So, thanks for the input !
From here and some forums, it looks like the main issue is a feeling that two practitioners of the same level should differentiate by characteristics. This is obviously one of those things that has been struggle over since the first skill based RPG showed up (RQ ? Traveller ?); and while it does make intuitive sense, the simple solutions (mods based on characteristics) rapidly become too much -and this is especially true in a 2d6 system. Would a reframing of the issue help ?
My "ah-ha" moment was this: why do two characters with the same skill level need to be differentiated in their results ? The short version is this: consider the two doctors at medic-3, one with DEX 14 and one with Dex 5. One can assume that they should have different outcomes based on their Dex, but why ? I'd suggest that the most important differentiation would be in how long and with what effort it took them to get to level -3. The naturally gifted surgeon probably took less time to get his level 3 than Dr Allthumbs -but they both got there. Now, if Allthumbs had only taken the time and effort that Dr Giftedpratt took, he would only be at level 2.
The more I look at this, the more it seems at least as reasonable as assuming two equally trained Doctors would differ significantly in their results -especially as their effectiveness would be part of their rating.
Logic check ?
Wherein I blather on RPG design, play, and stuff I design, as well as rules-lite games and classic D&D and Traveller (and others), proving that while I don't have a life, I do have a keyboard.
Showing posts with label modifiers. Show all posts
Showing posts with label modifiers. Show all posts
Friday, March 4, 2011
Wednesday, March 2, 2011
Adventurer update, new rules for characteristics and modifiers
Yes, the initial impetus for this blog, Adventurer, the traveller pastiche of D&D is still progressing. Its been undergoing playtesting and a serious reedit and reorganization which I'm now adding to the main ms -which will eventually be available for download.
For now,I'd appreciate comments on once particular change I've decided on: modifiers for characteristics. They are very genre appropriate, but often come to dominate chargen and task resolution. Specifically, Traveller, (and I) seem to be predicated on the concept that while your basic makeup is important, what one learns is more important. The classic example is this: would you rather have heart surgery by another character with average stats and Medical -1, or an unskilled character with a +4 dex modifier (assuming Dex is what should be used, substitute whatever works for you) ? How about an average character with Medic 4 vs the high dexterity medic 0 ? Both have the exact same chance of success, but should they ? In other words, a high Stat modifier allows a character access to lots more skills by balancing out the unskilled penalty.
Yet, genre conventions of Swords and Sorcery are full of the characters superior makeup (mighty thews, catlike grace, pantherish speed and all that ) being of notable importance. So, here's how I'm hoping to address it in adventurer.
Hows that sound ?
For now,I'd appreciate comments on once particular change I've decided on: modifiers for characteristics. They are very genre appropriate, but often come to dominate chargen and task resolution. Specifically, Traveller, (and I) seem to be predicated on the concept that while your basic makeup is important, what one learns is more important. The classic example is this: would you rather have heart surgery by another character with average stats and Medical -1, or an unskilled character with a +4 dex modifier (assuming Dex is what should be used, substitute whatever works for you) ? How about an average character with Medic 4 vs the high dexterity medic 0 ? Both have the exact same chance of success, but should they ? In other words, a high Stat modifier allows a character access to lots more skills by balancing out the unskilled penalty.
Yet, genre conventions of Swords and Sorcery are full of the characters superior makeup (mighty thews, catlike grace, pantherish speed and all that ) being of notable importance. So, here's how I'm hoping to address it in adventurer.
Traveller (and by extension Adventurer) is based on the premise that what a character knows and learns is more important than what abilities they were born with. While it is important not to let the characteristics become more important than the skills, the genre is full of examples where a protagonists raw makeup, be it strength, endurance or intelligence, makes the difference, particularly in a contest of equals. Accordingly, extreme scores provide a modifier to unskilled task attempt (discussed in the section on skills).Stat Mod0-2 -23-4 -15-9 010-11 +112+ +2
For opposed skilled task rolls, the characteristic effects the contest by providing a +1 to the character with the highest relevant characteristic.
For simple unopposed tasks rolls, no characteristic modifier should be used. It is assumed that the characters native trait is included in the skill level.
Hows that sound ?
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