| Musing about systems... |
[Sep. 25th, 2007|11:19 pm] |
I think about systems. You could say that I think about systems a lot. In role-playing games and in LARPs especially, the system is that necessary evil that, all too frequently, gets in the way of telling the story. The system is there to resolve disputes; to prevent the scenario where one yells out, "Bang! You're dead!" While the other voice rings out with, "No, I'm not! You missed!" The system is supposed to facilitate the story, not get in the way; not bog down the fun with complicated rules and boring sessions where people are rolling dice or throwing hand signs. I don't know if you have been there, but I have and it is no fun. So I can assure you, it is my intention that these rules enhance the storytelling.
So when I see people not having fun because of the system, I think about it. And I think about it. In this case, I have been thinking about combat since the gun fight between Neeko and Cantankerous Kitty Chou at the last game. Several things happened that prevented any one from getting hit, except for Minli, and that's because he was being used for cover.
"My god. Do we really suck or is this guy really that good?"
Stress Point 1: Two combat monsters going after one another. Neeko, breaking into the room where the thugs were holing up and looking for a ride out of Dodge, had a pile of junk to hide behind, lender her partial cover (+4 diff to hit) and Kitty Chou was using Minli as a meat shield (+6 diff).
"Dodge this."
Both characters have high dodges for an Active Defense, and when I say "high", I am talking around 7 or 8 for a skill level. While an Active Defense, such as Dodge, Parry, or Block, can only be used once per turn, in a one-on-one fight, the combatants could sit there spinning their wheels, unable to hit their target.
"They had a lot of weapons, Mister - and they were shootin' bullets."
An over all thing that has been making me think is the "beat the Difficulty Die" rule and I've been thinking about changing it to "meet or beat the Difficulty Die", to make successes a little more common (playability) and reduce some perceived complexity (back to the playability thing again...). In addition to that that, if all things are even, the Action modifier is the same as the Difficulty modifier the chance of success is only 42%. Under the proposed change, the chance jumps to 58%.
"Boy, it sure would be nice if we had some grenades, don't you think?"
Large chunks of the system is modeled after, if not directly mugged and rifled for loose change, Steve Jackson Game's GURPS system. Mind you, we've changed the scale of how things work.
"Boy, do I hate being right all the time!"
The first thing I'm looking at doing is cutting down the defense bonus. Right now, the base defense is the character's Agility rating. In GURPS, your Dodge score is calculated by adding your Dexterity (Agility) to your Health (Vigor) and then dividing the sum by 4, producing a Dodge of 5 for the average character (10 is the average GURPS attribute value), which puts the successful Dodge as a 4.6% chance of success for the average character. The bell curve changes bit in range between the 3d6 of GURPS and the 2d6 compare. (I'm open to suggestions on what to call this system by the way.)
However, the halving of the agility does not make a lot of sense when you view it in relation to rolls and the skills. I think that halving the bonus that comes from the skill seems to be a better candidate for reduction. Going forward, we're going to be applying this change to the system where Dodge skill level is halved, round up, before being applied to the Base Defense.
"There are two types of tragedies in life. One is not getting what you want, the other is getting it."
Here's a link to an interactive means of playing with the dice in a visual way. |
|
|