Saturday, March 23, 2024

Core Designs: "Players Always Roll" (2024)

In the earliest iterations of TNP, the idea was that monsters would always do a flat amount of damage (usually 1 point) when they targeted the PCs. This was partly because HP was a lot lower (essentially capped at "maximum value of your class die") but was also done to speed up gameplay; it was one less roll the GM needed to make. When I decided to expand the monster roster to include minion types (and swarms) this idea of fixed damage was integrated into their designs, and other monsters were given a damage roll, often referred to as the "monster roll" -- specifically a d10 and a d6.

(Without going on too much of a derail, this was derived from my own hack of the "MM3 on a business card"-math that came out of 4th Edition D&D; essentially, I used 1d6+1d10 (per tier) as the monster's damage roll.)

In 4e, the ethos is "attacker always rolls" i.e. you don't roll a Reflex save when targeted, instead the attacker rolls vs. your Reflex defense to determine whether their attack succeeds. TNP kind of... does an homage to this, by saying "players always roll," which means you roll if you're attacking OR if you're being attacked. This was an interesting quality-of-life improvement on the DM side, particularly in the play-by-post playtest games I've done; the DM could declare the monsters as targeting certain PCs, and say, "roll defense; take X damage on a fail," and the play could move on to the next person in initiative. Eventually the roll made when a player was attacked got renamed from a "Defense roll" to the more familiar "saving throw." 

Where this tends to get gummed up is in status effects and conditions. For example, if an effect gives you disadvantage on attack rolls and saving throws (such as the Incapacitated condition) how does that work for monsters, who don't make either? Well, the short explanation is that while the monster roll funcions as the damage roll (on a failed saving throw) it is treated as also being the monster's "attack roll" for the purposes of applying such penalties; the disadvantage is applied to the d10, thus making the monster roll effectively a "percentile" die roll which models advantage/disadvantage, and with a d6 added to it.

(Worth mentioning here is that this is also how skill checks are handled, as they use the exact same dice. In the new draft I have been working on, skill checks are therefore recommended to always be rolled as percentile dice with a d6 bonus die, rather than "1d10+1d6" -- but more on that in a future post, probably.)

Alright, so what about the disadvantage on saving throws? Well, the Incapacitated condition (which gets nested into lots of other debilities) also causes anyone with this condition to grant combat mastery to their enemies. Now, this is where I need to have a big think: Should the condition expressly say, "monsters are impacted in X way, but PCs are impacted in Y way," or, should this condition cause PCs to both have disadvantage on saving throws and grant combat mastery, while monsters only do the latter? This seems overly-punishing in a way that isn't really intended, so I'm thinking some of these conditions might have to stipulate different effects for monsters or players.

The same issue arises with things like positioning or terrain effects; since "advantage on saving throws" has been excised from the mechanics, these effects instead grant the PCs a save bonus (a d6, which can be stacked, but only the highest d6 roll is kept.) But what about the monsters? Well, they don't make saving throws, so instead the PCs should have disadvantage to attack enemies with one or more of these effects in play... Which then begs the question: Instead of a save bonus to the PCs, should cover (or similar) instead grant disadvantage on the monster's "attack" roll, just so that the terminology being used is consistent (even though the mechanical applications are different)?

I do think that the way in which conditions and status effects were built out in 4e was slick, and very much worth emulating. I'm just having a bit of trouble translating that ethos over to a system with a different mechanical underpinning. This is one of the other reasons that I'm becoming more convinced I'll want to take on the task of doing a followup game to TNP. I think the game could be made to run a lot smoother with some different mechanical underpinnings, such as "attacker always rolls" and using things like flat modifiers in some places (instead of dice, for everything) -- but then it wouldn't be TNP anymore; it'd necessarily have to be something different.


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Next post is planned for April 4th so check back then!

Wednesday, March 13, 2024

Basic Bookkeeping (2024)

Part of the design ethos that went into the 2021 draft was to use class dice as sort of a "keyword" for certain character statistics, but also to bind some of these stats together.

For example, "reserves & surging" were treated as a paired set of statistics, but this produced some odd results. The 1d4 class die "expression" translated to 8 reserves and a surge value of 4, with 1d6 producing 6 and 12, respectively. On some of the classes that were updated most recently (Druid being the one that comes to mind) some expressions were de-coupled, in order to make these statistics operate more smoothly.

I think part of the reasoning for pairing the stats together in the first place was so that there were fewer expressions you needed to remember; if your class has two class dice, then you'd only ever need to memorize two class die "expressions" -- making it so there was a 50/50 chance that you'd be able to guess which value to use, if you couldn't remember. That sort of falls apart when sometimes 1d4 means 4 and sometimes it means 8, as mentioned in the example.

It also didn't really manage to facilitate what it was meant to do, within the design ethos (namely, to raise the floor on certain numbers.) These expressions being unituitive just meant that their functions ended up needing to be spelled out on each class loadout anyway, or else you'd have to refer back to the core rules that explained the values these expressions were meant to generate. In other words, something that was meant to speed things up and streamline the jargon, actually seems to have made things less clear, not more.

This all sort of highlights the limitations of the overall TNP design ethos, whereby "all of the numbers have to derive from the (class) dice," but also highlights how the added flexibility of using a 2nd class die is so important... or at least helpful.


Pivot Point
Since HP in the current versions is calculated as the maximum value of your initiative check (including initiative bonus) HP and initiative bonus will necessarily continue to be paired together. However, I don't think that there's necessarily any benefit to keeping your engagement value coupled with your initiative bonus, as was the case previously.

The idea that I'm moving forward with is that engagement, initative bonus, reserves (per day), and surge value will all be based off of the following class dice expressions, each with their own entry (rather than coupled together):

  • 1d4
  • 1d6
  • 1d8
  • 2d4
  • 1d10
  • 1d12
  • 2d6

Obviously, when used as an initative bonus, these dice will be part of a roll, but for the other statistics, they will just straightforwardly use the maximum value of the expression. This means that you can still make a subclass like the Wizard have 8 reserves and a surge value of 4, it's just that you'd use 2d4 as their reserve value and 1d4 as their surge value -- rather than saying 1d4 translates to 8 and 4, respectively. 

I can also confidently say that with the little bit of number crunching I've done over the years on the topic, the 1d4 expression will not be used for "reserves per day" -- effectively raising the 'floor' on that number to 6. In the paradigm of most classes having two class dice, the reality is that almost all classes/subclasses will have between 8 and 12 reserves, with the Rogue (Scoundrel) being the obvious exception to this -- although this could just as easily be handwaved to 2d6, if no other subclasses are going to use 6 reserves as their minimum.


Updating Designs
As I've talked about before, this sort of lends to the idea that classes with "1d10" reserves should have a 1/day reserve-burning class feature, whereas classes with "1d12" or "2d6" reserves could have something that's closer to 1/encounter. This actually leans more into the Essentials-style ethos that TNP tries to go for, where some classes have encounter powers and others have daily powers (compared to core 4e D&D, where all classes have both.)

Previously, reserves always had to be rolled in order to regain HP. In recent drafts, this has been revised to only occur during combat, or if your character is at 0 HP once combat is over. Otherwise, spending one reserve will heal you up to full, without needing to roll. This means that the "HP per reserve" is a lot more even across the classes (vis-a-vis surge value) so we can worry less about that as a consideration, in the overall reserve-burning design space.

Looking back at the text of the 2018 playtest version, there were also a couple of other rules that have since fallen by the wayside; classes with a surge value of 4 were given expertise (mastery) on the d20 roll to restore HP, and you gained advantage on the roll if you weren't bloodied yet. This has me wondering if some take on these mechanics could/should make its way into the current rules. Generally, I'm leaning in the direction of having fewer rules and fewer exceptions overall, and just streamlining things where I can.


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As was mentioned in the Discord, I've recently begun work on compiling a new draft of the rules -- which is what led to the topics being discussed in today's post. I'm going to continue to work on this draft, as time allows.
Next post should be up on March 23rd, so check back then for more!

Sunday, March 3, 2024

Overview: Class Dice Bonuses (2024)

Recently, I've been giving some thought to how the class dice bonuses work (particularly since finalizing the d12 bonus, in this post which covers the overall topic in great depth.) One thing I was considering is whether "attack and damage" should be the exception or the rule; it turns out those mechanics are kind of split 50/50... At any rate, I figured a big recap of the specific, individual mechanics was warranted. I also want to use this post to try and narrow down what is the most concise way to word the mechanics for each die.

There are a couple of things I should mention first. Since TNP does not use static modifiers (for example, a +3 STR mod or a +2 proficiency bonus, to your attack roll) a total roll of 20 or higher is considered to be a critical hit. This means you can score a crit on a natural 20 on the d20, or by adding to a hit (a d20 roll of 10-19.) Some people are immediately confused by the prospect of some dice bonuses being allowed to be "added to a hit" but this is the reason for that. Similarly, you can add to a miss to improve it to a hit (10-19), which is a bit more intuitive.

As mentioned in the previous post, all class dice bonuses that are not used as the attack bonus are used as a damage bonus. I'm not sure that I've been entirely clear on this point before, so I think it's worth stating here; basically, if there is an exception to this rule, it's that some specific dice can be used as the attack bonus AND as a damage bonus. You can always roll all of the dice bonuses that apply to the attack being made, but you must choose only one of those dice results to be applied as the attack bonus. (Similarly to save bonuses or skills ranks, where you may be able to roll more than one d6, but only apply the highest.) With that out of the way, let's go over each die.


The d4 bonus can be added to either a hit or a miss, and can be used as a damage bonus even if it is used for the attack bonus (i.e. "attack [hit or miss] and damage.") So for example, if the d20 result is a 9, adding a d4 roll (i.e. minimum 1) to it, will turn that miss into a hit; likewise, if the d20 result is a 16, a d4 result of 4 could be used to turn that hit into a critical hit. The special perk for the d4 is that it is treated as having mastery applied to it, but only when used as a damage bonus. This means that if the d4 turns up a 1, it is effectively treated as a +1 to the attack roll, but as a +4 to damage (mastery allows you to treat a 1 as whatever the highest number is, on the die to which mastery is being applied.) So, the d4 bonus provides a small boost to both hit chance and crit chance, as well as a small (but very reliable) damage boost.

The d6 functions similarly to the d4, with the exception that it cannot be used as a damage bonus if it is used as the attack bonus on a roll that would already hit (i.e. if the d6 is used to improve a hit into a crit.) So for example, if the d20 result is a 9, you can use the d6 as the attack bonus and as a damage bonus; if the d20 roll is a 16, you can use the d6 as the attack bonus OR as a damage bonus -- not both. The shorthand I tend to use to think of this is "miss and damage; hit or damage."

The d8 is more straightforwardly "miss or damage." On a hit, the d8 can only be used as a damage bonus; on a miss, the d8 can be added to the d20 result to possibly improve it to a hit. The special perk for the d8 is that if the d8 result and the d20 result are a tie (i.e. the d20 rolls a miss, on the numbers 1 through 8), you can treat the attack as a critical hit; since this perk is considered to be the attack bonus, you cannot use the d8 for a damage bonus if you do so -- the d8 can never be used for both attack and damage. I've always thought of the d8 bonus as sort of "raising the floor" in terms of hit chance.

The d10 bonus in this paradigm is "hit or damage" -- it can either be used to improve a hit into a crit, or it must be used as a damage bonus, only. Since this was found to be just slightly low in terms of the average damage boost, the d10 was given the special perk that (as the attack bonus) the d10 result can be used in place of the d20 result. What this means is that a roll of 10 on the d10 can be used to turn a miss into a hit; essentially, this is a flat 10% chance to improve a miss into a hit. Broadly speaking, though, the function of the d10 is to improve crit chance while offering a large boost to damage.

The d12 is essentially "hit and damage." As was mentioned in the previous post (linked above) the d12 has been given a special attack bonus function, whereby it improves all extra damage dice by treating them as having rolled their maximum result. (For this reason, if this attack bonus is used, the extra damage dice should not be rolled, to prevent mixing them up with the base damage dice, and potentially applying this bonus incorrectly.) Now, the d12 bonus is allowed to be used as damage in addition to providing this benefit, but since this special benefit counts as the attack bonus no other dice may be used as the attack bonus, when and if this benefit is applied. To wit, this means that the attack has to hit on its own merit, or the special benefit couldn't be applied to the extra damage. As an additional benefit, whenever the d12 is used as a damage bonus and the attack is a critical hit, the d12 is treated as having rolled its maximum result; this means that it pairs well with bonuses that potentially increase crit chance.


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Now, the reason that these attack bonuses exist, is because I felt that TNP really needed its own "unique sales proposition" to really set it apart from other systems -- compared to previous iterations, where TNP leaned heavily into the 'advantage' mechanic. I like that by structuring things this way, the attack bonuses are never wasted, on a a hit -- since they can then be translated into damage instead.

It's worth mentioning here, that all class dice bonuses are rolled at the same time as the attack roll. This allows the players to see the potential results of applying one attack bonus vs. another, without the mess having to choose which bonus you're aiming for, and then hoping to roll it. This has the effect of speeding up gameplay; basically, if you miss, you're looking for the smallest bonus that turns it into a hit, and if you hit, you're likewise trying to see if you can turn it into a crit. There really isn't any gambling involved, but the randomness of the dice will present different options depending on the outcomes.

Another interesting quirk of the system is how I've chosen to impliment "combat mastery." Since in 4e D&D, combat advantage was a straight +2 to hit, I wanted something that mimicked this kind of bonus. Simply applying mastery to the d20 would mathematically translate to about a +1 to hit... but it only actually did anything if you rolled a 1. This seemed a little underwhelming, to say the least. As such, combat mastery was expanded to include the attack bonus die; in most cases, this works out to roughly an additional +1 to hit. Doing this means that, for example, a 1 on the d10 bonus can be used to turn a miss into a hit (increasing that 10% miss improvement chance to 20%) while also increasing the ability of the other dice to improve misses into hits (d4, d6, d8), or hits into crits (d4, d6, d10.)

In light of this, since the d12 doesn't gain a benefit from combat mastery (since the number on the d12 result can't be used to manipulate the total of the attack roll) it might make sense as an additional benefit to have combat mastery apply to the d12 bonus as a damage roll... hopefully that wouldn't be too confusing to keep track of.