I’m in a little bit of an internal battle with myself. On the one hand, I’ve built out a core mechanic that I liked with the 2d10. Add them together, you get your attack against a target defense. Trigger special powers off of one, and deal damage with the other. I liked the mechanic, but I also like the idea of dropping the attack roll altogether.
This is causing me some challenges with some of what I’ve built already , so I haven’t made much progress on building out my rules in the last week or two. I think I have most of the structures in place that I want to have, and now it’s time to get the math straight – but until I understand how I want this mechanic that’s core to the game to work, I’m stuck.
The main difficulty I see, and what I alluded to last week, was that I’m not sure how to scale different defenses if there isn’t an attack roll. Is there any differentiation between attacking an agile rogue compared to attacking a well-armored knight, or a sturdy barbarian? If I attack with Poison as compared to a ray of energy, should different characters have different defenses? Do you have different pools of hit points for different types of attacks, or a dodge chance that’s omnipresent for agility? How do you make the dodge chance useful without slowing the game down to a crawl (a static number/triggered dodge maybe)?
Without an attack that targets a different defense, you either have different pools of health, or one big pool of health that doesn’t care about what kind of attack it was. The only other options is to layer in some mechanical defense mechanism on top of that. And as you scale, since you don’t have an attack or a defense to scale up, the only thing to do is scale the amount of damage you can deal or take, or enhance whatever mechanic you’ve overlayed on top of the system. If you’re going to overlay a mechanic, why not an attack roll again?
I like the idea of not having a turn end in failure all the time, where a “fail” is just a marginal success on the way to victory. I’m having trouble building on this though right now, and it’s slowing my progress.
That’s not a big problem, since I have plenty of time. I’m just not sure how to handle it right now.
- Defenses (lostworldsdesign.wordpress.com)
- First Draft: Core Mechanic (lostworldsdesign.wordpress.com)