THINGS ARE COALESCING! YES... KOOOOA LESSSSSSSS INNNGG! *small shudder*
[SBLOCK]
Proficiency - [prof]
- will be the main tool of advancement
- defined as a die value (upgrades to dice values at paragon+)
- progression as follows : 1d4 (base), 1d6, 1d8, 1d10, 1d12, 1d12+1d4, 1d12+1d6, etc
- progression rate is : increase by one increment every even level
- used as bonus to d20 on : skills, attacks, damage rolls when the character has the relevant trait, training, tool or competence
- lots of design space around manipulating this value (i.e. grant/force reroll, double, remove, increase/reduce one step, etc) - this should be the default "modified thing"
Traits
- a characteristic of the character such as : strong, brilliant, perceptive, etc.
- base : add
prof to relevant checks (~skills) and 1/scene gain advantage on relevant use
- work as requirement barrier for classes (on multiclassing)
- work as requirement for gear (in addition to training and such)
Gaining Traits
- possible sequence : choice, time*, partial benefit, time*, full benefit
- the [partial benefit] should probably be dropped during initial design phase...
- choices constrained by story or party composition (analog to multiclassing)
- *time is measured in levels (possibly 4 - to keep to tradition)
- there
is a window of time to change the initial choice based upon the story events (in truth, there is no
real need to make the choice early, but I feel it helps to sell the ~feel~ desired)
List of Traits
- ... to be compiled ...
Negative Traits
- ... for later development ...
Baseline assumptions
- desired average combat length : 6 rounds
- characters succeed 60%
- monsters succeed 60%
- monsters require 4 hits
- characters require 5 hits
- combat encounter character-monster ratio is 1:1
- damage progression : +1/level from [prof] +X/level from [other]*
- basic damage expression : [w/i]+[p] (w=weapon, i=implement, p=proficiency)
- basic attack expression : d20+[p]
- basic "skill check" expression : d20+[p]
- default damage die is [d8]
- armour as DR (base values up to 4)
-
all damage has
at least one type
Things to keep in mind
- remove
as much as possible accuracy optimization
- speed of execution
- no multi-attacks
- ONE damage instance per turn per character (this is important)
- gage things in terms of [prof] values
- when offering bonuses or penalties, play with [prof] as the default option
-
wherever possible eliminate the [die + mod] structure in favour of either : [dice] or [static value]
- the names of things: think long and hard about the "final" [labels] for the different variables (these things are a
pain to change)
Damage types
-
all damage has
at least one type
-
Probable : Fire, Cold, Lightning, Force*, Slashing, Necrotic, Radiant, Bludgeoning, Psychic, Poison, Acid
-
Possible alternates : Toxic, Corrosion, Morale, Frost, Crushing, Edged, Cutting, Mental, ...
- *Force : will often be paired with either [Slashing] or [Bludgeoning]
- 11 seems fairly exhaustive...
-
to be refined (if possible)
"Disease" Track
Things that will use this mechanic:
- slow/long acting poisons
- diseases (obviously)
- curses
- long term exhaustion
- long term wounds
- long term mental injuries
- pretty much all long term stuff basically...
Options / Undecideds
Damage die
- class alone (DW)
- weapon alone (D&D)
- class and weapon combination (13th Age)
- other?
Weapon and Implements = ?
- change the [w] or
to simply [t] (for [tool])
- or simply [d] (for [damage])
- or ???
- I find the discrepancy a bit annoying, but it has it's uses... so, keep it? Writing [w/i] isn't that big a deal in a design document... Come one dude! This isn't an important issue! Ah... just forget it for now.
Acid damage
- I dislike [acid] as a damage type. It hurts my suspension of disbelief.
- Fold it with [poison] into [toxic] ?
[/SBLOCK]
... to be continued.
Note: I know there's a great deal of overlap here with older blocks but this is how I'm doing things - completely haphazardly. Also, I really should have used the "blog"/page - but then I don't imagine I'd get you guys' opinions as quickly. So I'm kind of sorry to misuse these forums - but not enough to stop... so, yeah.