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  • Locked thread
wallawallawingwang
Mar 8, 2007
You definitely want to follow 4e's example and make sure that every action feels like a character is doing something awesome in its own right. A standard action heal almost never just heals, it always does damage and heals, a lot of heals only use a minor action. For star ships battles, I'd want to know how characters are distinguished by the game's skill system and then map those skill specialties to combat roles. If you have a tech specialty (comprised of however many skills), you could map that to repairing the ship, which seems fairly leader-y. I'd also want to point out that starship battle rules could actually get mapped to general army vs army battle rules pretty easily so long as you think of an army as a single unit.

I don't really have a conclusion to this thought, but I keep thinking that in real life most full fledged battles have goals beyond "Kill all the other guys," and that taking skirmish combat and just scaling it up in size doesn't add that dimension to a battle. Maybe instead of winning by reducing the other side's HP to 0, you win by scoring a set amount of victory points in a set amount of time, or keeping the other side from scoring a given amount of VP over a certain number of rounds. You could score VP by damaging the other side, but also bu forcing them outside of certain zones, or by keeping yourself in a given zone.

There is this well thought out design for combat and I keep thinking the game could benefit if the skills system worked more like the combat system and large scale battles seem like a good place to start bridging that gap.

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Mendrian
Jan 6, 2013

I think the cleanest solution to a problem like that is:

1.) Give 1 or maybe 2 powers in Starship combat based on skill specialty, so a Tech specialist gets a heal/buff or suchlike.

2.) Give different ship modules different roles and powers and be explicit about what role they fill. Controller Module: Drone Launching Pad would be interesting; Striker Module: Skirmish Package (medium-heavy machine guns and reaction-thrusters to avoid hits).

The big challenge I think with space combat is that it's basically static; even if all players can contribute to movement (and they should) they're basically all glued together into a single ball while they take on other mobile challenges. This is unlike the personal-level combat space where characters move individually around a grid and have a higher level of agency over their own tactics. Space combat should be short; otherwise it'll feel very sloggy, even if everybody has something to do.

Syka
Mar 24, 2007
sum n00b or wut?
Also, fun fight gimmick for you: You mentioned having a simplified schematic for where each player is in the ship. In one fight, bust out a map of the ship itself in the middle of a space combat and have enemies beam aboard the PCs ship so they have to fight off intruders while still flying the ship.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Good suggestions all. There will definitely be minion equivalent starfighters ('snubs' maybe) that explode on one hit, at least if nobody important is on board.

Damaging specific systems is going to have to be a thing, so you can have "the hyperdrive is damaged, we'll have to land on this hostile world and see if we can get it repaired." And fights against capital ships will largely be about taking out key systems (weapons, shield generators) in order to blow things up instead of just doing hull damage. Maybe whenever a smaller ship goes against one it's more like an environment with mini-enemies (gun batteries and such).

bbcisdabomb
Jan 15, 2008

SHEESH

neonchameleon posted:

It's something I need to fix; UK standard A4 paper (210*297mm) isn't quite US standard letter paper (216*279mm). I forget which it works on (I'm in the UK). I possibly need two versions of the sheets to get them right which would be really irritating.

Strangely enough, if I download the documents as .docx the formatting is perfect. I'll just chalk this one up to Google Docs being weird.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Okay, brainstorm on spaceships based on thread input-

A spaceship is basically a collection of modules, each with HP based on level. (For the sake of simplicity all modules in a ship are the same level.) A module has a level, HP, powers, and a role. Starfighters are usually single modules, cruisers are 4-6.

It works like monster math, I think- the basic level 1 module has a certain AC and damage and so on, you add to that based on its role and level.

Keeping things moving fast will be a concern- there should be a way to disable a ship without taking out every single module. HP could be lower or damage higher.

Capital ships get built around "elite" modules. So a cruiser vs a capital ship is a bad proposition but if it's a big battle with allies taking fire you may be able to target single modules. For something like the Death Star you'd have the equivalent of a landscape with individual modules for gun towers, etc.

Iny
Jan 11, 2012

So, okay, I've finally got a group that might actually be amenable to giving my take on this stuff a try, so I'm finally gonna actually do the DTAS-style retroclone thing. Here's what I'm thinking so far:

COMBAT STUFF:
  • All attacks are 1d20+your level+proficiency if you have it+miscellaneous bonuses; everyone's defenses are reduced by 4 to reflect the fact that you don't add your ability modifier to this stuff anymore; ability score bonuses, stat increases by level, the usual half-level bonuses, Weaplement Expertise, and the magic weapon treadmill all vanish like farts in the wind.
  • Damage bonuses and anything that would depend on your secondary attributes are all now just [3+something that vaguely reflects the rate at which your secondary attributes are normally expected to scale]. This rule will require me to reduce monster HP by a little, and by more at high levels, because damage bonuses normally scale faster than your secondary attributes do; at some point I'll go do the math and figure out how much and what that scaling factor actually is.
  • Feats that used to require certain ability scores now don't require poo poo.
  • Classes/builds that would have had a higher-than-normal initiative because of their Dex now just get that as a class feature.
  • Same thing with your defenses. If your build would have had high ones, you get high ones. If not, you don't. At some point I'll go look at the math and figure out how fast they should scale for each build given their usual attributes and just give people that scaling factor as a class feature.
  • Ditto hit points.
  • Apropos of nothing, do I really need to keep the thing where, like, some powers have unlockable build-specific riders that make them pretty good if you're part of that build and kind of lovely if you're not? I really want to rewrite poo poo to just have those riders as ordinary parts of the power, so you don't have to be Fey Pact to unlock the good part of Nypacian Serpents or whatever, but I'm okay with reconsidering if y'all are of the opinion that those powers are usually good even without the riders, or that making them available to anybody would unlock some vast array of cataclysmic charop combos to ruin the balance of everything forever.

FEATS:

  • I'm gonna cut like two thousand feats.

SKILL STUFF:

  • New skill: Muscle, which does what raw Strength checks used to do. Lifting. Pushing. Smashing. Throwing people. Whatever.
  • Fold Athletics and the non-escape-artist bits of Acrobatics into one skill, tentatively named Parkour because why the hell not. There was always a big overlap between what I'd allow out of those two and I can't really think of any character concept where being good at one but bad at the other would actually matter, except for Acrobatics' escape artist bits.
  • The escape artist bits of Acrobatics get folded into Thievery, which also retains all its usual capabilities.
  • Rename Bluff to Deception, it's more syllables but it makes it clearer that you can use it for poo poo like disguises and forgery.
  • Fold Diplomacy and Intimidate into one skill, tentatively named Charisma because that word's not taken anymore. These two are very close to being the exact same skill described two different ways and there's no real reason this game needs both of them. Roll Charisma and just tell me if you're being scary or inspirational or affable or whatever.
  • Endurance is fine the way it is and I intend to make a point of giving people plenty of opportunities to show off with it, because I feel like it doesn't get enough play.
  • Insight and Perception are fine the way they are.
  • Stealth is fine the way it is.
  • Arcana retains its ability to analyze, identify, and mess around with existing spells and magical effects. It can also be used to identify spellcasters. On the other hand, if you want to know about one of the monsters that used to be in Arcana's purview, you want a new skill called Spirit Lore. Or maybe I should call it just Spirits? I'll tentatively stick with "Spirit Lore" for now. Spirit Lore can also be used to do things like, say, identify and let you talk to the spirit of a river you need to cross (although you'd need to use other skills, or possibly your fists, to actually persuade that spirit to help you out). In addition, I see myself using a fair number of spirits to explain things that would usually be magical effects: random guy X isn't Dominated, he's possessed; there isn't a Corrupt Food spell on the larders, someone invoked a pestilence demon.
  • I'm tempted to have a new skill -- Engineering? -- for making equipment, constructing poo poo, and analyzing equipment and buildings. Like, you want to look at a skeleton warrior's sword and see if it came from an ancestral tomb (and if so which one), or an armory somewhere (and if so which one)? Use this skill. You want to find secret doors, traps, points where the floor is falling apart? Use Perception or this skill. You want to pick a lock, or do that thing in Pirates of the Caribbean where the guy lifted the jail cell door out of place? Use Thievery or this skill. I dunno, is there too much overlap here?
  • I feel like I should roll the underdark-survival bits of Dungeoneering into Nature (which keeps all its normal stuff besides), put the dungeon-analyzing parts into Engineering, and put the Far-Realm-creature parts into Spirit Lore. I mean, kind of like Dungeoneering as it is, but this plan feels more advisable somehow? I dunno.
  • Does Heal even need to exist? I'm... really not sure either way. Maybe beef up the "I can tell undead creatures from living ones" part and give it, like, the ability to analyze creatures' overall health and anatomy and poo poo? Play up the fact that you've got to know your medicines to be a healer and give it some potionmaking abilities and some overlap with other skills re: identifying herbs and poisons and stuff? Hmm.
  • I'm not really sure why, but I feel like Religion is... lacking? Not sure how to help it out, or if I should roll it into something else, or if I should steal some other skills' capabilities and put them here, or what.
  • History has serious problems. What the heck do you get to know if you have this? No one loving knows, it's all up to the DM's whim. I don't know what I should do about this one but it really needs some kind of reform, or possibly to be removed from the list entirely.
  • Streetwise is... ok as it is, I guess. I dunno. Hmm.

No class skill lists. You pick three skills you're great at, three you're terrible at (I think I'm going to say that thinky knowledge skills like Arcana, Spirits, and Nature count for one-half when you're picking out your three weaknesses, because one person failing a knowledge check is almost never anywhere near as consequential as, say, one person failing to climb or move silently), and four you're good at. (I'm not super attached to the amounts of skills you get to pick in each category, it could be four/two/five or whatever, this is kind of off-the-top-of-my-head, feel free to speak up about that. And I haven't quite hashed out what the bonuses/penalties for great/good/terrible should be, I'll have to look again at the DCs-by-level guidelines.)

I'm also going to rewrite each skill's description to have a hell of a lot more explicitly-granted player-fiat abilities, like, "if your X skill is +15 or better, you can do Y, no roll needed".

Thoughts? Am I full of poo poo? Is this all super ill-conceived or really superfluous or overambitious or, I dunno, something else?

Iny fucked around with this message at 11:17 on Feb 10, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Iny posted:

Thoughts? Am I full of poo poo? Is this all super ill-conceived or really superfluous or overambitious or, I dunno, something else?

This all seems fine to me. That said:
The best reason to hew close to the existing math is so that you can use the MM3/MV monsters (which IIRC was the intent with 4th Trifold) and specifically so you can more easily flesh out combat with below-level enemies. If neither of those are useful/desirable objectives to you (and I've put this fingerprint all over the thread) just throw out the math and start with something simpler.

Is there anything specific you're on the fence about?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I was looking at the Dungeon Master's Screen from the Essentials line, and I stumbled upon a Damage by Level table.

Excerpt:
pre:
Level     Single Target     Two or More Targets
  1          1d8+4                 1d6+3
  2          1d8+5                 1d6+4
  3          1d8+6                 1d6+5
What's interesting to me is that using the MM3 Monster Math, the average damage of these die expressions match up pretty well to 3-4 hits to kill an even-level (Soldier) monster.

If one were to use these die expressions for W, how would that work out? Are there powers that don't base their damage off of W? Does W already naturally scale up to keep pace with monster HP even using standard rules?

wallawallawingwang
Mar 8, 2007

Iny posted:

Thoughts? Am I full of poo poo? Is this all super ill-conceived or really superfluous or overambitious or, I dunno, something else?
You've got a lot of good ideas here!
It seems like skills are where you have the most unknowns, which makes sense, that was the area 4e probably fell down the most.

General skill thoughts:
  • If there was a section of 4e to jettison and replace entirely, Skill are it. Are you sure you wouldn't be happier with 13th Age style backgrounds, or FATE-esque aspects, or one of a zillion other things?
  • If you are going to rejigger the DCs for most things, I think making the DCs for attacks and the DCs for skill checks grow at the same rate and fall into the same bands would be a good idea. It'll makes adjudicating in-combat improve type things a lot easier and should help smooth out some of the weirdness that comes with things like grapple or stealth.
  • Building off of skills granting narrative powers, you also might want to look at tying rituals (and martial practices) and skills closer together. Get rid of the cure disease/blindness/paralysis/whatever rituals and fold all of that into heal. Animal Messenger is just part of having Nature trained. You can comprehend an ancient language by rolling well on a history check. You should be able to John Henry your way thru a mountain overnight while your compadres sleep with a high enough muscle/endurance.
On specific skills:
  • If Endurance isn't getting enough use then it's probably not fine. I can't think of what Endurance could do that Fortitude Defense, Healing Surges, HP, and Muscle don't already do. It's like having a willpower skill that lets you resist eating cookies or something and a Will Defense that keeps ilithids from blasting your brain. I'd recommend folding Muscle and Endurance together. I can't think of a compelling character archetype that is one but not the other.
  • It seems like Spirit Lore touches on all of the other knowledge sorts of skills. Talking to a river spirit could be Nature or Religion just as easily. It also seems really setting specific. Is this a set of generic rules, or does it come with a setting?
  • Expand History into a general Academics or Lore skill. Or maybe replace it with a general know stuff about monsters skill?
  • I think the game has needed a military tactics/siegecraft/be a general/know stuff about armies skill since forever.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

gradenko_2000 posted:

I was looking at the Dungeon Master's Screen from the Essentials line, and I stumbled upon a Damage by Level table.

Excerpt:
pre:
Level     Single Target     Two or More Targets
  1          1d8+4                 1d6+3
  2          1d8+5                 1d6+4
  3          1d8+6                 1d6+5
What's interesting to me is that using the MM3 Monster Math, the average damage of these die expressions match up pretty well to 3-4 hits to kill an even-level (Soldier) monster.

If one were to use these die expressions for W, how would that work out? Are there powers that don't base their damage off of W? Does W already naturally scale up to keep pace with monster HP even using standard rules?

If you're not already familiar with "MM3 on a business card" from Blog of Holding, google that post-haste.

In either case, what I ended up doing for [W] was basically 1d6+1d10+lvl (heroic), 2d6+2d10+lvl-10 (paragon), 3d6+3d10+lvl-20 (epic)
If you have poo poo like Twin Strike or Shield Bash on your monsters, just break that damage up amongst their attacks per round (Monster Vault Minotaurs are a good example, off the top of my head)
You can also convert attack rolls to 1d20+1d8+lvl





:spergin:

P.d0t fucked around with this message at 09:31 on Mar 20, 2016

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
That's what I was saying: I did compare the average damage from these die expressions against the HP levels of a monster constructed from the MM3-on-a-business-card guidelines, and the result was always somewhere between 3 to 4 hits-to-a-kill. I was inquiring as to how well does W scale under 'normal' rules to get some perspective.

P.d0t posted:

You can also convert attack rolls to 1d20+1d8+lvl

And this can replace half-level + expertise feats, etc etc?

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
That basically lines up with the MM3 math, and some goon previously proffered that 5+lvl for PCs should cover half-level, ENH, feat, prof, and ability mod, IIRC.

wallawallawingwang
Mar 8, 2007

gradenko_2000 posted:

That's what I was saying: I did compare the average damage from these die expressions against the HP levels of a monster constructed from the MM3-on-a-business-card guidelines, and the result was always somewhere between 3 to 4 hits-to-a-kill. I was inquiring as to how well does W scale under 'normal' rules to get some perspective.

I don't think the normal rules scale quite as well. MM3 math assumes PC damage goes up about 2 points of DPR each level. If you look at it from enough distance that might be true. I'm sure level 30s can pull off 70 points of DPR. But I don't think most of that growth in DPR comes in smoothly. It seems like its a lot of levels of nothing or +1 and then a sudden +5, followed by more nothing. More importantly, its harder for characters to do that level of damage using their at-wills, or without using combos of feats, items, encounters and dailies. So that level of damage isn't very consistent.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
What's the mathematical progression of monster damage versus player HP? Is there an established monster-hits-before-player-hits-0-HP ratio? I need it for uh, research.

EDIT: Disregard, found it. Blog of Holding says 4 hits to kill applies to both players vs monsters as well as monsters vs players.

gradenko_2000 fucked around with this message at 05:24 on Feb 16, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Awww gently caress i was working on this big effort post.

tl;dr people with high AC and HP are harder to kill.

wallawallawingwang
Mar 8, 2007

gradenko_2000 posted:

What's the mathematical progression of monster damage versus player HP? Is there an established monster-hits-before-player-hits-0-HP ratio? I need it for uh, research.

EDIT: Disregard, found it. Blog of Holding says 4 hits to kill applies to both players vs monsters as well as monsters vs players.

Just keep this followup in mind. Four hits to kill an equal level character is how it works at 1st level, but it becomes increasingly less true as you level up. Whether or not that is a good idea is another matter.

Speleothing
May 6, 2008

Spare batteries are pretty key.

Maxwell Lord posted:

Okay, brainstorm on spaceships based on thread input-

A spaceship is basically a collection of modules, each with HP based on level. (For the sake of simplicity all modules in a ship are the same level.) A module has a level, HP, powers, and a role. Starfighters are usually single modules, cruisers are 4-6.

It works like monster math, I think- the basic level 1 module has a certain AC and damage and so on, you add to that based on its role and level.

Keeping things moving fast will be a concern- there should be a way to disable a ship without taking out every single module. HP could be lower or damage higher.

Capital ships get built around "elite" modules. So a cruiser vs a capital ship is a bad proposition but if it's a big battle with allies taking fire you may be able to target single modules. For something like the Death Star you'd have the equivalent of a landscape with individual modules for gun towers, etc.

I really like the idea of collections of modules, with each one getting a bonus based on whether it's crewed (and by class/level of the crew). Fighters probably still end up needing at least engines, a weapon or two, and shields, which means the Pilot will have to leave some of them uncrewed and swap his bonus from one to another during his turn. Which means station-swapping should be a in-turn resource crews need to manage.

Cruiser-level combat seems like the sweet spot for PCs all being on the same ship's crew - maybe with a small complement of redshirts to fill things out. If you include boarding action, then the PCs are encouraged to disable just enough modules to be able to board the enemy cruiser, and unlike boarding between capital ships, they can actually expect to incapacitate the whole enemy crew at the cruiser level.


Have you played FTL at all?

- - - - -

Also, for your commander class, isn't there a Shaman build that's focused on ranged combat and directing fire?

Speleothing fucked around with this message at 02:08 on Feb 17, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
I know this has been discussed a bit in other places, but I wanted to know what (if any) solutions people had come up for for this, from a design perspective:

Utility Powers
One big criticism was that combat and non-combat powers were fighting over the same design space in this category and it kinda became lopsided.

So, what's the solution? Do you give all utility powers a combat AND non-combat application? Or do you just silo the things off and have 2 sets of resources? Scrap the whole thing and replace it with something else...?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
I think noncombat utilities should be scrapped entirely, along with skills and noncombat and nonmagical utility items. That entire aspect of play should have a much more generalized and siloed approach, based on something like backgrounds and the players' and GM's collective genre expectations.

Iunnrais
Jul 25, 2007

It's gaelic.
Perhaps non-combat utility powers could be replaced entirely by skills? You said you were considering granting explicit powers at various skill levels anyway.

Although, I can see an argument for certain classes to gain unique skill applications... (perhaps obtainable by other classes via feat?)

Moriatti
Apr 21, 2014

Do whatever, as long as you keep ruinous phrase. Aka: the best way to enter every room.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I like the idea of utility powers, I just think figuring out the balance on them will be tricky. I haven't quite figured out where to silo them- there are some that make more sense to be bound up with a character's background (like the ones that aid thievery and bluffing), while others are part of a class' abilities (for healers, etc.).

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

wallawallawingwang posted:

I don't think the normal rules scale quite as well. MM3 math assumes PC damage goes up about 2 points of DPR each level. If you look at it from enough distance that might be true. I'm sure level 30s can pull off 70 points of DPR. But I don't think most of that growth in DPR comes in smoothly. It seems like its a lot of levels of nothing or +1 and then a sudden +5, followed by more nothing. More importantly, its harder for characters to do that level of damage using their at-wills, or without using combos of feats, items, encounters and dailies. So that level of damage isn't very consistent.

There's a very specific pause in the page 42 damage table and its DMG 2 equivalent- without it the rise in, say multiple target damage (Low) is about .5 per level, but there's a line in the chart (in different places per type which is annoying) where it doesn't go up at all. I'm wondering why that pause is there.

It'd be great to have something like that chart but not just copy-pasting it, which is tough since I'm trying to use mostly the same math.

Moriatti
Apr 21, 2014

If I wanted to run the original Ravenloft module, but in 4e for some of my friends over Spring Break, how doable would that be and has any good work been done in adopting it?

EDIT: Wrong thread!

Moriatti fucked around with this message at 23:14 on Mar 8, 2015

Ratpick
Oct 9, 2012

And no one ate dinner that night.
I've been mulling over a kind of a lite 4e clone based heavily on Microlite20. I've read the various Microlite20 based 4e clones, but they somehow leave me wanting. I'm also drawing heavily from Perils & Polyhedrals, a neat little Microlite20 variant with some ideas from 4e as well.

For an example, one of the recent ones I read had the three stats of Microlite20 (being Body, Dexterity and Mind) and for some unfathomable reason used both the ability score and modifier. These same stats were also used to derive other stats with different names (for an example, Fortitude Defense being derived from Body) when using unified vocabulary would do.

So, here are my tentative ideas for this Microlite4e clone:
  • Three stats, Fortitude, Reflex and Will. Fortitude is basically Str and Con mashed together, Reflex is Dex but with the quick-thinking and alert parts of Int and Wis as well as the quick-witted part of Cha. Will is the force of personality part of Cha, as well as the studied and devoted parts of Wis and Int.
  • No deriving modifiers from ability scores. Your modifier is your ability. So, instead of being expressed as Fort 13 (+1) you just have Fort +1.
  • Each stat has a corresponding defense which is just that stat plus 10.
  • Level-dependent modifiers are applied straight to the stats. This is just a measure to address the fact that the actual in ability modifier sans level-dependent modifier rarely sees use in 4e. One consequence of this is that, unlike in 4e, level-dependent bonuses will get added to damage rolls as well, but I'm okay with this. It should work out fine provided I sort out the monster math properly.
  • Advantage/Disadvantage from 5e. As much as I like 4e, keeping track of tons of different modifiers is a bit of a chore. Advantage/Disadvantage is one of the few things from 5e that I think improves quality of life.
  • For now, I'm sticking with four races and classes, namely the classics: Human, Elf, Dwarf and Halfling, and Fighter, Cleric, Rogue and Wizard.
What I still need to figure out at the moment:
  • Skills. Microlite20 uses a short list of four skills, being Physical, Subterfuge, Lore and Communication. While these are supposedly divorced from the abilities, they are actually very strongly attached to specific stats: you probably won't see many Will+Physique rolls or Fort+Lore rolls. I want a simple system where the stats and skills are easily divorced. One idea is to use 13th Age style backgrounds whereupon characters effectively come up with freeform skill packages.
  • The races. Looking at my list of stats and race lineup it's pretty easy to figure out the stats for all the races: Humans get +1 to any stat of their choice, dwarves get +1 to Fort, elves get +1 to Will and halflings get +1 to Ref. However, I'm not quite happy with it, because it drives races towards very specific classes and builds with little room for modifications. To address this I'm thinking of drawing from later 4e's idea of floating ability modifiers for race: Dwarves become +1 Fort or Will, elves get +1 Ref or Will, and for the sake of symmetry halflings get +1 Ref or Fort.
  • The classes. I want the classes to fulfill 4e's combat roles, but also because I'm going for a bit of a classic feel I also need to figure out how to marry classic feels with 4e mechanics. This isn't really hard with the Fighter, Rogue or Wizard, but with the Cleric I want them to have that old-school holy warrior vibe. This specifically means that I want the Cleric to be more a Battle Cleric than a Laser Cleric, and with that being said I just need to figure out a way to make them good melee combatants while not making them reliant on spreading their stats too thin between Fort and Will.
I know this is very up in the air at the moment, but any and all advice and critique would be appreciated.

starkebn
May 18, 2004

"Oooh, got a little too serious. You okay there, little buddy?"
Could work, but you're keeping stats and so I'm tuning out.

Ratpick
Oct 9, 2012

And no one ate dinner that night.

starkebn posted:

Could work, but you're keeping stats and so I'm tuning out.

Yeah, that's another thing: throughout this process I kept thinking whether I even should keep stats as a thing in this at all. I should probably look at other people DTAS projects to see if I can marry some of the ideas from those to this project of mine. I'm not 100% dedicated to the idea of stats, the main point being to make an ultralite but still distinctly 4e-influenced game.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
You don't necessarily need to completely drop attribute scores, you just need to avoid the situation where a Fighter needs to get STR and then that hurts his ability to be a stealthy dude if he wants to, as well as the situation where a Fighter is always locked into +3 Physical for their skills.

In that sense, I'd play it like this:

* A character gets to choose which of their attributes is used as a modifier to their attack rolls and damage rolls. It can be anything, provided that the character shouldn't be able to change it on a whim
* A character gets to choose which of their five Microlite skills gets a +3 "class" bonus. It can be anything, again provided that it's supposed to be a locked-in decision

There was already a Microlite4e attempt previously made; it should be part of the ML20 compilation- the thing it really lacked (and is arguably the biggest hurdle of any 4e retroclone that doesn't branch off into its own completely) was a rewrite of the class powers to the new system. In that sense I would consider the Class Compendium to be a good starting point to get a full set of powers for playable characters.

Weaponmaster Fighter
Templar Cleric
Scoundrel Rogue
Arcanist Wizard
Marshal Warlord*

* because I consider it nigh-unforgivable for a 4e retroclone to not have the most iconic class of 4e

starkebn
May 18, 2004

"Oooh, got a little too serious. You okay there, little buddy?"
The problem I have with stats is that if you're a particular class then you should have particular stats - so they add no differentiation at all, so are really pointless.

Just remove stats and change the numbers so the maths is right I say.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Well yes, full DTAS would be "you are always this accurate and your attacks always hit this hard, justify it however you wish" and then your "class-based" skill bonus would be a +3 in whatever you wanted, divorced from whatever your class actually is.

Torchlighter
Jan 15, 2012

I Got Kids. I need this.
Here's a question, are Races really all that important to how a character plays?

I mean, they're considered one of the three pillars to make up a character, but really, what they give from a gameplay perspective is:

1) a stat boost to certain attributes (useless in DTAS systems, pigeonholes races into certain classes, could be completely ignore by rolling the stat bonuses into the classes)

2) a vague series of skill bonuses (which is probably the first thing most people would get rid of in 4e, since it's a throwback design with little value)

3) a power (sometimes)

4) a variety of vague bonuses that mean very little (the dwarf gets pushed less. the tiefling has fire resist. the dragonborn hits harder when bloodied.)

Am I wrong in thinking that you could probably do away with a lot of this? it basically boils down to 'I'm Eladrin, I have a teleport.'

Also racial feats, but that's a different kettle of fish.

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.
Last night, while having 4e chat after a 4e game, I sort of came with an idea. I don't really have the time to expand on it, at the moment, but I'd thought I'd mention it. Somewhat, it's me saying "screw randomness" since -- harking back to an unrelated conversation a year ago about Chess -- strategy and total randomness don't really mix well.

I've never played amber diceless or any diceless game, but my idea basically revolves around static target numbers and pools of points:

pre:
Points: Characters in Souls receive five pools of points. These points are used to increase their competency with actions or add effects.
     Skill points: Can be used on a skill check and refresh per scene.
     Round Points: Can be used on attack checks or -- at the cost of all round points -- use a healing surge and refresh per round.
     Encounter Points: Can be used on attack checks, to add up to X damage, to add encounter effects, and refresh per scene.
     Daily Points: Can be used on attack checks, to add damage, to add daily effects, and refresh per day.
     Action Points: Can be used to gain an extra standard action and refreshes per day. Limited once per round.
These points can be spent "downard." So, you can spend Round, Encounter, and Daily points together on a check. Thing is, they don't refresh at the same time.

The effects are broken down into encounter and daily effects and are bought by their corresponding points. So, you get a list of encounter and daily effects -- some you start with, some you buy with XP -- and you can add them to checks with their corresponding points. Each would have its own cost.

Instead of skills, I borrowed an idea from a friend where you mix backgrounds and skills:

pre:
Backgrounds: Character pick X background at character generation. This background starts at a value of +1. Each background gives a list of skills. 

Skills: Players receive a list of skills from their background. They may distribute X points among these skills.
The core mechanic of the game would be:

(Background + Skill) / Attack Value + Points vs Target Number

What makes it a 4e retroclone would be the fact it would use 4e's tactical combat system, but iterated upon. After all, this change in core mechanics requires a change in math and I might import some ideas from other systems.

Speaking from importing from systems, I'm thinking of adapting the Icon system from 13th Age or something similar. Something to tie them into the setting. It might be relationships or it could be things like actually having holds and keeps like in older games.

Does any of this sound like a good idea?

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Ratpick posted:

Yeah, that's another thing: throughout this process I kept thinking whether I even should keep stats as a thing in this at all. I should probably look at other people DTAS projects to see if I can marry some of the ideas from those to this project of mine. I'm not 100% dedicated to the idea of stats, the main point being to make an ultralite but still distinctly 4e-influenced game.

I know you've stated previously (in this thread, I think?) that you and I had similar ideas for skills and stuff.
Take a look at what I've come up with; maybe we can bounce some ideas off each other.

Basically, I like the idea of flat target numbers (instead of scaling attack/defense and skills/DCs) stapled to "you're good at this skill because your class would be" (by using Advantage) rather than having ability scores cocking up either skills or combat or both.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Torchlighter posted:

Here's a question, are Races really all that important to how a character plays?

I mean, they're considered one of the three pillars to make up a character, but really, what they give from a gameplay perspective is:

1) a stat boost to certain attributes (useless in DTAS systems, pigeonholes races into certain classes, could be completely ignore by rolling the stat bonuses into the classes)

2) a vague series of skill bonuses (which is probably the first thing most people would get rid of in 4e, since it's a throwback design with little value)

3) a power (sometimes)

4) a variety of vague bonuses that mean very little (the dwarf gets pushed less. the tiefling has fire resist. the dragonborn hits harder when bloodied.)

Am I wrong in thinking that you could probably do away with a lot of this? it basically boils down to 'I'm Eladrin, I have a teleport.'

Also racial feats, but that's a different kettle of fish.

You could probably keep 3) and 4), and one of the Microlite versions I've seen (5e maybe?) had the racial bonuses boiled down in this way, which made it so that was what really set the races apart.
The floating stat/skill bonuses (assuming you'd even keep that sort of math in your clone) could easily be stapled onto backgrounds or rolled into the usual point-buy or whatever.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Covok posted:

Instead of skills, I borrowed an idea from a friend where you mix backgrounds and skills:

pre:
Backgrounds: Character pick X background at character generation. This background starts at a value of +1. 
Each background gives a list of skills. 

Skills: Players receive a list of skills from their background. 
They may distribute X points among these skills.

I sort of like the idea of grouping skills into lists, which seems like something you're angling towards with this.

Like, 4e seems to give Athletics, Endurance, Intimidate, and Heal to any sort of fightymans class skills (but of course ability score demands tend to dictate which ones you'll actually train)
And, each power source has sort of a signature skill (Arcane = Arcana, Divine = Religion, Primal = Nature)
Charisma seems to be its own skill group; you probably will have Insight on your list if you're supposed to be The Face, too.


Is this kinda in line with what you're thinking?

P.d0t fucked around with this message at 22:24 on Mar 27, 2015

starkebn
May 18, 2004

"Oooh, got a little too serious. You okay there, little buddy?"

Torchlighter posted:

Here's a question, are Races really all that important to how a character plays?

I mean, they're considered one of the three pillars to make up a character, but really, what they give from a gameplay perspective is:

1) a stat boost to certain attributes (useless in DTAS systems, pigeonholes races into certain classes, could be completely ignore by rolling the stat bonuses into the classes)

2) a vague series of skill bonuses (which is probably the first thing most people would get rid of in 4e, since it's a throwback design with little value)

3) a power (sometimes)

4) a variety of vague bonuses that mean very little (the dwarf gets pushed less. the tiefling has fire resist. the dragonborn hits harder when bloodied.)

Am I wrong in thinking that you could probably do away with a lot of this? it basically boils down to 'I'm Eladrin, I have a teleport.'

Also racial feats, but that's a different kettle of fish.

I've been thinking about this exact thing recently. And like above, I definitely think 1 & 2 can go without any drama.

I was thinking of either paring it down to just racial powers, or going even further and making race purely cosmetic and letting people take whatever racial powers they want from the whole list and just explaining it however they wish.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Anyone still working on clones?

starkebn
May 18, 2004

"Oooh, got a little too serious. You okay there, little buddy?"

P.d0t posted:

Anyone still working on clones?

Does "always thinking about it, but never writing things down" count?

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Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Have been distracted by a couple of other projects.

The focus has been on powers, and for a while it has been a struggle to get away from just rephrasing 4e powers in my own words. Actually creating new stuff is trickier. The Guard/Fighter I'll probably have to totally redo, the Rogue and Warlord/Commander I managed to get slightly away from that, but the Duellist- which I based on the Ranger but am making into a more "Flash Gordon swashbuckler" type- has potential (I've already given it a bit of forced movement so it can separate a target from the pack and whittle them down- the idea is the Rogue is all about sneaking up on you from the back and the Duellist is all up front and have-at-you.)

But yeah it's a big project.

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