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Tabletop RPG Metathread: We Like To Party


Lilith

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With Ephesos' blessing, I've created this thread for general discussion of AIMhack. The intent of this thread is to discuss the AIMhack system and how it can be improved without limiting it to the context of any one campaign, but examples of what did and didn't work in specific campaigns are encouraged. I'm going to start things off with a few comments on some issues that have come up in campaigns that I've DMed or played in. This is probably going to be a little disjointed, but bear with me.

 

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On a fundamental level, is the game doing what we want it to do? Is what the game considers important the same as what we consider important? Do the rules cover everything we want them to cover, and nothing else? For example, would it be desirable for character personality and development to have stronger mechanical backing? Do we want to include a mechanic like Spiritual Attributes from The Riddle of Steel, where players are directly rewarded for having a coherent character concept and playing their character in accordance with it? Or are we happy to let characters be defined simply by their reactions to the situations they find themselves in, and by a one-word "Alignment" description with no mechanical impact?

 

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Some mechanics aren't standardised yet. Important ones, like "what armour does" or "how much damage you do when you hit somebody". It's not urgent that these mechanics be standardised, since it hasn't been very important for players to know the exact details of how they work in most campaigns so far, but I think it's useful to start a discussion about what behind-the-scenes mechanics work well all the same.

 

Here's a rough rundown of the damage system I've been using in City of Hope: when an attack by a PC on an enemy succeeds, it does at least 1 damage. When an attack succeeds by a margin of 5 or more above the required roll, it does 2 damage. A natural 20 does 3 damage. Spending a stamina point on an attack will add +1 damage to each of these figures, or turn an attack that failed by a margin of 3 or less into a successful attack for 1 point of damage. Most regular enemies have 2-4 HP, while bosses have 10-20.

 

The above system is motivated by two factors. First, simplicity of bookkeeping: keeping HP totals low makes it easy to keep track of damage, especially in battles involving large groups of enemies. Second, it directly links the effectiveness of a successful roll to how high the roll was: it sucks for players to roll a 19 to hit and then have it not do much because I rolled minimum damage behind the screen, so I designed a system where I don't have to roll to see how much damage a PC did.

 

Enemy attacks on PCs do however much damage I feel like, based on the average number of hits I want a PC to be able to survive. As a rule of thumb, weak enemies that appear in large groups will do 1d3 damage, while stronger enemies will do 1d6 or 1d4+2.

 

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The way skills currently work, character builds that have all their major skills loaded onto one stat (usually Intelligence) are strictly superior under most circumstances to character builds where skills are balanced between two or three stats. It's been suggested before that this problem could be solved by simply dissociating stats from skills (so that no skill receives a bonus from stats), and Nioca's tried implementing that in his currently-stalled mini-campaign -- one session isn't long enough to say how successful it's been. I think there's room for compromise here: perhaps characters with Strength as their highest stat could receive a flat +2 bonus on Strength-based skills, or +1 if Strength is tied for highest with another stat.

 

Skills aren't distributed evenly between the three stats, either: even counting Magic as a single skill, there are more skills in Intelligence than in Strength and Dexterity put together. I think this is a problem, and it's only partially balanced out by the fact that Strength and Dexterity tend to be better at improving combat survivability.

 

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Social interaction mechanics are fairly rudimentary, and come down to "roll dice once, maybe twice, hope you roll high". Explicit mechanics for stake-setting and compromise might improve on this; there are published RPGs that have done this and that we can draw inspiration from, like Burning Wheel with its Duel of Wits mechanic.

 

At the same time, we probably don't want to create a situation where there's one character who's the party face and gets a bunch of spotlight time when social interactions are going on while everyone else stands around, afraid to contribute for fear of their character's terrible social skills making things worse. So if we want social mechanics to be more important, we have to keep in mind one important design principle: if every character will have to spend a significant amount of time doing something, then every character should have some way of doing that thing effectively. This dovetails neatly into the next issue I want to discuss: combat skills.

 

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The assumption in most campaigns is that combat will occur and that all characters will be involved in it. This means that everyone is expected to be competent at combat, and to become increasingly competent over time. This, in turn, means that other skills tend to fall by the wayside.

 

Now, the point of skill investment is to differentiate characters from each other. But combat is an area where we don't want characters to be differentiated from each other in terms of effectiveness: since everybody participates in it, everybody should be able to be effective in it, even if they're effective in different ways. Therefore, a bold suggestion: Each character gets one Martial or Magic skill for free, at a base rank of 4 + 1 per experience level, and uses this as their primary combat skill. This skill cannot otherwise be invested in.

 

I can see a few possible objections to this idea:

 

* The character's primary combat skill is likely to be their highest skill, and therefore comes to define the character. This happens already under the current system, and to the extent that it doesn't, it doesn't have to happen in the proposed system either.

* Players will try to maximise their character's effectiveness outside of combat by making their primary combat skill something that also has non-combat applications. This also happens already under the current system, to some extent.

* Characters will be most effective if they just use their primary combat skill for combat, rather than trying to use multiple skills in synergy with each other. This, too, already happens under the current system. If it's a problem that needs a solution, then the solution will likely involve some kind of explicit mechanical support for the use of multiple skills in the same task.

* It removes the ability of players to make characters who are particularly good or particularly bad at combat. In a combat-heavy campaign, I'd argue this isn't so much a bug as a feature.

 

The details of the implementation still need work, but I think the basic idea of everyone having a primary combat skill that gives the whole party an even footing in combat is sound. Alternatively, we could attempt a more radical structural separation of combat skills from non-combat skills.

 

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AIMhack's original design concept could be stated broadly as "4th edition D&D, but with much less bookkeeping". The game has obviously inherited significant mechanics such as levels and hit points from D&D, while other concepts such as class and alignment have carried over only in vestigial form. In what ways could AIMhack be less like D&D and still function as desired?

 

I'm thinking in particular of levels and character progression here. One comment I've had from one of the players in City of Hope is that characters have been gaining in power at an unrealistic rate, since they've gained 5 levels in the course of a couple of days. If we assume that a difference of 5 levels is supposed to be a big deal, this seems pretty hard to argue with -- but on the other hand, it's just as true for a campaign that happens over the course of a few weeks as it is for one that happens over the course of a few days. Over either timescale, it's "unrealistic" for characters to turn from a novice into an expert at any difficult skill.

 

If having characters become more effective over time isn't necessary to maintain plausibility, why have levelups at all? I can think of two reasons:

 

* Players like to see numbers get bigger, and to have a sense that their character is becoming more powerful.

* As players get a clearer sense of their character's role in the party, they may want to change their abilities to focus on areas they'd previously neglected, or vice versa.

 

I'll address these issues one at a time.

 

The first point needs further analysis, because in some ways the sense of progression is deceptive -- differences feel bigger than they are. While a 6 in a skill is obviously better than a 3, the magnitude and significance of that difference is defined mechanically (your chance of success at actions involving that skill is 15% higher), but isn't really all that well-defined in setting terms.

 

When we're talking about characters who differ in chance of success by 15%, we are talking about characters operating in roughly the same league of competence: one character can succeed at most things that the other can succeed at, and fail at most things that the other can fail at. And yet when we're talking about one character who has a skill of 3 and one character who has a skill of 6, there's a sense that the second one should be a lot more competent -- moreover, they do feel more competent in actual play.

 

I'd argue the reason that the difference between a 3 and a 6 in a skill feels so big, even though it isn't, is that most challenges are rigged so that an average party member will have a roughly 50% chance of success. The difference between succeeding on a roll of 10 and failing on it is a big psychological barrier (and thanks to the taking-10 mechanic, a significant mechanical barrier too).

 

Ephesos has expressed to me that he wants highly skilled characters to be able to reliably do things that unskilled characters simply can't. A difference of 15% doesn't get you that. Even a difference of 50%, which is about the most you might reasonably see in a character's primary skills between the start and end of a campaign (taking both stat and skill bonuses into account), is just starting to get there. By this metric, the amount of levelling up that characters do in a typical campaign is enough to turn a green novice into a skilled novice, not to turn a novice into an expert. (This is part of the reason why Eph isn't quite getting what he wants in this regard.)

 

The upshot of all this is that characters don't actually progress as much as they seem to over the course of a campaign, because 5 levels is not as much of a big deal as it looks like. Your character is getting significantly better at doing the same things they started out doing, but things that started out much too hard for them to attempt will remain fairly hard. This seems like a reasonable sort of progression for the kind of short-term, intensive, high-stakes practice of skills that occurs over the course of a typical AIMhack campaign -- it may not be "realistic", but seen from the right perspective it's not so bizarre as to strain credibility, which is what's actually important.

 

The big exception here is hit points. Characters really do get a lot better at surviving damage between level 1 and level 6, especially if their primary stat is Strength. A simple if somewhat radical solution to this is to get rid of automatic hit point gains with each levelup: your HP is just 10 + twice your Strength or something similar, and to get more HP you have to keep raising your Strength. (This also has the neat effect of meaning that you're no longer encouraged to front-load Strength in order to be most effective: a Strength point is worth the same 2 HP whether you buy it at level 1 or level 10.)

 

If we decide that we really want to shake up what character progression means beyond the suggestions above, we may have to seriously rethink the core resolution mechanic of "roll d20, add bonuses, compare to target number". I already have some notes prepared on this subject, but I'll save that discussion for another post.

 

For now, let's move on to the second reason for levelups: reshaping the character's role in the party. Character progression, in the sense of a monotonic increase in competence at all tasks, isn't necessary in order to accomplish this. The same effect could be achieved with a retraining mechanic, where the character's overall nominal effectiveness remains constant but they become more effective in some areas and less effective in others. AIMhack currently doesn't facilitate retraining of skills, in the sense of taking away points in one skill to reinvest in another: should it?

 

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This post, long as it is, is intended as a jumping-off point for discussion, not as an agenda for debate. If you have a comment on the development of AIMhack that's unrelated to anything in this post, feel free to bring it up.

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Wow. Epic post.

 

I have a very small thought: rather than bestowing level-ups as often as has been typical so far, I think it would be a nice reward for players / way of powering up characters if Perks were awarded slightly more often. I've noticed Ephesos doing some neat stuff with awarding Perks in the Rumors campaign. What if Characters start out at the equivalent of, say, level 4, allowing them to feel sort of competent and not like total noobs, and then only gain a couple "levels" over the course of a campaign, but gain perhaps three perks? I don't know, I'm just brainstorming. I think perks offer the possibility for really interesting and unique character growth (that kind of specialization and distinctiveness mentioned above) outside of the basic skills system. Of course, there is a disadvantage to just tossing out level-ups: the DM has to actually make up interesting and useful perks.

 

Just random thoughts.

 

Edit: Additional random thought. It would be nice for players to have a sense how many skill points really represents mastery verse novice-hood. Is Conjuration 10 a master summoner? Or 20? Is 5 First Aid a novice? Or a professional healer? Is 2 Perception the average observational abilities of an ordinary person, or the level of only a particularly oblivious fellow? Obviously the answers might not be the same for every skill, and I don't think they need to be strictly delineated for every skill either. But I do think that it would help players know how to conceptualize their characters (or at least it would help me) to have some rough ideas of how skilled is actually "skilled."

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Originally Posted By: Lilith
On a fundamental level, is the game doing what we want it to do? Is what the game considers important the same as what we consider important? Do the rules cover everything we want them to cover, and nothing else? For example, would it be desirable for character personality and development to have stronger mechanical backing? Do we want to include a mechanic like Spiritual Attributes from The Riddle of Steel, where players are directly rewarded for having a coherent character concept and playing their character in accordance with it? Or are we happy to let characters be defined simply by their reactions to the situations they find themselves in, and by a one-word "Alignment" description with no mechanical impact?

In general, I'd say players are already doing a fine job of giving their PCs good personality and development. There's no need to encourage this through mechanical bonuses, and making any kind of explicit link between backstory elements and mechanics may actually hurt roleplaying by making some backstories stronger than others.

Originally Posted By: Lilith
Here's a rough rundown of the damage system I've been using in City of Hope: when an attack by a PC on an enemy succeeds, it does at least 1 damage. When an attack succeeds by a margin of 5 or more above the required roll, it does 2 damage. A natural 20 does 3 damage. Spending a stamina point on an attack will add +1 damage to each of these figures, or turn an attack that failed by a margin of 3 or less into a successful attack for 1 point of damage. Most regular enemies have 2-4 HP, while bosses have 10-20.

The above system is motivated by two factors. First, simplicity of bookkeeping: keeping HP totals low makes it easy to keep track of damage, especially in battles involving large groups of enemies. Second, it directly links the effectiveness of a successful roll to how high the roll was: it sucks for players to roll a 19 to hit and then have it not do much because I rolled minimum damage behind the screen, so I designed a system where I don't have to roll to see how much damage a PC did.

Enemy attacks on PCs do however much damage I feel like, based on the average number of hits I want a PC to be able to survive. As a rule of thumb, weak enemies that appear in large groups will do 1d3 damage, while stronger enemies will do 1d6 or 1d4+2.

I messed around a lot in Dust Bowl until I found what worked, and I ended on a system basically similar to this. As far as I can tell, the only potential downside is that such a simple system can make fights feel very similar to each other. I wound up trying hard to give each fight a distinct mechanical or tactical element, which kept things interesting but undermined the simplicity and balance of the basic mechanics.

Originally Posted By: Lilith
The way skills currently work, character builds that have all their major skills loaded onto one stat (usually Intelligence) are strictly superior under most circumstances to character builds where skills are balanced between two or three stats.


I'm not entirely sure that this is true. Furthermore, it looks like nobody cares, because there have only been a handful of characters that actually loaded up on one stat. Most people seem more concerned with making their PC interesting than making him or her powerful.

Besides, there is apparently no force in heaven or Earth that will stop a player from attempting an untrained skill check when they feel like it, so specialists seem to spend enough time botching, like, Nature or Composure or what have you to balance out their strengths in other areas.

Originally Posted By: Lilith
Skills aren't distributed evenly between the three stats, either: even counting Magic as a single skill, there are more skills in Intelligence than in Strength and Dexterity put together. I think this is a problem, and it's only partially balanced out by the fact that Strength and Dexterity tend to be better at improving combat survivability.

Strength and Dexterity also get a lot more raw stat checks. If we wanted more Str and Dex skills, I guess we could take those raw checks and make skills out of them, like Acrobatics or Endurance or whatever. Now that I think about it, it's kind of silly that we have hardly any mechanical distinction between a gymnast and a pickpocket.

Like I said above, players seem most interested in making their characters unique, and I think if Int-based PCs have an unfair advantage it's in that. There are dozens of different permutations of magic skills, each of which offer an equally diverse permutation of spells that can be changed according to taste between sessions. I think we need to work on finding ways to offer other characters a competitive variety of choices.

Originally Posted By: Lilith
At the same time, we probably don't want to create a situation where there's one character who's the party face and gets a bunch of spotlight time when social interactions are going on while everyone else stands around, afraid to contribute for fear of their character's terrible social skills making things worse.

They will not do this. They will contribute, and make things worse. tongue

The great thing about conversation is that you don't need skills for it. It's entirely possible to make reasonable judgments about how NPCs react to what PCs say without rolling the dice, and I find it a lot more satisfying to base the outcome on the players' decisions than on chance. Composure is occasionally useful, but even that is more than we need, and I don't think we'd gain much by adding to it.

Originally Posted By: Triumph
I have a very small thought: rather than bestowing level-ups as often as has been typical so far, I think it would be a nice reward for players / way of powering up characters if Perks were awarded slightly more often. I've noticed Ephesos doing some neat stuff with awarding Perks in the Rumors campaign. What if Characters start out at the equivalent of, say, level 4, allowing them to feel sort of competent and not like total noobs, and then only gain a couple "levels" over the course of a campaign, but gain perhaps three perks? I don't know, I'm just brainstorming. I think perks offer the possibility for really interesting and unique character growth (that kind of specialization and distinctiveness mentioned above) outside of the basic skills system. Of course, there is a disadvantage to just tossing out level-ups: the DM has to actually make up interesting and useful perks.

Perks are great for specialization, but have some downsides. The first, like you said, is that the DM has to think of interesting ones, which is harder than you might think. The DM also have to keep them balanced, which is tricky when each one is unique, and when he/she is uncertain he/she will tend to err on the side of weakness, meaning that some perks will be pretty underwhelming. Worse, some perks will inevitably be more useful than others, threatening to undo the careful balance of skills we're working on here.

The other problem is that so far perks have been chosen by the DM, and most players like to have control over the direction of their character's growth. If we make perks a more prominent part of the system, we should probably have some or all of them chosen by the player in consultation with the DM. Having the two of them negotiate over just what a perk will do also creates an adversarial system that will hopefully promote balance by making it so that each perk is carefully worked out by two people with different perspectives.
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Originally Posted By: Triumph
I have a very small thought: rather than bestowing level-ups as often as has been typical so far, I think it would be a nice reward for players / way of powering up characters if Perks were awarded slightly more often. I've noticed Ephesos doing some neat stuff with awarding Perks in the Rumors campaign. What if Characters start out at the equivalent of, say, level 4, allowing them to feel sort of competent and not like total noobs, and then only gain a couple "levels" over the course of a campaign, but gain perhaps three perks? I don't know, I'm just brainstorming. I think perks offer the possibility for really interesting and unique character growth (that kind of specialization and distinctiveness mentioned above) outside of the basic skills system. Of course, there is a disadvantage to just tossing out level-ups: the DM has to actually make up interesting and useful perks.

Just random thoughts.


Strictly speaking, there's no need to start out at level 4 to do this. If you want to say that anyone who's worthy to even be considered a level 1 character is already a competent professional instead of just a random dude, you can just say it. I mean, that's exactly what D&D has always done. There are two situations I can think of where this solution may fall apart:

* when one player wants to play a competent professional and the other wants to play a random dude, at the same level.
* when one player makes a character who's supposed to be very competent at something and another player makes a character with a passing interest in it, but there isn't sufficient mechanical support to establish one of them as much more competent than the other.

The first is a social problem about player expectations; the second is a mechanical problem in need of mechanical solutions. Which brings me to your next point.

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Edit: Additional random thought. It would be nice for players to have a sense how many skill points really represents mastery verse novice-hood. Is Conjuration 10 a master summoner? Or 20? Is 5 First Aid a novice? Or a professional healer? Is 2 Perception the average observational abilities of an ordinary person, or the level of only a particularly oblivious fellow? Obviously the answers might not be the same for every skill, and I don't think they need to be strictly delineated for every skill either. But I do think that it would help players know how to conceptualize their characters (or at least it would help me) to have some rough ideas of how skilled is actually "skilled."


Putting hard numbers on what counts as "sort of good" and what counts as "really, really good" is a tricky exercise, because then you're committed to standing by the implications of those numbers. If you say that 1 in Evocation is as little skill as you can have while still being able to cast spells at all, and 10 in Evocation makes you a world-class master, then you're saying that if the most incompetent apprentice can succeed at a task 25% of the time, then a master can fail at that same task 30% of the time. This is problematic.

Nominally, a skill of 10 or above is epic. In practice, even "epic" effects tend to be fairly small-scale; the epic spells we've seen so far can be dramatic, but their power is generally confined to a single target or a small area. This is related to the fact that so far we've preferred to run what would be considered short, relatively low-power campaigns by D&D standards, so it takes less to be epic by comparison. Even Rumors of my Death is relatively short and low-power by these standards: a high-level D&D party will never need to run for their lives from a forest fire, not just because they'll have the skills to stop it or at least protect themselves from it, but because that's not what high-level D&D is about. There's an interesting point to be made here about how system interacts with setting: the more often high-level characters run from forest fires, the more it's established that Mote is a setting where even relative badasses have to be wary of mundane natural hazards -- and the less appropriate it would be to switch to playing a D&D game set in Mote.

In short: I'm not going to pin down what makes somebody a master right now, but looking at the numbers alone it's gotta be something more than having a rank of 10 in a skill.

Originally Posted By: Sarachim
In general, I'd say players are already doing a fine job of giving their PCs good personality and development. There's no need to encourage this through mechanical bonuses, and making any kind of explicit link between backstory elements and mechanics may actually hurt roleplaying by making some backstories stronger than others.


It's not unlikely that you're right, but I meant that as an example of a broader question: what is it that we like about the system as it is now? What do we enjoy and want to keep as is, what are we indifferent to, and what actively interferes with our fun?

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I messed around a lot in Dust Bowl until I found what worked, and I ended on a system basically similar to this. As far as I can tell, the only potential downside is that such a simple system can make fights feel very similar to each other. I wound up trying hard to give each fight a distinct mechanical or tactical element, which kept things interesting but undermined the simplicity and balance of the basic mechanics.


I've been trying to do the same. The rules are supposed to be simple, though; if we wanted complex rules for combat resolution, we'd be playing D&D instead of AIMhack now.

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I'm not entirely sure that this is true. Furthermore, it looks like nobody cares, because there have only been a handful of characters that actually loaded up on one stat. Most people seem more concerned with making their PC interesting than making him or her powerful.


Yeah, I've crafted a couple of very highly specialised characters at various levels as a design exercise to see how far I can push the system, but I wouldn't actually submit any of them to a campaign that I intended to play in because I feel like doing so would break a social contract. It does help that most players here aren't huge jerks.

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Strength and Dexterity also get a lot more raw stat checks. If we wanted more Str and Dex skills, I guess we could take those raw checks and make skills out of them, like Acrobatics or Endurance or whatever. Now that I think about it, it's kind of silly that we have hardly any mechanical distinction between a gymnast and a pickpocket.


I wouldn't mind having a wider range of Str and Dex skills, but I'm mindful of the risk of going too far in the other direction and having a character who can climb a wall but can't balance on top of it.

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Like I said above, players seem most interested in making their characters unique, and I think if Int-based PCs have an unfair advantage it's in that. There are dozens of different permutations of magic skills, each of which offer an equally diverse permutation of spells that can be changed according to taste between sessions. I think we need to work on finding ways to offer other characters a competitive variety of choices.


This is one of those things I didn't touch on in detail because I was saving it for a later post once I'd put my ideas about it together properly. I'm not 100% satisfied with how our experiments with martial techniques have gone so far; I feel that they're often used as a substitute for description rather than an aid to it.

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The great thing about conversation is that you don't need skills for it. It's entirely possible to make reasonable judgments about how NPCs react to what PCs say without rolling the dice, and I find it a lot more satisfying to base the outcome on the players' decisions than on chance. Composure is occasionally useful, but even that is more than we need, and I don't think we'd gain much by adding to it.


The standard argument in favour of conversation skills is that they let you make a character who's more socially skilled than you are, in the same way that Nature skill lets you make a character who knows more about nature than you do and Magic skill lets you make a character who's a better wizard than you are. For the sake of furthering discussion I'll withhold my opinion on the merits of this argument.

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Perks are great for specialization, but have some downsides. The first, like you said, is that the DM has to think of interesting ones, which is harder than you might think. The DM also have to keep them balanced, which is tricky when each one is unique, and when he/she is uncertain he/she will tend to err on the side of weakness, meaning that some perks will be pretty underwhelming. Worse, some perks will inevitably be more useful than others, threatening to undo the careful balance of skills we're working on here.


I know that I've been deliberately making perks fairly minor and situational in City of Hope. I've been balancing them not only against each other but against perks from other campaigns.

When we talk about usefulness, though, I think there's an important distinction to be drawn between how much a perk benefits the party and how much effect it has on the character. If DMs are going to give out situational perks, then they should make sure those perks incentivize players to put their characters in situations that the DM wants them to be in. I have more to say about this, but I'll wait until City of Hope is over.

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The other problem is that so far perks have been chosen by the DM, and most players like to have control over the direction of their character's growth. If we make perks a more prominent part of the system, we should probably have some or all of them chosen by the player in consultation with the DM. Having the two of them negotiate over just what a perk will do also creates an adversarial system that will hopefully promote balance by making it so that each perk is carefully worked out by two people with different perspectives.


I'm all for more player input in general. A more in-depth discussion on how to achieve this will have to wait for when it's not 4 in the morning, though.
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I fully (well, maybe only partially) appreciate the difficulty of coming up with and balancing perks. Back in Rowen's two-session epic-level campaign, he had all the players make up a perk for their respective characters. Coming up with something balanced, useful, and flavorful proved to be quite challenging (too challenging for me at the time, in fact). So I definitely have some sense of the problems with increasing perk distribution, but I felt it was worth pointing out their unique role and potential nonetheless.

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Originally Posted By: Lilith
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Like I said above, players seem most interested in making their characters unique, and I think if Int-based PCs have an unfair advantage it's in that. There are dozens of different permutations of magic skills, each of which offer an equally diverse permutation of spells that can be changed according to taste between sessions. I think we need to work on finding ways to offer other characters a competitive variety of choices.


This is one of those things I didn't touch on in detail because I was saving it for a later post once I'd put my ideas about it together properly. I'm not 100% satisfied with how our experiments with martial techniques have gone so far; I feel that they're often used as a substitute for description rather than an aid to it.

I feel the same, and I think that having some Str- and Dex-based skills will work better. Most of the obvious ones are things that, like magic, could be used either in or out of combat, and when used in combat they encourage unique tactics with accompanying unique descriptions.

Originally Posted By: Lilith
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The great thing about conversation is that you don't need skills for it. It's entirely possible to make reasonable judgments about how NPCs react to what PCs say without rolling the dice, and I find it a lot more satisfying to base the outcome on the players' decisions than on chance. Composure is occasionally useful, but even that is more than we need, and I don't think we'd gain much by adding to it.


The standard argument in favour of conversation skills is that they let you make a character who's more socially skilled than you are, in the same way that Nature skill lets you make a character who knows more about nature than you do and Magic skill lets you make a character who's a better wizard than you are. For the sake of furthering discussion I'll withhold my opinion on the merits of this argument.


I am less restrained than you, so here I go: BULLROAR. For one thing, the whole "the PC is better at this than the player" thing falls apart when the player is choosing the PC's words; if the player says something impossibly dumb and succeeds because they roll high, it breaks immersion and makes me wonder why I bother asking the PCs to talk in the first place.

If the player is actually better at conversation than their PC, things get even worse. Trying to do something smart, and then failing because my fictional alter-ego is not as smart as me, is never going to be fun for anybody.

Plus, RPG conversation is a dumbed-down simulation of the real thing that is not difficult to navigate successfully if you make an effort and pay attention. Anybody who wants a socially adept character can have one, no matter how obnoxious they are in real life.
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Quote:
Some mechanics aren't standardised yet. Important ones, like "what armour does" or "how much damage you do when you hit somebody". It's not urgent that these mechanics be standardised, since it hasn't been very important for players to know the exact details of how they work in most campaigns so far, but I think it's useful to start a discussion about what behind-the-scenes mechanics work well all the same.

Here's a rough rundown of the damage system I've been using in City of Hope: when an attack by a PC on an enemy succeeds, it does at least 1 damage. When an attack succeeds by a margin of 5 or more above the required roll, it does 2 damage. A natural 20 does 3 damage. Spending a stamina point on an attack will add +1 damage to each of these figures, or turn an attack that failed by a margin of 3 or less into a successful attack for 1 point of damage. Most regular enemies have 2-4 HP, while bosses have 10-20.

The above system is motivated by two factors. First, simplicity of bookkeeping: keeping HP totals low makes it easy to keep track of damage, especially in battles involving large groups of enemies. Second, it directly links the effectiveness of a successful roll to how high the roll was: it sucks for players to roll a 19 to hit and then have it not do much because I rolled minimum damage behind the screen, so I designed a system where I don't have to roll to see how much damage a PC did.
I like this (current) system -- makes things simpler for both players and DMs. It also makes armour work like a combination of AC-boosting and damage reduction, which I find to be more 'realistic' than just one or just the other.

Quote:
The assumption in most campaigns is that combat will occur and that all characters will be involved in it. This means that everyone is expected to be competent at combat, and to become increasingly competent over time. This, in turn, means that other skills tend to fall by the wayside.

Now, the point of skill investment is to differentiate characters from each other. But combat is an area where we don't want characters to be differentiated from each other in terms of effectiveness: since everybody participates in it, everybody should be able to be effective in it, even if they're effective in different ways. Therefore, a bold suggestion: Each character gets one Martial or Magic skill for free, at a base rank of 4 + 1 per experience level, and uses this as their primary combat skill. This skill cannot otherwise be invested in.

I can see a few possible objections to this idea:

(snip)

* Characters will be most effective if they just use their primary combat skill for combat, rather than trying to use multiple skills in synergy with each other. This, too, already happens under the current system. If it's a problem that needs a solution, then the solution will likely involve some kind of explicit mechanical support for the use of multiple skills in the same task.

(snip)

The details of the implementation still need work, but I think the basic idea of everyone having a primary combat skill that gives the whole party an even footing in combat is sound. Alternatively, we could attempt a more radical structural separation of combat skills from non-combat skills.
A while back, I proposed just segregating combat and non-combat skills, and each level up give m points for combat skills and n points for non-combat skills. This probably isn't the perfect solution, but it's a middle ground between the current system and your proposal, and it has the nice effect of still making 'multi-class' characters a possibility (points in both Martial(Catbert) and Martial(Catbow), say).



Still have more to say, but will do it in later posts. Battery about to die.
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So a while ago I sort of mashed-up my own system of AIMHack, or rather, altered Ephesos core rules in a way I think could be really fun. I haven't really had the time to run a practice or two yet, but some of the points raised above seem relevant to my system, so I'll go ahead and post it here.

 

Quote:

AntiHack – An AIMHack Experiment

 

Not everybody wants to save the world – for every band of intrepid heroes, there are countless brigands, bullies and buffoons, all stumbling across the surface of Mote. Of the few that do wish to save the world, only a select few are built of stuff of legends. AntiHack is a game system that steals from AIMHack’s plate whilst it isn’t looking, and uses what it finds to cater to everybody excluded from the narrow, closed, traditional adventuring stereotype.

 

The system will favour roleplaying over constant dice-rolling – any and all classes will be catered for, from traditional adventuring classes to the buffoons and brigands mentioned previously. Eventually, though, you’re still going to need to roll. Currently, in AIMHack, rolling higher tends to lead to good things, whilst rolling low tends to be viewed as rolling poorly. Whilst the same can be true in AntiHack, it is not necessarily so.

 

To begin with, here are the basics.

 

Attributes:

 

There are six main attributes for characters, as in AIMHack. Typically, as in AIMHack, the higher these are the better. The first three will influence a wide variety of rolls.

 

- Strength: Hit things hard, endure damage, lift heavy things. Affects your skills in melee combat.

 

- Dexterity: Hit things from a distance, dodge blows, be a ninja. Affects your skills in ranged combat.

 

- Intelligence: Hit things with magic, resist illusions, solve puzzles. Affects your magic skills.

 

The other three attributes don't actually determine rolls, but are still very important.

 

- Hit points: Health. Run out and you start bleeding out, losing Stamina. Get to 0 HP and 0 Stamina, you die.

 

- Speed: How fast you can move in one turn. Only really relevant in combat.

 

- Stamina: Represents fatigue. Spend a point to expend extra effort on something.

 

Skills

 

This is where things begin to differ from traditional AIMHack. Players are encouraged to invent skills of their own, preferably paring them to a parent statistic. For instance, “General Ignorance” is a skill that allows a player to wilfully forget important facts or information, whether it be to aid in lying, or because he wants to make a 50-foot leap, and doesn’t want to remember that such things are impossible. This skill will be paired with Intelligence – the higher a player’s intelligence, the better

 

Some skills will be almost identical to those found in AIMHack, too. Every player is going to want to inflict damage on something, and so the skill “Martial (Fighting Skill/Weapon type)” will probably be the fall-to skill in this situation. Of course, it may be that a particular character uses only telepathy to inflict damage, or shadowboxes, or chooses to cover himself in spikes before hurling himself at characters. In these situations, the player is encouraged to invent a fitting skill.

 

Finally, Magic will probably work differently in AntiHack. Currently, magic-users must study in a particular school of magic and are locked into learning spells of that specific school. Players are, of course, welcome to use these schools if they wish, but other options are now open to them. A travelling wizard, used to dazzling crowds and turning tricks to pay his way may want to invest some points in “Magic: (Showboating)”, which would allow him to create all manner of wild and wonderful things, and not be trapped in conjuration or evocation. Likewise, a sensible priestess, wishing to spread health and good fortune would perhaps consider taking “Magic (Do-goodery)” to be able to learn any spells that would aid her comrades.

 

For completeness, the current skill-list available in AIMHack is included below, though again, the player is encouraged to be imaginative when choosing his skills: “Ignorance” may act in a similar way to “Perception”, but it’s much more fun to wilfully ignore a stampeding Howling Lava Demon to focus on another task than it is to spot it approaching with enough time to escape.

 

Click to reveal..

Artifice: Knowledge of engineering, crafting, traps and such. (Intelligence)

Composure: Keep your cool when bluffing and/or negotiating. (N/A)

Crafting: Making things, whether it's alchemy, weaponry, houses, you name it. (N/A)

First Aid: Anatomy and other healing lore. (Intelligence)

History: Knowledge of all things historical and political. (Intelligence)

Magic: Magical lore, and spellcasting ability. (Intelligence)

Martial: Fighting skill. Pick a weapon or style of fighting, and flail away. (Strength or Dexterity)

Nature: Knowledge of all things natural, animal, vegetable, and mineral. (Intelligence)

Perception: Sharp eyes, sharp ears, sharp... nose? (N/A)

Religion: Knowledge of all things religious. Normally specific to one pantheon. (Intelligence)

Stealth: Avoid being seen. Be sneaky! (Dexterity)

Streetwise: Gather information quickly, and know your way around town. (N/A)

Thievery: Pick pockets, disable traps, do sleight-of-hand tricks. (Dexterity)

 

Sample Character:

 

BIO:

Name: Carloz De Juan.

Occupation: Performance Artist

Race: Human

Alignment: Matadorable

 

STATS:

Strength: 3

Dexterity: 3

Intelligence: 3

HP: 10

 

SKILLS:

Cajones: 4

Ignorance: 2

Martial (Red sheet): 2

Showmanship: 2

Animal Friendship: 1

 

I mean, this was a couple of hours work. It's not meant to be perfect, and it'll probably really suck in some important areas - the biggest downside I see is that it does away with some of the simplicity of AIMHack, but it will, as Sarachim pointed out, let us have a mechanical difference between a pickpocket and a gymnast (if that's what the player wants :p).

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Originally Posted By: Sarachim
I am less restrained than you, so here I go: BULLROAR. For one thing, the whole "the PC is better at this than the player" thing falls apart when the player is choosing the PC's words; if the player says something impossibly dumb and succeeds because they roll high, it breaks immersion and makes me wonder why I bother asking the PCs to talk in the first place.

If the player is actually better at conversation than their PC, things get even worse. Trying to do something smart, and then failing because my fictional alter-ego is not as smart as me, is never going to be fun for anybody.

Plus, RPG conversation is a dumbed-down simulation of the real thing that is not difficult to navigate successfully if you make an effort and pay attention. Anybody who wants a socially adept character can have one, no matter how obnoxious they are in real life.


Yeah, I don't really have much time for the standard argument either, for pretty much the same reasons as you. If there's a good reason for conversation skills to exist at all, that reason probably involves making conversation less of a "dumbed-down simulation of the real thing", not just a more abstracted simulation. Doing that effectively is hard, though, and it's even harder to do it in a way that still works across different campaigns and different play styles.
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Originally Posted By: The Voice of Atalantë
These are some truly epic posts. Wow. Aside from that, my only suggestion was to "incrementalize" your numbers, i.e., multiply everything by five or ten. Then damage becomes more interesting because it's harder to be killed by a margin of 1, which is always SO frustrating.


There are some potential benefits to increased granularity, but I don't think this is really one of them. After all, it makes it harder to survive by a margin of 1 HP as well.
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Wow. Big posts.

 

Alright, my two-(hundred-)cents will follow in just a moment. But first, a preface. It doesn't really matter what kinds of changes are made to the system, so long as it remains simple and fun. Labyrinth was awesome fun, and AIMHack was more of an amorphous blob than a semi-solidified system then. And a lot of changes have happened between then and now. The important part is that it stays accessible, flexible, and fun. And thusfar, it's been achieving all three of those rather well.

 

---

 

One thing I'm trying out in the aforementioned stalled mini-campaign is a new damage system. Namely, each kind of attack has a Damage Rating. To get damage, one merely adds 0.1*DR for each point the attack beats the opponent's defense by. Different kinds of attacks have a different base DR, like so:

*6 - Two-handed Melee Weapons

*5 - One-handed Melee Weapons, Melee Spells

*4 - Ranged weapons, most spells

*3 - Untrained unarmed combat

 

More recently, I've modified it so that each point in the appropriate stat increases DR by 1. So someone with 5 STR would get a DR 11 out of a halberd, a DR 10 out of a shortsword, and a DR 8 out of wild fist-flailing. This number can also fluctuate with resistances, blessings, battle techniques, stamina expenditure, so on. This not only has the benefit of making attributes slightly more useful, but also making DEX a bit more important (since Defense is now more valuable).

 

The upsides to this are that damage scales to your roll (no min damage on a 19), attack power and bonuses are easier to handle, and rolling damage is a thing of the past. The downsides are that it requires a spreadsheet (or at least a calculator), and is a more complicated than the rest of the system. Obviously, it's still in need of tweaking and so forth, but I'm liking what I see out of it thusfar.

 

The idea I'm going for is to make combat fast and lethal. A lot of time in AIMHack sessions tends to get eaten up in fights, more notable because there usually aren't that many of them. I'm hoping to keep the amount of combat the same, but making it faster, thus leaving more time for skill-oriented challenges and RPing.

 

---

 

Another thing I'm testing is building challenges and fights based on the party's level, rather than their skill ranks. This is because, from watching characters level over the previous campaigns, I noticed a pattern. When leveling, your typical player will generally choose to put points in what they perceive they need before they'll put it into what they want or what would better flesh out their character. It's perfectly sensible, and something of evolutionary theory as applied to AIMHack. There's absolutely nothing wrong with that... so long as the players are actually clear on what they need.

 

To put this in perspective, here's what the top 5 skills look like in RomD right now:

1st - Primary Martial, 27 (The clear winner by far)

2nd - First Aid, 16 (Distant second, but remarkably strong)

3rd - Conjuration, 15 (Including more healing)

4th - Perception, 13 (Useful in more situations than most other skills)

5th - Evocation, 10 (Brought to you by Kurex. Also note, primarily martial)

 

Looking at this, it's pretty clear what the RomD players think they need: Combat skills and Healing, with a dash of Perception. Everything else can slide. Why?

 

It's basically the same vicious cycle that I've brought up before. DM raises the bar when it comes to combat. Players realize they need more combat skills, and react accordingly. DM sees the new combat skills, and decides to bump combat difficulty up again... and on we go, ad nauseum. No one's really at fault, yet we've still got an unbridled mess. Furthermore, in a party where there's a gap between the weakest combatants and the strongest, it results in the weaker combatants getting dragged kicking and screaming into perpetually pumping combat, whilst the stronger ones try to maintain their edge.

 

As a player, I also have a problem with difficulty going up just because I decided to boost a skill. I mean, if having a stronger skill means worse challenges, why invest at all? Why not save every skill point and have 0s across the board, and be awesome at everything? At that point, you might as well throw away skills entirely and just decide everything by roll alone, like the World IMRP.

 

Splitting off Martial and Magic skills from the rest, giving them their own separate skill points for leveling, would likely solve part of the combat cycle problem, but I still think there would be a problem. The players need to be motivated to raise their non-combat skills. Thusfar, most non-combat skills haven't actually been that useful; investing in one is a hit-and-miss proposition at best, both because of how little they affect your chance at success AND how often any one of the several NC skills actually come up. To that end, I personally endorse having the skills based off of party level, with difficulty going up at a steady rate regardless of how you raise your skills. That doesn't mean there can't be easy or difficult challenges, but it does mean that, should a skill be neglected, the character will start noticing it. And likewise, if there's someone that has an awesome number of points in a skill, that someone will trailblaze through it (at the detriment of other skills).

 

Obviously, that's something a DM has to decide on, rather than something that can be out-and-out enforced by the rules. But I think it'd solve a lot of problems, and it'd require very little effort on everyone's part.

 

Either way, one thing I think will help the issue a lot is putting greater emphasis and gravity on skill checks. If these skills were put to use more often, I think we'd see the players treating them more seriously. For example, take a look at how the CoH party is trained. There's a greater emphasis on skills and thinking, and thus a higher concentration of non-combat skills.

 

---

 

As for skills and numbers, I pose the suggestion of simply reducing the size of the die. As it is now, someone with 10 points in a skill (a 55 XP investment) can be completely upstaged by someone with 1 point in the same skill (for a measly 1 XP) and a lucky roll. Mind, swings of luck happen, but as it is, for the amount of cost involved, investing in skills doesn't do a whole lot. Reducing the die involved to a D10 would double the value of each skill rank.

 

For example, take Char A and Char B. Char A has 6 points in Perception. Char B has 1. And it's skill check time to see if they spot something important with a DC10.

 

With a D20: Char A has a 80% chance of spotting it, and Char B has a 55% chance. A 25% difference, and despite the skill gap, B still has a strong chance of spotting the object. The training isn't really worth it.

 

With a D10: Char A has a 60% chance of spotting it, and Char B has a 10% chance. A 50% difference, and while Char B still has a chance, Char A is far more likely to spot it. The training pays off.

 

'Course, this could potentially exacerbate the issue of unchecked combat skill pumping, so measures to stop that would need to be taken.

 

---

 

Touching on the HP issue Lilith brought up. What she says makes sense. As it is, the HP system can get a bit wonky. If you don't load up on STR early, you wind up permanently losing out on HP, and at higher levels, it could make creating new characters a rather difficult experience.

 

'Course, another option is to throw out the current HP system entirely and use the same system as Stamina: a flat 10 HP maximum. It'd drastically simplify combat to do that, since it'd become a simple matter of seeing if an attack connects rather than trying to measure out damage. Easier bookkeeping, too.

 

---

 

On a non-statisic based note, one thing I'd really like to NOT see in future campaigns is more jungle. Seriously, peoples, there are other biomes, and failing that, other kinds of forest. Maybe a trek in the desert or an arctic tundra. Or perhaps a coniferous forest. I mean, there's nothing wrong with a jungle, but it's starting to get a bit overused here.

 

---

 

There's more stuff, but this post is getting awfully long as it is.

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I've dug up an interesting checklist known as the Same Page Tool, which can be used to make sure that everyone goes into a campaign with clear expectations of what it may involve. Here it is, if anyone finds it useful:

 

Click to reveal..
Do you play to win?

 

a) Yes, you totally play to win! The win conditions are…

B) Good play isn’t a win/lose kind of thing

 

Player characters are:

 

a) expected to work together; conflicts between them are mostly for show

B) expected to work together; but major conflicts might erupt but you’ll patch them up given some time

c) expected to work together; major conflicts might erupt and never see reconciliation

d) pursuing their own agendas – they might work together, they might work against each other

e) expected to work against each other, alliances are temporary at best

 

The GM’s role is:

 

a) The GM preps a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction.

B) The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.

c) The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations

d) There’s no GM. Everyone works together to make the story through freeform.

e) There’s no GM. The rules and the system coordinate it all.

 

The players’ roles are…

 

a) …to follow the GM’s lead to fit the story

B) …to set goals for their characters, and pursue them proactively

c) …to fling their characters into tough situations and make hard, sometimes, unwise choices

 

Doing the smartest thing for your character’s survival…

 

a) …is what a good player does.

B) …sometimes isn’t as important as other choices

c) …isn’t even a concern or focus for this game.

 

The GM’s relationship to the rules is…

 

a) …follow them, come what may. (including following house rules)

B) …ignore them when they conflict with what would be good for the story

c) …ignore them when they conflict with what “should” happen, based either on realism, the setting, or the genre

 

After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…

 

a) …something that shouldn’t even happen. This is someone being a jerk.

B) …where the character becomes an NPC, right away or fairly soon.

c) …something the player and the GM should have set up ahead of time.

d) …only going to last until the other player characters find out and do something about it.

e) …a meaningful moment, powerful and an example of excellent play.

 

The idea is that for any particular campaign, all players should understand what the answers to these questions are when the campaign begins, so that conflicting expectations don't cause trouble during play.

 

I think the tool could probably be expanded further to cover other areas where shared expectations are desirable, such as PC death.

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Interesting. While perhaps not perfectly suited to AIMHack, it DOES help try to clarify player expectations. I thought you did a good job of that with CoH prior to its beginning - everyone went into very well aware that the campaign was going to play up non-combat skills a lot, and everyone built characters (and has leveled their characters since then) accordingly.

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Time for more response:

 

Quote:
For example, would it be desirable for character personality and development to have stronger mechanical backing? Do we want to include a mechanic like Spiritual Attributes from The Riddle of Steel, where players are directly rewarded for having a coherent character concept and playing their character in accordance with it? Or are we happy to let characters be defined simply by their reactions to the situations they find themselves in, and by a one-word "Alignment" description with no mechanical impact?
(Reads about The Riddle of Steel on Wikipedia.)

 

Doesn't seem bad, but this will probably just add too much complexity for too little reward. Also see Sarachim's post about backstories causing an imbalance between players. Backstories should be the area in which players min-max the least.

 

In general, I'm a little cautious about attempts to make alignments/personality traits binding on characters. One aspect of roleplaying is storytelling, and a big part of stories is character development. Many alignment systems implicitly or explicitly hinder characters from developing over the course of a campaign. And of course, there's the problem of many people thinking that your alignment proscribes your actions, rather than the other way around. Alignments, occupations, and the like are useful in that they help others get a general overview of your character, the way saying "I vote Conservative" tells people where you stand on most (but not all!) issues.

 

(Honk if you think alignment languages from AD&D were the stupidest idea ever.)

 

Quote:
Therefore, a bold suggestion: Each character gets one Martial or Magic skill for free, at a base rank of 4 + 1 per experience level, and uses this as their primary combat skill. This skill cannot otherwise be invested in.
Just re-read this. Was sort of misunderstanding it before -- you still leave the possibility of investing in another combat skill. Alright, that works. Basically, it's just Base Attack Bonus. Sort of.

 

Aside: Another simple way to prevent overt min-maxing in any skill is a level cap. Doesn't fix everything, but again, I'm just bringing up the simple fixes here.

 

Quote:
The big exception here is hit points. Characters really do get a lot better at surviving damage between level 1 and level 6, especially if their primary stat is Strength. A simple if somewhat radical solution to this is to get rid of automatic hit point gains with each levelup: your HP is just 10 + twice your Strength or something similar, and to get more HP you have to keep raising your Strength. (This also has the neat effect of meaning that you're no longer encouraged to front-load Strength in order to be most effective: a Strength point is worth the same 2 HP whether you buy it at level 1 or level 10.)
Well, having more hit points at later levels allows GMs to have fights that are-

 

Wait. Say that last bit again.

Quote:
(This also has the neat effect of meaning that you're no longer encouraged to front-load Strength in order to be most effective: a Strength point is worth the same 2 HP whether you buy it at level 1 or level 10.)
Under the current rules, why isn't already the case where raising your Strength retroactively increases your hit points? Unless people want to make AIMHack a system where build order is important, this should already be the case.

 

Quote:
For now, let's move on to the second reason for levelups: reshaping the character's role in the party. Character progression, in the sense of a monotonic increase in competence at all tasks, isn't necessary in order to accomplish this. The same effect could be achieved with a retraining mechanic, where the character's overall nominal effectiveness remains constant but they become more effective in some areas and less effective in others. AIMhack currently doesn't facilitate retraining of skills, in the sense of taking away points in one skill to reinvest in another: should it?
This isn't bad; it's a more flexible version of the way D&D 4E deals with non-combat skills (not the biggest fan of the binary choice between skilled/unskilled there, but to be honest, I was always maxing out in 3.0 anyway). The only potential problem is that there will often be no (apparent) progression made between levels. If all your proposals are used, that means HPs never increase, and most of the time skills are not shuffled around. Some might not view this as a problem, others would (see your first player motivation for level ups).

 

Quote:
At the same time, we probably don't want to create a situation where there's one character who's the party face and gets a bunch of spotlight time when social interactions are going on while everyone else stands around, afraid to contribute for fear of their character's terrible social skills making things worse.
Quote:
They will not do this. They will contribute, and make things worse.
This is actually the biggest difference I found between tabletop roleplaying and playing over AIM -- the planning and collaboration between players, or lack thereof. I'm not just talking about conversation, but all aspects of non-combat roleplaying.

 

Around a table outside of combat, the players will converse (in or out of character) and decide what to next. Everyone can see each other, and thus respond to visual and verbal cues. Thus, you don't have people talking over one another, plans are easier to come up with, and PC actions are more unified (of course, a good GM should enforce that players act more independently during combat and other tense situations). You'll often end up with one player taking charger of a situation, or one PC being the face of the party. This can be good or bad, depending.

 

Conversely, playing over AIM was much more chaotic. There's less planning, and you'll often end up with half the party typing up their discussion of what to do next while the other half just goes and does their own thing. Again, this isn't necessarily good or bad. Players do stupid things more often in AIMHack (this has nothing to do with the people playing it, just the nature of AIM, nothing we can do about it), but thankfully stupidity is often funny. You can often get bogged down in conversations that would take a fraction of the time in meatspace, but conversely PCs will do their own things and act in character more often that PCs in tabletop games, where the inclination is to do whatever the most insistent player wants to do.

 

Aside: This is one of the reasons why Wybren was so awkward in Dust Bowl. Seriously, the number of times I had an Inspiring Tale action half typed up, only to discard it once the target had already done the action... You can't jump in and get someone's attention on AIM the same way you can around a table. Anyway, it seems Aurora is a better implementation of a support character anyway, so at least we're learning from mistakes.

 

Gone off on a tangent, so I'll try bring it back. Basically, playing over AIM changes the very nature of roleplaying, and AIMHack should reflect this. Characters need to be more independent, better able to participate on their own, than their tabletop counterparts.

 

Quote:
Another thing I'm testing is building challenges and fights based on the party's level, rather than their skill ranks. This is because, from watching characters level over the previous campaigns, I noticed a pattern. When leveling, your typical player will generally choose to put points in what they perceive they need before they'll put it into what they want or what would better flesh out their character. It's perfectly sensible, and something of evolutionary theory as applied to AIMHack. There's absolutely nothing wrong with that... so long as the players are actually clear on what they need.

 

To put this in perspective, here's what the top 5 skills look like in RomD right now:

1st - Primary Martial, 27 (The clear winner by far)

2nd - First Aid, 16 (Distant second, but remarkably strong)

3rd - Conjuration, 15 (Including more healing)

4th - Perception, 13 (Useful in more situations than most other skills)

5th - Evocation, 10 (Brought to you by Kurex. Also note, primarily martial)

 

Looking at this, it's pretty clear what the RomD players think they need: Combat skills and Healing, with a dash of Perception. Everything else can slide. Why?

 

It's basically the same vicious cycle that I've brought up before. DM raises the bar when it comes to combat. Players realize they need more combat skills, and react accordingly. DM sees the new combat skills, and decides to bump combat difficulty up again... and on we go, ad nauseum. No one's really at fault, yet we've still got an unbridled mess. Furthermore, in a party where there's a gap between the weakest combatants and the strongest, it results in the weaker combatants getting dragged kicking and screaming into perpetually pumping combat, whilst the stronger ones try to maintain their edge.

 

As a player, I also have a problem with difficulty going up just because I decided to boost a skill. I mean, if having a stronger skill means worse challenges, why invest at all? Why not save every skill point and have 0s across the board, and be awesome at everything? At that point, you might as well throw away skills entirely and just decide everything by roll alone, like the World IMRP.

 

Splitting off Martial and Magic skills from the rest, giving them their own separate skill points for leveling, would likely solve part of the combat cycle problem, but I still think there would be a problem. The players need to be motivated to raise their non-combat skills. Thusfar, most non-combat skills haven't actually been that useful; investing in one is a hit-and-miss proposition at best, both because of how little they affect your chance at success AND how often any one of the several NC skills actually come up. To that end, I personally endorse having the skills based off of party level, with difficulty going up at a steady rate regardless of how you raise your skills. That doesn't mean there can't be easy or difficult challenges, but it does mean that, should a skill be neglected, the character will start noticing it. And likewise, if there's someone that has an awesome number of points in a skill, that someone will trailblaze through it (at the detriment of other skills).

 

Obviously, that's something a DM has to decide on, rather than something that can be out-and-out enforced by the rules. But I think it'd solve a lot of problems, and it'd require very little effort on everyone's part.

 

Either way, one thing I think will help the issue a lot is putting greater emphasis and gravity on skill checks. If these skills were put to use more often, I think we'd see the players treating them more seriously. For example, take a look at how the CoH party is trained. There's a greater emphasis on skills and thinking, and thus a higher concentration of non-combat skills.

First off, I agree that challenges should be based (primarily) on level rather than a specific character. If you make all your traps so hard to disable that only the party rogue can deal with it, you just limiting the actions the rest of the party can perform. The best choice is to have a mix of moderate traps that any one can disable, and really difficult traps that only the rogue can disable, then any PC can participate in the first case, and the rogue feels redeemed for his or her investment in the second case. Extending this metaphor to other situations is left as an exercise for the reader.

 

Now, to the question of why players only invest in certain skills. Why is it that players seem to think that only a subset of their skills are useful? The answer is shocking: because they actually are! The problem isn't so much that combat happens frequently, so players feel they have to invest in combat skills. The problem is that PCs can fail in combat, whereas failure isn't possible in many non-combat situation (or at least the consequences of failure are less dire). Take something like a climb skill. A GM places a rock wall in a dungeon that all the PCs have to climb in order to proceed. If the GM doesn't allow multiple attempts, then there's the chance that the party won't make it, and the session will grind to a halt. Therefore the GM will either allow multiple retries, or create an alternate route. Unless there are penalties attached to these alternatives, investment in climb skills and the like aren't needed.

 

For an extreme case, imagine something like a history skill. Ideally, a player with a high history skill would know things that others won't, and thus gain an edge in certain situations. In practice, however, this rarely happens. If there's plot-relevant information, the GM will just let the party know without a check.

 

(This isn't always the case, though. Ask me about the time I failed three Spot checks to recognize my commanding officer.)

 

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I've dug up an interesting checklist known as the Same Page Tool, which can be used to make sure that everyone goes into a campaign with clear expectations of what it may involve.
Social contracts between the GM and players, and between players and players, are great. Usually they're unspoken agreements, but again, since we're dealing in a medium without face-to-face contact, something more formal might be needed.

 

One thing my DM has done a couple of times is pass around questionnaires. He asks for feedback about the current campaign (plot, difficulty, pace, etc.), our desires for our PCs, what we want for our next campaign, concerns we have about other players, rules questions and balance issues, etc. Soliciting feedback is much more effective than simply waiting for players to comment.

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Originally Posted By: Dintiradan
In general, I'm a little cautious about attempts to make alignments/personality traits binding on characters. One aspect of roleplaying is storytelling, and a big part of stories is character development. Many alignment systems implicitly or explicitly hinder characters from developing over the course of a campaign.


Modern (i.e. non-D&D) "alignment" systems generally reward you for addressing your character's motivations, whether you do so by acting in accordance with them or by rejecting them. You should look up the Keys mechanic from Shadow of Yesterday, which actually rewards you for permanently deleting a character trait from your sheet mid-campaign.

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Aside: Another simple way to prevent overt min-maxing in any skill is a level cap. Doesn't fix everything, but again, I'm just bringing up the simple fixes here.


Caps stop overinvestment, but not underinvestment.

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Well, having more hit points at later levels allows GMs to have fights that are-


Having more hit points at later levels allows GMs to have fights have have bigger numbers in them? So what?

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Under the current rules, why isn't already the case where raising your Strength retroactively increases your hit points? Unless people want to make AIMHack a system where build order is important, this should already be the case.


It probably should be retroactive in any case, yes. Even D&D does this now.

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This isn't bad; it's a more flexible version of the way D&D 4E deals with non-combat skills (not the biggest fan of the binary choice between skilled/unskilled there, but to be honest, I was always maxing out in 3.0 anyway). The only potential problem is that there will often be no (apparent) progression made between levels. If all your proposals are used, that means HPs never increase, and most of the time skills are not shuffled around. Some might not view this as a problem, others would (see your first player motivation for level ups).


I know, which is why I called for input on what people want instead of just writing up these rules and keeping them squirreled away until my next campaign.

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Aside: This is one of the reasons why Wybren was so awkward in Dust Bowl. Seriously, the number of times I had an Inspiring Tale action half typed up, only to discard it once the target had already done the action... You can't jump in and get someone's attention on AIM the same way you can around a table. Anyway, it seems Aurora is a better implementation of a support character anyway, so at least we're learning from mistakes.


I'm not gonna lie, skillwise Aurora's design goal was "like Wybren, but more effective". You'll notice that she has a power that's functionally identical to Wybren's Inspiring Tale, and I think she's used it three times in the whole campaign so far. I think you're right that it's just a difficult kind of ability to fit into the AIMhack format: in general, if a task isn't very important you'll forget about the ability, and if a task IS very important you won't have time to use it before the guy doing the task goes ahead and does it.

Another point is that Aurora's got a more forceful personality than Wybren, so I think I'm more comfortable than you were having her order the party around a little so that they'll actually do things that make the buffs I've put on them useful. Even then, sometimes I'll Battle Rage someone and they'll be unable or unwilling to attack that round for whatever reason. It's an unavoidable risk, to some extent.

As far as getting people's attention goes, it's even more of an issue in MapTool, especially as GM. Getting the players to stop wandering around so I can tell them what one of them just saw/did/stepped on is sometimes like herding cats.

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First off, I agree that challenges should be based (primarily) on level rather than a specific character. If you make all your traps so hard to disable that only the party rogue can deal with it, you just limiting the actions the rest of the party can perform. The best choice is to have a mix of moderate traps that any one can disable, and really difficult traps that only the rogue can disable, then any PC can participate in the first case, and the rogue feels redeemed for his or her investment in the second case. Extending this metaphor to other situations is left as an exercise for the reader.


On the other hand, how do you stop the party rogue from just disabling all of them anyway? I know that in Dust Bowl I'd generally stand back and let Leitha perform any thiefly activities because her Thievery skill was a bit better than Xiriatl's; the only exceptions were when she was otherwise occupied or when X didn't trust her to share the loot, both of which happened exactly once in the campaign.

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Now, to the question of why players only invest in certain skills. Why is it that players seem to think that only a subset of their skills are useful? The answer is shocking: because they actually are! The problem isn't so much that combat happens frequently, so players feel they have to invest in combat skills. The problem is that PCs can fail in combat, whereas failure isn't possible in many non-combat situation (or at least the consequences of failure are less dire). Take something like a climb skill. A GM places a rock wall in a dungeon that all the PCs have to climb in order to proceed. If the GM doesn't allow multiple attempts, then there's the chance that the party won't make it, and the session will grind to a halt. Therefore the GM will either allow multiple retries, or create an alternate route. Unless there are penalties attached to these alternatives, investment in climb skills and the like aren't needed.


Oh boy. I'm glad you brought this up, because it feeds into a universally applicable principle of good GMing: make failure interesting. Failing a lockpick check doesn't mean "I can't pick the lock on the door leading to the room where the hostages are"; it means "I pick the lock on the door just as reinforcements burst into the corridor behind us." It's harder to think of ways to do this with some actions than others, though.

There's a related issue I'd like to touch on at this point, while we're talking about what a successful or failed roll means: task resolution vs. conflict resolution. Conflict resolution is when the roll doesn't represent how well you performed at a task, but whether performing that task got you any closer to your actual goal. In the above example, if your goal was to pick the lock in order to free the hostages, a failed roll could mean that you picked the lock just fine, but the hostages weren't in the room, or had been killed before you got there. One advantage of framing rolls as conflict resolution is that it makes it easier to narrate failure as something other than incompetence on the part of the character.

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For an extreme case, imagine something like a history skill. Ideally, a player with a high history skill would know things that others won't, and thus gain an edge in certain situations. In practice, however, this rarely happens. If there's plot-relevant information, the GM will just let the party know without a check.


History checks are an interesting example of a situation where it may seem difficult to apply the ideas of interesting failure and conflict resolution, but I think it can be done. Consider the historian's goal: to learn how historical information works to the party's advantage. A successful roll means the historian learns an interesting and useful fact which helps the party (the fort they're breaking into has a secret passage leading into it), while failure means that the historian learns an interesting and useful fact, but one which suggests that the situation is even worse than the party realised (the fort they're breaking into is haunted by the ghosts of its builders, who defend it at night from all invaders). Remember: nothing in your campaign exists until the players know about it, so historical facts aren't set in stone until that History check is made and you've narrated the result.

I've been trying to apply this mindset to City of Hope on a small scale already, particularly regarding Perception checks. A character's goal when making a Perception check to search an area is to find something interesting, so on a high enough roll I'll put something interesting in the place where they're searching, even if I hadn't planned on there being anything there to find.
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Originally Posted By: Lilith
Each character gets one Martial or Magic skill for free, at a base rank of 4 + 1 per experience level, and uses this as their primary combat skill. This skill cannot otherwise be invested in.


Absolutely. I endorse this idea fully, on the condition that other combat/magic skills can still be invested in, otherwise ti gets boring when the only options the party has access to is "stab things with pointy metal sticks" and "whichever two magic skills the mages/priests picked".
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Originally Posted By: Dantius
Absolutely. I endorse this idea fully, on the condition that other combat/magic skills can still be invested in, otherwise ti gets boring when the only options the party has access to is "stab things with pointy metal sticks" and "whichever two magic skills the mages/priests picked".


Oh, sure.

I guess in theory you'd get issues if somebody manages to pump a secondary combat skill above the primary combat skill waterline, but if anyone really wants to spend over half their skill point budget on that, we should probably just let them.
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In general, I'm a little cautious about attempts to make alignments/personality traits binding on characters. One aspect of roleplaying is storytelling, and a big part of stories is character development. Many alignment systems implicitly or explicitly hinder characters from developing over the course of a campaign.


Modern (i.e. non-D&D) "alignment" systems generally reward you for addressing your character's motivations, whether you do so by acting in accordance with them or by rejecting them. You should look up the Keys mechanic from Shadow of Yesterday, which actually rewards you for permanently deleting a character trait from your sheet mid-campaign.
I should point out right now that I have much, much less exposure to a variety of RPGs than you or others here do. In particular, while I have read over the rules for a number of systems, I've only playing in several d20 variants (with the most time spent in D&D 3.0).

I took a look at the Shadow of Yesterday website -- I can see the list of possible Keys, but no rules on how to gain or lose them.

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Aside: Another simple way to prevent overt min-maxing in any skill is a level cap. Doesn't fix everything, but again, I'm just bringing up the simple fixes here.


Caps stop overinvestment, but not underinvestment.
If characters have a skill cap applied, while still being granted the same number of skill points per level, they'll have to invest in more skills than before. Of course, they'll probably max out in those skills, but it still results in more skills being trained in, while still allowing the possibility of a character that dabbles in a large number of skills.

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Well, having more hit points at later levels allows GMs to have fights that are-


Having more hit points at later levels allows GMs to have fights have have bigger numbers in them? So what?
This was just a poorly executed joke. I wasn't commenting on the increase of hit points, just honestly caught off guard that we didn't already have retroactive HP gain.

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Another point is that Aurora's got a more forceful personality than Wybren, so I think I'm more comfortable than you were having her order the party around a little so that they'll actually do things that make the buffs I've put on them useful. Even then, sometimes I'll Battle Rage someone and they'll be unable or unwilling to attack that round for whatever reason. It's an unavoidable risk, to some extent.
Yeah, it's like Wybren spent the past decade taking orders from adventurers, and thus took a passive and almost subservient attitude when dealing with his fellow adventurers. ;-)

(Aside, and completely off topic: I think my cat is afraid of the White Stripes. Kind of funny, actually.)

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As far as getting people's attention goes, it's even more of an issue in MapTool, especially as GM. Getting the players to stop wandering around so I can tell them what one of them just saw/did/stepped on is sometimes like herding cats.
Huh. MapTool should get some sort of kill switch or something that stops a player / the whole party from issuing commands.

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On the other hand, how do you stop the party rogue from just disabling all of them anyway? I know that in Dust Bowl I'd generally stand back and let Leitha perform any thiefly activities because her Thievery skill was a bit better than Xiriatl's; the only exceptions were when she was otherwise occupied or when X didn't trust her to share the loot, both of which happened exactly once in the campaign.
Like you said, nothing can really be done for out of combat situations, 'cause players will maximize success, but in the heat of combat you don't want players to think "Even though it would be better to disable the trap now rather than during the rogue's turn, I won't try it because I have no chance of succeeding and the rogue does."

But as you point out, these situations rarely happen anyway. Hurm.

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There's a related issue I'd like to touch on at this point, while we're talking about what a successful or failed roll means: task resolution vs. conflict resolution. Conflict resolution is when the roll doesn't represent how well you performed at a task, but whether performing that task got you any closer to your actual goal. In the above example, if your goal was to pick the lock in order to free the hostages, a failed roll could mean that you picked the lock just fine, but the hostages weren't in the room, or had been killed before you got there. One advantage of framing rolls as conflict resolution is that it makes it easier to narrate failure as something other than incompetence on the part of the character.

...

History checks are an interesting example of a situation where it may seem difficult to apply the ideas of interesting failure and conflict resolution, but I think it can be done. Consider the historian's goal: to learn how historical information works to the party's advantage. A successful roll means the historian learns an interesting and useful fact which helps the party (the fort they're breaking into has a secret passage leading into it), while failure means that the historian learns an interesting and useful fact, but one which suggests that the situation is even worse than the party realised (the fort they're breaking into is haunted by the ghosts of its builders, who defend it at night from all invaders). Remember: nothing in your campaign exists until the players know about it, so historical facts aren't set in stone until that History check is made and you've narrated the result.

I've been trying to apply this mindset to City of Hope on a small scale already, particularly regarding Perception checks. A character's goal when making a Perception check to search an area is to find something interesting, so on a high enough roll I'll put something interesting in the place where they're searching, even if I hadn't planned on there being anything there to find.
Skill checks as conflict resolution sounds really neat -- never heard of the concept before. Sounds like it takes a bit more improv skill on the part of the GM, though.

The only thing I'd worry about is the possible impact on metagaming if the players know the GM is using the conflict resolution model. "Only two displacer moose? Okay, I think we can handle this. Nobody make any Spot checks -- we don't want to risk a third one attacking us." Though making a system metagame proof is probably impossible...
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Originally Posted By: Dintiradan
I should point out right now that I have much, much less exposure to a variety of RPGs than you or others here do. In particular, while I have read over the rules for a number of systems, I've only playing in several d20 variants (with the most time spent in D&D 3.0).

I took a look at the Shadow of Yesterday website -- I can see the list of possible Keys, but no rules on how to gain or lose them.


What you're looking for is the Buyoff mechanic: (spoilered for length)

Click to reveal..
Keys

Keys are the primary method of increasing a character's abilities in The Shadow of Yesterday. These are goals, emotional ties, or vows a character has. By bringing these into the story, the player gains experience points (XP) he can use to advance the character, increasing pools and abilities, or learning new Secrets and Keys.

Again, an example will illustrate this better:

Example

Key of Conscience: Your character has a soft spot for those weaker than their opponents. Gain 1 XP every time your character helps someone who cannot help themselves. Gain 2 XP every time your character defends someone with might who is in danger and cannot save themselves. Gain 5 XP every time your character takes someone in an unfortunate situation and changes their life to where they can help themselves.

Buyoff: Ignore a request for help.

The Buyoff shown above is a special bit about Keys. Whenever a player has a character perform the action shown in one of the Buyoffs, the player can (this is not mandatory) erase the Key and gain 10 XP.

Unlike abilities and Secrets, the number of Keys a character can have is limited. A character can have no more than five Keys at one time.


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If characters have a skill cap applied, while still being granted the same number of skill points per level, they'll have to invest in more skills than before. Of course, they'll probably max out in those skills, but it still results in more skills being trained in, while still allowing the possibility of a character that dabbles in a large number of skills.


At this point it seems like the idea is getting closer and closer to 4th edition D&D's system where you just have a list of "trained" and "untrained" skills, with success rates modified only by your ability scores. This works in 4E because characters tend to be defined more by their combat abilities than their skills; in AIMhack, where everything is a skill, I'm worried it'll make characters start to look too similar.

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Huh. MapTool should get some sort of kill switch or something that stops a player / the whole party from issuing commands.


There's an option to do this hidden away in a preferences dialog somewhere, but it's inconvenient to toggle it on and off on the fly. Hmm. Maybe it's possible to write a macro for it; I'll look into that.

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Skill checks as conflict resolution sounds really neat -- never heard of the concept before. Sounds like it takes a bit more improv skill on the part of the GM, though.

The only thing I'd worry about is the possible impact on metagaming if the players know the GM is using the conflict resolution model. "Only two displacer moose? Okay, I think we can handle this. Nobody make any Spot checks -- we don't want to risk a third one attacking us." Though making a system metagame proof is probably impossible...


Ah, "metagaming". I'm glad you brought that up, because it allows me to talk about another bit of RPG theory: stances. A stance is, defined broadly, the way in which the player relates to the game world. There are three traditionally recognised stances: actor, author, and director.

In actor stance, the player attempts to work out what their character would be most likely to do do using only the knowledge and goals that the character would have. For example, let's say my character is deathly afraid of spiders, so I decide that she will refuse to descend into a spider-filled cellar to search for treasure. That's actor stance: the player is having the character do what the character would supposedly be most likely to do, rather than what would be most interesting or best for the group.

In author stance, the player determines the character's actions based on the player's own priorities, and creates a reasonable justification for the character to act that way after the fact. To use the spider example again, I (as a player) know that since the cellar exists, the GM has probably put something interesting down there, and I (as a player) want to see what it is. So I decide to make this a moment of character development, where my character decides she's going to face her fear and try to overcome it. Maybe she wanted to confront and overcome her fear at some point anyway, but the fact that she does it here and now is because of my priorities as a player, not hers as a character. That's author stance: the player is still interacting with the world through their character, but they're doing it based on their own priorities.

In director stance, the player determines aspects of the environment or world that exist independently of their character's action. For example, let's say my character does go down into the spider-filled cellar and searches it for treasure, and the GM says "OK, since you rolled so well on that Perception check, you can decide what kind of treasure is in the cellar." That's director stance: the player is interacting with the world directly instead of through the character.

When someone says that a player is metagaming, what they mean is that the player has shifted out of actor stance. To say that metagaming is a problem is simply to say that you expect players to remain in actor stance at all times. As far as I can see, most games don't benefit from that expectation in the first place; I'd argue that most players spend at least a large fraction of their time in author stance anyway.

Besides, if you do try to force players into actor stance all the time to discourage "metagaming", you're only going to shift the problem backwards into character design, where director stance is unavoidable. Enforcing actor stance encourages players to write all their characters as being as knowledgeable as possible, so that they're not caught in a situation where they know more than their characters and are forbidden by social contract to use that knowledge. One might call that meta-metagaming.

EDIT: By the way, a good instructive example of a game with a traditional fantasy-RPG feel, but with the kind of conflict resolution and narrative control mechanics that I've been exploring in this thread, is Donjon.
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First off, my apologies for delaying this response. It's been a very weird week. Now, to respond to EVERYONE!!!!!!!!1111!!

 

(Also, with all the issues the system has, and the fact that I've run the most campaigns in it, I realize that I can sometimes come off as a bit defensive and/or bitter in these types of discussions. I apologize for this in advance, and really do want to improve future campaigns with all of this feedback.)

 

Originally Posted By: Lilith
The big exception here is hit points. Characters really do get a lot better at surviving damage between level 1 and level 6, especially if their primary stat is Strength. A simple if somewhat radical solution to this is to get rid of automatic hit point gains with each levelup: your HP is just 10 + twice your Strength or something similar, and to get more HP you have to keep raising your Strength. (This also has the neat effect of meaning that you're no longer encouraged to front-load Strength in order to be most effective: a Strength point is worth the same 2 HP whether you buy it at level 1 or level 10.)

 

I like this so much I almost want to retrofit Rumors to it. No, seriously. I wish I'd done this from the start. It would remove some of the absurd power creep, and make it far easier for me to balance fights without having to recalculate everything at every level. This is what I like to call a win/win.

 

And about the retroactively gaining HP thing... well, it was sort of a... well, okay. I just kinda forgot.

 

Originally Posted By: Triumph
rather than bestowing level-ups as often as has been typical so far

 

Hey, Rumors hasn't leveled very much at all! In fact, I get so much grief about it that it's getting a little old...

 

Originally Posted By: Lilith
Here's a rough rundown of the damage system I've been using in City of Hope: when an attack by a PC on an enemy succeeds, it does at least 1 damage. When an attack succeeds by a margin of 5 or more above the required roll, it does 2 damage. A natural 20 does 3 damage. Spending a stamina point on an attack will add +1 damage to each of these figures, or turn an attack that failed by a margin of 3 or less into a successful attack for 1 point of damage. Most regular enemies have 2-4 HP, while bosses have 10-20.

 

I used something like this in the final fight with Chak-Tha in Selos and the Oracle, but have generally been messing around with other systems. I might move back to something like this, particularly if paired with the aforementioned HP nerf.

 

In Rumors, I've been doing something sort of like 3.5 D&D gone horribly, horribly wrong. Spells and weapons all have a die size, and then you add the relevant stat to the damage. In hindsight, that is a pretty horrible idea, so forget I mentioned it. Odds are I'll revert to something like the above for the tail end of Rumors.

 

Originally Posted By: Sarachim
The other problem is that so far perks have been chosen by the DM, and most players like to have control over the direction of their character's growth. If we make perks a more prominent part of the system, we should probably have some or all of them chosen by the player in consultation with the DM. Having the two of them negotiate over just what a perk will do also creates an adversarial system that will hopefully promote balance by making it so that each perk is carefully worked out by two people with different perspectives.

 

I agree. It's been difficult to come up with interesting ones, and I usually feel pressured to try and dole them out to everyone. Or, worse, I get to the end of a campaign and go "aaaaah, hardly anybody got one of them perk thingies".

 

If the PCs in Rumors manage to make it back to Selaneus, they'll probably get the chance for some training like that, courtesy of Gotay.

 

Originally Posted By: Everyone
(stuff about STR and DEX skill checks)

 

Gah, I always hated how old D&D had Climb, Swim, Tumble, Balance, Escape Artist, Endurance, etc etc etc. Remember how we had that talk about cutting out the worthless skills? Hey, let's put all of them back in! As an original proponent of those worthless skills, I should say I told you so, but I just feel kind of sad now.

 

And for the thief/gymnast distinction, thus Thievery.

 

Originally Posted By: Everyone
(stuff about Composure and social skills)

 

Overall, meh. I kinda want to bring back Bluff, Diplomacy, and Intimidate to be honest. Maybe drop Intimidate because I liked the model of "tell me how you're intimidating someone, and roll that".

 

I don't want to make the party roll for social skills in every conversation, but I do feel like players tend to fall out of character the second they see an opportunity to reason with an NPC. Irrational berserkers become studied diplomats, and monosyllabic mercenaries become eloquent orators. Thus my occasional dependence on a social roll. I want to see if the fighter can say all of that without stumbling over the word "argumentative" or if the bard can keep a straight face while lying to the NPC.

 

Originally Posted By: Nikki
(AntiHack)

 

Brilliant!

 

Originally Posted By: Nioca
On a non-statisic based note, one thing I'd really like to NOT see in future campaigns is more jungle. Seriously, peoples, there are other biomes, and failing that, other kinds of forest. Maybe a trek in the desert or an arctic tundra. Or perhaps a coniferous forest. I mean, there's nothing wrong with a jungle, but it's starting to get a bit overused here.

 

My apologies, I just like Selos and have enjoyed fleshing out the island. I hope you enjoy your trek into the ice-covered mountains, just try not to fall to your doom. tongue

 

Originally Posted By: Lilith
(Same Page Tool)

 

...I love it, using it for the next campaign.

 

Originally Posted By: Everyone
(continued ruminations on combat/noncombat skill "balance", potential d10 rolls)

 

I do not want to reduce the dice to d10s. With leveling the way it works right now, it would be trivial for players to get a marked increase in skill roll results with a single point. Of course, that might just mean that leveling needs to change.

 

Now as for the combat/noncombat skill balance, or rather lack thereof, let me explain my dilemma:

 

As a DM, in order to keep things interesting, I need to have interesting consequences for failure that don't just grind things to a halt. If I can't do this, then whatever skill or roll is at stake feels meaningless.

 

Combat always has stakes for failure, i.e. dying. But let's say we look at a lockpicking check, like Lilith used in an example earlier. If the party fails to get through the Clearly Important Door, well then we're kind of stuck. Okay, maybe a trap goes off and they get through anyway, but then why even have the lockpicking? Let's say that as Lilith said, reinforcements arrive just as the door is opened. Well then we're back to combat being more important than lockpicking, since if you can handle whatever shows up while you're failing, then you still win.

 

In essence: If I ever make a skill check vital to progress, then any potential for failure requires a backup plan (if there's no potential for failure, I am a horrible DM). If that backup plan is a combat, then skills mean nothing and I am a horrible DM. If that backup plan is another skill check, then we hit the same problem again and I am still a horrible DM. If I make something plot-related happen as a consequence, everyone just assumes I was going to do it anyway, and I am an even worse DM for railroading the party (which I am so sick of hearing).

 

So while I love the discussion of how this about skill checks should all pan out, as a DM I still see the end result being people complaining about how I run things, with a side helping of invalidating much of the work that I try to do. And while I'm eternally grateful that by and large people don't do this (to my face at least), I still have trouble envisioning a solution that doesn't just trap DMs in another lose/lose situation.

 

...anyway, that sort of meandered away from the point. To sum it up, as much as I want to add in more skill checks, I am essentially worried that PCs will just ignore whatever skill challenge I've rigged up and kit themselves out to tank the Ungodly Difficult Combat that is the other way through. Thus, I see myself going the social contract route in the future.

 

Also, honk. And I plan to use a displacer moose somewhere now.

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About being damned if you do, damned if you don't, as DM:

 

You folks have probably just advanced way beyond my old adolescent ambitions as a DM, but my reaction is that you're just making things too hard for yourselves. It's a game. The DM is not getting paid.

 

It's okay for the thief to be unable to pick the lock. The DM is not responsible for making every single action a magnificent thrill ride, while the players munch their popcorn and approve.

 

Sometimes it's okay to let the players figure out how to make failure interesting. They're brave and mighty heroes, right? Sure it gets boring and frustrating if things just don't work. But as long as it doesn't go on too long, a little boredom and frustration just makes the eventual victory more satisfying.

 

So the lockpicking just fails. Pick breaks, lock is too rusty, lock is just too good, door is also barred inside — whatever. Now the party looks at hinges. They look at doorframes. They look at wall bricks. They worry about posting lookouts, since this door is taking so unexpectedly long to get through, and start wondering what they'll do if guards come around. They think what object they've passed recently might serve as a battering ram. They wax creative about how to use a battering ram quietly. Could all those pillows from the boudoir make a soundproof wall across the entire passage ...?

 

Result is that there's some serious time spent trying to solve problems within the game world, without just rolling dice.

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^^

I had a door in my Geneforge campaign of DnD 3.5

And the party could not open it. The party started with an ninja who would have been able to do it, but he wandered off to be replaced by a Shaman. Nobody could pick the lock, and the door was reinforced. I left a scroll of Knock in a desk in the previous room, but nobody was able to read it. What they ended up doing was levitating the desk and launching it at the door.

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I have a few comments. I'll start with the disclaimer that I haven't played AIMHack, just looked over the rules on Ephesos' page and the discussion here. I think I'd enjoy playing in one of these campaigns, but as yet my interest and knowledge are solely theoretical.

 

I generally agree with Ephesos and disagree with Sarachim & Lilith on the subject of conversation skills. I think they have a place in with the role-playing. It should go without saying that cases where the PC's argument is airtight, or they dramatically shove their foot in their mouth, should be resolved without a roll (unless the GM wants to fake one just to keep players on their toes). There are a lot of things that "the player is choosing the PC's words" doesn't cover, though. For one, in a lot of cases the players won't be dictating the PCs' speech word for word, but instead presenting ideas and concepts, and leaving the exact wording to the imagination. Then there's intonation, and body language. Players will almost never dictate any but the broadest details of this, and these can matter tremendously in conversation. So there's plenty of realistic reason to make composure checks in conversation, especially when trying to lie or talking to hostile people.

 

The one major weakness I can see in the AIMHack system is in the way skill points work, especially when first building a character. Even aside from munchkins breaking the system (which doesn't sound like that much of a problem, given the player group), players who are more interested in putting the RP in the G still seem like they would vary substantially in power depending on early skill point allocation. The biggest problem here is probably inconsistency between skill allocation at the start and skill gain on level up. The optimum distribution is basically to take any skill one thinks one might want later in the game at the start, and never learn new skills on level up. It costs 1 SP to learn a skill at the start, but learning a new skill later deprives one of the opportunity to gain two points in one/two skill(s), which is worth the equivalent of anywhere from 4 to 20+ skill points. On a related note, the way skill point costs scale seems problematic: for the price of raising one skill to 4, one can buy a point in almost the entire rest of the skill list. Moreover, because skills give relatively small bonuses (as note Lilith, Nioca, et al), a 4 in a given skill is not actually that much better than a 1.

 

If anything, the suggestions on how to make non-combat skills more worthwhile would only aggravate this problem. One major defense of the current skill system is that if combat is really of dramatically greater importance, it may actually be more worthwhile to get a 15% bonus to hitting things than to get a 5% bonus to nearly everything else. If non-combat skills become as useful as combat skills, this ceases to be the case. This is by no means to say that the combat and non-combat skills shouldn't be more balanced, just that making them so makes this problem and its solution all the more important.

 

Reducing the die size for checks, as Nioca suggest, is one obvious way to deal with this. An extra 10% matters a lot more than 5%, perhaps enough to justify the rapidly increasing cost per point. Another is to simply reduce the rate at which skill point cost scales, e.g. 1-1-2-2-3-3 etc. instead of 1-2-3-4-5-6 etc. Or to make the first rank of a skill cost more than subsequent ones, as in Eschalon. One could also give skill points at each level rather than a flat skill gain, which would make things more complicated but also reduce the amount of exploitable inconsistency.

 

Also, one last thought on non-combat skills: if a GM decides that combat really is the focus of a given system or campaign, but wants to include and balance non-combat skills, one can have them give various bonuses in combat as well. Amber E. Scott on Giant in the Playground gives a good run-down of how to do this with knowledge skills in D&D, and it's not hard to extrapolate from there to various skills in AIMHack: http://www.giantitp.com/articles/paBcfg1YaEccDMQACfu.html ...This is not an ideal solution, since the goal seems to be to make non-combat skills as good as combat skills in a more general sense, but it might help balance them, or at least make an effective stopgap before the implementation of more sweeping rules changes.

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Originally Posted By: FnordCola
The one major weakness I can see in the AIMHack system is in the way skill points work, especially when first building a character...


I agree, the posted system was heavily broken in that area. I likely would have taken advantage of it had we not switched to the much better, current system. But as it is, the information on the website is outdated as far as leveling is concerned - all the currently-running campaigns that I know of use the same cost whether you're creating a character or leveling it up. 1 point for the first level, two more for the second, three more for the third, etc. The number of skill points gained per level varies, but is generally at least ten.
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Good to hear. That solves the inconsistency problem, but it still sounds like the cost scaling is off, at least with the d20 setup for checks.

 

Also, if characters gain skill points at level up, these points should increase with level. This is something I find frustrating about Jeff's recent games, especially Geneforge: character growth slows down immensely at higher levels (doubly so because levels come more quickly in the early game), to the point that by the end of G5 there was literally no skill I could purchase with one level's worth of points. It's one thing to have a game like D&D 3/3.5 (or the Exile series and the original Geneforge) where skill points per level remain fairly static (aside from intelligence gains in D&D), because skill costs remain the same. But if skill costs increment upward, skill point gains ought to do the same.

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Originally Posted By: FnordCola
But if skill costs increment upward, skill point gains ought to do the same.


If both increment, it would be easier to simply increment neither. The whole point of diminishing returns it to be a sort of Skinnerian conditioning in order to keep you playing the game. MMORPG's do this all the time as a way of keeping you subscribing, and most other games either slow down the levelup pace or somehow decrease returns to keep you hooked.

Videogames basically work on the same concept as drugs: first hit is free, and the price keeps rising steadily as your enjoyment from using it drops.
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Re: Metagaming and stances:

 

Sounds good -- familiar with the concepts, though not the three terms. My example of metagaming would be a bit different though: less "Fighting these spiders would be cool, and also an opportunity for character growth." and more "Only three sessions left before the campaign is done? Let me buy out as many Keys as I can!".

 

(I thought of an awesome and cruel way to deal with metagaming players a while back: ask one of them to make a Will save (or equivalent). Then pass them a folded-up blank piece of paper and tell that person not to share the contents with the other players. Schmuck will be tied, gagged, and knocked unconscious within five minutes.)

 

Re: Displacer Moose:

 

I can't take credit for this: the displacer moose comes from Chainmail Bikini, a short-lived webcomic (it was written by the same guy who did DM of the Rings).

 

Re: Student of Trinity:

 

Blasphemy! It is the GM's job that the entire table is entertained, and the GM's job alone!

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Originally Posted By: Ephesos
Combat always has stakes for failure, i.e. dying. But let's say we look at a lockpicking check, like Lilith used in an example earlier. If the party fails to get through the Clearly Important Door, well then we're kind of stuck. Okay, maybe a trap goes off and they get through anyway, but then why even have the lockpicking? Let's say that as Lilith said, reinforcements arrive just as the door is opened. Well then we're back to combat being more important than lockpicking, since if you can handle whatever shows up while you're failing, then you still win.


Honestly, I'd like even combat to have more interesting consequences of failure than "you die", since good DMs are (for several good reasons) reluctant to dole out TPKs. But short of actually turning AIMhack into Dogs in the Vineyard, that's probably going to be more of a campaign-level issue than a system-level one.

The below passage, for example:

Quote:
So while I love the discussion of how this about skill checks should all pan out, as a DM I still see the end result being people complaining about how I run things, with a side helping of invalidating much of the work that I try to do. And while I'm eternally grateful that by and large people don't do this (to my face at least), I still have trouble envisioning a solution that doesn't just trap DMs in another lose/lose situation.


... strikes me as more of a social problem than a rules problem, and is something that probably needs to be solved with better communication. To some extent that communication can be facilitated by rules, but a lot of it has to happen outside of the game as well. So in other words, what you said about social contracts in the next paragraph, pretty much.

***

Originally Posted By: Student of Trinity
So the lockpicking just fails. Pick breaks, lock is too rusty, lock is just too good, door is also barred inside — whatever. Now the party looks at hinges. They look at doorframes. They look at wall bricks. They worry about posting lookouts, since this door is taking so unexpectedly long to get through, and start wondering what they'll do if guards come around. They think what object they've passed recently might serve as a battering ram. They wax creative about how to use a battering ram quietly. Could all those pillows from the boudoir make a soundproof wall across the entire passage ...?

Result is that there's some serious time spent trying to solve problems within the game world, without just rolling dice.


This playstyle can work well in some groups at some times, but it has a common failure mode: bogging the game down in requests for detailed description of every aspect of the game world, lest the players be caught unawares by some minor detail they didn't ask about. At worst, it becomes the old-style adversarial D&D campaign where the party goes around poking everything under the sun with a 10-foot pole before they dare touch it. When that starts happening, it's time to start abstracting all of that pole-poking and verb-guessing away and rolling dice instead.

***

Originally Posted By: FnordCola
I generally agree with Ephesos and disagree with Sarachim & Lilith on the subject of conversation skills. I think they have a place in with the role-playing.


I was against conversation skills? That's news to me. My position is that I wouldn't mind seeing a more fleshed-out social conflict system in principle, but it's the sort of thing where everyone has to agree on how to implement and use it, and also on why we're using it.

***

Originally Posted By: Dantius

If both increment, it would be easier to simply increment neither.


This isn't actually true, because some costs increment faster than others, depending on what skills the PCs are raising.

Quote:
The whole point of diminishing returns it to be a sort of Skinnerian conditioning in order to keep you playing the game.


actually the point of diminishing returns is to prevent specialised characters from having a massive advantage over generalist characters, thereby maximising the design space for characters that are both interesting and effective

***

Originally Posted By: Dintiradan

Sounds good -- familiar with the concepts, though not the three terms. My example of metagaming would be a bit different though: less "Fighting these spiders would be cool, and also an opportunity for character growth." and more "Only three sessions left before the campaign is done? Let me buy out as many Keys as I can!".


From a certain point of view this is a feature, not a bug. Buying out a Key means that your character is developing and changing their most fundamental values, so if all your characters start madly buying out Keys toward the end of the campaign, that means that the greatest rate of character development is happening as the climax of the campaign approaches! That's pretty clearly a Good Thing, as long as players are justifying the buyouts in in-character terms.

Remember, even in Author stance you still have to justify your character's actions with reference to the character's motivations, even when they're not actually why you're making the character do something. Author stance without that step of retroactive in-character justification is sometimes known as Pawn stance, which is generally problematic outside of certain fairly specific styles of play, but calling it "metagaming" obscures more than it reveals.
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Originally Posted By: Lilith

Originally Posted By: Student of Trinity
So the lockpicking just fails. Pick breaks, lock is too rusty, lock is just too good, door is also barred inside — whatever. Now the party looks at hinges. They look at doorframes. They look at wall bricks. They worry about posting lookouts, since this door is taking so unexpectedly long to get through, and start wondering what they'll do if guards come around. They think what object they've passed recently might serve as a battering ram. They wax creative about how to use a battering ram quietly. Could all those pillows from the boudoir make a soundproof wall across the entire passage ...?

Result is that there's some serious time spent trying to solve problems within the game world, without just rolling dice.


This playstyle can work well in some groups at some times, but it has a common failure mode: bogging the game down in requests for detailed description of every aspect of the game world, lest the players be caught unawares by some minor detail they didn't ask about. At worst, it becomes the old-style adversarial D&D campaign where the party goes around poking everything under the sun with a 10-foot pole before they dare touch it. When that starts happening, it's time to start abstracting all of that pole-poking and verb-guessing away and rolling dice instead.


I can see where this could happen. But when the recruit expresses dismay at the doubtful utility of piracy, the classic response is
Originally Posted By: Long John Silver
'Tain’t much use for fools, you may lay to it — that, nor nothing.
Even good ideas need to be done right.

If you let the game stall when the players fail, so that the players have to think up their own in-world solutions, then the DM has to play along. Not to the point of letting them get away with ridiculous things, but giving them the benefit of the doubt. And there's always a lot of doubt from which to benefit. As a wise person once said, nothing in the game world exists until you describe it. So you only had in mind that the 'lots of big pillows' in the boudoir amounted to a pile on the bed. But once you see where the players are going, maybe half the room is filled with thick cushions. Sometimes you have to switch from being the storyteller to being the executive producer of the players' story.

Which probably means that my suggestion is really just a modification of yours. Make failure interesting, but just remember to enlist the players to help do so, instead of taking all the responsibility yourself. Throw the ball back to them occasionally. Then catch.
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Originally Posted By: Student of Trinity
Which probably means that my suggestion is really just a modification of yours. Make failure interesting, but just remember to enlist the players to help do so, instead of taking all the responsibility yourself. Throw the ball back to them occasionally. Then catch it when it comes back to you.


If that's all you're arguing for, then we're very much on the same page. I recall reading about one system, although I unfortunately forget which system it was right now, where the GM narrates the consequences of the GM's own failed rolls and the players' successful rolls, while the players narrate the consequences of their own failed rolls and the GM's successful rolls. In other words, everyone narrates only those events which work against them: they're forced to give ground, but they decide just how much ground to give. That's one way to use the system to support a social contract that shares responsibility for shaping the course of events between the GM and the players, and prevents anyone from taking too much narrative control due to one or two good rolls.
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That's an interesting idea, though I suspect that the kind of players who would make it work would also make more ordinary mechanics work, and that the added overhead of switching narration at every roll would be too much trouble. But it might be a good option for extreme cases — failing an important saving throw, or something.

 

I guess I'd just add that there's a limit to how much any game mechanic can do, and at some point you're actually better off abandoning the search for the ideal system, because it encourages an overdependence on mechanics that outweighs any benefits. I always wanted to have my games include a lot of actions that didn't involve any rolling at all, just suggestions and ad hoc rulings. The ability to do this is, after all, the one outstanding feature of in-person RPGs. Once everything is mechanized, you might as well let a computer run the game, and get some better graphics and sound while you're at it.

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Lilith, that's an interesting spin on it, and something I've always wanted to do more of. At the very least, I want to let people narrate their own kill-shots in the future.

 

And now all of this is reminding me of Polaris, my favorite system that I've never been able to play. It has no DM, and honestly in structure can resemble a lot of the play-by-post RPs back in the archives here (and at Polaris, so I can no longer think of one without the other).

 

The entire system revolves around that kind of give and take between protagonist and antagonists, essentially becoming a negotiation for the most epic story. Oh, and every player character dies at the end, in a beautifully tragic fashion.

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Originally Posted By: Student of Trinity
I guess I'd just add that there's a limit to how much any game mechanic can do, and at some point you're actually better off abandoning the search for the ideal system, because it encourages an overdependence on mechanics that outweighs any benefits. I always wanted to have my games include a lot of actions that didn't involve any rolling at all, just suggestions and ad hoc rulings. The ability to do this is, after all, the one outstanding feature of in-person RPGs. Once everything is mechanized, you might as well let a computer run the game, and get some better graphics and sound while you're at it.


I suspect at this point we're in danger of getting tied up in a definitional argument about what counts as a "mechanic". Time to pull out some more theory.

In RPG theory there are three generally recognised classes of event resolution mechanic: Fortune, Drama, and Karma. The names are kind of misleading but they're what everyone uses, so I'll stick with them.

Fortune mechanics are what people often mean when they say "mechanics": some kind of randomisation is used to determine the results of an action. If you're rolling dice, drawing cards or flipping coins, you're using Fortune mechanics. There are subdivisions of Fortune mechanics based on just what part of an action's resolution is subject to chance, but we can get back to that in a later post.

Drama mechanics are those that allow participants to influence events by making assertions about their character's actions or about the game world, without the involvement of a random element. For example, in AIMhack one character had a perk allowing them to automatically score a critical hit by spending their last remaining point of stamina on an attack: that's a Drama mechanic, because simply by asserting "I spend my last remaining stamina point on this attack", the player automatically gains the right to have their character's attack critically hit. If your system doesn't involve using randomisation or referring to quantified attributes when resolving a particular action, then you're using Drama mechanics by default. A common Drama mechanic, but one that's not universal to all systems or all groups, is: "At any time the GM may say that something happens, and that thing then happens."

Karma mechanics are methods of event resolution that rely on reference to quantified attributes, without the intervention of random elements. For a very clear example, see Amber Diceless: its core resolution mechanic is a Karma mechanic, where a character with a score of X in a skill always wins any fair contest of that skill against a character with a score of X-1, and always loses against a character with a score of X+1. This is supplemented with Drama mechanics that allow characters to attempt to make a contest unfair in their favour.

To return to the example in my last post, "everyone narrates their own failures" is a Drama mechanic that doesn't necessarily have to be preceded by a Fortune element at all (although I believe that in the system in question, it is). So you can see why it's important to separate the ideas of "mechanics" and "rolling" in your head: a system can have a strong mechanical foundation without including any Fortune elements at all.

Originally Posted By: Ephesos
And now all of this is reminding me of Polaris, my favorite system that I've never been able to play. It has no DM, and honestly in structure can resemble a lot of the play-by-post RPs back in the archives here (and at Polaris, so I can no longer think of one without the other).

The entire system revolves around that kind of give and take between protagonist and antagonists, essentially becoming a negotiation for the most epic story. Oh, and every player character dies at the end, in a beautifully tragic fashion.


polaris! eeeeeee

At first I was worried that I was the only person here who would be interested in all this high-minded theory stuff, and that everyone else would be like "hey dude I really just want to pretend to be an elf and beat up some goblins, what's all this Creative Agenda stuff you're going on about", but I've been really pleased with the response in this thread so far. I don't necessarily want to make AIMhack more like Polaris, but I think that kind of highly focused narrativist RPG is something we can still draw inspiration from.
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Ah. I mistook your statement for a more straightforward agreement with Sarachim's BULLROAR. I probably didn't read closely enough, given the length of this thread.

 

For what it's worth, I find the theory quite interesting, in large part because I've done a lot of role-playing but not read much of the theory. I'd read a bit about the three stances, but outside of that the things you're talking about are new to me.

 

To continue on the number crunching side of things with skill points: I agree with Lilith & disagree with Dantius on the subject of skill point costs incrementing. The more I think about it, though, the more I suspect that's not getting at the problem I see in the numbers, i.e. that skill point costs go up so quickly. Allowing skill point gain to increment upward gets rid of the (to me, boundlessly irksome) situation of not being able to purchase a skill with a level's worth of points, but in turn makes it all the more possible to purchase a half dozen levels in other skills. As it stands, in the version on Ephesos' page, which seems to be current in at least this respect, I'd say that AIMHack is one of the rare systems that actually punishes specialization and rewards the jack of all trades excessively.

 

This is especially true given the goals for play that people have expressed on this page, and the nature of IM as a medium. In many tabletop RPGs, there is more of a "party face" for conversation, and a person designated as the go-to for any given skill check. Even then there are exceptions, mostly in terms of perception skills. In AIMHack as described, most people are going to be acting on impulse or on their own a lot of the time, rather than carefully planning things out to get the best person for the job every time; this means that it's useful for everyone to have almost every skill. And the skill system rewards such a build, by making a level in "almost every skill" combined cost about as much as a couple levels in the skill to which the character has dedicated him/herself.

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Originally Posted By: FnordCola
This is especially true given the goals for play that people have expressed on this page, and the nature of IM as a medium. In many tabletop RPGs, there is more of a "party face" for conversation, and a person designated as the go-to for any given skill check. Even then there are exceptions, mostly in terms of perception skills. In AIMHack as described, most people are going to be acting on impulse or on their own a lot of the time, rather than carefully planning things out to get the best person for the job every time; this means that it's useful for everyone to have almost every skill. And the skill system rewards such a build, by making a level in "almost every skill" combined cost about as much as a couple levels in the skill to which the character has dedicated him/herself.


When I created Nixak for the the Oracle campaign I wanted to make a character that did one thing and was good at that one thing. Turned out that I was good at that one thing but beyond that was dead weight following around of a group of "competent" characters. I wanted Nixak to have a specialization in a tool and be the best at it but he was not.

Due to this I made Jarrox, for City of Hope have l broad selection of skills. I worried that this would spread him out to thinly and make him dead weight also on the party (besides being a drunk). I would say that Jarrox can do almost any number of things in a campaign to some effect because he has a big tool belt of lots of little tools that he can use very effectively. Everyone else in City of Hope also have big tool belts with lots of little tools and when we encounter any kind of problem, like a nail that needs to be hammered, everyone is able to pull out their little hammers and together we can drive that nail very fast and very efficiently.

Nixak had what looked like a big hammer due to have only one main skill class but when the hammer time came he couldn't work the nail as good as a the whole party from City of Hope. I think this is due to the Jake of all Trades concept being rewarded over someone that specializes. the reward is that if everyone is a Jack of all Trades in a campaign then there is almost nothing that that party can not do. If everyone in the party specializes in one or two skills only then they can't do as much because they lack that party skills that Jack of all Trades party does.

I think I lost my point somewhere in there. I always think of Jake of all Trades like a Red Mage, can use while and black magic and can fight, but is no where near as good as a Fighter, White Mage, or Black Mage at doing what they do. In AIMhack a Jack of all Trades can do all that a Fighter, White, and Black Mage can and do it better. This seems backwards to me.
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Originally Posted By: Lilith
At first I was worried that I was the only person here who would be interested in all this high-minded theory stuff, and that everyone else would be like "hey dude I really just want to pretend to be an elf and beat up some goblins, what's all this Creative Agenda stuff you're going on about", but I've been really pleased with the response in this thread so far. I don't necessarily want to make AIMhack more like Polaris, but I think that kind of highly focused narrativist RPG is something we can still draw inspiration from.


I am flabbergasted that anyone else has heard of Polaris. laugh

But yeah. I look forward to trying a few one-shots, maybe finally working on Tales of the Far, to try and experiment with some of this stuff.

Also, just saw this idea over at Penny-Arcade, which abstracts damage to where players no longer track it themselves. I like this idea, but it's probably impractical with the system as it stands (at least for Rumors, with its ever-growing hp totals).
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