Showing posts with label Action Economy. Show all posts
Showing posts with label Action Economy. Show all posts

Monday, June 30, 2025

Keywords & Archenemies (2025)

One of the things that the last post reminded me I need to work on is fleshing out archenemies. A few design cues have come to light over the course of past discussions on the topic.

Firstly, rather than being a blob of HP that can be easily stun-locked, it occurred to me that it probably makes more sense for the archenemy to act on multiple initiatives (i.e. likely as many turns as there are members in the party.) This way, you can build debilitating abilities such that they shrug one off at the end of their turns. It also opens up the idea that the archenemy can just straight up be multiple entities, rather than just one individual.

The simple rule that I had in mind was that any negative effects on enemies (that you impose) would continue until the end of your next turn (meaning you can potentially benefit from them on your following turn) whereas benefits to yourself or your allies would end at the start of your next turn; as an adjunct to this, the "Sustaining" keyword was meant to allow for such effects to be continued by simply taking the same action that initiated them -- but in hindsight that seems sort of unnecessary and redundant. 4th Edition D&D has the "Sustain Minor" keyword, meaning that you can sustain an effect of a given power by spending your minor action on subsequent turns; adopting something closer to that might be more reasonable. I'll have to go through and see where the keyword is being used, where it should be being used, and make a judgment call on how it should work, going forward. Archenemies also beg the question of whether certain effects should last until the end of an enemy's turn only, or if this enemy type should just be the exception to the general rule.

Now, I mention keywords in the same post as archenemies, because it is assumed that their One Weird Trick (Heroes hate it!) is that they could shut down one (or possibly more) keywords, in combat. This might be something they can do from the start, and lose once they are bloodied -- or something that triggers after being bloodied. I'll have to give it some thought, and come up with some samples, to at least get the creative juices going for DMs.


So what are the other keywords?

  • Restoration: pretty straightforward, any feature that restores lost HP should have this keyword
  • Teleport: again, any feature that allows teleportation; generally these are assumed to not allow for gaining Altitude but otherwise let you reposition freely, without provoking opportunity attacks.
  • Concentration: these are all buffs, with the stipulation that each character can only produce or benefit from one concentration ability at a time. The barbarian's Rage is one such ability, cleric's Bless, spellbinder's sigil or hex, etc.
  • Form: Guardian, Druid, and Fighter all use forms; for Fighter in particular, I wanted a simple unified mechanic for swapping weapons (in the guise of Fighting Styles) so the Form keyword serves this function quite well. The general rule being that you can take a move action to activate or change the form you are in, but also that you can activate a form as part of your initiative check.
  • Summon: These are abilities that let you bring pets or other allies into the fight. Presumably powerful enough archenemies would be able to banish them to other realms, for a duration.

So as you can see, some of these keywords are just groupings of similar features, while others are shorthand/jargon for small bundles of mechanics, that are consistent anytime that keyword shows up. I know previously I had intended for summons to all function off of the same, generic mechanics -- but across the different classes and dice, it just became necessary for each instance to explain how the HP or HD of summons were determined; if anything, HP summons were meant to be limited to certain action types, and I believe earlier versions only allowed them to make melee attacks. But with the addition of a sidekick-wielding archetype for the Warlord, that last restriction might not intuitively make sense.

The other thing of note is that generally, most classes will only be using one of these keywords -- meaning generally shutting down one keyword shouldn't shut down a whole party. Likewise, Fighters can still fight without their fighting styles, Barbarians can still fight without rage, etc. Characters with the Disciple category also have the ability to change their subclass in the middle of combat, meaning a summoner Druid could change to a shapeshifting "Form" Druid (or vice-versa) to mitigate an archenemy's ability.


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Summer break for the blog starts now!
Check back August 1st.

Sunday, January 21, 2024

Actions in Combat (2024)

 A topic that's been on my mind lately is the action economy of the game, particularly in combat. To start with, there are 5 types of actions in TNP:

  • Standard Action
  • Move Action
  • Minor Action
  • Off-turn Action
  • No Action

For those who remember 4th Edition D&D, there was an action type called "Free Action" which at first was unlimited, but later had to be limited down to once per round (if memory serves.) However, some powers were still considered to use "no action" and they tended to propogate as the edition crept on. The idea with TNP is to keep these types combined under the heading of "no action" but limited to once per round on your turn. Essentially, this would be the action type for anything taking place on your turn that isn't a Standard/Move/Minor; anything that might be considered using "no action" but taking place outside of your turn would probably need some justification, if it wouldn't count as an "off-turn action." I may tweak the names of these types of actions (as well as others) in the final text.

As mentioned in a previous post:
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"

Since these types of actions still generally require a specific trigger, I think this kind of setup strikes the right balance between availability of off-turn actions, and keeping the flow of combat from bogging down.

With that out of the way, I'd like to go over some of the typical uses of each action type.

Standard Actions:

  • Making a basic attack (either ranged or melee)
  • Using an iconic ability (such as other attacks or class features)
  • Making most types of skill checks; some class features may allow checks to be made using different actions, but you are still limited to making one skill check on your turn
  • Withdraw: Disengage from a maelstrom with more than one enemy; you can disengage from all enemies in the encounter, if you make a successful Acrobatics check as part of this action
  • "Defend" action, granting a save bonus until the start of your next turn
  • Perform any Minor Action (limit: only one of any given minor action, per turn) or Move Action

Move Actions
:
  • Engage: [while you are open] create a maelstrom with a number of open enemies, up to your engagement limit (dictated by your class dice) or join an existing maelstrom -- making a melee attack always causes you to become engaged with your target, unless you have "reach"
  • Stand Up (from being prone) -- any other movement while prone will provoke opportunity attacks
  • Take Cover: [while you are open] you move behind a source of cover, granting a save bonus
  • Shift: disengage when you are in a maelstrom with only one enemy; you can disengage from a maelstrom with more than one enemy, if you make a successful Acrobatics check as part of this action
  • Flee: move away from a maelstrom, provoking opportunity attacks from any enemies in that maelstrom
  • Activate or change a feature with the "Form" keyword
  • Escape: [at the end of your turn] You can make an Acrobatics check to escape from a grapple; if the check is successful and you are in a maelstrom with only one enemy, you can also Shift.
  • Reversal: [at the start of your turn] You can make a Brawl check to reverse a grapple you are in

Minor Actions
:
  • Stand Up (from being prone) if you make a successful Acrobatics check as part of this action
  • Tumble: You can disengage when you are in a maelstrom with only one enemy, if you make a successful Acrobatics check as part of this action
  • Certain class features may call for a Minor Action, such as allowing you to make certain skill checks, or even basic attacks

Off-turn Actions
:
  • Take an Opportunity Attack, when/if triggered
  • Feint: impose disadvantage on a saving throw, in order to deal opportunity damage back, if the save is successful
  • Riposte: [when your saving throw is a critical success] deal opportunity damage back to an enemy who targeted you
  • Intercept: [while you are open] on an enemy's turn, you can create a maelstrom with that enemy, if they make a melee attack while open, or if they move
  • Fall Prone
  • Take Cover [if you are open]
  • Balance: [Acrobatics check] when you fall from heights, to avoid landing prone

No Action
:
  • Become open, if all enemies adjacent to you have become dropped
  • End a grapple that you are controlling
  • Take Cover: if you take another action which lets you disengage/become open
  • Fall Prone
  • Choose to power attack when making a basic attack as a standard action

Anyway, there's my list, mostly compiled from half-completed drafts of the rules -- plus stuff picked up along the way from various blog posts.
Hopefully I can find a way to nicely streamline it a little bit; if there's anything egregious that I forgot, let me know in the comments below.

...
Next post is due for January 31st so make sure to check back around then!
With February being a short month, posts are planned only for the 12th and 22nd.

Wednesday, April 26, 2023

Scattershot (2023)

 Just a few short little things today:

1. Advantage
After typing out the whole post on the double roll mechanics, I'm leaning more and more towards stripping out Advantage for base damage and initiative bonus. This would leave it only being able to apply to checks (skill checks or initiative checks) which is a lot cleaner. It would also remove the need for the specific double-roll mechanic, for advantage on 2dX base damage/initiative bonus expressions. Basically, what I'll have to do is go through the existing drafts for the classes, and see how many times these mechanics were actually used, and then decide if they should just be replaced with mastery, or with some other kind of dice bonus. (This may lead to some pondering over whether HP and initiative should still be linked.)

2. Class Slates & Power Sources
I should probably lay out what the actual "class slate" compositions are. It's also worth noting that each slate will contain one class from each "class category" -- the idea being that this allows classes within a category to have easily-comparable mechanics, but also so that each slate can be used to compose a party consisting of one member from each category, without the need to borrow classes from other slates. That being said, since slates are focused around power sources, getting every power source (and therefore, training with all of the knowledge skills) will be a lot easier for a party if they mix and match classes from more than one slate. Although each slate focuses on 2 power sources, most classes will have access to at least 3 power sources, and I've tried to sprinkle the power sources "evenly" when all 3 slates are taken on the whole.

  • Slate 1 ("Martial or Divine") - Cleric, Paladin, Fighter, Acrobat, Warlord
  • Slate 2 ("Arcane or Shadow") - Sage, Rogue, Bard, Occultist, Spellbinder
  • Slate 3 ("Martial and/or Primal") - Druid, Guardian, Ranger, Adventurer, Barbarian

3. Tumbling
It sort of occured to me that there might be justification for having 3 tiers of "disengaging." For starters, the obvious baseline for such mechanics is the "5-ft step" (3.5) or the "Shift" (4e) which allows you to move 5 feet / 1 square (respectively) without provoking, but this effectively ends your movement. In my head, I've kind of extrapolated this out in TNP terms to equate to "disengaging from 1 enemy" which should take a Move Action, without requiring a check; to "disengage from 1 enemy" as a Minor Action, would require a Tumble check (however that ends up being adjudicated.) 

With that baseline in mind, it then stands to reason that "disengaging from 1 maelstrom" as a Move Action would require a Tumble check (but would not require one, if done as a Standard Action), and that "disengaging from all enemies" could be done as a Standard Action requiring a Tumble check -- then it's just sort of a matter of "filling in the grid" so to speak.


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Going to keep it short this time, as I've been in kind of a crunch lately.
Check for the next post on the weekend of May 5th-7th.

Sunday, March 19, 2023

New Mechanics: Status Effects, Conditions, and Initiative (2023)

I'm choosing to not call this post an overview, because some of the information presented here isn't completely instituted into the game, and I expect some of it to change with playtesting. Where status effects and conditions intersect with initiative, is when you try to sort out the notion of "surprise" rounds or a "surprised" mechanic/condition; that will be touched on towards the end of the post.


Laying the Groundwork
As one might expect, when looking for inspiration, the first thing I did was make up a spreadsheet to help me compare conditions from 4e/Essentials with those in 5e. In my opinion, the conditions in 5e are poorly constructed and underutilized in the designs; that's not to say 5e added in a bunch of unneeded conditions, just that they didn't execute on them. (It has been hinted at that 'One D&D' will rework things to make status effects actually line up with spell effects, something I think potentially could be a big improvement.)

The short version of this comparison:

  • 4e does not have a Poisoned, Frightened, or Incapacitated condition
  • 5e does not have a Slowed, Dazed, Surprised, Helpless, Removed from Play, Weakened, or Insubstantial condition

Breaking down these outliers is probably a helpful place to start, in explaining why or why not to keep a condition in the game.

Poisoned: disadvantage on attack rolls and ability (i.e. skill) checks
This always struck me as weird, since such a generic debuff is tied to such a specific flavour of damage. For TNP, we're going with Exhausted as "disadvantage on all skill checks," while having "disadvantage on attack rolls" end up elsewhere.

Frightened: disadvantage on ability checks and attack rolls while the source of its fear is in line of sight, and cannot willingly move closer to the source of the fear
I feel like this is one of those seminal control-type abilities in RPGs, and I genuinely think it's pretty well-written in 5e. We're keeping Frightened in TNP, but it's beefed up to more of an "action denial" effect, rather than just disadvantage on rolls.

Incapacitated: cannot take actions or reactions
My own DM'ing experience has led me to decide pretty early on that this type of effect wouldn't be in TNP. If you want to be really mean in combat, what you can do is combine more than one action denial effect; in 4th edition, dazed (can only take one action) and prone (needing to use your move action to stand up) was a pretty good example that I came up with.
I tend to refer to this condition as "lose a turn" -- and oddly enough, the 4e condition "Removed from Play" does exactly that; Stunned in 4e does the same, and Surprised is effectively "stunned during the surprise round." Suffice it to say, there's a lot of verbiage being thrown around on a concept that I ultimately wasn't going to use. Instead, if you are surprised at the start of initiative in TNP, you are Shocked, which is similar to 4e's Dazed condition -- limiting how many actions you can take, but not denying you the ability to act, outright. The term "Incapacitated" in TNP is instead recycled as the generic debility, granting you disadvantage on attacks and saves, and granting your enemies combat mastery against you -- while you yourself are unable to gain combat mastery against enemes (that last bit was something that was ultimately added in to the Blinded effect, in Essentials.)

Slowed: your speed becomes 2, do not pass 'Go', do not collect $200
This one from 4e was pretty hard to mimic in a more-abstracted movement ethos. Effectively, this is absorbed into the Immobilized condition, which restricts all forms of movement except for teleportation or forced movement. 'Restrained' is a bit of a sticky wicket; in 5e it reduces your movement speed to 0, whereas in 4e it adds that you can only move by teleportation. Both also effectively give you a penalty while granting enemies a bonus to attack you. In the current draft, Restrained in TNP makes you Immobilized, Incapacitated, and unable to move or be moved by any means, in addition to disadvantage on certain skills (i.e. Weakened.) Grappled is essentially "Immobilized while the grapple is maintained" so as such, it seemed reasonable to make it a little stronger than just regular immobilization; in the current draft, this translates to also applying disadvantage on off-turn actions.

Helpless: you grant combat advantage
Now, specifically the only time this condition is used in 4e is when you're unconscious, although the Essentials text more or less says the DM can slap you with this if you're tied up real good, or similar. It's also the prerequisite for a coup de grace in 4e (if memory serves.) Suffice it say, we're not using this in TNP. If a creature is Dropped (i.e. surrenders or drops to 0 HP) they fall Prone -- which is an effect that grants combat mastery in melee.

Weakened/Insubstantial: you deal/take half damage (respectively)
I just never like the mechanics of doing half of anything, and having to round up or down. Effectively, hitting or being hit 50% less often mimics the same effect, and so that's where the disadvantage mechanic is a handy catch-all. Again, this is not used in TNP.


Rounding Out the List:
Now, at its core, the status effects in TNP (aside from those based on positioning in combat) are all designed off of a few basic building blocks:
  • Combat Mastery
  • Incapacitated
  • Shocked
  • [disadvantage on skills]

As said earlier, Exhausted grants disadvantage on all skill checks. Weakened grants disadvantage on Strength and Athletics checks; this effect is nested into Restrained, in the current draft. Dazzled is simply disadvantage on Detection skills; the Dazed and Dominated conditions have Dazzled nested into them. Likewise, Frazzled is disadvantage on skill checks using Subtlety (i.e. Stealth) and Communication (i.e. Intimidation); the Fazed and Frightened conditions cause the target to also be Frazzled. (Alliteration is fun!)

I also didn't want the bigger/badder conditions to simply be a combination of smaller conditions -- otherwise, you don't need to make a new condition, you can simply mix and match the smaller ones to get the same effect. So for the higher-end effects, there's also usually a little something extra:
  • Dazed creatures are Dazzled, Incapacitated, and unable to see
  • Fazed creatures are Frazzled, Incapacitated, and unable to hear or speak
  • Dominated creatures are Dazzled, Shocked, and cannot attack or disengage from the source
  • Frightened creatures are Frazzled, Shocked, and "Cannot take movement actions except to disengage from the source, or to take cover"

Beyond all this, there are things like cover, high ground (as it has been called in earlier drafts) or altitude (as it's tentatively called in the current draft), as well as being Hidden (covering both the Stealth skill as well as any magical forms of invisibility) and the 4e-staple Bloodied condition.

The trickiness with some of these is the mechanic of "players always roll" rather than enemies attacking players, bringing into question whether or not a particular condition should always apply "evenly." In other words, should an effect that grants disadvantage on saves (i.e. to players only) make the target also grant combat mastery to those targeting it (something that can apply to players, and monsters)? This uneven application can potentially lead to a double-penalty where one is not intended -- theorycrafting doesn't always catch everything, so this is where playtesting has to step in and find issues.


Surprise! Roll for Initiative
I mentioned in earlier posts that initiative checks will be it's own "thing" rather than piggybacking off of skill checks. This is because the change to skill check dice (i.e. no longer using d20) produces a flatter result, meaning the initiative numbers would be clustered together, when in practice it's better if they're spread apart. The question becomes, how do you determine who has surprise? It doesn't make sense to just go by highest/lowest initiative, but we also can't simply compare opposing initiative checks, since they are no longer skill checks.

What I'm considering is this (and admittedly, this is clunky and might bog things down):
Whenever you're out exploring, and danger may arise, each player should choose whether they're sneaking, on lookout, or taking a 'balanced' approach (snazzier terms for these, TBD.)
  • If you are sneaking, you roll stealth: on a success, you are Hidden at the start of combat; on a failure, you have disadvantage on your initiative check (i.e. only the d20 component of the roll.)
  • If you are on lookout, you roll perception: on a success, you gain advantage on your initiative check (again, only for the d20 component); on a failure, you are Shocked at the start of combat.
  • If you are taking a balanced approach, you do not need to make a skill check; you do not gain any of the possible penalties or benefits to initative/at the start of combat.

By structuring it this way, we get the benefit of the 5e approach (where there is no 'surprise round' per se) while making it more clear as to who has the jump on who -- since it can be adjudicated on an individual basis, rather than... whatever the hell 5e is trying to do. (I find the idea of "group checks" to be a bad mechanic, just generally.) It also sort of lines up with the 4e notion of surprise, where the ambushers get a round to take limited actions, while the "surprised" get to do nothing; instead, in TNP you have the ambushers able to act fully and with a bonus (i.e. combat mastery from being Hidden) while the "surprised" are limited in their actions, and have a penalty (granting combat mastery from being Shocked). I also like the structure of having Shocked be an in-combat status as well as the one used to model surprise -- rather than 4e having two different statuses that are functionally the same thing.


Teaser:
The other application to consider is whether certain effects should be 'at-will' while others require you to burn 'encounter' or 'daily' powers -- or whether burning reserves can upgrade effects, along a certain track. It's definitely something that will need to be worked into the overall designs.

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Well, it's anyone's guess when the next post will be out; hopefully March 26th, at the lastest.

Saturday, September 29, 2018

Power Tools (2018)

Something that I will want to look at (as classes continue to be revised) is how damage and effects are worked into various types of attacks.

One of the important considerations with any d20 system, is that requiring more rolls essentially equates to creating more possible failure points. Particularly when dealing with trying to set up "combos" during an encounter, having to succeed at multiple rolls makes the task even trickier.

4th Edition D&D would generally have encounter powers do "damage + effect" on a hit, with daily powers typically doing both on a hit, and either the effect or half-damage on a miss. In any case, you'd only roll once to determine success or failure. In 5th Edition, generally what you see happening (particularly with Monks, "Battle Master" Fighters, and Paladins) is the requirement for both the player-character to score a hit (for damage) as well as the enemy to fail a saving throw (for effect.)

I've borrowed a little bit from 5e, by allowing any melee attacks to either be used for straightforward damage, or to attempt a "brawl" maneuver. However, I do want to try and hew a little closer to 4e when it comes to building distinct powers for each class; if setting up a cool combo is part of their shtick, then that class should be able to do it with one roll.

This is where it's sort of important to have effects and debilities be well-defined within the mechanical framework. To wit, the "push" mechanic (as defined in the rules) can easily be created using a skill check (as it is currently, with the Brawl skill) but can easily also be tacked onto a simple attack feature; in other words, by not defining every "push" as being the result of a specific type of check, we can use the mechanic elsewhere, without always requiring its own check every time.

Another important consideration is action economy. If the baseline assumption (in combat) is that making a skill check uses a Standard Action, then we have a few methods by which we can make this easier, as a way to build class powers. For example, if a particular class is meant to be good at hiding, we can say, "When you make a successful basic attack, and are not in a maelstrom at the end of your turn, you can become Hidden." This effectively gives the benefit (Hidden) of a successful Stealth check, without requiring the extra roll -- again, because this is an effect that is defined outside of just being the benefit of a successful check. Alternatively, we can allow such classes to make a Stealth check as a Minor Action, or perhaps as part of a Move Action.

The final consideration within the existing framework, is the fixed "DC10 rule" coming into play. When comparing a "trained" skill check to an unmodified attack roll, the skill check is far more likely to succeed. Now some classes (or at least, specific powers) will include modifiers to attack rolls, beyond just Advantage and Expertise; this has generally been done in order to bring expected damage output up to par, without needed to inflate the number of attacks being made. So if we're building skill checks into powers (or onto other actions) then we need to be able to assume that that class will have a good chance of succeeding at that check -- meaning we need to further ensure that those classes are always trained with those skills -- and leaving no possibility of creating a "trap option" where the players unintentionally make their character ineffective.


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A bit of a rushed post today, so apologies if it's a little short and messy.
Check back October 10th for the next one!

Wednesday, August 8, 2018

Crunch Time (2018)

As was kind of expected, playtesting showed that the game isn't fully ready to be released "into the wild."

Since the game's non-combat aspect leans entirely onto the skills, it will be important going forward to have this facet of the game a lot more thoroughly defined. The mechanics of each skill, the basic assumptions of what happens outside of combat, as well as who commands the flow of the action (and when) will need to be codified. I think it will also be important to define when and how to fall back on Attributes, Skillsets, and Power Sources, i.e. when there may not be a specific skill that covers a certain type of action.

The "monster workshop" guidelines will need more testing; there were some flaws with the theorycraft behind solo monsters, and I can only assume that the same will be true of the other new monster types. Likewise, the rules for summoned creatures need to be expanded upon -- specifically, when they should or should not be treated as "allies." Mechanically, the Ranger's animal companion needs to be reworked, since it can potentially soak a lot of damage, with no real penalty or drawback if it's killed; it can simply be 'recast' on your next turn.

Another thing that was shown to be troublesome was various passive and defensive buffs. Boosts to defense rolls can be disproportionately powerful, since a character can potentially make several of them in a round. Whereas bonuses to attacks are generally limited to Basic Attacks, which (among most classes) happen only once, on their turn. The need to balance off these different types of benefits was reflected in the updated Cleric class, which I wrote during the course of playtesting. Always-on buffs will need to have their effectiveness scaled, to match their projected frequency, or simply have that frequency adjusted to match their potency.

A few of the more basic concepts of the game need to be defined -- "Death and Dying" (so to speak) being one of them. I mentioned previously that Reserves are meant to function as out-of-combat HP top-ups, but the mechanical ability to use them needs to be cleared up a bit. Can you spend Reserves at the end of combat, if you are "dropped"? Does initiative immediately end when all enemies are defeated, or should you finish out the round (potentially letting support characters get more healing in)? These kinds of things need to be explained in the text. "Expertise" (I feel) also needs to be straightforwardly called out as simply a piece of mechanics jargon, or it needs to be renamed (because it continues to cause mental logjams with new readers/players.)

Last (for now) is the fact that I need to finish writing the remaining classes, which also means needing to crunch their damage numbers, and make sure everything balances. The class features all need to be reformatted, and the slate/category upgrades need to be instituted across all classes. The "Performance" progression needs to be ironed out and finalized; some classes being able to gain it as an option at 1st level, but with no actual benefit until 2nd level is something that needs to be fixed. "Subclass only" and "Archetype only" classes will need to have unique and interesting upgrades available to them.

Once the classes are set, they will all need to be tested, re-tested, and re-balanced; if the playtesting has shown anything, it's that things are never as close to completion as they seem, and that the devil is in the details. For the game to reach a finished state, there will need to be a lot of bug-squashing; I'm hoping I can find faster ways to identify problematic, vague, or breakable mechanics, going forward.


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Keeping with the blog schedule, the next post should be up on August 18th, so check back then.


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!

Saturday, April 14, 2018

Functioning As Intended? (2018)

I wanted to take this post to go over some of the (seemingly) more odd-ball mechanics that are in the game, and outline some of the thought processes behind them.

Combat Skills
One of the rule changes that came out of playtesting, was to limit each character to one skill check per turn. The reason for doing this ties into how the mechanics behind intimidation work.

The baseline rule that I came up with was that you can intimidate an immobilized enemy into surrendering; this causes them to be "dropped" and therefore removed from combat. The rationale for this was that I wanted a mechanic whereby the enemy has to be in a vulnerable position before they'd consider surrendering (from a narrative standpoint) but also mechanically, I didn't want it to completely invalidate combat.

The problem cropped up with classes that either get to make grapple or intimidate checks as a minor action (since grappling is the main way to immobilize an enemy.) This creates a scenario where, by succeeding on two checks on the same turn, a player can remove an enemy from combat without a fight. This doesn't really conform to the narrative intent, nor the mechanical assumption of fights typically lasting for three rounds.

To compensate for removing this combo, some classes were given the ability to intimidate enemies who are bloodied (or who are immobilized.) This keeps a feature like being able to intimidate as a minor action still useful, while also requiring the players to engage in the combat mechanics.

Similarly, elite monsters were made stronger, by requiring that they be both bloodied and immobilized before they can be intimidated into surrendering.


Inspiration & Restoration
I specifically went out of my way to not use the terminology of "healing" within the rules; rather, restoring HP is meant to be as abstract as possible.

It's generally accepted that HP itself is an abstraction, often combining wounds, stress, and the will to fight (among other things.) Using the terms "inspiring" or "inspiration" for most of the HP restoration mechanics serves to highlight the "will" part of the equation. It also makes it easier for non-magical/non-medical characters to have abilities that restore HP.

This brings me to another point: what is the role of "healing" within combat?

As mentioned before, since the earliest designs, there hasn't ever been much in the vein of "combat healing" in The Next Project. The idea behind spending reserves is that it should be a way of returning your HP to its maximum, once combat has concluded. This is more of a DM-side contrivance, because it then allows all encounters to be balanced around the assumption of "all PCs will be at max HP, at the start of every combat." (It should be noted that this is also true of 4th Edition D&D.)

The goal within combat is to simply survive until the end, at which time you are then safe to heal up. In-combat healing is meant to be about on-par with "striker"-level damage; it's something that helps the party to better survive until the end of the fight, while also being a mechanic which is in keeping with a particular play-style, but without being a further tax on limited resources (i.e. reserves.) This is one of the ways that healing operates differently from 4th Edition.

All that being said, HP is further abstracted in TNP by effectively folding the design concept of "temporary hit points" into it. The whole "not real hit points" distinction is sort of meaningless, in a concept already so abstract -- so we junked it. When you receive "healing" in combat, it is allowed to increase your HP above its maximum; any excess is lost at the end of the encounter, however. Likewise, spending reserves after combat cannot increase your HP above its maximum.

What this serves to do is functionally increase the times when it is "appropriate" for a support class to use their restoration ability. In 4th Edition, generally the right time was whenever an ally's HP was down below their surge value, since the standard "leader" heal was usually [surge value + an ability modifier, or 1d6]. Further to this, the "bloodied" mechanic being a condition which all combatants were aware of (once someone had that condition on them) was an effective way of signposting to the support characters, when someone needed to be healed.

Because of how TNP handles HP and in-combat healing, you may very well consider "inspiring" an ally before they have taken any damage, since they will still receive the extra HP (and it may very well make sense, if they're a class who you can expect to soak a lot of damage; if they don't end up taking the damage, it'll have been a waste of one of your actions, so choose carefully.) It also avoids the pitfalls of 5th Edition D&D, where the only time to restore someone's HP is when they're at zero (because damage so drastically outpaces healing, you really only use it to prevent death and/or loss of actions.)

Also, by going with the "once per ally" model for these abilities (akin to the Healer feat, in 5th Edition) rather than the "twice per encounter" model from 4th Edition, these abilities effectively scale to fit a party of any size. However, once a party's size exceeds the typical number of rounds a combat is expected to take, choosing who to heal (and when) suddenly becomes a tactical consideration once again. Overall, I think this framework allows for more interesting decision-making options for the healer "role" and I quite like that outcome.


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Check back April 24th for the next post!