Tuesday, January 29, 2008

D100 Draft PDF finally released

It is not pretty but for a draft it is sufficient. The second draft will be available in February 2008 and promises to be prettier. You can download the PDF at the D100 site. Enjoy!

Monday, January 28, 2008

Playtesting and PDFs

There are many a great lesson to be learned in this life and wise man once said to me.
Be careful what you complain about in committee for it may be assigned to you.
I wish I had listened! Because I had long been whining about not having a PDF of the complete rules. I could dog ear one, make notes on it, and not have to be browsing the website in play. In truth I rarely have to refer to the rules in play, but making notes about tweaks, ideas and changes is easier for me on a hard copy. So after my repeated mentions of having no single PDF of the entire rules set, I was volunteered to correct the problem. Oh happy day.

However as it turns out it was not all the hard to automate the content capture and so now I must tweak the format of that capture (in an automated way) and then we'll be good to go. As it stands now the DEC 2007 rules are a little more then 100 pages of 8.5x11 including all charts & graphics. I only have few format issues to correct and a few linking issues to adjust and it will be complete.

That said I believe a PDF of DEC 2007 rules will be available, just before the FEB 2008 rules are released. Just in time to be obsolete!

Saturday, January 19, 2008

D100 logo finalized

In the grand scheme of things this is a minor event.  I created it and I wanted to show off a bit!  You can also go see it live at the D100 Open Melee System.  I am proud of myself for getting it to look that good.  I became so frustrated at one point I considered offering bounty for the logo design at www.sitepoint.com

I used a free logo generator on the web to create the shield design.  I then used GIMP to spruce it up, add text and the fade to transparent white ellipse.  I am an amateur and it took me many hours to create the effects.  Translate that to a whole lot of rework, Save As, beer and trips to the potty!

Friday, January 18, 2008

Dealing with light in game play

Recently I played in a very spirited campaign. All involved were experienced and the characters had been in use off and on for many years. However this time the campaign was played using a VGT (Virtual Game Table) called Maptool for the first time. There was a noticeable change in player behavior and this was completely due to the lack of light which Maptool does an excellent job of representing.

Traditionally on the table top, the map is revealed in bit and pieces as the characters "See" more, using either torches, lanterns, light spells or whatever. We more or less took the light for granted and it rarely slowed the pace of the party in exploration or melee. In fact rarely did light effect player behavior or impact die rolls. This was really a convenience for both GM and the players. It had been going on for so long that none of us even thought it about it any longer.

However in last weekends play something amazing happened. The players were, for lack of better word, Timid! In more then one example the strong fighter type would blitz after a foe and stop. Thats right STOP at the edge of the light. I can't recall that ever happening before. Furthermore our sources of light were limited to certain characters and the other characters tended to bunch up, bathing in the warm glow of thelight. Furthermore in a large and dark cavern. The characters were easy targets for foes outside the light with melee weapons. This is new behavior and really added to the fun!

None of this really has anything to do with developing a RPG, but it was such a powerful and positive experience I had to share the effect. I recommend that if you have not used a VGT you try one out sometime soon. We used Maptool which is free, works on multiple platforms, is easy to install, and not too difficult to learn to use.

Saturday, January 12, 2008

No play testing but a fun game!

Today we played good ole d20 for a few hours.  Although my character spent most of the day KO'd (Beholders are tough!) it was still fun to roll the dice.  It did serve to remind me of the many complexities in D20 and re-affirmed my view that D100 is the right way to go.  Hopefully with the pending FEB 2008 release we will see more acceptance of the new system. 

Friday, January 11, 2008

Critical Hits and Critical Blunders

As it happens in D100, melee is quite deadly even to the well skilled and experienced. We have found that this is largely due to two factors:
  1. Many on 1 confrontation. In D100 this is a scenario for even the well armored and highly skilled to avoid. Put simply if surrounded you are unlikely to survive. Even if the opponents have only 1 attack each, 9 attacks can not be defended against and you are going to go down.
  2. Critical Hits. In D100 under 2007.12 Rules happen anytime the player rolls a 00, 01 or 02. 3% is not great odds yet it happens quite often and is frequently the end of the character who is hit by one.
"Many on 1" is situational and really a function of how well the system is modeling reality. No changes are coming there. Players should avoid the situation, purchase good armor and well be ready to run when need be.

Critical hits however is going to be changed. The designers went back and forth on the "how" many times but ultimately decided to keep it simplistic. First they are reducing the incident rate from 3% to 1%. Players who roll a 00 score a critical hit. However they are not reducing the deadliness of it, in fact they are increasing the deadliness to maximum damage, then doubled. Unlike before however they are allowing the defender (if they have an action available) to attempt to block the blow. If the defender fails the block or has no actions available, the defender can bump it.

In summary, in the revised rules, they have reduced the rate at which the critical occurs by 2/3, they have increased the effect of it, and allowed the defender a chance to avoid it or reduce its effect.

It looks like the next rules draft will be out at the end of February!

Wednesday, January 2, 2008

Ahh so what to do about magic?

Well what happens when you combine 60 points for each of two player characters, matched up against: 16 goblins, 16 orcs and 8 evil humans. In a word... CARNAGE!



Ok it was a scenario designed for 4 PCs not 2. The goblins had short bows. The humans had long swords blades 4. The Orcs had short swords blades 3. The match lasted 43 seconds (took about an hour to play but there were many sidebars as it was play testing), 1 PC still standing and all others were killed or incapacitated. Most were incapacitated (grey X's on map above).

So what did we test:
1) Spell level = casts per round of that spell
2) Casting time = 1 second
3) Bow Level = missiles per round
4) Missile Rate of Fire = 1 second

So what did we learn:
1) Magic, well used with even simple spells is very powerful.
2) Magic skills may be too cheap.
3) If you have magic and your opponent does not, your opponent is going to loose.
4) Critical hits are deadly. One PC died in the first 10 seconds with a critical hit to the head.
5) Fireballs rock, but lowly sleep spell won the day.
6) We need articles/equipment for magic protection. This is a balance issue that requires A LOT more testing.
7) GAP comparisons for success of spell was too cumbersome. In a simple engagement we had not noticed, but calculating GAPs on 10 people at time was way too much work and we just stopped and went with simple Willpower checks instead.
8) MapTool remains the coolest thingie out there for remote RPG play.
9) Wands, rings and Staffs are far less useful in revised system.
10) Revised rules for magic were so simple to follow we never thought about them in play.
11) Revised rules for bows were so simple to follow we never thought about them in play.
12) Good armor is worth the money. Especially against missiles. A PC absorbed three volleys from a group of archers at short and medium range, and although damaged he was not brought down.
13) Large engagements are a lot of fun, especially with interesting terrain.

So what do we need to do.
1) Initially we will keep the spell costs unchanged, but add some protection equipment and see how that effects things.
2) More testing of spells with protection.
3) Small engagements, large engagements, open space, confined space.
4) Review spell list and drop the GAP for area of effect spells, its too cumbersome to calculate, simple willpower checks suffice and in truth degrade the power of the spell somewhat.
5) Consider an option for willpower based area of effect spells to use the GAP when the spell is targeted on a single creature instead of area of effect.