Tuesday, April 24, 2018

The Sincerest Form of Flattery (2018)

I think one of the most important parts of designing TNP (along with aiming to be accessible) is to make refinements and improvements upon the games that inspired it. In order to avoid being wholly derivative, you have to be able to identify weaknesses and problems in a system you personally enjoy, and actively work to iterate on its design. So today, I'm going to talk a bit about how TNP compares mechanically to similar d20 systems, and touch on where certain designs came from.

Off-Turn Actions
4th Edition D&D: Characters have a 1/round "immediate action" and a 1/turn "opportunity action"
5th Edition D&D: Characters have a 1/round "reaction"
The Next Project: Characters have a 1/turn "off-turn action"

To greater or lesser extent, this is sort of the "Goldilocks" approach -- not too hot, or too cold. Where I can understand 5e wanting to clean things up and reduce the frequency of characters acting out of turn, it simply reduces things too drastically. A defender who can only make an opportunity attack once per round (5e) is far inferior to one who can do it once per turn (4e).

Furthermore, the important thing to remember is that off-turn actions always have to be triggered -- if the trigger doesn't happen, then you don't get the action. This should naturally keep things in check, particularly if the DM is playing the enemies smart, and not choosing to make them provoke extra attacks. Unifying the mechanics (rather than cutting them to the bone) was the way to go, I feel.

5th Edition's design choice in this regard is particularly frustrating for a class like Fighter; you have opportunity attacks, the Protection "fighting style," and feats (which historically are their "thing") like Shield Master or Defensive Duelist, all competing for the same resource within the game's action economy. Meanwhile, something like the 5e Rogue's "uncanny dodge" is a reaction that is designed around being once per round -- it would be almost infinitely spammable if it were available more often.

By setting off-turn actions to once per turn, it also allows additional triggers to be a meaningful design space for class features. The more ways you can trigger this action, the more likely you'll be able to benefit from this boost in action economy, on any given turn.


Minor Action vs. Bonus Action
4th Edition D&D: On your turn, you have a Standard Action, Move Action, and Minor Action; Standard Actions can be traded down to Move Actions or Minor Actions, and Move Actions can be traded down to Minor Actions.
5th Edition D&D: If you have a feature that allows you to use a Bonus Action, you may do so once, on your turn -- otherwise, you effectively do not have this action type. You can move up to your speed, at any time throughout your turn.
The Next Project: On your turn, you have a Standard Action, Move Action, and Minor Action. You can perform any Minor Action or Move Action using a Standard Action; however, you cannot take the same Minor Action more than once on your turn.

I think the 5e approach is a reaction to the 4e char-op mentality: if you're doing anything less than using every action at your disposal to be dealing damage, you're being sub-optimal. This makes at-will minor action attacks valuable, because they are very repeatable within 4e's action economy. In both 5e and TNP, something like a two-weapon attack uses your "main" action and your "simple" action, so not being able to trade down movement for another attack creates the desired effect within the designs.

Actions in 5e are simultaneously the thing that does everything, and the thing that can't do Bonus Actions (which strikes me as odd.) TNP kind of tries to split the difference: Standard Actions can do any "smaller" actions, but Move Actions cannot be traded down.

It's also worth noting that where 4e would use minor actions for interacting with items or the environment (such as doors or levers) TNP eschews items altogether, thus not requiring an action to draw, stow, or use them. 5e has a sort of vaguely-defined "interact" action for these uses, which is limited to once on your turn. TNP does not have many "universal" minor actions; different uses for this action type largely come from class features.

As a side note, TNP navigates the Move Action vs. Move Speed divide, both by using its more abstract positioning scheme, as well as allowing movement as part of other actions (such as melee attacks and certain skill checks.)


Bonuses & Penalties
Generally speaking, 4e uses a +2/-2 or +5/-5 system for modifiers tied to either status effects, positioning, or powers. Some debilities imbue a -10 penalty to things such as Perception checks.

In 5th Edition, it's pretty much down to Advantage/Disadvantage, although there are a few interesting uses of proficiency bonus (which starts at +2) being halved or doubled, and then added to rolls where it would otherwise not apply. There's also bonuses from things like Maneuvers, Bardic Inspiration, or spells such as Bless, which add (or subtract) a dice roll to a result.

For TNP I went with Advantage/Disadvantage (which is functionally analogous to the +5/-5 from 4e) and use Expertise as my "+2" allegory. There are also bonus dice used for some features, but they all function off the conceit of "class dice" so as to make things a little more uniform.

Generally larger penalties are just a way of saying "don't even try it," so in this regard, I've followed 4e's lead, and instead used penalties to action economy -- requiring "bigger" actions to complete the same task, or requiring a successful skill check in order to do it quickly.


Durations
4th Edition D&D: Generally the duration for an effect is defined as either "until the start of your next turn," "until the end of your next turn," or "save ends" (meaning the effect can be saved against once per round, generally at the end of the effected creature's turn.) Some feats or similar features allow you to "save" out of an effect at the start of your turn. Things such as zones often have a "sustain minor" clause, allowing you to extend their duration by spending a minor action.
5th Edition D&D: Generally you save against an effect when it happens, but sometimes you must roll a save on each of your turns to continue trying to shake it off. Concentration abilities require a constitution save from the character creating the effect, if they take damage, and you can only maintain one spell with this keyword at a time.
The Next Project: In the latest revision, the "Sustaining" keyword basically specifies that if the feature bestows a benefit, it lasts until the start of your next turn; if it bestows a penalty, it lasts until the end of your next turn. These features can be "sustained" by repeating the same action once your turn comes around again.

Within the 4e char-op circles, effects that lasted for one round (i.e. until the end of your next turn) were found to be the most powerful and reliable, since they could not be saved out of. Since saves in 4e were generally a coin-flip, the chance that you wouldn't get more than a round out of a "save ends" effect was pretty high.

TNP gets rid of the mechanic of saves altogether, instead allowing you to maintain these abilities reliably -- so long as you're willing to pay the action economy cost. It also has less-painful debilities, overall.


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This post has already gotten a bit long, so I'll cut it off there. I still have a few comparisons I would like to touch on, so that may appear in a later post.
I'm also going to try and find time to work on updating another slate of classes, with Druid as the first priority.

Check back May 5th!

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