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Error 404
Jul 17, 2009


MAGE CURES PLOT

Gau posted:

I always thought it would be much simpler to have a "lockdown" mechanic just say that the target can't move away. So a weaponmaster could base an archer and the archer could still shoot someone else, but couldn't escape to safety without shifting.

The problem there is it just makes the fight last longer, extra or special damage ennds it sooner.

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Bongo Bill
Jan 17, 2012

Choose a number of eligible enemies to "threaten" each turn. (Powers and class features determine eligibility.) Roll attacks against each of them on your turn, but don't announce the results. Instead, write them down and put the paper face-down. On the threatened enemies' turn, if they do the thing that would provoke the attack, turn it right-side up and see if it hits and if so how much damage is taken.

This is an awful rule. Clean it up.

Gau
Nov 18, 2003

I don't think you understand, Gau.

Error 404 posted:

The problem there is it just makes the fight last longer, extra or special damage ennds it sooner.

Then give bonus damage if the mark attacks someone else.

Asymmetrikon
Oct 30, 2009

I believe you're a big dork!
Gonna obviate all this by just making an aggro system :getin:

Syka
Mar 24, 2007
sum n00b or wut?

Asymmetrikon posted:

Gonna obviate all this by just making an aggro system :getin:

But... my verisimilitude!

But seriously, I'm interested in how you'll do this without a giant headache for the GM.

Error 404
Jul 17, 2009


MAGE CURES PLOT

Asymmetrikon posted:

Gonna obviate all this by just making an aggro system :getin:

Can the Tank hold all of it? :buddy:

Rexides
Jul 25, 2011

Bongo Bill posted:

Choose a number of eligible enemies to "threaten" each turn. (Powers and class features determine eligibility.) Roll attacks against each of them on your turn, but don't announce the results. Instead, write them down and put the paper face-down. On the threatened enemies' turn, if they do the thing that would provoke the attack, turn it right-side up and see if it hits and if so how much damage is taken.

This is an awful rule. Clean it up.

Does this refer to my rule? Cause it's nothing like that.

Bongo Bill
Jan 17, 2012

Rexides posted:

Does this refer to my rule? Cause it's nothing like that.

No, the rule I came up with in that same post was the one that was awful and needed cleanup.

Rexides
Jul 25, 2011

Bongo Bill posted:

No, the rule I came up with in that same post was the one that was awful and needed cleanup.

Yeah, I can't handle meta-posting. Maybe replacing the "roll and note down attacks" with drawing from a deck of cards could be a first step. I plan something similar for the Swashbuckler (rogue) that tries to emulate the shell game .

wallawallawingwang
Mar 8, 2007

Bongo Bill posted:

Choose a number of eligible enemies to "threaten" each turn. (Powers and class features determine eligibility.) Roll attacks against each of them on your turn, but don't announce the results. Instead, write them down and put the paper face-down. On the threatened enemies' turn, if they do the thing that would provoke the attack, turn it right-side up and see if it hits and if so how much damage is taken.

This is an awful rule. Clean it up.

Something I ask myself when writing a rule is: What goal am I trying to accomplish with this rule? I can sort of intuit the threatening portion of the rule, but I'm not sure what pre-rolling accomplishes. If you want to have a set of random but predetermined outcomes that can be fairly hidden, using a hand of playing cards seems like it'd be much faster.


I'm going to throw my hat into the ring for this contest too. I'll go ahead and post a set of design goals when I get them polished up a bit.

Misandu
Feb 28, 2008

STOP.
Hammer Time.

Syka posted:

But... my verisimilitude!

But seriously, I'm interested in how you'll do this without a giant headache for the GM.

I've always figured it'd be pretty easy. Highest damage attack becomes the High Score. By default, enemies attack the target who has the High Score. Tank characters receive a damage bonus when they aren't currently the High Score holder, and maybe have some abilities that allow them to reset the score to 0 or automatically take it over at a certain amount.

Man I was sorta working on an entry based around Fire Emblem already, but maybe I'll throw together something really bare bones that centers around group aggro management in fights.

potatocubed
Jul 26, 2012

*rathian noises*

Misandu posted:

I've always figured it'd be pretty easy. Highest damage attack becomes the High Score. By default, enemies attack the target who has the High Score. Tank characters receive a damage bonus when they aren't currently the High Score holder, and maybe have some abilities that allow them to reset the score to 0 or automatically take it over at a certain amount.

That actually sounds really clever - simple and effective. I'm probably going to ignore it for my entry and stick with mechanics closer to basic 4e because I am a total hack. :v:

wallawallawingwang
Mar 8, 2007
The Goals:
No one should have to wonder what their current bonus is.
Nearly any common fantasy character type should be buildable, without worry of traps.
Deal with all the fiddly bonuses.
Have character creation that does not require computer assistance.
Improve on what worked in 4e: math that just works, simple for DM to prep encounters, and easy to improvise.

The Specifics:
Character Creation and Powers
-Fewer, but broader classes. The game doesn’t need 7 martial strikers.
-Players will pick options from a series of menus of balanced options.
-Re-jigger ability scores, Str/Con, Dex/Int, Wis/Chr, are inconsistent, weird, imbalanced and need to go. I don’t know if that means getting rid of all ability scores, or changing the current ones.
-Standardize and combine Themes and Backgrounds.
-Character class should provide a broad base of competence and Theme / Paragon Path / Epic Destiny provide specialization.
-Powers all improve by tier. No need to replace powers.
-Either make better use of tags/keywords or drop them.

Combat and Action Scenes
-Switch to modified popcorn style initiative.
-Streamline effect durations.
-Unify summons/hirelings/companions.
-Expand the losing/wining conditions for encounters so that “everyone dies” isn’t the default anymore.
-General simplification and clarification.

Exploration and Interaction
-Silo combat and non-combat character choices so they don’t interfere with each other.
-Unify utility powers, rituals, martial practices, and single use items.
-Expand and deepen the skill list.
-Equalize out-of-combat utility across classes.
-Add degrees of success to skill checks.

General
-Replace economic and treasure system.
-Better Leveling and XP system.

Pie in the Sky Ideas:
Different play styles achievable with simple and small rules tweaks.
Organization and domain management rules.

It seems like the first step is deciding how ability scores work and then building character classes.

megane
Jun 20, 2008



Bongo Bill posted:

Choose a number of eligible enemies to "threaten" each turn. (Powers and class features determine eligibility.) Roll attacks against each of them on your turn, but don't announce the results. Instead, write them down and put the paper face-down. On the threatened enemies' turn, if they do the thing that would provoke the attack, turn it right-side up and see if it hits and if so how much damage is taken.

This is an awful rule. Clean it up.

Why not just make it flat damage? Breaking a tank class's "rule" (moving away from me, attacking allies when you're marked, whatever) costs you 5xLevel HP, period.

lord_daeloth
Jun 2, 2004

megane posted:

Why not just make it flat damage? Breaking a tank class's "rule" (moving away from me, attacking allies when you're marked, whatever) costs you 5xLevel HP, period.

This is my favorite idea for handling this. As an added bonus, it is super easy to expand. Say you want to hinder them in some other way, you might have a class or option that adds status effects instead of damage (or reduced damage). Sure it removes the gamble of "Well, he might miss if I ignore the 'rule'... here goes NOTHING!", but most of the time you just followed that rule regardless. Maybe have options that let you ignore the tank class's 'rule' in given situations? See, this is so crazy easy to expand. Megane is on to something here.

Misandu
Feb 28, 2008

STOP.
Hammer Time.

megane posted:

Why not just make it flat damage? Breaking a tank class's "rule" (moving away from me, attacking allies when you're marked, whatever) costs you 5xLevel HP, period.

You know what 4th Edition really needed? More letters in brackets to denote variables. I vote/use [L] for the user's level, which would make that 5[L] damage.

Error 404
Jul 17, 2009


MAGE CURES PLOT
But for real though High Score = Aggro, Tank gets a bonus, is loving brilliant.

Nancy_Noxious
Apr 10, 2013

by Smythe
MM3 on a bussiness card is a blessing — is there a similar kind of "spine" that describes player character math (expected values to hit, damage, defenses, etc)?

I was planing to keep things compatible with existing 4e material (mainly monsters, to be honest) — the plan would be to simplify stuff on the players side (DTAS, no feats, smaller number of available powers, maybe fewer levels like 13th Age and Gamma World)

Mystic Mongol
Jan 5, 2007

Your life's been thrown in disarray already--I wouldn't want you to feel pressured.


College Slice

Error 404 posted:

But for real though High Score = Aggro, Tank gets a bonus, is loving brilliant.

But that changes from tracking one HP total for a monster to tracking one, plus one more for every member of the party.

Are you sure this is an improvement over marking?

Gau
Nov 18, 2003

I don't think you understand, Gau.
To elaborate on my previous single declarative sentence in which I said I'm making Stars Without Number for 4e:

By default, the PCs in this game are independent contractors for the Hostile Worlds Department of the Ministry of Frontier Space. Your job is to drop onto worlds that would be too dangerous for a standard, lightly-armed scientific team. This does not mean that your job is entirely combat, though; you're well-trained, highly-skilled scientists in your own right. First Contact and archaeological missions will be just as likely (and challenging) as a slog through a death jungle.

Instead of a race, each character will choose a specialty (like biology or xenoanthropology) which bestows a skill package and a power. I'm working on five classes: Scout, Technician, Commander, Gunner, Sniper.

Major design goals:
  • Give each class a specific, sci-fi flavor and role. To this end, I'm abandoning the Defender role entirely in favor of expanding the importance of the Controller role. Goodbye marks, hello status effects!
  • Flattening the math. I'm thinking either six or ten levels. Defenses/bonuses should only increase by a small amount, but damage and HP should scale at a higher rate. This means higher level enemies are (in general) not more dangerous because they hit more or dodge faster, but because they hit harder and can soak more laser blasts.
  • In keeping with the last point, mixed-level parties should be viable. Lower-level characters will catch up quickly, receiving double experience until they match the party's average level.
  • Completely rework the initiative system. The PCs go first (unless they were ambushed), and by default the GM only gets one Monster Action per turn. Each time a character misses, the GM gets another Monster Action immediately after that character's turn. Bigger or leader-type enemies may give out more actions. A tie on an attack roll means that the attack hits and the GM gets a monster action.
  • Random star/planet/mission generation, which will work especially well if players want to divert from the standard campaign and go mercenary.
  • Oh, and a bunch of the regular 4E fixes. I don't want to go full DTAS, but will instead let the players choose their primary and secondary stat. Feats are definitely out.

Gau fucked around with this message at 02:04 on Jul 8, 2014

S.J.
May 19, 2008

Just who the hell do you think we are?

Are you going to keep all 6 stats though?

wallawallawingwang
Mar 8, 2007
Aggro chat: Keeping track of specific per-player per-monster damage number relationships seems like a lot of extra work. I might simplify it into each time a PC does damage greater than X, with X equaling some fraction of the monsters HP, that PC gets an aggro token. If you wanted you could expand that out to things like PCs that use healing wordalikes, or use a daily attack, get an aggro token too. Monster's then pick targets based on whatever combo of availability and aggro tokens you like. Second Wind might also reduce or reset your aggro token count.


The closest I've come to a player math spine are the calculations for companion characters in the DMG2. It might actually be easier to start with the monster stats, and fill in the PC stats from there. If you know what monster HP and defenses are at a given level, you just need to decide how accurate the PC are and how many hits you want it to take to bring a monster down. http://www.enworld.org/forum/content.php?1074-4-Elements-at-the-Core-of-4e#.U7tNvfldXmd this goes into some basic detail about the very very core 4e math.

wallawallawingwang fucked around with this message at 02:48 on Jul 8, 2014

S.J.
May 19, 2008

Just who the hell do you think we are?

Whenever you damage [group of monsters, or an individual monster that is part of a group] you get a colored or numbered token, where the color or number is tied to that particular group of monsters (for similar monsters all acting at the same time) or individually significant monsters like solos or w/e. Defenders can 'mark' that particular monster or group of monsters in order to gain an extra token for every marked monster. AoE attacks gain you a number of tokens equal to the number of damaged monsters + 1 for each group of monsters.

When it's a monsters turn to activate, that monster/group of monsters attempts to attack the person who has the highest number of associated tokens.

You can include specialist monsters that ignore aggro and go after whoever the DM wishes, but in order to do so, on that monsters activation, one of the PCs at the table gets to give up at least one of his aggro tokens.

S.J. fucked around with this message at 02:40 on Jul 8, 2014

Error 404
Jul 17, 2009


MAGE CURES PLOT

Mystic Mongol posted:

But that changes from tracking one HP total for a monster to tracking one, plus one more for every member of the party.

Are you sure this is an improvement over marking?

Unless I'm reading it wrong, it's more like one more thing to keep track of (which isn't good, I grant you) but that this is more like Marking but for everyone

Round 1
Tank auto aggros because no one's attacked yet and they have bonus.
Round 2 Ranger or Wizard roll really hot for damage, so now everyone's focused on them unless the tank can 'hold' the aggro with their bonus.

Gau
Nov 18, 2003

I don't think you understand, Gau.

S.J. posted:

Are you going to keep all 6 stats though?

I'm not entirely certain; I was thinking of futzing with them for a bit and then I wondered what was to gain by doing so. I was thinking that I could do something like "Choose INT or DEX to be your primary stat, set it at 18. Choose any stat to be your secondary stat, set at 16." and then roll the rest in a manner similar to Gamma World.

S.J.
May 19, 2008

Just who the hell do you think we are?

Gau posted:

I'm not entirely certain; I was thinking of futzing with them for a bit and then I wondered what was to gain by doing so. I was thinking that I could do something like "Choose INT or DEX to be your primary stat, set it at 18. Choose any stat to be your secondary stat, set at 16." and then roll the rest in a manner similar to Gamma World.

Any particular reason you wouldn't just reduce them to their modifier, rather than keeping the 12/14/16/etc?

I'm asking because a sci-fi 4e is basically my dream game, so I might be doing this more :v:

Gau
Nov 18, 2003

I don't think you understand, Gau.

S.J. posted:

Any particular reason you wouldn't just reduce them to their modifier, rather than keeping the 12/14/16/etc?

I'm asking because a sci-fi 4e is basically my dream game, so I might be doing this more :v:

Absolutely no reason not to do that; I misunderstood your question (I thought you were asking if I was keeping the existing six abilities). Please ask questions so that I don't let something stupid slip through and retard my entire game.

I have wanted sci-fi 4E for years, ever since I thought about bringing Saga Edition Star Wars up to the 4E standard. My initial picture for this game was "what if the Enterprise took a company of Colonial Marines to explore Pandora?"

S.J.
May 19, 2008

Just who the hell do you think we are?

Gau posted:

Absolutely no reason not to do that; I misunderstood your question (I thought you were asking if I was keeping the existing six abilities). Please ask questions so that I don't let something stupid slip through and retard my entire game.

I have wanted sci-fi 4E for years, ever since I thought about bringing Saga Edition Star Wars up to the 4E standard. My initial picture for this game was "what if the Enterprise took a company of Colonial Marines to explore Pandora?"

No you're fine - the first question was more of a question about whether or not you would keep the 6 abilities or reduce it to 3/4, the second question was separate.

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN
I'm doing a thing.

FINAL FANTASY 14een

Rexides
Jul 25, 2011

Anyone who is attempting an aggro mechanic for this contest should go all the way and try to make a DM-less system.

neonchameleon
Nov 14, 2012



Rules question: I already have Trifold 4E as a base (there are minor rule changes from ordinary 4E). But I've no classes with it; I'm thinking of something like either (a) DW style playbooks or (b) Magical Girl or Super Sentai (or possibly (c) Tag Team Wrestling).

megane
Jun 20, 2008



neonchameleon posted:

Rules question: I already have Trifold 4E as a base (there are minor rule changes from ordinary 4E). But I've no classes with it; I'm thinking of something like either (a) DW style playbooks or (b) Magical Girl or Super Sentai (or possibly (c) Tag Team Wrestling).

(d) All of the above. Color-coded 5-man tag-team magical-girl wresting squads. Each color is a playbook.

Nancy_Noxious
Apr 10, 2013

by Smythe

neonchameleon posted:

(a) DW style playbooks

:swoon:

Misandu
Feb 28, 2008

STOP.
Hammer Time.

Mystic Mongol posted:

But that changes from tracking one HP total for a monster to tracking one, plus one more for every member of the party.

Are you sure this is an improvement over marking?

I think you misunderstood a bit! You only ever track one extra thing which is the current High Score. Write that down, when someone breaks it you change it to the new High Score and they get all the aggro. The idea is supposed to be that when a group of enemies see the Fighter roll up and just CRUNCH their buddy's arm, they think oh poo poo we gotta take that guy out FAST. Then later when the Wizard drops a ton of napalm all over the battlefield they reassess.

It's also worth noting that I'm rebuilding the game around this concept for my entry. Currently setting a new High Score gives you the Spotlight, meaning all attention is on you. Enemies might also have a Spotlight, but I haven't decided yet. Characters who are not currently in the Spotlight are considered in the Cast.

Fighters are all about grabbing the spotlight and holding onto it tightly. They have a variety of active mitigation that they use to survive under the focus of the enemy forces, can build their High Score up with consecutive attacks, and receive massive bonuses to damage while in the Cast. You can try to ignore the Fighter, but you'll pay for it.

Wizards crave the spotlight, but don't have the tools to survive in it. Their powers are all based around getting everyone's attention while in the Cast, then dealing huge amounts of damage while they're (hopefully briefly) in the Spotlight.

Rogues live in the shadows of the fight, doing their best to stay out of the Spotlight as long as possible. The longer Rogues remain in the Cast the more damage they do, so Rogues need to be careful not to draw too much attention too quickly in a battle. When a Rogue finally does get the Spotlight, the resources that allowed them to deal extra damage can be used to avoid attacks and lessen incoming damage allowing them to serve as a sort of 'off-tank.'

Bards are something of the Directors of the battle, they serve as the party leader and help manipulate who is getting attention when. Bards rarely enter the Spotlight themselves, but when they do they command your attention.

Error 404
Jul 17, 2009


MAGE CURES PLOT

Misandu posted:

I think you misunderstood a bit! You only ever track one extra thing which is the current High Score. Write that down, when someone breaks it you change it to the new High Score and they get all the aggro. The idea is supposed to be that when a group of enemies see the Fighter roll up and just CRUNCH their buddy's arm, they think oh poo poo we gotta take that guy out FAST. Then later when the Wizard drops a ton of napalm all over the battlefield they reassess.

It's also worth noting that I'm rebuilding the game around this concept for my entry. Currently setting a new High Score gives you the Spotlight, meaning all attention is on you. Enemies might also have a Spotlight, but I haven't decided yet. Characters who are not currently in the Spotlight are considered in the Cast.

Fighters are all about grabbing the spotlight and holding onto it tightly. They have a variety of active mitigation that they use to survive under the focus of the enemy forces, can build their High Score up with consecutive attacks, and receive massive bonuses to damage while in the Cast. You can try to ignore the Fighter, but you'll pay for it.

Wizards crave the spotlight, but don't have the tools to survive in it. Their powers are all based around getting everyone's attention while in the Cast, then dealing huge amounts of damage while they're (hopefully briefly) in the Spotlight.

Rogues live in the shadows of the fight, doing their best to stay out of the Spotlight as long as possible. The longer Rogues remain in the Cast the more damage they do, so Rogues need to be careful not to draw too much attention too quickly in a battle. When a Rogue finally does get the Spotlight, the resources that allowed them to deal extra damage can be used to avoid attacks and lessen incoming damage allowing them to serve as a sort of 'off-tank.'

Bards are something of the Directors of the battle, they serve as the party leader and help manipulate who is getting attention when. Bards rarely enter the Spotlight themselves, but when they do they command your attention.

Ok, so I did understand what you meant, I was just poo poo at explaining it back again adequately.
I will reiterate, this is awesome and loving inspired.

Though you may wish to broaden your categories to the roles (Striker, Defender, Controller, etc) rather than specific classes, but it's no big deal.

Gau
Nov 18, 2003

I don't think you understand, Gau.
Replacing Clerics with Bards in a fantasy game is my favorite swap. Bards kick so much rear end.

Rexides
Jul 25, 2011

Ok, here is what I currently have in mind for my system:

The players take their turns in any order they want. During a player’s turn, she can take a certain number of actions (standard, move and maaaaaybe minor seems right). Actions have certain main effects (“Move” will take you somewhere else, “Murder” will kill something etc), and most of them have a side effect of generating something called Risk for the player when taken in certain situations.

Risk more or less takes the place of Hit Points, a way to abstract what’s happening during a heated battle. Since Risk is more abstract than hit points, it’s easier for it to go up and down in the course of a fight. You can also think of risk as “karma”, but that’s a bit of a loaded word.

Now, I mentioned that actions can generate risk as a side effect. Here are some examples:
  • Basic Melee Attack: Take Risk equal to the number of adjacent enemies, except the one you attacked.
  • Basic Ranged attack: Take Risk equal to double the number of adjacent enemies.
  • Move: Take Risk equal to the number of enemies you moved past
Classes can of course have access to powers that reduce (or increase!) Risk taken. The fighter will probably have melee attacks that generate zero Risk (or he just mitigates Risk innately) and the rogue can tumble past enemies with little Risk. There are also powers that directly reduce your Risk or the Risk of others.

When all the players have taken their turns, they end up with varying amounts of Risk on them, and it’s now the DM’s turn. The DM can use the Risk that the players generated to ruin their day. Here are some examples of what he could do:
  • The evil wizard casts a fireball. All players roll d20 vs their Risk. Rolling under means that they failed their save and they are now ON FIRE.
  • An ogre lands a heavy hit on the rogue who foolishly thought that he could sneak up on it.
  • The fighter clutches his chest as an old wound reopens. He might have reduced movement for the next round.
  • A small goblin that no one paid any attention to jumps on the wizard’s back and starts pummeling him with his fists.
These “DM Powers” will clear the Risk on the targets. I am not really sure what to do with people who were not targets and whether their remaining Risk should carry over.

So the main idea is that small fiddly actions like having a minion take an OA at you as you move past should be abstracted into Risk, and have the DM roll for significant actions that can dramatically alter the battle by using Risk.

As for the players killing monsters, I am thinking of something similar in the way of “Momentum” or “Pressure”. Haven’t thought about it that much, but I don’t want it to be like Hit Points either.

Spincut
Jan 14, 2008

Oh! OSHA gonna make you serve time!
'Cause you an occupational hazard tonight.
I'm interested in doing something for the contest, but I'm just curious on what you are going to be judging the entries on? Are you looking for something that modified 4e's mechanics the best, did the wildest thing to reskin 4e, or is just "the coolest thing?"

Just wondering what direction I should be looking at. Thanks!

Iunnrais
Jul 25, 2007

It's gaelic.
Anyone revamping Skills / Skill Challenges so they aren't so binary? A skill challenge should preferably be as interesting as combat, or be able to take the position of an opponent in combat, requiring an equivalent level of effort (so you could have minion/standard/elite/solo skill obstacles).

But what could replace the tactical aspects of movement and positioning from combat into a skill challenge? How can a skill challenge "scatter" to avoid "AOE"? Or have an equivalent element that is entirely different but as interesting? Is this even a reasonable thing to ask of a skill system?

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Gau
Nov 18, 2003

I don't think you understand, Gau.
I'm including a vaguely Mouse Guard-esque conflict system that will utilize the skill system to a greater degree than 4E does, mostly for use for scientific and social challenges. I don't think slavishly recreating a "tactical" challenge is the best way to go about it; instead, the skill minigame should be at least in the same category of interested as the combat minigame.

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