Ok, so one of the types of RPG
mechanics that is most vilified is the table mechanic. That is, a
resolution mechanic that actually requires you to look at a table for
an answer. The classic example is D&D's to-hit or attack matrix.
In modern games this type of mechanic is absolutely despised and
considered to be akin to writing a game for Commodore 64 in 2017.
When I was young I just took those
tables as a given and developed quite a fondness for them. Years
later I started thinking about simpler mechanics and I went through a
hardcore anti-table period. I even remember ranting against
descending AC as recently as 2012... just weeks before I dived
headfirst into Labyrinth Lord and rediscovered what I loved about
gaming in the first place.
A lot of my character sheets include an
attack matrix. In my opinion, the only reason you might dislike these
tables is because you have to go to the rulebook to look up your
attack values. And that is a pain the ass, I agree. But when those
values are on your character sheet I just don't see the problem.
YES... it is an extra step between the
attack roll and knowing the outcome. If the target number to roll is
equal to the AC, it's much easier and faster to know if you hit. But
by using that method you have to rely on a lot of modifiers if you
want to model any kind of character progression. Thus we end up with
characters that have a +13 to hit. Which is something that bugs the
snot out of me.
The attack matrix eliminates that
modifier bloat problem. And how god damn hard is it to tilt your head
down and look at a number on your sheet?
Anyway... I was fiddling with the
attack matrix idea in a new game design. The idea is this:
You have three types of dice rolls for
dealing with all possible actions. Each roll is made on a simple
matrix identical to the to-hit table pictured here. But the values on
the table never change. There is no level system, no progression. So
if you start with a 10 at the top slot (roll a 10 to hit AC 9) then
you will always have a 10. Thus no messy pencil marks and erasing and
no need to reference a rulebook. It's on your sheet in black and
white.
(As an aside... the game would
encourage "advancement" organically. That is, finding cool
stuff that gives you an edge. Learning from super secret tomes of
lore. Being blessed or cursed by gods and demons. All of these things
would be represented by modifiers... albeit without the bloat.
Therefore if you do end up having a +2 on an attack roll it's a big
deal. But the only reason you'd ever see +13 is if the group just let
things get out of hand. Or WANTED a superpowered game. Whatever.)
Just thinking out loud here. I realize
the concept is not going to be appealing to everyone. But a very
stubborn part of me wants to do it anyway, just because. And since it
is represented visually, it adds to the rule of cool for the game
design. The character sheets would LOOK great.
And god dammit... it does NOT slow
things down to glance at your sheet when you make a roll. And since
the numbers on the sheet will not change... you'll have that shit
memorized pretty fast.
Judy: I slice at the animated monkey
with my scimitar! (clatter... Judy glances [GLANCES] at her sheet...
maybe) I hit AC 4!
Judge: Your steel bites deep. The
monkey screeches in pain and begins to vomit fire! But first, roll
some damage.
You get the idea.
Love this AND you for saying this
ReplyDeleteThanks! Currently playtesting.
DeleteSpot on! Still can't figure out how some players just phone this shit in. Good games (usually) require effort, thought, problem solving.
ReplyDelete