Started by opsneakie, March 22, 2012, 10:08:43 PM
QuoteThe scene I want here is this. I want the characters to be pursued, hunted across the night by some horrible horrible bads. They're running and running, but eventually, weariness takes its toll on them, they start to falter, start to trip up. At some point, they realize that whatever is chasing them is going to outlast them, and they have to turn and make a stand somewhere. I want a setting where the night is a scary place. It's the player characters against the myriad terrors that the world holds. Where the traditional D&D setting is about an age where adventurers thrive, this is at a time where the things in the night are still powerful.
QuoteExhaustion I want to stay, since I really like the thought of having the characters simply drop from exhaustion at some point, just being too worn out to fight. It also means things can cost an exhaustion point, if I decide to have powers or something of that type.
Quote from: Ron Edwards on March 23, 2012, 01:01:34 AM2. You should think carefully about the difference between mechanics and Color. Let me give you an old-school AD&D example. Now, everyone likes to bitch about and poke fun at those hit points, especially the way you're supposed to be a bad-ass veteran (first level) with 7 on a good roll, and then at 5th you're running around with maybe 30, and at 10th, say, 60 or 70. Cue all the japes about how the high-level characters get shot up with fifty arrows and don't blink, then and now.My point is that all the jokers were and are morons. I've got plenty to criticize about every iteration of D&D, but that's one mistake the rules don't make. Instead, according to the AD&D Player's Guide (1979), what people mistakenly call "First Edition," Gygax is wonderfully clear about what hit points are. They are literally story armor (not his words), indicating that the same fatal damage inflicted on a minor character would not touch a higher-level character the same way, resullting in a mere scratch (his words).
Quote from: opsneakie on March 22, 2012, 10:08:43 PMHow do I make a single roll that covers hit and damage, and involves a character's stats, skills, and gear? Ideally, all of those should make a difference, but I also want things to flow quickly enough for combat to flow nicely.
Quote from: Ron Edwards on March 26, 2012, 11:52:36 AMQuoteExhaustion I want to stay, since I really like the thought of having the characters simply drop from exhaustion at some point, just being too worn out to fight. It also means things can cost an exhaustion point, if I decide to have powers or something of that type.Have you thought about flipping it around, so that instead of an attached bank of endurance (the usual method), have a character's raw effectiveness (chance to hit, damage, whatever is the primary consequential mechanic in the game) be driven specifically by the effort put in? In other words, instead of doing X and therefore having to check off how much X costs, start by saying how much you're putting into it, and that number sets up all kinds of things like chance to hit and damage, or even defense as well. You could even say that how much effort you put in even raises the risk of how much damage you could take ...H'm, let me brainstorm. My character has Endurance 20. I spend 5, which gives me a nice solid chance to hit + level of damage inflicted on hit, but it also means that if I get hit, I'll take more damage than if I'd just put in 1 or 2. Never mind the numbers exactly, but I hope you can see how I've made effort and exhaustion the centerpiece of strategy – i.e., they simply have to do it, the question is how much – without turning the characters into total wusses, or forcing them to track secondary number pools. It basically lets the characters dig their own graves depending on how badly they want something, and includes the enjoyable effect that they'll fight only when they really mean it.