Tuesday, 25 February 2020

Burning Through the Luck.. Why it will always fail long term

A Strange New issue occurred when We started playing Blood Rain & Cataclyzm. At first I was worried that I'd forgotten a rule and broke things..

Luck, Burning stats, and Health.


If you're unaware, players can choose to 'burn' a stat in DD12, to gain an instant advantage, The most common of which are Reflexes, Strength and of course Luck.

Reflexes
With an instant burst of speed, a character increases their Combat Initiative by their reflexes, besides the reflexes going down 1 point (after the bonus is applied) the player gains exhaustion equal to their new reflexes score. Typically players use this to get in an extra final hit, or perform an extra action, just in time before something happens beyond normal control.

Strength
With an instant burst of strength, a character increases their Damage by their strength score, or a bonus +3 to a strength roll, besides the strength going down 1 point (after the bonus is applied) the player gains exhaustion equal to their new strength score. Typically players use this to get in extra damage for a killing blow, or perform an feat of extraordinary strength.

Note, the similarities in description. Both are physical stats, and as such, gain physical exhaustion, Mental stats gain mental Exhaustion, but are the same, either a +3 to the same stat, or plus its score to a value related.. they are listed in the rulebook.

But Luck, is a stranger one. Coming from Dragon Warriors, and Warhammers Fate, The idea was to allow players the chance to avoid that blow, that telling deadly blow, or vice versa, to push for a hit. In any case, luck allows a player the ability to modify a die roll, 1 single die, to be rolled differently. If the player NEEDS this next roll to pass, they can spend a luck to change the results of the die, after it has rolled. If, they just wish the whole roll to change (i.e. attack roll + extra dice) they can 'roll' their luck, and if they pass, spend 1 luck, and if failed, spend 2 luck, to negate the entire roll against them.

Because players spend these more often, sometimes 2-3 in a given combat, having some kind of exhaustion, really slows down the game.. the STR or REF ones above are so rare, players will understand the cost, but with luck, we have to think a different way.

This was more obvious in Cataclyzm, and Blood Rain, where players would spent 5-10 luck in their first session, just to survive.. players literally were running out of luck.

And Luck isn't fixed to your own rolls, anyone can luck any roll.

But, Younger, Wiser, well rested me, was smart enough to put in an interesting rule about luck. Its relevant to your ability to take wounds, and your healing.

When a Character has taken damage, A lot of people consider their Health Max to be the value to check against. If Damage > Health, do I die.. well, yes but no..

First, we check if the individual blow is greater than your health + pain threshold bonuses, if not.. you shrug it off, if it IS, then we check your luck, If you pass, lucky you.. proceed, else, suffer consequences (see below)

BUT if the individual blow is above your Luck score.. you're out of luck.. no roll (except now, you'll probably spend a luck, to change the damage die roll to its minimum)

Next, lets see if your total damage so far, is above your ability to cope,

The quick rule is, if Total Damage > Luck + Health + Constitution, then you're going to make a luck check to see if you might die or not. For most people, this will be in the range of 30-50.

Furthermore, Your luck score ties directly to your healing rate, luck is added to the healing rate WHEN its calculated, (not before) so a person travelling with a healing rate of 27% and a luck of 16, gets a 43% chance to heal per day, When rested, they double this to 86%, when under care of a physician, they add their luck again to 102%, Even with a 10 point wound (-81%) they'd have a 1% chance to heal, but a player having reduced luck to 10, this would be -16%, unless their friends can come up with some cash to the local temple, this character is done for.

Given Base healing, Rested Healing and Physicians Luck, maintaining your luck above 10 is worth 30% but, in the moment, burning your luck, and avoiding the damage in the first place.. well, damned if you do, damned if you don't?

Tuesday, 18 February 2020

Impulse and Dignity

An Interesting Discussion on this concept here:

http://geekxgirls.com/article.php?ID=12617

A lot of pushback by people, as it takes away player agency, along the lines of Alignment, yet it did raise some interesting thoughts..

Is this a stat?

Impulse and Dignity Stats

Alignment in games, sets a set of 'actions' which are requirements, and limitations for players. Most players ignore the stat, they want to do whats right for the moment, regardless of what their "character" would do, and for a lot of gung-ho gonzo new players, this is perfectly fine. Finding your 'role-play feet' takes time, and some people never get them, their characters are always a chaotic mishmash of tropes, funny things to entertain(and annoy) the table rather than a coherent set of actions by a real person in a real world.

The Idea of Alignment may have been one way to 'control' this by GMs and games designers, you can't go killing that peasant, your god won't like it.

A lot of people rile against this form of control, they don't understand that they are ruining the world, the game, the fun of others at the table, as that peasant was crucial to the plot. Games-master don't like to upset players, because a lot of work an effort has gone into creating the campaign, as much for these specific set of players, so the small actions of one player can mostly be worked around.

Impulse, on the other hand, seems instead to be a gung-ho, zany, gonzo GM, trying to get players who are paying their characters more stoicly, to break out of their shell and do zany things.

(Maybe this Zany GM, has had alot of the gonzo players, and thinks this is the norm?)

Dignity, is more or less a way for the players to be able to resist this, provided they stick to their dignity score themselves.. which is what raises the point.

The player, setting a value, that says to the GM, here, this is a self defined value, I will agree to stick to this value in role-play, and the reward for this, is... you can't make me go outside that boundary.

Mind control in games is... tentative. You railroad a player to do something, because a spell says they have to, as often as not its a pass/fail situation. Players don't usually have much control over this, yet in the movies and books, we see a character who goes along with the spell, until such time the spell crosses a line and the character resists.. where is that line..

Here.. this stat, is that line.

The Player can be Dignified, Regal, and very un-impulsive, so if they are 'taken over' by a mind control spell, anything a few points below their Dignity score, the character can make further resistance checks, and possibly even break free of the spell.. giving players more agency in the region of mind control spells, they take careful note of what is being asked of them, and if at any time it seems to go outside the boundaries, they can call it, and make a subsequent roll to escape the spell.

Moreso, with Alignment, if a player has aligned as a good character, they are unlikely to steal if mind controlled, even less likely to attack a friends and would likely break free if commanded to kill. The player is free to play his/her character as they wish, their alignment score moves to match this, but the lower it goes, the more choices the GM has when mind control is in play.

Its already there with Clerics, Gods and their rules.. but with this addition, its now there for all classes.