Re: Brainstorming a new game system
Important Backwards angle from the 'Don't need fancy gear to survive'. Unless there's some discount mechanic you have employed to buy something as an 'item', Don't make people suffer for having their straight up abilities flavored as Items. Right about here, would be text spam ranting about Champions Mush experirnce outlining this issue. But I'll skip that and short version.
If somebody purchases an ability that could legally function as being just 'duuur, I have powers!' as it's Flavor, Don't force them to deal with the hassles of 'Item' powers if they want to flavor their Abilities as a Power Armor or something, and they are NOT buying it with 'item' discounts or whatever.
The 'no initiative' thing. We 'almost' have that with our DnD rig in that the turns of allies are interchangeable (so long as there are more allies 'next' to them in the initiative). However it could likely get very hard to post stuff properly if everything happens at the exact same time, even if everyone posted in a timely manner. The 'more than one person gets a kill shot' can get kind of out of hand with even just DnD powers alone (not even touching the DnD powers that trigger of defeated targets). Sorry Wizard, but that Swordmage banished your target from existence temporarily so the target out of your Acid Arrow range. You also have *rolls* 17 arrows sticking out of you, but the cleric has already declared hitting a minion with a melee basic so maybe next turn they can heal you AFTER you have to make a death save roll.
SOME kind of order is needed, especially on Play By Post when you can't just work out everything the Team has planned in a span of five minutes or so.
The 'Advanced calculus to play' to 'Imaginaaatioooon!' style. At least figured HP and hit/defenses. No matter how much they end up the cause of Arg, they are kinda needed in most cases. As for skills, simplify. A) follow the logic that PC's are conveniently baseline skilled (sorta like they are in DnD, even if official DC's are too hard even for skill monkeys to manage regularly). B) Don't make a pile of a zillion skills, nor make a few flagrantly better than the vast majority of them.
18 different kinds of melee and ranged attack skills is not fun if they all boil down to 'you might actually hit something'. (let's see, Blaster rifles, blaster pistols, slungthrowers, Melee weapons, vibro weapons, ranged dodge, melee block, unarmed block, etc) conversely, don't make one skill a super package deal that others can never compete with even if they get multiple skills, especially if it also has extra abilities and/or damage sources. (Lightsabre.)
In fact, considering we likely wont be 'gear heavy' as that means stating up gear/making item tables/etc it's probably best to just assume you're competent with whatever method of carnage you employ, while any combat skills (if we even have them) should be for making your method of choice more trick shotty or something.
The Tri-Stat deal and combat stat thing. I would suggest 'let your primary stat be your combat stat', but then you have people punished for well roundedness instead of min/maxing even more than usual. Why have 5/5/5 when 3/3/9 works just as well or better at keeping you alive/ass kicking? However, it would also be one of the best ways to prevent 'this one stat is king' so, yeah. Wish I had better insight there.
But in general, the Tri-Stat intention (only need to think about 3 stats instead of 6 or more) is good idea.
On the 'how complex, how many stats, skills, items' in a lump comment. Simpler is better. Not only because it would to the previously mentioned streamlining of creation gig, but there is also the fact that anything for this intended system is something we need to create in the first place (movement rules alone can be brain meltingly complicated). By we I mean mostly you guys. I just ramble and attack perceived flaws with a pickaxe.
Minor twitch at the 'no range penalties up to' skill from past experience... But, Champs system DID have a good idea there. Yes, Melee attacks were 'cheaper' than ranged. However, there was no penalty (nor bonus) for shooting at things while in melee combat.
Mildly related, One of the 'good' house rules of Champs Mush was no power could exceed 50 build points (or 10d10 DMG, which incidentally was what a 50 point basic Energy Blast did), at both chargen or EVER. Pricetag was a separate matter. If something only 'cost' you 15 from some combination of power disadvantages and other price discounts, you still couldn't exceed 50 points in what it was 'built' from. This worked nicely, except around the players with so much EXP they were allowed to break the various 'at chargen' caps.
But yes, some kind of upper limit on how much can be dumped into something would be good. If say, 25 points or whatever (if we do point based) ends up max value, then it would be harder for people to tweak past the general range. Harder, not impossible but still something. It would also enable more points to be put into other things if you can't dump literraly half your pool into a single combat power. (Again, noting both Pricetag and Buildy value separately would be a helpful bit if we go that path). I know my Champions Mush guy's raygun was 50 'build' value, but the end price-tag was like 15-20 or so from the combinations of Item, shots limit, and other bits (may have had one rank of range nerf, but as range was tied to damage dice and it was a no frills, max damage dice attack that would basically turn it into a hand held sniper weapon as opposed to 'shoot the other side of the country).
short bit. Reasonable range caps on skills and 'abilities' at chargen. Said cap can be met with decent points to spare on one, maybe to abilities (I'd say... A third of your CP for a capped power at lv 1 chargen?). Said caps can not be widely exceeded later down the line to prevent 'well this is a higher class villain so of course their attack power has a third more points than normal' or similar. And a damage cap alongside it.
This message was last edited by the GM at 03:18, Fri 26 Nov 2010.