The Rogue’s Surprise

April 12, 2017

Fighters might use Stratagem to outsmart and outwit their opponents with planning and quick action, but Rogues try to outsmart their opponents before their opponents even have a chance to act. Rogues use these Tricks to demoralize, undermine, and break their opponents using only their own guile.

These techniques are easy to see, and perhaps even replicate, but only someone who has a true insight into the body, into the weapon, and into the understanding of their foes can understand the Trick behind them.

Rogues, whether the practiced assassin or the intrepid dungeon-delving adventurer, are all possessed of this unique insight.

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Fighting Strategically

April 10, 2017

So we have a bit of a basis for understanding the Combat Economy. We know the limitations of a single character in the abstract (Move, Act, Fast Act, Say Something), and we have a way to discuss the outcomes of a character (Damage Per Round, Healing Per Round, Action Efficiency). So we can now start talking about actual abilities that characters have because they use this framework…and sometimes exploit it.

Exploitation, in fact, is the theme of the Fighter’s abilities. We’re calling them Stratagems, the kinds of combat strategy that lets Fighters exploit their enemies’ actions, placement, and decisions in the thick of combat.

So what is a Stratagem?

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Tactical Goal Strategy

March 17, 2017

This isn’t a new anime, I promise. It’s our design philosophy for combat mechanics. We’ve got one more important concept to talk about, and it’s the goal of well designed combat mechanics; Flow. Flow is the pace of combat and how fast a turn can be completed so the next person in line can go. When it takes a long time to make the decisions that go into a turn, the whole combat gets bogged down. This is also true for anything that requires hard steps (like 3.x’s Move then Act priority system). When you have people waiting to go, it’s best to have a system that’s flexible, easy to work with, and keeps everyone engaged.

Flow, by far, is the thing that suffers the most from having an unbalanced combat system, as well. It’s always a tragedy when one player just sits around not engaged during part of the game. This goes double for a segment so important to the design, like combat in D&D’s many incarnations and variants.

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Occupational Theory

March 11, 2017

So I’ve got a few ideas for what Occupations should do for their half of Origin. Part of it is inspired by D&D5’s kind of ideal of how a class starts, and part of it borrows the Backgrounds from the same. It’s definitely more than that, though, I think and I’d like to call it “Background” but I’m afraid of calling it something that’d conflict with another system that’s copyrighted. Maybe History? I’m not sure. Anyway, let’s get into this.

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Race Relations

March 8, 2017

So lets dig in deep in our races. We’ve got 8, a full compliment of “pretty” and “monster” races, just like World of Warcraft!

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On the Origin of Races

February 23, 2017

This is a…big question. Namely, what role do races play in D&D and how do we do them right? This is especially complicated by the fact that “race” doesn’t mean just heritage in D&D, it’s historically also meant cultural history. As an example, an Orc might have Darkvision in D&D thanks to being born an Orc, but an Elf isn’t genetically or magically gifted with proficiency with Longswords and Long Bows. That’s training. With the Dwarf and Halfling benefits to fighting giants, that was explicitly spelled out – children of those communities gain training in fighting giants.

Since you can’t call a product of training “racial traits”, since there’s no factor of birth there, I think we’ve got to split race in half – Heritage, the people you are born to, and Past, the culture you were raised in. Combined, these are, to borrow from Dragon Age, a character’s Origin. They tell us what kind of Hero the character can become, or at least where they’re coming from.

This also makes it easier to expand races dramatically since we’ve got two small things that combine into a huge number of potential “races”. Now, how do we balance them?

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Yesterday we went over the kind of outline for what I’m thinking the new skill system will look like. Today we’re going to look at it comparing two wildly disparate applications of it in a game setting; a social and legal maneuvering scene and the construction of a sturdy axe.

Our two example characters will be Kirann Wildstalker who is trying to spring his friend from an unjust arrest and Gerta Stromdottar forging an axe for her daughter to take on her first adventure. Kirann is going to be at a lower level, someone relatively new to their adventuring career but has had a few dungeons and a few major scrapes fall beneath his bow. Gerta, on the other hand, has long since retired. She raised her daughters, she taught them how to fight, and now one of them is finally leaving their home on the windswept coasts to make her own name. Both of these characters have simple goals; Kirann is trying to overturn a single legal obstacle and Gerta’s making an item. These same systems can be scaled up to much more complex problems, though, and hopefully can have games built on them by themselves.

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