So, I wanted to talk about the design goals that went into the new Runebearer d12 Supers game. (I so need a better name for this thing.) This post will go into how the game works, and what influences the decisions I made.
If you haven't done so already, here is the link to the new game. Enjoy.
First and foremost, Runebearer, and its super hero variant, have always been tactical minis games at their core. d12 Supers is no different. Crunchy, tactical combat that feels super heroic is the main goal of the design. Most everything else, from the way skills are handled, to the design of the powers, works towards this goal. I love role playing and narrative, but I think most of that gets handled by the players at the table. What needs to work and feel right is the battle system.
With that in mind, another big goal is that characters are mechanically different in battle. A character that relies on a fire blast is going to be mechanically different than one that relies on an ice blast, or a mental attack. Characters should have situations they excel in, and others where they meet enemies with abilities they find difficult to deal with.
Another goal would be as simple as possible, but no simpler. I think the previous game was fun, but really clunky. Without sacrificing the above two goals, I would like to reduce the complexity of the game and the bookkeeping required to run it.
Ideally, the game has tons of character building options, and all of them are good some of the time, but none of them are good all of the time. I once played a Champions game where every character had a 20 DEX and a multipower. When it comes to building your character I want lots of variation and lots of choices, and all of those choices should have times when they are awesome and other times where they are negated.
I hope that means that the game is designed for people that like to optimize character builds, but it is ultimately hard to min-max. I have embraced the video-gamey notion of "character builds" and I have lots of min-maxers in my gaming circles. I want making characters to be a fun exercise, and enjoyable to those folks, but I want to avoid obvious solutions. I want choices, and ultimately trade-offs to any build. I want my gamers to email me telling me they spent all week creating and tweaking characters. I want people to say, "If I hadn't used Charisma as my dump stat, I might have won that battle."
So... I want a game with tons of character builds, crunchy tactical super heroic combat, and be pretty simple overall. What does that game look like? I think next post, we should make a character and find out!
Showing posts with label design. Show all posts
Showing posts with label design. Show all posts
Wednesday, September 11, 2019
Friday, August 23, 2019
Dice and Superheroes (or why elegant and powerful systems sometimes suck)
And, though HERO always got knocked for being complex, it was pretty damn elegant for what it was trying to do -- which was to mechanically simulate the range of powers you see in the comics, while keeping everything balanced so that characters could interact in tactical combat.
The beauty of HERO is that it takes all those wonky super powers, breaks them down, and then categorizes their effects. You have a fire blast? Well that is just an Energy Blast effect. You fire webs out of your wrists? That is an Entangle effect. All these effects come together, along with Advantages and Limitations, to make your unique powers. It really is a pretty cool concept... and yeah, character creation is somewhat of an accounting exercise, but the end result is worth it.
So, with this powerful tool in my gaming group's toolbox, we would never need another superhero game again.
Or would we?
Well no. Not for a dozen or so years, in any case. I ran the heck out of HERO/Champions. All through high school, college, and a good portion of my adult GMing life, I ran some version of HERO System. It served me very well, for a very long time. It was a great game (and still is).
But, after such a long run, you get to know a system, maybe a little too well. The warts start to show, and after so many years, the warts become a focus. Champions is an elegant and powerful supers system, but that ability to do everything, with as few mechanics as it does, comes with a price. Mainly that, though you can make any character with any power in HERO, mechanically, a lot of those characters and powers end up being 90% the same.
Without going into the details of how HERO works, let's take a simple example of a Fire Blast, and an Ice Blast. Both of these powers may have been built with the effect of Energy Blast. Each might be made unique by attaching some limitations to it -- so for instance, the fire blast could be weaker in the rain, while the ice blast cannot be used in 100 degree heat. These limitations make the powers cheaper to buy, and are up to the player to purchase. (Which you often do, because cheaper!) However, in many cases, beyond a few limitations, these powers behave identically on the battlefield.
On one hand, this is great. I only need a single set of rules to handle fire, ice, lightning blasts, etc. This is a strength, not a weakness. But on the other hand, once I am through making a few of these blasters, and I start to look closely at them, I see that many of them have similar powers, and play pretty much the same. Beyond a few minor differences, often relying on GM fiat ("The temperature today... um 97 degrees... woo hoo ice attacks all around!!"), my fire blaster, with his Fire Blast, Flaming Shroud Armor, and Fire Burst Flash Attack, plays pretty close to my ice blaster, with an Ice Blast, Ice Block Armor, and Blizzard Flash Attack.
Some of this is lack of imagination, certainly... can't we build an Ice Blast that say does damage AND freezes your opponent so that they can't move?
You can, and HERO gives you tools to do this. For instance, you could have a power that incorporated an Energy Blast, and a Drain effect -- or Energy Blast and Entangle. And that would sort of work. The issue there becomes one of campaign limits on powers -- to add the secondary effect of the Entangle, you would have to reduce the effect of the Blast. Often, you are left with a crappy version of each -- a Blast that damages no one, and an Entangle that holds no one. You should have just bought two separate powers and each would have been more effective.
So besides dissing my estranged ex-game, what is my point? My point is that sometimes, you can create a system that is elegant, but by making the mechanics of the game cleaner, you have reduced variation. You may be able to simulate more powers, with fewer rules, but in play, those "unique" powers end up feeling very much alike.
Elegance vs. Variations -- In the case of Champions, abstracting all of the blast powers into a single effect, means that you have to work harder to make those blasts different. At their base, they are mechanically the same. On the other extreme, you might have a game where every power is listed separately, and has different mechanics. Your fire and ice blasts are entirely unique powers... but now, what about the guy who uses lightning, or fires concentrated bubbles of time at his opponent? You have just created a game with 900 powers, and probably an unbalanced mess.
All of this is a lead up to me saying I have written a superhero game, based on the core Runebearer concepts. In the coming days, I will be posting here to discuss it... and to explain my unbalanced mess.
Labels:
Champions,
design,
game design,
games,
Hero System,
rpg
Monday, May 27, 2013
Will You Respect Your Game Mechanics In The Morning?
A quick aside: A while back, I was having a discussion about Champions Online with a friend and while describing the game, I mentioned that CO had crowd control mechanics, but didn't respect them. He asked me what the heck that meant, and to be honest it took me a couple of minutes to work it out in my own mind... but I think it is a valid concept.
RPGs and MMOs consist of lots of little game mechanics that interact to form the entire experience. When a design "respects" a particular mechanic, that means that the mechanic is a viable way to solve problems encountered in the game universe. In terms of combat and adventuring, a character can be build around this mechanic and perform to the level of his peers who use other means to get the same job done, or perform a specific useful function in a group situation to the expectation of the group... (that was a mouthful).
So, you can take holds, stuns, sleeps and other crowd control powers in Champions Online for PvE, but they last only a couple of seconds, are often resisted, and easily broken. You are really better off piling on the damage. It is much easier to kill enemies in CO than it is to hold them and thus the "controller" character does not perform up to the standard of the "damage dealer."
Compare that to the late City of Heroes, where crowd control could stop an entire group of enemies cold, allowing the controller to pick enemies off at a leisurely pace. In WoW and Everquest, crowd control was not that powerful, but performed a very specific function of handling adds and keeping encounters manageable. No such function exists in CO, and so I say that game does not respect its crowd control mechanics whereas WoW, EQ and CoH do.
While the discussion started with MMOs, I think that it applies to tabletop rpgs as well. An example that hit home for me was with my own game, Runebearer. I have an extensive alchemy section in the current game, but over the course of many years, it was barely used. Talking to a few long-time players, they said that alchemy was cool and had lots of neat stuff to offer, but was simply too much of a hassle with lots of limitations and costs associated with it. One player said, "I can collect ingredients, trade with town alchemists, take lots of time and spend lots of money, or I could just be a mage." My design didn't respect the alchemy system, and so it was ignored by my players.
What other games have systems they don't respect? If you have any thoughts or examples, comment here and let's discuss them.
RPGs and MMOs consist of lots of little game mechanics that interact to form the entire experience. When a design "respects" a particular mechanic, that means that the mechanic is a viable way to solve problems encountered in the game universe. In terms of combat and adventuring, a character can be build around this mechanic and perform to the level of his peers who use other means to get the same job done, or perform a specific useful function in a group situation to the expectation of the group... (that was a mouthful).
So, you can take holds, stuns, sleeps and other crowd control powers in Champions Online for PvE, but they last only a couple of seconds, are often resisted, and easily broken. You are really better off piling on the damage. It is much easier to kill enemies in CO than it is to hold them and thus the "controller" character does not perform up to the standard of the "damage dealer."
Compare that to the late City of Heroes, where crowd control could stop an entire group of enemies cold, allowing the controller to pick enemies off at a leisurely pace. In WoW and Everquest, crowd control was not that powerful, but performed a very specific function of handling adds and keeping encounters manageable. No such function exists in CO, and so I say that game does not respect its crowd control mechanics whereas WoW, EQ and CoH do.
While the discussion started with MMOs, I think that it applies to tabletop rpgs as well. An example that hit home for me was with my own game, Runebearer. I have an extensive alchemy section in the current game, but over the course of many years, it was barely used. Talking to a few long-time players, they said that alchemy was cool and had lots of neat stuff to offer, but was simply too much of a hassle with lots of limitations and costs associated with it. One player said, "I can collect ingredients, trade with town alchemists, take lots of time and spend lots of money, or I could just be a mage." My design didn't respect the alchemy system, and so it was ignored by my players.
What other games have systems they don't respect? If you have any thoughts or examples, comment here and let's discuss them.
Tuesday, May 14, 2013
More wolves than you can put on a sweater!
Wolves
Wolves are common in Bostonia. The Bostonian wolf is quick
and powerful. Wolves travel in packs and well generally leave humans alone
unless provoked or controlled in some way. However, farmsteads on the edge of
the wilderness often find their livestock the target of a hungry wolf pack.
Common Wolf
Phys
|
10
|
Atk
|
Bite: 10, 2d6
Leap: 10, special
|
||||||||||||
Swift
|
13
|
Def
|
11/10/9
|
||||||||||||
Ment
|
5
|
Arm
|
|
||||||||||||
Perc
|
13
|
||||||||||||||
·
Hear, Smell
|
23
|
||||||||||||||
Hits
|
28
|
||||||||||||||
Init
|
+1
|
||||||||||||||
Move
|
8
|
Special Abilities
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Leap: Wolves can leap at their opponents, knocking
them to the ground (STR, AGI 12).
Dread Wolf
Phys
|
15
|
Atk
|
Bite: 16, 2d8+2
Leap: 15, special
|
||||||||||||
Swift
|
15
|
Def
|
11/10/9
|
||||||||||||
Ment
|
15
|
Arm
|
|
||||||||||||
Perc
|
15
|
||||||||||||||
·
Hear, Smell
|
23
|
||||||||||||||
Hits
|
45
|
||||||||||||||
Init
|
+2
|
||||||||||||||
Move
|
9
|
Special Abilities
Alpha: Dread wolves can control normal wolves in a
200 hex radius and lead unusually large packs when hunting.
Cursed Bite: The dread wolf’s bite curses his victim (SPI 13). This curse
can only be removed by the blessing of a priest or priestess of the victim’s
religion.
Fear Aura: At night, opponents that fail a SPI save
vs. DL 13 are chilled.
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Leap: Wolves can leap at their opponents, knocking
them to the ground (STR, AGI 12).
Night Vision: Dread wolves can see in the dark.
Dread wolves are huge, intelligent and evil. They are found
in the darkest Bostonian forests leading wolf packs that number from a dozen to
over a hundred. They have gleaming red eyes, and jet-black coats.
Earthen Wolf
Phys
|
13
|
Atk
|
Bite: 12, 2d6
|
||||||||||||
Swift
|
13
|
Def
|
13/12/10/9
|
||||||||||||
Ment
|
5
|
Arm
|
|
||||||||||||
Perc
|
17
|
||||||||||||||
Hits
|
34
|
||||||||||||||
Init
|
+1
|
||||||||||||||
Move
|
8
|
Special Abilities
Body of Earth: Earthen wolves are made of earth.
Blunt weapons do no damage. Piercing weapons do ½ damage. Cutting and slashing
weapons do full damage.
Earth Walk: Earthen wolves burrow into the earth and
tunnel to move. They may disengage without suffering a free attack.
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Not Alive: Elementals take no penalty for wounds
sustained, as they feel no pain. In addition, they do not have to roll for
unconsciousness.
Vines: Earthen wolves can create tendrils of vines
that grab and drag opponents to the ground. The vines can extend 3 hexes and
require a save to avoid (AGI 13). If the victim fails their save, they are
entangled and dragged to the ground (STR 13 to escape).
The earthen wolf is a minor earth elemental. It looks like a
wolf made of branches, mud and leaves as opposed to flesh and muscle. Its
favorite mode of attack is to subdue its target with vines before snapping at
its exposed throat.
Mountain Wolf
Phys
|
17
|
Atk
|
Bite: 17, 2d10
|
||||||||||||
·
TOU
|
25
|
||||||||||||||
Swift
|
10
|
Def
|
15/12/10/7
|
||||||||||||
Ment
|
5
|
Arm
|
|
||||||||||||
Perc
|
10
|
||||||||||||||
·
Hear, Smell
|
18
|
||||||||||||||
Hits
|
58
|
||||||||||||||
Init
|
0
|
||||||||||||||
Move
|
9
|
Armor Piercing: The claws of the mountain wolf are
said to “see no metal or stone.” Their attacks have Pierce (9) against such
armor, cannot be blocked or parried by metal implements.
Blends Into Background: The mountain wolf has a dull
gray coat, mottled with brown. In mountainous and hilly terrain, this gives it
stealth at a skill level of 14.
Climbing: The claws of the mountain wolf allow them
to move on any stone slope as though it were level terrain.
Tough Hide: Mountain wolves have hide that is strong
and repels metal. Against metal weapons, use the higher armor values. Against
wooden weapons, use the lower armor values.
Mountain wolves are extremely large (the size of a pony),
6-legged, wolves that dwell in the Teeth Mountains to the west of Bostonia.
They are quick, strong and can move through any rocky terrain. Though they
often stay in their mountainous hunting grounds, small family groups will
occasionally wander into the lower lands and plague towns by killing much of
the livestock. Their size, strength and incredible staying power make them one
of the most feared beasts in all of Bostonia.
Winter Wolf
Phys
|
13
|
Atk
|
Bite: 14, 2d6+2
Leap: 14, special
|
||||||||||||
Swift
|
15
|
Def
|
14/12/11/9
|
||||||||||||
Ment
|
8
|
Arm
|
|
||||||||||||
Perc
|
13
|
||||||||||||||
·
Hear, Smell
|
23
|
||||||||||||||
Hits
|
38
|
||||||||||||||
Init
|
+1
|
||||||||||||||
Move
|
8
|
Blends Into Background: The winter wolf has a white
coat, mottled with brown. In icy terrain, this gives it stealth at a skill
level of 14.
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Frost Breath: Once each day, the winter wolf can
breathe a cone of frost that is 1 hex wide by 3 hexes long. It does 2d8 damage.
Armor will reduce this damage, but if any of it gets through, it chills the victim for 2-5 rounds.
Leap: Wolves can leap at their opponents, knocking
them to the ground (STR, AGI 12).
Winter wolves are wolves native to the northern edge of
Bostonia. They are very rare, but when encountered it is usually in small packs
of 3-6 creatures. They are regular-sized wolves with white, or light gray
coats. Their eyes are ice blue and their breath is misty with frost.
Saturday, May 11, 2013
Bats... Run!!!
Realm Bat
Phys
|
15
|
Atk
|
Bite: 15, 2d10
Swoop: 13, 2d10
|
||||||||||||
Swift
|
18
|
Def
|
14/12/10 (+3 flying)
|
||||||||||||
Ment
|
3
|
Arm
|
|
||||||||||||
Perc
|
15
|
||||||||||||||
Hits
|
38
|
||||||||||||||
Init
|
+2
|
||||||||||||||
Move
|
3
|
||||||||||||||
·
Flight
|
15
|
Special Abilities
Nimble Flyer: Nimble flyers get +3 to their defenses
when flying.
Sonar: Bats can use echolocation to “see” in the
dark. They suffer no penalties for darkness and cannot be blinded. Loud noises
may “blind” them however. Any spell or effect that causes deafness will blind a
creature that relies on sonar.
Swoop: Realm Bats can attack mid-flight, buffeting or
biting opponents as they fly by. Swooping creatures can attack at any point
during a full move.
Description
Realm Bats are giant, flying predators that plague mountain
areas. They hunt at night, in packs of 3-6, picking off farm animals, or
travelers. They are fearless hunters that strike fear into even the most
seasoned veterans.
They generally use their swoop attack to avoid melee and
keep to the air, smashing and biting at prey as they zip in and out of range.
Friday, May 10, 2013
Ice Spiders? What the... *argh*
I have finished the spells and I have started to rewrite the Bostonian Bestiary. Here is a new creature I just added to the list... I love me some spiders!!!
Ice Spider
Phys
|
8
|
Atk
|
Bite: 14, 2d6, chill
|
||||||||||||
Swift
|
18
|
Def
|
14/13/11
|
||||||||||||
Ment
|
8
|
Arm
|
|
||||||||||||
Perc
|
13
|
||||||||||||||
Hits
|
24
|
||||||||||||||
Init
|
+4
|
||||||||||||||
Move
|
9
|
Special Abilities
Chilling Bite: The bite of an ice spider chills its
victim. The target will take a -1 penalty to attack, damage, initiative, skill
use and movement until the end of hit next action.
Ice Armor: Ice spiders routinely cover themselves in
a thin, but strong coating of ice. This coating gives them great protection,
providing 6 value armor on all locations of their body.
Every attack that does damage through the armor degrades it,
reducing the armor value by one. Fire attacks protect for a single hit, but
then the coating melts away, leaving the ice spider without armor.
Entomb: Once per combat, the ice spider can spew a
mass of freezing liquid onto an opponent. The victim must save (AGI, STR 15) or
be trapped in a prison of ice. A trapped character can save again in 6 rounds
(STR 15) to free himself, or he can be freed by allies if they do 50 points to
the prison.
Freezing Aura: Ice spiders exude a bone-chilling cold
that extends into all adjacent hexes. Anyone in an affected hex must save (TOU
13) every round, or take 1d4 points of penetrating cold damage.
Many Legs: Leg wounds do not affect this creature
until 2 or more separate legs are affected.
Spider Walk: Spiders can walk on walls and ceilings.
Weak to Fire: Ice spiders have a -1 to save against
fire effects and take +1 effect/die.
Whiteout: Ice spiders have a stealth skill of 18 in
snowy regions.
Description
Ice spiders roam the frozen lands north of Bostonia as well
as the mountain peaks that ring the human lands. They are dangerous predators,
using their coloring to hide in the snow and wait for prey to stumble close.
When it does, the will charge out and freeze their victim before dragging it
back to its lair.
These creatures tend to hunt alone, or in small packs (2-4).
Packs of these creatures are extremely dangerous due to their ability to
quickly incapacitate large numbers of hapless adventurers before a single blow
has been struck.
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