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==Toughness is Overpowered==
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== simplified healing ==
As the Scratch system has evolved, hit points have gradually increased relative to the damage of attack abilities, so everybody wants to be a tank because hit points guarantee you will last longer.
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What if we simplified the healing rule so that characters can only be healed once per encounter, but healing always restored the character to healthy (stamina +1)? (I realize that there currently is no limit on healing, but a more complex healing limit than what I have proposed here is may soon be incoming.)--[[User:BFGalbraith|BFGalbraith]] 18:04, 31 May 2011 (UTC)
  
Currently our official average hit points are about right (3 for an unarmored average person, 4 or 5 for a "squishy" PC, 6 or more for a tank) and the power of our attack abilities is about right (some people say they are too powerful, some say they have been nerfed, so that suggests we have hit the sweet spot.)
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==shared initiative==
  
So how do we tweak the incentives so that squishy characters will be happy with 4 or 5 hit points, but tanks will still want to have lots of hit points?
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In [[The Dark Woods]] and some other games, all characters controlled by the same player should have the same initiative.
  
We already have the engage action, which helps tanks absorb damage by drawing aggro. In playtesting, healers are more likely to be targeted by holds than high-damage attacks, so wrestling (to increase strength) might actually be better for healers than lots of toughness. Healers and long-range attackers can also take cover.
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This should be implemented as an optional rule because we won't use it in all games (i.e. when there are two types of NPCs in Squawk they should be able to have different initiative.)
  
====Bug to Feature====
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*IMHO it is far more likely that in a game where one player has multiple characters, that all of the characters should go at once, rather than the player having to go through the hassle of juggling a separate initiative order for each character.  The optional rule IMHO should be for having separate initiative bonuses for multiple initiatives per player.
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*In the case of GMs:
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**Often they are controlling enemies of the same type.
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**Often they are controlling characters who are coordinating their attacks.
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**Often they are only controlling one monster in a battle.
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**As a GM, I would prefer to play all my monsters at once rather than juggle multiple initiatives.
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::--[[User:BFGalbraith|BFGalbraith]] 17:10, 1 June 2011 (UTC)
  
Context could play a big part here, because this problem is likely to be fixed by the skill system intended for Squawk 2nd Ed.  TDW might be the last game in the foreseeable future that uses Scratch without skills.  ''In TDW, there is a really good narrative to why PCs should gain toughness more often than other abilities'', which the following text could be added to TDW to explain:
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Perhaps the initiative bonus for a group of characters should be 2 times the lowest stealth level plus 10 times the highest detection level in the group?
:Essence often warps Sorcerers into more powerful forms, increasing their size, natural armor, or other physical alterations that make them more physically resilient.  Therefore, it is appropriate for Sorcerers to use essence to gain Toughness more often than other abilities.
 
If we go with this option, this Toughness balance issue can be tabled until we are using skills in Scratch.
 
  
====Real Solution====
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:So if in a group of three characters, one has 2 stealth, one has 3 stealth, and one has 4 detection, the 2 x 2 + 4 x 10?  What if instead it was just 4 x 10 (the highest inititative bonus of any one character in the group)?--[[User:BFGalbraith|BFGalbraith]] 17:10, 1 June 2011 (UTC)
  
What if we had a rule for all injured or incapacitated characters (including minions) that between encounters they only heal to barely-healthy, unless they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP?
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==movement abilities should be more useful when escaping==
  
:This would decrease the guarantee that hit points make you last longer, which would be good.
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Movement abilities are not as useful as they should be when escaping.
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Only hold and getting incapacitated can prevent you from escaping.
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The movement ability bonus to agility does not help you avoid holds, and you lose the bonus once you are held. Ideas for making movement abilities more useful while escaping:
  
:Can you use your roll to heal an ally instead of yourself?
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*add movement abilities to strength when you evade
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**This is my favorite of these options.--[[User:BFGalbraith|BFGalbraith]] 01:09, 31 May 2011 (UTC)
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*hold against an evading character has to roll higher than both agility and strength
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*hold always has to roll higher than both agility and strength
  
::"Yes" makes more narrative sense IMHO. --[[User:BFGalbraith|BFGalbraith]] 10:17, 25 June 2011 (PDT)
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==holding the person who is holding you==
  
:This should be the rule for a "normal" encounter cycle. Depending on the game this could mean a short rest, a month or a year of rehabilitation. Within each game there may be some back-to-back encounters without the opportunity to heal, and there may be longer breaks or full healing services at some points in a long campaign (i.e. "return to town".)
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The big risk of getting someone in a hold in real-life is that they can also grab you, immobilizing you as well, even if they have an inferior hold. So you should be able to hold someone who is holding you. Should you be able to do this whenever you are delayed or only when you are delayed by a hold?
  
:The normal encounter cycle should also be the cycle for changing craftsmanship bonuses.
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:You should always be able to attempt a hold on someone holding you, even when delayed. --[[User:BFGalbraith|BFGalbraith]] 23:59, 31 May 2011 (UTC)
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::But being delayed should not give you some kind of special opportunity to hold, when you are not being held.--[[User:BFGalbraith|BFGalbraith]] 17:26, 1 June 2011 (UTC)
  
:You should not be able to respec minions in the normal encounter cycle. You need a longer break ("return to town") to replace, modify or retrain your minions.
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==taking cover while reloading==
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It makes sense for someone to be using the same cover they had before, even if their projectile weapon has a lot of kick or takes a while to reload. So should you be able to take cover when you are delayed by your own shooting or blasting attack, or should you only be able to STAY in cover when you are delayed by your own shooting or blasting attack?
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:You should be able to take cover when you do the attack, and you stay in the cover until your next attack. --[[User:BFGalbraith|BFGalbraith]] 00:01, 1 June 2011 (UTC)
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==grid movement when you are delayed by your own moves==
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*Being delayed by your own knockout, shooting or blasting shouldn't keep you from moving.
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*Getting delayed by a hold action should keep you from moving.
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*Should being delayed by a distract action keep you from moving?
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*Should we distinguish delayed vs. delayed + immobilized with technical terms?
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==balance between abilities==
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Here's how I estimate the approximate value of each ability at each level. This scale is adjusted so that 1 level of an attack ability is worth 1. It's not exactly the same as the CP scale.
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{|style="text-align:center;"
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!ability!!1!!2!!3!!4!!5!!6!!7!!8!!9!!10!!explanation
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|-
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|toughness||-15||-5||0||3||5||7||9||11||12||13
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|style="text-align:left;"|
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*none of the other abilities are useful when you are incapacitated
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*attack abilities are less useful when you are injured
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*Toughness is especially valuable at low levels when you have a high risk of getting injured or incapacitated by each attack.
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|-
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|attack&nbsp;abilities,<br>craftsmanship,<br>healing ||1||2||3||4||5||6||7||8||9||10
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|style="text-align:left;"|
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*+5 for your first attack ability because it doubles attack power when healthy
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*+1 for craftsmanship versatility?
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*+5 for healing (potentially heals several points of damage.)
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|-
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|stalking abilities||1||2||3||4||5||6||7||8||9||10
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|style="text-align:left;"|
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*+1 for your first stalking ability (surprise action)
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*Stealth and detection give you an up-front initiative bonus.
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*The huge detection bonus to initiative makes up for the difference between the value of agility and intelligence.
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|-
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|movement abilities||&frac34;||1&frac12;||2&frac14;||3||3&frac34;||4&frac12;||5&frac14;||6||6&frac34;||7&frac12;
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|style="text-align:left;"|
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*+5 for flying because non-flying characters can't hit you with close range attacks when you evade or use a long range attack
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*+&frac12; for swimming because non-swimmers and long-range attacks can't hit you when you use swimming to evade
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*swimming gives you strength instead of agility, but both attack and agility in water
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|-
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|command||2||4||6||8||10||12||14||16||18||20
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|style="text-align:left;"|
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*If you have 2 minions, you can do 3 actions per turn
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*You can cause up to 12 damage in a single turn (knockout)
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*You can cause up to 9 damage every turn (blasting)
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|}
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===how overpowered is command?===
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At level 10 you can have two 5 CP minions with 1 attack ability level and 4 toughness. These are probably the optimum attack-oriented minions, or close to it. They have above-average, normal-for-PCs toughness. They let you attack three times as often, tripling your success rate.
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The command ability values above assume the value of being able to attack twice as often is 10 and the value of being able to attack three times as often is 20. This is probably an over-estimation of the value of command ability. Command ability minions cannot be healed, and they can be injured more easily than a powerful PC (the sort that would have 10 command ability.) Attack abilities double the damage you can do when healthy and this only gives them a value bonus of 5.
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===are movement abilities powerful enough?===
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*I have valued movement abilities at &frac34; of the value of attack ability levels
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**agility does not protect you against all attacks
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**evade is only used in tight spots
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**movement ability holds do not cause damage like wrestling
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Does the fact that only movement abilities and stealth give you agility make any difference? --[[User:BFGalbraith|BFGalbraith]] 17:53, 31 May 2011 (UTC)
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:Agility is a very important defense that you can only increase with those abilities, but you can use an attack ability every single time you attack and you cannot choose which defense you will use when you are attacked. --[[User:SerpLord|SerpLord]] 20:11, 31 May 2011 (UTC)--
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What if movement abilities are the only ability bonus for distract? --[[User:BFGalbraith|BFGalbraith]] 17:53, 31 May 2011 (UTC)
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:Then the value of a movement level would be agility + frequency of terrain type &times; (distract + hold + evade). Here's the frequency of terrain types in [[The Dark Woods]]:
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:*5/9 areas have quickness movement
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:*6/9 areas have flying movement
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:*5/9 areas have acrobatics movement
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:*2/9 areas have swimming movement
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:I would guess that most games would have quickness movement in 8/9 areas, but otherwise The Dark Woods is typical. This suggests that terrain-specific advantages can be used most of the time with quickness or flying, a bit less often with acrobatics, and only rarely with swimming. If we allow movement abilities to be used for the distract action, would this be limited by terrain type?  If so, then it would significantly increase the value of each level of movement ability ''except for swimming.'' --[[User:SerpLord|SerpLord]] 20:11, 31 May 2011 (UTC)
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==distraction abilities==
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You should be able to add ANY ability level except for toughness to a distract roll (close range delay attack vs. intelligence)
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Pro:
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*distract does not currently have an ability bonus
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*toughness is by far the most useful ability
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*players can have fun inventing their own tricks for distracting enemies
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Con:
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*vague narrative
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*a player can throw a random ability at an enemy, leaving other players scratching their heads about what happened.
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This is a sort of "attack by role-playing."
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:Some abilities seem more suited to distract than others: acrobatics, detection, stealth, command seem much more appropriate than craftsmanship and healing.  In between are the combat abilities and other movement abilities. --[[User:BFGalbraith|BFGalbraith]] 04:54, 25 May 2011 (UTC)
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::Movement abilities seem like they would be useful for distracting in environments where they can be used to evade. If these were the ONLY abilities that could be used for distraction, this would help balance the abilities (downside: stealth could not be used for distraction) --[[User:SerpLord|SerpLord]] 14:32, 25 May 2011 (UTC)
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::: I like the idea of only using movement abilities for distraction.  While it does not explain why some abilitiy's can NOT be used for distraction, it does not do a greater evil, which is to have an explaination-defying selection of abilities do distraction.  IMHO this is our best choice so far for haviing ability bonuses apply to distraction. --[[User:BFGalbraith|BFGalbraith]] 04:15, 31 May 2011 (UTC)
  
 
==more realistic healing options==
 
==more realistic healing options==
  
Note: the three main scratch projects right now (TDW, HoW, Squawk 2nd Ed.) are fantasy/sci-fi with lots of explanations for "unrealistic healing."  IMHO this rule may be decided on in the not-near future.--[[User:BFGalbraith|BFGalbraith]] 14:31, 20 June 2011 (PDT)
 
  
 
games without healing ability (dinosaurs and prehistoric animals)
 
games without healing ability (dinosaurs and prehistoric animals)

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