Skills and Resolution Feedback (+)

doctorbadwolf

Heretic of The Seventh Circle
(+ thread is basically just, if the basic assumptions of the system don't appeal to you that is fine, but telling me all about how you don't like big skill lists or whatever isn't helpful)

So I am looking for some feedback on my game's resolution system and skills.

First, the design philosophy.

Rangers Helping People
The premise of the game is that the modern world doesn't know that supernatural stuff exists, but you do, and you are a Ranger. Rangers go about and help people with supernatural problems, while trying to keep the secret from blowing up and causing chaos. This might mean hunting a feral monster, or wizard nazis, or protecting a spirit from a human necromancer, or tracking down the creep who has kidnapped the Troll King's daughter and rescuing her while either killing the creep or bringing them to the Troll King for justice. Or whatever else you can think of.
Additionally, the game assumes that most problems you solve will benefit from research and investigation. Using research, investigation, social challenges to gain allies and favors specifically to deal with a given problem, calling in previously earned favors, etc, rather than just rushing in to kill something. Many problems won't be solved by violence at all, as in, the entities involved either cannot be killed or killing them will make things worse for everyone, etc.

The Books Are Not There For Use During a Session.
The actual rules you use in a session should be simple enough that they can fit on the character sheet, the text of individual special abilities (like how you can read a magic card and know how to use it), and a general one-page cheat sheet. The book should only be opened during a session to do some advanced downtime stuff, to reference lore stuff, or for gaining new abilities during an extended rest that the group has decided to resolved in play rather than as a quick montage.
Where the books are needed is during character creation, and campaign creation.

There is Just One Resolution Mechanic
You roll your action die plus rank dice, plus or minus advantage or disadvantage, and compare the result to the success ladder on the front of your character sheet. That's the whole system, basically. There is room for simple systems for things like creating new spells and elixers and items of power, but even they lean on the basic resolution system.

Characters Can Be Complex, Because The System Isn't
Since the general mechanics are quite simple, characters can carry most of the game's complexity. While the structure of things like preparing for a conflict, gaining and leveraging allies, using investigation and research to mitigate a dangerous enemy's advantages, can add depth to the game, most of the small moving parts are found in character creation, and thus the sort of list of stuff you can do and how well you can do it.

Make It Make Sense
This is a distant cousin of dnd's "rulings not rules", but it is very different because it is not purely in the hands of the GM, and the default is that the player character does what the player says they do, unless there is some reason for it to be otherwise, rather than a default of "get the GMs permission".
The other side of this is that when the game asks for something like "spend 1 AP from an Appropriate Attribute" it is asking you as the player to make it make sense to the rest of the table. Ideally this is clearly evident to everyone, like using Grace on pretty much any Acrobatics check, using Wits on Investigate checks, Will to resist a mental assault, etc. When it isn't immediately clear or the desired Attribute isn't what one would normally expect, like using Wits to push a check with Acrobatics (Parkour), the player needs to explain how they are drawing upon Wits rather than Grace to achieve their goal more effectively.

OKAY LET'S GET TO IT

Attribute Point You have 4 attributes (Grace, Strength, Will, Wits) and each has a pool of points that you can spend to activate special abilities, or Push skill checks

Adversity Points The GM begins the session with Adversity POints equal to the number of players, and can spend them to interrupt the flow of a scene to introduce adversity, bringing in a new threat, establishing a hazard, having an NPC act against the PCs "out of turn", or activate certain special abilities of an NPC that are equivelent to the more advanced PC abiltiies that require Momentum

Experience You gain Experience when you fail a check or get a Total Success naturally (ie, not from a Push), complete a character or group quest, complete a game session, etc. When you gain Experience, you also mark Advancement. When you fill the Advancement box, you gain a level. Experience can be spent during resting or downtime to gain new Traits or increase Skill Ranks.

Push When you don't like the result of a Skill Check, as long as it isn't a Cursed Failure, you can spend 1 AP appropriate to the action to Push the check one step up the ladder. For instance from Failure to Mixed Success, or Mixed Success to Total Success.

Momentum Success gives you Momentum, which you can have a number of equal to your level. When you have at least one, you can add 1d6 to a single Skill Check you make in a round of Conflict. If not in a Conflict scene, you cannot add the die again until all other PCs have taken an Action (or opted out of taking an action, as the case may be). You can give up 1 Momentum to use a special ability that costs 3 or more AP to activate. (You cannot use such abilities otherwise). Some special abilities might have [X] Momentum after the AP cost, which means that you must have that much Momentum to use the ability, regardless of the AP cost.


Resolution
To resolve an action, you make a Skill Check. To do so, you assemble your Dice Pool, which is 1d12 Action Die plus a number of 1d6 Rank Dice. Advantage and Disadvantage can add or remove dice, but otherwise you simply add the number of ranks in the skill you are Testing and that's your pool.
There are four degrees of success, Cursed Failure, Failure, Mixed Success, and Total Success. You can also gain a Critical Success, which is just Total Success with some extra benefits.

Cursed Failure You suck, but that doesn't mean you can't keep going. You completely fail at the task, and gain 1 Experience and the GM gains 1 Adversity Point, which can be used immediately or later to bring a complication, activate an adversarial ability, or otherwise make your life harder.
Failure You fail in your task, but you can either create an opening for another character, give the GM 1 Adversity Point, or spend 1 Attribute Point to Push.

Mixed Success You succeed, but not completely. There is a cost, or you only get part of what you wanted. You gain 1 Momentum Token and You can spend 1 AP to Push.

Total Success You completely succeed without caveats. You gain 1 Momentum Token and mark 1 Experience.

Critical Success Occurs when you gain any Success and at least 3 dice show the number 6 or 12. Your check is treated as a Total Success even if the number would normally be only a Mixed Success, and you can steal 1 Adversity Point from the GM or completely fill one of your Attribute Point Pools.

Skills

Structure. Skills are structured by Skill and Specialty. Each Skill has 3 Specialties. A Skill Check will generally ask for a check with Skill (Specialty). For instance, doing Parkour to cut off someone you are chasing would be a check with (or Test of) Acrobatics (Parkour).

The Skills are grouped into 3 categories, with each category containing 12 Skills. The Categories are Interaction, Magic, and Physical.

Notably, Attributes are not part of Skill Checks unless you spend AP to push or to activate an ability as part of the check.

Also, many special abilities do specify an Attribute, which must be used to activate that ability.

Descriptions. Skills do not have long complex rules for each skill. Instead, they have about a paragraph of description that establishes what sorts of things are Basic, what is Advanced, and where the boundaries of the skill are.

General Rules The general rules are simple and small in number. Distance makes things harder, scale makes things harder, degree of separation from the acting character increases difficulty, etc. Each category specifies how these apply to their skills in a bit more detail, but all the general rules should (when I am done writing them) fit on less than 1/3 of a standard printed page with narrow margins and a readable font.

See the attached pdf for the skill list. It needs an update, so fair warning that the success ladder isn't totally accurate anymore, but it gives the idea.

Your Skills
You will have a total of 14 Skill Ranks, four of which will be Signature Skills. Signature Skills have the benefit that you always reroll any 1s on the dice when making a check with that skill.
For each Skill Rank, you also gain 1 Specialty Rank. At character Creation you can only have 2 Ranks in a given skill, and only 3 total ranks when adding your Skill Ranks to a given Specialty Rank. For instance, if you put two Skill Ranks into Acrobatics, you can only put 1 Specialty Rank in any Acrobatics Specialty. This is important later on, because you can spend Experience to gain Specialty Ranks between levels, and your limits increase when you level.

What this means in terms of competence is that you will have roughly 1/3 of the skill table covered with each character, but only a few of those will be things you are expert in at the start, with most being things you can do decently or even things that you need help or favorable circumstances to be reliable at. Since the game has most of the success ladder dedicated to mixed results, this doesn't mean that you shouldn't try to do things you aren't good at, especially since failure gains you Experience. Most of the time it's better to succeed than to get an Experience, but at least failure doesn't totally screw you with no mitigation. Statistically, 2 ranks will hit Mixed Success or higher almost half the time, so if you only have 1 skill rank and 1 specialty rank in a task, you aren't screwed when doing that thing.

On the other hand, 5 total ranks will get total success more often than not, which is why having that number of ranks requires gaining levels or using preparation and teamwork to get Advantage and some other source of a bonus (like momentum, or a die forward from successful preparation, or a magical blessing).


The general idea of the system, and I can report from 13 years of iteration and use in my home group and introducing a couple dozen people to the system for a few sessions or so that the idea does actually play out, is that you spend a little more time during character creation to have a character that you know quite well, with lots of hooks and connections and levers to manipulate in play, and then during play the game is very simple.

In terms of gameplay, since conflict scenes use rounds and phases but not turns, and players always roll, and most quick actions don't add a roll to the round, each PC usually makes 2 or 3 checks per round. One as an action, one Defense Check, and one miscellaneous check like doing some utility thing or enhanced movement or some special ability. You get 1 action and 2 quick actions, and most of the quick action options are just quick little things like adding on a special ability to an action, or they are interruptions that change the scene state in some way.

The gameplay of a session is usually some combination of research, preparation, general downtime activiities, and 1 or 2 scenes of conflict or challenge (like a physical challenge involving travel through hazardous terrain, for instance). With major challenges or conflicts you should be spending at least a full session in prep, investigation, and downtime stuff, and a full session leading up to and resolving the action.

So.

Thoughts? Questions?

Should I delete this and post it again when I have revised the playtest document enough to post it? Doing so will take at least a couple weeks with my current recurring brain fog and how often I can sit and write.
 

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Some questions:

  • What is the max skill ranks for skills (later not at character creation)?
  • What are the fixed dc numbers for these ladder?
  • Phases not turns means that differenr kind of actions are done at different times in a round? (So there is still some order not just do things whenever)
  • Just to clarify bwcause the first sentence about this made it sound different: advantage and disadvantage does add or remove skill dice and not add or remove numbers?
  • How do special abilities look like? Like one example of one.
  • How do attribute points refresh?
  • Is there health? Just like "normal"? Because above you only talk about consequences but in combat there id also defense etc. Which sounds like there will be some health.

All in all this does sound workable. More for shorter campaigns (because difficulty cant really scale so at some point you will have the 5 dices and will almost always suceed in the things you care about.)


Resolution system does make sense. Variance gets lower the more skilled you are and its easy to understand. D12 and d6 are easy to distinguish.

Resolution system is medium fast. Has no subtraction only addition, has no big numbers but needs addition of up to 6 numbers, and needs several rolls of a d6 in case you dont have several of them. Dice pool is simple and fast to make (faster than cortex prime) but resolution a bit slower (adding not selecting highest rolls)

I do not like "reroll 1s" as an advanced mechanic, because this does slow down resolution potentially significantly with severall rerolls. I would prefer having the ability be instead rolled 1s become 2s or something.


I also do think that "the players decide not the GM if something makes sense or not" is in practice the same as if the GM decides. Like if it is in the end just GM dependant and for you it works well but for other GMs this will lead to lot of discussions. However, this discussion only comes for "push" so not for normal rolls which is a big plus, so rolls can still be fast without discussion.


I do like the use of attribute points being active. I fear a bit that in the end which attributes you have matter not too much in many groups because of not having fixed rules when they apply, but thats similar in most other more narrative systems (like cortex prime). Having attributes something active and purely positive is definitly a good design.


I dont think it would be my prefered system but it should work for sure and I see no major flaws (like in 5e advantage not stacking) and its not too complicated, leaves some room for special abilities interacting with the resolution system.


Also its not just a 5e clone, so already better /more innovative than many systems.


I just did open the pdf it did answer some of the questions abovey sorry from the text it sounded like just the skill list.
 

Random note

Outside of conflict, your action economy stays the same except that if the scene doesn't benefit from tracking rounds, the round is replaced with just using a marker of some kind for whether you have used your action and 2 quick actions already or not, and flip the tokens when everyone has used their action.

Also you can spend 1 AP to do an Action thing as a Quick Action, and you can always do a Quick Action thing as an Action.

Oh, and Quick Actions can be used where dnd would use a reaction, like interrupting something or acting in response to a trigger, etc.
 

Some questions:
Sweet!
  • What is the max skill ranks for skills (later not at character creation)?
So when you level up, every numerical limit goes up by 1. So, your number of Skill Ranks, number of SKill plus Specialty or Total Ranks, number of points in a given Attribute, all increase by 1.

So, at chargen you have

2 Skill Ranks
3 Total Ranks
4 Attribute Points in a single Attribute

And most of your skills and attributes will not be at the limit.

Part of how that is insured is that Attribute choice isn't always up to you in play, so you cannot just pump every point into Grace and always use that.

The other part is that over half of your skill ranks are prescribed from your Origin and Archetype, and I have been careful to avoid the Origins and Archetypes having the same skills between options. Archetypes tend to focus on very active skills and conflict related skills, while Origins tend to be skills you can use in every day life. There is overlap and it isn't "always" just "mostly", but it is enough to help ensure that you aren't getting doubled up more than once or twice from those lists.
  • What are the fixed dc numbers for these ladder?
Cursed Failure is 1-9
Failure is 10-14
Mixed Success 15-19
Total Success 20+

I don't have a document with all the math, but I used AnyDice and ran it by a friend who teaches math. I think I recorded somewhere what the frequency of hitting 15 is with 1,2,3,4,5,6 rank dice. I'll see if I can find it and post it. In play it feels good. With the action die being a d12, you don't get cursed failure that often even when rolling with only 1 rank, and it basically disapears at like 4 ranks or higher.

I might eventually add a rule that you get a curse failure if you get a failure and more than a single result of 1 on the dice. We will see.
  • Phases not turns means that differenr kind of actions are done at different times in a round? (So there is still some order not just do things whenever)
yes. Simply,

In each phase, the side who has Initiative can act before the other side.
Critically, they can also choose to go after another character who is acting in that phase, potentially doing something that would be a bad idea to do before an enemy aggressive takes their action.

Actions do not have to be declared with any specificity before you take them, other than Complex Tasks which you have to describe what you are doing in the moment when you start it (like drawing a magic circle with chalk on the ground, or hunkering down at the electrical panel to mess with it). This means that sometimes it is much more advantageous to act after another character, because you can just say that you are acting in this phase and then wait to say what you do until you do it and the other character has taken their action.

Initiative is gained as conflict begins by comparing checks made with a dice pool determined by circumstance, number of combatants, and any checks or actions taken before the scene to get the upper hand. The details of which don't really effect conflict once it starts.

One of the things you can do in conflict scenes is try to shift the balance by taking Initiative from the other side.

Phase 1 of the first round of conflict you choose a stance before the phase begins. If you are in Forward Stance you can take an Aggressive Action in the first phase. ANyone in a Defensive Stance or Neutral Stance can only use Quick Actions and move in this phase, or begin a Complex Task like casting a complicated spell or dealing with a complex hazard of obstacle in the scene.

Phase 2 anyone who hasn't acted or declared a complex action can take an Action, and anyone can use Quick Actions and move. (movement is limited per round) You can declare a complex task in this phase but it is more dangerous because the aggro characters will have more time to plan to disrupt you before they act. The safest way to do complex actions is to let the enemy aggros take their actions and then declare yours, but that only works if you have Initiative because you control when you go.

Phase 3 anyone who hasn't taken their action must do so or lose it, and complex tasks started in Phase 1 resolve by the end of the phase.

There is some other chaff I have thought of that I am currently working on cutting out from the process of conflict scenes because the game doesn't need it and it slows down the transition from one round to the next.
  • Just to clarify bwcause the first sentence about this made it sound different: advantage and disadvantage does add or remove skill dice and not add or remove numbers?
Right, the game features no static numerical modifiers of any kind. Advantage began as dnd style but only for the d12 action die, and it sucked because then circumstances could also add or subtract dice, so it was too many different mechanics messing with the check process.

So now, advantage and disadvantage are terms used for bonus die and die penalty, and so you can have Advantage from multiple sources, but the same source cannot stack. That is, you cannot stack a bunch of enchantments to get 4 extra dice, but you can stack an enchantment, an ally giving you a die forward before the scene, high ground, and the die you earned with a preparation task.

The only exception is that when you get help from an ally in the scene, they roll an action die, and you use the higher of yours or theirs. This is because I have found over the years, including when gaining advantage from help in dnd 5e, that it is more satisfying when the ally helping adds a small step to the process where the player physically does something to represent the help.
  • How do special abilities look like? Like one example of one.
So one example could be turning the basic attack of Electromancy into a sustained chain of lightning.
Normally, a basic attack just hits one creature and if you succeed they take 1 Injury and are Dazed for a round, or hits all creatures within 1 yard of a point you choose, and targets are Dazed but don't mark Injury. Or it can be added to a weapon attack as a Quick Action, but then the skill check is for the weapon not the magic skill.

This is basically the same for any ranged magic attack, except that different skills have different rider effects described in their skill description as being normal to inflict with the skill.

So having said that, when you do a complex task without any trained special ability, it costs AP and you must hit a Total Success or you can only do a basic action but still spend the AP. How many AP is determined by the general magic skill guidelines, but simplified for this task you'd probably spend 3 to 5 AP, which means you cannot do it without Momentum.

With a special ability like a Technique (think 4e powers basically) or an Archetype Trait, you just read the trait for the cost and what skill is used, but since it is something you have trained success works like normal. A Technique that shoots lightning a normal range (about walking speed or 10 yards), is an aoe, skips friendlies, and does the full effect to each target, would cost 3 or 4 AP, OR 2 AP and use your Action and Quick Action.

One thing you can do in play is improve Techniques, which can include reducing the AP cost, but tbh I don't wanna get into the complex downtime activity stuff.

(No one automatically has any Techniques of any kind, except the Druid who has some spells. They are otherwise purely something you find, train, create, or otherwise aquire during play)
  • How do attribute points refresh?
Resting, Critical Success, spending Momentum. Only a Full or Extended Rest restores all AP at once, otherwise it is only half on a Rest, 1 from a Critical Success, or all spent AP from a single Attribute from spending 1 Momentum.
  • Is there health? Just like "normal"? Because above you only talk about consequences but in combat there id also defense etc. Which sounds like there will be some health.
You have Injury and Stress tracks. Physical threats cause you to mark Injury while mental or spiritual threats target Stress. You can also mark them in order to do certain things with certain specific abilities, but nothing in the general rules. We're talking the Athlete's Heroic Effort ability to Mark Injury in place of spending AP to Push a skill cehck with a Physical Skill. Or the Human's ability to turn Injury into Stress, or the Warlock's Curse ability to turn Stress into Injury while also making you mark stress when you fail at something.
All in all this does sound workable. More for shorter campaigns (because difficulty cant really scale so at some point you will have the 5 dices and will almost always suceed in the things you care about.)
Actually, no. The fact that enemies can mess without dice pool helps, but also you gain ranks fairly slowly, and your ranks start out quite spread out, and you don't gain levels quickly because levels are more like tiers in daggerheart than it's levels. In between levels you spend Experience to gain new traits or improve skills or attributes, but you are subject to your current level's skill rank limits so you aren't using all those experience to max out skills, you tend to gain more breadth of skills as well as specialising in one or two skills consistently.

And we haven't played high levels in a few years, but when we did it was still quite fun you just have to run the game differently past level...ten or so. The game actually accounts for that with rules for becoming demigods and the like. It also speeds up as scenes start to be resolved with a few quick skill checks rather than actually going into rounds and phases, and the full conflict rules only come out in situations where the adversaries or obstacles are such that they can still challenge you.


Resolution system does make sense. Variance gets lower the more skilled you are and its easy to understand. D12 and d6 are easy to distinguish.
yep. I started out way back in 2012 using d100 plus d10 rank dice, and while the math is very rational and easily understood on paper, in play it just kinda...got weird. IDK. I never figured out why it confused people but it did. People kept expecting results over 100 to be crits for some reason, for one thing.

Then I tried 1d10 plus 1d10 ranks, and it worked okay but eventually i realised that things worked much better if the action die was larger than the rank dice, and I finally went back and played some The One Ring again after a few years, and realised that 1d12 plus d6s worked really well.
Resolution system is medium fast. Has no subtraction only addition, has no big numbers but needs addition of up to 6 numbers, and needs several rolls of a d6 in case you dont have several of them. Dice pool is simple and fast to make (faster than cortex prime) but resolution a bit slower (adding not selecting highest rolls)
True. I ended up abondoning a system where you could have any number of actions in a round but lost 1 die per extra action, because even 2 actions per PC per round was just too much to stay fun and allow for any depth of action economy beyond that. it also needed actions to be declared all at once, while I prefered to be able to more fluidly react to stuff.
I do not like "reroll 1s" as an advanced mechanic, because this does slow down resolution potentially significantly with severall rerolls. I would prefer having the ability be instead rolled 1s become 2s or something.
In play it hasn't ever been disruptive and instead is very satisfying. If I get a lot of feedback like this when I expand my playtesting pool more and more, I will consider doing as you suggest, though.
I also do think that "the players decide not the GM if something makes sense or not" is in practice the same as if the GM decides. Like if it is in the end just GM dependant and for you it works well but for other GMs this will lead to lot of discussions. However, this discussion only comes for "push" so not for normal rolls which is a big plus, so rolls can still be fast without discussion.
Well, 99 percent of the time a check is just "I am doing this skill, oh i rolled a partial so i will Push using this attribute", and there is no discussion because no one objects, because it all makes sense. Even when it's slightly different from the basic assumed attribute for a skill, like Wits for Acrobatics, it's "I'm going to draw on my quick thinking and spacial awareness and mental reflexes to quickly change my planned route and instead of doing a wall run I will do a panther leap and slide over the HVAC unit and under the pipe." Which also just kinda immediately makes sense and the table tends to go, "Hell yeah!" rather than, "Well actually that doesn't make sense, in this ted talk I will..."
I do like the use of attribute points being active. I fear a bit that in the end which attributes you have matter not too much in many groups because of not having fixed rules when they apply, but thats similar in most other more narrative systems (like cortex prime). Having attributes something active and purely positive is definitly a good design.
Thank you! There are things where the AP is set in stone, mostly in special abilities. The format will have "1 AP, Will" or "1 Will" (still revising the trait layouts for the changes i have made over the last year or so).
But yeah I suspect that many groups will play even more fast and loose than the game encourages with which AP is used for what, and that is fine in terms of balance, tbh.
Very good observation, though. Thank you.

I dont think it would be my prefered system but it should work for sure and I see no major flaws (like in 5e advantage not stacking) and its not too complicated, leaves some room for special abilities interacting with the resolution system.
Thank you! I am still working on simplifying some of the general rules and the like..."if, then" rules, if that makes sense.
Also its not just a 5e clone, so already better /more innovative than many systems.
Haha thanks. I really appreciate your post and this spefically. I have struggled a lot with my brain telling me that this entire endeavor is a waste of time and that I am not doing anything interesting, and stuff like advantage and quick actions makes it just a shadow dnd clone, etc, etc. When my head is right i know that's all BS, but when I am doubting myself in general...comments like this help.
I just did open the pdf it did answer some of the questions abovey sorry from the text it sounded like just the skill list.
Oh! I should clarify in the OP that it is the whole character sheet and has a lot of the game mechanics right on it.

That is a large design goal for us, that you just need your sheets, printed trait and technique cards included, a table cheat sheet, and your campaign's Lorebook, to the play the game, with the rules document/book being almost entirely a between sessions and "Interlude Session" thing. Interlude Session is a working name for the sort of "Session X.5" or "Session 0 between sessions", where you level up, take care of more in depth downtime stuff, check in on how the game is going and if everyone is having fun, etc, etc. It's recomended to have such a session whenever the group levels, which should be anywhere from 5 to 10 sessions depending on session pace and length.
 

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