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Game Design / Re: New system: Designing party roles from the ground up
« on: January 20, 2016, 09:50:27 PM »
So, mostly recovered today, let's see what I can answer.
It might help if you define your terms a bit, it feels like we're talking past each-other. That's part of why I detailed out a bit of description for each task. (Somehow the term 'debuff' has slid past me, I couldn't decide whether it described negative effects, like curses/entangles, or effects that negate other effects, as in to 'de-buff'. Control, either way.) Define tactics? That might be more of a support thing, from how it sounds, but I'm not sure. Does it hinder the enemy, or help the ally? Direct effect only. That sets your dividing point.
Actual skill usage is a little more freeform, more akin to the 4e Skill Challenge system, or Fate Core. A situation is presented to the party, and they can elect to use their best skills in different ways to overcome the difficulties at hand. Situations where everyone needs to make a good, specific check allow a player with more ranks to share those to the rest of the party.
Post #6 in the GitP thread, the last few paragraphs, actually has a decent rundown for the basic structure of levels and XP expenditure. Start about half-way down, "For instance.."
If I understand correctly - there's offense and support (which is buffing) and the everything else goes into control (like debuff, summon and tactics).
Maybe it's dumbing it down a bit. I'm just tossing it in my head but on paper.
It might help if you define your terms a bit, it feels like we're talking past each-other. That's part of why I detailed out a bit of description for each task. (Somehow the term 'debuff' has slid past me, I couldn't decide whether it described negative effects, like curses/entangles, or effects that negate other effects, as in to 'de-buff'. Control, either way.) Define tactics? That might be more of a support thing, from how it sounds, but I'm not sure. Does it hinder the enemy, or help the ally? Direct effect only. That sets your dividing point.
Also - what is the inclusion and relationship with OOC ruling. Especially social tasks.'Skills' cover the non-combat portion of the game, and while they feed back into the combat portions, they're not actively used in combat. So, there's no 'hide', 'tumble', 'jump', or 'spot' skills, as these are handled by powers/tricks in combat (like 'Spot' is now a base perception save). Meanwhile, the skills 'Arcana', 'Faith', or 'Leadership' grant access to specific powers to learn. Other skills are things like Negotiation, Armscrafting, Survival, or other 'power-source' style skills Wildlore, Demonology, or Psionics, which are more conditional to the setting being used. (I can try to type out a base Skill list, if you'd like, though there are a lot of if>then subsets. I've got plans for setting flexibility.)
Actual skill usage is a little more freeform, more akin to the 4e Skill Challenge system, or Fate Core. A situation is presented to the party, and they can elect to use their best skills in different ways to overcome the difficulties at hand. Situations where everyone needs to make a good, specific check allow a player with more ranks to share those to the rest of the party.
I would also like to hear about the multiclass system of yours. But maybe that one will have to wait for you to introduce the classes themselves first?
Lastly, I'd like a link to the GitP thread. Just curiosity.
Post #6 in the GitP thread, the last few paragraphs, actually has a decent rundown for the basic structure of levels and XP expenditure. Start about half-way down, "For instance.."