Showing posts with label attributes. Show all posts
Showing posts with label attributes. Show all posts

Thursday, 19 June 2008

Attributes, skills, magical items, cake

Attributes and skills are a tricky bunch, of which I've waffled before.

Nontheless, I need some kind of framework to start thinking about these things, so here's the seed. I'm trying for the usual balance between flavour, mechanical clarity and balance, and separation between the attributes tied closely to the host body and those inherant to the servitor.

I think it's quite important that the mind of the host has some influence on the final attributes. After all, the inhabiting spirit is not good at thinking in meatspace. Any actions with a physical component, even casting spells, need to be processed by the physical brain and body. Any accrued memories - less those burned out by the process of possession - will also be vitally useful to the emissary.

Physical attributes
  • Brawn - strength, endurance, explosive muscular power and general burliness. Contributes to melee damage, especially with heavy weapons, damage reduction (natural and from armour/shields), health and fatigue pool size.

  • Grace - agility, dexterity, speed and accuracy of movement, stamina. Contributes to hit checks with melee and ranged weapons, dodge and block/parry checks, stealth skills, attack speed, fatigue regeneration rate.

Mental attributes
  • Wit - Speed of thought, depth of perception. Contributes to reaction speed, ranged hit checks, casting speed, damage with ranged and light melee weapons, resistance to mental attack.

  • Lore - Accrued memories, ability to apply knowledge. Contributes to all crafting-type checks, casting checks, all identification checks (including things like combat styles, spells being cast, and all the usual stuff).

Spiritual attributes
  • Empathy - how well the spirit meshes with the host flesh. Affects how much magic can be safely channeled through the body, resistance to mental attacks, health regeneration rate, speed of recovery from debilitating effects on the body (poison, nausea etc.).

  • Comprehension - sensitivity to the flows of the spiritual/arcane. Affects perception and identification of magic, and creatures of spirit (whether possessing a mortal body or not), as well as casting checks and speed of recovery from debilitating effects on the mind and spirit (curses, magical debuffs).

Creatures without attendent emissary spirit will have zero in the last two scores, which should make generating them somewhat easier. These are only rough ideas of course, things will be moved around, renamed and generally made to work. The split of abilities and bonuses, assuming everything else is balanced and, erm, implemented, looks like a reasonable start.





On the subject of magic items

Was pondering magic items whilst walking home from work. I think I'm going to rip off Talislanta because it is awesome and win.

You can have seven active magic items on your person at a once, any more than that and they all stop working. Most items will be considered active if you're wearing or using them, so having stuff in your backpack doesn't count. Likewise consumable or items only used briefly don't affect the total (in most RLs, these would be potions, scrolls, wands etc). The reason for this is simply that active magic flows through the mortal plane, and interacts... oddly. Having too many active items would have nasty side effects in addition to rendering them all useless, but those wouldn't be exposed immediately.

To make things more interesting, certain items will be active all the time, even if you're just lugging them about. Diable II (and possibly the original) had these, although I can't remember what they're called. In said game(s) they took up lots of inventory space, but were otherwise just passive, stacking bonuses exactly as if you'd found an extra inventory slot somewhere. Artifacts or items of similar crazy power will act like this, although depending on the nature of the item you may get no benefit from not using it, it'll still count towards your total, and possibly count as multiple lesser items. This should make 'retrieve the all-powerful maguffin!' quests a lot more... interesting. Anyone up for a naked Amulet of Yendor run?

There may be certain ways to get around these restrictions, with side-effects. For example, items with identical effects might be worn and count less towards the total, although any bonuses do not stack perfectly and there will be nasty things happening if this is done for any length of time. Sure, you can wear three rings or regeneration for a few weeks, but how are you going to go to parties with that atrophied spare arm dangling from the small of your back?

Tuesday, 19 February 2008

On the nature of weapons...

A quick discussion with that most ominous source of Great Game Ideas turfed up this little concept, which I record here for posterity. Or myself after having slept and clean forgotten.

Weapons in RPGs typically have a big pile of attached stats. In the shoddier systems, these are basically a disguise for a ranking from 'small, bad, cheap, use only for rats (small ones)' to 'big, expensive, the only things you'll ever use after level 3'.

Clearly weapons should be different, but equally clearly most weapons also evolved to fill a niche. Some are certainly easier to make and so cheaper and more commonplace. Still, the best designs will stick around, and cost is not commensurate with utility in all circumstances.

Not all reasons necessarily work for all games, mind. A bog-standard roguelike such as mine is unlikely to find a use for the easy concealment of a dagger or bladed fan. Even so...

Right. Combat will be based around a system heavily purloined from Zir'An, because of the aforementioned mechanical elegance of it. Combat will further use the three (or more) weighting system. Characters select from speed, accuracy and damage at present. I think weapon variation slots into this by providing bonuses and caps for certain axes in this kind of system, plus additional bonuses.

For example, the humble dagger provides a bonus to speed and accuracy, but places a cap on the damage axis. Not this doesn't prevent the dagger dealing X damage, it merely limits how much of a preference you can express for doing damage in your combat style. It also provides some less direct bonuses - you can use it in a variety of situations where a larger weapon is ineffective (prone, grappled, etc.), it works well as an off-hand, it can be thrown, it takes up minimal space so you can carry many of them, and certain special combat actions are available with one. It's hard to use defensively.

A generic sword is a more balanced and flexible proposition. A decent number of special attacks are possible, it makes a reasonable defensive weapon, no particular restriction on combat style and so on.

A rapier is similar to the dagger in that it provides a lot of flexibility and bonuses to speed and accuracy, probably additional bonuses to a lot of dueling-type maneuvers, and so on.

Axes and hammers are harder to use in an accurate or fast manner, but definitely dish out the damage, and so on. Staves are good for defense.

It's starting to look like each weapon will have potentially three bonuses and caps for the primary style axes, plus some kind of 'tactical use' data. Special combat maneuvers can probably be broken down into a few groups depending on the weapon types and combat styles that can use them (bladed, blunt, piercing, large, small), plus there may be some that are exclusively available for only some specific weapons. Armour penetration is a fiddly bit in the current nebulous cloud of planning, which I'll return to after beer.

Initially, the bonuses/caps will be a good start, and if all weapons have a place based solely on that then it'll make sense to balance the tactical advantages of each.

Now, armour penetration and stats-for-combat... think think, think think...

Addendum: Penetration seems like it belongs with accuracy. The weighting system splits up your attack action somewhat, and also handles how success points are spent. This leaves speed in an awkward position though...

I think an example might help me work this stuff out. I'll assume 9 points are available as 'float' in the attack calculation. An exactly balanced stance and weapon provides 3 each to the accuracy, damage and speed weightings. This might translate into a +3 bonus on the attack roll and a 9% decrease on the
energy cost (speed) of the attack, plucking numbers purely from the air. The attack yields 12 success points, again split equally. When determining the effect of the attack the points translate into, um, 6 points of armour (soak) negation, and 4 points of bonus damage.

The obvious flaws in this system come through in lightly armoured, hard to hit things and heavily armoured, easy to hit things. The former you either miss lots or waste a lot of penetration for little damage, the latter you waste damage because of lack of penetration. I guess both can be gotten around by dropping speed though. Hmm. I need to try this with some more realistic numbers and a copy of Excel...

Monday, 18 February 2008

Attributes - background waffle

Via the wise ramblings of the Rampant Coyote, I came across this interesting discourse on attributes in (C)RPGs.

This got me thinking about things. Sloooowly of course, because I'm dumb, but thinking regardless. One thing I'm keen to experiment with is making all attributes useful in some fashion, and all combinations of skills and attributes, well, as far from stupid as possible.

So here's a long, rambling pile of waffle loosely related to attributes. Especially how they should work in a single player, single character, combat-heavy, turn based, randomly generated RPG. What can I say, I have specific needs.


Attributes: What the hell are they anyway?
Attributes in most CRPGs suffer from being a terribly mixed abstraction.

On the one hand, they represent basic inputs to the game mechanics. For the average test, most games seem to favor some variant of skill+attribute(s)+dice roll. Sometimes the size of the dice depend on the attribute rather than it being explicitly present, sometimes the skill isn't really a skill, and in d20 you mangle the attribute pointlessly to generate some half-arsed bonus from it rather than simply using the damn thing as-is. But in any case, it has an often visible and direct influence on the result of tests.

But on the other hand, they often have an altogether more narrative and character-driven role. They're named for qualities we value, and can readily identify in the heroes we hope the character will join. Strength, dexterity, agility, intelligence, perception, wit, endurance... even pure jammy luck.

This tends a cause a big mangled mess, because these attributes are so obviously tied to feats in the real world that they end up assigned to associated tests in-game. Of course, these are rarely distributed evenly. The vast majority of important actions a character might take will end up clustered like freezing penguins around a scant few attributes, leaving the remainder in the cruel katabatic chill of 'dump stat' status.

Once the narrative and mechanical concerns get tangled, it's fairly tricky to sort out. Picking attributes based on game mechanics is transparent and easy (or at least easier) to balance, but can feel clinical, dull, devoid of depth and flavour. Picking attributes that resonate with our heroic fantasies frequently creates a mish-mash of derived, secondary and tertiary attributes, and great swathes of illogical or poorly distributed actions. It becomes hard to reason about which choices are quantitatively better than others, both for the designer and the player. Strange caps and level dependencies are introduced in an attempt to duct-tape the whole thing into working order. WoW presents an excellent example of this kind of system gone completely bonkers.

So, are there any games or systems that got it right in this regard? Only a few come to mind.
  • SPECIAL from the Fallout games seemed remarkably close. It was quite hard to find dump stats for any character, to me a good indication that the attributes have been well-used. Not bad, really. You were granted some leeway by the secondary characters you acquired, though.
  • Guild Wars used purely mechanical attributes, and went further than most by making them profession specific. Add to this the ability to freely change attributes between combat areas, and the whole package worked rather well. Unfortunately all the campaigns hit the level cap fairly quickly, so beyond your initial choice of primary profession and the short ramp up to max level, there's really little in the way of permanent character development. To be fair, this wasn't and isn't the focus of the game, but it makes it hard to evaluate the effect of such an attribute system in the context of a more traditional RPG.
  • Games which deviate strongly from human baseline can often use a more abstract, artificial system. Even though I hope they all explode from shame, a few White Wolf products make a fair job at this. Sometimes. The dot thingy still blows chunks, but anyway. The assumption here is that the character's can do pretty much anything a human could even remotely expect to accomplish, so the only attributes of interest are those involved with strongly superhuman qualities. This puts them safely outside the terrible reach of 'common sense', and therefore they're subject to being fiddled until they work within the game, without even giving the illusion of modeling the real world.
  • If my brain worked, this would be a longer list.


The archetype that doesn't fly
There's an issue that rolls around in RPGs, and that's how infrequently the agile, fast guy is a wise choice compared to the big slow bruiser. This kind of contrast is a staple in fiction, but it rarely works out sensibly in games, at least in part because of the way attributes commonly work.

I did originally have an enormous spiel about my beliefs regarding why this so often doesn't work, but the upshot was mostly to do with timing so I'll save it for a later post.

With respect to attributes, this is probably just a very pointed example of how a narrative influence doesn't even necessarily support key clichés in the kind of stories they often want to tell.


Snut makes a considerable effort to get back on-topic
Pondering on the issues of chained actions. We think of some things in RPGs as being discrete events, such as a single attack. But what really happens often boils down to at least two tests. One to see if we hit the target, and another to see if we affect it. Sometimes this latter is more about magnitude than a simple all-or-nothing, but over time the result is much the same. Sometimes the first test influences the second, such as a critical hit in a d20-based system, but they're still rather distinct.

This presents an interesting knot, because often attributes will influence both tests. A large bonus to either end of the sequence is of less use than medium-sized bonuses (boni? Nah) at both testing points. Combat-based tests may have additional effects too. Does a poisoned blade do anything if you don't overcome the target's soak? What about a magical flame effect? If you miss the initial to-hit type roll, is there a chance of hitting another nearby target?

Going back to an earlier point, attributes which influence both ends of the equation frequently become overpowered. Strength in d20 is an incorrigible repeat offender in this regard.

As I've no desire to puzzle through the convolution of a two-attribute curve by some peculiar random number distribution, it seems to make sense to combine these two steps somehow. A wonderful game (The Secret of Zir'An) presents one option for doing that, although by itself it translates poorly to a roguelike implementation. In a nutshell, an attack is an opposed test as we're all used to, but every point the attacker beats the defender by is available to spend on various combat effects. At the most simple these allow for increased damage or armour penetration, but they scale to include all manner of fun options, disarming opponents or blinding them, trips, throws and generally being evil.

Zir'An still has a (flat) base damage for weapons, mind. Taken to the logical extreme, where damage is entirely dictated by the level of success, this kind of simplification might exacerbate some problems with combat munchkinism. In most current games even if your foe's basically guaranteed to hit you every time, you can still hope for minimal damage, and in fact the 'death by a thousand cuts' routine rather mandates accuracy and damage be distinct.


Implementation? Maybe?
A few things that have been decided about this game (still unnamed, I need to fix that) which could help in designing an interesting and workable attribute and skill system:

  1. I'm drawing a clear and inviolate line between mental and physical attributes. This is a fairly obvious result of the nature of the player character. I'm also thinking that attribute increases through level advancement (or whatever) will alternate between these two subsets.
  2. It's a roguelike. Or roguelikelike. It's all about survival, combat, traps, treasure, random stuff and inevitable, bloody death. In addition to being an inhuman soul-sucking immaterial monster, there's no real reason to be good at making chit-chat with the meatlings anyway, as they're only there to be killed or point you to the next dungeon. And maybe sell you some overpriced tat. Hell, there may not even be non-hostiles for several game iterations! So social attributes and skills can bugger off, and I don't need to worry about trying to make them less dump-statish.
  3. There will be no humans. Even the creatures not inhabited by servitors of the uncaring gods won't need to be realistic in the slightest in their stat block, because the comparison with humans will be speculative at best.

Of course, there's also cloud lurking in this argent glow:

  1. Monsters, especially intelligent NPCs, must be easily auto-levelled by the game - including attribute increases. Random generation should also be possible. As far as I can tell at this stage, this will boil down to making attributes as evenly spread as possible. I place no great faith in the ability of my monster generation code, or the fairness of the RNG, so it's quite likely that really broken statblocks will come wobbling into view. They don't have to be equally dangerous, of course, but the more evenly spread everything is the less work the AI will have to do to at least make them interesting, if not effective.