ef2718 said:
Thanks Jim, for the reasoned reply to my rather flame-worthy intial email.
Not a problem. At this stage, brutal honesty is more useful than fluffy praise.
ef2718 said:
1) The Forge. I find a lot of the Forge too abstract to be useful. That is useful is the bazillion links to other game systems, to see what other people have done. For instance, Clinton Nixon on anvilwerks (I think) has a free implementation of the Socerer game system, and I think better done.
I agree about the Forge's direct usefulness, but reading threads like 'What Can Rules Actually Contribute?' is a healthy exercise for either a game designer or someone putting a lot of thought into what game is perfect for them to GM or play, even if it just reinforces an existing viewpoint on the subject.
I do check out a lot of columns on games, not so much game-specific material though. I'm hoping my Sorcerer books arrive today or tomorrow, and I'm sure after reading Edwards' own brainchild for myself I'll be looking for more thoughts on it. As long as he doesn't tell me that D&D is crap and not roleplaying I should be fine with it.
ef2718 said:
2) Richness of the rules: It sounds like the goal of the system per se is to have something really basic and quick-playing, with the real creativity coming in world-products. If that's the case you don't need a really great rules system. Your rules system just has to be rich enough to support your worlds. If the rules are, then my comments about being 'wimped-out' X are pretty meaningless.
I think we're agreeing on the major point now, which is great... although to me 'really basic and quick-playing', plus a dash of 'fairly realistic', does equal a 'really great rules' system to me. There are big systems out there that I am in awe of conceptually, but at the playing table they take more time to use than I'd personally prefer.
ef2718 said:
3) More thoughts on the rules:
Statistics vs. Skills: Since statistics and skills work basically the same, why keep both? Why not have 'Attributes' that encompass both stats and skills, and have the same point cost?
Statistics are based on traits every character has. Health represents physicality and determines how durable the character is to abuse, how long they can go on a forced march, how big and mean and able to ignore puny armor, all represented by a number everyone has.
Skills represent learned behavior. If skills and statistics were to not be differentiated, I'm not sure if I'm understanding you correctly, but are you meaning making characters buy what are now individual Statistic traits as separate skills? 'Lift Objects', 'Traveling Endurance', 'Chasing Speed', etc?
ef2718 said:
4) Cheats: Is there any way of getting new cheats after character creation?
Simply spend an experience point per cheat. A player really can decide whether they want their character to be lucky, or good.
(By the way, any time a rules question like this is asked, it is going in a notebook, both for the purposes of editing/clarifying the manuscript, and figuring out which rules need simulated-play examples added on as well)
ef2718 said:
5) Social combat: I don't see a lot of 'Social Combat' stuff, which can be just as intricate as physical combat.
Agreed that it can be just as intricate. I'd originally had a 'Charisma' skill that would be used in instances of interrogation, seduction, 'let us use your boat' situations, etc.
I ended up dropping it just because of what my views on role-playing are. In combat, I don't expect a player to be able to really fight in order to play a great warrior. I don't expect a player to know how to hammer a nail to play a skilled carpenter. These are things a character 'does', not how a character acts. making interaction a 'skill' as it were reduces the 'role playing' aspect of the game in my eyes. Instead of acting out a negotiations, it seems a little bit cheap to me for a player to just say what end result he wants and then just roll a die to get it.
But getting away from how *I* want to play, and thinking of my greater ideas of what role-playing games are for (playing someone that you can't be, doing things you can't do)... what if an introverted geeky kind of guy (and everyone is probably nodding their heads thinking 'I know just that kind of player') wants to play a James Bond suave and sophisticated kind of character? Is it any more fair to make the socially inept guy role-play through social interactions than making a 9-5 office worker pantomime a swordfight? Probably not.
But not everything should just be resolved with a die roll with players directing their characters to just 'do this and that' like it's a video game. That thinking is, by the way, why Intelligence isn't used in the game beyond determining how fast new skills/skill improvements are learned. GMs should very well be able to present logic puzzles or riddles to their players and expect them to work it out without the situation being resolved with a die roll.
Along similar lines, I do think I need to have some sort of difficulty rating example table (sort of similar to the ones on the Acting and Disguise skills) for the Academics, Goverment, and Religion skills for dealing with the 'bureaucracies' as described in the skills, and make the Merchant skill apply to trade organizations/guilds in this same way. I'm thinking the breadth and usefulness of those skills aren't well represented as the skills are currently described. One table for all 4 skills should do, and I think I'm going to just list the Acting/Disguise tables once in the final layout.
Maybe some sort of rule where unstatted, random NPCs are fully susceptible to these sorts of skills, named/significant-to-plot NPCs are more difficult to affect, and characters with Cheat points of their own are can not have these skills used against them? (prevent players from using the rules to dominate other PCs in-character as well as major adversaries)?
ef2718 said:
Psychic abilities aren't part of the core rules, so nothing relating to psychic combat should be needed as of yet.
I imagine magic and psionics rules concerning this sort of thiing will boil down to a 'mental power level' vs 'Awareness' or 'psychic defense' type of test. But it's not definite... I've written a ton of fluffy descriptive text for the magic book so far but I haven't wanted to put in game mechanic information until the core rules are finalized.
ef2718 said:
7) Armor: How exactly does armor work? I'm guessing that it 'absorbes damage', that is if someone gets a -3 result in combat and they have chain armor, they take 6-4 = 2 pts.
Wow. All that text about armor ratings and I never actually stated how it applies to damage. Holy cow, I feel dumb.
And glad I'm going through this process. But yes, that's how it works.
If I can brag a bit about the concepts in the combat system... I want to make sure people notice this part, haha. One thing that's always bothered me in RPGs is that a 'dagger' is nowhere near a deadly weapon in 99% of the systems I've played and read. So I made the rules so a skilled knifewielder is in every way the deadly equal to a skilled swordsman.
But then I worked the armor rules in a way that explains why vast armies just aren't cheaply equipped with daggers, because armor is more effective against smaller weapons. And armor is a real life saver all around...
... except against piercing missile weapons, which is historically accurate because the development of longbows and then gunpowder weapons were the reason heavy personal armor became obsolete in warfare until modern times. (if the game moves into modern/futuristic settings, one aspect of armor will be the canceling out of armor piercing effects of missile weapons)
But I wanted the option for a heroic game, not one where the characters become quick statistics to the deadliness of the battlefield, so I put in the idea of the Cheat to push the idea that the heroes still obey the 'rules of the game', but they're damn lucky.