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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 6807692" data-attributes="member: 22362"><p><strong>THINGS ARE COALESCING! YES... KOOOOA LESSSSSSSS INNNGG! *small shudder*</strong></p><p>[SBLOCK]</p><p><strong>Proficiency - [prof]</strong></p><p> - will be the main tool of advancement</p><p> - defined as a die value (upgrades to dice values at paragon+)</p><p> - progression as follows : 1d4 (base), 1d6, 1d8, 1d10, 1d12, 1d12+1d4, 1d12+1d6, etc</p><p> - progression rate is : increase by one increment every even level</p><p> - used as bonus to d20 on : skills, attacks, damage rolls when the character has the relevant trait, training, tool or competence</p><p> - 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"</p><p></p><p><strong>Traits</strong></p><p> - a characteristic of the character such as : strong, brilliant, perceptive, etc.</p><p> - base : add <strong>prof</strong> to relevant checks (~skills) and 1/scene gain advantage on relevant use</p><p> - work as requirement barrier for classes (on multiclassing)</p><p> - work as requirement for gear (in addition to training and such)</p><p><strong>Gaining Traits</strong></p><p> - possible sequence : choice, time*, partial benefit, time*, full benefit</p><p> - the [partial benefit] should probably be dropped during initial design phase...</p><p> - choices constrained by story or party composition (analog to multiclassing)</p><p> - *time is measured in levels (possibly 4 - to keep to tradition)</p><p> - there <em>is</em> a window of time to change the initial choice based upon the story events (in truth, there is no <em>real</em> need to make the choice early, but I feel it helps to sell the ~feel~ desired)</p><p><strong>List of Traits</strong></p><p> - ... to be compiled ...</p><p><strong>Negative Traits</strong></p><p> - ... for later development ...</p><p></p><p><strong>Baseline assumptions</strong></p><p> - desired average combat length : 6 rounds</p><p> - characters succeed 60%</p><p> - monsters succeed 60%</p><p> - monsters require 4 hits</p><p> - characters require 5 hits</p><p> - combat encounter character-monster ratio is 1:1</p><p> - damage progression : +1/level from [prof] +X/level from [other]*</p><p> - basic damage expression : [w/i]+[p] (w=weapon, i=implement, p=proficiency)</p><p> - basic attack expression : d20+[p]</p><p> - basic "skill check" expression : d20+[p]</p><p> - default damage die is [d8]</p><p> - armour as DR (base values up to 4)</p><p> - <em>all</em> damage has <em>at least</em> one type</p><p></p><p><strong>Things to keep in mind</strong></p><p> - remove <em>as much as possible</em> accuracy optimization</p><p> - speed of execution</p><p> - no multi-attacks</p><p> - ONE damage instance per turn per character (this is important)</p><p> - gage things in terms of [prof] values</p><p> - when offering bonuses or penalties, play with [prof] as the default option</p><p> - <em>wherever possible</em> eliminate the [die + mod] structure in favour of either : [dice] or [static value]</p><p> - the names of things: think long and hard about the "final" [labels] for the different variables (these things are a <em>pain</em> to change)</p><p></p><p><strong>Damage types</strong></p><p> - <em>all</em> damage has <em>at least</em> one type</p><p> - <em>Probable</em> : Fire, Cold, Lightning, Force*, Slashing, Necrotic, Radiant, Bludgeoning, Psychic, Poison, Acid</p><p> - <em>Possible alternates</em> : Toxic, Corrosion, Morale, Frost, Crushing, Edged, Cutting, Mental, ...</p><p> - *Force : will often be paired with either [Slashing] or [Bludgeoning]</p><p> - 11 seems fairly exhaustive...</p><p> - <em>to be refined (if possible)</em></p><p></p><p><strong>"Disease" Track</strong></p><p><em>Things that will use this mechanic:</em></p><p> - slow/long acting poisons</p><p> - diseases (obviously)</p><p> - curses</p><p> - long term exhaustion</p><p> - long term wounds</p><p> - long term mental injuries</p><p><em> - pretty much all long term stuff basically...</em></p><p></p><p><strong>Options / Undecideds</strong></p><p><em>Damage die</em></p><p> - class alone (DW)</p><p> - weapon alone (D&D)</p><p> - class and weapon combination (13th Age)</p><p> - other?</p><p><em>Weapon and Implements = ?</em></p><p> - change the [w] or <em> to simply [t] (for [tool])</em></p><p> <em>- or simply [d] (for [damage])</em></p><p> <em>- or ???</em></p><p> <em>- 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.</em></p><p><em><em>Acid damage</em></em></p><p> <em>- I dislike [acid] as a damage type. It hurts my suspension of disbelief.</em></p><p> <em>- Fold it with [poison] into [toxic] ?</em></p><p><em></em></p><p><em>[/SBLOCK]</em></p><p><em>... to be continued.</em></p><p><em></em></p><p><em>Note: I know there's a great deal of overlap here with older blocks but this is how I'm doing things - completely haphazardly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.</em></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6807692, member: 22362"] [B]THINGS ARE COALESCING! YES... KOOOOA LESSSSSSSS INNNGG! *small shudder*[/B] [SBLOCK] [B]Proficiency - [prof][/B] - 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" [B]Traits[/B] - a characteristic of the character such as : strong, brilliant, perceptive, etc. - base : add [B]prof[/B] 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) [B]Gaining Traits[/B] - 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 [I]is[/I] a window of time to change the initial choice based upon the story events (in truth, there is no [I]real[/i] need to make the choice early, but I feel it helps to sell the ~feel~ desired) [b]List of Traits[/b] - ... to be compiled ... [b]Negative Traits[/b] - ... for later development ... [b]Baseline assumptions[/b] - 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) - [I]all[/I] damage has [I]at least[/I] one type [b]Things to keep in mind[/b] - remove [I]as much as possible[/I] 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 - [I]wherever possible[/I] 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 [I]pain[/I] to change) [b]Damage types[/b] - [I]all[/I] damage has [I]at least[/I] one type - [I]Probable[/I] : Fire, Cold, Lightning, Force*, Slashing, Necrotic, Radiant, Bludgeoning, Psychic, Poison, Acid - [I]Possible alternates[/I] : Toxic, Corrosion, Morale, Frost, Crushing, Edged, Cutting, Mental, ... - *Force : will often be paired with either [Slashing] or [Bludgeoning] - 11 seems fairly exhaustive... - [I]to be refined (if possible)[/I] [B]"Disease" Track[/B] [I]Things that will use this mechanic:[/I] - slow/long acting poisons - diseases (obviously) - curses - long term exhaustion - long term wounds - long term mental injuries [I] - pretty much all long term stuff basically...[/I] [b]Options / Undecideds[/b] [I]Damage die[/I] - class alone (DW) - weapon alone (D&D) - class and weapon combination (13th Age) - other? [I]Weapon and Implements = ?[/I] - change the [w] or [i] 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. [I]Acid damage[/I] - 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.[/i] [/QUOTE]
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