Showing posts with label mechanics. Show all posts
Showing posts with label mechanics. Show all posts

Sunday, April 11, 2010

The Deulist - Factoring Constitution, Dexterity, and Strength in Swordplay (Is There Anything Wrong with AD&D? Part III)

 One of Hughes' (actually Kevin Mowery, according to his website) critiques is a question of how high ability scores reflect bonuses to combat scores.  Constitution adds hit points, Dexterity reduces Armor Class and Strength increases chances to hit.  He argues that the specific bonuses do not reflect the abstract combat accurately.

Only the Fighter class benefits from a higher Constitution, for example.  "A fighter with an 18 Con," he says, "is luckier and more agile than a thief with 18 Con, and has better divine favor than a cleric with 18 Con."  I understand the argument.  Hit points tend to reflect, according to the 1e Player's Guide, "combat skill, luck (bestowed by supernatural powers) and magical forces."  If the character has a bonus to hit points due to constitution, then that must mean all of those factors are considered, which is inconsistent with what Constitution represents.  Alternately, the fighter benefits from physical toughness more than other characters, which does not reflect a reality.

However, part of the hit point "combat skill" involves how easily someone wears themselves out.  In combat, often the fighter with the most conservative movements lasts through the battle.  I have seen seasoned fencers dominate younger, faster fencers simply because of reserved movement.  Eventually, the younger fencer, who has been throwing themselves at the older, more experienced fencer left and right, tires and leaves themselves open for a simple attack.  Other times, the quickness of an experienced fencer's blade work tires his opponent for him, as the inexperienced one overcompensates his parry too often and starts to slow down.  Constitution, then, isn't about how thick the body is, but how it conserves its energy in a fight.  This is why characters receive a Constitution bonus for every level, rather than only once.  Similarly, fighters have more benefits from higher scores because that is what they are trained to do - manage their energy for combat.  Thieves, magic-users, and clerics, while gaining some experience in combat, do not have this focus.



So if hit points do not reflect simple physical damage, why does Dexterity offer bonuses to Armor Class instead of hit points?  If not every hit point reduction is due to a real and authentic 'hit' on the character, Dexterity could be used to represent that, instead.  However, considering Constitution bonuses partially represent how easily a character tires out, and level increases partially represent a learned conservation of movement, adding hit points because of movement is contradictory.  Instead, the bonus goes to Armor Class because someone does not need to train to have fast reflexes.  In combat, a reaction is rarely unexpected.  The strategy of sword fighting is to cause the opponent to act or react in a way that the attacker has already planned.  Even when attacks are expected, it is difficult for someone to respond to them if they have allowed their actions to be dictated for them.  Dexterity, though, represents that last-ditch untrained response to an attack - jumping back out of range at the last second, ducking or turning to the side to avoid a blow.  This is something that anyone with a high Dexterity can do, not just those trained specifically in fighting, thus Dexterity affects Armor Class.

Strength, though, is a raw ability that comes into play fairly often in combat, which is why only fighters have the benefit of exceptional scores in that ability.  Part of this is due to learning how to hold and use a weapon.  The rest, though, comes from someone bearing down on an opponent with sheer brute force.  More than once, I have had my blade knocked out of attack range, even when I was anticipating - or encouraging - a parry to my attack, simply because my opponent was a gorilla.  Other times, I've given up points or have been stung by a slapping blade because my parry against that gorilla wasn't forceful enough.  Sometimes, just fencing someone twice my size has worn me out because a) their bulk makes them slow, so I rely on my speed and move around more, or b) their attacks and parries are so strong my arm is wrenched left and right during the bout.  Now imagine someone with a rapier, an elegant and quick weapon, trying to parry a mad barbarian's bastard sword.  It can be done, but even a successful deflection is still going to result in some damage.



Other game systems I have seen, especially those that simulate direct play-by-play exchanges, do not take these factors into account.  A parry means a parry, simply, and no side-effects result from that parry.  Hit points are directly a representation of how much punishment someone can take, and fatigue, learned conservation, or the rigors of being in combat with someone twice the size of the attacker are ignored.  Worse is when dodging is regulated purely for defending against missile weapons, while parries are used only for melee weapons.  Where, then, is the side-step or retreat-step?  Besides, each and every attack made at an opponent is not necessarily intended to connect or cause damage; they're intended to bring the opponent into a rhythm of parries and counter-attacks, leaving them open to an attack on a different quarter.  If one of these attacks lands, great!  But there is no game system that accurately relates this idea in a blow-by-blow simulation.  It requires a generalization.

 This system, of course, relies on imagination on the part of the players and GM.  They don't rely on a series of dice rolls to recount the scene for them.  Instead, they take generalities and use them to tell an exciting story, as they interpret the dice. 

Related Links
Mark Damon Hughes: RPG: What's Wrong with AD&D?
Fencing.Net

Tuesday, March 9, 2010

Design: Ability Scores

"Why have Attributes at all?"  Few gamers ask this question unless they mean it as a snarky response to questions about the use of Attribute checks as a separate system from skill checks.  I ask the question legitimately.  There is an overwhelming number of game systems that rely on skills over attributes, but the attribute system is still in place.  At most, attributes are used as a small boost or minor advantage increase on top of the skill.  I think the bigger issue is what that means in terms of the game being played.

Considering that attribute systems have become a standard, I start to wonder if that means most games are pretty much the same.  There are setting differences, and that's almost all that distinguishes them.  I haven't seen (at least not for several years) a game that boasts a mechanic system as the best way to represent a particular type of setting, rather than touting the setting itself.  I don't necessarily want to focus on settings, but it's hard to discuss attributes in any realistic way without mentioning it.

I can think of one game that doesn't use an attribute system - at least not the way we think of it.  Car Wars characters spend so little time on foot (the game calls people who walk 'pedestrians') that there is almost no need for attributes.  Characters focus on skill use, and the greatest use comes from three skills in particular: Driver, Mechanic, and Gunner.  On top of that, they have stats for Prestige (which changes during a campaign) and Wealth (which also changes).  Every character starts with 3 hit points, and only someone with a weightlifting skill can increase that.  The scale of the game, after all, is based on big American sedans of the 1980s as the average, and a puny human is much less durable.  The "Character Sheets" for vehicles, though, are outrageously complex, and there is no clear-cut method of 'character' creation for vehicles.  There is a lot of basic information that the GM has to supply arbitrarily with no guidance to new GMs.

The only system I've seen that comes close to minimalizing attributes is the famous D6 system (West End Games and the original Star Wars RPG).  Attributes begin as a basic start of what and where a character's abilities sit, but they can be totally left behind after some development.  Okay, after a LOT of development.  I haven't seen a sustainable D6 campaign in which characters developed more than a couple of their favorite skills beyond basic attribute levels.  Even so, I wonder what a character with a 5D rating in Strength can lift compared to a character with a 2D Strength but an 8D Lifting skill.  It just doesn't seem feasible to me that the first character can't lift more than the second, even with that skill bonus.  For that matter, I don't quite understand why Lifting is a skill at all, and not just a representation of a developed Strength attribute.


Are Attributes Necessary for Skill Systems?
Couple Questions, If I May
Car Wars

Friday, March 5, 2010

Game Design: Playercentric vs. Worldcentric

 

I have a few minutes between moments of work, here, so I thought I'd bang out some thoughts.  I responded to a comment with this idea, but I wanted to develop it in its own post. 

People are polarizing roleplaying ideas along the wrong lines: roleplay vs. hack and slash, rules heavy vs. rules light... there was a time when people polarized between reality and fantasy, but that was wrong, too.  As a minor-league rhetorician, I have to ask, what are the assumptions we are making about this hobby?  In other words, what is it that we are taking for granted without asking about?

Is anyone asking why we focus on players so much?  I don't mean players as opposed to Game Masters (player vs. DM mentality was another misplaced polarization).  I mean intentionally placing the players as stars of the world rather than highlighting the world and letting characters run around in it. 

It sounds crazy, right?  Aren't we supposed to make the players the center of the action?  After all, without them there would be no game.  But there is a problem.  Everyone wants to be in on the act, including the Game Master.  He (or she, I guess) wants that complex story to get noticed and appreciated, just as much as the players want to get noticed.  The story unfolds, not unlike a video game plot, where the players have a choice here, a choice there, they 'roleplay', meaning they act in a way that is consistent with a personality quirk rather than learn and grow, but otherwise they make very few decisions.

Like I said in my comment, what happened to the objective world that could be explored?  Out beyond the walls of the homes and institutions where we place so much importance on ourselves, the world cares little for us and keeps spinning, spinning.  Is meaning in our lives thrust upon us by the universe, or is it forged by our own actions and determination?  When nature cares little for us, slapping our coasts with devastating waves or tearing the ground out from underneath us, how do we make our lives our own?  Why do we rely so much on our destinies being played out for us, while we sit as passive, complacent consumers, taking what's marketed to us rather than forging our own tools and clearing our own paths?

So I encourage people to close their eyes and put themselves into a setting.  Feel the dank walls of the dungeon around you, smell the sweetness in the air from the moss and lichen and the rich smoking wood of the burning torch.  Remember that the walls are close, too close, and that you're underground.  Even if you don't get killed outright here, there is still the chance of a rock slide blocking the entrance or a pit trap dropping you into the infinite reaches of caverns below.  There is never any guarantee that you'll return alive, no matter how well-equipped you are or how powerful.  Around you is the isolating darkness of the unknown, and only the brave or ignorant take these exploratory excursions lightly.  Even the sarcastic quips of the party's thief is an effort to push away the lingering anxiety that comes from being reminded of one's own mortality in the face of a dangerous and quiet hallway of stone and earth...

Friday, December 11, 2009

RPG Design: The 'One Mechanic' Epidemic



First of all, why does everyone feel like they have to name their game mechanic system?  Why pick a die and develop a system around it, rather than construct a world and explain how that world works?  People like simplification, and I'm all for it, but at some point the oversimplification makes a game feel cheap, generic, and boring.  On the other hand, games shouldn't have a variety of mechanics just to have variety.  In game design, the rules must reflect the world, genre, tone, and relative level of realism the game is aiming for.

What's worse is that every game mechanic comes out to be the same thing.  Roll a die, add up all the pluses, and see what arbitrary difficulty rank number was surpassed.  Another choice is to roll a LOT of dice and either add those up or count successes.  On the other hand, games that rely on rolling UNDER a set number feel awful limiting in how far a character can advance.  Not only that, but there is a psychological aversion some of us feel towards seeing numbers go down when we're getting better (never mind we're getting closer to being #1).

The basic problem is that people think of mechanics as only a randomization for statistical variants.  When was the last time someone asked, 'Okay, how does my world WORK?'  I want to explore fundamental questions that other games take for granted.  If attributes and skills don't function the same way, then why do we (or, rather, many games) have a single mechanic to work for both of them?  Why is combat resolved the same way as fixing a car?  Correct me if I'm wrong, but it seems as though there are some fundamental differences between rebuilding an engine block and piercing someone with a sword.  And I don't know how many games I've seen fall apart because they try to handle firearms in the same way they handle melee combat.  Even these things, which are both combat related, work in totally different ways.  I shouldn't have to go into why magic should be handled differently than animal training.  If your game involves taming and training forces of nature to do your will, and you see animal training parallels, then use the same system you use for animal training...

The game I'm working on will have a few different systems in place in order to reflect different aspects of the game world.  First, though, I have to decide what is important to that world.  What are player characters trying to accomplish, and what assets would be the most beneficial in the pursuit of that goal?

Related sites:
RPG Mechanics: Universal Versus Varied
Single Mechanic Conflict Resolution
The Stupidity of Universal Mechanics