Greywander
2023-05-17, 06:13 PM
I want to design my own TTRPG, but there's one glaring issue that I'm having trouble resolving. And that issue is power levels, and how they influence attributes and core resolution mechanics.
Most games are built around a specific power level, and pushing the bounds of the system beyond that power level can lead to problems. A game designed for comic book super heroes probably isn't going to handle normal humans without super powers very well, for example. However, while a system is typically built around the PCs being a specific power level, it is usually inevitable that other power levels will be included in the rules, often as antagonists.
It gets more complicated, too, because there are actually two distinct "types" of power levels that we can talk about. First is creature power levels. A god is more powerful than a dragon, which is more powerful than a knight, which is more powerful than a cat, which is more powerful than an ant. This doesn't mean that a knight can't hope to defeat a dragon, only that the odds are stacked heavily against him. In the World of Darkness, there's a wide gulf in power between vampires and mortal humans, and yet vampire hunters still exist, they just have to employ specialized tools and tactics that prey on a vampire's innate weaknesses. Second is experience power levels. A legendary hero is more powerful than a greenhorn fresh out of Adventurer School, even though both are fundamentally human.
So in the end we're left with the question of how to model creatures that are innately stronger than others, and people who are more skilled or experienced than others, and we have to handle interactions between stronger and weaker creatures and between more skilled and less skilled people and define how skill relates to innate strength. Can a hero train so much that they simply become stronger than the dragon? Or will no amount of training ever bridge that gap? High fantasy says yes, low fantasy says no, so there isn't really a right answer, it all depends on what kind of game you want to play.
I'd like for my system to be generic and universal; you can run any kind of game you want in this system. This means that the system can't be built around one specific power level, but rather needs to be able to accommodate them all. The system should be just as capable of handling PCs that are gods as it is PCs that are ants, and should even be able to handle both in the same game, and allow them to meaningfully interact with one another.
My thinking is that the best way to accomplish this is to divide such power levels into tiers of a sort. One simple example of a tier type is size; a bigger creature is stronger and tougher than a smaller creature. Attributes can then modeled around whatever is the average for a typical creature of a given size. A giant with a Strength of 6 is not necessarily weaker than a human with a Strength of 15, rather the giant is just weak compared to other giants while the human is strong compared to other humans, but the size difference means the giant still gets enough of an advantage against the human. Another good candidate for tiers is intelligence; it always struck me as odd that in D&D you can have humans with as low as 3 INT, the same as most beasts. Likewise, it always seemed rather restrictive for beasts to be mostly relegated to an INT of 2 or 3, making it difficult to define one beast as being smarter or dumber than their kin. If humans and beasts exist in entirely different tiers of intelligence, then both of them can use the full range of possible attribute scores.
With all this in mind, perhaps instead of defining a few tiered qualities, such as size and intelligence, it might make more sense to define the core attributes and then allow each attribute to be scored separately on their own tier. Tiers can then scale infinitely up or down, allowing a creature of any power level to be defined. What I'm not certain of is how either the attribute or the tier should interact with the core resolution mechanic. I can pretend that tiers would only come into play in contested checks where the two contestants had different tiers, but even uncontested checks would have different DCs depending on the creature attempting it, so there should be a way to take a DC for one tier and convert it to a DC for a different tier, meaning that we could just as easily establish an absolute DC value for a task and then treat the tier as a modifier to the roll. Bleh.
As for skill, I think the best option is to define a finite number of skill ranks and set some of them to be within normal human (or otherwise) limits while ranks higher than that are more mythical (or anime, take your pick), allowing DMs to set their own cap depending on whether they want heroic high fantasy or gritty realism where anyone can die. I did kind of want some kind of infinite skill progression with diminishing returns, but there's issues with that that make it both difficult to implement as well as difficult to properly adjust the algorithms for how quickly diminishing returns set in and what practical limit a skill can reach. Perhaps I can meet in the middle with some kind of infinite recursion, e.g. a skill can be rank 5.4.3.2, which means that the skill is rank 5 against anyone that isn't rank 5, and against someone who is also rank 5 then it is subrank 4 (against the other person's subrank), and against someone who is also subrank 4 it is sub-subrank 3, etc. Basically, you can max your skill out, then keep growing by gaining subranks that determine if you are stronger or weaker than someone else who is also max rank, and so on.
Lastly, this brings me to the question of what the core resolution mechanic should be, and how attributes, tiers, and skills influence it. I know different methods of rolling dice and manipulating the roll with modifiers will produce wildly different outcomes that fit different styles of games. Then again, it's also true that almost anything "can" work, and it's mostly down to preference. d20 + modifiers vs. d100 roll under vs. 2d6 + modifiers vs. attribute die + skill die etc., each one will produce a result, and maybe it's not worth sweating over finding the "perfect" mechanic. For tiers, I think it makes sense that being a certain number of tiers above another creature makes it almost impossible to interact meaningfully, e.g. you don't need to roll to crush an ant, nor does the ant get a chance to roll to crush you since it is deemed impossible. If, for example, each tier up gives a +5 and the core resolution is a d20, then it becomes basically impossible to beat someone four or more tiers higher than you. But I'm not sure that's how I want to do it. Maybe something more like 5e's advantage mechanic, where you'd roll an extra die for every tier higher, and after a certain point there would be a cutoff where success is automatic.
I would spend more time refining this post, but I have to be somewhere so this will have to do.
Most games are built around a specific power level, and pushing the bounds of the system beyond that power level can lead to problems. A game designed for comic book super heroes probably isn't going to handle normal humans without super powers very well, for example. However, while a system is typically built around the PCs being a specific power level, it is usually inevitable that other power levels will be included in the rules, often as antagonists.
It gets more complicated, too, because there are actually two distinct "types" of power levels that we can talk about. First is creature power levels. A god is more powerful than a dragon, which is more powerful than a knight, which is more powerful than a cat, which is more powerful than an ant. This doesn't mean that a knight can't hope to defeat a dragon, only that the odds are stacked heavily against him. In the World of Darkness, there's a wide gulf in power between vampires and mortal humans, and yet vampire hunters still exist, they just have to employ specialized tools and tactics that prey on a vampire's innate weaknesses. Second is experience power levels. A legendary hero is more powerful than a greenhorn fresh out of Adventurer School, even though both are fundamentally human.
So in the end we're left with the question of how to model creatures that are innately stronger than others, and people who are more skilled or experienced than others, and we have to handle interactions between stronger and weaker creatures and between more skilled and less skilled people and define how skill relates to innate strength. Can a hero train so much that they simply become stronger than the dragon? Or will no amount of training ever bridge that gap? High fantasy says yes, low fantasy says no, so there isn't really a right answer, it all depends on what kind of game you want to play.
I'd like for my system to be generic and universal; you can run any kind of game you want in this system. This means that the system can't be built around one specific power level, but rather needs to be able to accommodate them all. The system should be just as capable of handling PCs that are gods as it is PCs that are ants, and should even be able to handle both in the same game, and allow them to meaningfully interact with one another.
My thinking is that the best way to accomplish this is to divide such power levels into tiers of a sort. One simple example of a tier type is size; a bigger creature is stronger and tougher than a smaller creature. Attributes can then modeled around whatever is the average for a typical creature of a given size. A giant with a Strength of 6 is not necessarily weaker than a human with a Strength of 15, rather the giant is just weak compared to other giants while the human is strong compared to other humans, but the size difference means the giant still gets enough of an advantage against the human. Another good candidate for tiers is intelligence; it always struck me as odd that in D&D you can have humans with as low as 3 INT, the same as most beasts. Likewise, it always seemed rather restrictive for beasts to be mostly relegated to an INT of 2 or 3, making it difficult to define one beast as being smarter or dumber than their kin. If humans and beasts exist in entirely different tiers of intelligence, then both of them can use the full range of possible attribute scores.
With all this in mind, perhaps instead of defining a few tiered qualities, such as size and intelligence, it might make more sense to define the core attributes and then allow each attribute to be scored separately on their own tier. Tiers can then scale infinitely up or down, allowing a creature of any power level to be defined. What I'm not certain of is how either the attribute or the tier should interact with the core resolution mechanic. I can pretend that tiers would only come into play in contested checks where the two contestants had different tiers, but even uncontested checks would have different DCs depending on the creature attempting it, so there should be a way to take a DC for one tier and convert it to a DC for a different tier, meaning that we could just as easily establish an absolute DC value for a task and then treat the tier as a modifier to the roll. Bleh.
As for skill, I think the best option is to define a finite number of skill ranks and set some of them to be within normal human (or otherwise) limits while ranks higher than that are more mythical (or anime, take your pick), allowing DMs to set their own cap depending on whether they want heroic high fantasy or gritty realism where anyone can die. I did kind of want some kind of infinite skill progression with diminishing returns, but there's issues with that that make it both difficult to implement as well as difficult to properly adjust the algorithms for how quickly diminishing returns set in and what practical limit a skill can reach. Perhaps I can meet in the middle with some kind of infinite recursion, e.g. a skill can be rank 5.4.3.2, which means that the skill is rank 5 against anyone that isn't rank 5, and against someone who is also rank 5 then it is subrank 4 (against the other person's subrank), and against someone who is also subrank 4 it is sub-subrank 3, etc. Basically, you can max your skill out, then keep growing by gaining subranks that determine if you are stronger or weaker than someone else who is also max rank, and so on.
Lastly, this brings me to the question of what the core resolution mechanic should be, and how attributes, tiers, and skills influence it. I know different methods of rolling dice and manipulating the roll with modifiers will produce wildly different outcomes that fit different styles of games. Then again, it's also true that almost anything "can" work, and it's mostly down to preference. d20 + modifiers vs. d100 roll under vs. 2d6 + modifiers vs. attribute die + skill die etc., each one will produce a result, and maybe it's not worth sweating over finding the "perfect" mechanic. For tiers, I think it makes sense that being a certain number of tiers above another creature makes it almost impossible to interact meaningfully, e.g. you don't need to roll to crush an ant, nor does the ant get a chance to roll to crush you since it is deemed impossible. If, for example, each tier up gives a +5 and the core resolution is a d20, then it becomes basically impossible to beat someone four or more tiers higher than you. But I'm not sure that's how I want to do it. Maybe something more like 5e's advantage mechanic, where you'd roll an extra die for every tier higher, and after a certain point there would be a cutoff where success is automatic.
I would spend more time refining this post, but I have to be somewhere so this will have to do.