Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Monday, August 12, 2019

Sci-Fi Gaming: Ship Combat

Sci-fi gaming and starship combat is a tricky thing. You don't want this to be a gimme and have the players win every starship fight, but the nature of space battles are typically all-or-nothing life-or-death affairs. You lose, your engines are slag and you are drifting off in space, you outright blow up into space vapors, life support is gone, a laser vaporizes the bridge and just the ship's doctor is left hiding in an airlock, and you the party is in a "might as well be dead" sort of place.

Games with starfighter combat are similarly fraught with insta-death WW2 movie style danger, unless, of course, there is some sort of built-in player protection with the rules. I don't like player protection in my rules, as I am a fan of the old-school "keep characters simple and disposable" mentality. Player protection opens the door to complicated character creation and is ultimately a tool of retaining players via a social contract built into the rules.
If it takes four hours to create a character I am not having them die in the first five minutes!
Why would players play that type of game? I wouldn't. I would play the game that takes 5 minutes to design a character and 5 minutes to lose them. I don't have that much time anymore, and frankly all of the games that supported complex designs and player protection have been put away. My life is simple, and my games need to reflect that or I end up looking at them and never enjoying them. They become "things I wish I had the time to play" and they make me feel sad. So away they go.

Ship Combat as Rules Complexity

It is funny because I started this article thinking about sci-fi RPG ship combat and it ended up really being about how easy it is to lose characters. The two concepts are tightly tied together because if you cannot lose characters easy your ship combat systems must reflect that and have player-protection rules written into them as well. Complexity is added to the system, and the amount of special cases and rules you need to process increase.

In computer terms, your application becomes bloated and full of special cases. Your CPU, memory, and disk space usage get higher and higher the more you write these special case rules, and the whole system gets and feels heavy and slow.

And if players are protected, ships must be as well. I am not spending four hours designing a starship to have it blown up in the first five minutes! Bloat increases and the time it takes to process and play the game increases.

Part of what made us give up on Pathfinder is that you could not keep the entire game in your head anymore. Even remembering "what book do I go to for that?" became a nightmare and we found ourselves shelving books on different shelves based on what type of rules the book had. We never really got into Starfinder as a result, which is a shame because it looked fun, but our overload with Pathfinder contributed (unfairly I would say) to our exhaustion with the system or anything like it.

Knight Hawks

The old Star Frontiers supplement Knight Hawks felt like a good balance of ship combat, complexity, and character interaction. It felt strange for us at the time to "wargame it out" while the PCs were there, as we preferred more of a storytelling game. Also, our ideas of starships were a bit more advanced than the lower-tech designs seen in Star Frontiers (because they never had ships in the main rules and we assumed Star Wars and Space Opera were more our thing for how ships worked).

There wasn't a lot of player protection either in Knight Hawks, other than bailing out and running to the escape pods. If your ship was space toast, that was it. I had as player who refused to put escape pods in his ship, and that upped the ante. His reasoning was, "if the ship goes, I go" and it was a sort of a silly thing kids do, but it raised the stakes.

I know, the ship should have failed its first inspection as a deathtrap and worker safety hazard, but we never knew better. And I am not sure anyone would want to work on that thing looking back, but he was "the best starship captain in the galaxy" and took on that sort of "Han Solo never used escape pods" sort of machismo.

These days, give me an escape pod please.

Traveller

I see escape pods mentioned in the new Traveller rules (under encounters), but not in the ship designs or rules in what I can quickly find. They are one of those "assumed items" I suppose but I would like that spelled out somewhere (I may have missed it), and I would like those clearly laid out on the ship maps (since that really matters during boarding actions or other emergencies).

I need to play some more of this game, especially ship combat, and get a feel for how this goes. You can sit and theory craft about "how you think things are" but until you play your opinions are just theories and feelings. Knight Hawks and even Space Opera we played a lot of, and we had a good feel for how those games worked. More on this soon.

Star Wars

There are a lot of different Star Wars games, and our experiences with the Fantasy Flight version did not include many starship battles. Now that I think about it, not having any starship battles in a Star Wars RPG just feels...wrong. The modules we played did not have many or you could skip them, which we did. From what we saw, they were more abstracted and narrative affairs, and the ships felt more like abstract characters that fought each other using player skills instead of traditional vehicles where it is more of a "to the metal" experience of damage location charts and complicated movement and positioning systems.

If I pull my old Star Wars books out I may play this, but it is a more complicated game and my interest in things Star Wars is pretty low right now. The story of that universe feels nearly done for some reason to me. I am ready to move on and see new things.

Overall

Overall I need more experience in Traveller at this point, and I want to see how that system has been updated. I like the lower-tech ship battles and more gritty feel, and that is what captures my imagination these days. I am not feeling much interest in flashy space battles and I am a bit worn-out on modern CGI and VFX. I am craving the real these days, and something cold and mathematical like the old Harpoon rules from GDW. A system where you could go into a battle knowing you are going to lose it, and only your wits and possibly sheer luck can save you. These days, that is what excites me about ship combat.

Friday, January 1, 2016

Your 15 Minutes of Adventure Are Up

D&D 3E introduced us to this wonderful concept of the 15-minute adventuring day. It goes something like this:
"Hey guys, I used all my spells in that last encounter. Let's go back to town and rest."
Now, this existed before 3E to be fair, and this issue has really been seen more with D&D than other role playing games. Part of the problem is D&D itself, adventures are designed around a series of encounters with CRs that are supposed to balance play and use up resources at a predictable rate. This does not always work, and I feel CR misleads us in a number of ways:
  • Randomness leads to greater or lesser resource usage
  • The CR system is too simplistic to deal with the complexity of the game's classes and powers
  • Players don't care about balanced fights and "burn down" every encounter
The first one is interesting, and yes, a series of bad rolls will double or use up your entire excursion's resources (spells, potions, powers) and you are stuck. Since the rest of the encounters in the dungeon were carefully balanced around you having some resources to deal with it, it's game over man, time to bug out. One encounter drops your party resources to zero, and if this is a "one time only" dungeon with an objective (like most should be), you have lost. That's it. Bad dice have let the bad guy get away with the princess, and that's the knocks of a story-based game.

Yes, the d20 with its wide variance is partially to blame here, it isn't the best die to use if you want a strong average, but with D&D it's what we got.

Another side note. D&D 4E tried to solve this problem with at-wills and encounter powers. the designers of D&D 4 were trying to solve a lot of problems, and this one they did a pretty good job at (tactical miniatures wise, not role playing wise). They introduced the concept of regenerating powers and healing surges, and that kept the party going into the next part of the story. For story-gaming, D&D 4 had a lot of nice improvements over D&D 1-3 and D&D 5. Mind you, the design of D&D 4 did not lend itself to roleplaying all that well, but as a tactical miniatures game where you played stories, it was interesting (counting the first 3 books or so before everything started going to the lower planes).

The second point is also interesting. In some ways I feel the CR system is overly simplistic and it does not take a lot of factors into account. One the other side, if it did the CR calculation system would be something as complex as calculus to figure out encounter balance. With Pathfinder, I have seen reports that modules designed against earlier versions of the game are now too easy with the power creep introduced in later books, and that encounters need to be toughened up to be a challenge again. Old CR does not equal the new CR, and the rating slips as time goes on.

Burn downs. This I have been waiting to talk about, because every player coming from an MMO knows about this one, and this is how most videogames train players nowadays. When you are in a MMO, in each encounter you 100% burn down all your powers and abilities in order to beat it. It does not matter if it is a hall fight or a boss fight, you keep pressing every button, keep hitting every power as its timer comes up, and maximize your damage output to 100% in every fight. In the old Everquest, this wasn't the case and you had to practice careful resource management through a zone. Past that, most modern MMOs make you burn down as fast as possible in order to get through a fight.

The reason? It's flashy! It's more exciting! It solves players from complaining the dungeon is too hard and filling up your customer service system with too many tickets.

So many videogame and MMO players are trained to burn down.

Now, many players get it when they begin playing pen-and-paper. They get the careful resource management game. The games fight this though, and try to make things easier on players by giving them infinite-use attack cantrips (D&D 5), or multi-shot built-in class attack powers (Pathfinder). D&D 4 had infinite-use at-will powers and auto-recharging encounter powers. Even 3E had a plethora of multi-use wands, scrolls, and other items that let you blast away with rechargable wands of magic missiles and fireball staffs. You see the burn-down starting to creep back in.

Player power has increased dramatically over the last 15 years of D&D to keep up with the MMO arms and expectation race.

Personally? I find burn downs boring and resource management more compelling. I like story-based play (a separate topic entirely), but I appreciate games that force you to make hard choices.

In old-school gaming like Basic Fantasy or Labyrinth Lord, giving a magic user infinite ranged attack cantrips would be unthinkable. Today, shooty and flashy are the new thing and the new norms. In the past, you didn't doll up with magic items and carry around enough rechargable magic items to blow through days of content. If your DM was stingy, you pulled the "go back to town" thing. If he wasn't, you loaded up for bear with enough magic to blow a hole in the side of White Plume Mountain.

In older editions of D&D and today's OGR games, the magic item economy is sparse, and you don't get into it as much. A wand of magic missiles is rare and special. A +1 sword is Excalibur. You survive on your wits and a player's ability to coax room descriptions out of the DM's head to avoid the trap of doom in the next room. Then again, the story in old-school games was a lot like today's 'sandbox" games. Do you survive? What do you do? Old-school games focused on the stories of the characters in that personal survival story, and not the DM's or module writer's story.

I blame Vampire: The Masquerade back in AD&D 2E days for this "module as story" stuff really. Vampire showed us a wonderful roleplaying game focused on personal stories, and AD&D had to follow suite and try to make dungeoning "story gaming" as well. Vampire did story gaming elegantly. AD&D had a lot more trouble making that leap because of the abstraction and resource management, and that theme of "story dungeoning" has stayed with us ever since, even across 3E's magic-card-if-i-cation of the rules.

So this pesky resource management game is getting in the way of completing tonight's story dungeon! Let's punt, take a mulligan, and head back to town to ignore this archaic D&D resource management system and continue on, shall we? If you are going to be in any way realistic about this dungeon master and reset the encounters, make us roll for wilderness encounters, or make us 'lose' the story for taking a break in the middle, then I guess you are a horrible dungeon master who hates well-told stories and famous module designers, right?

I am being sarcastic, but I have had those feelings come up at my table before so they are there.

There is an internal struggle here that I feel D&D has never gotten over. There is a simulation side to old-school D&D with the resource game, and if you have never played an old-school game, I recommend you do to see what I am talking about. It is a different game. Health does not auto-recharge. What you take in is it for possibly 100 rooms. The game is simple and deadly. Characters die frequently. You struggle. There is a mental game going on where you pry descriptions out of the DM, be clever, avoid fights, and survive.

3E and Pathfinder? Stuck in the middle of storytelling and resource management. Deck-building RPGs at heart.

4E and D&D 5E? Storytelling games at their heart and trying hard to shed old-school D&D's resource management game. Heavily MMO-influenced with recharging and infinite-use powers, with D&D 4 being the more MMO game, but D&D 5 shooting for the feel of 2E's story-dungeoning feel.

None of them are bad, and players love each for different reasons. This is not an argument one is better than another. You play what you love. But, you need to understand what each one brings, and where the conflicts are. If I ran D&D 5, I would go for more story than resource management, because that's what that game does best. I would adjust the story if players felt their party needed to take five, and advance the story in a logical way that reflects them having to take a breather. The show would go on. There wouldn't be a 15-minute adventuring day because the story reacts.

In old-school games? Yes, you can bet I would come down like a ton of bricks on a party that wasted its resources in wasteful burn-downs and had to retreat to town. Old school games are the Old Testament of resource management sims. Roll for wilderness encounters to and from the dungeon. Roll for wandering monsters all the way down to the point you left off. The dungeon's residents react and adapt to the last incursion, setting up traps, moving to rooms deeper (or to ones you thought you cleared), clearing out, or calling for reinforcements. You take a 15-minute day, and I will make you regret it for the next 15 days, but that is the old-school dungeon master's job.

The trouble comes when the game's designers try to please everybody, and tell you that the game is good for all types of play. It's cool marketing speak, but it isn't true. Some games do things better than others, and that's okay. Another problem arises when the game's designers put in systems geared to resource management when the game shines in story-based play. I can't blame them, the marketers said 'make it appeal to everybody' so sometimes you get systems in games better ignored than used. It happens, and game design isn't a perfect science.

Know what you like. Know what your players like. Most importantly, know what you expect from a game, and how a game shapes that experience.

Friday, December 4, 2015

Bounded Accuracy vs. Simulation

For over 40 years D&D has had an issue with the to-hit system. At first, they had giant AC versus level tables for each class; then they switched to a system where different classes had different to-hit bonuses at maximum level, and they metered out the to-hit increases every level. It meant if you weren't a pure fighter, forget hitting anything at maximum level because all the monsters at max level were balanced for a fighter's attack bonus.

D&D 3 and Pathfinder follow the sort of design theme of great classes (fighters) get +20 at max level, sucky classes (rogues, clerics) get +15 at max level, and really sucky classes (mages) get a +10 at max level. Mind you, if you are fighting an AC 30 monster, great classes will hit at 50% of the time, sucky 25%, and really sucky will be like "5%, why even try?" Of course, mages will be flinging spells, so that 5% never really matters. Feats and proficiency make the difference, and one had to take into account damage output, but the base system is still set in an assumption of some classes are better than others when hitting a target. There is also a multiple attacks thing here with high attack bonuses, so damage output is linked in.

D&D 4 sets everything on a sliding scale, using 1/2 your level plus your ability score DRM to give you your attack bonus. You must have a high ability score, maintain it, and have the recommended magic items for your level to "keep up with the Joneses," aka the monsters. If a monster was 4 or more levels above you, forget it. If a monster was 4 levels below you, you could care less about them. It was a very MMO feeling game that was balanced "on the levels" and had a flat balance.

D&D 5 preserves the flat MMO-style balance, and puts everyone on the same to-hit chart, but makes the maximum bonus a +6 for everybody. Everything else, monsters, magic items, and combat, has been realigned to fit within this new model. This is called "bounded accuracy" and it is the central design premise behind the new D&D, to get those numbers back in control and make everyone feel they can contribute. There are plenty of problems with this, such as the lowest-level monsters being able to hit high-level heroes (in the context of this system), and high-level heroes still having a high miss rate that still feel unsatisfying for many. The system also breaks with mass attacks and does not scale well with larger groups or attacks that add conditions on hit (poison).

Then again, it feels like they have been wrestling with making the abstract AC and level-based to-hit system for 40 years and they still haven't got it right.

Abstract Accuracy

It is difficult to criticize the D&D to-hit system because it is intentionally abstract. You can get into a long argument with other players and fans of differing editions, and all you will be doing is arguing over is if mauve or thistle is more "purple." Because the system is so abstract, the designers need to carefully "code" AC and attack bonuses in with each edition to make the game work. In computer programming speak, D&D's combat system is spaghetti code and a mess of special cases, and it needs to be hand-tuned any time they move to a new edition or they make a new expansion or book for the game. The AC and to-hit numbers have to be directly balanced against the monsters from level 1 to 20, or everything breaks down.

In D&D 4, it did not feel like the later levels were as well-playtested, and things felt like they broke down the higher level you went. There were so many erratas and rules changes over the life of that game it spun your head, along with a second version of the monster manual coming out in Essentials that changed the math again. Every monster manual changed the math, and it hurt the experience for us.

Simulation Games

Contrast this with a more simulation based game with a less abstract system. If my fighter has a 60% chance to hit with a sword, it doesn't matter if I am swinging it at a level 1 goblin or a level 30 dragon, I am still making that piece of metal strike that other shape no matter what that other shape may be, 60% of the time. The effects of what happens will vary greatly upon what I hit and the personal power I have, If I am as strong as a hill giant I will expect to splatter the goblin and hurt the dragon. If I am as strong as a human, I expect the goblin to take a wound, and the dragon to laugh and say he didn't even feel it.

Most of the time. Exceptions and great rolls always exist.

You can give a rogue and a fighter the same to-hit, and work out the differences with powers, techniques, and ability scores. You can do away with abstract levels and subjective armor class values entirely. You can rate armor on protection, and let the dice fall where they may because you created a simulation system where things in your world work a certain way.

Your characters exist within themselves, not in the context of a carefully balanced level system.

Level Systems

Now, level systems are great because they let you change the math and put out a new edition. The only exception was AD&D 2nd Edition, where they cleaned up the original AD&D rules and improved the presentation greatly. They really didn't change the math, but they streamlined it and created the "I don't understand why nobody gets this" THAC0 system, but I guess many had a problem with it. THAC0 (to hit armor class zero) was easy enough to understand, but they should have made AC increasing and flipped those around, and just said to-hit is your base plus target AC, like they did in 3rd Edition.

Negative AC in AD&D sucked, and it was likely nobody ever thought ACs lower than zero were ever needed. Explaining negative AC felt like explaining THAC0 to the uninitiated.

But part of the problem with an abstract system is linking level to to-hit, especially when it starts blowing out your dice range. Having a +20 to hit at 20th level, plus ability DRMs, plus magic item bonuses, plus feat modifiers, plus situational modifiers can get you to a final to-hit bonus of +30 or more easily. On a 1-20 scale, a +30 makes the entire number range of your randomizer meaningless. You are rolling between 31 and 50, and trying to hit an AC of 42.

The mind boggles, the numbers are so high, and the DC and AC numbers are again on that meaningless, super-high if +10 is better than give me another +20 MMO number scale that never ends.

Bounded Accuracy is the New Coke

I am not convinced D&D 5's bounded accuracy does much to solve the problem of D&D's abstract system other than change the numbers again. There were some D&D and Pathfinder mods (E6 most notably) which put a level cap of 6 on the game, and this appears to be where the bounded accuracy idea originated from. E6 is a laudable game modification for D&D 3.5 or Pathfinder, it assumes that 6th level characters are the most powerful in the game world and lets the monsters past that be the world's "boss creatures" and teamwork is needed for beating them.

You throw out the entire upper three-quarters of the game to do so, but it does get that sense of scale and challenge back that D&D loses when a thief levels past the power of an adult red dragon. Where D&D 5 and E6 differ is that in E6 there is a huge world out there more powerful than any single hero could ever be. In D&D 5, every hero can be a level 20 monster some day, yet they still need level 30 monsters out there that are even more powerful than that.

But limiting everyone to the same to-hit chart and capping it at +6 (plus mods)? Really, none of my players really like advancing that slow, and it feels like a grind. Your hit-points go up normally, so you have these hundreds of hit point monster characters walking around with a +3 or a +4 to-hit, and your sense of heroic scale is all skewered. I would prefer the level cap to six to a slow grind to twenty and a +6 when I get there.

Yes, bounded accuracy makes the numbers meaningful again, no question.

But I feel you give up too much. High level characters lose their sense of "being good" and the harsh d20 and its variability stomp all over a modifier range that starts at a +5% to-hit bonus and ends up at a +30% to-hit bonus for epic characters. Even with ability score mods and magic items it doesn't go much higher, and high level characters feel like they are just talented normals. It feels like you are just fooling with the numbers again instead of fixing the problem.

Wonderland

It all feels like D&D's power curve has been messed up since the original box set that level capped you at three, yet the monster lists had 9 or so hit die dragons. Sooner or later, you could level past those dragons, and we entered a strange fantasy land where we needed bigger and bigger challenges to overcome. D&D has always had this "videogame in pen and paper" feeling to me, where of course characters are entitled to incredible amounts of hit points and power, and the sense of scale between normal people and high level characters reaches absurd levels.

D&D 5, despite bounded accuracy, I feel does not address this problem, as the higher levels in that game still entitle characters to massive amounts of hit points and damage output that boggles the mind compared to a first level character. The difference between high-level and low level has not changed, only the dicing model has gotten flatter and everyone can hit each other now.

It still feels like a videogame to me. I feel that a dragon like Smaug out of the Hobbit is beyond the power of any single hero in that world, and any hero could ever be. In D&D and Pathfinder, this isn't the case. I get this World of Warcraft feeling where characters are driven primarily by advancement than story, and personal power is the name of the game. It isn't down, it doesn't feel realistic, and the abstract system keeps you from ever understanding or balancing it because it is so carefully tuned and system-wide teeter-tottering on the sum balance of its parts.

If you disagree with two-handed weapon damage and change it, you break the rest of the game.

Abstractionification

It isn't D&D or Pathfinder that is at fault, I feel, it is the abstraction and the magnitude. Once you abstract one piece, you have to abstract everything, and then the balancing act begins. Level based to-hits and ACs that could mean everything from a high dodge to tank armor along with out-of-control hit points and damage make the entire system feel more like an ever-higher level Facebook game requiring more time and clicks than something that models reality.

If there was a D&D game out there that got it right in terms of comparative power and the weak against the impossible, I would be all over it.

I want games that make me fear the dragon, not know that someday I will out level it. I want games that give me a basis in reality, rather than hand wave it away and apply an arbitrary number to it. This is likely a personal preference thing with me and my players, and I try my best at explaining it, so don't feel bad or get angry if you enjoy these games. These are systems that within their own spheres, work, and they are tuned to work well.

But they don't feel real, they feel like videogames.

But a character with 200 hit points when a normal person has 5? I lose it. I can't relate. That number is meaningless in reality, and really only has a place in electronic gaming to me. Same thing with wildly high to-hits, damage outputs, or world-ending spells. It is an unrelatable world-crushing Superman to the common-man Batman.

It is having it all versus being a hero without.

Friday, August 24, 2012

Verbal Combat

One of the interesting parts about online roleplaying inside of MMOs is watching player creativity. Since characters in MMOs have varying levels and gear, when two players want their players to fight, it isn't always fair to just /duel and be done with it. Players have come up with interesting verbal combat systems using chat alone. Here's how it works:

"My elf thrusts with his rapier, lunging in a fierce attack!"

"My paladin dodges to the side, the rapier cleanly piercing his cloak, leaving a one-foot gash in it. In return, he spins, and swings his hammer low."

"My elf notices that, and plants a foot on the hammer as it swings by, backflipping ten feet away. The landing left him off balance, so he takes a moment to right himself."

"My paladin charges...."

George hates these fights, and thinks they are lame. I enjoy watching them, and all the creative moves players come up with, even if they are sometimes silly. Needless to say, they are strange affairs, and if handled improperly, lead to misunderstandings and fights. Watching people mature enough to play through is rare, but always fun.

Good verbal combat involves a tiny "loss" if you dodge an attack, such as the gash in the cloak, or the elf landing off balance. These little losses add up, and good verbal sparring actually increases the amount of the loss, or the amount of risk generated in accepting it. It is an interesting price to pay for avoiding a blow, and even taking a blow can be considered a loss after a while. Great players will fight on after one or two blows, and usually the third time is the knockout.

As a fight goes on, one side or the other will 'know' when they are defeated, and prepare for the end. Usually, these fights don't end in death, possibly a wounded escape, capture, or some other meaningful loss to RP. Perhaps the 'story' that led them to fight will be 'won' by the victor, and then revenge will be plotted, and another epic fight setup sometime in the future.

Verbal combat has never really been done too well outside of MMOs. There are a couple of pen-and-paper systems that rely on verbal stunting, and other systems that award dice for creative combat moves, but none really that setup the rules for verbal fights, tell people of the way it works, and then let them go to town. It is an interesting invention inside of the limited world of MMOs, and worth understanding from a purely self-built game mechanic point of view.