Friday, June 26, 2020

The Fourth Pillar? (2020)

Perhaps as a prelude to a more deeper dive on using skills, I thought it would be worthwhile to tackle how The Next Project roughly classifies its core skills.

Where I became familiar with the phrase "The Three Pillars" as it pertains to D&D, was during the playtest for 5th Edition; Combat, Social, and Exploration. D&D typically has different mechanics for each of these subsets of gameplay (with "Magic" being the subsystem that overlaps all three, but I digress.) The way I've divided the mechanics is a little bit different: class (and various forms of character customization) handle most of the combat mechanics, with skills handling everything else. However, there are a couple exceptions; obviously, some skills can be used in combat (and some of those almost exclusively so.) But the other exception would be what I think of as the "4th Pillar" in terms of defining skills. So let's start to unpack that.


Exploration & Social
First, let's set the ground rules for what we mean when describing Social skills and Exploration skills. A social skill should generally involve interacting with people; an exploration skill should have to do with comprehending or traversing the physical world. Persuasion and Intimidation are obvious examples of social skills, while Climb, Jump, Search, and Investigation are pretty clearly for exploration.

So what doesn't fit? Well, I realized that there is a subset of skills that is mostly about avoiding social interaction... and exploration interaction. Kind of. Let me explain:

When you use Stealth, you're trying not to be seen or heard. The implication here is that there is some sort of external opponent either trying to attack you, or to engage with you in some other fashion (even if it's just talking.) Likewise, when using Disguise, you probably actually want to avoid interacting directly with an opponent trying to "explore" who you really are -- hoping to give yourself the appearance of someone who is allowed to be (or supposed to be) in some place you are trying to get to, without your presence there being drawn into question. In the same vein, using a Sleight of Hand check usually involves either a) interacting with an object (exploration) without being observed doing so, or; b) interacting with a person (social?) by planting something on them, or lifting something off of them. The final example I would give is Lockpicking; assuming you succeed, the idea is that bypassing a lock not only gives you access to the chest/door/etc. but that also no one suspects (upon visual inspection) that the lock has been defeated or tampered with. So, is that a "social" interaction?

It's an interesting question.
But the further question is how does this manifest itself in gameplay.

Let's go back to the Lockpicking example; should the DM ask for a check to see if they can unlock the lock, or only to see if they can do so without arousing suspicion that the lock has been picked? If the lock is deep in a dungeon and serves only as a barrier to either progress or reward, then the latter is of no concern; this seems to be more of an "exploration" usage of the skill. On the other hand, if the lock being picked is to get access to important documents from the desk of a public figure (without damaging, destroying, or otherwise leaving evidence behind) then the skill is functioning in more of a "social" capacity -- or, perhaps, "anti-social" as it were.

Similar questions arise for using Disguise. Does the DM ask for a check when the Disguise is donned, or only when the Disguise is brought into question, i.e. by a social interaction (such as with a guard)?

If a Rogue stealths through a forest, and there's no one around... does it make a soundneed to make a check? This is where the advent of "passive" skills starts to come into designs, such as those of 4th Edition D&D. Effectively functioning as a target number, a DM can secretly roll a stealth check against a character's passive perception -- or a perception check against a character's passive stealth; the point being to not give away the fact that there is something trying to hide (or something that is on the lookout for the party members.)

The existence of the opposing force necessitates either the perception or stealth check, but that same necessity spoils the fact of its existence... or does it? You end up in a paradigm of making checks whether the threat is there or not, because to do otherwise would tip off the fact that the threat does exist. It's kind of strange, when you think of it that way. Calling for a check implies that the opponent is there, when it may not be; a failure of the check may imply that the opponent isn't there, or that it is there, but, "your character doesn't know that." All this is to say, I'll have to give some guidance as to when to have players or opponents roll, and whether they should be making opposed checks, or rolling against static DCs.


Subterfuge
Anyways, that got a little bit navel-gazey. I should wrap this up by saying I've always felt that this particular subset of Social/Exploration skills could almost be its own "pillar" ... but not quite. I started referring to these as "Subterfuge" skills, and if there were to be a formalized 4th pillar, that's what I would call it.

Speaking of subterfuge, as has been mentioned before, I'll be going dark for the month of July. No posts will be forthcoming, but I'll be working on things behind the scenes. The blog should return sometime in the first week of August (or, worst case, second week.)

Tuesday, June 16, 2020

Backtracking (2020)

Today I'm going to touch on a handful of recent topics, just briefly.

Monsters
Looking back on the most recent post on the topic, one of the ideas with the monster roll is that the DM always rolls it, but can adjudicate the monster's course of action, post-hoc.

Within this post, the design space of the monster roll went even further in the direction of unifying its overall mechanics. So I want to sort of lay out the "manual of arms" for how the DM can use the monster roll to speed up encounters.

Firstly, the DM can pre-roll an encounter; essentially, you make the monster roll (either electronically, or manually) enough times to hopefully get you through a whole combat. Then, as each monster has a turn, you use the next roll in the sequence, and "cross off" the rolls as you go. This lets you have a bit of runway, since you know what the next roll "on deck" will be, and can adjudicate the monster's turn a little bit in advance.

Secondly (as I mentioned in the intro) the DM can choose the monster's action based on the result of the roll, rather than choosing the action and rolling afterwards. So for example, since a Standard Monster uses only the highest roll for damage, but would add the dice together to determine success at a skill check, any roll where the total is less than 10 would be used to deal damage (still subject to a failed "save" by the targeted character.) Likewise, if a minion's roll is less than 10, they can do their "auto-damage" attack instead; alternatively, a DM could 'program' particular types of minions to always attack (so they don't have to roll) whereas other types could use signature skills by default (if successful) and deal damage as their backup.

I realize this can seem like 'cheating' insofar as the DM gets to see the result, and then always choose the optimal course of action (something the PCs can't do.) But it's important to understand that this is a mechanical contrivance meant to facilitate speed of gameplay, from the DM side of the board. Since the DM always has to manage all of the opponents in a combat encounter, anything we can do to streamline and simplify their job should be considered. That being said, there's nothing stopping the DM from doing things the 'old-fashioned' way, if they feel this is too much of a detriment to the fun of their players, at the table.


Minor and Major Bonuses (d6)
Naturally, within a day or so of my post, lamenting how hard it has been to come up with d6 mechanics, I was able to come up with a solution:

always: if the d6 rolls its maximum value [i.e. 6] add it to the d20 roll
minor bonus: add the d6 to a miss
major bonus: add the d6 to a hit

I really like this. It's clean, slick. I like using the "max value" mechanic, since it would otherwise be underutilized. The major bonus has a 'score' a little bit above the guidelines (105, with the desired range being 100-103) but I think everything else it brings to the table makes up for this; the miss chance on the major bonus remains quite high, but it has the best crit chance out of the bunch, making for an interesting dynamic.


Work(shopp)ing Conditions
Another thing I hammered out since the last post, was a basic guideline for some status effects. This is just sort of to get the ball rolling, so I'll expand on these a bit as I get time/inspiration.

Since the handful of combat skills overlap quite a bit, with regards to Attributes/Skillsets, I quickly realized that I would not need to have 10 different penalties to cover everything. Here are the ones I settled on, with tentative naming conventions:

  • Haggard: disadvantage on STR checks (Brawl, Climb, Break Objects, Intimidation)
  • Staggered: disadvantage on AGIL checks (Acrobatics, Jump, Stealth)
  • Winded: disadvantage on Athletics checks (Brawl, Climb, Acrobatics, Jump)
  • Dazzled: disadvantage on Detection checks (would really only be Perception, in combat)
  • Frazzled: disadvantage on Presence checks (would really only be Intimidation, in combat -- unless I decide to add some sort of morale system...)

Some additional thoughts:
Probably the 'staggered' condition will also impose some specific penalties to movement, within the action economy, unless the Immobilized/Restrained conditions are kept, and are used to cover that design space. I haven't fully decided if the 'dazzled' condition will also have an attack penalty, or if the combination of those two will be on a full-blown 'blinded' condition. Perception checks on their own aren't super important or common, unless you're fighting enemies that rely heavily on stealth, so it might merit having a little something else tacked on. On the other hand, the same could be said for the 'frazzled' condition; maybe the way to 'balance' these two conditions is solely against each other, with the other three conditions being sort of one "tier" higher in terms of balance/severity.


Slates
Finally, I want to go back and revisit the topic of class dice loadouts ("already?" you say; yes I know...)

After having looked at the loadout I published previously (as well as the 'Plan B' that went with it) I realized I still wasn't satisfied; there were too many weird fits and too many uses of the word "compromise" so I resolved to do some more juggling:

Acrobat: d4/d8 -- I think this one is just meant to be, dice "roles" be damned.
Cleric: d4/d10 -- Definitely like this a lot more than the alternatives, and I like these dice better here, rather than on Acrobat or Adventurer.
Paladin: d6/d10 -- Fits way better w/r/t the Cleric.
Warlord: d8/d12 -- About as good as d4/d12, and it just makes the rest of the slate work.

Adventurer: d6/d8 -- As said before, this is functionally like the 'light blade' loadout, from Essentials.
Ranger: d8/d10 -- I like this a lot more than d4/d8; honestly my 1st choice would be probably d6/d8, but a beefier Ranger relative to the Adventurer gives it the right feel, in terms of relative class balance.
Guardian: d4/d12 -- Swapped with Warlord; keeping in mind the proposed changes to Reserves, I think we can manage with this.
Barbarian: d10/d12 -- I've always wanted a smaller die for their ranged attacks, but otherwise I like this fit well enough.

Fighter (d6/d12) and Druid (d4/d6) remain unchanged

Overall, I like the loadout of the latter slate in particular. I think having the Adventurer, Ranger, and Barbarian each with a striker die + a different die type is a good fit for all three. This means there's a little weirdness with the Paladin (being striker/striker) but I think it's still s decent enough fit, especially with d10 being the iconically Paladin die.


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Next post is due out on June 26th, so check back then!
Just a reminder, that will be the last post before the July break, so if you have any topics you'd like covered before then, now is the time to get those in to me :)

Friday, June 5, 2020

Codifying Conditions (2020)

A short post today, since I haven't been able to really sit down and work on things a whole lot...


By the standards of D&D, there aren't that many "status effect"-type conditions used in The Next Project. The idea was to sort of streamline things into a few broad categories. These could then be widely applied to fit any number of different mechanics, without needing to care too much about the fluff that might be attached to them. Also, some statuses tend to just be too punishing (such as being stunned) so I wanted to leave that on the cutting-room floor.

However, I had an idea for how I might be able to expand the list a little bit, so I wanted to share that with the reading audience; this isn't fully-formed, by any stretch, so I'll try and expand as much as I can, while I'm writing this out.

I was thinking about a condition like "blinded" -- a staple for most RPGs, but not something I have in TNP as it currently stands. I figured, probably this would give you disadvantage on perception checks, and maybe some other penalty (typically in D&D, this would be to attack rolls, just as an example.)

But that sort of got me thinking, a bit. What about this:

Make it so that giving someone disadvantage on perception checks is the mechanic, with the other penalty being tied to having disadvantage on that type of check -- rather than having a blinded condition that gives you those penalties.

Admittedly, it's sort of coming at the problem from a different direction, while achieving the same result. But if the entire subsystem is built around this supposition, maybe it would be possible to blend the two ideas -- status effects, and skill penalties -- into a more unified structure. So what we should look at next, is the whole list of combat skills, as well as the existing status effects, and see where we might at least be able to combine them together.

Combat Skills:
Brawl (STR/Athletics)
 - used for grappling, shoving, etc.
Climb (STR/Athletics)
 - used to gain high ground
Break Objects (STR/Infiltration)
 - used to destroy sources of Cover or High Ground
Intimidation (STR/Presence)
 - used to cow enemies into surrender
Acrobatics (AGIL/Athletics)
 - used to escape grapples, balance when falling from high ground, as well as to Withdraw, or to stand from prone using a Minor action instead of a Move action
Jump (AGIL/Athletics)
 - used to gain high ground
Stealth (AGIL/Subtlety)
 - used to become Hidden
Perception (INT/Detection)
 - used to detect enemies who are Hidden

Status Effects:
Weakened
 - This is sort of a catch-all, disadvantage on skill checks; we may be able to keep it, or we may just break it down into its component parts; it might also make sense to use this terminology for disadvantage on STR checks
Immobilized
 - A bunch of action economy penalties, effectively limiting how you can move on your turn
 - The first obvious thing is that you cannot gain High Ground, which is typically associated with Jump or Climb; maybe this could be tied to disadvantage on Athletics checks
Incapacitated, Prone
 - Further action economy penalties, specifically Off-Turn Actions, as well as a penalty to "saves"
 - Perhaps this could be modeled as part of disadvantage on AGIL checks, harkening back to D&D 3.5?


I'll probably have to revisit this topic to give it a deeper inspection, but it seems like there's some hay to be made, particularly the idea of penalties to combat skillsets/attributes:
STR: Brawl/Climb/Break Objects/Intimidation
Athletics: Brawl/Climb/Acrobatics/Jump
AGIL: Acrobatics/Jump/Stealth

So, there might be space in the design for penalties to specific skills (Perception, obviously, but Stealth also sticks out as a good candidate) but penalties to groups of skills also probably has its place. The existing status effects are a bit clunky, and so trying to streamline them behind this structure instead, seems like it'd be a worthwhile quality-of-life improvement to explore.


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Apologies for this post being a bit slapdash; check back on June 16th for the next update.
As always, suggestions for blog topics are welcome and appreciated.