Everything
to this point has been a discussion of the mechanics that Jim and I built for
the game before it actually intersected with the players. After four sessions I
have a laundry list of things I think we can change to improve play. Tackling
these in the same order we have:
Stats, Skills
and Qualities:
The six
stats work just fine – they’re a pretty standard set, and the Willpower stat
has enough going for it that it’s not just a point dump, especially for the
Sparks.
Skills and
qualities, however, are too complicated. First thing Jim and I found was that
the lack of a Stealth Skill just threw us off. Having either acrobatics or
crime work for that is a lovely idea but we kept asking for Stealth checks, and
with us meeting only monthly none of the players remembered that it wasn’t on
the sheet with that name.
Jim wanted
broader, player defined skills – to be able to tell people to roll Dex +
Soldier to perform field recon, but not allow Solider to work for sneaking into
a hotel, for example. This is a much more trust based piece of gaming
technology, but I think it works for this table.
The
qualities list ended up being much more complicated than we needed. In
character creation having Advantage Qualities let you spend some points from the
quality pool to add points to the other three pools (stats, skills and
drawbacks) just made character creation too difficult. The non bundled
advantages generally do a couple of different things, so they feel broad and
inclusive, but those things are often small and crunchy so everyone has to
remember exactly what they do.
Worse, the
GM has to have a working knowledge of all of the qualities, and know how to
apply them to the relatively generic NPC stat blocks. That got to be cumbersome
in play, especially when combat starts. All told it required more investment in
mastering game crunch than we wanted.
My current
solution is to break every PC down into their 6 stats and 6 Qualities – two Major,
two Additive and two Drawbacks/Flags. Any test is going to be Stat + Relevant Major
Quality + Relevant Additive Quality – Relevant Drawback/ Flag. Relevance is
determined primarily by the player and GM based on circumstances. Sure it’s a
high trust mechanic, but we’re all good with that.
The
Qualities are mostly player defined, but to try to keep some balance I’m
keeping much of the existing skill list (though I’m adding Stealth, taking out
Acrobatics and doing a few other tweaks) and players pick 6 ‘skills’ that the
first major quality covers, and 6 skills for the second major quality. Three
notes:
First, any
skills that exist in _both_ qualities are Synergies, where one half of the second
quality is added to the first quality score for that skill;
Second, the
second major quality can add the score to a stat at the cost of 3 skills.
Third, players
can define a specialization for each quality to either allow it to apply to
something outside its normal purview or gain a +2 bonus
For example:
Bella has a Quality of French Pastry Chef which is defined as +5 with all
Athletics, Brawling, Cooking, Mechanic, Notice, Profession tests. She has a
specialization with Smell tests, so it’s +7. She has a second quality of Spark
for a +3 with Cooking, Doctor, Mechanic and Constitution. Spark has the
Specialization of applying to Influence rolls when in a Fugue State. Because
Cooking and Mechanic are on both Qualities her French Pastry Chef is bumped up
by half of her Spark quality (it rounds up to +2) so she has a +7 total.
The Additive
Qualities are again player defined, but their main definition is that they can
add to stats + skills, but they can also do other things. Bella, for instance
has Obsessive Focus +3 (ignore 3 damage from blunt or burn attacks, +3 on rolls
vs. fear) and Attractive +3 (Add to any social interactions, or +5 on rolls
involving sex appeal).
Disadvantage
Qualities give a direct mechanical penalty – Bella has Kitchen Focus, with a -4
on any inventing roll and -2 on any social roll outside the kitchen.
Flag
Qualities are asking the GM to mess with their PC in certain ways, or promising
to act outside of their best interest when things come up. Bella is an insecure
perfectionist who craves legitimacy from people.
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