When I was writing Beta 4, what I essentially did was start with the most central design concept, and then introduce more concepts as they became pertinent -- usually one idea dovetailing with another. For example, the idea of both a "Basic Roll" and "maximum value" needed to be introduced prior to introducing the starting HP mechanic (which uses the maximum value of your Basic Roll.)
What I'm doing this time around, is essentially writing up each idea or mechanic as its own thing; any time I think of a new one to write, it's going into a separate document. One of the reasons for doing this, is it helps me to worry less about spacing and length -- trying to cram things together so there aren't long stretches of blank space, keeping the overall doc to the fewest number of pages, etc.
As you might expect, this means that the "core rules" this time around will be a fair bit longer. Granted, the Beta 4 version topped out at a mere 14 pages in google docs; the addition of the leveling mechanics alone will push 2018 Edition past that number, but I do hope to expand on and clarify rules wherever it's needed, which will also add to the length.
Here's a quick look at the topics the rules are covering, so far:
- Changing Your Character: rules about changing your Class/Subclass/Roles/Archetype, and what to do if you find yourself unhappy with a character, late in a campaign
- Character Customization: the basic mechanical explanations of Subclass/Role/Archetype
- Combat Skills: expanding on the previous version's text about which skills are used in combat, and their specific implementations
- Double Rolls: updates to the mechanics of Advantage/Disadvantage and double-rolling class dice (with the Trade-off mechanic written out)
- Positioning: touch-up of the positional rules, including streamlining the jargon
- Power Attack/Counter-attack: rewritten mechanics, incorporating changes to Advantage/Disadvantage and removal of Trade-offs
- Skills: cleaned up and expanded text pertaining to the skill mechanics and descriptions, going a bit deeper into Background/Knowledge/Performance skills
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One thing I'm considering changing the jargon for is the "subtype" descriptors. Essentially, an idea I had was to use Path, War Path, and Paragon Path in place of Subclass, Role, and Archetype (respectively.) After having spilled some ink on the designs, I think I want to keep Subclass, just because it relates closely to Class -- essentially, most Subclasses would be their own classes in other systems, and as such, changing your Subclass is going to work similarly to changing your class, in the mechanics.
With that sorted, the whole "path" nomenclature idea falls apart pretty quickly. Another snag that has come up, is that people unfamiliar with 5e D&D have often pointed out Archetype as a misnomer; it's a broad identifier, whereas in TNP, they serve to more-narrowly identify a character. Some have also pointed to Role as being too vague (on its face) at least until you get into reading their specific mechanics.
As such, I am considering changing Archetypes to Paragon Paths, and renaming Role to something like "Combat Role." I think at the table, if players choose to shorten those terms down to just "Path" and "Role" then that's fine. However, the rules jargon should be adequately informative in addition to being concise; Subclass does this very well, but Role and Archetype need a bit of a tune-up. I haven't settled on these changes, but both are under consideration.
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Next post should be on January 30th; as always, if you have input on any of the topics discussed here, feel free to comment below, or get ahold of me wherever you read about the blog.
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