Carrying on with the sequel mechanics discussion, there are a few things that the previous post made me think about, that I'll talk about today.
When trying to balance out spells vs. weapon attacks, if there are to be only two spellcasting stats, it might be harder to make the "cantrip dice pool" stat be any lower than +2; to balance this out vs. weapon attacks, I had talked about spells not adding a modifier to damage. In this specific paradigm, it means cantrip spells would have a better chance to hit (with a pool of 4 dice rather than 3) but the damage would be more random (2d6 as compared to 1d6+mod, usually a +3).
That might be workable enough, especially considering that the alternative is bolting an entire 6th attribute onto the system...
In the previous post, I hinted at the idea of "proficient" weapons applying a 1d6 bonus to your pool. There might also be other benefits we could apply. For example, as an alternative to using 2d6 for two-handed weapons, I had suggested that instead the system could use 1d6, but you might be able to add double your STR modifier to the damage roll; this could be a benefit you only gain from using a two-handed weapon with which you have proficiency. Likewise, the attempts at balancing out two-weapon fighting vis-a-vis two-handed weapons has so far been assumed to revolve around using a lower stat for the damage modifier; this could similarly be made contingent upon whether or not you are proficient with suitable weapons for two-weapon fighting.
This is sort of a milieu that I had used in one of my previous attempts at RPG design, whereby the math was derived from 3 unnamed stats, but certain qualifiers would specify whether a particular mechanic would use the highest, middle, or lowest of your 3 stats. Most of the feats that were purely math boosts were typically, "use your highest stat for this mechanic [instead of your lowest or middle stat.]" Assuming there is a cap on the possible values that your stats can be, this likewise places a ceiling on how high your modifiers for any mechanic can go; it helps create a framework for contextualizing all of the other math and mechanics in the system.
Bringing this back to our example, an "untrained" character doing TWF probably would add no modifier to their damage rolls, whereas a "proficient" character might add the 'middle' modifier, between STR, DEX, or AGIL. Similarly, we need to think about what the upshot to doing a single, one-handed weapon attack would be (if the ethos is basically, "well, anyone can attempt to do TWF," such as is the case in 5th Edition D&D.) The obvious thing that comes to mind is that such an attack would almost certainly have to use your highest stat, but also that your loadout could then include a shield. With the defensive bonuses meant to be fairly few and far between, my first assumption would be that shields are a flat +1 to "AC" (per se) for a proficient character, and provide no benefit if not proficient.
At some point I'll have to really drill into the math, and determine what the "correct" numbers are for AC bonuses -- particularly if we're assuming that "Monks add WIS to AC" will be a mechanic in the game (putting aside for the moment, whether or not WIS will be in the designs). It also begs the question of whether "flat modifiers only, for defense rolls" really makes sense for player-characters. This gets back into what I said about Eldritch Horror, and keeping the mechanics simple and unified... But, perhaps things like a Shield spell or a Rogue's evasion ability make more sense as "dice pool bonuses" to defense, or as rerolls. If such mechanics are meant to be in the game, it makes little sense to have them function as a +1 bonus; if we know the attack and defense results, then we'll know whether a +1 will make a difference, often leading to such abilities not being useful. Off the top of my head, I think this is why Bless in 5e is +1d4 instead of +1 (as in 3.5 D&D.)
Somewhat related to this topic (if I've mentioned it before, I'll say it again, but...) my intention is that there will be no "AC stat" the way that (by and large) DEX is the AC stat in 3.x and 5e D&D. My feeling is that this only serves to arbitrarily raise the floor on all of the math, and I don't think it needs to be there in order to make the stats useful. AGIL probably tracks closer to something resembling an AC stat in the TNP ethos, and the intent so far is that this would instead be used for initiative -- something I feel is impactful enough, on its own. I've also hinted that AGIL might be the "number of attacks"-stat for ranged weapon attacks in particular, if indeed this is needed as a balancing mechanic (i.e. sacrificing "+mod to damage" in exchange for hitting more targets.)
Part of figuring out how the pieces come together is a question that was brought up in Discord, as to whether the assumption of "1 weapon = 1 attack" for melee really makes sense, or if a better assumption would be that, say, a large weapon can attack in a sweep, or that a lighter weapon can attack fast enough to hit multiple targets in a comparable time frame. I don't generally work from a paradigm of "TTRPGs should have weapon-speed mechanics," but it's not as if this is an unknown concept in the RPG space -- indeed, the entire conceit of "DPS" tracks back to the need to make an apples-to-apples comparison between weapons of varying attack speeds, a concept that I think most people of my vintage would attribute to being pioneered by World of Warcraft. It might be the case that in a design ethos like the TNP sequel (where the expectation is that there will be push-button, dice pool bonus, massive "finishing move"-type powers) it makes sense to have the "at-will" combat abilities be a little more flashy and showy than just "1 weapon = 1 attack."
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Alright, that wraps up posting for this month. Expect the next post to be up on October 10th.
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