Wednesday, December 14, 2011

Prophecy and Time Travel

I make this commitment now: the Demonsword Project rules-as-written and setting-as-written do not support travel into the past, and as a direct consequence, do not support prophecy (knowledge of the future, or in other words, knowledge travelling to the past). This seems to be a strange statement, especially when you realize the official canon suggests that time travel may have happened.

The justification for this is iterative time-space--in other words, this moment erases the one that just passed. The past does not literally exist anymore, and therefore cannot be traveled to; similarly, the future does not yet literally exist, and you cannot discover anything about it by prophetic means. By mundane means, by all means try; meet people, learn physics, understand the world and predict it, but it is a guess, not prophecy, binding or otherwise.

Saturday, November 26, 2011

Combat and Gameplay

I'm getting ready (I hope) for a playtest, the first since the first test in college. With each iteration, I'm trying desperately to make it be less confusing. Things that seem decent on paper turn out to be less so when I try to explain them, and the more I think about it, the less I like the ideas that had little thought behind them.

All of which is poor justification for all the delay! And I apologize. But the more time goes on, the more I feel like the mechanics are getting better. Part of this is refining the core mechanic, which was unmanagably intricate. If you were to examine some of my documents, and see how the same word is used differently in different places, or could see how even I can't keep straight all the work that needed to be done to finalize a playtest version, you'd understand.

So I'm working on what I guess you could call α2.4, and it's becoming reminiscent of, of all things, Magic: The Gathering. Not what I would have expected of a serious game engine, and certainly not a design intent. Will it work? A playtest will let us know for sure, but it's sure getting easier to make as it goes along.

As stated previously, you have a limited number of skill uses per round, and crits (critical success bonuses) are pooled, until used or discarded (for example by ending your turn). However, the crits now have a flavor, not dissimilar to Magic's colored mana pools. The base system has three flavors--mind, body, and spirit--but more will be added when you apply a setting. Any particular skill can only generate certain flavors--for example, basic sword proficiency does not give Mental crits.

At any point in your turn, you can deploy an Effect by spending crits you have already gained. Like the Magic cards, you may only gain an Effect by spending the appropriate number and flavor of them. Unlike your skill rolls, Effects do not cause the target to get a Defense turn; rather, the time to defend yourself is earlier, when the skill is rolled. However, that does not give you carte blanche to affect your enemy.

Any offensive Effect is described in terms of "damage," usually paired with the intended result. As a trivial example, actual physical damage is termed "Lethal Damage", because the intended result is the target's death. After all other factors are exhausted (armor soak, magic, etc), remaining damage is applied to the character, and they must then Resist it.

A character's Resistance to some given damage is described by a die size, from "Frightfully low resistance" (d4 or d6) to "Very high resistance" (d12, d20, or higher). Whenever they are forced to resist damage, they must roll over the damage they currently have. If they roll over, no effect; if they match or roll under, the intended effect happens. If you have d10 Lethal resistance, taking one point of damage gives you a 10% chance to die. Taking another, on the next round, adds 10%--for a sum total of 20% chance on that roll. Those odds get bad fast--but even one measly point of damage (after armor) can kill you, no matter how tough a character you've built. Of course, not all damage sticks around; Disarm damage, for instance, never stacks, and each attempt to disarm you is taken separately.

That makes DSRPG a fairly lethal system. However, it's also a very tactical system. Any particular character build (until you get to scarily high-experience or expensive ones) has some number of weaknesses. Perhaps your highly-armored warrior is prone to trip attacks, or worse, disarming. Or, perhaps your highly nimble monk is susceptible to attribute damage, bringing his stats down to manageable levels. Preferably, battle won't deal damage (of the lethal variety) every round, but will involve characters trying to find ways around each others' defenses, or trying to force a withdraw.

Interestingly enough, the same mechanic applies quite well to social combat. Convincing someone of a given fact or point of view has a different resistance than changing their attitude. And either may happen with the first social action, or the hundredth; it's hard to know.

The various resistances, etc, will take some ironing out, let alone the wiles and tribulations of the magic system, but it's far more workable than before. I'm enthused, and hope to have something for y'all that's a bit less theory soonish.

(Note: Soonish may not actually be soon)

Thursday, August 25, 2011

Skills, Cards, & Battle

The overhaul of the skills system is nice, because it allows me to bring back something I was thinking about adding to the project--a card-like battle structure.

First, to clarify, the number of actions you can take in a round is low--with an Aspect bonus, maybe 14; without it, at maximum Wit (the relevant attribute) you can take 7 actions per turn. This replaces an admittedly messy MP cost / MP total mechanic that I never really liked.

Every skill has a card, which has on it (in addition to quick-reference information like the dice used) a brief list of the abilities the skill allows, as well as the bonuses available should you get a critical success with the skill (or carry crits over from previous actions), and of course, what benefits or hindrances apply at each skill level.

When your turn comes up (or you need to take a defense action), you can look at all the options available to you, using the cards as quick reference. (If you should need details of anything, refer to the core book, or printouts if the GM has modified anything) Then, lay out your cards as you take actions. I haven't decided if it's a hard rule to only use each card (action) once per round; perhaps not. But since only one card is actually happening at any moment, it shouldn't matter.

As you lay out actions, any action which is both unopposed and un-rolled (taken at average value) happens immediately. If the action has a target, the target can at any time choose to oppose the roll by taking a defense action. The person taking a defense action can do any action available to them, including other opposed rolls; if the attacker chooses to take a defense action, it cancels out their previous action, whatever it was.

Additionally, the defender can cancel incoming attacks by using a Defense ability or Movement ability. Using these skills, your defense action's average roll becomes the DC the opponent must meet to succeed. If the defense action has a synergy (explained below), bonuses from that skill may be used to increase your defense.

If the attacker wins an opposed action, their turn continues, and they can keep taking actions until they either use a skill with the Turn Eater hindrance, run out of actions, or decide to pass. If the attacker fails an opposed action, their turn ends immediately, and any unspent critical successes are lost.

Remember that the skill system allows you to accumulate critical successes, and use them later in the round. You must declare how many stored bonuses you are using on an opposed action before the defender chooses whether or not to defend against it; however, you can choose to roll the skill after seeing the defense action. Once you have rolled the skill, you must take the result, even if it is below average.

There are two additional sources of bonuses to your actions. First are items; they may be used manually, or automatically by related skills. If the item is used as part of the skill, it may also have a unique Critical Hit Pool; you can select critical success bonuses from this pool in addition to those given by the skill. Some items, such as armor, apply bonuses constantly or conditionally.

The other source of bonuses are synergy skills. These skills are used for free, without your character spending an action. Generally, synergy skills are specified on an ability or item as "Add one X ability" where X may be move, observe, attack, defend, some school of magic, etc; you are free to use any skill which has an ability fitting that description. If the skill you choose has synergy skills itself, you cannot gain more actions; synergy skills do not stack. You can, however, gain multiple synergy skills in the use of one ability (such as from an item and one from the skill).

Synergy skills are excellent for helping you leverage your character's specialities. For example, a character who focuses on his keen eyesight, and also uses ranged weapons, would make use of the Aim mental skill; in addition to bonuses from the Aim skill, it has the ability Eagle Eye, which has an Observation Skill Synergy; the character can choose any Observation skill he likes, and add the bonuses to the Aim skill. Likewise, the same eyesight-focused character may, in social combat, be in the middle of a tirade about the follys of a tyrant, and use the Gossip skill's Cutting Observation--which also has an Observation Skill Synergy. In each case, the character's eyes give him additional leverage, for free.

Note that as with all good RPG systems, the card mechanic of combat is entirely optional--you can do the same with a book, pencil, and paper, or less. However, I think it adds clarity to what would otherwise be a somewhat jumbled proposition.

Saturday, July 30, 2011

Skill System Candidate 2

I've been mulling over the skills system; in the current (prior) form, it's complicated, and also a lot of work. However, most of the ways I've attempted to simplify it only make it harder and harder to explain. This below system seems to be a good mix of strong mechanically and easy to understand, although if you have feedback, I invite it.

Augmented skills no longer exist. Instead, the same function will be folded into the skill system as a whole, without the d12 extra dice for "affinity". Additionally, you can no longer choose to use abilities at lower than your training level; instead, you will automatically use the skill at your current training level at all times. Additionally, there are no longer distinct abilities at every skill level; instead, if the skill grants abilities (actions you can take as a character), the abilities will be the same at every level, but they will be penalized or granted bonuses depending on your skill level.

Every skill is designated as being part of one of three tiers (a term no longer reserved for augmented skills). You can generically call these tiers "General", "Specialty", and "Super-specialty", although I may find better terms for them later. (Magic and other special skills may use different terms for the tiers, if they are appropriate). In order to get a higher-tier skill, you must meet certain requirements; usually, a certain training level in one or more lower-tier skills, and a minimum level in one or more ability scores. Gaining your first level in a higher-tier skill may also require a sacrifice of training levels in the prerequisite skill, unless you visit a skill trainer. Even then, super-specialty skills generally require some sort of quest to acquire. In the event that there are several specialties per generic skill, or multiple super-specialties per specialty, you may train in more than one, but you must train in each separately.

When you gain a higher-tier skill, you find that your abilities in that skill are improved. Abilities in general fall into one of six levels:
  • Untrained - You are severely penalized for using skills at this level
  • Amateur - You have a minor penalty using skills at this level
  • Journeyman - You use skills at this level normally
  • Advanced - You gain small bonus using skills at this level
  • Mastery - You gain a moderate bonus using skills at this level
  • Grand-mastery - You gain a large bonus using skills at this level


These ability levels are related to skill level as follows:



General tierSpecialty tierSuper-specialty tier
Skill Level 0
DC 5
Untrained - -
Skill Level 1
DC 15
AmateurJourneymanAdvanced
Skill Level 2
DC 25
JourneymanAdvancedMastery
Skill Level 3
DC 35
AdvancedMasteryGrand-Mastery

It is in your interest to gain specialty skills for actions you perform most; this gives you better skills in the long-term.

However, as the name implies, specialty skills have a narrower focus than generic skills. For example, take three mental skills: General Education, Knowledge: Physics, and High Knowledge: Astrophysics. These three skills fit into the three tiers, from general to super-specialty. An HK: Astrophysics roll may tell you a great deal about how you need to maneuver your spaceship to avoid asteroids, capture high-energy solar winds, or avoid dangerous quasars. However, it cannot be used to substitute for a general physics question, and a Know: Physics roll will cannot be used in place of a general knowledge check (for questions outside the domain of physics). Similarly, there should be a drawback to every specialty and super-specialty skill, such that it has an ever-increasing blind spot at higher tiers. As you become more powerful, keep your weaknesses in mind; if you gain enemies, it will be simple work for them to find a way to nullify your advantages, or worse.

Note that the same general rules regarding tiers apply to magic and other (previously augmented) special skills; however, in a way, they are arranged backwards; the skills you have the greatest control over are the higher-tier skills, while at lower levels, you are pigeon-holed into doing a few very specific things.

Draconian magic has three main skillsets per element, corresponding to the three tiers; these three are called Cantrips, Mentalisms, and Spells. They are all psionic styles of magic; the only arcane magic is done with engravings and enchantments, and is not usually used directly. However, you have varying levels of control; with Cantrips, you are limited to instant effect abilities, or in general, ones that require only knowing the ability and having the skill to pull it off--you do not need to control it after it is cast. (You may need to maintain it, but only in an on-off fashion.) In the middle, Mentalisms involve very coarse control; you may be able to tele-kinetically manipulate the fire in the area, or slice with a blade of wind as though it were in your hand, but finer control eludes you. At the high end, you can do much with Spells; you can manipulate things freely and delicately, using light or heavy touches, or making complex shapes. Exactly how capable you are depends on your skill level, of course...

However, there are also other skillsets in each element, and you are free to take any or all branches as you wish by training in each in turn. (Understand, however, that you will typically lose training points in the prerequisite skill when you train in a higher tier for the first time) For example, instead of learning Cantrips for each element, you can learn Auric Effects; these affect your body and your surroundings and are typically used in conjunction with martial arts. You can also learn Dragon summoning skills at the super-specialty (Spell) level. There are other examples, but we'll leave it at that.

In sum:
* You always roll at your training level
* DC goes up with level, so be sure to raise your ability scores!
* Higher tier skills have prerequisites and blindspots, but are powerful
* Augmented skills are no longer special, and not quite as fixed

Wednesday, June 29, 2011

Skills and Techs

Although this might change in the final version, here's how the skills system is turning out now.

Skills are broken down into levels (and, in some cases, tiers, with each tier having a full set of levels). Each tier/skill level has a standard DC (difficulty rating), and a standard MP Cost (used to determine how many skills you use in combat). The abilities listed for each level will have that DC and that MP cost, always. Similarly, the XP costs to train a given level do not change.

In general, all the abilities that are listed for a skill will be variations on the same. The main difference is in the special bonuses attached to each level; at the lower levels, they come with hindrances, preventing you from using them effectively, while at the highest level, they offer special abilities.

There are four skill levels, numbered 0-3. Zero level is "Untrained"; first level is "Novice". Second level is "Competent"; at this level, you can expect to start getting skills that are not hindered or which have special effects. Third level contains mastery skills, which will tend to be specialized; either the skill itself will have specialty abilities at 3rd level, or you may select special abilities from a list, which are permanent to your character.

Certain skills are themselves a specialized version of another skill. For example, Martial Arts is a specialized version of Weapon Proficiency. These skills have prerequisites; in order to gain a level in Martial Arts, you must have an equal or greater level in Weapon Proficiency. In return, you may find yourself using abilities at a lower level than you did previously; Novice-level martial arts abilities may be equivalent to Competent-level weapon abilities, for example. Because the DC is lower, you will get more critical hit bonuses on the Martial Arts ability, which is especially helpful when taking multiple actions per round.

When you take multiple actions per round, you are said to be using a technique or "Tech". There are special rules that apply to techs.

First, you can only roll one skill roll per round; every other skill roll takes its AAR value. AAR stands for "All Average Rolls"; Every D4 is counted as 2, every D6 as 3, D8 as 4, and D12 as 6. For commonly used skills, you may want to write this number down for reference. Naturally, if your AAR is not high enough, you cannot perform the skill this way. This is especially important to remember if you take attribute damage, as it can substantially limit your options.

Second, any failed skill (Whether rolled or performed at AAR) ends your round immediately. You retain any unspent MP for defense actions, although the MP you spent on the failed skill is spent normally. Additionally, any ability that has the Turn Eater hindrance (usually seen on 0- and 1st-level abilities) will end your turn immediately, preventing you from using any other actions, including mental and social actions.

Third, if you gain critical success bonuses on any skill, you can refuse to apply them to that skill. If you do, they pass on to the next skill you apply during that round. If you do this, you can chain several skills together, producing a final attack with a stack of additional bonuses. This is especially useful for allowing you to specialize in other skills (Jump, run, acrobatics, perception, aim, etc) and apply these to relevant situations.

There are of course a couple caveats. If you use an ability with the hindrance Crit Eater (Almost all 0-level abilities have it), any critical successes you had previously disappear; they cannot be applied to that ability nor any that follow. Additionally, the GM may rule that certain skills are incompatible, meaning that you cannot use one to gain bonuses for the other. For example, critical success at lockpicking will not allow you to land strikes in a melee, nor will sword proficiency help at picking locks. In addition, any skill that takes more than a round to perform cannot be used as part of a tech; you cannot perform other actions leading up to the start of a long skill, nor chain other actions after its end.

Fourth, there are certain situations in which multiple people can contribute to one Tech. This is prevalent when discussing magic, but also works for knowledge skills, group combat, crafting, searching, and other cooperative tasks. Not all skills will qualify, and the above restrictions apply, can use long skills as long as they're being performed concurrently, or in some preset pattern. For example, multiple crafters of different kinds may work on a project in succession, rather than at the same time. You'll have to ask the GM what sort of cooperation they'll allow.

Fifth, you will notice that certain weapons and skills have a "Crit pool" (term subject to change) that contains unique or rare kinds of bonuses. For example, long or chain-type weapons might have the "Trip" bonus in their crit pool, while an assassin's dagger may have the "Stamina Attribute Damage" bonus. When using that skill or weapon, and ONLY when using it, you may opt to transform a normal critical hit into one of these specials. If you inherited bonuses from earlier in the round, you may use them to select from the crit pool; however, the crit pool is not passed down to the next skill in the line. Unless otherwise noted, special crits do not stack (can only be successfully used once per round, and cannot be used more than once per ability), and you must successfully perform the ability (land the attack, etc) for the crit to take effect.

If the enemy has armor or a magic effect that blocks that specific type of critical, the armor automatically wins, even if the opponent does not take a defense action; however, the armor takes damage from the blow, and so has a limited number of uses. If you notice the armor break when selecting such a crit, the next time you use it, it will likely get through.

Note that the tech system is extremely powerful, and also extremely flexible. It allows characters to specialize in various skills and apply them to related situations; however, it also exposes the vulnerabilities of a given fighting style. If most of your skills revolve around a particular attribute (Strength, perception, etc), you are far more vulnerable to attribute damage; if you rely on some particular skill or item a lot (A sword, the running skill, etc), enemies can adjust the situation to prevent you from using them (Disarming you, spreading caltrops or other hindrances, etc). If you wear armor or make other notable changes to defend your weaknesses, you risk tipping off a well-informed enemy as to what sort of skills you excel at. However, if your style is spread among many skills, you'll have less experience in each of them.

The tech system is also useful for GMs. Since the DSP settings (as currently envisioned) use humans as much or more than monsters, there has to be a way to mix things up without giving the GM extra work. However, the "Monster Manual" concept from the D20 and similar systems gives the players an even chance of having out-of-character knowledge of the fighting tactics and weaknesses of an enemy. For the DSP, therefore, a good GM can choose to create a generic fighting style that a group of opponents use; for example, enemies that use blinding attacks, tripping weapons, martial arts, and swimming skills to drown opponents.

The GM can have any number of mooks (lesser random encounters) that use that style, but facing them will be entirely different than fighting mooks of another style, meaning that they are essentially different monster types. And until the players first see or hear of this fighting style, they can't make any preparation, but once they do, they can start devising countermeasures, and certain characters may choose to specialize in fighting against that style. If that style of mooks becomes a major part of the story, those that specialized in fighting that style become major players themselves.

On the other hand, players that have a glaring weakness in their fighting style and then become famous will find that enemies quickly adapt; they may find that enemies start having armor that blocks their specials, and weapons or skills that overcome their weaknesses. At times like that, teamwork is particularly important, as long as the entire party doesn't have the same weaknesses.

All in all, I really like how it's turning out. There's some drudge work I need to do before it's ready for a playtest (filling out skill lists, equipment lists, bonus lists, etc), but I'd like to see it--and I'd like to PLAY it. It seems like it'll be a lot of fun. I hope you'll like it too!

Thursday, June 23, 2011

Profile: Ooria

Ooria (also spelled Uria) is a mountainous nation in the southwest of Contel, on the planet Draco in its First Age. It contains almost no meadows or pastures for commercial farming, and conducts a great deal of trade with Seyona in the east for food. Its principle exports are stone and metal; however, these exports are largely from a few mines and quarries. Most of the population of the nation is spread out in relatively small townships, many of which are unreachable by normal means.

However, Ooria is not a nation of normal means. Its military is divided into two divisions: The Valkyries in the sky and the Earth Monks on the land. Each has a special form of magic that is unique on the continent; the Valkyries store weapons in extradimensional pouches, leap into the sky with air magic, and rain down blades on their enemy, while Earth Monks eschew the normal limitation on earth magic and manipulate stone and dirt at long distances.

Adding to this dichotomy, the Valkyries and Earth Monks face a sharp gender divide; the Valkyries are a female-only military branch, and the Earth Monks are a male-only branch. Institutionally, both are fully recognized and respected by the government, and both are respected and somewhat feared by the populace. There is also a grudging mutual respect between the two, but it is a respect that often comes with doubt, petty arguments, and other friction. The Valkyries are the only all-female military on the planet, and are given commensurate respect.

The Valkyries and Earth Monks both travel through the mountainous nation in order to hold it together. They intercept bandits, find missing people, deliver supplies and mail, assist those who need medicine, etc. For this reason, they are typically trained in many such tasks. The Valkyries are used more for carrying supplies, although the Earth Monks take over in particularly bad weather; the Earth Monks are better at tracking, foraging, medicine, and other tasks, although the Valkyries are trained in such things as well, and can be employed to cover very wide ground at once.

Ooria was by all accounts founded by an Offworlder, one of the few places where they're historically recorded. It is assumed that they came from Terra, but the details are lost to time. In addition to forcibly equalizing gender roles in the country, the founder also made a pact with a peculiar evoloid species, the Laras. Laras are winged humanoids that seem to gain energy or nutrition from wind or altitude; although they can survive at ground level, staying long causes them to waste away and die. Additionally, they are an aggressively empathic race, such that being touched by another living being--especially without permission--is very close to traumatic. They remain humanoid in appearance, and intelligent, but as a species have little interaction with humans.

The pact between Ooria and the Laras is one of necessity for the Laras; the Oorians agree to give them what food, material, and care they need, with minimal contact, in exchange for scavenged goods. Laras, not needing to rest, circulate around the entire continent; they tend to pick at battle sites, abandoned houses, and other untended places, picking up anything that seems valuable and returning it to some central storehouse only they know of. When they must trade something with the Oorians, they trade from this storehouse, or from their own individual stocks. They tend to trade a lot of armor and weapons (not knowing, or perhaps caring that the Oorians manufacture such, and value them less than most), but also may have rings, necklaces, books, bags, etc.

Cino, the capital of Ooria, is on a hollowed-out mountaintop, and is one of the few places on the continent high enough for Laras to live comfortably for long periods of time. It has many floors, all of stone and metal, with the monarch living at the very peak. The monarch's floor is triangular and has supports at its three corners, each leading to the roof of a building below; one building houses the Valkyries, one the Earth Monks, and one houses the civilian government. Although this was clearly done for philosophical reasons, everyone involved admits that the arrangement is exceedingly unpopular and impractical.

Cina more than most is a city that fears both weather and seismic events. They do not have much glass in the city, and the high winds allow rain to get through wooden walls or shutters if they are poorly made; they are also in excellent position to be struck by lightning, although they have sufficient grounding that it's not a problem most of the time. The biggest fear is an earthquake; they are high enough up that any shaking of the earth below creates great torque, quickly becoming powerful enough that no magical support is sufficient to prevent damage. For that reason, a great number of earth mages and Earth Monks are dispatched to the base of the mountain to constantly monitor, ward, and protect the city. By the end of the first era, the city had still been nearly wiped out twice by seismic events, but was rebuilt both times.

News, or lack thereof

AMA just came and went this last weekend. I was invited along at the last minute by friends, and considered bringing DSRPG to the game room for a test.

In the end, I didn't have enough ready for a playtest, especially not since I was working most of the time I was there (manning the club table, if you must know). However, the deadline made me get serious, and it showed me that it's not really all that far from being ready. The biggest problem between me and playtest-ready Alpha 2 is the skill system.

In some ways, I'm not sure what to do with it. Basically, the skill system categorizes abilities into some level of some skill, and pretty much every level of every skill has something. The skills themselves get special bonuses and hindrances, which are themselves distinct from lesser bonuses (from skill criticals, equipment, etc) and lesser hindrances (from equipment, etc); these specials vary in strength, and can be powerful like Aspect bonuses, or barely more than crits.

A major question for me, though, is how to balance it. The DC of a skill goes up 10 when you use a higher level ability (5-15-25-35); if it didn't go up, you would get 2 extra crits for the same roll. That means additional specials, or the lost hindrances, must surpass that in value.

In some places, it's not hard to understand. For example, the Level 0 Weapon Proficiency(X) attack ability "Whack" has no specials and two hindrances: "Turn Eater" and "Crit Eater". That means that you cannot crit with the attack at all, and it will be the last thing you do in a round, even if you have additional MP. Considering that's the "Untrained" level of skill usage, hardly surprising. When you go up to the Level 1 skill "Slash", you lose "Crit Eater"; it's still the last thing you do in a round, but now you can at least make use of a high roll to crit the enemy. It's not until you hit Level 2 that you can make multiple attacks per round.

However, having gotten rid of those hindrances, what makes the mastery level weapon proficiency worth it? If I just add one bonus' worth, it's not worth the increased DC. If I add two, that's a heck of an improvement over previous levels. What's thematically appropriate? Under what circumstances would you use a mastery level sword attack anyway--knowing that the increased DC makes it harder to overcome an enemy's defense action? Are they highly specialized attacks, do they auto-succeed against certain defenses... what are they?

This needs more thought, and there are many similar questions for each skill that must be added. It's a confusing thing.