Monday, September 9, 2013

What Do Bethesda and Gygax Have In Common?

I have spent a lot of hours on the Elder Scrolls series. The latest entry in that series, Skyrim, is a great game and I have clocked in well over 500 hours. Still, after all of that play time, I enjoy the game and continue to return to it, choosing it over newer games in my collection. I think it is a testament to how compelling a game is when its 500th hour is more entertaining than the first hour of another game.

In short, I love Skyrim (and all of its predecessors). And yet, when you examine it closely, Skyrim is a pretty crappy game. Take its combat system, for instance. It is pretty much a click-fest with very few moves or tactical depth. Most fights can be won by click-spamming, or at higher difficulties, click-spamming with potions. The spell system doesn't scale with the game as you level up and lacks, of all things, interesting spells. The crafting system was obviously an afterthought that starts out mostly pointless and ends up absolutely game breaking.

Still, Skyrim is an awesome game that transcends any of its uninspiring subsystems. As an armchair designer, I find this phenomenon fascinating. I immediately wonder how this applies to tabletop games. What games out there are a mass of mediocre systems that somehow manage to become much greater than the sum of their parts?

And of course, the answer is staring at me from my shelf... and the annals of gaming history. Advanced Dungeons and Dragons is that game: a mash of systems, none of them particularly good, cobbled together to form a game that is brimming with awesome. I spent countless hours in countless basements playing sessions of AD&D. I have read those books 100 times or more. It is a great game, but taken one system at a time, the hit points, the Vancian magic, the god-awful weapon/armor class to hit matrix, descending armor class, the grappling and psionics rules... ugh.

Now, there are tons of reasons for both Skyrim and AD&D to have been so successful, even considering their flaws. But I wonder if the flaws haven't actually helped both games become even more successful than they might have otherwise. In the case of Skyrim, an extensive modding community exists where people have done everything from adding items and quests, to releasing unofficial patches to reworking almost all aspects of gameplay. My Skyrim is very different from the vanilla version, personalized to my taste and better in almost every way.

In the case of AD&D, the customization is more DIY. How many new classes, spells, monsters, alternative combat systems... and ultimately games have I created? More than I would like to admit, really. Heck, you could easily argue that the imperfections of D&D spawned an entire industry!!

So, what about your experiences? Do you have any examples of "great games with terrible systems?" If so, what do you love about these games?




Tuesday, August 27, 2013

Runebearer Character Creation (long)

For this post, I am going to walk through the mechanics of character creation in Runebearer. Together, we will create a stout fighter named Edwin.

Roll & Assign Stats

The first step in Runebearer's character creation is to roll 10 primary stats. Stats are generated with a roll of 4d6-4, providing a range between 0-20. I generated a few sets and ended up with a very nice one: 16, 15, 15, 14, 13, 13, 12, 9, 8, 8.

Knowing that I was going to create a warrior, I arrange the stats as follows:

  • Strength: 15
  • Agility: 15
  • Dexterity: 14
  • Speed: 13
  • Toughness: 16
  • Intelligence: 8
  • Willpower: 13
  • Spirit: 8
  • Charisma: 9
  • Perception: 12
My reasoning for assigning stats this way was pretty simple. I am creating a warrior, and don't want to think about how to arrange stats, so go physical. Anyone in my gaming groups is probably cringing right now at my horrible inefficiencies, but whatever.

Generate Secondary Statistics

There are five secondary statistics in Runebearer that impact his performance in combat situations. Each of these is derived from the primaries.
  • Hit Points = Toughness + 1/2 Strength + 1/2 Willpower + 8
So in our case, 16 + (15/2) + (13/2) = 16 + 8 + 7 + 8 = 39. A commoner with average stats would have 28 hit points and so this is a fine amount, and later, we will get even more for being a warrior!
  • Base Defense = a chart result based on the sum Agility + Speed + Perception.

Total
0-2
3-7
8-12
13-17
18-22
23-27
28-32
33-37
38-42
43-47
48-52
53-57
58-62
63-67
68-72
BD
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14

Base Defense is the lowest our defenses can ever be regardless of negative modifiers, or multiple attackers. In our case, 15 + 13 + 12 = 40, which from the chart gives us a Base Defense of 8. This is an above average defense, given that a normal person would have a 6 to start.
  • Dodge = Base Defense + 1/5 Speed + 1
Dodge is our defense against arrows and some spells. Our speed is 13, divided by 5 is 2.6 which rounds to 3. So, our dodge is 8 + 3 + 1 = 12. An average character has a 9 dodge score.
  • Initiative = a result based on the sum of Speed + Spirit + Perception.
Total
0-2
3-7
8-12
13-17
18-22
23-27
28-32
33-37
38-42
43-52
53-57
58-62
63-72
INI
-6
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6

Our initiative score is a straight modifier to any initiative rolls we have to do to determine turn order in a combat. Unlike d20 games, initiative is rolled every round in Runebearer, and so this modifier, though not critical, will come in handy. Our sum is 13 + 8 + 12 = 33 and so we end up with a +1 modifier.
  • Base Move = a result based on Strength + Agility + Speed.
Total
0-2
3-7
8-17
18-27
28-37
38-42
43-47
48-52
53-57
58-62
63-67
68-72
BM
2
3
4
5
6
7
8
9
10
11
12
13

Our base move tells us how many 2 meter hexes we can move in a combat round. Our score is 15 +15 + 13 = 43 which gives us a move of 8 hexes.

Choose a Template

Once stats are generated, Runebearer characters get 60 buy points to spend on skills. However, characters must choose a template which is a package of skills, abilities and bonuses that will spend close to half of those points.

There are a ton of different templates to choose from, but to keep things simple, we are going to pick the warrior template which is I think the simplest template. It looks like this:

+1 Base Defense
Combat (choose) +2
Combat (choose) +1
Combat (choose)
+5 Hit Points
Tactics
+24 Buy Points

The warrior gets a bonus to his base defense and his hit points. He also gets 3 combat skills and tactics. The (choose) means that there are several different combat skills to choose from and that the player will have to pick a specific skill for that slot. The +2 and +1 after the combat skills indicate that those skills are more developed and get extra levels.

I am going to pick sword, shield and bow for my combat skills. My sword skill will go in the +2 slot, and my shield in the +1 slot. Edwin is a better melee combatant than archer.

Each skill in Runebearer is based on 3 statistics. To determine your starting skill level, you add those three scores and then consult a chart, much like we did when we calculated base defense, initiative and base move previously. Here is the starting skill level chart:

Total
0-9
10-12
13-16
17-20
21-24
25-28
29-31
32-35
36-39
40-43
44-46
47-50
51-54
55-58
59-61
62+
Level
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

Let's figure out how good I am with the sword. Here is the master list of skills.

Skill Name
Attributes
Default
Cost
Improvement
Acrobatics
AGI/STR/SPD
None
5+4
5
Acting
CHR/CHR/INT
Half
3+3
3
Administrate
INT/CHR/WIL
None
3+3
3
Alchemy
INT/INT/SPI
None
5+4
5
Ancient Knowledge
INT/INT/INT
None
5+4
5
Animal Handler
CHR/WIL/PER
None
3+3
3
Artifacts
INT/SPI/PER
None
5+4
5
Carouse
CHA/PER/INT
Half
3+3
3
Climb
STR/STR/AGI
Half
3+3
3
Combat: Axes
STR/AGI/DEX
Half
3+3
5
Combat: Bows
DEX/DEX/PER
Half
3+3
5
Combat: Flail
DEX/AGI/SPD
Half
3+3
5
Combat: Knives
SPD/PER/DEX
Half
3+3
5
Combat: Mace
STR/AGI/DEX
Half
3+3
5
Combat: Magic
DEX/PER/SPI
Special
3+3
5
Combat: Sling
DEX/DEX/DEX
None
3+3
5
Combat: Swords
DEX/AGI/PER
Half
3+3
5
Combat: Staff
DEX/AGI/SPD
Half
3+3
5
Combat: 2-Handed
STR/DEX/AGI
Half
3+3
5
Combat: Pole
DEX/SPD/AGI
Half
3+3
5
Combat: Thrown
DEX/PER/STR
Half
3+3
5
Combat: Shield
DEX/PER/SPD
Half
3+3
5
Combat: Unarmed
STR/DEX/SPD
Full
0+3
5
Conceal
PER/INT/SPI
Special
3+3
3
Converse
CHA/INT/PER
Half
3+3
3
Craft
Variable
None
1+1
2
Diplomat
INT/CHA/PER
None
3+3
3
Disarm Traps
DEX/PER/INT
None
5+3
3
Disguise
INT/PER/PER
Half
3+3
3
Engineer
INT/INT/PER
None
3+3
3
Escape
AGI/DEX/WIL
None
3+3
3
Etiquette
CHA/INT/PER
None
3+3
3
Fast Draw
SPD/SPD/DEX
Half
3+3
3
Fast Talk
INT/CHA/CHA
Half
3+3
3
Forgery
INT/INT/PER
None
3+3
3
Gamble
SPI/SPI/INT
Half
3+3
3
Herbalist
INT/INT/PER
None
5+4
5
Interrogate
WIL/INT/CHA
Half
3+3
3
Investigate
PER/PER/INT
None
3+3
3
Knowledge
INT/INT/INT
None
1+1
2
Language
(none)
None
3
-
Lockpick
DEX/PER/INT
None
3+3
3
Magic Skill
Variable
None
7+4
5
Medical
INT/INT/SPI
Half
3+3
3
Meditate
WIL/WIL/SPI
None
3+3
3
Navigate
PER/PER/INT
Half
3+3
3
Orate
INT/INT/CHA
Half
3+3
3
Persuade
CHA/CHA/INT
Half
3+3
3
Pickpocket
DEX/PER/SPI
Half
3+3
3
Physician
INT/INT/DEX
None
5+4
5
Repair
STR/DEX/INT
None
3+3
3
Riding
AGI/PER/SPI
None
3+3
3
Rune Knowledge
INT/INT/SPI
None
5+4
5
Seduce
CHA/CHA/INT
Half
3+3
3
Stealth
AGI/AGI/PER
Half
3+3
3
Streetwise
CHA/PER/INT
Half
3+3
3
Survival
INT/PER/SPI
Half
3+3
3
Swim
STR/AGI/TOU
Half
3+3
3
Tactics
INT/PER/SPI
None
3+3
3
Theology
INT/INT/SPI
Half
3+4
5
Track
PER/PER/INT
Half
3+3
3
Trade
CHA/PER/WIL
Half
3+3
3

Looking at the skill table, I see that Combat: Swords is based on Dexterity, Agility and Perception. Adding those stats, I get a total of 41, which gives me an 11 starting skill level. However, since my template gives me 2 bonus levels in swords, my starting value is actually 13. In most games, characters start with important skills in the 10-14 range. 8 would be a starting score for a non-heroic character.

Using a similar process, I can find my shield skill (which is based on Dexterity, Speed and Perception). My stat total is 39 which makes my starting level a 10. However, my shield skill is +1 from my template and thus my actual starting level for shield is 11.

So, I add the stat bonuses to my base defense and hit point, making them 9 and 44 respectively. (Also, because base defense increased, so does dodge.) Then I figure out my starting values in the 4 skills in my template:

  • Combat: Swords -- 13
  • Combat: Shield -- 11
  • Combat: Bow -- 11
  • Tactics -- 7
And I am left with 24 buy points with which to...

Purchase More Skills

The warrior template leaves me with 24 points and with those points, I can round out Edwin. I am going to focus on physical skills, but with the idea that Edwin was born of peasant farming stock and took to soldiering as a way to better his lot in life.

The cost of a skill is listed in the skill list under the cost column as a pair of numbers in the form 3+3. That means that buying the skill costs 3 points, and raising it a level costs an additional 3 points per level. At character creation time, skills can only be raised a total of 3 levels, though for the price it is often best to get as many different skills as possible. I decide on the following:

  • Animal Handler
  • Climb
  • Craft: Farmer
  • Fast Draw
  • Repair
  • Riding
  • Swim
  • Trade
That leaves me with 2 points with which to buy some extra knowledge or craft skills. Once I figure out my starting scores, Edwin looks like this... were I to actually be playing Edwin, I would have to spend the 2 remaining points, probably on 2 more background skills.


Edwin the Example Warrior
Strength
15

Animal Handler
9
Agility
15
Climb
12
Dexterity
14
Combat: Bow
11
Speed
13
Combat: Shield
11
Toughness
16
Combat: Sword
13
Intelligence
8
Craft: Farmer
10
Willpower
13
Fast Draw
11
Spirit
8
Repair
10
Charisma
9
Riding
9
Perception
12
Swim
12
Hits
44
Tactics
7
Base Def
9
Trade
9
Dodge
13


Initiative
+1


Base Move
8