[Nevercast] - Mechanics Reference
Ar Kayon:
This thread serves as a reference for the Nevercast main thread. Here, I'll be going over the actual in-game rules. In particular, I would like members to make a critical analysis of the mechanics:
1. Are the mechanics consistent, i.e. does each function within a subsystem rely on the same mechanical principles?
2. Are the mechanics streamlined, i.e. a balanced complexity/calculation-time ratio?
3. Are the mechanics dynamically balanced, i.e. is each option feasibly playable without creating a predictable pattern of best options?
4. What would you do to improve upon any perceivable flaws in the above three checkpoints?
5. Please remain objective in this thread. I am not looking for personal opinions on what you like or don't like about the mechanics, only insights about their structural integrity.
6. If there is an error not covered in the above three points, or if the language I use to describe the mechanics is unclear, please feel free to inquire about it.
For now, I'll elaborate on the following subsystems:
1. Core Resolution Mechanics 2. Skill structure and development 3. Combat
Ar Kayon:
Core Resolution
Skill comparisons utilize a dice rank. The better your skill in comparison to the competition, the lower your dice. Start off at a predetermined base dice (usually 1d8). For every level of skill above the competition, lower dice rank by 1 (1d6, 1d4, etc.). For every skill level below, use 1 dice rank higher (1d10, 1d12, etc.). Both sides roll (opposition only rolls if an action is used against you). In order to score a success, you must roll within the range of 1-3. 1=critical 2=moderate 3= minor
It is possible for both sides to get a success, but usually factors such as "speed" will determine a success for the subject with the highest value. Example: Kanu Gon is aiming in a general direction of his opponent. His opponent comes out of cover to fire at him. Kanu Gon receives an aiming bonus of -1 and a +2 bonus to his weapon's maneuverability. His opponent suffers -1 maneuverability for having to change his position before firing. Kanu Gon's skill is 3 and his opponent's is 4 (1d10 vs. 1d6, then modified to 1d8 vs. 1d6 because of the aim bonus). Kanu Gon rolls a 3 and the opponent rolls a 1 (both successes). However, because Kanu Gon has the higher maneuverability, he gets the shot off first and wounds his opponent, disrupting his attack.
Also, modifiers affect your dice rank after skills are compared, so if you have 1d6 and your opponent has 1d10, then your -1 bonus is taken into account.
Ar Kayon:
Going off on a tangent with weapon attributes, these factors help to mold the tactical considerations for combat. The numerical makeup of your weapon's attributes determines how effective it is in different situations. For example, in a close range firefight where accuracy is hardly a limiting factor, it's best to have a weapon that allows you to shift position and aim very quickly, therefore it would be better to have a weapon such as a submachine gun rather than, say, a battle rifle that has a longer stock and barrel. In a long range firefight, where a combatant is likely to miss his shot anyway, maneuvering speed isn't so important. In that situation, it would be better to use the battle rifle because your accuracy penalties are significantly reduced, which actually improves your speed, in essence, by reducing the amount of rolls it would take to score a hit. When armor comes into play, your characters have to make the informed decision on whether they want to sacrifice other attributes for superior penetrating power. In a close range armored fight or with lots of cover, for instance, the choice to sacrifice for a higher caliber round would be fairly simple to make; the round may be able to punch through the car or a wall and give you a chance to hit your opponent that wouldn't have existed otherwise.
Devon Oratz:
Quote
2. Are the mechanics streamlined, i.e. a balanced complexity/calculation-time ratio?
If you are using an Earthdawn style dice step system than IMHO honestly they are not and cannot be because whenever someone rolls dice they have to reference a chart which indicates which Dice Ranks correspond to which die types. You can minimize the impact of this on speed and handling time by making sure that modifiers never apply to Dice Ranks, but instead to the die roll itself. That should cut down on the number of times people have to reference the chart. I know you may already be doing this, I couldn't quite tell.
Ar Kayon:
It's similar to the Earthdawn system, but progresses in an inverted fashion. I understand the point you're trying to make however, and keeping the dice system on the more complex end of the spectrum was a conscious decision of mine (the gradient of functional capacity granted by the system is greater than the calculation slowdown). It's funny - when I actually made that post, I remembered what I said about the mechanics being streamlined, and realized that the disparity would get mentioned immediately.
Furthermore, I've also noticed the hit in handling time when it comes to modifiers. I have a fledgling idea to simplify the process in the works, but I don't know if it's functional yet. I'll update the thread once I figure it out.
Thank you for your input, Devon.
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