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What If It Just Worked?

Armed with a dice mechanic and some newly minted Goblins, a Tactician and a Beastheart with their pet Fungus Dude (Mot!) we played a combat.

It went ok. We learned a lot. Basically, we learned we didn’t like it. 😀 Well we liked some of it! Every test, we keep some things from the previous test. But we also discover issues with the new design.

The first problem we ran headlong to is the CLASSIC problem which is; how is armor supposed to work? We want to make a game that we would like to play within the Heroic Fantasy genre and when folks, even folks who’ve only ever played WoW or whatever, show up at your table to give your game a try, they have certain expectations. They can imagine Fantasy Heroes in their minds, and they are going to have some expectation that A: some of them wear armor, B: there are different kinds of armor and C: heavier armor does a better job of protecting you than light armor.

We have no desire to thwart that expectation. Kinda our whole thing is; the design supports the fantasy. And this is a well-established fantasy.

We talked about different ways armor could work in this Opposed Roll system. In a system where my warrior uses their might to attack your thief, and your thief uses their agility to try and get out of the way (so far so good!), and the damage your thief takes is equal to the difference in those two numbers (assuming I succeed) then how should armor work?

It seemed obvious that armor, in this context, should absorb or negate damage. There are a couple of ways this can work, but all the ones we thought of boiled down to “armor is basically making you harder to hit.”

Christ are we just reinventing D&D? At least one person in the room said.

Well, you know, maybe! That’s on the table. If you’re going to start from first principles and take the job of making a fantasy RPG ruleset seriously, you have to allow yourself to end up at the same place Some Other Game already arrived at. Otherwise you’re saying “it can work however we think is best but not THAT way!” Which is not a healthy way to create something.

So we tried “armor absorbs incoming damage” which made literal sense and is certainly easy to explain to a new player. Light armor absorbs 1 damage, heavy armor 3 damage.

But this lead to many instances where “nothing happened.” One player successfully attacks (Might > Agility) but the excess (Might - Agility) was 1 or 2 and the goblin was wearing light or medium armor and the excess was absorbed. So…no damage. Nothing happens. Same as a miss. Armor just made you harder to “hit.” Mathematically identical to having higher agility.

Now, we could talk ourselves into this if we had to. “Shouldn’t my ability to inflict damage on you be based on some combination of your agility and armor?” Sure, that’s how Armor Class works!

Then James pointed out that he’d considered this before the playtest and he thought the problem could be solved by just making your weapon do damage as a multiple of your successes.

Hm. Yeah that could work. Let’s try it! So we did and, yeah, it sort of works. If my weapon is Damage: 2, that means every success I get over your roll does 2 damage. If I roll 5 might vs your 3 agility, I have two successes and I multiply them by 2 for 4 damage.

Now armor still reduces incoming damage, just usually not enough to entirely negate incoming damage. Except in some edge cases we could probably live with. It seemed to be working?

Then Hannah pointed out that this was a thoroughly miserable experience. :D The rest of the team was inclined to agree. Your attack test was now a pretty complicated equation. Subtract your Agility dice successes from my Might dice successes, then multiply the result by some other number? Then subtract your Armor? Yeesh.

How exactly is this an improvement, or even a valid alternative, to the game we’re all already playing?

Cinematic

This caused us to all take a step back and sort of survey the week we’ve had and everything we’ve talked about thus far. Put the current design down, and think about how we got here. Never worked as a designer on any game where this didn’t happen several times in development.

Something we keep coming back to. Why are we rolling at all? If “I miss, next” is such an awful experience (it is, spontaneously confirmed without prompting by our guests that night for Movie Night at MCDM) why do we bother with it?

Well, there are lots of reasons, die rolling represents the uncertain future. Okay, makes sense, but should everything you do in a Fighting Monsters game be uncertain? Do cinematic heroes always worry about missing?

Maybe there are some abilities you have that you can rely on. They just work. No roll necessary. Thinking back to decades of action movies, kung fu movies, superhero movies, there tends to be a certain pacing to fight scenes. There’s a…flurry of blows in which not much happens but it looks cool, followed up by some Big Maneuver. Rinse, repeat. Games like Hong Kong Action Theater! and Feng Shui came up. Nothing we’re talking about is actually new. 50 years of RPG design, probably not gonna come up with something literally no one has ever thought of before. :D

What Kinds Of Things Do You Do In A Fantasy RPG?

Something sort of started to coalesce out of the fog. Really, there are certain categories of things you tend to do in a Fantasy RPG in which you Fight Monsters.

There are the Meat & Potatoes things each class tends to rely on. These tend to be single-target attacks that do damage and maybe have an additional effect.

Then you get stuff like Area Effect abilities that target many people and tend to do damage where “getting out of the way” is part of the idea. They don’t all do damage, but they all do something which you would like to avoid. Basically “this is going to happen, it can’t literally fail, the only question is how well do your targets avoid the result?”

Then you get abilities or powers that you try to resist. You’re not trying to dodge, the Voiceless Talking is trying to Mind Control you, and you fight back with the strength of your mind. The ogre tries to grapple you and you fight back with your actual physical strength.

These are artificial distinctions but broadly applicable and, it seemed, useful. We imagined a system built on these principles.

Your character has a few things they can do on every round, you never run out of them, and they just work. They don’t have a BIG effect on the battle, but it can add up. These are the things you tend to rely on early in the battle.

Then you have some abilities that require a roll, but not a “roll to hit,” just a roll to generate the effect. Fireball! Roll damage! And everyone you’re targeting makes a roll to see how much of it they can avoid.

THEN you have some abilities that are contested. Literally my might vs your might. And, if I succeed, you suffer ALL the effect. Either I Mind Control you, or I don’t. Either I grapple you, or I don’t.

Does that sound like a game? Can you picture how it would work in your headmeats? It seems like it would work! We started to get excited. Which is good because we’re all also game masters and players. We need to want to play it. Not just be happy with how much sense it seems to make.

Will it work? Well, we’ll find out today! We’ve redesigned the Goblins and our two classes based on this model. Next update should reveal whether we’re on to something? Or whether we’re base, common, and popular.

Comments

BKFiya

I have considered that issue of Armor in some systems I've home brewed before. I think my current favorite way for armor to work in a system like this is being temporary health, I'm not great at names but "Poise" works. Then someone with a lot of small attacks will always do damage, and together you're working to bring down the enemy's "Poise". Probably good tanks have ways to bring back their Poise as well, and it regenerates after combat as you have a moment to catch your composure out of combat.

Corey C

I always like casting fireball. I usually (but not always!) like swinging with a sword :). You're onto something...

Matthew

Is MCDM going to recreate 4e with funky dice? #KeepingAnOpenMind

Carmelo Sutera

I really like the idea that your "basic moves" always succeed and it is more about how you use it over the all fight that matters ! Keep up the good work and thank you for keeping us in the loop ! Interesting !

sam crudge

Sounds like some form of finesse roll is needed post attack that meets their defence equal. More dice more fun right? Attacker: Roll 2 dice for ac, 3 for finesse Attacked: Rolls 3 dice for finesse to see if he can counter the finesse I like rolling dice :D

Dudimus

Palladium games addressed this issue by giving armor HP. Of course this means keeping track of two hp pools. And it winds up being a bit like Dragon Age Origins where you spend your time trying to maintain you shields so your character doesn't get hurt.

Reece K Shaw

These design diaries are fun to read as a designer. Had you guys considered armor just.. Increasing a Stat? Light armor gives agility or heavy armor increases might? Abstracted it seems odd; "why does my plate armor make me stronger?" but it can functionally solve the problem of absorbing damage *and* being harder to hit (Glancing Blow!). Could present some oddities or opportunities with other kinds of "armor" or protective wards!

Michael Cremin

BRP gives armor a value that deducts from damage, so...I have 10HP plate mail on. You hit me with an axes for 12 damage. The armor absorbs 10, I take 2. For every point over max (in this case, 2 points more than the armor's 10), the armor degrades (which simulates rents and dents and holes). Now my plate is worth 8 points of damage protection. Another way: Armor can also have 1d10 value, to simulate motion, or areas of vulnerability. So I roll my armor on a d10, get a 7. You hit me with your axe for 10. I take three. On a critical hit, the armor is degraded by 7. Etc. It's a good system, and easier than it sounds.

Chris Seal

I like the armour as dice idea. I could see a system where you sacrificed agility dice for armour dice (heavy armour is not that encumbering but it is encumbering). If you had a 'big' dice you could include a damage pip, lose an armour dice until you get it fixed type thing.

Derek Crain

It's really neat to hear how the process is going

Adam Stein

For me, this is the most interesting content you've ever produced and has become an essential daily read. Please continue these updates, at least a few a week. Cheers.

Matthew Mantsch

Is there a reason the armor can't have HP that are reduced? That way even if "nothing happens", the armor is less and less useful and when you have thoroughly damaged the armor and it falls away leaving the soft insides exposed, that's something exciting.

Noah Kunin

Echoing others one thing I've played around for my own homebrewed heartbreaker is that all attacks do damage (you can't do zero damage) but you have multiple pools of "HP" that you can assign them to - 2-3 pools, probably. The max amount of HP in each pool is based on your build. Heavy armor or a monk? You have more HP in "Body". Dexy / slippery person? You have more HP in "Stamina" or the like. Out-thinking your opponent? "Poise". The default attack just does damage - it's up to the person who took the damage to assign it to a pool. The flip side is that these pools also serve as resources.

Ryan Martens

This seems like a huge pain to keep track of.

Tonoborus

I am reminded of playing the OG baldur's Gate. where if you wore a helmet it negated critical hits. This is a simple mechanic that could be widely expanded. Maybe if attack dice have a crit symbol/indicator - most faces are regular hits but one is a crit hit, armor gives you armor dice which can negate those crits. so armor doesn't stop regular damage but prevents critical wounds... different armour could have different dice with different probability distributions.. light has 25% probability to negate, Medium 50%, heavy 75. or you roll multiple dice instead and magic armour upgrades the dice...

Ben Brown

The idea of a cinematic melee scene, a dual, an ambush shot from a sniper, or physically being jumped from someone lurking in a dark shadow all seem really cool but difficult to sort with a combat system you try to keep eloquently simple. I like the idea of different types of tiers of actions you talked about where some “just work” others are contested or are a pass/fail test. A volley of arrows rains down on you. Can you dodge them all? Can your armor absorb the damage? Can you cast a spell that teleports you away or shifts you to a gaseous form or creates an arcane shield? To me, having dice pools for attack and defense seems the most obvious way to go without reinventing the wheel. Players tracking these dice pools seems like a simple concept to get across to them and teach/learn as the game goes on. Would it get too difficult at higher levels? This is such a fun exercise to go through!

Kavukamari

this is a lot to keep track of, but have you yet considered that armor might take damage as well? if the attack hits, but does not damage you, it must instead hit your armor, damaging it, otherwise it didn't hit? Or maybe, instead of keeping track of how damaged a piece of armor is, the attack might hit your stamina instead, or some other stat that indicates being taxed in a way other than simply getting hurt?

phil williams

Armor as dice looks interesting to me. Light blocks for example d4, medium is d6 and heavy is d8. No weird calculations required and adds an element of not all Armor is equal all the time.

TheDungeonJourneyman

Potential Inevitable MCDM Fantasy RPG design updates was what pushed me over into finally becoming a patron, I never would've suspected they would've been daily. This is amazing.

Roman Penna

I like just being able to hit, sounds like it would make combat cinematic and tactical. Hope it works out - or the next thing is just as cool. Onwards!

Michael Cremin

Not really. It's just like HP. Let me tell you all about shields! :)

clawforce

Make the armor a die!!

Ryan Smith

Armor does make you harder to hit. For example, swing a long sword at someone in plate, whats the difference between a complete wiff and hitting the armor? Nothing. No sword ever cut plate armor. You could get the finest Katana sharpened to the finest edge and you will break that sword on plate armor before breaking the armor. Armor makes you aim for weak points, not just the entire body, even the vaunted English longbow is nigh useless against plate armor https://www.youtube.com/watch?v=ds-Ev5msyzo unless it hits a weak point. None of this matters to game play though. what matters is that it is fun, not the real world reality.

Sean Westberg

This is essentially the Fantasy Flight Star Wars games/Warhammer RPG 3rd. You have standard skill dice, expertise dice, and both difficulty and complication dice, along with a few other things. They generate successes similar to a dice pool but they also have resources that generate that you can "do stuff" with. It's fun but coming up with cool stuff you can use those resources for becomes decision bloat, plus you're using customized dice at that point.

Adam Stein

Warhammer handles this by determining if you by comparing Weapon Skill and seeing if you roll above a number, then you compare the strength of the weapon to the opponents toughness to see if it wounds, then roll to see if the armor prevents the hit. Maybe too fiddly for a skirmish level game, especially when it just means you roll 3 times to have nothing happen. Dice pools can round it out a bit.

Jesse Massaro

Glad you all are grinding it out. I suspect I will love the end result because it will be cinematic and dramatic while staying tactical. And I enjoy these little glimpses into your process, worth the $3 upgrade to stay informed! But I have to resist the urge to comment on your approach and experience, I want to give input or talk about the tone of your approach and I have to say to myself... what a wonderful world, where I get to read about you all working on new systems. But it's a shame that I can comment because a peek into the process is not the same as understanding it or experiencing it. So, I hope you take everyone's input with a grain of salt. And I'll suppress the backseat driver within me.

Dancing Ronin

Playing with FATE hacks im working on, I've found removing the damage from accuracy helps (still roll vs roll), while making the damage static and bound to weapon type and armor soak static, binding the general extremes. dagger always does 4 damage, plate mail always blocks 3 dealing 1 damage on a success Great sword does 8, plate mail blocks 4 dealing 4 damage well now we have a system for narrating avoidance and parries vs armor with a single roll but why ever use a dagger ? what if light weapons get 3 attacks per turn, medium 2 and heavy 1 and can make as many parry attempts that they have actions So a rogue attacks a knight with 3 rolls, the knight can only parry 1 with a single roll, Either anything that beats the parry gets through dealing a single point each, or only 1 roll can be parried with the great sword the rest get through automatically dealing a point each or a Rogue vs a Rogue both have light weapons, so attacker and defender make 3 rolls describing a flurry of flashing blades whatever succeeds is soaked by 1 light armor dealing 3 damage each success its cinematic it allows variation of parry/doge Vs hitting armor, but more rolls more dice, maybe that's good maybe not. This leaves rooms for things like sneak attack or damage multipliers like a vital strike that allows only a single attack but does 4X damage if successful 12 points ! So far so good, wait we just nerfed the barbarian.. what if the number of attacks is instead or also/or bound to the armor. Now the unarmored barbarian can make 3 attacks with a great sword and drop a meaty unarmored dinosaur, the knight can fight defensively and the rogue can shank the crap out of unarmored or unaware enemies. but then there's the magic users... In this end this doesn't jam with the math in Fate but might work here hopefully some of that translates to human, its been rolling around in my head for a year or so. This is the first time actually typing it. Whats FATE?, have 50 minutes ? Will Wheaton, Felicia day, John Rogers and Ryan Macklin play it on tabletop https://www.youtube.com/watch?v=NOFXtAHg7vU

Josh Rodell

Could there be a game in "when you attack, you do nd6 damage, where n goes up the better you are at attacking and down the better armoured the target is"? Then you wouldn't need to waste time trying to roll to punch someone in full plate, because its not going to work. You could then have an expendable resource to add dice to the pool, if you needed to do something out of your comfort zone.

Graham Schofield

I like the idea of basic things 'just working' so long as their main effect is 'setup' It would suck if the best tactical option is just 'magic missile' every turn, 100% consistent and some damage. But if most of it is 'now you're vulnerable to my ally's big move' that would be cool. Also consistent damage is nice to avoid the situations where the monsters have 1-2 hp in retreat and everyone just rolls like garbage and can't hit it.

Bobert Joe

This "Some things just always work" is actually something Ive been messing around with in my current campaign. During Chargen, I had each player decide what it was that their character was just the best at. Their character's fantasy. One character was really good at talking people off the ledge, another was really good at disguise. So when they do these things, they just work, not rolls necessary. Its their ace up their sleeve, and when it comes up, it feels great. I had a few issues with this. Firstly, as it is D&D, there are already plenty of cool abilities that every character gets for fighting, so I hard limited it to not be applicable in combat. As soon as the initiative roll hits, all of those powers become ineffective. While I still stand by this decision, it means that people are often not really thinking about their specialty. If things arent desperate, why pull out your ace, and then when they do become desperate, the ace no longer works. And while I tried to make sure everyone's specialty would have some sort of wide reaching effects, and that they would all be able to be used proactively (I am really good at disguise, how can we shape this plan such that I can make the best use of that), it just doesnt come up nearly as much as I would like, and when it does come up, its often because I am coaching players to make use of it.

mcdm

This week is a bit of a special case as we have the entire team live in the office. You can expect regular updates, but they will only be this frequent under special circumstance. -Geoff

Eli David Dierks

There are a couple of no dice RPGs that are almost good. Through The Breach uses playing cards instead of dice and there's kind of a neat element of "Do I slam a king down on this guy or is my 9 going to be good enough?" Their system is... not the best, but it really felt like there was something cool lurking just out of sight there. Same thing with that Marvel Universe RPG that just used energy points instead of any randomization. It actually felt great but also extremely unfinished, like raw diamond just waiting for somebody to carve the facets in. And sorry if the back seat design suggestions are annoying, but these updates are cool and I think we are all just really excited to see where you guys go.

Mondo Gibbs

Thinking about the armour I keep circling back to it doesn’t make you harder to hit it makes you tougher. But the negative damage modifier seems like it amounts to the same as higher Agility, just missing, so I figured why not make it a separate health pool? Like light armour is just 10 hp you have that is repairable while heavy is something like 40? That way you could easily make scales of armour do differently depending on the material and possibly crafting more interesting aswell - just my 2 cent

Erik The AuDHD GM

How about using some kind of diminishing returns system for how durable and effective armour is per round of combat? While I realise this is fantasy, in real world terms, the more armour is hit, and the more damage applied, the less effective it may be over time.

sklogw

I'm imagining basically 4e, but your MBA or RBA function a bit like Magic Missile where they just do flat damage. Then you have your different tiers of powers, and they can be resisted by basically rolling a save against them. Failed save? Full damage, and some extra cool shit. Successful save? Half damage. No Null results. And then as mentioned in the post, contested rolls that one side wins and the other loses. Potentially dramatic. All in all, I would love to try that, as I'm among the people who enjoyed the power system of 4e to be vastly more fun (in play and character progression) than how 5e does it.

Justin . Bennett

Definitely think you could do something like armor has a separate pool of HP. That way once the armor hits 0 it breaks and you lose it. Potentially you could have spells that mend it for a certain amount of HP or you could even spend down time to repair it if your character has the ability to do so.

Jeff M

One suggestion is to take a look at the Frostgave/Stargrave way of handling the armor portion. There is an opposed roll to determine if you hit, but instead of the difference in the rolls equaling the damage, the difference between the attackers roll (if successful) and the defenders armor value is the damage. This would allow a thief to roll agility to avoid attacks and be sneaky and hard to hit, but if a hit lands, their low armor value would mean more damage taken. The heavy armored warrior with lower agility would get hit more often, but the heavy armor (and higher armor value) would mitigate more of the damage. This also rewards higher rolls with higher damage without having to rely on a separate damage roll.

Tatum Vayavananda

Super happy that Hannah pointed out what I was feeling as I read those first few graphs! I definitely love that latter point. I feel that this already happens with Magic Missile. So what if every class had a similar ability that is incrementally successful but had no risk? Then if you want to add some risk, you can amplify the effect. It would be like gambling - you can play it safe, you won't lose all your money, but you're not going home rich; or you can play "go big or go home" and go all in on something. I think that helps cinematically because it makes it a pivotal moment in the game more consequential. The "you're facing down the man that killed your family; you rolled a 4 to attack" situation really sucks... A character should be able to spend more willpower (resources) to kill THAT guy than the random monsters they encountered on the way to the lair.