Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How much complexity is right for you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Verdande" data-source="post: 5203937" data-attributes="member: 69093"><p>Firstly:</p><p></p><p>Great googly moogly, you guys (and gals) are helpful. I appreciate the feedback people have given so far and heartily encourage more. Seriously!</p><p></p><p></p><p></p><p>How are you inside my head? While the game isn't based around the d20, you've got close to the framework that I've got. While there are still separate attack and hit rolls (as I like to have a difference between toughness and agility which blanket AC scores do not have), it really boils down to one roll per person. The attacker rolls to hit, and then the defender basically makes a "save vs damage" and that's the end of that. Failing by a little hurts a little, and failing by a lot hurts a lot. It's all in rediculously basic math terms because I'm honestly bad at juggling numbers. Two target numbers, two rolls, done. </p><p></p><p></p><p></p><p>That's in the system, actually. You get a mechanical bonus to having the "advantage" and since all of your stats are penalized when you hurt, a lucky swing can have one go from having the situation totally in hand to being, basically, dead on one's feet. </p><p></p><p>Actually, when I reread what you have to say, I realize that I seem to have missed your point. What you're saying is that it's not just about wounds, it's about who has the advantage in the first place and how that should be a prelude to actually getting hurt. For example, if you're more skilled you could have the advantage, but then your foe does a daring counter-attack, interrupts your rhythm and suddenly, you're on the defensive? I like the idea, but I'm at a loss as to how to breach that mechanically, although I'd certainly love to do so.</p><p></p><p></p><p>That's exactly the reason I've been trying so hard to make my weapons useful, and if nothing else, to just make categories and leave it at that. Really, does a longsword hurt more than a dagger when you're poked by it? I've never been slashed by either, and my knowledge of actual fighting techniques are nil, so would it be best to sidestep the question?</p><p></p><p>That being said, currently the weapon chart has vague weapon types attached to weapon qualities like Heavy and Large, so perhaps it's only necessary to track weapon qualities? For example, a Greatsword in another game could be a Large Bladed weapon, and whether it's a Greatsword, a Flamberge, a Katana, or a chunk of sharpened bone is irrelevant except for flavor. </p><p></p><p>Something to think about, certainly.</p><p></p><p>Lastly:</p><p></p><p> </p><p></p><p>This is something I agree with, honestly, although I disagree with the entirely combat-centric focus some games go to. I like increasing complexity because:</p><p></p><p>A) The characters' places in the world is growing as their reputation, stature, and power to change the world is growing, and most importantly,</p><p></p><p>B) The world is a seriously complex place.</p><p></p><p>I think it's natural that a sufficiently powerful adventurer will found a town or enter politics or found the Order of the Black Steel because that's what skilled, influential, and famous people do in real life. Blackbeard, who I imagine was highly skilled to live as long as he did, didn't keep fighting one on one fights with guards just because he was better than them. He used his skills and knowledge to get other pirates to serve under him and led them into battle, getting even more loot, notoriety, and power that way. When he get even more famous, he got bands of pirate ships and became a serious terror. That's what it's all about, to me. You start to affect the rest of the world whether you want to or not. When you get above a certain level, you simply cease to be able to live a relatively discreet life where you can do as you will, if for no other reason that people will follow you around and ask for advice or want to be your sidekick or try to steal from you. </p><p></p><p>Sorry for the wall-o-text, but you guys inspire a lot of writing out of me.</p></blockquote><p></p>
[QUOTE="Verdande, post: 5203937, member: 69093"] Firstly: Great googly moogly, you guys (and gals) are helpful. I appreciate the feedback people have given so far and heartily encourage more. Seriously! How are you inside my head? While the game isn't based around the d20, you've got close to the framework that I've got. While there are still separate attack and hit rolls (as I like to have a difference between toughness and agility which blanket AC scores do not have), it really boils down to one roll per person. The attacker rolls to hit, and then the defender basically makes a "save vs damage" and that's the end of that. Failing by a little hurts a little, and failing by a lot hurts a lot. It's all in rediculously basic math terms because I'm honestly bad at juggling numbers. Two target numbers, two rolls, done. That's in the system, actually. You get a mechanical bonus to having the "advantage" and since all of your stats are penalized when you hurt, a lucky swing can have one go from having the situation totally in hand to being, basically, dead on one's feet. Actually, when I reread what you have to say, I realize that I seem to have missed your point. What you're saying is that it's not just about wounds, it's about who has the advantage in the first place and how that should be a prelude to actually getting hurt. For example, if you're more skilled you could have the advantage, but then your foe does a daring counter-attack, interrupts your rhythm and suddenly, you're on the defensive? I like the idea, but I'm at a loss as to how to breach that mechanically, although I'd certainly love to do so. That's exactly the reason I've been trying so hard to make my weapons useful, and if nothing else, to just make categories and leave it at that. Really, does a longsword hurt more than a dagger when you're poked by it? I've never been slashed by either, and my knowledge of actual fighting techniques are nil, so would it be best to sidestep the question? That being said, currently the weapon chart has vague weapon types attached to weapon qualities like Heavy and Large, so perhaps it's only necessary to track weapon qualities? For example, a Greatsword in another game could be a Large Bladed weapon, and whether it's a Greatsword, a Flamberge, a Katana, or a chunk of sharpened bone is irrelevant except for flavor. Something to think about, certainly. Lastly: This is something I agree with, honestly, although I disagree with the entirely combat-centric focus some games go to. I like increasing complexity because: A) The characters' places in the world is growing as their reputation, stature, and power to change the world is growing, and most importantly, B) The world is a seriously complex place. I think it's natural that a sufficiently powerful adventurer will found a town or enter politics or found the Order of the Black Steel because that's what skilled, influential, and famous people do in real life. Blackbeard, who I imagine was highly skilled to live as long as he did, didn't keep fighting one on one fights with guards just because he was better than them. He used his skills and knowledge to get other pirates to serve under him and led them into battle, getting even more loot, notoriety, and power that way. When he get even more famous, he got bands of pirate ships and became a serious terror. That's what it's all about, to me. You start to affect the rest of the world whether you want to or not. When you get above a certain level, you simply cease to be able to live a relatively discreet life where you can do as you will, if for no other reason that people will follow you around and ask for advice or want to be your sidekick or try to steal from you. Sorry for the wall-o-text, but you guys inspire a lot of writing out of me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How much complexity is right for you?
Top