Re: 'Bastards 0.2 - Attribute/Skill Change Discussion - Feedback Wanted.
Posted: 11 Dec 2016, 10:48
Bunch of great ideas in here!
First things first. I said I'll cook up some drafts and here they are. Have at it gang!
PS Have mercy on the low res. They are available in vector ofc, no need to upload huge images here.
First. Skills stay were they are. 1 Block goes to Background with 2 dots already marked. 11 blank ones to fill in Skills with respective Expertises. Biggest con. Few Skill blocks for Skill-heavy builds.
Second. Switched places of Skills with Edges & Flaws/NPCs & Notes. Edges lose 1 line. Notes lose a lot more (about half in size). Skills get 1 Background block and 17 empty Skill blocks. Biggest con. Useless to low-Skill builds.
One might argue that it looks bad having a cluster of blocks and he'd be right. One possible solution would be to create another block with Atrs and derived Stats, One for Pic (already there), one for Char Info, one for Edges, and a final one for Notes. Takes some time but its entirely doable and it will look nicer.
Another might argue that he wants Atrs and Skills in the same left half of the page but keep 17 skills instead of 11. With some rearranging its also doable. Left side: Pic goes on top, then Atr Block, then Skill blocks. Right side: Char Info, SAs, Edges, Notes, each in its respective block. Logo probably will move to the top center of the page, zweihander stays where it is.
There are plenty of options, I just couldn't assign more than 30m to it, so I came with only these two drafts. Bottom line is, you like what you see? Is it readable? Keeps attention to gameplay instead of sheet?
Encumbrance means you fight less efficiently and move less efficiently.
Another alternative is that when CP penalty equals or exceeds ST either all battle movement checks have their OBs increased, or any Positioning Rolls and Movement checks are at a Disadvantage. It's less appealing to be swinging heavy weapons and wearing full proofed plate if you can't move around. Also makes unarmored speedy characters that can dash across the battlefield more appealing (adding to the swashbuckling element), provided SP is adjusted to that.
As for the ST vs SM debate. I won't quote everything for purposes of readability. Many of the propositions have merit. But none can answer my main concern.
By clustering ST and SM together you either hit hard and endure greatly, or you don't. Unrealistic as Hell imho and boring to character builds. Instead of killing the "naked dwarf" it creates the "naked giant".
First things first. I said I'll cook up some drafts and here they are. Have at it gang!
PS Have mercy on the low res. They are available in vector ofc, no need to upload huge images here.
First. Skills stay were they are. 1 Block goes to Background with 2 dots already marked. 11 blank ones to fill in Skills with respective Expertises. Biggest con. Few Skill blocks for Skill-heavy builds.
Second. Switched places of Skills with Edges & Flaws/NPCs & Notes. Edges lose 1 line. Notes lose a lot more (about half in size). Skills get 1 Background block and 17 empty Skill blocks. Biggest con. Useless to low-Skill builds.
One might argue that it looks bad having a cluster of blocks and he'd be right. One possible solution would be to create another block with Atrs and derived Stats, One for Pic (already there), one for Char Info, one for Edges, and a final one for Notes. Takes some time but its entirely doable and it will look nicer.
Another might argue that he wants Atrs and Skills in the same left half of the page but keep 17 skills instead of 11. With some rearranging its also doable. Left side: Pic goes on top, then Atr Block, then Skill blocks. Right side: Char Info, SAs, Edges, Notes, each in its respective block. Logo probably will move to the top center of the page, zweihander stays where it is.
There are plenty of options, I just couldn't assign more than 30m to it, so I came with only these two drafts. Bottom line is, you like what you see? Is it readable? Keeps attention to gameplay instead of sheet?
I'd be a dick if I didn't.Nemedeus wrote:Thanks for mentioning it.Benedict wrote:Nemedeus suggested earlier that if the total CP penalty exceeds ST score it should be doubled to represent encumbrance. Just a thought.
In retrospect your CP is already penalized by CP penalty. Doubling the CP penalty when it exceeds ST might seem a bit of a redundant solution or a compromise. Making a specific encumbrance system where you count everything you carry sounds iffy and too much of book keeping.Nemedeus wrote:How to fix Strength:
a) tie an encumbrance system to it. The encumbrance system replaces CP penalties from Armour (and weapons, like 33 said if that is gonna happen in the future). Not having the strength to carry your equipment around should be a big problem.
Encumbrance means you fight less efficiently and move less efficiently.
Another alternative is that when CP penalty equals or exceeds ST either all battle movement checks have their OBs increased, or any Positioning Rolls and Movement checks are at a Disadvantage. It's less appealing to be swinging heavy weapons and wearing full proofed plate if you can't move around. Also makes unarmored speedy characters that can dash across the battlefield more appealing (adding to the swashbuckling element), provided SP is adjusted to that.
Excellent idea! When Positioning and Moving in combat you use your SP stat flat, and can add 1 die/2CP spent like I suggested for Preempting. SP finally gets what it advertises it does. As for Athletics, maybe leave it to out of combat situations.Nemedeus wrote:Apply Speed as a base for Positioning and Movement rolls
So true. On the other hand, under the old system, that can be remedied by changing the Skill points you get per Priority tier. Dividing stats to create averages imo is a nightmare and an open invitation to minimaxers. Unless we are talking about a percentile system (we don't) I see no reason why to divide numbers and create dead levels.taelor wrote:Under the old system, each additional point in a skill adds one extra die to checks of that particular skill, whereas each additional point in an attribute adds an extra die to multiple skills checks. The result of this is that if you want to build a skill-based character, you should, on the margin, favor putting priorities into attributes, rather than skills. Under the new system, attributes only contribute (on average, because of dead levels) half a die to skill checks.
As for the ST vs SM debate. I won't quote everything for purposes of readability. Many of the propositions have merit. But none can answer my main concern.
By clustering ST and SM together you either hit hard and endure greatly, or you don't. Unrealistic as Hell imho and boring to character builds. Instead of killing the "naked dwarf" it creates the "naked giant".