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Worlds of Design: The Revenge of the Kludge
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<blockquote data-quote="GMMichael" data-source="post: 9511222" data-attributes="member: 6685730"><p>After some game design contemplation, I thought I'd come back and thank [USER=30518]@lewpuls[/USER] for this Kludge post. Examining my kludgy rule (posted above and below) has resulted in no less than three revised rules that could make my game more harmonious. Thanks doc!</p><p></p><p>For the sake of discussion, I'll repost the kludge here, along with three new alternatives, and see if I/we can write a mod (or just a rule replacement) that makes Modos RPG a bit more harmonious. The rule in question is Rule 104, Attribute Bonus:</p><p></p><ul> <li data-xf-list-type="ul">Kludgy 104: an attribute provides a bonus to contests that depend on it, equal to the (attribute) score minus ten then divided by two if the score is even. If odd, the bonus is equal to the score minus eleven then divided by two.</li> <li data-xf-list-type="ul">104v2: an attribute provides a bonus to contests that depend on it, equal to +2 if the attribute score is the PC's highest attribute, or -2 if the attribute is the PC's lowest attribute score.</li> <li data-xf-list-type="ul">104v3: an attribute bonus applies to a contest when a PC's d20 roll is below the applicable attribute score. If the d20 result is below the attribute score, the PC adds the PC's character level to the contest result.</li> <li data-xf-list-type="ul">104v4 (attribute IS the bonus amount): a PC adds the attribute score to all contests depending on that attribute. (This version involves rewriting the Max Damage rule, 313, and the Attribute rule, 103.)</li> <li data-xf-list-type="ul">104v5: an attribute provides a bonus to contests that depend on it, equal to the attribute score less ten.</li> </ul><p><span style="font-size: 10px">The idea behind the attribute bonus is that having a strong attribute (for example, Mental) makes a character inherently better at mental tasks, but training (skill) has a direct and greater impact on specific tasks (like Chemist skill used to create acids or ballistic foam). Version 5 is included above as a more harmonious example than the kludgy rule, but it would be difficult to implement because its effects would cascade into several other rules and intentions like the value of skill points vs. attribute points, the awards for level-ups, the relationship of die result compared to bonuses, and the manageability of maths at higher character levels. In other words, I don't like it <img class="smilie smilie--emoji" alt="🤓" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f913.png" title="Nerd face :nerd:" data-shortname=":nerd:" loading="lazy" width="64" height="64" /> </span></p></blockquote><p></p>
[QUOTE="GMMichael, post: 9511222, member: 6685730"] After some game design contemplation, I thought I'd come back and thank [USER=30518]@lewpuls[/USER] for this Kludge post. Examining my kludgy rule (posted above and below) has resulted in no less than three revised rules that could make my game more harmonious. Thanks doc! For the sake of discussion, I'll repost the kludge here, along with three new alternatives, and see if I/we can write a mod (or just a rule replacement) that makes Modos RPG a bit more harmonious. The rule in question is Rule 104, Attribute Bonus: [LIST] [*]Kludgy 104: an attribute provides a bonus to contests that depend on it, equal to the (attribute) score minus ten then divided by two if the score is even. If odd, the bonus is equal to the score minus eleven then divided by two. [*]104v2: an attribute provides a bonus to contests that depend on it, equal to +2 if the attribute score is the PC's highest attribute, or -2 if the attribute is the PC's lowest attribute score. [*]104v3: an attribute bonus applies to a contest when a PC's d20 roll is below the applicable attribute score. If the d20 result is below the attribute score, the PC adds the PC's character level to the contest result. [*]104v4 (attribute IS the bonus amount): a PC adds the attribute score to all contests depending on that attribute. (This version involves rewriting the Max Damage rule, 313, and the Attribute rule, 103.) [*]104v5: an attribute provides a bonus to contests that depend on it, equal to the attribute score less ten. [/LIST] [SIZE=2]The idea behind the attribute bonus is that having a strong attribute (for example, Mental) makes a character inherently better at mental tasks, but training (skill) has a direct and greater impact on specific tasks (like Chemist skill used to create acids or ballistic foam). Version 5 is included above as a more harmonious example than the kludgy rule, but it would be difficult to implement because its effects would cascade into several other rules and intentions like the value of skill points vs. attribute points, the awards for level-ups, the relationship of die result compared to bonuses, and the manageability of maths at higher character levels. In other words, I don't like it 🤓 [/SIZE] [/QUOTE]
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