Monday, April 14, 2008

Still Flying

We played another session in our ongoing Serenity RPG this weekend. Several hours were spent hanging out in saloons, hanging out with drunk miners, shmoozing with small-town high society, gambling, and best of all, getting paid four times for the same job. (Captain Tagon would be proud.)

We were all very surprised at the end of the session when there was actual combat. We'd somehow managed to convince the townsfolk that we were trustworthy folks who could handle transporting the mine's payroll from the station to the bank... or at least that we weren't stupid enough to try to make off with it with an Alliance fleet in orbit. At any rate, while we were fighting off the desperados who were stupid enough to think they could get away with it, I noticed a mechanic that I like a lot.

First off, let's compare to D&D. In both systems, you've got a total amount of health, and there are two damage types: subdual/stun damage, and lethal/wound damage. If a character takes enough total damage of both types to fall below zero health then they fall unconscious, and if they take enough pure lethal damage then they're dying or dead.

In D&D, the vast majority of damage is lethal, and either attacks hit or they don't. So damage can be pretty spiky, and characters fall below zero pretty frequently. As a result, there's a safety mechanism: between 0 and -10 they're not dead, but rather bleeding to death, and they lose another point of health every turn.

In Serenity, the more accurate you are with your attacks, the more damage you inflict. This is already good - you can pick between having inaccurate weapons that do lots of damage, or accurate ones that make up for their low damage by getting lots of bonus damage from accuracy. (Daggers always sucked in D&D because of this - their damage is poor, there's no accuracy bonus, and you can't attack any faster than you could with a bigger weapon. The only reason to bring one is if you need to conceal your weapon, or to use as a throw-away ranged attack.)

The thing about the accuracy bonus damage is that it's 'basic damage', which is half wound and half stun. Since everyone's doing bonus damage this way, there's a lot more stun damage being thrown around than in D&D, so it's pretty common for people to be knocked out but not dead. Thus there's no -10 rule - you're dead if you go below 0 from wound damage, but you'll almost certainly have stopped fighting before then.

I was thinking about how hard it would be to adapt this for D&D, and basically gave up. You'd have to scale up the health of everything to make up for the fact that everyone's doing more damage, but by how much? A mid-level fighter with a greatsword can be rolling 2d6 + 9 or so for damage and regularly beat the AC of some enemies by 10 or more - so, what, a 50% health bonus? What about spellcasters, who tend to not have to overcome enemy armor but also aren't as accurate? Then there's magic missile, which always hits; how would that stay effective? Bump it up to 1d6 +1 per missile instead of 1d4 + 1?

2 comments:

Mylanda said...

I know! I know! Use Rolemaster.:)

Seriously though, the damage system in D&D has been an issue for a long time. As Raj - the master of meaningless trivia - put it: "D&D is like an old pair of jeans, ugly and comfortable". Point being that there are many other systems out there with their own pros-and-cons, but people get comfortable and are sometimes loathe to switch.

I'll indulge myself and give some blurbs on some systems I've used.

2nd D&D - old, ugly, comfortable. 3rd isn't so old and is less ugly.

Palladium - think of it like stew, so long as no one complains, there's plenty you can throw in

Ars Magica - unique in that quite often the player is both the quest giver and the adventurer

White Wolf - sometimes this shoe doesn't fit, and it can't be resized, but its a great when it's a good pair of sneakers

Warhammer - the dwarf with no name. What I mean is that it is a very gritty form of high fantasy.

Hero - versatility is good, but direction is necessary. Takes practice to do design well.

Fuzion - versatile with many plugin paradigms, but can be very difficult to append to or mix plugins.

Silhouette - clean, simple, and scalable. Design is a pain, but that's the GM's problem.

Mutant Chronicles - I like the setup but loathe the system. I'd play the world using the Silhouette engine.

L5R - a bit rigid, but so long as you're playing in a paradigm it's a great system for the setup.

Rolemaster - be sure to take one rank in anything you plan to use. To improve longevity never think "I whack it with my sword", set things up so you have an advantage or risk the crit chart.

As I remember it Serenity has plenty of precident for items to allow adjustments into another setting. Like most sci-fi games there are no classes, so it can't really model 3rd so well. You might take a gander at Lemming's modern d20 book and see how it works.

Mylanda said...

So I forgot...

Shadowrun - Some people really liked the status line for health, but class balance, growth, and diversity were not strong points.

Earthdawn - Sucked. Dice increased expectation without considering the deviation.

In fact Serenity also does the expectation increase thing, but it is less a problem as the combinations are always two dice.

Speaking of Raj, he had a solution... Involved flipping a coin until it came up tails to determine the results. Can't say I like that one either, but how about this:

The weapon and your skill determines the expectation. Just a number, like in simplified Fuzion (Mekton Z for example). Each weapon have an expectation for hitting and damaging.

Then you roll a d10 marked with four 0's, two +1's, two -1's, one +2, and one -2. The damage done is the expectation from the weapon and the skill adjusted by, say, 10% times the result of the die roll (so (weapon + skill) * (1 + 0.1 * roll)). No reason to marry 10%; in fact, the percentage could vary from weapon to weapon. (I would pick easy fractions though).

Blank d10's run $1.10.

In Shadowrun and Hero one sometimes has to roll many d6's, and ASJ always thought that was more or less a waste. The result was tightly Gaussian clustered and the end result could have been more expeditiously determined without bothering with rolling and counting.