Wednesday, August 30, 2017

Subtypes (Beta 4)

Probably for the next big revision of the game, I will want to look into changing the jargon pertaining to character options. Here's the current wording, explained:

  • Subclass: "mandatory combat role" is how I generally refer to this. At the start of combat, you have to pick one, or else your class doesn't function. Examples: Druid [Shapeshifter/Summoner], Guardian [Shaman/Warden], Mystic [Necromancer/Warlock]
  • Path: essentially your "mandatory Archetype." Paths are generally distinct classes that have been put under the umbrella of a single class, for different reasons. Examples: Cleric [Crusader/Invoker], Sage [Monk/Wizard], Rogue [Assassin/Sorcerer]
  • Archetype: these basically serve to narrow a class down into a more specific "flavour" or niche; currently, Archetypes are not mechanically necessary in order for classes with them to function. Some classes can choose an Archetype in addition to a Subclass, Path, or Role.
  • Role: this hews fairly close to the 4e D&D combat roles. Similarly to Archetypes, it is not mechanically necessary to pick one; they narrow the focus of your character, and can be selected at the start of combat. Currently, the following roles are used in the text: Defender, Striker, Controller, Support.

Archetypes and Paths are both locked in at character creation; Paths are mandatory, Archetypes are not.
Roles and Subclasses are both selected at the start of combat; Subclasses are mandatory, Roles are not.
It's also worth noting that Paths, Roles, and Subclasses do not overlap each other, on any class; classes with these options may, however, also have Archetypes.

I think the problem is that each of these keywords seems to convey a sense of permanency, but only two of them actually are (and one of those is optional.) "Subclass" is the word that seems the biggest misnomer. At one point, "Archetype" covered what would now include Archetypes, Subclasses, and Paths (and all were mandatory); "Subclass" was just a placeholder that was used to pull those specific options out from under the larger umbrella.

Should Subclasses be merged into Roles? It seems like one of the simpler options -- Roles would have to become mandatory to facilitate this, though, which would increase some of the complexity for those classes (Fighter, Warlord, Bard, Adventurer, and Barbarian.) The problem then becomes that the existing Subclasses don't feel like "Roles" so a new piece of jargon may need to be invented to replace them both.

Should Subclasses be reclassified as "Combat Paths" and Roles as "Combat Archetypes"? It would be nice to have one word for "mandatory" customization, and one for "optional" that could then each have a "combat" or similar tag added, to specify when those options could be invoked.

I'm going to give this all some serious consideration, and see which loadout I like most. Then, that will make its appearance in the next iteration of the rules text.

Sunday, August 20, 2017

Getting Back on Track (Beta 4)

I'm about a month behind schedule on updating the blog, but now that the days are getting shorter again, I think it's time to get back to working on TNP. I might not continue with posting three times per month, but I'd like to keep it to at least twice.

So here are the thoughts that I have been kicking around, as of late:
I never completely finished crunching out the math for all of the classes that are currently in the game, because myself and (probably) a few of my followers were super hyped just to see the system in action, so I went ahead with some playtests. And largely, what that testing seemed to indicate was that the d4 classes in particular were underperforming, in terms of damage. (As a side note, the Sage was pretty thoroughly crunched out, and subsequently beefed up -- but was not playtested.)

Part of the problem (it seemed) was having so many classes meant that some got the "really good" mechanics, and others were missing out. There was some consideration given to paring down the class slates (from 3 to 2) and what shape that would take, but I wasn't really satisfied with those options. Instead, I am going to try and focus on fixing the underlying math, and coming up with more mechanics, so that each class is unique and interesting.

Ultimately, the problem with the d4 paradigm is trying to hit all the damage benchmarks (specifically, an average DPR of 15, with a cap of 24.) And, compounding that challenge, is trying to do so without needing to make excessive numbers of dice rolls. The results of trying to address this can be seen in the "4.1 version" of the Druid; this introduces the "Druidic Focus" mechanic, which is essentially a banked 2d4 roll, that is reused for a wide majority of the class' abilities.

With this in place, I went on to look at the Acrobat. Currently, they have an AoE ability, which does a number of attacks equal to the result on a d4 roll, each dealing 1d4 damage. When I crunched this out, it's easy to see that the damage is too low -- but, a connection was made. Essentially, the formula needs to be closer to this:
[1d4 attacks * 2d4 damage] or [2d4 attacks * 1d4 damage]

This gives us a maximum of 4 * 8 = 32 damage. While we want the cap to be 24, I'm already making allowances for d10 classes to cap out at 30 (for obvious mathematical reasons) with d6 classes given similar leeway (since they too are intended to be damage-stacking classes.) As usual, things like Expertise and "double roll" mechanics can be used to tinker with the averages for this d4 formula. It also avoids the problem of having massive crits, from using d20s to supplement damage rolls.

With that in mind, I had a thought for another mechanic that could be unique to d4 classes:
auto-damage.
The current math essentially filters all damage through a 60% (for basic attacks) hit-rate, requiring a bunch of d4s in order to hit the benchmarks. If that mechanical restriction is removed, it makes it easier to achieve those same results, with fewer dice. For example, we can roughly hit the average DPR and the cap by simply using 6d4 or 1d4+1d20 for damage, where filtering through hit-rate math would require closer to 11d4 of damage.

For an iconic ability such as Magic Missile, auto-damage is a historical fit; that ability may be changed to use this new mechanic, instead of its current setup. The current Magic Missile mechanics would then be freed up, to be hung onto other classes.