Wednesday, July 22, 2020

Some bigger changes

Posting another update to the v7 rules.  You can get it on the Get Beacon page using the preview rules link (is stamped version 7.2).  I was trying to get this out to fix some issues with STR bonus for melee weapon damage but I also wound up making some pretty big changes, again based on the on going play-testing.  A bunch of stuff in this one but here is a summary of the changes:

  • The 'biggest' change is also the smallest, Clerics will use their CHA bonus for casting divine spells.  I thought that was a really good idea since it makes sense that divine magic comes from personality and not smarts and also CHA was the odd one out with little mechanical effect hanging off it.
  • Beastmen will be able to become clerics but they will also get a -2 CHA as a racial modifier.  I think this balances the extra HP but we will see.  I hated having Beastmen so limited to classes that I considered cutting them out, but I think this might work and give some more options while not inadvertently making them the go to race for clerics.  They still can't use arcane magics but everyone should be able to have a spiritual life.
  • I added in the encumbrance rules but I dropped the numbers a bit and changed the 'stone' to 'weight' as a custom unit of bulk.  Average PC can carry 6 weight of stuff and not the 10stone/100lb situation I was talking about before.  I also put in a table of common weights which should make it simple to track.  This hopefully will remove any cultural/realism overhead but accomplish the same thing as the stone system.
  • Made some additional balance changes to creature ACs, spell descriptions etc.
  • Changes to costs of some items, notably hirelings, rations and ammo.
  • I changed the way taking damage works.  Now you cannot choose to take STR damage instead of HP.  Casters can  however choose to spend STR instead of HP for spells.

So that last two obviously are obviously pretty big but I think that the system of choosing STR vs hp was not working at all and some players were burning out their STR and others were not and falling unconscious all based on how they saw the situation instead of arising from the situation.  I think this rule was totally destroying the feeling of immediate danger in combat and was forcing players to meta game at exactly the wrong moments.  It also was super confusing to those familiar with other d20 systems and it broke the whole low levels is deadly vibe I want the game to have.  Now you hit 0 and then the damage spills over to STR as you would expect.  

HOWEVER I don't want to entirely give up on the concept of pushing limits that the rule was supposed to foster so I also changed the casting rules allowing casters to choose to use their STR points for spells.  I think this accomplishes the same thing I wanted to have with the old rule but without the other bad effects.  It does give casters more spell power but the price is pretty high.  The new rules for STR damage conditions are still in place so casters using these points pay a high price with long recovery times and conditions.  Also since a critical miss or other situation could zap your STR unexpectedly using it for spells can be pretty dangerous, so this presents an interesting decision mechanic.  I may at some point figure out a feat for fighters to tap into this STR pool somehow for the same reasons.  SO I think that in the original rules the idea was good, but the implementation and the costing was bad.  We will see how this works out.



 

Saturday, July 18, 2020

The Encumbrance one

I realized a while ago that if I was going to run a crawl style game I needed to deal with time and resource management.  Now play-testing Beacon and I'm seeing it come up where the players want to rest after each fight, especially if the spell casters are down a few points.  This is understandable from a meta-game/video game perspective, but it plays hell with the whole idea of ratcheting tension.  I do have the player using rations every rest and only allowing partial rests in the wilderness, but they routinely carry around piles of cheap rations so its not effective.  The only way I can think of to deal with this is to limit the amount of supplies.  I remember from all sorts of attempts in the past to limit player inventory that no-one really likes dealing with encumbrance and even if your players are game to try things start to slide and some will keep better track than others.  Finally it falls on the Game master to manage all this and man but do you already have enough to worry about.  So a non-starter right?

Well I want to at least have some rules in Beacon for this even if they are optional rules.  I’m going to try to come up with something to use in my games that I can stick with and hopefully it’s also fun for the players, or at least interesting for them.  It got to be simple so players can follow it and so the GM can keep an eye on it.  I’ve been looking at the question and reading up on some OSR solutions from the past decade.  The two most interesting to me are the Stone system or a slot system like the ‘Anti-hammerspace’ system.  I like both of these and can see using either system, but before going any further with this I need to figure out the problem so I can find out what works design-wise.

The first stop on this quest then is to figure out why even have an encumbrance system.  You can track encumbrance to limit how much treasure players can carry, which is the oldest reason.  Another reason is to track how many items or the kind of armour a PC can equip, this seems to me the reason it’s currently done in D&D now.  Another reason is to track resources for travel, another is for simulation ‘realism’, and there are probably some additional reasons that escape me.

In Beacon the main reason to have encumbrance is to manage resources and provide support for the HP and damage economy.  Beacon spends a lot of effort making HP management important and allowing players to make trade offs with STR and resting.  I think that that’s the answer there the encumbrance system is there in order to provide meaningful choices relating to PCs resting, and to give more weight (sigh) to using STR as a HP buffer.  So I’m not too worried about realism or tracking a PC's armour and weapons, but I am concerned with how much food and water players carry since that will determine how long they can stay out and how often they can afford to rest.  I’m also interested in hauling big items and large amounts of treasure, but not as much as the food and light resources.  So that’s the core of the mechanic I want to build.  How much food/water a group can carry and the PC's STR needs to be relevant to this so that as they get weaker they have more decisions to make.  I’m not designing for realistic item weights or to manage what kinds of armour a PC has although if I can include some nods to it that’s OK.

Now to what I don't want to do.  I don’t want to penalize a player for having a real low STR, it’s already pretty bad for these guys.  STR is the PC damage limit, and is heavily leveraged for combat so if you make it so low STR characters can’t use heavy armour is a double whammy.  I just recently removed minSTR from weapons and armour and don’t want it creeping back in in an encumbrance system.  So a character with 3 STR needs to be able to wear any kind of armour, carry a weapon or two and at least a couple days supplies, that’s my baseline.  I also don't want to have to sort out how many pounds  everything weighs and then have players arguing about how much something weighs in 'real life' or telling me they can carry twice as much because they did it one-time back in scouts.  I only want to deal with item weight for important things and the units should be fairly abstract.  

So far both the 'stone' system and the slot system seem like they will work.  So maybe getting into some details will help.  If I were to use the stone system I can see it working something like this: some base number based on armour type +/- STR bonus.  The worst STR ‘bonus’ is -4 so when wearing heavy armour, that base number needs to be a bit bigger than 4, I’m thinking 6 because that leaves 2 units for the rest of your gear.   In my mind before looking into this at all I was thinking 60lb =/- 10lb per STR bonus which would abstract into 6 ten poundish units or 'stones', so that fits pretty well.  If I make heavy armour about 4 'stone' then the base number for someone wearing no armour would be 10 which is nice and simple to remember.

So 10 stone +/- 1 stone per STR bonus would give PCs a carrying range between 6 and 4 stone and quickly assigning items some values here:

Armour would be 4/3/1 stone for heavy/medium/light.  
Shields and heavy weapons would be 1 stone,
light weapons maybe half a stone or 1/3 stone, 
10 torches in a stone, 50' rope 1 stone and etc
Rations (in this case food and water) would be 2-3 per stone most likely.

Most items are pretty easy to eyeball in this range and smaller items can be ignored or grouped into a bag or a kit of some kind.  For all a players miscellaneous items I would say a bag or a pouch of them would be 1 stone, so all those little mirrors, maps, potions, tools, lock-picks etc would just go in that one bag.   Coins is the next item to consider but since in Beacon I went with lighter coins at 50/pound that would mean ~500 per stone which is pretty nice and round as well.

So pretty simple yea, but how will this fix the stated problem?  Well now its easier to see how much a PC can carry without getting too much detail.  A PC with 12 STR can have medium armour (3), a heavy weapon (1) , a sling and two daggers (1), a bag of misc gear (1), 10 torches (1),  4 days rations(2) would have 2 stone left available to carry 1000 coins, (or say a couple heavy gold candle sticks and a bag of coins) before they are bogged down and encumbered. If that same character takes 3-4 STR damage they are going to have to make some decisions on what to drop when they need that encumbered condition removed.   And if they are encumbered, what happens?  Well encumbered has to mean something like disadvantage which is nice and simple .  Also no dashing, maybe slower movement.  It should have enough of a bite to dissuade players from getting there but not so bad that they can't flirt with it.  

The stone system seems to work pretty well.  One problem I can see is that smaller items are going to fall between the gaps so that one bag or misc items is probably going to have 50 lb of stuff in it.  However I can press the ignore button quite a lot on that, so long as the important stuff gets tracked.  I also see a lot of players chiming in on how this or that should weigh less, but again I think that's manageable. Stone is pretty good since it keeps the basic idea of tracking weights already there but just makes the numbers more manageable.

What about the slot system, or some other way to abstract away items altogether?  I've played some good games that abstract away tracking items with resource dice or item slots but the main problem I have with those is that they wouldn't have the same amount of compatibility with all the legacy d20 systems.  That compatibility (in feel as well as mechanics) is one of the core design goals of Beacon so there would have to be a big advantage to use those systems if they drop those mechanics for something else.  Certainly Beacon is flexible enough you can bolt on any encumbrance system and it would work, but I think I would leave that up to the GM and not try to change the 'default'  Beacon rules too far from home.  For better or worse, d20 has at its core the idea of counting little things like coins and hp so keeping that feel is essential I think.  Any system to abstract that needs to keep that same taste while making it easier to manage.  I'll have to think about that some more.




Wednesday, July 8, 2020

July Update

Been a little while since the last post, but I'm unrepentant.  The play-tests have been going well and the players seem to be enjoying the game.  They also have flushed out some issues which is fantastic.  I have made corrections in the Roll20 character-sheet and made some additional adjustments to the version 7 draft which I updated and you can get here.

Most of the changes I have been makings are in purple text for now so the play-testers can find them easier, but here's a summary of the bigger things:

Melee weapon damage now includes the full STR bonus and two handed weapons get a +1 to damage.  I changed this from a practicality perspective because calculating half bonus is a pain in the ass and two-handed weapons were probably too powerful compared to one handed ones.  The +1 is good enough I believe.

I put in some conditions for taking various amounts of Stat damage, the system allows you to not use HP and instead take STR damage, and I like that idea since it allows for some decision making trade offs when a character wants to push themselves.  However now that Stat damage heals faster, a lot of players were using their STR as a HP heat sink in fights and then expecting to just heal up in downtime between sessions.  I didn't like this since it makes a HUGE difference for low level characters to soak up damage. So to balance things again I put in some conditions when you take various amounts of STR damage. 

Characters who have taken 2 or more STR damage cannot DASH and can only move once per round or half speed overland. A character taking 4 or more points of STR damage in one round are in Shock until they have had a Rest or proper attention. Characters in Shock are at disadvantage on all rolls. A character having 6 or more points of STR damage are in considerable and debilitating pain. They cannot take any actions unless they make a DC 12 Physical save to overcome the pain.

I have been toying with the idea of making these limits slightly different, perhaps use character level so that the available buffer grows along with HP, but I like this as a test and its a good way to include conditions which is something I wanted to do anyway.

I also formalized the time a little bit and fixed the definitions for turns vs rounds etc.  Some of this is to pave the way for fixing the spell descriptions and to add in a few exploration/resource rules.  Also I added in some rules for the weapon durability and adjusted the critical tables for that.  I like it and its pretty simple to track I believe, we'll see what the players think.