TNE: Tactical Conceits
Posted: Sun Oct 05, 2008 5:07 am
In any balanced game, it is necessary to establish various guidelines for power, versatility, and trade-offs that guide the structure and balance of the rules. TNE discussions seem to be veering into territory where a lot of these are going to become important, so I thought it would be worth hearing people's feeling sabout various issues.
Several questions to ponder:
1. Ability Obsolescence
It seems that characters are expected to gain new powers as they advance in level. Once you've gained several levels, what's the relative strength of the powers on your list look like?
A) Your most recently-acquired powers are the best. You might pull out older powers if the situation calls for them, but you hope to mainly use your new-and-improved thing.
B) All your powers are equally good, because you swap out older powers for newer ones.
C) All your powers are equally good, because they all scale, and thus never become obsolete.
D) All your powers are equally good, because being higher-level doesn't give you access to new powers--the new power you have at level 20 could be had by a level 1 character, you just have more of them.
E) Your oldest powers are the best, because all powers scale according to how long you've had them.
F) There's some variance in the strength of your powers, because you have your powers from the last N levels, but the scale of variation doesn't increase because each power is replaced by a new one once it is at least N levels out-of-date. Basically a compromise between A and B.
2. Specialization
Different classes are good at different things (maybe not if K has his way, but even he seems to support the general concept at least half the time). If schtick X is your class's primary thing, and another class only dabbles in it, what does that mean?
A) Favored abilities have more raw power. You hit harder, run faster, jump higher, make bigger explosions, etc. as appropriate to your schtick.
B) Favored abilities are more flexible or more widely applicable. For example, the other guy's teleport goes just as far as yours, but yours doesn't require line of sight; or your firebolt ignores fire resistance and his doesn't.
C) If it's your class's primary schtick, you've just got more total powers of that type on your class list. For example, you've got 10 ways to set things on fire, and the other class only offers 3. But if an individual character actually learns fewer than 4 of those 10 powers, he can't expect to be any better at setting things on fire than someone of another class.
D) Your favored effect is mixed in with all the other stuff you do. If your class is big on teleportation, your standard melee attack involves teleporting behind your target as part of the power; if AoE is your big thing, then your "single-target" attacks get a little bit of splash damage for free; etc.
3. Automatic Competences
What things can everyone do just for being a PC, without actually spending any charcter resources (like power slots) to do them? For each one, if a power does a similar thing, how much better can you do it if you have a "real" power for it?
Some powers--maybe all powers--don't actually help you unless you spend an action to use them. What's the breakdown of actions you're allowed to take in a round, and which of those do abilities compete for?
A) Every power is a standard action to activate or maintain
B) Every power is a standard action to activate, but some have lingering effects after you use them
C) Some abilities are movement-related and can be used in the same round as an offensive/defensive ability
D) Some abilities can be activated (or at maybe just maintained after they're activated) with a special action (e.g. swift/minor), so you can use some "on the side," but not an unlimited number
E) Some abilities are "always-on" and don't cost actions
F) Mix-and-match the above? Something different?
5. Level Thresholds
What kinds of special things exist in the world, and which are reserved only for high level people? What order do they show up in? Does everyone get them at the same time, or do you have to specialize in a particular area to get them earlier/at all? Some effects to consider:
Several questions to ponder:
1. Ability Obsolescence
It seems that characters are expected to gain new powers as they advance in level. Once you've gained several levels, what's the relative strength of the powers on your list look like?
A) Your most recently-acquired powers are the best. You might pull out older powers if the situation calls for them, but you hope to mainly use your new-and-improved thing.
B) All your powers are equally good, because you swap out older powers for newer ones.
C) All your powers are equally good, because they all scale, and thus never become obsolete.
D) All your powers are equally good, because being higher-level doesn't give you access to new powers--the new power you have at level 20 could be had by a level 1 character, you just have more of them.
E) Your oldest powers are the best, because all powers scale according to how long you've had them.
F) There's some variance in the strength of your powers, because you have your powers from the last N levels, but the scale of variation doesn't increase because each power is replaced by a new one once it is at least N levels out-of-date. Basically a compromise between A and B.
2. Specialization
Different classes are good at different things (maybe not if K has his way, but even he seems to support the general concept at least half the time). If schtick X is your class's primary thing, and another class only dabbles in it, what does that mean?
A) Favored abilities have more raw power. You hit harder, run faster, jump higher, make bigger explosions, etc. as appropriate to your schtick.
B) Favored abilities are more flexible or more widely applicable. For example, the other guy's teleport goes just as far as yours, but yours doesn't require line of sight; or your firebolt ignores fire resistance and his doesn't.
C) If it's your class's primary schtick, you've just got more total powers of that type on your class list. For example, you've got 10 ways to set things on fire, and the other class only offers 3. But if an individual character actually learns fewer than 4 of those 10 powers, he can't expect to be any better at setting things on fire than someone of another class.
D) Your favored effect is mixed in with all the other stuff you do. If your class is big on teleportation, your standard melee attack involves teleporting behind your target as part of the power; if AoE is your big thing, then your "single-target" attacks get a little bit of splash damage for free; etc.
3. Automatic Competences
What things can everyone do just for being a PC, without actually spending any charcter resources (like power slots) to do them? For each one, if a power does a similar thing, how much better can you do it if you have a "real" power for it?
- Basic melee (throw a punch? swing a sword?)
- Basic ranged (throw a rock? shoot a bow?)
- Perform special maneuvers like Grapple/Trip/Disarm/etc.
- Swim (fight while swimming?)
- Climb (fight while climbing?)
- Be stealthy
- Detect stealthy people
- Combat movement
- Overland movement
- Healing during downtime
- Healing during combat
- Others?
Some powers--maybe all powers--don't actually help you unless you spend an action to use them. What's the breakdown of actions you're allowed to take in a round, and which of those do abilities compete for?
A) Every power is a standard action to activate or maintain
B) Every power is a standard action to activate, but some have lingering effects after you use them
C) Some abilities are movement-related and can be used in the same round as an offensive/defensive ability
D) Some abilities can be activated (or at maybe just maintained after they're activated) with a special action (e.g. swift/minor), so you can use some "on the side," but not an unlimited number
E) Some abilities are "always-on" and don't cost actions
F) Mix-and-match the above? Something different?
5. Level Thresholds
What kinds of special things exist in the world, and which are reserved only for high level people? What order do they show up in? Does everyone get them at the same time, or do you have to specialize in a particular area to get them earlier/at all? Some effects to consider:
- Area-of-effect powers
- Bypass Barriers (e.g. pick locks, smash in walls...)
- Combat Flight
- Combat Teleportation
- Combat Stealth/Invisibility
- Incorporeality
- Resurrection
- Compulsion
- Scrying / Remote-Viewing
- Lie-Detection
- Prophecy / Predicting the Future
- Anything else?