Reign of Crows

Wednesday, May 03, 2006

Words My Press Stopped From Being Published

Today's word: commentarial

Tabletop RPG Mechanics I Want

I've been thinking about system stuff recently, having been reading through d20 rules and several variants thereof for the first time. I was trying to think about what I like in my systems. This is the start of my brainstorming. This is a snapeshot of my current thinking...I'msure I'll have changed my tastes within a few months.
• Simple set of stats, 4-6
• No more than two dice types: d10 and d6 are my preferred
• No more than 30 skills; a few have specializations (Craft, Science, Knowledge, etc)
• Point based character creation
• Stats affect the resolution about 1/3, skill levels affect the roll about 2/3
• Target number is up (i.e. roll X die + stat + skill against target number)
• Synergy bonuses for certain skills
• Point totals over levels to measure general character power. Characters with the same number of points will feel balanced relative to each other
• Initiative is rolled once and then stays that way unless other circumstances intervene
• Characters can learn specific combat styles which allow them to learn maneuvers, giving them some flavor and strategic choices
• There are a set of combat elements which can be easily put together to create maneuvers and see how balanced they are.
• One track for measuring damage (i.e. no Stun and Body as separate numbers) but when a character takes significant damage they may have to test for stun, shock or death
• Multiple actions possible in a round
• Damage and weapons have enough variance that they feel different, i.e. a broad range of damage numbers, but not so much that some weapons are useless
• Characters can buy advantages/talents/abilities and flaws/drawbacks/etc
• Advantages feel balanced • Complex combats can be done in under an hour
• Magic system has structure but players can modify the effects
• Called shots and criticals can be done • System can easily model stunts and cinematic actions
• Magic is quick and balanced to other combat abilities

Here’s the thing I’m grinding on in my thinking: Active Defense versus Target Number. In a target number system, the attacker rolls to hit the defense number of the target (examples: Champions, Hero System, d20). The target can buy effects or take maneuvers to raise their target number. In an active defense system, the attacker and defender contest rolls (examples: Unisystem, Storyteller, Gurps). In this case multiple defenses are restricted somewhat, though penalties, dice pool splitting or choice of defenses respectively. The target number system has the advantage of speed. The active defense has the advantage of participation. I’m not sure which I like better.

Let me put this out there too, in terms of defenses and defense rolls.

Gurps allows an active defense roll, but you get one parry, one block (if you have a shield) and unlimited dodges. You can only do one defense per attack (unless you do an all-out defense maneuver). Typically your parry and blcok scores are higher than dodge, so as you take more defenses in a round your chances get lower. Storyteller, old system, has the dice pool split, so you have to declare the number of actions when you go. Since each additional action takes dice off, your defense number goes lower. [As a side note, it is my understanding that a characters dodge number is fixed in new WoD]. Likewise Rolemaster has you divide your defense value among the various attackers. Unisystem has has multiple actions-- you get a free defense and attack, all actions after that reduce your defense roll. Also, I think classic Unisystem (non-cinematic) doesn't allow defense rolls against ranged attacks unless you take your full action to dodge. Champions and d20 don't have an effect for taking multiple defenses, since attackers are rolling against a target number. If believe both have a bonus added for multiple attackers (i.e. a ganging up rule). Also, I believe the Dodge feat allows you to choose to apply a bonus to your "AC" of +1 against everyone or +2 against a specific attacker. I can't remember how Shadowrun, Cyberpunk, L5R, etc handle this.

I guess my question is: *If active defense, should you have a reduction in your defense attempts as you take more. Should there be a minimum to this roll? Should those actions count against your normal allotment of actions in a round? *If target number, what's the most satisfying way to handle defneding against multiple attacks-- a bonus to the attackers roll or something else? Should you be able to take actions to bump your target number, and if so how many and how do they count against your regular actions?

Sidenote: I was thinking about the d20 system of target numbers. Mutants and Masterminds has an option where instead of trying to hit a target's Base Defense+Dx Bonus+Modifiers+10, you substitute a d20 roll made by the defender instead of that +10. This would give the defender some participation in the action.

Tuesday, May 02, 2006

Fury of Dracula

I played Fury of Dracula again this evening. I should note that I love board games and I’m not sure why. I’m not particularly competitive, or perhaps I am and I manage to restrain it. I remember enjoying playing board games when I was a kid. I also remember losing much more often than not. Pente remains the only board game I’ve ever showed any skill in. My family played games—Mastermind, Othello mostly. When I graduated to more interesting and complicated games though, I wasn’t able to get anyone to play with. I had a host of SPI games that I’d either play by myself or else never play at all.

In any case, Fury of Dracula was for my money the best of the old Games Workshop box games. I enjoyed some of the others, Dr. Who, Judge Dredd, Rogue Trooper, Warrior Knights, etc but this one had great mechanics. Fantasy Flight just released a new edition and it is fantastic. You really have to have the full five players to get the most out of it, but it is worth it. One player plays as Dracula, while the other four play the hunters. Dracula moves in secret from city to city in Europe, using cards to build his trail. He can also leave behind encounters for the hunters in these places, so just tracking him can get messy. The card system for the hidden movement works really well; it keeps Dracula from making illegal moves (most of the time) and provides a nice visual when the hunters have found a location that Dracula has passed through.

I understand that some of the mechanics come from an older game called Scotland Yard in which detectives chase down a thief trying to escape London. This game adds to that a nice combat system, event cards, powers and items, and a lot of trappings that really carry the atmosphere of the game. The theme doesn’t feel tacked on at all and everything fits with the storyline. It is however a little more complicated than your standard “German style” board game. Explaining it to new people the first time can be confusing, but after they’ve played a couple of turns they pick everything up. There are a lot of detail-ly bits that get lost in play (how weapons get used up, special effects of attack cards, some timing issues) but each time I play I’ve been able to keep a little more straight.

I’ve now played Dracula in each of the first three times I’ve played this new edition. The first time I got smoked badly. In part that was due to an illegal move I made in the game that I then had to take a penalty for. In the second game I managed to kill one of the hunters to secure the win. It was pretty close though and if he’d managed to beat me, I probably would have lost. Tonight I was inches away from winning. I gained an early lead by having one of my hidden minions turn into a Vampire, scoring me two out of the six points I needed to win. I had a couple of opportunities to kill hunters that I just couldn’t close the deal on. Any of those would have gotten me the win. Eventually my badly hurt Dracula fled towards castle Dracula to heal. It was also to draw the hunters away from Italy, where another minion was about to mature which would have given me the win. At the last possible moment—just before I was to take my turn and win—another player pulled an event card that had a 4 in 6 chance of revealing the minion. Needless to say he exposed it and then was able to blow several special abilities to get to it and destroy it. The hunters then descended on me, with the first one drawing off my cards and then a second one following up to finish me off. Still a close and really fun game.

Video Game Monotony as Blessing

Unfocused this weekend, so I tried to take my breaks with videogames. Discovered my general impatience worked against me.

Samurai Champloo: Sidetracked: I should say that I picked this up based on positive reviews in several places. Auzumel wanted to pick up the new Harvest Moon game for the Gamecube, so she’d have something to play while she was waiting for processes to run on her work machine. I haven’t seen the anime-- though I like samurai genre, the show’s creator also did Cowboy Beebop, which I loathe. Anyhow, I wanted something where I could hit things.

So I learn my combos, and then we get a lengthy cut scene, then I kill ten ninjas, then I run around town and each store is narrative and no fighting, then I head out of town and there’s a cut-scene, and then another cut-scene, and then another…at which point I hit the power button on the PS2.

Oyama: The samurai pinball game for the Gamecube. With armies. And a giant steel ball. And voice commands for your forces. I’ve found myself avoiding this game because you have to shout at your units. I mean, Auzumel, can’t hear me upstairs and the neighbors certainly can’t, but still…I’m a little embarrassed. And, as it turns out, unskilled. I play the first level repeatedly to no avail—plus there’s a linear track for the maps/pinball set ups, so I can’t do anything else until I finish mission one. OK, I’m done.

Castlevania: Dawn of Sorrow: For the Nintendo DS. I’ve had this for a while, but it is Auzumel’s DS and she’d been unable to put down Animal Crossing DS for so long that I’d forgotten I bought it…and the guide. So I go ahead—memories of Castlevania: Symphony of the Night on the PS. I think I played one of the Gameboy as well. Cool—I fight, I level up, I get new stuff and then…

Then in order to beat the boss I have to draw a triangle on the screen when it asks for it. Up til this point I’ve been using the buttons, so suddenly I need to switch and get the stylus out to run across the touch screen. I did it, but now I’m paranoid. I don’t want to move on to the next boss…and I’m irritated with this requirement.

So I look over my stack of rpgs I have to finish. A number of them eliminate themselves from consideration because I haven’t played them in a while and I’d have to relearn mechanics, figure out where in the plot I was, or dig out stacks of notes. That takes out Kingdom Hearts, Stella Deus and Star Ocean. Two other games are out simply because I’ve discovered they require reflexes and I just don’t have them—Radiata Stories and Magna Carta. I might get to those someday, but I doubt it. On the other hand, trading them in would be to truly admit failure. I could do Digital Devil Saga 2, but I’m really unenthused about that. I loved the first game, played it through twice, and Nocturne, its spiritual ancestor, but this doesn’t grab me. Same thing with Wild Arms: Reloaded. I love WA3, but this one is just…feh. I’m probably halfway through Shadow Hearts: Covenant. I like the characters, but playing that game takes more attention than I can muster. Fighting requires hitting the buttons with timing. I have to do that game in parts.

It is at this moment that I realize I have no idea what I like in games. It could be the general apathy and bad attitude I have from quitting smoking, but I’m not sure. I like fighting games, but eventually they hurt my hand and plus they’re not all that fun by yourself when you’re as bad as me at them. I like racing games, but only when I can fire or shoot at your opponent. Wipeout is cool for that, but the thing I hate is that you have to be absolutely perfect or you are quite simply screwed. Mario Kart ought to be great, but it isn’t. Action games—maybe, but no shooters or anything that requires aiming. So Halo and its ilk are out.

What does that leave? Repetitive, non-challenging leveling up in rpgs. I pull out Suikoden V and get my party together. And fight over and over again. Slow and steady progress, the occasional level benefit and a fine catering to my minor league autism. I’m hoping I can break out of this cycle and figure out something better to play or be willing to go back to those other games. OOH it is nice out…a little....

I should be reading.