Tuesday, November 21, 2017

Back to Basics -- Part 2: Numbers & Nomenclature

Everything old is new again, as today's post is a sort of follow up to a post I made just over a year ago.

There are a few things I want to touch on in specific, but overall this post is going to be about some changes I want to make, in order for the game to be simpler and more accessible.


Expertise

When I sat down to write the actual text for Beta 4, I had decided that I wanted to make Basic Attacks somehow distinct from Iconic Attacks. What I mean by this, is that generally they use the same dice rolls, so I wanted to add something a little extra to Basic Attacks, to make them distinct. My initial thought was to use the "roll and compare" mechanism: "when you make a Basic Attack and the attack and damage rolls are equal, treat the attack as a critical success."

This effectively increases your "critical threat range" by one number (i.e. 5%) regardless of the class die being used for the damage roll. The problem is that Basic Attacks are given so many modifiers by class features, that it becomes clunky and untenable. So, I decided to give all Basic Attacks the Expertise property; this gives the same increase to crits, but also a little boost to damage as well.

Through the process of working out "bonus math" and subsequently trying to integrate those mechanics when crunching damage output for various attack routines, I came to realize that "always-on" Expertise needed to go. Particularly with so many d4 and d6 classes being able to use the "double roll and stack" rule for their damage, layering Expertise on top of that just had the effect of further narrowing the possible range of results -- or, as I put it, making it closer to flat damage, with none of the elegance of flat damage (because it still required rolling.)

(An interesting note, worth making mention of here, is that the average result of "double roll and stack d4" is the same as "d8 with Expertise"; the same is true for d6 and d12, respectively.)

The result of all of this, is that it frees up the design space of Expertise, to be used more meaningfully. In the earliest drafts of the game, characters gained Advantage on their attack rolls for doing things that were iconic to their class: Rogues benefited from attacking "flanked" enemies, and Barbarians got the benefit when they were raging, for example. The problem is that Advantage ends up being a huge bonus, and eventually most instances of Advantage were ripped out or dialed back. However, this is where a smaller bonus like Expertise can (I hope) step in to fill the gap.


Advantage

Following from this "dialing back" of Advantage, gaining it as a bonus to attack rolls changed in the rules to being almost exclusively the purview of positional considerations -- High Ground, Prone, etc.

The intent, then, was to start using the aforementioned "bonus math" to give classes their boosts gained from fighting "in-character," so to speak. Two main problems arose with this: first, no matter how streamlined the mechanisms for the bonuses got, they always tended to be unintuitive, and to have the potential to slow down gameplay; secondly, when crunching out damage for actual attack routines, Advantage always made it a lot easier to hit the benchmarks, because it tends to be such a huge boon, mathematically.

All this being said, I think that bonuses using class dice will be limited to "support" abilities, which will allow them to layer onto other bonuses, such as Advantage and/or Expertise. As such, Advantage will start to make a return to the designs of some classes, but Expertise will be used in instances where it is more appropriate.

Bottom line: the math has to work, but the gameplay has to be smooth.


Damage on a Miss

The mechanic used for this in TNP (known as the "Reliable" property) has always been "deal damage equal to the unsuccessful attack roll." I've always preferred this over alternatives of "half damage" or "minimum damage" (in the case of their being multiple damage dice stacked onto one attack) just because it is a little quicker to adjudicate.

This gives us a range of miss damage from 1-9 (or 2-9, with Expertise) for an average of 5 damage (or 5.5 with Expertise.) The problem with this expression comes when applied to attacks that normally could not reach the high end of that range, i.e. 1d4, 2d4, 1d6, and 1d8.

As such, "Damage on a Miss" will only be used as a tool for boosting DPR on attacks that could deal more than a maximum of 8 damage, on a 'hit'. Probably attacks that would result in a single d10 of damage will also be excluded, so mainly this would be utilized on attacks where d6s, d8s, or d10s are being "stacked" -- or where a d12 is being used. So while classes making attacks below this range would not natively be given the "Reliable" property, it could still be given to them by a bonus "support" mechanic, as it currently exists for the Warlord.


Basic Attacks, Power Attack, and Counter-attack

With the Expertise mechanic no longer being a defining characteristic of Basic Attacks, a few properties remain unique to them: Reach, Reliable, and the ability to Power Attack with them.

My intention with Power Attack is to change it from this:
Before you make a basic attack as a Standard Action, you can choose to make a Trade-off using your class die; apply the lower roll as a penalty to the attack roll, and apply the higher roll as a bonus to the damage roll.
To this:
Before making a Basic Attack, you can impose Disadvantage on the attack roll; if you do so, you can treat a successful attack as a critical success.
What this would do, is make access to Advantage more clearly beneficial when using Power Attack. It also removes the disparity between the penalties involved (a d4 being a much smaller one than a d12, for example.) Counter-attack could use a similar rule, granting an Opportunity Attack if the triggering Defense roll is successful.


Basic Abilities and Iconic Abilities

The initial structure of classes was such that you had Iconic Abilities, which gave you suites of benefits. Generally speaking, every class also had an Iconic Attack, which differed from Basic Attacks, as has been explained above. However, some Iconic Abilities simply offered benefits that modified Basic Attacks; there was confusion over whether this was meant to be considered an Iconic Attack (for the purposes of whether Expertise/Reach/Reliable properties applied, or if Power Attack could be used) which it was not.

Going forward, the phrase "Iconic Ability" will not be used. Instead, these will be labeled as either Class Feature, Subclass Feature, Archetype Feature, or Role Feature, as appropriate. Features that grant a modification to a type of Basic Attack, or that grant an Iconic Attack will subsequently be more clearly defined, with each having its own entries under that Feature's heading.

Related to this, Basic Abilities (STR, AGIL, DEX, CHA, INT, WIS) were named as such, since they were not ability "scores" in the traditional sense, and were more fundamental and simple than the Iconic Abilities. The temptation has lingered around to simply lump these in as "Skillsets" but I think there is still use within the design in having the two be separate; some classes have the option to gain training in one "Skillset" of their choice, for example, and it is not intended for them to be able to pick a "Basic Ability" set for that option.

With "Iconic Ability" terminology going away, now is a good time for a change here, too. I've decided that Basic Abilities will be re-titled as simply "Attributes." This terminology is fairly common in the RPG space, and is probably more accurately descriptive for its utilization within TNP.


Blogging/Scheduling

I'm planning to get out one more post before the end of the month, so check back for that on November 30th.
I will also do another post before the middle of December -- likely a year-in-review sort of deal, tying up any loose ends.
Then, I will be on break for about a month, during which time I will start work in earnest on the new draft of TNP, which I am tentatively referring to as the "2018 Edition."

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