Showing posts with label Missile. Show all posts
Showing posts with label Missile. Show all posts

Saturday, March 29, 2008

The Updates Continue

The good news is that the methodology is resolved. The mechanics are resolved. All that is left is some adjustments to both cost and potency and its all done. We are still cleaning up the context a little too.

So whats the new methodology?

The same methodology has been applied to magic, missiles and melee. Previously we had variations in each major category. Each round consists of 10 seconds. In each of those 10 seconds a character can take an action or move. The maximum number of actions is determined by the categories basic skill.

For melee weapons, the Basic Melee skill level determines the maximum number of actions the character can make it melee. There is a cheviot though. The character can not take more actions then they have skill level in the weapon they are using. For example if the character had Axes & Hammers level 4, but only Basic Melee level , the character could only make 3 attacks/defends per round. The character would still get the +20 bonus, 5 points per skill level.

For spell casting, it works exactly the same way. The Basic Spell Casting skill determines the maximum number of spells cast round. There is a cheviot though. The character can not cast a spell more times then they have skill level in that spell. However the character can cast different spells in the same round, so long as they do not cast any spell more often then the skill level in that spell and the total number of spells cast in the round does not exceed the Basic Spell Casting level. This gives the caster a great deal more flexibility and more power. This is why we are play testing the casting so heavily, seeking the balance between cost and potency. It is worth mentioning that spell's skill level sets how often the spell can be cast per round. There is no longer a daily limitation on any spell. You can read the revised PUCS magic rules on its site.

Missiles are skills unto themselves. There is no base skill for bows or crossbows. Bows can be fired as many times per round as the skill level. Crossbows are slow to load and their rate of fire is defined by each device.

That is enough for today. Check out the PUCS website and please post any comments or questions you might have here. I'm happy to answer them as best I can!

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.

Monday, December 31, 2007

Well its time for a redo

Playing testing has revealed that we inadvertently mucked up the simplicity of the system. What we came to realize was that we had fallen into a trap of having different rules for different types of skills. Skill for Melee, Missiles and Spells were each getting their own rules set. This was a very sad realization and a violation of the games creed. "Keep it simple."

What is most interesting is that the rules actually worked very well. They were fair, gave good mechanics is play, but it was overly complicated as the rules were significantly different for: Missiles, Melee and Spells. Sadly all this work on Spells and Missiles will be abandoned. The spells points concept is dead. The rate of fire concept for missiles is dead. We are back to basics, and while not as detailed it is much much easier to learn, remember and most importantly PLAY!

So expect in the next few weeks to see a new draft of the Rules released at: D100 Open Melee System

...and Happy New Year!