with it, such as making just having your shield be used take up an action. And a lot of spells taking up more actions than they probably should.

But I think it has potential if your goal is to make more diverse turns. You just have to make certain there is some incentive not to make the optimal turn “Just do your best spell/attack three times in a row.”

MrStabby
2021-03-20, 11:48 AM
Maybe look at pathfinder 2e’s three action turns?

In PF2 every turn is made up of three actions. And everything is either free or one or more of these actions.

Making an attack? An action. Moving? An action. Casting a spell? Somewhere in a range of one to three actions.

It’s a pretty neat basic system to play around with. Though PF2 had some weird problems with it, such as making just having your shield be used take up an action. And a lot of spells taking up more actions than they probably should.

But I think it has potential if your goal is to make more diverse turns. You just have to make certain there is some incentive not to make the optimal turn “Just do your best spell/attack three times in a row.”

That seems reasonably closely aligned and a decent match to what I was thinking of.

I have never played pathfinder (or pathfinder 2) so I dont know how they work. They are based on d&d 3.5 from what I heard?

And yes, I am very keen to avoid the issue of the same spell or attack 3 times in a row... I was thinking that for martials there would be two resources - time and stamina, that would need to be balanced in a turn which might help. A particularly effective use of time might be stamina inefficient (I was seeing stamina as something that would recharge each turn and would also be useful for blockng/damage mitigation), so you might only need it once... but then it might still be the same pattern of three actions over and over again. One thing I do want to include is some niche but effective actions for each class, or at least some conditional options that would entice people to use them when the opportunity presents itself.

Do you think three actions is enough? Should movement be an action by itself (thinking that it complicates the balance of ranged and melee if you lose out on an attack by needing an action to move). I was also thinking of a move allowance for each action as well - an attack lets you move 10ft when you make it, a charging attack let's you move 20ft, most spells let you move 0ft (and many may take multiple actions) and so on.

What would be fun to play?

noob
2021-03-20, 03:33 PM
Spells could have action costs balanced with their power.
Ex: a spell that boosts the speeds of all your allies at once(like some sort of mass expeditious retreat) is very powerful and would probably cost more actions than for example just casting a spell that deals damage to a single target and the high end single target spells would get to have action costs balanced so that by casting those you would not exceed the output of more specialised characters.
As for movement being an action and mobile attacking still being encouraged you could just say that melee attacking by default includes some movement.

Dienekes
2021-03-20, 05:25 PM
That seems reasonably closely aligned and a decent match to what I was thinking of.

I have never played pathfinder (or pathfinder 2) so I dont know how they work. They are based on d&d 3.5 from what I heard?

And yes, I am very keen to avoid the issue of the same spell or attack 3 times in a row... I was thinking that for martials there would be two resources - time and stamina, that would need to be balanced in a turn which might help. A particularly effective use of time might be stamina inefficient (I was seeing stamina as something that would recharge each turn and would also be useful for blockng/damage mitigation), so you might only need it once... but then it might still be the same pattern of three actions over and over again. One thing I do want to include is some niche but effective actions for each class, or at least some conditional options that would entice people to use them when the opportunity presents itself.

Do you think three actions is enough? Should movement be an action by itself (thinking that it complicates the balance of ranged and melee if you lose out on an attack by needing an action to move). I was also thinking of a move allowance for each action as well - an attack lets you move 10ft when you make it, a charging attack let's you move 20ft, most spells let you move 0ft (and many may take multiple actions) and so on.

What would be fun to play?

I would personally not go above 4 actions per turn. Three seems an adequate number to me, but in 3.5 and even 5e it’s trivial to get more than that. But for each segment of a turn you will be slowing down the rotation of turns for every single person.

For movement in melee vs range. What I’ve seen some games do to sort of help this balance is breaking up how they divide their “set up.”

A melee character must move to the next enemy to attack. I’ve seen some games put an Aim ability as no more than one action, that allows the ranged character to do cool things. They still can “shoot from the hip” if need be to hit as many times as possible. But with some ingenuity you can make taking the time to Aim against specific enemies open up exciting tricks and benefits that the ranged character will want to do, while mirroring in some ways the need to move like a melee character needs to.

I’d also personally make movement work like 5e in that it can be broken up. Let’s say a single move action equate 20 feet of movement, if they only go 10 feet they still can use the remaining 10 feet anytime until the end of their turn without wasting more actions on movement. Unless of course they need to move more than 20 feet, or whatever the movement per action ends up being.

As to some stamina marker. Could work. But I’d need to see it in action.

MrStabby
2021-03-20, 06:03 PM
Spells could have action costs balanced with their power.
Ex: a spell that boosts the speeds of all your allies at once(like some sort of mass expeditious retreat) is very powerful and would probably cost more actions than for example just casting a spell that deals damage to a single target and the high end single target spells would get to have action costs balanced so that by casting those you would not exceed the output of more specialised characters.
As for movement being an action and mobile attacking still being encouraged you could just say that melee attacking by default includes some movement.

Yes, that's the plan.

Actions to be balanced by the resources they use - be it spell slots (or equivelant), stamina or fraction of a turn it takes.


One thing I like about the multiple actions thing is that it allows for more slow effects - going down an action will hurt without being utterly crippling.

MrStabby
2021-03-20, 06:44 PM
I would personally not go above 4 actions per turn. Three seems an adequate number to me, but in 3.5 and even 5e it’s trivial to get more than that. But for each segment of a turn you will be slowing down the rotation of turns for every single person.

For movement in melee vs range. What I’ve seen some games do to sort of help this balance is breaking up how they divide their “set up.”

A melee character must move to the next enemy to attack. I’ve seen some games put an Aim ability as no more than one action, that allows the ranged character to do cool things. They still can “shoot from the hip” if need be to hit as many times as possible. But with some ingenuity you can make taking the time to Aim against specific enemies open up exciting tricks and benefits that the ranged character will want to do, while mirroring in some ways the need to move like a melee character needs to.

I’d also personally make movement work like 5e in that it can be broken up. Let’s say a single move action equate 20 feet of movement, if they only go 10 feet they still can use the remaining 10 feet anytime until the end of their turn without wasting more actions on movement. Unless of course they need to move more than 20 feet, or whatever the movement per action ends up being.

As to some stamina marker. Could work. But I’d need to see it in action.

So for stamina (working from the bottom up) I was thinking you get an amount of stamina that relates to your reslience score each turn and a stamina cap (that also relates to the score). Some abilities will consume stamina, and owerful abilities will use more than you will recover in a turn. You will want to use these at the right point in a fight as you won't be able to use them every round. Say an "execute" ability that will do extra damage to an enemy below a certain number of hit points - sufficient to kill them. You want to save the right amount of stamina for your great moves and be efficient but effective earlier on. Or you might have an ability that does extra damage to an enemy whist they are being flanked (no thought given to whther flaking would even be a thing, just an example) so you want to time the use for being well positioned. At the same time you can expend stamina for damage reduction - deflecting blows and blocking. Running low on stamina will leave you very exposed and actual flesh injury could be debilitating. I was hoping that "healing" type effects would help stamina as well so that it would enable characters to be more agressive in their use of abilities.

Tying stamina to resiliance is somewhat a way to balance MAD builds - if you are going to pick up juicy combat abilities based on your Wit and you are making attacks with your Athleticism score then you will have less stamina to use on defense and your martial manouvres.

I prefer to push some of these things towards the end of combat - I find in D&D that too often all actions are a bit front loaded. Do as much damage as possible early in the fight, lead with your biggest spells etc.. By having more situational abilities I am hoping to promote a bit more tactical opportunism.

It is worth noting that I am imaganing a much simpler system for the DM and monsters - a few actions, a move speed, some HP. No tracking of reniewable resources for ease of use.



Continuing to work up... Breaking up movement. Absolutely. Moving then standing around in one spot doing nothing bacause there are no more targets in reach just seems silly. Maybe some specific "use all at once" special movements like leaping or teleportation will creep in but it shouldn't be the norm.

An aiming ability - I really like it. It opens up archery as a more interesting tactical option. So an action that lets you make special shots against that target with your other actions? I like it. Possibly even doing something on your next turn, so you need to anticipate what you will want to do? Or maybe next turn is too extreme - you aim and the rest of your turn moves later in the turn order but in exchange some massive benefits? There are so many ways I think this could work - and with a balance between cool stuff you can only do whilst aiming and cool stuff you can only do whilst moving picking the right style for an archer could be fun.

On number of actions per turn - three does seem good. Possibly add D&D 5e's reaction as well. This should allow for balancing even very powerful abilities. Some actions that might seem to not quite be worth a full action might be compensated with a little extra movement.



Does anyone have any thoughts on what works well in terms of richer tactical positioning in combat? I mentioned flanking before, a somewhat dangerous mechanic that I am in two minds over - but also things like opportunity attacks. 5th edition free orbit of enemies and an action to disengage vs 3rd edition where any move within the threatened area prompts and attack. I was thinking maybe something like the 3rd edition version but instead of sacrificing an action you had to sacrifice movement to safely disengage (even to move sideways). I am not sure what the right balance is between enabling tanking by having the front-lines be sticky and enabling more positional play by keeping combatants free.

MrStabby
2021-05-10, 07:54 PM
Right... so I have been building some of the sliding scales for conditions.

I want something not too complicated - so not too many scales with too much graduation on them but also a set that would work for both martial and caster elements.

All positive modifiers are cumulative

Paralysation Table - Stat=Resilience


Number
Name
Effect


-1
Hasted
You add 10 to your movement speed, used increased armour class1


0
Normal
N/A


1
Slowed
You halve your movement speed, used reduced armour class


2
Stunned
Count athleticism as a Poor stat2


3
Paralyzed
Target is unable to act and recieves double damage from attacks using athleticism


4
Petrified
Target is a statue, unable to act at all and will remain this way until destroyed or released by magic



1 - I like D&D 5th edition advantage/disadvantage but it has some drawbacks. It is mostly identical between different characters. I am keen that some characters be able to be better at exploiting combat tricks and to invest in that and get better returns. Advantage is then a bonus that changes from character to character. This is similar but for armour. A plate armoured fighter might have an AC of 20 with a raised and lowered value of 22 and 18 respectively - representing that speed, awareness etc. has a modest effect on the difficulty of landing a blow on them. A more dexterity focussed character might have an AC of 19 with a lowered value of 15 and a raised value of 23 - usually easier to hit but if you are blinded or they are hasted then they are even harder to hit than the plate armoured fighter. The idea being that as these things are all pre-calculated they don't slow down play at the table much whilst still adding to character options in a pretty natural way.

2 - I am leaning towards stats just bien tiered. One Poor, One Mediocre, One Good, One Excellent for the 4 stats. This would correspond to simple bonuses. Counting athleticism as a Poor stat would make this very effective at taking down some fighter type characters that rely on it, much less useful against the type of caster that doesnt need this.

The aim is that spells will push you up or down the table. A "Haste" spell would set your speed to -1. A Slow spell would increase your paralysiation level by a number corresponding to the number of failed saves up to a maximum of 2. A petrification spell would raise the number on the table by the number of failed saves to a maximum of 4... so if you want to petrify someone then it can be useful to have a barrage of spells to slow them down first - slowed targets are easier to petrify.

The "Stat=Resilience" part says that you can shake of an effect with a successful resilience check which you can make at the end of each turn (assuming you are not petrified) - lowering your score to a minimum of 0. This last bit requires some work done to determine DC - because spells have pooled effects there might not be a unique DC to apply. It may be that there is just a flat DC for all spells and abilities - the difference between a save from a goblin and a dragon isn't the DC but rather the number of attempts made by each that you must save against.

The spell or ability that causes a save/advancement on the table may call for a different stat, but for simplicity to reduce the effect it is always the stat on the table.

Wounding Table - Stat=Resilience


Number
Name
Effect


-1
Invigorated
You restore 5 HP at the start of each of your turns


0
Normal
N/A


1
Bloodied
Take 5 necrotic damage at the start of each of your turns


2
Wounded
Make attacks with lowered stats. Take 5 necrotic damage at the start of each of your turns


3
Internally Bleeding
Take 10 necrotic damage at the start of each of your turns. Your movement speed is halved


4
Mortally Wounded
Take 15 necrotic damage at the start of each of your turns, take only one action per turn1



1 - Because each of these entries are cumulative "mortally wounded" will be doing 30 damage per turn. This table will be of particularly relvent to "rogue" type characters who will be focussed on smaller weapons with debilitating strikes.


Fear Table - Stat=Wisdom


Number
Name
Effect


-1
Audacious
When you move more than 10ft to close with an enemy, if you attack then your target uses their reduced armour class. Your wisdom is considered Good if it would be lower1


0
Normal
N/A


1
Shaken
You use your reduced attack roll


2
Cowed
You cannot move closer to an enemy. Your Wit and Wisdom stats are considered Mediocre if they would otherwise be higher2


3
Terrified
You use all of your movement each turn to run away from your nearest enemy, stopping short of any dangerous terrain


4
Gibbering
Whenever you take damage you take an additional equal amount of mental damage



1 - Getting a class that can periodically set your moralle to Audacious is somewhat equivalent to the D&D barbarian rage in terms of theme. Shaking off fear and as long as this remains up, you are resistant to a lot of mental targetting effects (and likely resistant to a lot of things that impact morale.

2 - yes, this will both affect your likelihood of further failed saves and the difficulty of recovering your morale. If you are a caster it may also make some of your spells easier to resist.



There may be others to come - but this is the path I am going down for now.

MrStabby
2021-05-13, 06:45 PM
Having worked through these I think that an obvious step is to make one table for each stat so all key stats are good at overcoming something.

I think that paralysation should move to athleticism. It is the table that slows and restrains and physically diminishes capabilities. Whilst resilience kind of works it seems a natural one to shift.

The wounding table sticks with resilience. This seems apt for the ability to pick yourself up after a major wound. This table might also be refluffed to cover poisons and similar.

The Fear table still works as is keyed off wisdom.

The missing stat is Wit, and here is where I need a little bit more inspiration.

I want this table to be either (or idealy both) of:

1) A trickery type effect. Fey enchantments that sow chaos and general unpredicatibilty around actions. Ideally in a way that doesn't bog the game down to much and still represents a kind of afliction (without being too anoying).

2) Curses. Good old fashioned curse. A doom table.

Honestly, this is causing me a headache. I want something that feels esoteric and metaphysical. We have two physical effects, a psychological effect but I want something that feels more spiritual. Something that captures fate and luck and portents... but my first attempt at this was a really boring set of numeric penalties. This should be the most interesting but turned out to be the most boring.

I looked at dropping the cumulative element for this table. This then gives the opportunity for a bundle of different curses that are all different and of different severity... but this can leave the odd distinction of sometimes a higher level on the table would be less effective than a lower one (and keeping track of this and making decisions would become a real problem).

I need a theme that is strong enough to be prevalent in a game, something that can support multiple levels of doom and can be mechanically turned into rules. Something where recovery is tied somewhat to wit, quick thinking and charisma.

Any suggestions?

noob
2021-05-14, 03:17 AM
Having worked through these I think that an obvious step is to make one table for each stat so all key stats are good at overcoming something.

I think that paralysation should move to athleticism. It is the table that slows and restrains and physically diminishes capabilities. Whilst resilience kind of works it seems a natural one to shift.

The wounding table sticks with resilience. This seems apt for the ability to pick yourself up after a major wound. This table might also be refluffed to cover poisons and similar.

The Fear table still works as is keyed off wisdom.

The missing stat is Wit, and here is where I need a little bit more inspiration.

I want this table to be either (or idealy both) of:

1) A trickery type effect. Fey enchantments that sow chaos and general unpredicatibilty around actions. Ideally in a way that doesn't bog the game down to much and still represents a kind of afliction (without being too anoying).

2) Curses. Good old fashioned curse. A doom table.

Honestly, this is causing me a headache. I want something that feels esoteric and metaphysical. We have two physical effects, a psychological effect but I want something that feels more spiritual. Something that captures fate and luck and portents... but my first attempt at this was a really boring set of numeric penalties. This should be the most interesting but turned out to be the most boring.

I looked at dropping the cumulative element for this table. This then gives the opportunity for a bundle of different curses that are all different and of different severity... but this can leave the odd distinction of sometimes a higher level on the table would be less effective than a lower one (and keeping track of this and making decisions would become a real problem).

I need a theme that is strong enough to be prevalent in a game, something that can support multiple levels of doom and can be mechanically turned into rules. Something where recovery is tied somewhat to wit, quick thinking and charisma.

Any suggestions?
Odds of unforeseen consequences and events.
The more doomed you are (basically how damaged your wit is) the more unforeseen consequences there is to your actions and the more events you did not foresee interrupts your plans(ex: you try to enter the prison to release prisoners but you did not know this prison had increased security today due to the fact they brought here recently a high danger prisoner they were bringing to a specific prison that stays for the night with the guards that were escorting them)
It represents a mix of your character being less able to use their wits to make sure their plans and actions have more predictable results / foresee more things that can happen and of your character being "cursed" in some way.

Maat Mons
2021-05-14, 04:53 AM
I've only skimmed, so take everything I say with a heaping spoon of salt.

So, if a multiclass character boosts Athletics, they get better both at face-punching and throwing fire bolts? And if a character boosts Resilience, they get better both at blocking with their chest and conjuring magical barriers? Boosting Wit makes the character both more charming and more necropotent? Wisdom is both for chess skill and incinerating an area? I'm not sure I see all of those correlations.

Why is the guy who's good at aiming his fire blasts also necessarily strong? How does being healthy predispose you to curing disease? Why does studying death magic make you sexy? Why do you have to be a "deep thinker" to throw a good fire ball?

Fire blast and fire ball being on different stats feels weird.

Wisdom seems to have a more versatile selection of spells than Athleticism or Resilience. Fireball is offense, Wall of Stone is battlefield control, and Control Weather is utility.

Minions are offense, defense, and utility all in one. So if you're keeping those particular Enchantment and Necromancy spells, Wit is also looking very versatile.

MrStabby
2021-05-14, 08:37 AM
I've only skimmed, so take everything I say with a heaping spoon of salt.

So, if a multiclass character boosts Athletics, they get better both at face-punching and throwing fire bolts? And if a character boosts Resilience, they get better both at blocking with their chest and conjuring magical barriers? Boosting Wit makes the character both more charming and more necropotent? Wisdom is both for chess skill and incinerating an area? I'm not sure I see all of those correlations.

Why is the guy who's good at aiming his fire blasts also necessarily strong? How does being healthy predispose you to curing disease? Why does studying death magic make you sexy? Why do you have to be a "deep thinker" to throw a good fire ball?

Fire blast and fire ball being on different stats feels weird.

Wisdom seems to have a more versatile selection of spells than Athleticism or Resilience. Fireball is offense, Wall of Stone is battlefield control, and Control Weather is utility.

Minions are offense, defense, and utility all in one. So if you're keeping those particular Enchantment and Necromancy spells, Wit is also looking very versatile.




Well firstly, thanks for reading everything - you seem to have got most of it.

So yes, a character with high athleticism is good at punching face and throwing firebolts. There are a couple of reasons for this:

1) Throwing a firebolt seemed somewhat analogous to throwing a javalin or similar. It seemed like it should use the same stat.

2) I wanted to cluster similar effects/roles together under the same stat - with some bleeding round the edges. One of the issues I have with D&D 5th edition, the game I have most recent experience with, is that casters can be a bit too versatile. A wizard can use the same stat for fireball as they can for dominate person or banishment. I find there is little incentive to specialise and the resulting character is mechanically uninteresting; an optimised wizard has all the best wizard spells and hasn't needed to make a choice between them. There is little sacrifice to being good at something. Splitting the spells up between different stats would only help a little if you could still grab a great control spell, a great damage spell, a couple of great buffs from within you stat of choice. By clustering roles - even if just a little bit, within stats means that characters have to chose some weaknesses as well as strengths.

Now in your example of firebolt vs fireball it does fall down a little, but I will strive to preserve some separation. The athleticism based spells are likely to be single target damage and reward the accuracy with which you can throw a spell at a target. The wisdom based spells will be more area of effect. This isn't to say that you cant specilise in damage - taking athleticism and wisdom as your two stronger stats would let you do both quite effectively but you would be sacrificing your ability to field effective protective magics and enchantments. The spells will also target different effects - the fireball will be the ability to dodge, the firebolt the armour of the target.

Now why is it that the person throwing fireblasts be strong? In part it is because I figured that there is a certain complexity budget to a game and if you exceed it it becomes less fun. Paring down stats from 6 to 4 makes things just a bit simpler. The other reason is that there is a lot of controversy over what should be strength and what should be dexterity - should climbing be strength or dexterity? Should dodging in heavy armour? Should being able to hit something with a longbow? I thought I could sidestep some of this and some of the challenging decisions by rolling it all up into one stat.

I would say that much of the above are not absolutes. Athleticism will be able to physically restrain people (but not mentally) and Wit might allow some direct damage necromancy spells although they would be a bit less powerful than those of other stats.

I do think your point about the relative flexability of different stats is right and it will require some careful curation of the spell lists. For example you mention wall of stone - this could be removed but wall of thorns remain (which would be you using your own life-force to grow the wall and therefore key off resilieance).

One mitigating factor is that spells will also key off the traits/traditions system. So to cast fireball, wall of stone and control weather as a single character you would need enough fire, stone, storm and arcane traits. The way I see it being is that arcane alone would get you all the wizard spells at a high enough level but sources of fire/stone/storm would let you get them sooner when they are still glamourous and game changing. Even with a versitile stat you could still be spread a bit thin if you are too generic with your traits.

Minions are very difficult to balance well but they are pretty iconic in fantasy and I appreciate your comment about their flexability. I wonder if there is a better way to run them than just spells? Possibly keeping them dumb can limit their utility a bit? Denying attacks of opportunity afrom minions too dumb to act reflexively might ease their impact. As always, I am open to suggestions and ideas.

Of course this is the plan... trying to pin down numbers and scale is the next step.


Odds of unforeseen consequences and events.
The more doomed you are (basically how damaged your wit is) the more unforeseen consequences there is to your actions and the more events you did not foresee interrupts your plans(ex: you try to enter the prison to release prisoners but you did not know this prison had increased security today due to the fact they brought here recently a high danger prisoner they were bringing to a specific prison that stays for the night with the guards that were escorting them)
It represents a mix of your character being less able to use their wits to make sure their plans and actions have more predictable results / foresee more things that can happen and of your character being "cursed" in some way.

I think this is conceptually wonderful and hits the theme right. Chaos and the unforseen adverse effects of your actions from some malevolent fate-twisting spirit are great. How to put it into practice is a tough shout though.

This table is both what PCs will inflict upon their enemes and vice versa. Ruling on what happens to one PC out of combat who has this affliction is relatively easy for a DM. Working out what happens to a bunch of NPCs in a kind of free-form way might be overwhelming and a challenge to players wanting to use abilities that inflict this status effect.

I like the unforseen consequences to your actions part and wonder if it might be a place to bring back the much hated critical failure... Critical failures are often hated as base rules for punishing players for doing a lot of things - things their characters are designed to do. Six attacks is six times the failure rate... It might be better recieved if it isn't just a table rule but the result of a spell or effect, it is something deliberatly inflicted upon you by an enemy. What might be a cheap victory over an enemy that cuts their own throat by accident feel a bit less cheap if your party made a concerted effort to get them to the place where they could feasibly do this.

Stabbing yourself in the foot with your own sword or accidentally shooting the party ranger with a spell is probably funny when a) you make it happen to an enemy and b) only happens to you occasionally. I think it could capture an element of DOOM nicely but also works for the Tricksy Fey type abilities as well. It doen't feel enough for a whole set of effects though. Even the wounding table doen't just have damage but lowers attacks and movement on there as well.

There may need to be some higher level stuff as well. The ultimate status of wounding is 30 extra damage per turn, for slowing it is being turned to stone, for fear it is effectively taking double damage and being neither willing nor able to effectively fight the enemy. Some of the lower level stuff giving a chance of critical failure is good and then the higher level stuff making the doomed soul thing a bit more real - being dragged to hell or left a soulless husk or some kind of near fatal type effect.

MrStabby
2021-05-16, 09:44 PM
This one is mostly me trying to note down my thoughts for later.

I am about to start designing some classes, in a rudimentary way. Personally I think it is better to start.to sketch out content before the rules are finalised. I there is a class that I differentiated by doing X, then when fine tuning the rules there should be a mechanism by which a character capable of doing X feels different from one that can't. In reality there is a bit of back and forth.

Multiclassing is a bit of a stumbling block here. I want multiclasding to kind of be the norm; most characters will be a bit more complex than just a Fighter. The problem is what happens at each tier. If we use a d&d style 1 to 20 progression then I think it useful to think about what we are looking at classes to bring at each level range.

Level 1 to 4 I see as being early. Characterised by rapid progression the aim is simple play and abilities should provide a strong theme early and as far as possible distinguish characters mechanically. It should open up specific playstyles that are likely to last a long while - I.e. being tanky, sneaky, casting buffing spells or blasting spells.

Level 5 to 10 is about enriching the play experience. Characters and roles have already been established so this is about adding complexity with more options and more resources. Existing powers scale.

Level 11 to 17 is where strategic abilities come online, if not for the First time then at least with a much lower opportunity cost. Teleport spells, better divination, mass communications, plagues and other spells of mass destruction. A challenge her being to find a way to give these without spellcasting for some classes. Going to rely on epic impact skill checks a lot here. This should open up ways for the game to be played in a slightly different way. Introduction of "unfair" abilities - effects without saves, saves without rolls, ways of cheating death with Clones and other contingencies.

Levels 18, 19 and 20 are about showcasing power. Making the players feel that their characters are genuinely epic. Superhero levels of awesome but these abilities being needed to face down Cosmic threats. Player abilities justifying threats and horrors beyond their imaginations to challenge them.

So this then gives a challenge where multuclass is concerned. If you want strategic options options to open up at level 11 (or equivalent) but might reasonably expect (and want to support) a multiclass character of 5/4/2 then you need adjustments. I think that the trait system works here OK. It doesn't make everything viable (at least in terms of reaching high level effects) but there should be ways of making most concepts reach pretty high. Other combinations will still be sacrificing specialism for versatility.

I am thinking of a few other tools to support this.

1) level gated abilities. Basing on character level rather than class level to pick up let's you release these to match the theme of the level range. I imagine feats with a level prerequisite.

2) related, or possibly even a subset of the above, more racial abilities that grow with level. If you can exude epic dwarfness at high levels and your racial abilities are still cool at high levels this fixes some of this.

3) a starting feat that can only be picked up at first level. This is to address the early game challenge of differentiating characters. Some feat that will lay out their anticipated role such that even with later multiclassing characters will still play somewhat differently. Ideally this let's you get that iconic early ability that classes aim to give whilst sidestepping multiclassing giving access to multiple of these.

Hoping to get an example sketch of a few classes and an indicative list of classes in the next week or so.

As always, I welcome any thoughts on what to include.