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Resolution System Critique

Started by HoboTheOriginal, July 19, 2014, 11:33:13 PM

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HoboTheOriginal

Hi everybody!
So, a homebrew project went horribly awry and now I find myself building a PnP RPG because I is GEEK! Anyway, was hoping I could get some feedback from you amazing folk and more experienced gamers.
This whole project is like a love letter to all my favourite RPG's and fantasy tropes. It is not intended to make money or get published. In fact, should I reach a finished product, I would simply be happy that people would want to just try it out :-)

Okay...
Resolution of conflict is the important part of most RPGs, right? What I need is help in that regard. With that in mind, I'm just presenting the bare bones mechanics without any of the fluff.
What I've got so far:

- D100 system. Abilities are rated on a score of 1-100. Rolling under your ability score results in a success for whatever you're trying to do. Your ability score is modified by the difficulty of the task(positively or negatively) in increments of 10. One always succeeds, 100 always fails. This is only used in a situation where there are consequences to failure or constraints of time. All other conflict should be role played.

- Opposed checks are preformed by the PC rolling under the relevant ability with a modifier based on the opponent's relevant score in increments of 10. Thus a PC with a stat of 52 opposing an NPC with a stat of 28 would get a +20 boost and need to roll under a 72%.

- Combat is resolved in a different manner. It is broken down into steps.
1) Draw: Draw and ready weapons. If there is someone within striking distance, you may strike them in a surprise attack. Likewise, any combatants that were ambushing resolve actions now. Everyone involved in combat right now is treated as having a THREAT of 0.
2) Assessment: This phase is skipped if blood was drawn in the Draw phase.This is the chance for attackers to look around and assess threats, slowly circling each other. Last chance for words, be it taunting, intimidating or negotiating.
3) Movement: Combatants can either tactically move positions, withdraw from combat or close distance with the enemy. Initiative is determined at this stage as a group. PCs and NPCs. All movement is declared by one side, then the other and then movement is resolved. To safely close the distance with the enemy, you must have a higher APPROACH stat compared to their THREAT stat. A higher THREAT will allow the defender a chance to harm the attacker as he closes the gap. Any consolidation from the previous round of combat happens here.
4) Clash: Combatants trade blows and parry in this phase. Within each clash is an attacker(s) and defender(s). The PC rolls a percentile, aiming to score under his COMBAT SKILL stat, while factoring in the difference of his/her opponent in units of 10(positively or negatively). By each unit of 10 that the roll succeeds the PC's stat, the PC is given a success token.

Ex: PC COMBAT SKILL is 63 against an NPC of 48. The PC has one unit of 10 higher skill, so his target number becomes 73. The PC rolls a 32. This has four units of 10 difference from his target number, thus he gets 4 success tokens.
Once a clash is won, the winner buys a result on a chart to apply to the clash.

-There is an ATTACKER, DEFENDER, NON-LETHAL(trips, grapples, disarms, etc.) and PROJECTILE chart. Each chart has 10 levels with 10 being "carry success tokens over into next clash" and each level there after, being a more severe wound until reaching level 1 as a "mortal wound". Additional success tokens are granted due to STRENGTH or DEXTERITY depending on weapons, while the opponent may bump the results back up levels on the chart based on ARMOUR or CONSTITUTION. No opponent can ever bump past level 10, therefore the minimum result is an advantage in the next clash.

After all clashes have been resolved, the conflict enters a new movement phase.

- Stamina is a function of WILL and CONSTITUTION. Stamina points may be spent to give a plus 10 bonus to anything physical, including skill checks, combat rolls and trading them in for success tokens. Spending too much stamina can make you winded or gassed, though.

- Debates will be resolved in the same manner as combat, albeit with different terminology and different abilities - but the concept will be the same. Debates may be utilized in the Assessment phase as a means to avoid physical combat.

Trying to avoid a giant text block, so let me know if anything needs more clarification or detail. Thoughts? Questions? Helpful advice/tips/hints/cheat codes? All criticisms will be greatly appreciated!!!

Scott Anderson

Welcome to the deep end of the pool, Hobo.

As far as universal resolution systems go, the 10x10 is venerable, easy to grasp, and requires only one table.

So, make it happen.
With no fanfare, the stone giant turned to his son and said, "That\'s why you never build a castle in a swamp."

Bloody Stupid Johnson

Hey, looks workable. The combat step sequence is sort of interesting with its distinct 'draw' phase (a question - does "striking distance" include missile weapons, so that these normally resolve before movement?).
Stamina as a point spend I'm sort of meh on since seems like a lot of combat rolls are 'Dex' type rolls (accuracy) where this doesn't make a great deal of sense... I suppose it works with most attacks [aside from arrows] if they're just flailing away really fast.
A bit vague on how the charts work, I don't know if starting from level 1 and counting up might be more intuitive than starting at 10 and counting down.
Also, why d100 in the first place? (Not that its a bad choice exactly, just curious).

HoboTheOriginal

Thanks a lot for the feedback, guys! Greatly appreciate it.

@BSJohnson: Great questions! I tried to keep the summary short and would only elaborate upon request, so I'm glad to delve a little deeper :-)

Yes, ranged weapons would also be used in the draw phase, before movement. Thus an archer would be able to loose an arrow before a possible attacker advances, and if the archer his a high enough Threat, could fire again before the opponent closes the distance in the movement phase.

While working on the system, I had three scenarios in mind. PCs walking into an ambush; an RP scenario where combat springs up, everyone is aware and conduct themselves with honour; and the third scenario where a PC interrupts an RP event by drawing and running a talking NPC through the middle.

The main scene I have in my mind while working on it though, is a poker game gone awry. Somebody flips the table and everybody jumps to their feet, drawing steel. Mexican stand-off ensues before somebody has the nerve to swing.

I wasn't sure if I should use the term "effort points" or "stamina" for that extra modifying ability... It doesn't strictly have to relate to strength, though. Spending stamina could also be used to describe moving faster, swinging your sword faster, knocking arrows, drawing harder on the bow string, thrusting harder - basically giving it your all. I chose to go with stamina as it is easier to design a consequence if you use all of it - you become gassed. As well, certain wounds or non-lethal strikes can drain your opponents stamina.

Ah, the charts... So, the one and only reason that the charts go down from 10-1 instead of 1-10, is to stay in the theme of "lower is better". The higher your score in things, higher probability you have of rolling under. I suppose since your not actually rolling anything on the chart,it shouldn't matter so I can make it 1-10.

I chose the D100 for a few reasons. I want to make skill and ability tests a straight percentage. That's what the ability scores will represent. If you have a strength score of 63, it means you have a 63% chance of completing a strength based task that is constrained by time or has tangible consequences of failure. Should the task be easier or harder, the GM gives +/- 10% bonus(es) depending on the difficulty.
I don't want secret target numbers, or to create an atmosphere where PCs don't trust the GM, therefore it should be openly discussed.
"GM, I want to do THIS"
"Okay, the task is a little more difficult for THESE reasons. It will cost you a -20%"
"Oh, I'm wearing THIS and I have some of THAT in my backpack!"
"Alrighty, we'll take it down to a -10%, because you have the right stuff for the job, but you still have to account for variable X"
I understand that you can theoretically do that with any system, but I love the granularity of the 100, plus it is easier to explain to people who have never played PnP style RPGs - which I have a few of in my group.

Also, I really like the feel of rolling multiple dice at once :-D

Phillip

If 52 vs 28 gets 72%, does 28 vs 52 get 8%? That's a 9 to 1 odds ratio.

Keep an eye on that when assigning factors, so you're not surprised by how fast the odds ramp up.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

HoboTheOriginal

Quote from: Phillip;770774If 52 vs 28 gets 72%, does 28 vs 52 get 8%? That's a 9 to 1 odds ratio.

Keep an eye on that when assigning factors, so you're not surprised by how fast the odds ramp up.

   Excellent eye, and thanks for the reply!
I did think about it thoroughly, and thought this would be the best way to create the lethal kind of system I'm going for. In this system of 1-100, I imagine most average folk would fit into the 40-60% range for attributes and abilities - that would cover some standard deviations, as well.
   However, that same range for Combat Skill would apply only to individuals with some form of martial training. An unskilled individual would rank in 30% or less range. Squishy wizards, peasants wielding sticks, insipid Gnomes who won't get the F@CK of your lawn should all fall into this category - thus ensuring high probability of them being felled in a single strike while not putting up much in the way of resistance.
   You may be pleased to know that I'm trying to figure a reasonable way to factor in weight of numbers. How does a 52 fair against fighting three 28's simultaneously? Maybe penalties to combat skill per additional opponent? Or maybe splitting your skill up between each opponent? Still thinking of ideas...

Bloody Stupid Johnson

Fair enough on wanting d100s for transparency.  I tend to think that sooner or later you will have to make a dozen rolls simultaneously and multiple-dice-per-roll will then become annoying but you may enjoy it.
You do seem to be working in increments of 10 pretty often, but I'll refrain from trying to sell you on switching to d10s instead as a system since - after playing with them a bit I found the odds of critical hit/fumble a bit too excessive, or too much extra rolling if you try to fix that with 'confirmation rolls' on 10s/1s.

I hadn't noticed Philip's point on the opposed rolls! It seems like on an opposed roll each 1% gain is 'really' a 2% (slightly less depending on 1s place of opponent score, but roughly) because it also adjusts the modifier for the opposition. I don't think I've seen that before.

Another question might be how you generate stats? (And skills if any? - starting  at a base equal to attribute?).

HoboTheOriginal

#7
Quote from: Bloody Stupid Johnson;770799Fair enough on wanting d100s for transparency.  I tend to think that sooner or later you will have to make a dozen rolls simultaneously and multiple-dice-per-roll will then become annoying but you may enjoy it.
You do seem to be working in increments of 10 pretty often, but I'll refrain from trying to sell you on switching to d10s instead as a system since - after playing with them a bit I found the odds of critical hit/fumble a bit too excessive, or too much extra rolling if you try to fix that with 'confirmation rolls' on 10s/1s.

I hadn't noticed Philip's point on the opposed rolls! It seems like on an opposed roll each 1% gain is 'really' a 2% (slightly less depending on 1s place of opponent score, but roughly) because it also adjusts the modifier for the opposition. I don't think I've seen that before.

Another question might be how you generate stats? (And skills if any? - starting  at a base equal to attribute?).

Yeah, I too started rolling some D10's around just to get a feel for it, and found that I really enjoy the larger spread of the D100. Although, I will freely admit to you that the 1-10 scale and it's simplicity is a little appealing...

   Indeed! I haven't actively play tested it, but I'm happy the way it works in theory thus far. The main reason this system is in place is to allow PCs to generate more success tokens against low level "minion" types - hopefully to drop them after a successful clash. Against opponents of equal skill it will not be so cut and dry, and against opponents that are more skilled than the PCs, it will be quite difficult.
   I want to create a certain mood with combat in this game... A kind of uncertainty...? I want to eliminate the meta of knowing monster stats and hit points and thinking in terms of damage, etc. I want to create a mood where the PCs have to think "Does this guy look like he knows how to fight?"
  This is where the assessment phase is important. Taking stock of your opponents and trying to read from their gestures, postures, movement, and confidence - just what kind of fighters they may be. Should we even engage in combat?
   
   Stats will be point-buys at character creation. There will be a standard number for being a sentient being and additional points given based on your gender, age, race, and class. These numbers will always be the same total, just divided between stats based on race, etc.
   An additional set number of points will be awarded as a "personal experience pool", which represents your character's past training, unique physique, and mentality. These points will be distributed however the player sees fit.
   A common complaint I've read on forums is that character creation often destroys the first session, or is too complicated. Since the points will always be a set total at the beginning, players can create their characters on their own before the first session. The GM simply adds up all the numbers to make sure it has the beginning character level and away you go.

As far as skills go, I'm taking a D&D 5th approach. Abolishing huge skill lists and just doing ability checks. Whatever ability best suits the situation, just test it. A few skills will be given at creation to represent your character's past knowledge and they will help you pass rolls, other than that everything will be treated as an unskilled check.
Acquiring more skills to your repertoire will be done through RP events. You don't just wake up one day with the knowledge of "handle animal" or "survival"(or better yet, bashing goblins skulls in, for XP repeatedly shouldn't give you any knowledge in anything other than bashing skulls!!), so better go find somebody who can teach you or use YE OLDE GOOGLE!! You know, training manuals and books :-D
I want to make it all Role-playie

Bloody Stupid Johnson

Yeah sounds reasonable. Point buy with a set of 1-100 numbers is tending toward a largeish number of points to add up but perhaps not too bad being one-off.
I approve of the general aims -reducing meta concerns as you say. Good to see since so many people trying to design systems instead focus on trying to invent bizarrely overcomplex dice poker mechanics in the name of originality.

HoboTheOriginal

Quote from: Bloody Stupid Johnson;770895Yeah sounds reasonable. Point buy with a set of 1-100 numbers is tending toward a largeish number of points to add up but perhaps not too bad being one-off.
I approve of the general aims -reducing meta concerns as you say. Good to see since so many people trying to design systems instead focus on trying to invent bizarrely overcomplex dice poker mechanics in the name of originality.

Ha! It's all thanks to my old gaming buddies. Trying to find ways to break the D&D system and keep me on my toes. I definitely love them for it, and it made me a better GM, but now I inherently look at meta balance in everything. Not to limit freedom, but to just make sure the integrity of the game remains true.

Now, inventing bizarre things in the name of originality is going to be my aim for the mythos of the world I'm building for the game. Maybe take a look at common fantasy tropes and giving them a little twist? Totalitarian, slave mongering High Elves? Maybe Feudalistic savage Dwarfs? Peaceful and intelligent Lizardfolk? If you've got some ideas there, I'm all ears :-)

Bloody Stupid Johnson

Setting design's (that sort anyway) not really my forte... I hope someone can help though. Perhaps the trick is to to try to reinvent them while still having something that seems to make sense for the race? Maybe go completely non-Tolkien and have some really weird races? (shrug).

HoboTheOriginal

Okay... Here's a more detailed breakdown of resolution that I've got. I hate posting text blocks, but it allows for easy quoting rather than PDF. I'm starting an actual draft of rules in general, so hopefully I can pick your brains a little more before getting to this section in my rules :-)

There are 12 attributes that govern all the creatures and characters in the game. The "standard six"; strength, constitution, dexterity, wisdom, intelligence and charisma. In addition, there is combat skill, debate skill, and arcana(a creature's affinity for magic). There are 3 more "static" attributes; perception(creature's senses), approach(a creature's ability to close into fighting range safely), threat(a creature's ability to keep attacker's at bay).

All attributes are measured on a scale of 1-100. The number in the 10's place holder is called the "threshold', while the 1's is the "degree". If an attribute is to modify a roll, or lend a bonus to another stat, the modifier will be taken from the threshold. Thus, a score of 56 will lend a +5 modifier when applicable. Attributes are bought at character creation, with additional numbers generated by race, gender, age, class and physique.

Static attributes will never be affected by the luck of dice. A perception score of 67 will stay a 67 during opposed checks, or in instances that a target number to find something hidden has been given by the GM. Thus, if the TN is 58, everyone in the party with a perception score of 58+ will have succeeded without having to roll.

All attributes will be categorized by type; physical, mental, social, combat, magical, etc... Some attributes may overlap types, for instance: strength would fit into the physical type as well as combat. As PC's resolve conflicts, they will be awarded points to the attribute type that was involved. Once enough have been earned, the PC may buy degrees to further any attributes of that type, pushing to higher thresholds. So, a PC has been utilizing her strength of 56 for several climbing and jumping conflicts. After levelling, she can buy more degrees to disperse as she sees fit amongst the physical type group. She chooses to put 4 points into her strength score and reach a new threshold of 60!

 When testing to resolve a conflict involving an attribute, a percentile is rolled with the target number being the tester's attribute score. If the roll is equal to or lower than the score, it is a success. The range of success or failure may be determined by the threshold of the roll. So, if a roll of 22 is compared against a TN of 65, there is a threshold difference of 40(60 – 20 = 40). Just how successful a difference of 40 is, is situational - but the bigger the difference, the better the results.

Regardless of all other factors, a 01 will always succeed while a 100 will always fail – no matter the undertaking.

An opposed roll is called for when a PC's actions may come into direct contest of an NPC, rival PC, or vice versa. The two opponents choose the attribute most applicable to the situation. The PC will make an attribute check as per the normal rules of checks, but the roll will be modified by the opponent's threshold difference. Thus, in a contest of a PC's 56 against 28, the PC would add the threshold difference of 30(50 – 20 = 30), for a TN of 86. Should the stats be reversed, the PC would find himself  with a TN of 8.

The PC is only ever the one to roll. Whether attempting to effect the NPC or resist the NPC, the only roll is made by the PC, modified by the NPC. However, in the circumstance that two PC's find themselves at odds, the PC that initiated the contest is the one that rolls.

Combat is one of the most important systems to resolve conflict. Combat is divided into two phases; movement and clash, with two additional phases that proceed the first round of combat – but only the first round. The additional phases are draw, and assessment.

The draw phase is essentially the transition of a conflict to one that requires resolution through combat. It is a very important phase because it serves as the first step to structuring combat into the narrative. During the draw phase, the individual(s) who initiated combat may preform a single action; attack an enemy within striking distance of their weapon(be it bow, spear, sword or otherwise), close the distance with an opponent as if they had a threat score of 0, or tactically move in any way. Once this phase has concluded, every participant in the combat will have their weapons ready, and be able to fight at full capacity.

The assessment phase is the last chance to abort combat. This represents that calm before the storm, the slight hesitation that men may have before committing themselves to bloody battle. Even animals size up their prey, or begin posturing before a conflict. The assessment phase is mainly an RP tool to enhance the tension of combat, but includes slight actions that may be used to bolster your abilities in combat, or help you avoid it entirely. You may assess threats, mark targets, spot hidden enemies, taunt, intimidate, study an opponent's movements or weaponry, and enter a debate to avoid combat. If there was a surprise attack in the draw phase, this phase is skipped.

The movement phase is a chance for characters to close the distance with an enemy, attempt to withdraw from combat, or move to a more tactical position. Initiative is rolled in this phase to determine who acts first. Initiative is rolled per group rather than per individual participant. Once a group has been given the initiative, all members of that group may declare their movements, then resolve them in any order they choose as movement by a group is considered simultaneous. Once one group has completed moves, all other groups may complete their moves in sequence.

A combatant may close the distance with an enemy to engage in melee combat. Charging at an enemy can only be done safely if the attacker's approach stat is higher than the defender's threat stat. In any other event, the defender may gain an advantage in the clash, or an opportunity to wound the attacker depending on the difference in their stats. Likewise, an attacker with a much higher approach could gain advantage against the defender in a clash.

The clash phase is where actual swords are swung. Opponents who have made contact via the movement phase enter an opposed combat skill check, with the character who made the approach being the attacker. Only the PC's need to roll, whether they are the attacker or the defender. All the rules for opposed checks apply for the clash. So, a PC with combat skill of 62 clashes against an NPC with a 49.  The PC's TN becomes 82(60 - 40 = 20)(20 + 62 = 82). The PC rolls a 35, thus generating a threshold difference of 50(80 – 30 = 50). This threshold difference is used to buy results on a damage chart to wound the opponent.

Each damage chart is ranked from level 1 to level 10, with 10 being the best result possible. Each threshold difference from a clash grants you a success token to buy a level on the damage chart. Additional tokens may be granted based on certain other factors, such as strength, dexterity, or spent stamina. Results on the charts vary from extremity flesh wound to a full fledged mortal wound. Additionally, success tokens that aren't spent may be carried over into the next round of the clash.

There are four charts. Attacker, defender, non-lethal and ranged. The winner of the clash has to roll on the appropriate chart depending on his role in the clash, be it attacker or defender – with the non-lethal chart being optional for either. The ranged chart of course only applies to characters using missile weapons. While the other 3 charts are about dealing damage, the non-lethal chart is about affecting your opponent in various ways; manipulating their movement, disarming them, grappling, draining stamina, even spitting in their eyes! Although situational, some results might actually be more effective than applying direct damage.

Stamina points are pooled at the start of conflicts and may be spent to increase the threshold of any roll that is based on a physical attribute. Additionally, they can be used to buy success tokens for damage charts. If all stamina points are drained, a character will enter a winded state of exhaustion where they are vulnerable. Stamina is calculated by adding the modifiers of your wisdom and constitution score.

After each clash is resolved, a new movement phase begins. Characters that are still in an unresolved clash may not move. All other characters may move freely.

Debates will work in a similar fashion as opposed combat skill checks, the main difference being that threshold differences will decide possible concessions. A debate might not always sway the mind of the opponent, but a strong argument might effect those around to support your cause or withdraw support from the opposition.