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Echelon Species (Part 1 of 3)

Posted by Mad Brew On June - 16 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

Species is another important element of character development. While Species may enhance Attributes and provide other benefits, each Species also gives characters a unique perspective of the world and have distinctive cultures. This culture should be mined for roleplaying opportunities and guidelines on how to have characters interact with each other and their environment. Of course, the details of that culture are entirely up to the Game Masters and the players.

Each Species description includes adjustments for Attributes, Favored Abilities, Languages, Size, Speed, and any Special Qualities associated with it. When adjusting Attributes and recording Favored Abilities, if any modifiers are listed inside parentheses (), then the player may choose to apply one or the other, but not both.

Languages

Languages listed in parentheses are bonus languages and may be purchased at Character Creation for 2 Experience each. After Character Creation, a character may learn any language he has had an opportunity to study by purchasing ranks in the Linguistics Advantage. The Game Master will determine whether or not there has been sufficient exposure or access to learn a particular language.

[Designer's Note: I plan on expanding the descriptions of each language later]

  • Abyssal
  • Angelic
  • Chrtka
  • Common
  • Deepen
  • Draconic
  • Fey
  • Gargon
  • Gnomish
  • Goblinite
  • Hobbit
  • Infernal
  • Lithos
  • Orkish
  • Primitus
  • Primordial
  • Serpentis
  • Sylvan
  • Talonese
  • Tauran
  • Titanspeak

Basic Species

Basic Species can be chosen at character creation without spending additional Experience. Some Species may not be appropriate for the particular adventure, story, or campaign that the Game Master is conducting, so choices still need to be approved by the GM.

Automaton

Automatons are constructs that have been given the spark of true life. Whether through accident or design, these golems have acquired real intelligence and even emotion, however subdued that emotion may be. Most automatons are unique and have no connection to one another, though rumors exist of gifted artificers and even entire factories that produce entire batches of intelligent constructs. Many automatons were manufactured to be guards, though a few have a talent for the same art that created them.

Attribute Bonus: +2 to any Body Attribute, -2 Spirit

Favored Abilities: (Artifice or Martial)

Languages: Common, Primitus, (Creator’s Language)

Size: 5 (Medium)

Speed: 20 ft.

Special Qualities:

Darkvision 30 ft.

Hardened Fist: Unarmed attacks deal 1d6 points of lethal damage.

Living Construct: Automatons are immune to effects with the Disease, Fear, Healing, Morale, Necrotic, Paralysis, Poison, Sleep, and Stun descriptors. Automatons are also immune to fatigue, exhaustion, nonlethal damage and do not need to sleep (but may rest and gain the appropriate benefits). Automatons receive a +4 bonus to Resolve against Powers with the Mind descriptor. Automatons regain Vitality with time as normal and may benefit from effects with the Repair descriptor.

Lowlight Vision.

Dwarf

Dwarves are as stubborn and unyielding as the stone they work in their mountain halls. The most talented blacksmiths and masons hail from this short but bulky race. Dwarves sport long beard that they decorate with intricate baubles forged by their master smiths. In fact, dwarves are born with beards, so if you ever see a dwarf without one, he is surely an outcast. Dwarves have nurtured a strong warrior class due to their preferred habitat, though they often take to the art of creation and have affinity for the powers of the Wylde.

Attribute Bonus: +1 Constitution, +1 Wisdom, -1 Dexterity

Favored Abilities: Martial, (Artifice or Wyldcraft)

Languages: Common, Lithos, (Gargon, Gnomish, Goblinite, Orkish, Sylvan, Titanspeak)

Size: 5 (Medium)

Speed: 20 ft.

Special Qualities:

Darkvision 60 ft.

Final Stand: [N/A] Cost: 10V; Action: Full Round; Range: Personal; Effect: As long as the dwarf chooses not to move, he becomes immune to effects which force movement (barring situation where the ground beneath his feet is actually modified). In addition, the dwarf does not fall unconscious upon reaching 0 Vitality. Upon reaching 0 Vitality, any additional injuries affects Vigor instead. Once a dwarf reaches 0 Vigor, he falls unconscious. Should the dwarf choose to move or fall unconscious, the effect ends.

Rocksteady: Dwarves gain a +2 Species bonus to Defense against made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Slow and Steady: While a dwarf moves slower than average for medium size races, he does not reduce his movement due to armor or heavy load. Terrain and magical effects still affect dwarves normally.

Weapon Familiarity: Dwarves are proficient with dwarven waraxes, dwarven urgoshes, throwing hammers, and warhammers.

Elementine

Elementines are scions of great elemental warlords that once inhabited the lands. While their command of the elemental forces of nature has winnowed through the ages, the elementines still possess strong affinities for their element. Many elementines are accomplished sorcerers while many more become druids or protectors of areas with strong ties to the elemental planes. Once the elementines controlled vast kingdoms, but now only small kingdoms and duchies exist. Elementine characters must choose an ancestry: Fireborn, Earthborn, Waterborn, or Windborn.

Attribute Bonus: +1 Spirit, (+1 Constitution, +1 Dexterity, +1 Strength, +1 Wisdom), -1 Intelligence

Favored Abilities: Leadership, (Sorcery or Wyldecraft)

Languages: Common, Primordial, (Gargon, Primitus, Sylvan)

Size: 5 (Medium)

Speed: 30 ft.

Special Qualities:

Charismatic: +2 to Social Skill Checks

Darkvision 30 ft.

Fireborn:

Burning Strength: +1 Strength.

Damage Abatement: DA 2/Fire.

Flameblast: [Fire] Cost: 5A; Action: Standard; Range: 10 ft.; Target: 1 opponent; Attack: Accuracy vs. Reflex; Hit: 1d4 + Apotheosis.

Earthborn:

Damage Abatement: DA 2/Bludgeoning.

Granite Fortitude: +1 Constitution.

Rockflesh: [Earth] Cost: 5V; Action: Move; Range: Personal; Effect: +2 DA/- for 5 Rounds, end effect as a Free Action.

Waterborn:

Damage Abatement: DA 2/Cold.

Deep Insight: +1 Wisdom.

Waterwalk: [Water] Cost: 5A; Action: Standard; Range: Personal; Effect: Treat non-magical water as a hard surface for 4 rounds, end effect as a Free Action.

Windborn:

Airy Agility: +1 Dexterity.

Damage Abatement: DA 2/Electricity.

Gaseous: [Air] Cost: 5A; Action: Standard; Range: Personal; Effect: Become Insubstantial for 2 rounds, end effect as a Free Action.

What Does It Mean?

You may be seeing some formatting, terminology, and numbers that make absolutely zero sense. That’s fine, because I have yet to explain what it all means. I wanted to post a teaser of what I have been working on, so come back next time for an in-depth explanation of a Species entry.

Listening to: Rob Zombie – Hellbilly Deluxe 2 – Virgin Witch

Echelon Archetypes

Posted by Mad Brew On June - 7 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

Archetypes are similar to classes, but unlike proper classes, they do not determine a character’s abilities. As such, Archetypes work a lot more like a template with the exception that a character may only have one Archetype associated with him. Echelon will make heavy use of templates later in order to apply characteristic sets to characters and monsters (i.e. demonic, vampiric, zombified, ghostly, etc.).

Archetypes help build character concepts, serving as the foundation of character development. While selection of an Archetype can make certain paths easier, it does not mean characters need to adhere to those paths. In fact, completely ignoring those paths can make for more interesting characters. Each Archetype confers bonuses to one or more Secondary Traits, access to Archetype Advantages, and provides a unique Archetype Power.

Adventurer

Adventurers are thrill seekers and tomb raiders who refuse to earn their living by traditional means. Many adventurers prey on the week, practically ransoming safety from villages in plight or extorting nobles to rescue relatives. However, there are some that do it just for fun or to be heroes.

Trait Bonus: +10 Bonus to Vigor

Bonus Advantage: Extra Favored Ability

Archetype Power: Fortune Favors the Bold

Once a day, before making the action roll, an Adventurer can use this power to gain a bonus on a single action roll equal to the character’s Apotheosis rank +2. Using this power is a Free Action.

Brute

Brutes are stronger than ordinary specimens of their Species. They tend to be excellent athletes and warriors, but more often than not, they become common thugs and miscreants. However, a few noble Brutes have leveraged their prowess to become pillars of the communities they protect.

Trait Bonus: +2 Bonus to Resilience

Bonus Advantage: Stout

Archetype Power: Blood in the Water

Once a day, before making the action roll, a Brute can use this power to gain a bonus to his Impact score for a single damage roll equal to the character’s Apotheosis rank +5. Using this power is a Free Action.

Devout

The Devout allow their faith to guide them in all things. Whether it is faith in a god, a cause, or themselves, the Devout use their faith to help them triumph in the face of impossibility.

Trait Bonus: +2 Bonus to Resolve

Bonus Advantage: Karma Sink

Archetype Power: Divine Intervention

Once per day, before the damage is rolled, a Devout may force an opponent to reroll any attack that the Devout was a target of. The result of the second roll is used to determine the success regardless if it is better or worse than the original. In the case of area effects, the new roll only applies against the Devout. Using this power is a Free Action.

Mentalist

Mentalist characters prefer brains over brawn in any confrontation. They use their superior intellect to discover opponents’ weaknesses and strategies and exploit them. Mentalists are found as often in the ranks of military officers as they are in arcane libraries.

Trait Bonus: +10 Bonus to Animus

Bonus Advantage: Metaphysics

Archetype Power: Vitiate Energy

Once per day, upon a successful attack which deals Vitality damage to an opponent, a Mentalist may instead choose to reduce either the target’s Temporary Animus or Temporary Vigor instead. This power must be invoked before damage is rolled and gains bonus damage equal to the Mentalist’s Apotheosis rank. Using this power is a Free Action.

Scoundrel

Scoundrels make their living on deception and misdirection. They are natural smugglers, thieves, and rogues but they be found in all sorts of professions. Whichever career they choose, they have a tendency to quick and elusive when in a pinch.

Trait Bonus: +2 Bonus to Reaction

Bonus Advantage: Quickened

Archetype Power: Elusive Step

Once per day, for a single Move Action, a Scoundrel can use this power to move 10 feet plus an additional 5 feet per Apotheosis rank without provoking attacks of opportunity and ignoring rough terrain. The Scoundrel may also move through spaces occupied by enemies but must end his movement in an unoccupied space. Using this power is a Free Action.

Survivor

Survivors are often the only living citizens of villages pillaged and slaughtered by raiders, or former soldiers left for dead on the battlefield, or perhaps once infected by plague or other diseases. Whatever their misfortunes, they have survived insurmountable odds and overcame events many would perish in.

Trait Bonus: +1 Bonus to all Defenses

Bonus Advantage: Not Dead Yet

Archetype Power: Second Wind

Once per day, a character may use this power to regain half his Vitality. A character cannot gain more than his Maximum Vitality by using this power. Using this power is a Free Action.

Future Development

I can see an opportunity to grow Archetypes in the future by providing a rank or tree system, but for now, I’d like to just stick with basic implementation so I can have more time to develop Abilities, a preview of which is coming next.

Listening to: Scum of the Earth – Sleaze Freak – Devilscum

Secondary Traits of Echelon

Posted by Mad Brew On May - 27 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

Secondary Traits are not purchased with Experience like Core Traits; instead they are derived from Attributes or Species. Some Ability Stunts, Advantages, Hindrances, Species, and Templates may also affect Secondary Traits. There are four categories of Secondary Traits: Defense, Energy, Offense, and Spatial.

Defense

Defense scores are used by characters targeted by harmful actions. Depending on the action, a defense score may be used to calculate the Difficulty Rating or it may be used to add to the targeted characters dice pool result. The appropriate Defense score is determined by the action being taken and is provided in the action’s description. Defense scores also determine a character’s Initiative.

Reaction

A character’s Reaction is derived from Dexterity and Intelligence, as it is a measure of the character’s reflexes and knowledge of tactics. Most Ranged and Melee Weapon Attacks are opposed by the target’s Reaction score.

Calculation: Reaction = Dexterity + Intelligence + Apotheosis + Miscellaneous Modifiers

Resilience

A character’s Resilience is derived from Constitution and Strength as it is a measure of the character’s to recover from and deflect harm. Many Abilities are opposed by the target’s Resilience score.

Calculation: Resilience = Constitution + Strength + Apotheosis + Miscellaneous Modifiers

Resolve

A character’s Resolve is derived from Spirit and Wisdom as it is a measure of the character’s willpower and determination. Many Abilities are opposed by target’s Resolve score.

Calculation: Resolve = Spirit + Wisdom + Apotheosis + Miscellaneous Modifiers

Destiny

Destiny is usually viewed as an external force of the universe exerting its influence on persons to direct them towards a predetermined fate, which people arrive at regardless of their own actions or the actions of others. Echelon views destiny as a guiding force that can be thwarted, redirected, or harnessed. Characters in Echelon actually make their own destiny through Apotheosis and its influence is reflected in two Traits: Karma and Kismet.

Karma

Destiny can exert its influence upon any action. This influence is called Karma. The Karma of Echelon is not tied to quaint ideas of good and evil but to less subjective benchmarks of success and failure. Karma is drawn to exceptional success and failure, encouraging the momentum of success while trying to break the momentum of failure. Whenever a character achieves an exceptional success, he gains 1 Karma. However, when a character suffers an exceptional failure, he gains a number of Karma equal to his Apotheosis rank.

[Design Note: How Karma is earned may change depending on how Apotheosis is finally implemented as a conflicted gauge.]

The maximum amount of Karma that a character can acquire varies. At character creation Maximum Karma is initially equal to his Apotheosis rank, but may be modified by Race, Advantages, or Hindrances. A character begins play with a number of Karma equal to his Maximum Karma. A character can never gain more Karma than his Maximum Karma score, any extra Karma is lost.

A point of Karma can be used once per turn as an Immediate Action. Karma can be used to gain an extra die on an action roll, boost any single Defense Trait by 5 before the result of an attack is known, or for a character to automatically stabilize himself when dying.

Calculation: Maximum Karma = Apotheosis + Modifiers

Kismet

Sometimes destiny imposes itself fully upon the fabric of reality, changing it to reflect the desires of characters. A point of Kismet may be spent to obtain an automatic success on any action. That success is considered a rank 1 exceptional success. A point of Kismet may also be exchanged for 3 points of Karma. Finally, a point of Kismet may be spent by a character to ignore an attack that would permanently kill that character. If Kismet is spent to prevent death, it must be spent in the same round the killing blow was delivered. Should Kismet be used by two characters to ensure success on an opposed action, then both characters lose 1 Kismet and the result is determined as if both characters spent Karma to gain an exploding die.

Whenever a character gains a rank in Apotheosis he also gains 1 Kismet. A character’s Maximum Kismet is equal to his Apotheosis rank. At creation, a character begins with a number of Kismet equal to his Apotheosis rank. A character can never gain more Kismet than his Apotheosis rank, any extra Kismet is lost.

Calculation: Maximum Kismet = Apotheosis

Energy

Energy Traits are renewable resources derived from the two Attribute Types: Body and Soul. Character use Energy Traits to power Abilities. An Energy Trait’s rank also establishes the maximum number of Temporary Energy that a character can acquire. If a character has an amount of Temporary Energy greater than or equal to the Energy Cost of an Ability, that Ability can be used with the Energy Cost being removed from the Temporary Energy pool of the character.

Animus

Many Abilities of arcane, divine, or otherwise magical origin draw on the power of the soul, Animus. Animus is derived from the three Soul Attributes: Intelligence, Spirit, and Wisdom.

Animus is recovered at a rate of 1 point per Apotheosis rank every 10 minutes. A character who is completely rested, which is an 8 hour sleep for most characters, fully recovers their Temporary Animus at the end of such a rest.

Calculation: Animus = 10 + Intelligence + Spirit + Wisdom + Miscellaneous Modifiers

Vigor

Feats of martial, natural, and other talents are fueled by the power of the body, Vigor. Vigor is derived from the three Body Attributes: Constitution, Dexterity, and Strength.

Vigor is recovered at a rate of 1 point per Apotheosis rank every 10 minutes. A character who is completely rested, which is an 8 hour sleep for most characters, fully recovers their Temporary Vigor at the end of such a rest.

Calculation: Vigor = 10 + Constitution + Dexterity + Strength + Miscellaneous Modifiers

Vitality

Vitality is a mixture of stamina and life-force that measures a character’s well-being and ability to survive injury and sustain extreme exertion. When a character suffers damage in combat, it is subtracted from his Vitality score. When a character’s Vitality reaches 0 or below, he falls unconscious. If the character’s Vitality is below zero, he loses a point of Vitality every round. When a character’s Vitality score reaches an amount below zero equal to his maximum Vitality score, the character dies. Vitality is derived from Constitution, Spirit, and Size. Also, as Vitality becomes lost, characters accrue penalties to action rolls (see Combat).

Vitality is recovered at a rate of 1 point per Apotheosis rank every hour. A character who has completely rested, which is an 8 hours sleep for most characters, recovers double the normal recovery rate at the end of such a rest. For example, a character with an Apotheosis of 2 who just slept for 8 hours would recover 16 Vitality. However, if that same character only slept for 7 hours of the same 8 eight hour period, he would only recover 8 Vitality.

Calculation: Vitality = 25 + Constitution + Size + Spirit + Miscellaneous Modifiers

Offense

When characters need to resort to violence or some physical persuasion, Offense Traits come into play. Most Abilities that target characters use Accuracy as a modifier to determine the success of an attack and Impact as a damage modifier.

Accuracy

Accuracy is an assessment of how effective a character is when making an attack. Accuracy is derived from Dexterity and Intelligence because physical attacks rely on coordination and knowledge of weak points in the target’s defense. More esoteric abilities often require complex somatic or material manipulations as well mental acuity. Basic attacks and many Abilities use Accuracy as a modifier for action rolls.

Calculation: Accuracy = Dexterity + Intelligence

Impact

Impact is a measurement of hard a character strikes when making an attack. Impact is derived from Strength and Wisdom because it depends on pure might and intuition about how best to deliver a blow. Basic attacks and many Abilities use Impact as a modifier for damage and effect rolls.

Calculation: Impact = Strength + Wisdom

Initiative

Initiative determines the order in which characters act during a combat round. There are many variables that determine how quick a character responds to threats including muscle memory, intuition, and visual cues. Therefore, a character’s Initiative score is equal to his highest Defense score.

Calculation: Initiative = Highest Defense + Miscellaneous Modifiers

Spatial

Spatial Traits are concerned with movement and space. These are not derived from the Core Traits as are other Secondary Traits. These Traits are determined by Species because of physiological constraints. However, Size and Speed can be modified through Abilities, Advantages, Hindrances, and Templates.

Size

Size is a general classification of much space a character consumes. Size helps determine Vitality and becomes a factor in tactical movement during combat. A character’s Species determines Size. For example, a human has a size of 5.

Speed

Speed is a measurement of the distance a character can move in feet during a round of combat. A character’s Species determines Speed. For example, a human has a tactical speed of 25 feet. When moving miniatures across a battlefield, 1 inch = 5 feet.

[Design Note: the average human can run long distance, 3 or more miles, at approximately 12 miles per hour, or 17.6 feet per second. The fastest humans can sprint short distance, 100 yards, at approximately 25 miles per hour, or 36.6 feet per second. It is the designer's estimation that the average human could move approximate 1/4 his running speed during combat without becoming fatigued. This works out to approximately 4.4 feet per second with a combat round lasting 6 seconds. This equates to a total 26.4 feet, or rounded down to 25 feet for ease of math and measurement.]

Listening to: She Wants Revenge – She Wants Revenge – Tear You Apart

Apotheosis and Echelon Core Traits

Posted by Mad Brew On May - 26 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

While I mentioned the design and development goals in my Bucking the Trend article, I did not mention the goal of actual play. Besides the traditional epic quests and quintessential adventuring lifestyle, the point of playing Echelon is to break free of one’s mortal coil and obtain divinity. This deific journey is called the Echelon Conduit, from which the game takes its name.

Apotheosis

There are many different reasons for playing roleplaying games, but Echelon is specifically directed at players who want create unique characters and watch them grow to legendary personalities. Since the game is about characters and their struggle during the course of their own exaltation to legendary or divine status, there is a mechanical gauge that reflects a character’s progress.

[Design note: It’s my belief that whatever idea is core to the game should be represented by a mechanic.]

Apotheosis

A character’s Apotheosis rank determines the maximum rank of Abilities and Attributes. Every character begins play with an Apotheosis rank of 1 and a maximum rank of 5 for Abilities and Attributes. For every additional rank in Apotheosis, the maximum rank increases by 1. This trend continues until a character reaches Demigod rank at which point the maximum ranks increases to 15 and again to 20 at the rank of God. For example, a character with an Apotheosis of 3 would have a maximum rank of 8 for Strength (or any other Attribute or Ability).

Unless otherwise stated, a character’s Apotheosis rank is added to every action roll, but not damage or effect rolls. Apotheosis does not have a maximum rank, however many consider an Apotheosis rank of 10 godhood. Apotheosis may never be reduced below zero. Should a character’s Apotheosis rank ever reach zero, he loses access to all Abilities and Advantages and may only make basic attacks.

[Design note: It would be interesting to make Apotheosis a conflicted gauge (similar to Blood Potency[1] in Vampire: the Requiem) where there are advantages and disadvantages to having a high score. Currently, it only has positive effects, but I would like to entertain some methods of frustrating characters with high Apotheosis.]

Apotheosis Ranks
Rank Designation Max Ranks
1 Adept 5
2 Champion 6
3 Savant 7
4 Exemplar 8
5 Paragon 9
6 Legend 10
7 Saint 11
8 Avatar 12
9 Demigod 15
10 God 20

Destiny

Apotheosis also grants characters resources that help players influence the results of actions. Apotheosis influences two Secondary Traits: Karma and Kismet. Both of these Traits represent a character’s destiny and its influence over events the characters are involved in. In Echelon, destiny is not inevitable, so characters may fail fantastically when pursuing it, but it still exerts a significant influence. Both Karma and Kismet are detailed in the Secondary Trait section.

Attributes

Attributes give a rough measure of a character’s aptitude concerning several key aspects. There are two categories of Attributes: Body and Soul. Each category has three Attributes associated with it. Body attributes include physical aspects of a character: Constitution, Dexterity, and Strength. Soul attributes include meta-physical or mental aspects of a character: Intelligence, Spirit, and Wisdom.

Attributes are used as prerequisites for many Abilities and Advantages. They are also used in most action rolls and even many damage and affect rolls. Attributes also determine the base values of all Secondary Traits. All characters start creation with zero ranks in each Attribute. The maximum rank for Attributes is determined by Apotheosis; however, the minimum rank for any Attribute is -5. Should an Attribute be reduced beyond -5 for any reason, the character becomes helpless and cannot move or act.

Constitution [Body]

This Attribute measures a character’s stamina, fortitude, and durability. Constitution helps determine a character’s Vitality, Resilience, and Vigor.

Dexterity [Body]

This Attribute measures a character’s agility, coordination, and nimbleness. Dexterity helps determine a character’s Accuracy, Reaction, and Vigor.

Strength [Body]

This Attribute measures a character’s brawn, puissance, and potency. Strength helps determine Impact, Resilience, and Vigor.

Intelligence [Soul]

This Attribute measures a character’s knowledge, reasoning, and aptitude for learning. Intelligence helps determine Accuracy, Reaction, and Animus.

Spirit [Soul]

This Attribute measures a character’s presence, charisma, and force of personality. Spirit helps determine Vitality, Resolve, and Animus.

Wisdom [Soul]

This Attribute measures a character’s intuition, wits, and common sense. Wisdom helps determine Impact, Resolve, and Animus.

Check back tomorrow for a round-up of the Secondary Traits. In the meantime, I love hear any general feedback about the system so far as well as any ideas on how to implement Apotheosis as a conflicted gauge.

Listening to: Damn Laser Vampires – Rue Morgue Radio Hymns from the House of Horror – Saint of Killers

REFERENCES

[1] Blood Potency is a power limiting gauge in Vampire: the Requiem. The higher the score, the more blood you can spend, the higher your attributes can be, but it also comes with a price.

Normal Distribution Resolution

Posted by Mad Brew On May - 25 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

The design calls for a resolution mechanic that simulates a normal distribution, which when graphed looks like a bell curve. This means at least three dice must used. A dice pool using 3d6 is currently the chosen configuration. The 3d6 dice pool has a range of 3-18 and a mean of 10-11. A strong reason to use the 3d6 dice was for ease of determining Difficulty Ratings (working from a mean result of 10).

A mechanic with a normal distribution was chosen because I believe it more accurately reflects success in real life. With most single die implementations, you have the same chance of rolling any of its values, which does make sense to me. This method provides more consistent, if not cinematic, results.

Difficulty Ratings

A Difficulty Rating, abbreviated DR, is a target number that must be met or exceeded to attain success whenever a roll is required. Some DRs are static numbers derived directly from traits of the target. For example, it is always a DR 20 to pick an average lock. Other times, the DR may be the result of an opposed check.

Determining Success

When an action requires a roll to be resolved, three six-sided dice are rolled and the results are tallied. In addition to the total value presented by the dice, modifiers are also added to the total. If the final total meets or exceeds the Difficulty Rating, the action is successful.

Critical Success & Failure

With single die mechanics, critical success or failure is usually achieved by rolling the maximum and minimum die values respectively. Such die results also usually infer automatic success or failure. This method could be used in a multiple die system effectively making critical successes and failures very rare (requiring all three dice to display the maximum or minimum values).

Echelon uses the combination of open ended rolls and variance. While this means there are no automatic successes or failures, there may always a chance to succeed with open ended, or exploding, dice rolls.

Open Ended Rolls (Six Again)

In Echelon, characters may specialize in certain abilities. When rolling to resolve an action related to an ability a character has specialized, the player may designate a single die as an exploding die. Anytime the exploding die shows a value of 6, roll it again and add the new value to result total. If the new value is also a 6, repeat the process until anything but a 6 is rolled.

For example, if a player rolls the resolution dice and gets a 6 & 3 on the normal dice, and a 6 on the exploding die, he would add the results and get a 15. Then he re-rolls the exploding die and adds the result to his total. He continues re-rolling and totaling the result until the exploding die does not result in a 6.

A character may also spend resources to swap an exploding die into his dice pool for a single roll. Only one die may be added to a character’s dice pool in this manner. It is possible for a character to have more than one exploding die in his pool by having both types of exploding dice. The best way to distinguish the exploding dice is by denoting them with a different color.

Variance

Variance is the difference between the final sum of the roll after all modifiers have been applied and the DR. Some actions provide additional benefits if a roll exceeds the DR by a specific amounts. For example, if character casts fireball on a pack of wolves, and his roll has a variance of 5 more than the Difficulty Rating, he might gain an additional die when he rolls damage. This is called an Exceptional Success.

Variance also works in the other direction. For instance, if the same character had rolled 10 less than the DR while casting fireball, the roll would have a variance of -10. This is called an Exceptional Failure, and in this case would result in the character losing additional resources. The exact benefits and penalties of Exceptional Success or Failure is defined in an ability’s description.

Other Options

Another possibility includes using a 3d8 dice pool that has a range of 3-24 and a mean of 13-14. However, calculating DRs become unintuitive since the mean result is a 13. Another thought would be to use a mechanic similar to Savage Worlds where players roll two dice and take the higher of the two results.

Listening to: Ghoultown – Mistress of the Dark – Mistress of the Dark

Game Design: Bucking the Trend

Posted by Mad Brew On May - 24 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

I’ve posted before about Echelon, the roleplaying game rules I’m developing. It began as a point buy conversion of the venerable 3.5 Dungeons & Dragons rules set, but then I decided that I didn’t want all the baggage that came with an existing system (expectations, flaws, & licensing). Besides, instead of trying to make an existing system fit my needs, it would be best to just start from scratch and build a new system.

I plan on publishing the system once it’s finished, but I’m really only creating the system for me and a select group of friends. I don’t expect a lot of people to be able to invest the time necessary to learn and play the game. Mechanically light rules seem to be the trend in game design today. This is attributed to the fact the target audience (gamers with families and/or busy careers) have less time to learn or moderate complicated rules. Or maybe that is just what the designers (and some vocal fans) want to see.

Design Goals

I don’t really care about the trends. All I really know is what I want. I like complex, but playable rules. I like mechanics. I like games that are easy to learn, but difficult to master. Is Echelon going to be some awesome break-out game? No. That isn’t my goal. What are my goals?

  • Rules that feel familiar while still being fresh & original
  • Cohesive rules that fit together and make sense
  • Rules that are easy to learn, yet difficult to master
  • Freedom of character development
  • Create a game I want to play

Development Choices

I have already made a few development choices that I feel are necessary to help me meet my design goals.

  • Employs a resolution mechanic with a normal distribution[1]
  • Supports gridless, skirmish style miniature combat[2]
  • Point-buy, nearly classless character progression[3]

Over the next few days I plan on developing much of the core system, or at least enough where readers can see where I want to go with the rules.

Listening to: Fields of the Nephilim – Dawnrazer – Preacher Man

REFERENCES


[1] In probability theory and statistics, the normal distribution or Gaussian distribution is an absolutely continuous probability distribution with zero cumulants of all orders higher than two. Wikipedia

[2] This means movement and areas of effect will be determined by measured lengths instead of squares. See Warmachine or Malifaux for examples.

[3] For more information on level and class in game design see my other articles:

Designing Games at a New Level

Posted by Mad Brew On April - 20 - 2009

A common mechanic found in roleplaying games is the Level.  A level provides a means to measure the approximate power of a character.  Levels are usually designated by a number that begins with 1 or 0 and progresses an integer at a time.  However, Levels could also be designated by keywords such as novice, trained, and expert.  The use of keywords to designate Level is usually referred to as Rank.

Levels are keyed to another mechanic, usually Class, or Experience, or both.  However, level could be associated with Skills or other Traits that can be increased through play.  Though, most gamers tend to associate level as an encompassing attribute that measures a character as a whole rather than individual traits.

Advantages

The obvious (but usually overlooked) advantage of Levels is that it provides characters with the ability to increase power over time.  It is a common expectation of roleplaying games, but it is not a universal trait shared by all RPGs.

Another advantage of Levels is reduced bookkeeping.   By tying character statistics to a Level, it decreases the amount of values that a player needs to maintain.  Having Level drive the effectiveness of abilities is a great method of simplifying the game.

The other advantage of Levels is the ability to determine the chances of character survival in against specific challenges.  This allows Game Master (as well as publishers) to more easily create adventures and scenarios that are matched to the characters’ ability.

Disadvantages

The primary disadvantage of using Levels, just like any controlling mechanic, is you add a layer of inflexibility.  Levels place constraints on character Traits and story gamers may not like to play games that have levels because they feel it limits their roleplay (“Why can’t my level 1 dude take out a level 30 dragon?“).

From a design perspective, you also need to decide how much of the other mechanics are limited by level.  A designer can trade flexibility for record keeping by allowing more traits to be unhindered by level (which increases bookkeeping).

Example Systems

Dungeons & Dragons is probably the most recognizable roleplaying game that implements levels.  Third Edition used Character and Class Levels, and every character advances Levels at the same Experience values.   Advanced Dungeons & Dragons had Classes that advanced at different Experience rates.

HARP uses Levels as a method of distributing Development Points that can be used purchase Skills, Talents, and Stats.  Levels are obtained by gaining Experience.

Mutants & Masterminds uses Power Levels to determine the amount of Power Points a player can spend on a character.

Echelon Decisions

With Echelon, I made the decision that I wanted Point-buy and with Powers that have Rank.  Anyone who knows the Storytelling System will find this underpinning familiar.  However, I wanted to break from the Storytelling System mold by providing a character Level (as opposed to the Levels of Power that are already there).

In Echelon, Levels are tied strictly to Experience.  Once a certain amount of Experience has been achieved, a character gains a Level and all Level dependent Traits are recalculated.  Some Traits or Powers may require a certain Level as prerequisite.

The character level will also provide a means to determine a base modifier that will be used in most Tests as well as providing a multiplier to increase the effectiveness of certain Traits (Mana & Vitality, which will be covered in a future article).  Levels will help provide some built-in balance, even though my design principles maintain that balance is firmly in the dominion of the game master.

Listening to: Faith No More - Angel Dust - Caffeine

Designing Games with Class

Posted by Mad Brew On March - 30 - 2009

I was thinking about what Brian stated over at Whitehall ParaIndustries on Mechanics Rationales and how many game designers seem to never ask why they choose to include a particular mechanic in their rules.  I imagine it is because they have a predisposition for the mechanic (i.e. their favorite game had it or because they think it’s unique).

So I am going to talk a bit about some of the design decisions I have made during some personal projects and why I made them.  Around the middle of last year (before I began blogging) I made a laundry list of features that I wanted to see in a roleplaying game.  The list looked similar to this:

  • Classless
  • Point-buy
  • Talent (Skill) Trees
  • Customizable
  • Scaling Abilities (Especially Racial)
  • Open Game Content (CC or OGL)

While many games met several, or most, of the criteria listed above, I didn’t find a single roleplaying game that had them all (the Open Content criteria is the clincher).  I should mention that Green Ronin’s Mutants & Masterminds did meet these goals, but upon closer inspection there some minor things I wasn’t looking for (lack of hit points being one). So I decided that I would develop my set of rules, which would meet all the criteria.  Thus the Echelon Gaming System was born.  Development is still in its infancy, but is plodding ahead.

Echelon Decisions

When I decided make my own rules, I did a lot of research on design methods and questioned myself on why I chose the features on my list.  I also asked myself if it would live up to a design goal I had established years ago when I was developing MUDs:  A game should be easy to learn, yet difficult to master.

What I did not want was a jumble of disconnected mechanics that required an immense amount of time invested to even understand how to create a character.  Nor did I want a game that played the same after a year as it did after five minutes.

I also wanted a rules system that allowed for extensive character customization.  You want a plate armor wearing, a greatsword wielding, Arch Wizard?  It can do that.  You want a pirate-ninja-vampire monkey?  It can do that too.  Of course, with extensive customization issues there will be extensive balance issues.

One of the first decisions I made with Echelon was to go with a classless system.  Why?  I wanted flexibility and think that classes are too linear and restrictive when determining a character’s progression and concept.  Let’s take a closer look at class (and classless) systems.

Definition of Class

A class is an assembly of features (abilities, advantages, and/or hindrances) that are accessible by a character once the class is chosen.  Accessibility of class features may be dependent upon level or other requisite elements.  Classes are usually derived from genre archetypes, careers, or professions.  Classless systems usually employ skill or trait based methods to provide abilities to characters.

Example Systems

To get a better understanding of how other game designers had used classes (or lack thereof) in their games, I compiled a concise catalog of roleplaying games that featured a class or classless component.  I also saw there was a hybrid style approach that utilized classes as well a skill/trait based methods to provide a greater flexibility than a pure class system would allow.

Classed

One of the best examples of a pure class system is from the D&D Rules Cyclopedia.  You had Cleric, Druid, Dwarf, Elf, Fighter, Halfling, Magic-User, Mystic, and Thief.  Yes, even the demihuman races were classes!  Thinking back now, I think everything one could do (except weapon mastery and general skills) was defined by class.

Classless

The classic classless system is probably GURPS (Generic Universal Role-Playing System).  A player can pick advantages/perks, disadvantages/quirks, and skills for their character freely.  Another very good classless system is HERO System, which also has an amazing point-buy power creation system.

Hybrid

Both Dungeons & Dragons (since at least 2nd Edition) and the World of Darkness line of games I consider hybrid systems.  At first glance, late edition D&D appears like a pure class system, but then you add multi-classing, prestige classes or paragon paths, templates, and feats and you have a system far more flexible than a pure class system.

The World of Darkness does the same thing, but from the other end of the spectrum.  It appears classless, and the base World of Darkness setting (New WoD) is, but when you begin adding templates it reigns in some of the flexibility of a pure classless system.  In the World of Darkness, [supernatural] race becomes the class.

As you can see, two of the most popular roleplaying games are actually hybrids that strike an appealing balance between pure classed and pure classless systems.  I like this hybrid area and I think this will be where Echelon will fall, most likely sitting very close to the Storytelling System of the World of Darkness.

Advantages

Classed

The intent of a class is usually to provide niche protection, power balance, and give direction to character roles within a group dynamic.  Classes also diminish the number of decisions a player needs to make during character creation as well provide a division between of rules so that players may ignore anything that does not pertain to their class.  This usually translates to a feeling that a game is easy to learn or needs little time invested.

Classless

A classless system allows for maximum character customization within the existing rules.  Many argue that classless systems help reinforce one of the primary attractions of roleplaying games: the freedom they provide players to freely interact in a shared world.  The complexity of a classless system is wholly dependent on the components of the rules and how many options are available.

Criticisms

Classed

The primary criticism of classes is the inherent lack of flexibility.  Often, when designers try to improve the flexibility of their game by adding sub-systems (multi-classing, talent/skill trees, class trees, etc.) they often increase complexity exponentially and create severe balance issues.

Classless

Some of the criticisms of classless systems are unbalancing specializations (via maximizing a single skill), too much choice leads to long character creations and advancement decisions,  and increased time investment learning the rules.  Another argument is that eventually, trends in choosing abilities leads to class-like builds anyways, which is counterproductive.

Questions of Balance

So after considering the options and the advantages and disadvantages of each, I went with implementing a hybrid system that could take the best of elements of classed and classless systems.  The key to making it work is by overcoming some of the balance concerns of the classless components.

Balance can be overcome by calculating the cost of acquiring abilities.  Since I also plan on using a point-buy system, cost will be a literal mechanic: experience.  Costs of increasing skills and abilities will be exponentially greater.  In the end, however, I am a firm believer that balance is the purview of the Game Master, and the really good ones excel at imposing balance without the players even knowing.

Listening to: Pennywise – Straight Ahead – Alien

Putting a Hex on D&D

Posted by Mad Brew On February - 9 - 2009

For readers new to Mad Brew Labs, I have been working on a rank-based d20 system called Echelon.  During Echelon’s development, I took another look at the use of square grids during tactical play in Dungeons & Dragons.  When making decisions when designing game mechanics, I try to maximize realism without sacrificing too much efficiency.  If you could graph realism and efficiency of a mechanic on a chart, the point where the two cross each other is the magic intersection called fun, at least from my perspective.

I like detailed combat systems with a plethora of options, but I also do not want play to grind to a halt while players and gamemasters try to do big calculations.  It would seem that detailed combat and ease of use are sometimes mutually exclusive.  Perhaps without any other constraints they might be.  If the rules can be executed swiftly after a modicum of familiarity, then I am happy.   This requirement also tends to shape the target audience of my game.

So the question I posed to myself was, “Are square grids accurate enough for my tastes?”  So I decided to look at other methods of creating tiled maps, but only ones that used regular tessellations.  Then I measured the pros and cons of each method and finally decided on supporting two methods which I reveal at the end of this article.

Tessellations

A tessellation or tiling of the plane is a collection of plane figures that fills the plane with no overlaps and no gaps (Wikipedia).  This means the a pattern of two dimensional shapes that repeat without leaving space between each other or intersect each other.  The works of M.C. Escher often dealt with tessellating shapes and patterns.

A regular tessellation is a highly symmetric tessellation made up of congruent regular polygons.  Only three regular tessellations exist: those made up of equilateral triangles, squares, or hexagons.  These symmetric tiles are the most appropriate patterns for use in miniature combat.  There were four elements that I used when testing mapping styles: miniature base compatibility, spell effect templates, flanking, and accurate movement

Triangles

Triangle Tesselations

Triangle Tessellations

Looking at tessellated triangles reminds me of creating custom maps for Unreal Tournament.  Many video games use tessellations to render terrain and objects.  I found several issues with attempting to use equilateral triangles for tactical combat maps.

The first problem is there is a facing issue in that the tiled triangles alternate from point up to point down.  There was also a question of how one moved from space to space.  Can one only move to a triangle that shares a side or merely a vertex.

I also found that there is not a good size to use to take advantage of current miniature scales.  A triangle large enough to fit a 1 inch inscribed circle leaves too much wasted space at the corners of the triangle.  When using larger sized minis, this problem intensified.

Squares

Square Tessellations

Square Tessellations

The default dungeon tile since I can remember.  I do not think Advanced Dungeons & Dragons 2nd Edition officially supported squared tiles, but I do remember extensively using grid paper to draw practically all my dungeons.  From 3rd Edition on, the square has been the de facto method of presenting dungeons.

Squares obviously work well with the standard 1″ miniature base and its larger bases since D&D miniatures were designed for use with square grids.  Flanking is also cut and dry, as the 3.5 rules have clearly covered the topic when using a square grid.  Spell effects can be somewhat chunky in nature I sometimes think that targets in squares that would be partially affected in the radius of a spell should get something.

Squares allow movement in eight directions as well as making the construction of dungeons simple and clean.  In 3.5 D&D a character moving diagonal would count every other diagonal square as two squares to proximate the true distance travelled (remember the Pythagorean Theorem?).  I never did the math before, but it is a surprisingly close approximation.  Movement of 5 diagonal 1″ squares actually equals 7.0710 squares of horizontal or vertical movement (which would have been counted as 7 squares under the 3.5 method).

The 4th Edition of D&D eliminates the need to count squares twice in the name of simplicity, but I do not think it is that difficult to count a square twice in the name of accuracy.

Hexes

Hexagon Tessellations

Hexagon Tessellations

Hex maps have been a mainstay of many wargames as well as the default grid for overland maps from the older editions of Dungeons & Dragons.  I can still remember getting the hex transparencies in the old box sets from 1st and 2nd edition.

The primary strength of hex tessellations is that the distance from the center of a hex to any adjacent hex is the same, so we do not encounter any issues where you need to counter every other move twice.  A hex map does limit movement to only six axes, but it does represent spell template radii as there are not any partially effected spaces.

The primary weaknesses of hex mapping are issues with compatibility of mini bases of the large and gargantuan sizes and by extension flanking.  These sizes look odd when demarked on a hex map and resemble triangles with their tips truncated (see the d20 Hypertext SRD for more).

Gridless

Measuring Tape

Measuring Tape

Many skirmish games simply use rulers or measuring tape to determine distance.  This of course provides the most accuracy, but also allows for more disputes (“my base was barely touching the area of effect!”).

It is fully compatible with any scale of miniature base, spell templates are accurate.  Though it produces more questions, such as how much of a base must be within the template to be affected.  Movement is not confined to a grid and is very accurate.

The biggest problem I see with abstaining from grids is determining flanking positions.  My solution is if you can draw a line through the center of the target mini’s base and the line touches any part of the bases of threatening minis on opposite sides of the target, then that target is flanked.  Of course, it could be a hassle visually checking this rule, but a laser pointer could be your best friend.

Conclusion

Obviously triangles are not conducive to tactical miniature combat.  For the Echelon Gaming System I am going to stick with 1″ squares as the preferred method of mapping.  Squares provide the most flexibility in movement, are the easiest to use, and are fairly accurate.  Not to mention most roleplayers are familiar with it.

I also plan on providing rules for going gridless with full miniature terrain.  I think I will call it the Hardcore method as it requires the most work but, in my opinion, provides the best accuracy and immersion.  I love the freedom is gives players to move around well constructed terrain.

I think that the hex may also find a home with the Dead Wastes campaign setting as the preferred method of identifying areas on overland maps.  This way when I am describing a location, I can refer to its coordinates on the hex map for easy referencing.

Listening to: Testament – The Formation of Damnation – More Than Meets the Eye

Echelon: Recovered, now with Gnomes!

Posted by Mad Brew On January - 19 - 2009

It has been a while since I have written anything about one of my original projects, the Echelon Gaming System.  A major reason for this is the fact that I was keeping the working document on a usb flash drive, so I could work on it wherever I went, and the flash drive got fried.  And when my drive died, so did my motivation to work on Echelon.

It must be my shoes, my clothes, or the carpet, but I always manage to build a store of static eletricity while sitting at my desk (perhaps a sign to not sit on my ass so much).  Well, I was about to get up and I reached for the drive and I felt that zap as I discharged some of that built up energy into the drive.  Then you could smell the pungent odor of burnt electronics.

Well, I decided to take the sucker apart and I saw some burn marks around what I would call electrodes (I’m not an electrical engineer by any means) on the PCB.  So I took a cotton swap dipped in rubbing alcohol and attempted to clean it.  Well, it must of worked, because the drive works intermittently, and I was able to recover some of my files!

I was so excited I decided to post my unfinished version of the Gnome race for Echelon.  My goal was to take a more feral approach to the race, making them a fey type and boosting their skill with illusion.  I don’t know if this version will make it into the final draft of Echelon, but it shows the general direction I want to take them.  Note that I have not created a table for their animal companion, but I do have some short descriptions of how a few powers work.

Gnomes

Racial Traits:
Average Height : 3’5” – 4’-0”
Average Weight : 65-75 lbs.
Speed : 25 ft.
Vision : Lowlight
Automatic Languages : Common, Gnome
Bonus Languages : Draconic, Dwarven, Elven, Giant, and Goblin
Favored Powers : Skald, Wizardry
Size : Small
Heroic Tier:
Ability Scores : +1 Constitution, +1 Charisma
Skill Affinities : +1 Arcana, +1 Bluff
Weapon Familiarity : Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Discern Illusion : Gnomes received a +1 racial bonus against illusions
Fey Glamour : You can use fey glamour as an encounter power.
Giant Evasion : +4 dodge bonus to Armor Class against monsters of giant type.
Gnomish Trickery : Gnomes possess a +1 racial bonus to attack when casting spells of the Illusion subtype.
Misdirection : You can use misdirection as a daily power.
Racial Enemies : +1 racial bonus on attack rolls against goblinoids and kobolds.
Speak with Critters : Gnomes may speak with any burrowing mammal at will (see the speak with animals spell description).
Paragon Tier:
Ability Scores : +1 Constitution, +1 Intelligence
Skill Affinities : +1 Bluff
Animal Minion : You gain an animal companion chosen from the Gnome Animal Companion table (see table below).
Knack for Illusion : Spells of the Illusion subtype cost Gnomes 1 less Mana to cast, for a minimum of 1 Mana for illusions with a casting cost.
Pierce Illusion : Gnomes receive an additional +1 racial bonus against illusions.
Swift Performance : You may make a Performance check as a swift action.
Epic Tier:
Ability Scores : +1 Constitution, +1 Charisma
Skill Affinities : +1 Arcana
Break Illusion : Gnomes receive an additional +1 racial bonus against illusions.
Cloak of Disillusion : You grant non-gnome allies within 10 squares of you a +2 racial bonus against spells of the illusion subtype.
Improved Speed : Gnomes increase their speed to 30 ft.
Smoke & Mirrors : You can use smoke & mirrors as a daily power.
Legendary Tier:
Ability Scores : +1 Charisma
Skill Affinities : +1 Bluff
Dazzle : You can use dazzle as an encounter power.
Drain Illusion : You gain half the Mana cost of any Illusion that fails to affect you.
Greater Animal Minion : Animal companion increases one size and gains Dire template.
Shatter Illusion : Gnomes receive an additional +2 racial bonus against illusions.

Misdirection – Swift action, your next ranged power does not provoke an attack of opportunity.

Smoke & Mirrors – If an enemy misses you with a ranged or melee (non area) attack, you can force the enemy to attack another enemy adjacent to you.

Dazzle – Burst, enemies are blinded, save ends.

Listening to: Crematory - Revolution – Solitary Psycho

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