The Great Streamlining Part 2
over 3 years ago
– Wed, Dec 23, 2020 at 11:21:01 AM
Hey all! Was hoping to have gotten this out on Sunday, but the holidays made my work schedule quite intense. Things seemed to have calmed down a bit so here we are for part 2!
So this is the first half of the great streamlining section. Last time was the second half, but here on forward we're following things in order. This one is more numbery, but if that's not your thing just wait till next time where we dive into the first half of delicious lore updates.
The Great Streamlining
We currently have two playtest groups that I run, a more serious one made of veterans to the game and a more casual one with members of our discord channel. Both groups of people, no matter how serious, have been unbelievably valuable at identifying the core strengths and weaknesses of the game.
To me, the job of a designer is not to scrub every weakness away, but to make sure its core strengths and weaknesses support and strengthen the game’s identity. Around July, I found that some mechanics were serving a version of the game that was not as relevant anymore. Originally, Children of the Beast was intended to be an app-only game, which afforded it some high calculation complexity as long as the decisions being made were simple. And so the great streamlining began.
There is a bit of silliness to all of this: I didn’t intend this streamlining thing to be official. I did the initial changes as a bit of fun over a few weekends. But after some testing, the glorious reality of it consumed me, although there is still a lot more testing to be done.
Some of these changes took many iterations to get where they are now.
Weapon Styles
One of the first things bits tackled had to do with damage math. There was too much of it.
From an app or video game perspective, this was fine. Size relates to how quickly the weapon can attack. For damage, the base number was easily tweakable if we found balance problems, the stat bonuses were easily calculated in the background, and the dice were there for the player to roll and engage with. Lastly, traits were light special abilities for the weapons that tweaked how they played.
But I doesn't take a rocket scientist to see that with a pen & paper style it’s a fair bit of math to calculate every time you attack. Not impossible, we had people playtest with versions of this for years after all. But for some people, especially those initially learning the game, it’s one extra thing to get used to in a sea of things to get used to. Even veteran players would mess up occasionally, which is a pretty bad sign. Once again, it was easy to ignore in the days where we imagined the game required the app. But now the app is optional, it’s more of a support system and helps with online play, and the base game should reflect that.
I also didn’t like how user-unfriendly choosing your weapon was. Although there were some categories to help you out, they were mostly based on stats, which isn't a choice, it's a rules mastery check. There are interesting gameplay choices to be made, but this list doesn't help you find them.
So when thinking how to tackle this, my main questions were: How do I make a weapon list like that more manageable? What are the interesting choices to be made within that list?
Funnily enough, I technically had an answer with how we organized choosing a weapon in the app.When you choose a weapon, it actually walks you through several gameplay choices you should make. (There are some missing icons which will either show up as grey boxes or Missingno.'s from Pokemon)
Hopefully you can see how app-wise, choosing a weapon is smoother. So how could I reflect this in the book? As cute as a choose-your-own-adventure style weapon choice system in the book would be, there were too many choices and would be clunky as heck.
Was there a way to ask fewer questions? Really get to the core of what a player wants out of a weapon? That gave me the idea of weapon styles:
Each of the eight styles reflects a gameplay style for combat, with multiple weapons in each style for you to choose your damage type. This also opens up design space to allow future weapons to be added to a style, either officially or with homebrew magic. Also, the math itself has been greatly streamlined, with a more traditional "dice plus a single stat bonus" setup.
So let's take a look at the new weapon list:
This list asks one core question from the player (and a little sub-question): What feel do you want out of your weapon? Before, every type of weapon had a fast, medium, and slow version. This set of weapons makes the choice of having a slow, powerful weapon, or quick, weaker one a gameplay style choice. But you can also look at the weirder styles of gameplay, like the "vicious" weapons that do crazy damage when they critically hit, or the reach weapons that can’t attack when you’re adjacent to something.
It also integrates melee and ranged weaponry as part of the style choice. Sure, there aren’t many trait combinations like vicious ranged weapons, but the list's greater simplicity allows easier homebrewing so you can create it on your own much more easily.
And that's how weapons have been streamlined. There is still a bit of controversy, as some players from the playtest groups are saddened that there are fewer weapons than before, and that stats aren't as important when making your weapon choice. Luckily there's a new weapon upgrade system that we're trying out, and it seems to be solving some of those issues. It is very new however and still needs a lot of testing, so I'll talk about it at a later time.
Attribute & Stat Streamlining
Oh boy, more numbers talk. I’ll try to keep this section short as it mostly comes down to one core principle: Each attribute should only do one thing.
We’ve got a lot of attributes for your character. The four major attributes that affect your skills: Body, Agility, Mind, and Spirit. And the eight minor attributes that boost your various aspects: Strength, Vitality, Dexterity, Reflexes, Logic, Intuition, Charisma, and Resolve.
Most minor attributes affected two things. For example, Vitality affected both your Blood (a type of health) and your Damage Resistances. The tricky part is, and where the confusions starts, is that minor attributes are made up of both a progress track and the bonuses you earn from that progress track.
Your vitality bonus that you had earned boosted your Damage resistances, while every point of progress you had made on the track increased your Blood. It’s a system that works, but it’s just a lot to remember, especially when Vitality is just one of eight minor attributes! And when most attributes affect two aspects of your character (with some annoying exceptions) it can be difficult to remember everything that happens when you increase a stat.
But I didn’t want to get rid of the progress track. Call me stubborn, but a huge part of this game is the feeling of evolution, both in the world and your character. This isn’t D&D where your character is mostly stuck with the stats they rolled at the start. You evolve and adapt your character as you play. Also, a part of this feel is the slow investment in your character, filling in one small box at a time. If it was just six boxes, each with an amount of skill points needed to reach the next bonus, it would completely lose its unique feel to me. As much as I want an intuitive game to learn, I am not looking to create a perfectly light, featherweight experience if it sacrifices the whole.
So let’s make each attribute do only one thing, and maybe use this as a jumping off point to streamline other systems. This may seem like a small, somewhat invisible thing, but it has huge implications for simplifying systems throughout the game.
The focus of each attribute also makes it possible in the character sheet to simply say what each stat affects as a light reminder (like a small box next to strength that says “+Damage”). Vitality now only affects your Blood, and no longer affects your Damage Resistances. Those were helped by your characters armor anyway, and Blood is still extremely valuable and fits within the theme of Vitality.
Speaking of Armor…
Armor Part 1: Evasion, & Deflection
Armor itself hasn’t needed too much updating, more the systems surrounding armor.
The biggest point of contention has been Evasion & Deflection, two stats that determine how easily you’re hit, and how easily you’re critically hit. If you have an evasion of 15, someone needs to roll a 15 to hit you. If you have a deflection of 20, every point they roll above 20 does an additional point of critical damage (and your deflection is always higher than your evasion). This is another one of those systems where I love the feel of it, but the implementation puts an undue burden on the people playing.
An attack might go like this:
Harriet the Hunter: “I roll a 23 to hit”
James the Judge: “You hit”
Harriet the Hunter: “Did I roll above their Deflection?”
James the Judge: “Let’s see, they have a Deflection of 17, so you rolled 6 critical damage.”
Harriet the Hunter: “Cool. I’ll roll my damage, then add my strength, then add my critical damage, and I’m in a frenzy so I deal… 3 extra damage on top of that. 18 slashing damage.”
James the Judge: “Bog-Sothoth, King of the Invisible Swamp has 12 slashing resistance, you deal 6 damage.
That example is even using the simplified weapon damage we talked about earlier. And it only gets more intricate when a player is aiming for a weak point, hoping to do enough damage to stun or wound the creature.
But taking out stuff will be difficult without seriously harming the game’s feel. Fact of the matter is, players LOVE how critical damage works. You're dice can critically explode, allowing you to roll yet more dice to add to your accuracy roll. If you're lucky enough they can keep exploding indefinitely, which means some lucky hits do crazy things. Lop the arm off a dragon with a butterknife kind of things. Although how easily those things should happen is up for debate among the playtesters, practically everyone I’ve ever played with loves the potential of critical hits, especially in the rare instance where they achieve one.
So I approached this in two ways, a hard design change of removing deflection and changing how critical damage works, and a soft design change of adjusting enemy evasion and resistance numbers to be multiples of 5.
Removing Deflection was to get rid of another stat to keep track of, any stat I can comfortably do that with is ace. Next, Critical Damage was changed so that for every five you roll above their evasion, you get an extra 1d6 of damage.
Why that change? On the surface, it seems more complicated than just adding damage, but it’s doing a lot of subtle work. First, all weapon damage, heck, all damage in the game, is rolled with d6’s. If your weapon did 2d6, and you rolled ten above, rolling 4d6 instead is a boost you can physically feel. Second is part of that soft design change I was talking about earlier where all enemies have their evasion set to a multiple of 5.
The evasion change is not a hard rule, but all official monsters follow it with this change. Checking whether you rolled 5 or 10 above a creature’s evasion becomes much easier when they have an evasion of 15 or 20. Players don’t even have to know about this for it to be effective at reducing the strain of calculation.
So as a quick gut check, try it out yourself and see which feels cleaner:
Old System: Deal one critical damage for every point you roll above their deflection
You roll a 27 against an enemy’s 14 Evasion and 18 Deflection, how much critical damage do you deal?
New System: Roll an extra 1d6 damage for every 5 you roll above their evasion
You roll a 27 against an enemy’s 15 Evasion, how many critical damage dice do you roll?
In the end, it’s still a numbery system. But even small improvements make a difference.
Armor Part 2: Shieldarms
We’ve been in numbers town for a while, so this should prove to be a bit more thematic. But first…
Shields are a pain in the ass.
There, I said it. They’re annoying, from a design perspective at least. A whole portion of your character sheet dedicated to an object that mostly just bumps up a couple numbers. I don’t like them, I don’t think they offer many more interesting choices that aren’t already covered by what type of armor you want. Then you must have rules for equipping and unequipping shields, a valuable rulespace dedicated only to players who without them would rapidly equip and unequip shields so they could experience all of the benefits and none of the downsides (Looking at you, Chris! You horrible, lovely man).
*pant pant*
At one point, I wanted to make shields more interesting, more than just a couple numbers. Instead of stats, shields provided cover, which takes away dice when people are attacking you. For those who don’t already know, skill checks are done by rolling multiple d20’s (the number of d20’s depends on your character's skill level) and taking the highest result. So, if you rolled three dice and got 14, 8, and 17, you would take the 17 as your result.
A shield’s cover would reserve one or more of those dice to be rolled later, which you then rolled afterwards to see if it hit your shield. For example, let’s say a shield reserved a die from your attack roll, and you rolled the same thing as before: a 14 and 8. If that missed your opponent, you would then roll the die reserved by the shield, which we’ll say rolled a 17. If the shield die roll of 17 was the one that hit, the attack’s damage is severely reduced.
Neat, although confusing. It’s biggest crime, however, was that it was often forgot. When you’re attacking someone, it’s reeeaaally easy to forget to ask if they’re using a shield. Heck, it can be hard to remember as a judge. It becomes a question that always must be asked, and we already went over how much we want to reduce the steps of damage calculation.
To make matters worse, there isn’t often an incredible reward for remembering. Shields don’t always work, which feels terrible for a player using one or frustrating for a person attacking one. Out of all the mechanics I’ve talked about, this one had to go the most.
But I wanted to do something thematic with this one, as thematic solutions are often the most fun and preferable. First, regular shields are just considered part of armor passively. They don’t take up a hand, a shield is considered to be somehow incorporated into your armor as part of the armor’s stats, barely even a rule.
But secondly, and most importantly, some armors now have living shields, called shieldarms. So long as you have a hand free, these shieldarms can be called from a portion of your armor to form a massive, undulating shield with special abilities. For example, the “Moonskull” armor has a spined shieldarm that skewers those that attack you in melee range. The armor made from a hydra is covered in eyes and heads that can sense anything around you, even if invisible or lurking between dimensions.
Each armor has only one special ability, so those that have a shieldarm have it as their special ability, but I find it so much more satisfying than choosing between a buckler, shield, or tower shield.
I can’t wait to get art for this.
All right, next time: Lore & Mysteries. Have a great Christmas and see you all again real soon!