Saturday, April 9, 2011

Captain, our shields are weakening!

In my present system, armor is capable of being damaged. It doesn't give less protection or fall off unless all of its hit points are gone (Even I knew that would be too much work), but it does have hit points, and its own damage reduction in the form of hardness, based on the thickness and material.

This means, though, that I need to keep track of a slew of different armor classes for the same character. I need to know what is needed to hit them directly, to hit their armor and/or shield if they have one, as well as the difference in their AC if they are surprised and therefore don't get their Dex bonus. If it hits the armor, damage is rolled to see if it gets past the hardness to damage the armor. Same for the shield, if there is one. If it hits the character, then unless it was some force effect that bypasses normal armor, it also might damage the armor.

Now, I could just roll the attack, tell the player what it is, and make them do all the work as to what it hit. Except I like theatrics, and heightening suspense, so instead I keep track of these numbers, make a Perception check for the character, and then tell the player whether their character thinks it will hit or miss. That's their cue to determine what defensive action, if any, they want to take. True, this may mean they waste some resources in defending an attack that would only have hit their armor, or that a failed Perception check could make them think they're safe only to have them take a solid hit. But, that's battle for you.

In an automated game, all this number-crunching would be handled behind the scenes in a matter of seconds, if that. In pen&paper, it's not so easy. Now that I've created this monster of a system, I'm concerned that it will end up being more trouble than it's worth, bogging down combat in a way that isn't fun, rather than adding theatrics and suspense. But removing it means I'll need to rework my armor list to re-balance it, since the hardness and hit points of armor was one of the balancing factors.

Thoughts?

Arcane, Divine, or something else?

Having split all of the available magic into the different schools, regardless of originating class, I realize now that I've blurred the Arcane/Divine division regarding the origin of magic. Some of the schools, like Conjuration and Necromancy, have a very definite Divine feel to them, though most of the benedictions Clerics got are now in Enchantment, and almost all their attack spells got dropped into Evocation.

Transmutation, as a school, has the most spells of any of them, with Evocation in second place, but the most expensive schools (in terms of experience cost for leveling) are Conjuration (because it has both summoning and healing) and Necromancy (because it can allow the caster to build an army of undead). These mostly reflect my preferences, I guess, which I picked up from my mother: I don't like messing with temporary pets/creatures, especially ones that can be changed with every casting. This is why I've replaced pretty much all the Conjurer's Summon Monster/Nature's Ally/whatever spells with one-shot, full-round summoning spells, FFTactics style. The entity bamfs in, does its thing, and bamfs out, end of discussion. Since it's summoning, not creation, this works and allows a Conjurer to summon things that do stuff outside the Conjuration school. Necromancy has a couple of modified spells tossed in to make it more like what it should be, in my opinion, but it's creation and not summoning which means I still have the temporary pet issue.

Back on track: the splitting of the schools means that some of my previous information, such as Arcane Spell Failure, is now either defunct or applies to a lot more than it used to. How do I deal with this?

Next up: Armor deterioration - Is it worth the hassle in a pen & paper venue?

Saturday, March 12, 2011

Freshman Year - Adventuring 101

via IMs

Alright, you're all students enrolled at Lorinel U. Courses are a thousand gold each for tuition and materials. Those of you with less than five thousand gold in starting money are able to get Financial Aid in the form of loans, which will need to be repaid after you are no longer a student. Here's the course catalog. Choose your classes.

Since you're all new students, you end up in the same required courses with each other. During Adventuring 101, the professor is droning on and on about the merits of having the proper tools, when you get an illusory note passed to you, asking if you're interested in some shiral hunting this weekend.

xD
nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu


heh
wait is this a start of game or just how your opening it?


Good question.

After a moment, the illusory script swirls and reassembles: No? Good choice. Welcome to Lorinel. -PDL

WIIIIIIIIIIIIIIIIIN

PDL?

That's what it said. I guess I could have you roll an Intelligence or Perception check... except you don't have character stats rolled yet.

lol no i dont

All of a sudden the professor's droning stops, and he looks up at the class and lets out a much more lively, animated 'Well, let's see who's left then.' Looking around, you notice there seem to be a number of students gone, though you don't remember anyone getting up to leave.

lol. The people who thought it was a good idea.
poof.


"Excuse me professor. Not to be rude.... but what just happened?"


"What's that?"

"I saw some note... asking me a question about shirals."

"Oh did you? Passing notes in class isn't the best way to get an education... most of the time. Those of you still here are here because you passed the Dean's pop quiz, intended to cut the wheat from the chaff as it were."

"OOOHHHhhhhhh....." thinks about it for a moment.... probably b/c we are in an adventure class... some probably thought it was part of that.

The rest of the class continues as normal, except now in a far more interesting, often hands-on fashion.

Tuesday, March 8, 2011

Class Building Blocks: Lego or Duplo?

Seeing 41 different options on my current character class list is a lot less impressive than it should be. First off, a character without any special starting abilities, like being an awakened psion or of a particular bloodline, only has access to 35 of those options. Further, a lot of the things listed on the "Class" list are more like Class fragments. Magic has been broken up into its various Schools, and each School is taken individually. Some of the iconic abilities of various classes have been stripped away from the class, and divided up into smaller packages.

For instance, the Paladin abilities such as Detect Evil and Lay on Hands are now distributed amongst Crusader, Temple Knight, and Faith Healer. These "fragments" have a lower experience cost if taken alone, obviously, but the idea is that you can build your own adventurer. One of the fragments is simply an extra starting combat proficiency, which could be anything from another weapon proficiency to metamagic. Some of the fragments are levelable, improvable crafting "classes" such as Bowyer, Armorer, and Alchemist.

And, one is simply a "Citizen" class: no abilities, no special stuff, you get the benefits inherent to your ability scores. That was mostly just to give me something I can use for NPCs, but it could be fun to start a group off as Citizens and have them progress to other classes and abilities through training.

The image I have in my head of how all this should work seems good: a mix between a class-based and a skill-based game with enough variance and limiters that not every character is going to be able to do everything, but will have more varied abilities than a typical character in a class-based system.

I still need to finish separating the magic into schools, to make it easier to roll them, and I still need to determine a setting, at least a small area to start in. Then comes the fun part.

Sunday, March 6, 2011

Game Projects

Skill System...........................Done
Spell System..........................Done
Crafting System.....................Done
Class System..........................Done
Spell List...............................Done
Weapon List..........................Done
Armor List.............................Done
Other Equipment Lists...........Umm... no.
Combat System......................Done
Campaign Setting..................In Review
Campaign Ideas....................Way too many

Run Playtest.exe (y/N)? y

Starting Playtest.exe.........Error! Setting.ini not found! Abort, Retry, Fail?

*sigh*

Fail.

Friday, March 4, 2011

Typing to hear myself think

After discussing skill systems late last night with my conscripted playtester, it seems that a simple stat-based system which does not use skill points would be preferable over a stat-based system that uses minimal skill points or a percentage based, customizable improvement system. While this certainly makes things easier for me, it was a bit of a surprise since he had some time ago argued for the ability to improve skills through training. I should probably ask him again sometime when he isn't falling asleep at the computer.

I'm also considering an a la carte system for character creation, which would essentially allow players to create their own class. Magic is already divided into different schools, so that's easy enough. I can strip the special class-based abilities away from the classes, and either offer them as-is to be added on, or figure out a value for each ability to allow further customization. This could be an additional method on top of keeping the regular classes, maybe with the regular classes having a lesser experience cost to level than they would if broken into their individual abilities.

On the surface, this looks like it would make things more difficult or make creation take longer, but it would also allow me to take a new player, ask them what they want to be able to do, and put together a conglomeration of abilities that would approximate their desires.

I do have ideas for making individual schools of magic based on different stats for learning and casting. This would be a way for dedicated spellcasters to have more casting ability despite the static mana system, since different types of spells may draw from different resources.

I'm also considering the option of allowing some method of choosing spells, instead of having them random by default, since the sheer number of spells I have compiled makes it statistically daunting for a cleric to get any healing spells. This could change if schools of magic were taken a la carte, though. Something to keep in mind.

Wednesday, January 26, 2011

This post brought to you by the numbers 7 and 15



Absence is a bloody liar. A heart will grow fonder even in close proximity. But apparently while I wasn't looking, I got tagged for a blogger award, in the same post by Cap'n Kyrie that tagged Hyperbole and a Half. Allie is freaking awesome, and I love her humor and insight, and I feel terribly out-of-place getting any award she received.

Now, I'm flattered Cap'n, but I'm sorry. I just can't accept this award. Not because I feel I'm outclassed by the company it keeps, but because I just simply don't know fifteen other bloggers. That means I can't follow the rules of the award, and so I must refuse. That, and I'm pretty sure the ones I do know have already been tapped for it, so I'm actually preventing an infinite loop that could crash the internet... or not, since Demotivational Posters have already divided by zero.

But, I will go ahead and tell seven things about myself:
1) I do not have a PhD in Horribleness. I am working on a BA in Sociology, though. Working on semester two of my first year, through online courses, and I made the Dean's List last semester, so go me.

I do have a pretty good evil laugh, though.

2) I get really, really focused. If I'm working on something, I will try to hammer out each and every bit of minutiae I can long past the point at which it really matters, and react poorly when interrupted, even by the call of nature.
2a) I absolutely love and adore and cherish my wife, and am grateful for her patience with me.

3) My favorite X-Man is Nightcrawler, and has been since I was a little kid. I may not have a lot in common with him from a religious standpoint, but I've never been one to let religious differences stand in the way of a good friendship.

Blue or not, the man has skills and looks great in tights.

4) I used to be a Final Fantasy Fanatic. I own every Final Fantasy game released in the US, up to X-2, but I only ever finished one of them (X, so that I'd know where X-2 was picking up from). I'm convinced that this is because I didn't want the game to end, because that meant the fantasy was over. I didn't get into Final Fantasy XI Online because I didn't really have a disposable income and was, at least at that point, very against the idea of paying subscription fees for games, especially since I was already heavily involved in a free-to-play MUD. By the time FFXII came out, October 11 of 2006, I was busy starting a fantasy of my own, making arrangements for my wedding at the end of the month. I don't even know how many they've made since then. Take that, LegendaryFrog.

5) I am better at carpentry than the previous owners of my house, who apparently (according to a sign left in the shed when we moved in) ran a contracting business. I've learned more about power tools, floor supports, and fitting square boards into not-square rooms in the past few years than I ever did in high school. Guess I should have taken shop class after all. Maybe the vocational aptitude test I took back in elementary school was right when it said I was most suited to become an interior decorator.

6) I know more about computer troubleshooting than my best friend, who was trained as a CAD Technician by ITT. Seriously. I've debugged his computers multiple times, and even installed a new power supply for him because, while he may know how to use CAD programs, he has no clue when it comes to opening up the case of his tower. And here I thought I only really knew enough to get myself into trouble.

7) I play guitar. Acoustic, not electric, and not what I would consider well, but better than I can play the piano (which isn't that hard, since I know about 3 tunes on the piano and they're all from video games). I picked it up in high school, and have mostly used it as a means of enhancing my vocal performances with a few chords thrown in. Somewhat recently, though, my limited guitar skills landed me a position in an established group that travels the Renaissance Faire circuit (and other venues). Again, go me.

And that's my seven factoids. We now return you to your regularly scheduled, non-updating blog.