The Mysterious Lever

Tuesday, April 26, 2016

Revisiting "Advantage"


I thought I had this one in the bag, but after a solid conversation with a good friend of mine, I got to thinking about "advantage" all over again.

I love the Advantage/Disadvantage mechanic in D&D 5e.  It's so simple and elegant, and it works perfectly with how the players interact with the d20 and the rest of the skills.  In D&D, it's not about stacking advantages (in 5e anyway), it's about all of the other cool stuff the game provides.  Adv/Dis is a easy solution that soaks up a wide range of situational buffs that D&D doesn't want to focus on.

But if you look at a game like Numenera, this simple solution actually doesn't work - at least not as well.  This is because in Numenera, the "target number" to roll against is usually known to the player, and the player uses multiple different skills and abilities to determine if they can lower the TN (likewise, the GM would raise it for situational effects that make the task more difficult).

Known target numbers mean that it quickly becomes confusing whether the target number should change or if the player should have adv/dis. Hidden TNs on the other hand mean that the players only care about one thing (adv/dis) rather than two, and it's easier for the GM to apply adv/dis without debating back and forth with the players about the TN.

Skills and abilities must affect the players somehow, and in D&D they add to your roll as you try to get over the TN.  In Numenera, they instead lower the TN.  That brings the focus on raising and lowering the TN, rather than worrying about modifiers to the roll.

My game Hostargo is much more like Numenera: it has known target numbers, and as a roll-under system it was much easier to have skills/abilities affect the TN rather than subtracting from a roll [insert obligatory comment about THAC0].  The focus is different than D&D: I want the players to be thinking about ways to help each other out in order to boost their rolls.  But if I only include an adv/dis system, that means that either A) the player has some ability that gives them adv, and no one's help is required, or B) one person is able to help, and the rest are just chumps.

But what other options do I have?  Abilities can directly affect the TN, but that's crunchy (it's much easier for the GM to have full control over that).  Because I use dice sizes like an inverse Savage Worlds, I can have abilities grow or shrink die sizes... but that becomes confusing to new players on which die they should roll.

I don't have an easy answer.  D&D's Adv/Dis works perfectly for me - except for the reasons above. As a GM, I don't know how to truly determine when to apply adv/dis vs. raising or lowering the TN. After all, it is more or less a +/-5 on the d20.

Have I missed something? Any other systems or suggestions?

Friday, April 15, 2016

Classes Continued

Sometimes design is very frustrating, in that even though you know you've worked a lot, thought long and hard about things, there's often not a lot to actually show for it. But, progress is progress, and I was able to fiddle with my class abilities until I came up with a system that I liked

I was going to have "specialties" of classes, much like D&D or FAGE, but eventually backpedaled and just put all abilities as upgradable, customizable packages.  I did the Marshal yesterday, and now that I have a clear direction I'm hoping to get the rest done as well (or at least as much as I can).

Not a lot of update, sorry, but as today's my last real day to do this, I wanted to say thanks again to those who have followed me this week.  I will be releasing a first alpha document hopefully sometime within the next couple weeks.

Cheers!

Thursday, April 14, 2016

Class Act

Progress slowed yesterday, as I took the opportunity to do some yard work (It's finally getting nice in Michigan! I know I just cursed it...) and play video games (currently playing: Dex).  But that didn't stop me from finishing up some decisions on weapons and armor.  I've got a nice base lain out once again so I can expand it as ideas come.

I spent most of my time fixing up small things here and there, as well as editing some of the Shortcomings and other character creation stuff thanks to some of the feedback I got yesterday - much appreciated guys, please keep it coming.

In other exciting news, I've gotten a hold of the artist who painted the main picture of this blog, the talented Frank Attmannspacher, and he has agreed to do a full blown commission of the City of Hostargo! While I have been using Frank's art as inspiration, and plan on putting all of the illustrations I have from him in the final book, it will be amazing to see my specific vision of Hostargo come to life through his work.

Today I plan to tackle a huge issue: character classes.  I know what classes I want, and I even know what their main abilities will be.  But organizing those into actual customizable packages is not just a simple matter of "here's your stuff".  I don't want a linear level up system like D&D, and I don't want a full customization system like Shadowrun.  I want choosable "packages", each that give characters a significant change (in power/options).  Likely, each package will come with skill upgrades, special abilities, new knowledge, new contacts, and/or access to new items.

That's all for now, cheers!