Three points to talk about to day. “Should monsters roll for an attack?”, “Are these actually trees?”, and “Do items exist?”
I’ve run maybe two or three games by this point, using V1.4. And I’ve gotten some useful feedback that might involve me skipping publishing 1.5 and jump to 1.6, because the 1.5 rules are set in my head. But those aren’t the questions.
Should monsters roll for attack?
I like simplifying my life as a GM. I tried using 5e’s average damage once and got hooked. For years, the only damage die I would roll would be for a critical or a spell attack. Recently, I stopped having my monsters critical hit, which cuts out the more common die roll. And Specialty suddenly has me rolling for attack, and then for damage, AND contemplating how to add a palatable version of initiative into the game. This feels like a slide backwards. I should be doing LESS work, not more.
So… I don’t know why I framed this as a question, as I know what I’m going to try. I’ll try not rolling. My question is what do I do about dodges and fumbles, and well, making sure basic minions can get their licks in. Being able to abandon running monsters as a game and running it as a reaction and a movie might solve that problem.
Combining this with another rule I’m contemplating, my players might be in trouble. Which is good, since they’ve been basically invulnerable so far.
Are these actually Trees?
Man, its hard to write these points when I’ve already figured out what I’m going to do. The problem is that Tech is SUPER good, as is Combat (previously Weapons). I don’t like the idea of skills that are always worth taking. Currently, Tech is one of those.
The solution is to make these not trees and build them like I have the force. There is a list of specialties, and a more generic for covering places you haven’t specialized. Which I did for the Force, and I’ll do for Tech, Pilot and Combat, looks like.
Now, the downside of this is we’ll probably lose Extension Dice. I don’t think it’s a big loss, but it is kinda sad? Rolling 3 dice as a default was kinda fun. (Not that *I* got to ever do it…) This will simplify the game a step, but not really noticeably, as it wasn’t a complicated step, I don’t think.
I call them “Blanket” Specialties in the doc. I’m not.. sparked by joy by the name, but I think it makes it better. And having it established in the rules will let me have things like Magic work easier, I think.
Truthfully, though, any skill worth expanding could be made into a blanket. I can see Scholar being a good candidate, but since no one’s really used it yet, I’m keeping it singular.
Do items exist?
Okay, this question sounds stupid without context, but it’s an important question. Really. I’ve used the phrase “Gygaxian complete” an article or three ago. While I know I need to define it more, I do know that having a robust system of currency and items to buy would be a big part of that.
However, I don’t WANT to do all that work. It’s a lot of work and if this is going to be a super flex game, where I have modules of different universe at the beck and call, I don’t want to design a currency for all of that. I need something more abstract.
Hence: Accessories. A stupid name, I grant you, but powerful. It’s a specialty, except it provides no Stat Bonus. (which I’m sure will make stats MORE annoying to teach) And there’s a couple sub-items you can get. Look, it’ll be in the doc linked in the next section. That might be simpler.
Point of the matter is: Do items exist? Kind of? It depends what you mean by “Items.” How different is a Lightsaber to a blaster? Is there a plot difference between the Falcon and an X-Wing? What is a droid?
I still have no idea, but I’m closer.
This helped a lot, actually. These articles always do. Working my way through answering these questions for this solidified them in my head. As such, if you head over to the Forum, I’ve got a shiny new PDF with Version 1.5 up for your perusal.
Thank you for following along with this developer ramble.