Showing posts with label Power Levels. Show all posts
Showing posts with label Power Levels. Show all posts

Friday, February 21, 2014

Mental Balancing Act

Last post got me thinking about how Psionics could be balanced so as not to be too overpowering in comparison with other magic types.

The first limiter, of course, is that the "casting stat" for Psionics is a derived stat, so to have a comparable amount of power to draw on you need to have multiple base stats which are high enough to average to another high or moderately-high stat.  With a system where there are only three base stats, admittedly, that is not necessarily as difficult as some, and yet it also means one low score can remove it as a viable option.

Something else to consider is what can affect, or is affected by, what.

Physical can affect physical things.  That's... pretty much it.

Magic can affect physical things, and it can affect magical things.  It can also bypass physical, depending on the spell.

Psionics can affect physical things (though this may or may not be more difficult), and it can affect mental/psionic things.  It can easily (depending on the setting, nearly by default) bypass physical.

But magic does not (at least typically) affect psionics, and likewise psionics do not affect magic.

So where's the problem?

Generally, magic does physical damage.  Even when it bypasses physical armor, it does physical damage or has some physical effect.  Psionics do mental damage, the grand majority of the time.  So a psionicist can easily bypass not only physical armor, but any form of resistance to physical damage, and is therefore even more effective against physical-based characters than a magically-trained character.  In addition, since magic doesn't affect psionics, a psion can bypass magical defenses as well, and is only slightly deterred by the better mental stats of a spellcaster vs. a fighter.

On the other hand, a psion can't block a non-physical magic attack, either.  Hmm.

Ok, so really, where's the problem?

Even if I permit a magic-user to affect psionics, and psions to affect magic (at an increased power cost for either) all I'm doing is making attack and defense types more accessible.  Which would mean mages and psions could actually have a chance of resisting each other rather than being glass cannons.

Maybe it isn't as intrinsically overpowered as I thought.

Monday, April 8, 2013

Online Gaming Resources

I came across this site a couple months ago, and overall I like it: http://fabletop.com/  Simple, easy to use, great for quick pick-up games.  Biggest problem is there is very little you can do to customize the system to suit your tastes.  The system in place is good, not saying otherwise, but it makes playtesting my own system on the site rather difficult.  Also, though there were a small number of people running games when I first joined, the site seems to be languishing right now, possibly due to a lack of GMs.  If you already have a playerbase to bring to the site, not so much an issue, but it can be hard (as a player) to find a game when you're available to play.

So I also came across this site: http://roll20.net/   Not quite as simple and certainly not as quick and easy to set up a game, but the customization is much more universal.  Dice are customizable, and I can actually use my own system on the site.  Plus, the option of voice and video chat between players is a nice touch.  I played around with it a lot tonight, and I'll probably end up using it to run games soon.  It seems vastly more populated than Fabletop, though that's less of a concern for me there since I'll be playtesting my own system.

On a side note, I may need to tweak the bonuses for weapon skills.  It looks as though I may have been a wee bit generous.

Sunday, November 25, 2012

System Overhaul

When last we left our intrepid game designer, he was blathering on about some dream, completely unrelated to the task of creating a gaming system.  After several months of not much progress, a recent visit from a close friend and play-tester yielded an unexpected result.

"Dude, you're making things way too complicated."

Faced with the accuracy of the statement, the game designer leapt to his mental feet and declared, "I have so much work to do!" before collapsing into the fetal position at the prospect of the undertaking now at hand.

Outside the city, in a remote location, our hero worked tirelessly at his task.  Though he'd broken the archetypal classes into their base components already, he still had ended up with what was essentially a class-based system, one which dizzied the mind with its complexity as he strove to make a fantasy gaming structure more realistic.  Taking up the tools of his craft, he tore this structure apart and rebuilt it into something simpler, cleaner, more fluid.  The basic details and abilities of a character could be seen with a single glance.  He had done the unthinkable.

The System was reborn.  Three stats, from which all else derived.  No classes, nor class-fragments, but a comprehensive list of skills to govern the abilities of a character.  And yet this simplicity maintained, at its core, a means to fit within the dynamics of 3rd Edition rules, providing the ability to use available Monster Manuals.

The game designer sat back to survey his work, making small adjustments.  He found it to be shiny.  But there were still questions to be answered, regarding how much of a role the character's level was to play, in contrast with skills and ability scores.

And so he sat, fondly inspecting his new creation, awaiting the chance to see it in action.

Sunday, August 7, 2011

With Great Power Comes A Need For Control

I recently showed my static mana plan to my mother, the woman who raised me in modified AD&D. She liked the concept and implementation, up to a point - she raised concerns over it being too much power for a low-level character. My original thought was that, yeah, a 1st level mage might end up being able to cast 18 magic missiles, but magic is to a wizard what a sword is to a fighter, and the latter aren't restricted to how many swings in a day.

But then I thought about some of the other system changes I'd made from 1st and 3rd, and how weaponry and armor, as well as multiple attacks, have less to do with your class and more with your inherent stats. A mage might have stats optimized for casting, but if they'd taken fighter as a class instead they'd be no better off in physical combat. Any class can wear any armor, and my spell failure for arcane magic is based off of how much metal is in the armor rather than how much it inhibits arm movements for somatic components (something which seemed far too easily remedied with careful manufacture anyway).

So maybe I'm being too nice to casters.

Rather than come up with a system that limits how much mana is available until the maximum is reached, however, I thought about the possibility that spells might, at first, take more mana than would be indicated by their level. Say, for example, that at first level, a 1st level spell costs 5 mana instead of 1. You're just starting out in the world of magic, you haven't had a lot of practical experience, and you're still learning how to properly, and efficiently, wield the power you have. At second level, the cost goes down by 1 point. At third level, it now takes 3 mana for a 1st level spell, and so on until you reach the minimum of 1 point for a 1st level spell at 5th level.

Every time you gain access to a new level of spells, the cost of them is X higher than normal, let's say 4. That would mean that 4 levels after you start getting spells of that level, they would cost the normal minimum of 1 mana per spell level.

This could be a bit confusing for cantrips, since they normally take 1/4th of a mana. I could start them at 4, or I could be nice and start them at 1, dropping by 1/4 each level until the minimum.

Thoughts?