Monday, October 22, 2012

Skills are what you do.

In working on the skills this week, I've decided to make some minor cosmetic changes and a fundamental mechanical change. First, I've decided to make all skill names into verbs for consistency. Secondly, I've eliminated some skills. I made an earlier post about how I thought "Notice" was unnecessary and counterproductive as a skill. I've made the same decision in regards to "Investigation" and "Survival". Investigation should be pursued through the use of other skills that are appropriate to the situation; survival can be replaced by a setting-specific knowledge (the Know skill) or talent.

The big change is that I've decided to cut the association between skills and attributes. I was trying to arrange the skills so that they wouldn't all be concentrated under Cunning and Finesse and I finally decided that there were too many justifications for placing a skill under one attribute or another. Is intimidation a product of projecting a strong personality to socially dominate someone? Or, is it more important to have a powerful physical presence? Could you intimidate someone by simply being clever enough to know which psychological buttons to push in order to manipulate them? Instead of choosing one "right" way to use a skill by tying it to an attribute, I've decided to just cut them all loose.

This loses the effect of some skills being easier to learn for characters that have good attributes in that area, which I liked. However, I think this will cut down on bookkeeping questions like "If I raise an attribute first, the skill will be cheaper. If I raise the skill first then the attribute, can I get the points back?" I don't really want the order to matter that much, because I don't want to encourage "character building" like that. Designing a character should be a matter of choosing what skills and attributes they have and not what order is the most efficient to learn them in. That way lies the madness of D20 arguments about whether your rogue/fighter should take rogue first for the extra skills at first level or take fighter first for the immediate use of the weapon and armor proficiencies (and never mind the fact that either combination is inferior to just playing a spellcaster).

I liked that skill discount but I don't think it would be missed in actual play, so I'm happy to cut it out to options more versatile.

Sunday, October 7, 2012

Eureka moment

I've just had a eureka moment while in the shower. I was thinking about the changes I made recently to the damage and healing system. (Specifically, I altered the way damage is recorded and finally settled on how it is healed and recovered.) Then, I suddenly remembered that I still have unresolved issues with how to balance the Powers system with everything else (i.e. how much does it cost to learn a Power compared to raising an Attribute, etc.) and I realized that I could link the two together. This is just a rough idea right now, but I haven't made a post in a while, so I'm going to put my notes here before I forget this idea.

The damage system: Each character will have Facets* that determine their state of health. Characters would have a Body Facet to represent their physical health or "hit points" in most settings (obviously in a setting like Wraith: The Oblivion where everyone is a ghost, this would be replaced with another Facet). In settings like Cthulhu Mythos investigations, there would be a Sanity Facet to represent mental stability. In settings where wealth is important but counting pennies isn't, there could be a Wealth Facet to represent how much money a character can throw around without denting their wallet. Not every setting will need or use every Facet. Facets will be part of the setting rules that must be chosen for any given campaign.

(*Originally, I called these Aspects, but I decided to change it to avoid confusion with FATE's Aspects which are more like Van Gogh's Talents and Drawbacks. I'm not really that familiar with Fate. I've only really read the Tri-fold FATE pamphlet made by Michael Moceri and absorbed a lot through osmosis by reading gaming forums like rpg.net. Still, I think that there may be some overlap between FATE and Van Gogh so I want to avoid using the same terms for different things.)

So how does this tie in to the Powers? Powers could be, er, powered by "damage" to different Facets. Warriors with special combat techniques could exhaust themselves by causing light damage to their Body Facet (or Chi in a wuxia "jiang hu" setting) when they use their techniques, so they can't use too many fancy moves without taking a break to rest. In a Cthulhu Mythos setting, using magic spells would be harmful to your Sanity Facet. In a D&D style fantasy world where magic has a limited number of uses per day but no real downsides, spells would damage your Magic Facet; once your Magic is depleted, you can't cast any more spells until you sleep/study/meditate/pray but your health and well-being is otherwise completely unaffected (because in a setting like that, the Magic Facet isn't used for anything else except limiting how much magic someone can use in a limited span of time).

Powers could be altered and adjusted for each setting simply by adjusting the Facet that powers them. In a D&D style world of Vancian magic, spells would be powered by draining the Magic Facet. The only drawback to draining the Magic Facet is not being to cast spells until it recovers, but recovering it is a simple matter of resting overnight and studying your spellbook: magic has no harmful effects but its use is limited. In a Cthulhu Mythos campaign, spells drain a resource that does more than just power your spells--it keeps you sane--and recovering Sanity is a slow and difficult process involving extensive therapy with an alienist who's probably not really equipped to handle your particular issues: magic is detrimental to anyone who wants to stay sane. In a superhero setting where all the important characters have a set of powers, they might not cost anything to use (because powers are always available unless it's a special "Captain X loses his powers to Yellow Flubtonite" collector's issue) but they have to be aimed and controlled with a skill.

Powers can also be controlled by the kind of damage they do to a Facet. A power that does light damage to a Facet can be used repeatedly because that damage is equivalent to being winded and disappears between scenes when characters can catch their breath for a few minutes. Powers that do more serious damage will have to be used more sparingly because it will be more difficult to recover the damage they do.