Montag, 29. März 2010

Returning to the "D10 System"

So, what is that system? Well the original slogan was: "D&D 3.x in simple & done right."
Well I of course did redo how pretty much everything worked (except for the basic principle of "roll high is good"). But If I check out my dependency chart of what influences what, things get pretty messy quite soon.

I started out with: Attributes, Skills, Defenses and Feats (split into Advantages & Tricks) & Spells - no classes, no levels, but races. Character-Creation was pretty much point buy in White Wolf Fashion (basic set + buy your focus using free points).
However the whole thing had it's issues as races modify existing values (eg. granting attribute bonuses, trained skills and sometimes feats). The freedom to customize was quickly reduced a bit as it had a little issue: the potential of abuse was too high.

Character creation was damn pretty quick for me cause I could stat a character after I got a concept within 5 minutes including equipment. However the influences between the individual subsets were pretty complex and sometimes circular:

Trait-Dependencies
  • Race does not depend on anything.
  • Attributes depend on racial limitations
  • Skills depend on Attributes & Feats
  • Feats depend on Attributes, Skills (without feat bonuses), Feats
  • Defenses depend on Race, Attributes, Feats
  • # Spells depend on Feats
  • Magic capabilities depend on Attributes, Skills, Feats, Spells
Trait influences
  • Race - limits attributes, grants attribute points, automatically trained skills, grants Advantages (a type of Feats), requirement for some Feats
  • Attributes - grant bonuses to Skills and Defenses, requirement for some Feats. Sometimes grant offensive combat bonuses. May influences #Spells a character has available and the power of a characters spells.
  • Skills - some influence spellcasting & offensive capabilities. requirement for some Feats.
  • Defense - sometimes requirement for some Feats.
  • Feats (general) - There are feat-chains and some chains span over several Feat-types. Can influence pretty much anything.
  • Advantages (Feats) - Improve Skills, Defenses, offensive combat capabilities, allow spellcasting.
  • Tricks (Feats) - Allow special actions. Usually Combat related.
  • Spells - May grant temporary bonuses.
  • Gear - Modifies defenses, movement-rates.
Some other drawbacks
  • Well without levels HP (the D&D style) quickly became a problem. I think I need a "heroism model" like "Mook", "Dude", "normal person", "Henchman", "Hero", "Freak", "Monster", "Demi-god" to grant some sort of power level. And there it comes back: Levels ... - Or I need a significantly different way to change the damage/survivability thing.
  • Defenses - my defenses System was simplified "SW:SE-style" - no AC, but armor influences AC ... it does not work and is terribly complicated resulting in various IMBA chains.
  • Unlucky Examples: You don't hit an Elf, but if you hit one it's a dead Elf. You may hit a dwarf but a dwarf will never get wounded unless you score a critical hit ...
  • I need a realistic, but at least somewhat balanced concept for "one-shot" weapons (Alchemy) the old one was damn too cheap ...
Resume
Well, I think, I need to simplify how different subsystems influence each other. That will allow a better predictability and reduce some of the terrible chaos my system accidentally caused. This should also reduce the potential of IMBA-chains.

Sonntag, 28. März 2010

So I've been on Cat-Con XXX

Well, like the title says, I've been on Cat-Con XXX.

The basics
  • What is Cat-Con ? Well it's a little local Convention at Cat-Cafe in Ulm, Germany.
  • What was up ? Well lot's of game sessions were held. I guess over 100 visitors were there and probably 20+ RPG sessions were held. Also dozens of Miniature Battles and a few local Tabletop-Tournaments were held (alphabetic order: AT-43, Warmachines, WH-40k).
  • Pegasus Support provides most of Pegasus portfolio on the German market as "try it out" variant. This year's special was an official SR4 GM - though I was a little bit surprised as Call of Cuthulu is part of that portfolio and the younger system (release date of the German translation).
  • Imp's Shop (Ulm) provided a Con-shop (RPG & TT stuff).
  • It seems that DSA 4 (The dark eye), Cuthulu, Shadowrun 3 & 4 are the most vital RPG-systems on that Con. There were some more exotic games (at least declared, but I cannot check everything) like Dogs in the Vineguard, Macho-Weiber-mit-dicken-Kanonen, Barbaren, Starwars D6 and others.
My activities
Well I spent most of my Saturday afternoon and evening getting used to Warmachines Mk. II and later (well so around 21:00h) on I joined a 7 hours long Starwars D6 game. Took some sleep during the early morning hours and then went on to take part in the Warmachines Tournament.

Both in Star Wars as well as in the tournament the dice weren't with me.

I mean I fried half a dozen blasters in Star Wars and caused some biohazzard stuff in that scenario. In the tournament I wasn't able to score points.

However the whole thing thought me two things:
  • Lucky dice are a BAD, BAD, invention.
  • Warmachine is far more complex then I expected. Try again & beat them. And don't get your caster knocked down because your opponent bull-rushes one of his/her own Jacks with a bigger Jack right into your caster ...
Conclusions (my D10 System)
Oh, and some of the chatting on Cat-Con inspired me to dabble again on my "old" D10 system. Well it once came into a pretty active testing-phase until I had to spend more energy on other stuff. And there are some known issues that I still remember that have to be fixed.
So expect some postings on that topic.