Saturday, March 3, 2018

Knowledge is Power! (2018)

One of the things I've been fiddling with recently is how knowledge skills will be given out, and I've come to some conclusions that will be implemented for the new draft. Despite being more "flavour" than mechanics, this has always been something I've wanted to get just right, probably agonizing over it more than was really warranted. But I feel like I've got it whittled down to a sharp point, now.


Origins

I mentioned in my last post that at one point, "Knowledge" was treated as a Skillset -- essentially, a grouping of skills -- meaning that you could either be good at all of them, or at individual skills, based on whether or not you were good at the attribute related to that specific skill. This presented problems, and eventually knowledge skills were migrated away from being a skillset, to being tied to Power Sources. The intent here was to give additional design weight to Power Sources, beyond just their function for re-specs.


Next Steps

Initially, each Power Source was assigned 3 knowledge skills; if you had that Power Source, you had training with all 3 skills. Since there are only 10 knowledge skills in the designs, this meant that some of the Power Sources overlapped. This lead to some classes (assuming two power sources for each class) would end up with 6 trained knowledge skills, and others would end up with 5.

The main thing I didn't like about this setup (probably) was that it didn't mirror other skills in terms of math, i.e. those skills could have both training and expertise. With the plan to implement leveling also coming into focus, it seemed like a good idea to have knowledge skills be a part of that progression.


Present Day

So the idea going into the 2018 Edition (at the start) was to narrow the skills of each power source from 3 down to 2, and then, grant training to one of those skills, and expertise with the other (at the player's choosing.) Over and above this idea, was the plan to allow a separate progression track for all characters: each time you gained a level, you would also gain training with a new knowledge skill, or expertise with a trained knowledge skill.

The problem with this is twofold. First, "Knowledge" as its own separate progression becomes messy, if it is intended that the upgrades it provides can also be applied to skills gained from power sources -- specifically, it causes problems if a power source is changed, as part of changing your class. The two methods of gaining/improving knowledge skills needed to be untangled from each other. Secondly, it still ended up giving out too many trained skills, meaning that party members would be stepping on each others' toes; gaining one trained skill per power source, plus up to 5 more as you gained levels (from a list of only 10, to start with) just didn't make sense. Even at two power sources per class, this would be too much, and I already knew that I was going to have a handful of classes be able to get three.


Moving Forward

After much deliberation, the solution I have come to is this:

Each power source is associated with two knowledge skills.
When you gain a power source, you gain one of the following benefits with those skills:
  • Training with both skills
  • Training with one of the skills, and expertise with both

The decision to remove "knowledge progression" as a tool for precise customization was kind of a tough one, but I feel it is in line with the game's premise -- that The Next Project should be more of a "pick-up-and-play" gaming experience, than be about character creation and crunch. This setup allows for knowledge skills to function like other skills (mathematically) while also helping to reign in the number of skills each character will have. It will also allow two characters with the same power source to still have differences in their skill loadouts.


Backup Power

All that being said, I kind of what to utilize the system that was suggested previously, as sort of a backup/catch-all/fail-safe kind of measure. Specifically, if a situation reasonably calls for a knowledge check, but doesn't map to a specific skill, the players can fall back on their Power Sources. If the DM feels a PC's power source is applicable, the knowledge check can be made as a trained check; if more than one power source would apply, the check could also be made with expertise. As mentioned before, this is fairly similar to  the 13th Age system for Backgrounds, but a little more narrowly-focused.


Next Post

Hopefully I'll be able to get some more writing/designing done, before the next post is due to go up. I am always taking requests for blog topics, so send me your ideas!
Check back March 13th.

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