Fan-tizzy

January 29, 2012

I’ve been thinking about fantasy RPG systems.  In particular, it’s the age old question of what FRPG system I would want to use.  Hardly exciting.  Can already predict talking about L5R’s sweet spot with mechanics and flawed world.  But, I started thinking about some specifics.

First of all, what games are FRPGs?  I don’t mean so much whether Shadowrun counts as fantasy or whether mixed genre games should go in their own, though this is relevant.  I mean more that there’s a particular subtype of fantasy role-playing that I have in mind.

Conan d20 is certainly a FRPG, but it isn’t what I’m concerned with at the moment.  Conan simulates swords and sorcery, a genre with limited magic and where supernatural elements are typically rooted in the “bad”, the enemy.  Or, if “good”, only show up to counter evil.

What I’m wondering about these days is what system would I play something like Wheel of Time in or Spellsinger or Young Kingdoms – worlds where magic is in the hands of the heroes.  There is a Wheel of Time d20 supplement, yet there’s no way I would want to use d20 as a base.  Young Kingdoms is covered by the Chaosium model, which I have no interest in either.

Why not these systems, though?

d20

Too mechanical.  Too much accounting.  I feel like I’m playing a MMORPG, which should give an idea of how pointless I view 4e D&D, which is an obvious MMO ripoff.

Starting characters are too weak.  Experience benefits are too slow and awkward.  Feats are boring.  The only thing I actually like about d20 is the skill system and “improvements” on d20 keep trying to “fix” the skill system.  I don’t even like how d20 or any D&D version does attributes, even though it’s the 3-18 system that I was first introduced to and has been used extensively in RPGs.  I hate using a d20 for resolution as to me it produces far too much variance and too many dull rolls.

I can’t speak to how well the magic system works for D&D d20, too little experience too long ago.

Chaosium

RuneQuest, Stormbringer/Elric, Call of Cthulhu, Basic Role-Playing, etc.  d100 resolution has the same problem as d20 resolution, only providing more “empty” values – rolls that don’t interest me in any way.

All of these games are far too crippling to PCs in my experience.  In our RuneQuest play, I just figure that a limb will be lost every fight, that death is two or three hits, that combat doesn’t really work unless you are superior to the enemy, have a bunch of potions (mainly Heal 6′s to restore limbs), and enough PCs know Healing 2 or Xenohealing 2 for recovery and stopping bleeding.

It’s RQ that inspired me to about a few things.  The first is the usual problem I have with features such as hit location, bleeding, fumble charts that screw over PCs.  Other than building the “there’s no symmetry between PCs and what they fight” arguments for why these things suck, which is kind of interesting when you think about just how much difference there is and how that impacts game design, there’s not much gained from this line of thinking.

The more interesting line of thinking for me that got me on this kick was two-fold:  what sort of magic system I want to see when the PCs are expected to be spellcasters; how games should handle recovery.

The more I’ve come to participate in RQ’s magic system, the less it makes sense to me from a marketing standpoint.  Much like Vampire: The Masquerade made a mistake by having variety of abilities at discipline dot levels PCs wouldn’t have and not at the levels that players care about, RQ is all about having this giant world of magic that PCs barely touch.

Even Battle Magic, which is readily attainable, depletes power points in a death spiral way and the costs of learning it are absurd relative to our income.  My recollection is that, in fact, the intention is to limit each PC to a few spells.  Unfortunately, that rules out the focused spellcaster and just causes everyone to look the same, which is the number one thing that I complain about.

Then, there’s Rune Magic, which seems like it would be important.  It’s laughable how poor the incentives are.  Sure, we are dumb and don’t sacrifice to learn Rune Magic every chance we get, which seems to be the way the game is supposed to be played.  But, even so, when I knew a Rune Spell, I never wanted to cast it, just like any one-shot effect that seems good is something no one wants to ever use.  Even at Rune Lord, every spell is a one-shot.  To actually play the game they talk about requires a bunch of Rune Priests, which I’ve been told shouldn’t be adventuring, anyway.

So, what should a “PC magic” system look like?  Daily spell slots?  It might get tiresome to hear, but I do think it works with L5R, though maybe only because the need to cast is relatively rare.  I actually have found, in my not so recent experiences, that D&D spell slots work okay.

Power points?  I don’t find this to work.  It’s all about replenishment rate.  In games with this mechanic, I find someone blows their wad out in a fight and, then, can’t do anything forever.  In Conan, sorcery is better suited to bad guys as they can replenish with human sacrifices.  But, then, Conan isn’t a “PC magic” system.

Fantasy Hero

Which brings us to Fantasy Hero.  The Hero engine was intended for Champions, and it often shows in how the system often doesn’t capture the flavor of genres without a lot of work under the hood.  On the plus side, the engine is so customizable from a power standpoint (the skill system blows), that you can eventually find a particular flavor.

Anyway, if you play it without a bunch of limitations, casting a spell is pretty much just a factor of making a skill roll (which blows) and spending END.  Rechargability is easy, so you can produce consistent effects (depending upon making skill rolls) each and every fight.  This is more what I’ve been thinking of when it comes to recovery.

I find that recovery can be a huge problem.  In Conan, sure, you will get your hit points back after three days of rest, but fighting back to back major fights is crippling.  L5R is not remotely designed for multiple battles in a row – shugenja will run out of Water slots for healing fast and possibly all slots; Void Points will be gone by the second fight.  Another case of how D&D does things better, as the whole engine was built around the idea of multiple fights.

Take an extreme example.  You fight a major battle with everyone a mess and half your offensive spells gone.  Clerics replace enough hit points and the other half of the offensive spells enable a second engagement of the same level.  When tapped out (spellwise), you are done for the day.  Now, of course, D&D’s dungeon crawling philosophy is predicated upon the idea that you can secure a part of the dungeon long enough to refresh, which is not different from other situations where you know when you have to stop and you stop.

With Fantasy Hero, if you want to enable an easily recharged battery, it’s simple to have that recharged battery.  Can take five phases, or whatever, to replenish END every fight.  I think a lot of people are opposed to this.  I’m not sure if they’ve thought it through or not, but I can see how it sounds wrong.

If you can instantly recover (heal, have full spell options, etc.) after every fight, then what’s the real cost of a fight?  Preventing death could be, though death is not a viable option in some worlds, like worlds that make any sense.  A lot of adventures don’t have a viable alternative to winning a fight.  In fiction, you would just get captured or you would fail some mission critical objective, like preventing the damsel from being whisked away or a village being burned to the ground.

Being captured has often been considered worse than death in the hack and slash world.  After all, can get resurrected, but being captured means losing stuff, and stuff is the game’s god.

Precious

Okay, I forgot to mention earlier another thing that always bothers me in FRPGs that I’m choosing to dredge up.  I hate stuff.  I hate external power.  To me, characters and not just fantasy characters should be defined by what makes the character special and not how special their stuff is.

Admittedly, in certain cases, a character is tied to stuff.  Elric is tied to Stormbringer, even if he is special without it.  There’s a certain allowance that can be given to a character, though only when the stuff is unique.

I particularly hate armor.  I quickly got tired of AD&D’s armor system where you always chose the heaviest armor you could.  RuneQuest is exactly the same way.  I don’t care if it’s realistic or not.  It has terrible flavor, and again, it makes everyone the same.  I find that in RQ, every single one of my characters gets exactly the same armor because any other choice is moronic.  For a variety of reasons, Conan has grown in my esteem, but one thing I always credited it with was that armor was something to be minimized.  Sure, it’s hecka useful to have some, more so than I thought for quite a long time, but in a world where the outdoors matter, anything above light armor is suicidal.

So, what system succeeds in the stuff department?  Conan does a very good job, even though some weapons are much better.  L5R does well enough, though 4e is a step back with how powerful armor turns out to be.

None Of The Above

And, so it goes.  I may really like L5R at the moment, but I have major questions as to how adaptable it is to more generic fantasy with even just the system.  I suppose anything can be house ruled, with house ruling the closest system being more sensible than another.  I could change basic healing in L5R to something where you pretty much restore all your wounds after every fight without Path to Inner Peace.

But, I wonder.  I wonder if I’m overcomplicating things and missing an obvious choice if all I wanted to do was dungeon crawl or reflect a specific fantasy genre where magic resided heavily in the party.  AD&D or oD&D would probably be fine for dungeon crawling.  As for high fantasy, I’ve already argued that the nature of it is antithetical to mechanics.  Medium fantasy, for lack of a better term, is not even something I have a clear grasp on.  Maybe Spellsinger would fall into it.  Maybe when you cross swords and sorcery with high fantasy, as Moorcock does, you get a balance rather than two different genres.

Maybe if I understood Ars Magica better.  Maybe if I went to the trouble of playing around with Fantasy Hero (and just ignore how much I hate skills in Hero).  Savage Worlds isn’t going to do it – I never developed a good sense of the mechanics.  RQ, in theory, could be made more palatable to me, but it would completely change the nature of the game, and it would likely be less palatable to others.


Cable

January 17, 2011

So, I awoke to another game-related dream.  I woke up as I was reviewing the character sheet for a Champions game character for a new Champions campaign (probably a campaign).

Some trivia:  The player was a friend from growing up that I hadn’t seen in over 20 years.  The character’s artwork was female though we referred to the character as him.  The premise was some gadgeteer who had some sort of high-tech cables that did stuff – main attack was a huge Entangle.  I actually comment in the dream that as I got further down the list of powers I realized that the character’s powers really didn’t have any sort of theme and it was just a “I want to be able to do this and this and this” character.  I got into a discussion on the character’s +3 SPD with a -3.5 disad of [Publish], which I naturally interpreted as meaning the character had +3 SPD only while publishing (journalist job or something) as a single 3.5 disad is absurd and would need to be so narrow as to make the ability essentially useless, but my friend couldn’t remember what the disad was supposed to mean and was trying to convince me that it would increase his SPD in combat.

The other players were sitting around a table waiting for me to finish reviewing, and I was quite concerned with time and whether everyone else was ready.

Oh, by the way, for those who don’t follow such things, Cable is a Marvel mutant, Scott and Jean’s son from the future who creates X-Force.  I finally found out (this was like 15 years ago) that the name Cable was some not terribly cool reference to how he was a cable between the past and the future or two sets of mutants or something.  Still find the name okay for some reason, must roll off the tongue.

Anyway, how am I going to make use of this dream?

Champions in particular, but Hero System in general, has incredibly involved combats.  The noncombat system is actually far too simple for me, with basically it just being roll 3d6.  I also rather hate 3d6 resolution since it generates lots of average results and extreme results, like a 14, don’t feel terribly extreme.  But, I want to focus on combat.  I could focus on character building with its incredible precision and heavy accounting-like math, a system that has historically been my favorite for character creation; I once, as far as I know, owned every Champions product up through around Demons Rule.  But, I want to focus on combat.

I don’t dislike all combat.  I just dislike far more combat than a lot of people I’ve played with.  Mostly, it is because of boredom.  Often, it’s because the party is destined to win and there’s no real reason to be involved and there’s nothing terribly interesting to achieve as a personal goal in the combat.  Combats where the party looks like it’s going to lose I’m all in favor of and get enthusiastic about, at least as long as they don’t have anticlimactic endings where the party gets bailed out by something dumb.

Ultimately, I suppose, it comes down to the fact that I don’t like rolling dice for the sake of rolling dice.  I’d much rather do something creative in combat that doesn’t involve rolling dice than just roll attack/roll damage in round 1 of a 6 round fight.

So, combat length.  There’s always minimizing realtime waste.  Some systems leave people with more time to sit around and wait for others to act.  Then, there’s making quicker decisions, not looking up rules in books, etc.  Then, there’s in-combat length, reducing the number of rounds that combat lasts, which is more in my mind.  However, I’m going to address these things individually since they do connect to my greater theme [which is?].

1.  Turn Length

There are a variety of reasons why PCs might have to wait longer or shorter for their turns to come up.  Rather than try to get into every possibility, I’m going to focus on bad guys’ turns and overly involved mechanics.

I’m a big fan of all bad guys going on the same initiative, at least when GMing.  I know it’s unrealistic and takes away from some battles where the bad guys have names and are a serious threat, but as a GM, I find that I can’t focus on things like I can as a player, so it’s far easier to process as many things at once as possible and helps with enemy tactics.

Lots of bad guys equals lots of time for players to blithely ignore how they should be thinking of optimal tactics to win the fight.  Really, I hardly ever see players think about what the party should be doing once combat begins.  I am accumulating infamy for my wolf battles – I’ve run two fights at the beginning of sessions against wolves merely to setup what happens next only to find that the combats last hours longer than I wanted.  Is this entirely due to numbers of bad guys?  Of course not.  It has a lot of something to do with making the wolves too resilient.  If I ever run a game where werewolves are the bad guys, prepare for a TPK.  I’m drifting off topic.  Number of bad guys.  I’m not thrilled with having only one bad guy since it makes too many fights too easy for PCs, but I’d probably say that two tough bad dudes is good times.  Hordes are painful unless they can be abstracted – I personally hate rolling half a dozen or more attacks by dorks but don’t play with folks who seem enthusiastic about rolling for the bad guys for me; on the other hand, I don’t mind it as much as a player where there’s some suspense as to whether I get hit or not.

Then, we get to systems where individual turns take way too long.  I’m not talking about decision time which I’ll get to in a moment.  I’m talking about purely mechanically being overly involved.  Multiple attacks can greatly extend turns.  Hit location tables or, really, any sort of special tables often add virtually nothing yet draw out actions.  Now, long turns isn’t as bad as highly variable turns.  I find that a lot of the time someone will be done in under a minute and someone else will take considerably longer.  For instance, a fighter may just swing sword and hit or miss (miss really sucks when you aren’t doing much) where a spellcaster does something far more complicated.

In terms of turn length, while people play much faster the better they know the system, I’m pro L5R.  I’m going to bring up L5R often because its streamlined combat system is more what I’m looking for.  With Solomon Kane, I find that there’s a great disparity in turns, though that has something to do with having party minions and with my countering with baddie minions.  With Conan, I don’t feel like PC turns take the wrong amount of time, maybe because the massive damage save rule speeds things up, except when people are indecisive and/or don’t know what the rules are.  At least, with Conan, when someone is doing something more complicated, it’s probably more interesting to those who are observing.

2.  Decision/Rules Time

Some people just aren’t sufficiently engaged in what is going on.  That isn’t a system issue.  What is a system issue is when a system offers too many options or when the options are too complicated and require either adjudication or, more likely, looking up rules.

Feng Shui is supposed to be fast-paced Hong Kong Movie style adventuring.  I’m a big fan of it but not its combat.  Combat, rather than being quick and exciting, is often incredibly mechanical and slow.  Part of the slowness can come from players trying to get into the spirit and do heavily descriptive things, which is fine.  It’s more how tedious it is to either gun down a bunch of mooks or how hard it is to put something named down.  Then, the shot system, much like the Speed system in Hero, is extremely mechanical.  I find shot management even more accountingish than Speed management as, usually, in Hero, you do stuff on your phase where shots are often used for things like aiming or get pushed down with active dodge.  Is FS a good example for this section?  Probably not.  Reason it came to mind was that players I play with often don’t grok the shot system and how long their abilities take, which causes indecision and greatly slows down play.  For me, once I got it and understand what my character does (which was harder, of course, in one-shots than when I ran a gambler in a campaign), my shots were pretty much aim or attack with deciding whether to active dodge coming down to what shot number I was on.

Conan is a case where things work okay only because the players don’t know what they are doing.  I built an alt character (who promptly died because he was heroic and the party wasn’t) who took advantage of my experience-gained knowledge of what was effective in Conan.  I was constantly paralyzed by indecision as he had simply too many combat options:  how much to Power Attack for; whether to Improved Feint to do Sneak Attack damage; which playmat square to occupy to maximize effectiveness of attacks; whether to fight defensively; how much Combat Expertise to use; etc.  While that was an extreme case, our players simply don’t think of all of the options available to them or plan ahead for when there are decisions like Power Attack.  And, I’m just talking about basic combat.  Add in maneuvers and our players are inept tactically.  I constantly forgot to use the Aid Another option to help our barbarian kill everything since my attacks were ineffectual, and that’s one of the most basic maneuvers.  We don’t even remember maneuvers in the main book, let alone maneuvers in anything else.  Is that bad?  No!!  If we used everything available to us, while it might make combat more interesting, it would be insane in terms of figuring out what goodies or baddies should do.  I came to the conclusion at one point that a PC can pretty much only recall using one special maneuver.  If that maneuver is too effective, then the GM counters and the PC moves on to the next maneuver.  Whichever maneuver the PC is on is the PC’s schtick.

Another comment on Conan – I despise the grapple rules.  We end up looking them up constantly even though we’ve looked them up so many times that one would think we would know them by heart.  Some on the forum thought they were simple to remember.  Um, only if you do basic things.  What happens when you have multiple grapplers?  What happens when a monster can grapple in addition to doing other things?  We couldn’t even remember how to move a grapple or how it worked to give up attacks to break a grapple, which are basic things.  Simply way overcomplicated rules for something that doesn’t interest me at all.  But, since they are a good way to inflict pain on PCs, they are a key element to the GM’s arsenal.

I’ve played a lot of systems where there were far too many choices.  Someone just asked about the Oz RPG, I assumed the Oz: Dark and Terrible RPG.  I remember that combat was incredibly frustrating when I demoed it in 2009 because it was so counterintuitive and had too many phases.  Too hard to think of others off the top of my head as too many systems blur.

Again, I like the number of options in L5R.  Sure, I don’t use knockdown, disarm, feint as often as they should be used, but I don’t find that there’s an endless list of maneuvers like Conan or too few to where a character bad at normal stuff is useless.  Though, I am against the extra stances in 4e, which I don’t think added anything besides making Defense Stancing shugenja way better in combat than they should be.

3.  Kill!  Kill!  Kill!

I seek combat that lasts 3 rounds max (well, see below).  I don’t want 3 rounds of “I punch/slice/shoot”.  But, people should go down … fast.  Those wolf battles were supposed to be of the 3 round type.  I’m often engaged in 3 round L5R fights where, in contrast, I’ve become bored with the attrition wars that I’m finding to be too often the case when running HoR2 mods with 4e rules and minimal bad guy stat changes.

By the way, if you ever consider comic book fights, they are quite interesting when translated into RPGs because they don’t work like how one might expect.  Comic book fights last a long time, but most of the panels are taken up with someone thinking to oneself or with soliloquy or conversation or being out of the line of fire.  When someone gets hit by an attack, it’s often ineffective or takes them out in one-shot.

This can be simulated in Champions by people taking phases to recover or get away rather than just keep attacking, but normally, I find that people only recover or evade when they feel they need to.  What doesn’t work so well in Champions is the idea that one attack will take someone out (or be completely ineffective, as both extremes produce balance problems).

Not every single combat should be quick, but really, a lot of combats are combat for combat’s sake and not terribly important to the story.  While I’m quite fond of how quick 3e L5R combats went in HoR, the combats typically felt tacked on to give bushi a chance to show off, so they shouldn’t have lasted longer than 3 rounds.  An epic battle, however, that decides how the story will go or whether PCs survive, I can see going on longer – wars of attrition are fine when they are the climax to the adventure.

However, the option to make any battle quick should be available.  This is where I’m having a lot of trouble with Solomon Kane.  I made it way more brutal by making raises openended for damage, yet, it still often bogs down for me into round after round of “When are things going to go down?”  I’m not sure how I can make it nastier, but then, I haven’t thought too much about the details yet.

The Theme

The point of this post was to comment on how I want combat to be fast and brutal as, everything else being equal, that makes them more interesting.  L5R 3e was great for this sort of thing, with one exception – characters could die way too easily.

Sure, L5R 3e wasn’t perfect as a fight might be over before your initiative even came up and one’s attack and damage rolls might mean that any attack was an auto-kill, but I found that there were plenty of subtle tactics to make combat more than just “I swing, you die”.  There needed to be an extended way to avoid death to prevent GMs from having to not keep high dice to keep characters alive.

At the rate things are going, I have no idea whether I’ll ever end up running SK again, but if I do, I want to figure out a way to make combat more brutal but also more interesting to the PCs who don’t have armies of minions.

For game designers out there who give a fig what I want:  don’t give characters too many options; don’t have wildly disparate combat builds, such as one dude with one attack and another with five; don’t use a bunch of tables or special cases; don’t make it too hard to take something down; don’t overuse mooks who are a complete bore most of the time to nuke; don’t require that PCs be smart in their decisions to be successful; don’t have combat feel like accounting; make things go down fast so that we can spend more time on role-playing and less on roll-playing.


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