Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

Monday, March 17, 2008

PUCS website launched over the weekend

The PUCS website went public over the weekend. The DRAFT 2 Rules are publicly available there, however editing continues and the final DRAFT 2 PDF has not yet been created. A whole lot has been changed with regard to magic especially. Play testing continues and I think that spells are going to be revised for potency and cost before the final DRAFT 2 is released.

So what changed? Mainly spells. Previously you could cast a spell as many times per day as you had skill level in the spell. There was also a calculation to determine how long it took you cast the spell in melee. It worked fine, but was still clunky in play testing and really slowed things down in melee. So it was scrapped.

Now Magic is casts per round of skill level in the spell. That a huge change. There remain many balance issues to work out between cost of the skill and potency. Some competing plans are:
  1. Make magic much more expensive then in DRAFT 1.
  2. Make spells much less potent then in DRAFT1.
  3. Keep cost and potency from DRAFT 1 the same but increase the hierarchy to get to powerful spells.
Personally I do not know what is the best answer is. I'm inclined towards some combination of 2 and 3. But then there are some complexity issues so where the balance will fall out, we still do not know.

There are others issues to work out too. If I cast spell X in melee, can I cast spell Y in the same round? Its a worthy question but not yet answered. If you let the cast switch up between spells in the same round you increase their effectiveness and potency considerable.

So please browse the rules at the PUCS web site and post any comments that you might have. I would like to hear what you think!

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!

Tuesday, December 25, 2007

Spells Spells Spells

Lately there has been some debate about how we are handling spells. The problem seems to be that at low skill level they are not powerful enough to be worth while and spell casters get bored in melee. At high level they still are not powerful enough. So in general magic is viewed as too weak and too slow. A fair observation.

The way to fix it has become a conundrum however. The discussion has been wide. Alternate ways have been discussed some are structured after novels but ultimately all of those have been dismissed as too structured and confining. In d100 we had more less followed the D20 model where a spell's level defined how often per day it could be cast. While this was simple it was not particularly fair to the caster who at skill level 1, would cast that spell 1 time per day.

So what we are play testing now is a way to increase the number of times a spell can be cast. We are testing a points based system. Once again our overriding goal is simplicity. This is not easy to achieve, we are currently going with a sort of scaled points system based on cost of the spell. Total number of points being a function of willpower and intelligence. I'll post more when some testing has occurred.

Thursday, December 20, 2007

More Pre Requsits

Well after some discussion and poking around we are probably going to drop pre-req's for melee skills.  However the consensus is to leave them for spells.  Speaking spells we need more a lot more.  So far spells have been created as needed in play testing, that is not a practical method for creation.  Over the next few months we expect the spell lists to grow every week.  

We have had some interesting discussions on the basis for spells, nothing has been decided but eventually our "theory" will be set and then spells will be reorganized.  At a minimum the spells will be split into 2 categories.  Spells of the Will (Willpower) and Spells of Intellect (Intelligence).  I'll write more detail on the that later once it has been decided.