Moderator: GMSarli
ronin wrote:GM Sarli- those numbers are brutal! I don't think my players would have opted for the house rules we have if they would have been presented those numbers. We have discussed things like this before (game number crunching) but we didn't think about the numbers a whole lot before making the changes we did.
Oddly enough, no one has died yet. I guess they are fairly lucky.
j0lt wrote:I hope so! I personally like those standard 6. One of the things that bugged me the most about 4e was how many arbitrary and unnecessary changes were made to things like that.
"If it's not broke, don't fix it!"; while not always correct, is a good rule of thumb to go with.
j0lt wrote:Borrowing something from Saga: Second Wind would work. Any time a character is below 1/2 of their total VP, they can use a second wind to regain either their Constitution score or 1/4 of their total VP, whichever is higher. In a game with Action Points, I'd say this should cost an action point. In a game without, I'd limit it to 1/day. However, I'm not a fan of x/day or vancian style mechanics at all. It just feels so arbitrary.
JaredGaume wrote:j0lt wrote:Borrowing something from Saga: Second Wind would work. Any time a character is below 1/2 of their total VP, they can use a second wind to regain either their Constitution score or 1/4 of their total VP, whichever is higher. In a game with Action Points, I'd say this should cost an action point. In a game without, I'd limit it to 1/day. However, I'm not a fan of x/day or vancian style mechanics at all. It just feels so arbitrary.
Don't limit "second wind" attempts. Make taking a "second wind" a standard action, by default that means this is all your character is doing for that round. For instance if your character was on his last couple of hit points, you grab cover for a few rounds, hope no one goes after you, and steel yourself to fight some more. Have a lower base threshold for the number of hit points recovered since you can do it whenever you like. Using Action Points to give you an extra action would allow you to spend an action point to take a "second wind" and still act normally on your turn. But you have some choices about how to knuckle down and get back in the fight.
Shawn Burke wrote:I don't like how Saga and Modern does the points by level. People seem to either forget or abuse them. I'd like to see some kind of point system that recharges by day and/or encounter.
ronin wrote:GM Sarli- those numbers are brutal! I don't think my players would have opted for the house rules we have if they would have been presented those numbers. We have discussed things like this before (game number crunching) but we didn't think about the numbers a whole lot before making the changes we did.
Oddly enough, no one has died yet. I guess they are fairly lucky.
JaredGaume wrote: Injuries...
Felix Le Rouzes wrote:Criticals
I know there have been quite a few posts since they were brought up, but I'd just like to chime in and say I dislike the "20 = automatic critical hit" method. Facing mooks who can only hit a character on a 20 suddenly becomes an all or nothing proposition. I was not a big supporter of the confirmation check, but at least it kept that in check. I liked the idea that there is double damage only if a roll of 20 was a hit with modifiers, but I'm not sure how practical that is.
Wound/Vitality and Hit Points
I guess I'm one of the people who liked the system, probably because I've never had any deaths with it. Also, in D20 Modern, with its generally lower damage, the system is less deadly. Nevertheless, even if I like it on paper, I'd advocate a more traditional Hit Point system which is more adaptable. Which brings me to:JaredGaume wrote: Injuries...
I like it, though I think further on you go into the needlessly complex. I also like SAGA's condition track, but in my opinion it would be better if the penalties accrued were linear in progression and thus easier to remember. Maybe I'm the only one, but I could never recall what was the next step in the condition track for my character.
Action Points
I dislike gaining them by level, I'd rather have a set amount for the session or for an encounter. Though, if we go on a per level basis, I would a least like to get a way to regain some of them.
JaredGaume wrote:Action Point Usage
<SNIP>
j0lt wrote:
Action Points shouldn't give you an extra action. That mechanic has only been used in 4e, and IMO isn't a very good one. d20M/Saga's Action Point mechanic provides more options for how to spend them.Shawn Burke wrote:I don't like how Saga and Modern does the points by level. People seem to either forget or abuse them. I'd like to see some kind of point system that recharges by day and/or encounter.
I've been playing in a SWSE campaign for the past year, and am constantly using my Action Points. They've saved my character on more than one occasion! I'm not sure what you mean by abusing them, could you give an example?
Felix Le Rouzes wrote:I know there have been quite a few posts since they were brought up, but I'd just like to chime in and say I dislike the "20 = automatic critical hit" method. Facing mooks who can only hit a character on a 20 suddenly becomes an all or nothing proposition. I was not a big supporter of the confirmation check, but at least it kept that in check. I liked the idea that there is double damage only if a roll of 20 was a hit with modifiers, but I'm not sure how practical that is.
Shawn Burke wrote:j0lt wrote:
I've been playing in a SWSE campaign for the past year, and am constantly using my Action Points. They've saved my character on more than one occasion! I'm not sure what you mean by abusing them, could you give an example?
Well I suppose it can work fine. It just seems that action points recharged by day would encourage more use. And I know that many people save them up for that really difficult encounter and then they disappear when they advance a level. What I meant by abuse was saving them all up to use on one one encounter (this is something I heard, not from experience).
GMSarli wrote:Like d20M and SWSE, I'd like Action Points to be able to modify die rolls. However, I'm not sure if I want to follow the "roll Xd6 and add the highest to your result" model -- I'm seriously considering making it where you instead get to reroll. That said, I could see making both options available -- if you rolled horribly, you could take a fresh reroll, but if you just barely missed, you could take the +1d6 bonus.
BTW, this brainstorming approach has vastly exceeded my expectations. If you guys are providing this kind of input and energy before we hit our fund-raising goal -- and before I can even set up patron-only forums! -- I can only imagine how much energy you'll be bringing when we're going over manuscript drafts.
Seriously, the whole "grass-roots game design" thing might be the BEST. IDEA. EVAR.
AvisKarlux wrote:I'm curious, are the base abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma a guaranteed thing?
I'm wondering how different things are allowed to be...
majesticmoose wrote:My house rules:
I've eliminated negative ability modifiers. $E did this too, but I really HATE being penalized for choosing a race. Plus, if standard class/race/attribute calculations assume a more powerful character, then having a -2 abilitiy mod is a serious disadvantage.
....
GMSarli wrote:AvisKarlux wrote:I'm curious, are the base abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma a guaranteed thing?
I'm wondering how different things are allowed to be...
Things can be very different in a lot of respects, but a few core concepts are going to remain more or less intact -- this is one of them.
This is a good question, though, so I suppose I should probably list a few things that are not likely to change:
- Abilities will still be Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
- Classes and levels will be central to the system (i.e. it won't be a "classless" system like Mutants & Masterminds or GURPS where you buy abilities with a point budget).
- Skills and feats will exist ... but I'm planning to draw clear lines between talents, feats, and skills, and I'm open to some substantial changes on how these mechanics work. Right now, I'm leaning toward the following divisions: Talents are active (e.g. casting a spell or performing some combat stunt), feats are passive (e.g. modifying or enabling a new use for another ability), and skills are universal actions that anyone can potentially do (i.e. all skills have at least one untrained use).
GMSarli wrote:We will use hit points rather than vitality/wounds or a "wound level" system (e.g. wounded, incapacitated, mortally wounded, etc.) -- however, there will be a lot more depth to this mechanic than we're used to seeing:
- Hit points: This is pretty much what we're used to seeing -- an abstract measure of how much ability you have to deal with potential punishment and keep fighting. So long as you have at least 1 hp remaining, you can act normally on your turn.
GMSarli wrote:Reserve hit points: The default rules will give a hero reserve hit points equal to twice his maximum hit points. Once per encounter, you can recover up to 1/10th your total reserve as a standard action, transferring that amount from your reserve to your current hp -- this is sort of like the second wind in SWSE or 4E. Between encounters (after 1 full minute of rest), you can transfer any amount from your reserve to your current hp. With longer periods of rest, your reserves can be recovered: 10% of the total comes back after 1 hour of rest. (I might increase that to shorten the length of time you have to sleep every night, though!)
- Reserve hit points represent your ability to bounce back quickly from damage. So long as you have at least 1 hp in reserve, injuries don't have long-term effects (though they might be bad enough to cause a short-term penalty). If you take damage in excess of your current hit points, any leftover is subtracted from your reserve. Most "combat healing" will be in a form similar to that seen in 4E, giving you some minor hp recovery and giving you the option to draw hit points from your reserve.
GMSarli wrote:
- Maximum damage threshold: This draws the line between damage that doesn't cause any lasting effects and those that cause you actual penalties. If a single attack deals damage equal to or greater than your threshold, you take a -1 fatigue penalty (or -1 injury penalty if your reserves are depleted). These penalties apply to just about everything, and they stack; you can eventually end up being seriously hindered. Fatigue can be recovered during combat (most likely you'll have a chance to reduce it by 1 point at the end of your turn, and you might have an option to recover it actively as well). Injuries are more serious, and you reduce the penalty by 1 point after a full night's rest; if you need to be back on your game sooner, things like surgery or magical healing can come into play to speed up the process.
GMSarli wrote:
- If you run out of hit points but have reserves remaining, you're disabled -- you can still take a single action each round, but that's it. If the attack that reduced you to 0 hp also beats your threshold, you're instead unconscious.
GMSarli wrote:
- If you run out of hit points and reserves, you're dying and have to make rolls to try to stabilize and recover. (Failure does have the potential to kill you.) If the attack that reduced your hp and reserves to 0 also beat your threshold, you're dead -- it was just too much punishment for you to survive.
GMSarli wrote:
- As you can imagine, this system is really easy to customize for different levels of heroism. Hit points and threshold stay the same, but you can change everything else. For more realism: Reduce reserves, make "second winds" more limited, make recovery rates per hour of rest lower, and allow fatigue/injuries to accumulate more easily (e.g. -2 penalty instead of -1, it's more difficult to recover them, they're triggered at lower damage levels relative to your threshold, etc.). For more heroism: Do the reverse of any or all of the above. (I could see truly superheroic games having a reserve equal to 10x your hit points with no limit to the number of times you can use a "second wind" action during combat, etc.)
majesticmoose wrote:I woud like to rule in on the skills issue:
...
Cyber-Dave wrote:Oh yes... I don't have this written down in my Land of Nod rules, but I always use 32 point buy or standard stat array, and I always use fixed HP gain. I never have my PCs roll for HP or stats. I stopped doing that back in the days of 2e D&D. I think it is a terrible mechanic.
GMSarli wrote:We will use hit points rather than vitality/wounds or a "wound level" system (e.g. wounded, incapacitated, mortally wounded, etc.) -- however, there will be a lot more depth to this mechanic than we're used to seeing
JaredGaume wrote:majesticmoose wrote:My house rules:
I've eliminated negative ability modifiers. $E did this too, but I really HATE being penalized for choosing a race. Plus, if standard class/race/attribute calculations assume a more powerful character, then having a -2 abilitiy mod is a serious disadvantage.
....
Agreed.
I think 4e started down the right path in the way it handled race bonuses and features. You also got to choose race feats and powers as a way to advance your race abilities if you wanted to.
That said, I think a default modern game should assume everyone is human. Save races for expansion modules (fantasy, sci-fi, superheroes, etc...).
JaredGaume wrote:We may or may not use this, but I would make MDT equal Fortitude.
* Wearing Armor improves your Fortitude, among other protective effects.
* Most attacks Target Reflexes, and wearing heavy armor can lower (within reason) your Reflexes.
+ Therefore, wearing armor helps mitigate your rate of fatigue and injuries. But wearing heavy armor may make you easier to hit.
+ More robust characters are less likely to succumb to fatigue and injury.
JaredGaume wrote:Cyber-Dave wrote:Oh yes... I don't have this written down in my Land of Nod rules, but I always use 32 point buy or standard stat array, and I always use fixed HP gain. I never have my PCs roll for HP or stats. I stopped doing that back in the days of 2e D&D. I think it is a terrible mechanic.
[grumbles] Role playing game, not roll playing game... [/grumbles]
Agreed, no more rolled hit points per level.
j0lt wrote:...
I also think it's a good idea, but I think it needs some work. In 4e, they more or less designed each race to be directly synergistic with two or three classes to the point where if you're playing a race/class combo that isn't one of those, your character won't be quite as good. While races should be stronger in some archetypes than others, it's easy to take it too far.
j0lt wrote:Here's another major decision point that's going to have to be made: Saves + AC vs Defense Scores.
I like the simplicity of Defense Scores, but they don't lend themselves well to things such as equipment, etc... I know 4e did a hybrid Defense Scores + AC system, and that's another thing worth exploring, but the way Saga does it sometimes doesn't really work.
j0lt wrote:JaredGaume wrote:We may or may not use this, but I would make MDT equal Fortitude.
* Wearing Armor improves your Fortitude, among other protective effects.
* Most attacks Target Reflexes, and wearing heavy armor can lower (within reason) your Reflexes.
+ Therefore, wearing armor helps mitigate your rate of fatigue and injuries. But wearing heavy armor may make you easier to hit.
+ More robust characters are less likely to succumb to fatigue and injury.
Wearing heavy armor may make you easier to hit? While I can see how it works within the Defense Score system, it makes zero kinds of sense logically. Personally, I'm a big fan of using armor as DR, combined with class based AC bonus (mainly dodging). However that system, like VP/Wounds may not be the best way to do things. I'm still going to work on both of them and see if I can't come up with a workable solution.
j0lt wrote:JaredGaume wrote:Cyber-Dave wrote:Oh yes... I don't have this written down in my Land of Nod rules, but I always use 32 point buy or standard stat array, and I always use fixed HP gain. I never have my PCs roll for HP or stats. I stopped doing that back in the days of 2e D&D. I think it is a terrible mechanic.
[grumbles] Role playing game, not roll playing game... [/grumbles]
Agreed, no more rolled hit points per level.
[devil's advocate]I actually like that mechanic, though I can see why it can be problematic. As mentioned earlier, there are ways around it, such as 1/2 HD minimums, etc...[/devil's advocate]
JaredGaume wrote:Well, that is a D&D design flaw going all the way back to first edition when demihumans (elf, dwarf, halfling) were their own classes. For sake of argument I'll post some alternate ideas later.
JaredGaume wrote:j0lt wrote:Personally, I'm a big fan of using armor as DR, combined with class based AC bonus (mainly dodging). However that system, like VP/Wounds may not be the best way to do things. I'm still going to work on both of them and see if I can't come up with a workable solution.
I am also a fan of using armor as DR. I also felt it was a good fit to have armor mitigate the rate in which your character might be injured overall.
I think finding an elegant armor system to use is a good discussion.
GMSarli wrote:Just to weigh in on hit points per level, I'd also prefer a flat hp gain per level instead of rolling hit dice. I wouldn't mind including an optional rule in a sidebar that gives guidance on how to roll for hit points, though -- it's an old-school favorite (even if I don't like it), and I don't mind throwing its fans a bone.
JaredGaume wrote:While I think that the core game should focus on an unappologetic modern setting, I did come up with some broad strokes for modern expanded "modules". The idea is that the game is at its roots modern, but you can insert one or more modules to get the game you want. Gary had alluded to this as one of the e20 core rule book components. Each of these modules is designed to add genre flavor to an otherwise modern campaign. Assuming e20 did modestly well, each module could, in theory, spawn its own full book to really get into it.
GMSarli wrote:If a single attack deals damage equal to or greater than your threshold, you take a -1 fatigue penalty (or -1 injury penalty if your reserves are depleted). These penalties apply to just about everything, and they stack; you can eventually end up being seriously hindered. Fatigue can be recovered during combat (most likely you'll have a chance to reduce it by 1 point at the end of your turn, and you might have an option to recover it actively as well). Injuries are more serious, and you reduce the penalty by 1 point after a full night's rest; if you need to be back on your game sooner, things like surgery or magical healing can come into play to speed up the process.
Cyber-Dave wrote:j0lt... Running Man and Tron are not cyberpunk...
DTemplar5 wrote:GMSarli wrote:If a single attack deals damage equal to or greater than your threshold, you take a -1 fatigue penalty (or -1 injury penalty if your reserves are depleted). These penalties apply to just about everything, and they stack; you can eventually end up being seriously hindered. Fatigue can be recovered during combat (most likely you'll have a chance to reduce it by 1 point at the end of your turn, and you might have an option to recover it actively as well). Injuries are more serious, and you reduce the penalty by 1 point after a full night's rest; if you need to be back on your game sooner, things like surgery or magical healing can come into play to speed up the process.
The issue here is that some players could opt to try and forestall these penalties by not utilizing all of their reserves to stay alive. Sure, you could go down quicker, but when you're back up, you're at least in one piece. Perhaps you need to look at how to deal with that potential abuse.
j0lt wrote:JaredGaume wrote:While I think that the core game should focus on an unappologetic modern setting, I did come up with some broad strokes for modern expanded "modules". The idea is that the game is at its roots modern, but you can insert one or more modules to get the game you want. Gary had alluded to this as one of the e20 core rule book components. Each of these modules is designed to add genre flavor to an otherwise modern campaign. Assuming e20 did modestly well, each module could, in theory, spawn its own full book to really get into it.
Definitely something to think about! One thing I didn't like was how incomplete the idea of Progress Levels was in d20 Modern. It was a good idea, it just didn't feel fully developed. For this project, I think it would be better to focus more on iconic settings as opposed to levels of technology. Taking a cue from books, television, movies and video games, you've got the defaults:And the list goes on, not to mention combinations of the various subgenres (Spaghetti Western Horror, anyone?). Each of those genres could easily fill its own sourcebook with new Advanced/Prestige Classes, unique feats and talent trees, etc...
- Modern Action (The A-Team, James Bond/Jason Bourne, Die Hard)
- Modern Horror (Supernatural, Biohazard/Resident Evil, A Nightmare on Elm Street)
- Spaghetti Western (The Good, The Bad, and the Ugly, A Fistful of Dollars, The Quick and the Dead)
- Heroic Fantasy (Willow, Lord of the Rings, The Legend of Zelda)
- Renaissance (Pirates of the Caribbean, Treasure Island, The Three Musketeers)
- Space Opera (Star Wars, Macross/Robotech, The Ice Pirates)
- Cyberpunk (Neuromancer, Running Man, Tron)
- Comic Style Mutant/Super Hero (TMNT, X-Men, Justice League)
- Post Apocalypse (Waterworld/The Postman, Terminator, Mad Max)
- Pulp Action (Sky Captain and the World of Tomorrow, The Rocketeer, Indiana Jones)
One thing I'd like to suggest, at least for things that are real, such as firearms, vehicles and the like, is that a date of when they became available is included either in the table, or in the description, that way we don't need to worry about setting up a clunky mechanic such as Progress Levels.
JaredGaume wrote:What would be your, say, top 3 genre picks?
Me:
1. Comic Style Mutant/Super Hero
2. Modern Horror
3. Cyberpunk
Honorble Mention: Hard science fiction space setting.
j0lt wrote:Cyber-Dave wrote:j0lt... Running Man and Tron are not cyberpunk...
lol, I know, but they could fit into such a setting, and I couldn't think of anything else aside from Shadowrun.
Ferro wrote:Which are the possibilities of e20 in other languages, like spanish?
Ferro wrote:Now that the childrens are old enough and the parents have more (sorry some it's better) spare time, I was thinking in a steampunk campaign with "high politics" like in "The game of thrones" novels.
Ferro wrote:Action Point: Daily or "full rest" point for me are the best, because I consider AP, more like FOCUS POINTS. The PC shows the best of him. I prefer a few generic use for AP than more especific ones. Something in the line of re-roll with +5, if that bonus is the difficulty step.
Ferro wrote:Un/Trained/Expert: Is the base of difficulties UNtrained or trained?
Ferro wrote:I have tried this rule. Every PC begins with all skills UNtrained, but choose a race pack (if apropiated); two background packs, cultural (tuaregs and inuits, have very skills) and personal (your fathers are farmers or nobels); and a profession pack.
Ferro wrote:I really like the idea of skills that use the stats for diferent acctions.
Ferro wrote:Are rules for madness in mind?????
JaredGaume wrote:majesticmoose wrote:I woud like to rule in on the skills issue:
...
Gary had said that he wanted a skill based combat system.
I think that would also mean that skills in general would have the same scaling versus challenges, and defenses.
The trick is finding the right balance...
ronin wrote:How does a skill based combat system work exactly? I played the old CoC once at Gen Con and I remember having a percentile score in the weapon I used. If I rolled under that number on a d100 roll I hit my target IIRC. I assume the skills would work similar in that you would roll a skill check (or attack roll really) using your skill in the weapon against the appropriate defense of the defender.
All of this sounds good so far (if in fact I have it right). The thing I am wondering is this- does everyone have the same opportunity to have an equal level of skill in a weapon? If this is the case what makes a combat oriented character (strong hero) better in combat than a non combat oriented character (smart hero)? Is it the amount of weapons they can use or is a combat guy better than a non combat guy?
ronin wrote:I like what I see earlier in the thread about reserve hit points. I am not sure if getting 1/10 of your reserve is a good number or of it should be more but the concept is pretty cool.
JaredGaume wrote:Armor and Defenses
Our general discussion about hit points, damage, and everything else seems a little vague without having an idea about how they "click into place". I am assuming a SWSE take on defenses rather than a d20M.
This defense model doesn't use saving throws in the traditional sense. Instead, attacks target their most "logical" target. As a player you are going to have better defenses than others. This creates openings that opponents may exploit. If you are a tough armored opponent, they may go after your poor Reflex or Will defense.
Saving throws are "roll d20, if you get 10 or more you save". Some abilties can improve this situationally, but largely it is a 55% save rate.
JaredGaume wrote:... we may have to settle for none or a small handful (2-4) of brief "genre" modules.
Each module blends with the core rules, and allows you to seemlessly integrate multiple modules to taste.
What would be your, say, top 3 genre picks?
GMSarli wrote:Ferro wrote:I have tried this rule. Every PC begins with all skills UNtrained, but choose a race pack (if apropiated); two background packs, cultural (tuaregs and inuits, have very skills) and personal (your fathers are farmers or nobels); and a profession pack.
I've seen that idea used before, too. Honestly, my mind isn't made up on how to handle skills -- class skills or no class skills, automatic skills by profession or background (or maybe class), automatic skills as a part of racial traits, etc. This is one of the areas that has a lot of variations, so it's going to take some time for us to figure out which approach works best across genres.
Ferro wrote:I really like the idea of skills that use the stats for different actions.
Me too -- I definitely want skills to be used for more types of actions (both in and out of combat), and part of that requires rethinking how skills function (e.g. being willing to decouple skills from attributes, etc.).
Ferro wrote:Are rules for madness in mind?????
Yes! If we do indeed have a horror chapter (and I certainly hope we would), rules for madness, sanity, horror, etc. are almost required to fit the feel of the genre. Personally, I can't imagine doing a Cthulhu game without sanity rules of some sort!
ronin wrote:How does a skill based combat system work exactly? I played the old CoC once at Gen Con and I remember having a percentile score in the weapon I used. If I rolled under that number on a d100 roll I hit my target IIRC. I assume the skills would work similar in that you would roll a skill check (or attack roll really) using your skill in the weapon against the appropriate defense of the defender.
All of this sounds good so far (if in fact I have it right). The thing I am wondering is this- does everyone have the same opportunity to have an equal level of skill in a weapon? If this is the case what makes a combat oriented character (strong hero) better in combat than a non combat oriented character (smart hero)? Is it the amount of weapons they can use or is a combat guy better than a non combat guy?
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