Showing posts with label progression. Show all posts
Showing posts with label progression. Show all posts

Tuesday, October 22, 2024

Construction Ahead! [2024-10-22]

I somewhat recently did another small pass, tidying up the class documents; this was sort of necessitated by me adding the class category descriptions to the main TNP document. While trying to make a comprehensive, cohesive, and coherent summation of the class categories and their progressions, I came to realize that some streamlining was still warranted.

Some of these changes resulted from holdovers, going back to before the class categories were finalized (i.e. when Paladin was still going to be a Disciple, along with Occultist and Druid; this has since been swapped so Warlord is now the 3rd Disciple class.) Specifically, Disciples gain a bonus attribute rank at level 0, but the choices are limited to STR, INT, and CHA; originally I had Warlord with the option for STR or CHA, Occultist with the option for INT or CHA, and Druid with the option for STR or INT -- but when writing an overarching description for this class category, unifying the options just made more sense than not.

Another thing that I believe was cleared up in this pass is that Disciples (through their 1st/3rd/5th level class category progression) can also gain an additional trained skillset, but only have the option to pick Communication or Subtlety.

In hindsight, the Druid not getting their combat roles (i.e. forms) until level 1 feels a little off, especially for the Shapeshifter. That being said, swapping out either their level 0 perk (bonus attribute rank) or one of their 1st/3rd/5th level features (bonus power source, or Communication/Subtlety training) in order to put a combat role in at level 0, would leave their level 1 "class specialization" feeling kind of wimpy. It also would feel weird to give them a role feature at level 0, and then have their "specialization" (at level 1) be... you gain a different role feature; that seems unintuitive.
This is somewhat negated by the other perk of Disciples, namely that (unlike other classes) they are free to change their subclass, by spending a reserve. So a Druid might start off as a Summoner, but then switch to a Shapeshifter at level 1, when their forms kick in.
All told, I may still have to revisit this.

An interesting wrinkle, that I think is worth mentioning:

  • 'core' progression only provides feats at levels 3 and 5
  • Skill Expert, Jack of All Trades, and Disciple classes can take the Bonus Skill Training feat
  • Skill Experts gain a bonus trained skillset or attribute as their class specialization (i.e. at level 1, but not as part of their 1st/3rd/5th level class category progression)
  • Jack of All Trades classes can gain an extra feat at any of 1st/3rd/5th level, as part of their class category progression -- but Bonus Skill Training is a feat that can only be taken once

...so potentially, a Skill Expert can have 4 trained skillsets/attributes by 3rd level; a Jack of All Trades can get up to 3 trained skillsets/attributes by level 1. By contrast, a  Disciple can also have 3 by level 1, but the 3rd has to be either Communication or Subtlety; however, at level 3 or 5, they can potentially take the Bonus Skill Training feat, to boost that number to 4. It's also worth pointing out that at 1st/3rd/5th levels, a Jack of All Trades can take the same type of upgrade (but not, for example, double up on the exact same feat) whereas Disciples have to take a different upgrade at each of these levels. I think all in all this does a good job of making the Disciple not step on the Skill Expert's toes, while also not making them just "Jack of All Trades, again" either, despite sharing many similarities (both having the combat role feature mechanics, in particular.)

Another change that was implemented was to make sure every domain granted a bonus knowledge skill rank:
  • Life domain grants a rank with one Divine or Primal knowledge skill
  • War domain grants a rank with one Martial or Shadow knowledge skill
  • Divination domain grants a rank with one Divine knowledge skill
  • Enchantment domain grants a rank with one Arcane knowledge skill
  • Misdirection domain grants a rank with one Shadow knowledge skill
  • Blood domain grants a rank with one Primal knowledge skill
  • Stone domain grants a rank with one Martial knowledge skill

I thought this was sort of an important thing to add, not only to make sure that the Ideologue category (i.e. the domain classes) really emphasized having knowledge skills -- and adding some flavour to those subclasses -- but it's also important for the Blade Master classes, which have the option to borrow from these domains (as well being an option for Bards.) In this regard, I feel like the Cleric's Life domain is sort of doubling as the "Nature" domain, while War is doubling as the "Death" domain, to explain the extra options that these ones provide. (Also worth noting, the Sage and Guardian domains each grant a bonus rank to a skillset or attribute; to balance this out, Cleric gains a bonus rank to Charisma -- which Paladins also get.)


Another insight that I took away from these updates is that the skill rank limitations might need to be more clearly spelled out. To wit, with a core skill, the idea was that you could gain one rank in it from the skillset for that skill, and one more rank from the attribute for that skill; it might not be clear that a "skillset" rank bonus from a domain and a "skillset" rank bonus from a feat (just for example) should not be able to stack. The intent has always been to encourage broadening your skill competencies, rather than endlessly doubling-down on one or two skills.

Conversely, after going over the text, it almost seems like knowledge skill ranks are given out like candy (particularly to the Ideologue classes.) While these ranks are currently capped at 1+level, I think that might not be necessary. Oddly enough, with "flavour" or "ribbon" abilities such as knowledge skills, I'd actually lean more towards encouraging people to pick a lane and stick with it, rather than dabble in all 10 skills. That all being said, I do think a final cap of 6 ranks is probably reasonable (and needed) if the ceiling on knowledge skill ranks per character is somewhere around 10.


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That's all the new updates for today's post. Check back by October 31st for the next one!

Wednesday, April 24, 2024

Apples & Oranges (2024)

One of the gripes I have with the design of 5e is how incongruous it is.

The example that immediately jumps off the page to me is how armor progression is essentially attribute-based for light armor users (or unarmored builds), but is money/loot-based for heavy armor users. Would it be so undesirable to just have heavy armor AC improve with STR, the way light armor AC improves with DEX?

Likewise, I find this same problem when you compare (for example) an archery Fighter build vs. a Warlock eldritch blast build. Right off the bat, the Fighter has the clear advantage, from being able to take a +2 to hit with their fighting style, and already adding +DEX to ranged weapon damage -- whereas the Warlock needs to spend "class feature currency" to gain +CHA to their eldrtich blast damage, and no comparable way to increase their hit chance.

Where the Warlock pulls ahead, is the fact that they deal force damage right out of the gate; again, the ability to deal "magical" weapon damage, or non-mundane types of damage as a Fighter comes down to loot... which in itself either comes down to plot contrivance (in the case of a published adventure) or outright DM fiat. At levels where resistance to mundane weapon damage becomes more ubiquitous, a Fighter without an appropriate magical weapon will see their damage fall off substanstially.

The odd thing about it is, the solution is already in the game, in other places; as a 6th level Monk, "your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." A rogue with the Soulknife archetype can deal psychic damage basically at will, from 3rd level. Likewise for Paladins, "By 11th level [...] Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage" in addition to the push-button radiant damage they can do with Divine Smite, or other types of magical damage they can deal with their buff spells. It's also pretty easy for Wizards or Sorcerers to have at least two different "flavours" of damage from their cantrips alone.


The question I find myself asking is, what is the point of this type of design?
We saw some steps forward with 4e, such as making sneak attack not care about the anatomy of your target in order for it to work. And the distinction between piercing/bludgeoning/slashing weapons had more to do with qualifying for feats than resistance/immunity. But at later levels, this cat-and-mouse game started to creep in, where ongoing damage started at 5 and resistance started at 3, with both scaling up over the tiers of play. We also see this kind of thing in Diablo 2, where after a certain point in the patch history, all paladins became spellcasters because dealing magical damage was more effective than buffing your sword swings -- and that's to say nothing of the fact that Diablo games are fundamentally about gathering more and better loot, whereas (in my opinion) D&D should not be.

I guess at the core of my meanderings is this opinion: it doesn't work. Designing some classes (and their progression) around their attributes and class features, while others are effectively designed around the loot they find...? It doesn't work for TTRPGs. You need to pick a lane in terms of your designs, and stick with it; if a class fundamentally can't function without specific loot or gear, then those items need to be made into class features instead. And if you're going to build a resistance/immunity mini-game into your combat, it's probably best done as a mechanism by which you allow one party member to shine; the double-edged sword with that is you essentially pigeon-hole your designs around the assumption that all parties must be composed a certain way, or there will be enemies they either can't win against, or will struggle a lot harder to deal with.


This is why TNP has always been built around the concept that "all damage is created equal." This helps with a lot of the abstraction, including things like base damage dice; whether a Fighter is dealing 1d6 damage with a shortsword or a quarterstaff or a scimitar is irrelevant. When looking back at my previous designs, added damage types created additional effects, such as poison damage ignoring damage reduction from armor, or cold damage causing penalties to speed and initiative; I think this is a lot better way to handle this sort of concept, within a table-top setting.

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Next post is due up on May 5th, so check back then for more!

Thursday, April 4, 2024

Campaign Scaling (2024)

As I've recently been giving some thought to HP and reserves, the idea of doing a 'basic' and an 'advanced' version of TNP has recently popped into my head... but we'll shelve that discussion for now. A lot of the numbers for these player statistics are essentially built off of using the dice to generate values similar to those in 4e D&D, when it might be more practical to just scale things down -- say, by using a flat 10 for HP and also for reserves.

The problem that this bumps into is how reserves scale over levels, and this dovetails into a broader design discussion, which I haven't really brought up on the blog before.

In my experience, there are essentially two different ways to scale up player power in RPGs: either the PCs get stronger, and enemies stay relatively static, or the PCs get stronger while the enemies also get stronger. I would say the latter describes the previously mentioned "MM3 on a business card" ethos for 4e D&D; if your chance to hit goes up by +1 every level, but your enemies' defense also goes up by +1, then the relative math stays about the same (assuming a d20 system.) This is what I often (uncharitably) refer to as "the illusion of progress," because while your numbers go up, your ability to hit remains mostly unchanged. The flexibility of this method is that when you fight enemies of considerably lower level, the PCs should be able to absolutely dunk on them; the question that arises is whether or not this is a valuable metric, or if the challenges the PCs face should always remain relatively equal to their level.

The drawback to the alternative method is that you end up with a system where the game starts off hard, but as the PCs become more powerful, the game unintuitively becomes easier. The proper way to execute this idea is to make the opponents more challenging in other ways (generally, AoE or multi-attack, or other similar 'action economy' advantages) but this requires a great deal of mathematical crunch, to get just right. It also means gating more difficult enemies to higher levels.

The circle which I am trying to square with TNP is how the reserves per day mechanic should be handled. The skeleton idea for the card-based random campaign generation system would essentially proscribe that at starting level you would have 4 encounters, and at your final level, you would have 14 (half of which statistically would be combat encounters.) So, if the idea is that you would need to spend 1 reserve to heal up from each combat, then you only need to spend 2 reserves at your starting level, but 7 reserves at your final level. This is an inversion of the previous example, since the PCs are starting out with more than enough reserves, but at later levels they are going to be riding a fine line; whereas the expectation is that the PCs would get stronger (even though the enemies might get stronger, too) in TNP they're getting relatively weaker, since all other math is kept flat (attack, damage, HP, etc.)



What ends up happening with "reserves based on max value of class dice" is that the range of numbers has quite a bit of variance (from 4 to 12.) Using two class dice for 10 of the 15 classes helps with this, but to really mitigate the variance, we need to raise the floor for the other 5 classes -- essentially, by raising d4 and d6 to "2d4" and "2d6" when it comes to reserves. This gives us a variance between 8 and 12.

So, this begs a few questions: does the minimum need to be 8? Or is 6 enough (if the highest average number of combat encounters per day is expected to be 7)? If the variance is as small as 8 to 12, wouldn't it make sense to do something like say "everyone gets 10, period, end of story," and just save all the useless overhead? Well, for a 'basic' version, I would argue absolutely it makes sense... and sometimes what's good for the goose is good for the gander.

This is where we circle back to the idea of "reserve burning" abilities. For the sake of argument, let's say that 8 is considered to be the minimum number of reserves needed, just to get by with healing. What this essentially does (by implication) is make "d10 reserve" classes into the ones that should get 1/day reserve-burning mechanics, whereas the "d12 reserve" and/or "2d6 reserve" classes end up with the 1/encounter reserve-burning mechanics. So how would this shake out in practical terms?

Cleric (d4/d10) = 8 or 10
Fighter (d6/d12) = 12
Acrobat (d4/d8) = 8
Paladin (d6/d10) = 10 or 12
Warlord (d8/d12) = 8 or 12

Druid (d4/d12) = 8 or 12
Guardian (d4/d6) = 8 or 12
Adventurer (d6/d8) = 8 or 12
Ranger (d8/d10) = 8 or 10
Barbarian (d10/d12) = 10 or 12


If we reverse-engineer the numbers a little bit, this essentially means that any d10 class either needs to be a tankier class (expected to burn through more healing than average) or needs to have a 1/day ability; d12/2d6 classes need to be both tankier AND have a 1/day ability, OR they need to have a 1/encounter ability. It makes for some potentially interesting added design space, but it doesn't always line up smoothly. The interesting thing is that since most classes could potentially operate off of two different numbers of reserves, this also makes it possible for each subclass within a class to have some variance w/r/t reserve-burning mechanics. The trick of it is to not bump at-will abilities to being per-encounter abilities, simply because we can give a class enough reserves to do so.

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Next post is due on April 14th, so check back then!

Sunday, June 11, 2023

New Mechanics: Level Progression (2023)

As mentioned around the start of the year, the most recent complete(ish) version of the rules is the 2021 draft. This included a revamp of the leveling system that had been bolted on previously; basically, it had gotten too unwieldy and needed to be pared down.

Let's start with the leveling: why 6 levels (0-5)? The short answer is, I felt something a bit more compressed made sense for the general ethos of TNP, as it pertains to streamlining and simplicity. Ultimately, I kind of wanted there to be 5 levels, because that's a number that gets used a lot in the system:

  • the 5 class dice
  • the 5 class categories
  • the 5 Skillsets
  • the 5 Attributes
  • the 5 Power Sources

I also wanted the progression to be an even number of levels, just for the purposes of symmetry and aesthetics; I ended up cheating a little bit by adding a "level 0" so that I could have it both ways. While there are 6 levels, you can only gain 5 levels, if you want to look at it that way. (It's also probably worth noting that in Warcraft 3, heroes got their ultimate abilities at level 6, so that may have subconsciously influenced my thinking at some point.)

With that being established, there are effectively 3 types of progression:
  1. Core progression 
  2. Knowledge progression
  3. Class Category progression

Core progression is the "meat and potatoes" of progression, starting off with your trained skills at level 0, class specialization (such as a domain, or archetype) at level 1, with Attribute rank bonuses coming at 2nd & 4th levels, and feats being granted at 3rd & 5th levels. TNP doesn't really "do" attributes in the traditional sense, but I wanted to include something resembling that type of progression, nonetheless. Right now, most of the feats that I've written are various types of skill bonuses, but I also want to include some combat perks -- such as improvements to grappling, or ignoring disadvantage on ranged attack rolls when prone.

Knowledge progression is considered more "fluff" than "crunch" so it's siloed off from core progression, to keep the two from competing over the same level-up resources. You gain a power source at level 0, and can upgrade it or add another power source at level 3. At all other levels (1, 2, 4, and 5) you gain a knowledge rank in a skill of your choice; this can be chosen independent of your power sources and their affiliated knowledge skills, allowing players to upgrade their characters in ways that are thematically or narratively appropriate.

Since there are 5 class categories, there are also 5 different progressions for them. Each individual class within a category might not upgrade in exactly the same way (roles tend to be class-specific, as just one example) but the mechanism within a category will be essentially the same. Class category progression bestows benefits at odd-numbered levels (1, 3, and 5) regardless of category.
  • Blade Master: 1 bonus knowledge rank, 1 bonus Attribute rank, 1 bonus Skillset rank (chosen in any order)
  • Jack of All Trades: combat role, feat (for which you meet the requirements), or other feature from your class (such as Fighting Styles for the Fighter class)
  • Skill Expert: bonus Skillset rank at each of the three levels; also gain a bonus power source at level 0
  • Ideologue: bonus Knowledge rank at each of the three levels
  • Disciple: [still TBD, although the intent is for these classes to have combat roles, so that will certainly be a part of it]

The progression for Blade Master was originally going to be used for Disciple, when that category included the Druid and the Paladin -- so those two categories are still a little bit in flux, but everything else is mostly nailed down. In the past, classes like Paladin, Barbarian, and Warlord have typically gotten a bonus to one of their attributes, so this is something that ended up being built into the ideas for class category progressions.


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Two more posts to go in June, before taking a break in July.
The initial plan for this year was to do one post in late July (meaning 2 posts in November and 1 in December.) If that changes, I'll be back with a post around the 2nd week of August.