This is just a general discussion thread, not an announcement or anything.
@LucasC expressed doubts about the latest DEFENSE formulation, so I'm opening this up to ideas - just in case someone sees something I don't. Things we need to be aware of:
That said, here are factor which do, or have, played into DEFENSE:
DEFENSE in that list is very much a "to hit" as opposed to a "to damage"; and SOAK reflects how hard it is to damage someone once they're hit.
Using just AGI historically weighted that attribute far too highly, making it the only one anybody ever stacked. That's why additional attributes were brought into it. That's why attacks aren't opposed attacks vs AGI (or a flat expression of AGI).
So, currently, it's (AGI dice + END dice) x 3; you can add a skill dice to that (e.g. acrobatics). It's a bit messy and slightly unclear. If it were simply a directly opposed check (vs AGI to hit) then you could express it as AGI dice + SKILL dice + Equipment dice as normal. For example, 3d6 AGI + 1d6 acrobatics + 1d6 shield = 5d6 (or a flat average of x4, to make 20). That makes AGI the king of all attributes, though.
An alternative method might be to base it initially on size. How hard something is to hit is simply an expression of how big it is. Its agility would then be a modifier to that. For example, start with a base of 10 for medium and +/4 per size:
[TABLE="class: outer_border, width: 200"] [TR] [TD="align: center"]Tiny[/TD] [TD="align: center"]18[/TD] [/TR] [TR] [TD="align: center"]Small[/TD] [TD="align: center"]14[/TD] [/TR] [TR] [TD="align: center"]Medium[/TD] [TD="align: center"]10[/TD] [/TR] [TR] [TD="align: center"]Large[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD="align: center"]Enormous[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD="align: center"]Gigantic+[/TD] [TD="align: center"]0?[/TD] [/TR] [/TABLE] You run out of space at the bottom quickly like that. To that we could add AGI (and so an inanimate object would simply use those values). I guess skill ranks would be added directly in that scale. So a human with 6 AGI and 2 acrobatics would have a DEFENSE of 18. That gives Batman (say, 12 AGI, 5 ranks acrobatics?) a DEFENSE of 27, and t-rex a DEFENSE of 4.
Anything larger than medium, realistically, is going to be hit every time in that model, unless it bizarrely has a really high AGI. Then again, wouldn't you expect it to be?
I used 4 instead of 3.5 throughout this post. That gives the defender a tiny edge.
That's all just random thoughts, though. Mainly typing as I think. Maybe MENTAL DEFENSE would be related to sentience in the same way that DEFENSE is related to size, and then modified by WIL. Sentient is the most vulnerable with a base of 10, super-sentient and semi-sentient have a base of 14 and non-sentient is immune.
Some maths:
Suppose we want Mr. Average to have a 50% chance of hitting himself. He has AGI 4, is size Medium, STR 4, and let's give him one useful skill rank in acrobatics and one in swords.
Offensively he's attacking with STR 4, swords 1 = 3d6. Average roll is 3 x 3.5 = 10.5.
So we want his own DEFENSE to be 10.5. That gives him a 50% chance of hitting himself. Let's call it 11. Using AGI 4, size M, 1 skill rank, how do we get to 11? We could say:
1) AGI 4, being average, is no modifier; SIZE M = 10; +1 skill = 11.
or we could say:
2 ) AGI 4 is worth 2d6, and his 1 skill rank is worth 1d6, and size M is no modifier. That makes 3d6. Same as his attack roll, same average result.
In this we're only using AGI, of course. We're basically using AGI as an opposed check vs. an attack. It feels nice and symmetrical, granted, but the goal of the game isn't pleasing aesthetic symmetry, it's playability. And that's making AGI the super-attribute again.
We could offset that a little by building some natural SOAK into END. Kinda like WFRP's toughness, I guess. That makes END important, too. And we can make ranged attacks always INT, not AGI. Physical attacks can be STR or AGI.
So where does that leave us?
One proposal that logically comes from all that (and I'm not saying it's a good one, just that it's what I arrived at while typing this) is as follows:
- All attacks are opposed rolls against a single attribute (usually AGI or WIL, but could be END for poison, etc.)
- One skill dice pool can be added to a defending attribute just like one can be added to an attacking dice pool
- Both are limited to career grade total as size of dice pool
- The defending values are precalculated as averages rather than rolled live for speed of play
- Size is a +/4 per category above or below Medium
- Your END is your natural SOAK (too much? instead of size? size correlates to END a lot anyway)
- Ranged attacks are always INT
- Melee attacks are STR or AGI
- Magic/psionic attacks are MAG or PSI
I haven't thought through all the ramifications of this. It's likely it's extremely broken! But any suggestion is welcome. This is just a random brainstorming session!
@LucasC expressed doubts about the latest DEFENSE formulation, so I'm opening this up to ideas - just in case someone sees something I don't. Things we need to be aware of:
1) I don't want everybody to be averaged so much that all the characters are the same as each other
2) There are concerns that wide ranging DEFENSE scores makes it hard to find appropriate challenges
3) I want some critters to be basically too tough for beginning characters to handle, and their DEFENSE to reflect that
4) I want SOAK to be a viable alternative choice to DEFENSE; some folks get hit more, but they can take more
5) It's important not to make a single attribute King Attribute; AGI is already important
2) There are concerns that wide ranging DEFENSE scores makes it hard to find appropriate challenges
3) I want some critters to be basically too tough for beginning characters to handle, and their DEFENSE to reflect that
4) I want SOAK to be a viable alternative choice to DEFENSE; some folks get hit more, but they can take more
5) It's important not to make a single attribute King Attribute; AGI is already important
That said, here are factor which do, or have, played into DEFENSE:
SIZE - big things are easy to hit, small things are hard to hit; conversely big things have more SOAK
AGILITY - agile things can dodge well, clumsy things cannot
PROTECTION - shields, deflection abilities, plus some spells make it harder to hit somebody
AGILITY - agile things can dodge well, clumsy things cannot
PROTECTION - shields, deflection abilities, plus some spells make it harder to hit somebody
DEFENSE in that list is very much a "to hit" as opposed to a "to damage"; and SOAK reflects how hard it is to damage someone once they're hit.
Using just AGI historically weighted that attribute far too highly, making it the only one anybody ever stacked. That's why additional attributes were brought into it. That's why attacks aren't opposed attacks vs AGI (or a flat expression of AGI).
So, currently, it's (AGI dice + END dice) x 3; you can add a skill dice to that (e.g. acrobatics). It's a bit messy and slightly unclear. If it were simply a directly opposed check (vs AGI to hit) then you could express it as AGI dice + SKILL dice + Equipment dice as normal. For example, 3d6 AGI + 1d6 acrobatics + 1d6 shield = 5d6 (or a flat average of x4, to make 20). That makes AGI the king of all attributes, though.
An alternative method might be to base it initially on size. How hard something is to hit is simply an expression of how big it is. Its agility would then be a modifier to that. For example, start with a base of 10 for medium and +/4 per size:
[TABLE="class: outer_border, width: 200"] [TR] [TD="align: center"]Tiny[/TD] [TD="align: center"]18[/TD] [/TR] [TR] [TD="align: center"]Small[/TD] [TD="align: center"]14[/TD] [/TR] [TR] [TD="align: center"]Medium[/TD] [TD="align: center"]10[/TD] [/TR] [TR] [TD="align: center"]Large[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD="align: center"]Enormous[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD="align: center"]Gigantic+[/TD] [TD="align: center"]0?[/TD] [/TR] [/TABLE] You run out of space at the bottom quickly like that. To that we could add AGI (and so an inanimate object would simply use those values). I guess skill ranks would be added directly in that scale. So a human with 6 AGI and 2 acrobatics would have a DEFENSE of 18. That gives Batman (say, 12 AGI, 5 ranks acrobatics?) a DEFENSE of 27, and t-rex a DEFENSE of 4.
Anything larger than medium, realistically, is going to be hit every time in that model, unless it bizarrely has a really high AGI. Then again, wouldn't you expect it to be?
I used 4 instead of 3.5 throughout this post. That gives the defender a tiny edge.
That's all just random thoughts, though. Mainly typing as I think. Maybe MENTAL DEFENSE would be related to sentience in the same way that DEFENSE is related to size, and then modified by WIL. Sentient is the most vulnerable with a base of 10, super-sentient and semi-sentient have a base of 14 and non-sentient is immune.
Some maths:
Suppose we want Mr. Average to have a 50% chance of hitting himself. He has AGI 4, is size Medium, STR 4, and let's give him one useful skill rank in acrobatics and one in swords.
Offensively he's attacking with STR 4, swords 1 = 3d6. Average roll is 3 x 3.5 = 10.5.
So we want his own DEFENSE to be 10.5. That gives him a 50% chance of hitting himself. Let's call it 11. Using AGI 4, size M, 1 skill rank, how do we get to 11? We could say:
1) AGI 4, being average, is no modifier; SIZE M = 10; +1 skill = 11.
or we could say:
2 ) AGI 4 is worth 2d6, and his 1 skill rank is worth 1d6, and size M is no modifier. That makes 3d6. Same as his attack roll, same average result.
In this we're only using AGI, of course. We're basically using AGI as an opposed check vs. an attack. It feels nice and symmetrical, granted, but the goal of the game isn't pleasing aesthetic symmetry, it's playability. And that's making AGI the super-attribute again.
We could offset that a little by building some natural SOAK into END. Kinda like WFRP's toughness, I guess. That makes END important, too. And we can make ranged attacks always INT, not AGI. Physical attacks can be STR or AGI.
So where does that leave us?
One proposal that logically comes from all that (and I'm not saying it's a good one, just that it's what I arrived at while typing this) is as follows:
- All attacks are opposed rolls against a single attribute (usually AGI or WIL, but could be END for poison, etc.)
- One skill dice pool can be added to a defending attribute just like one can be added to an attacking dice pool
- Both are limited to career grade total as size of dice pool
- The defending values are precalculated as averages rather than rolled live for speed of play
- Size is a +/4 per category above or below Medium
- Your END is your natural SOAK (too much? instead of size? size correlates to END a lot anyway)
- Ranged attacks are always INT
- Melee attacks are STR or AGI
- Magic/psionic attacks are MAG or PSI
I haven't thought through all the ramifications of this. It's likely it's extremely broken! But any suggestion is welcome. This is just a random brainstorming session!
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