Editing Talk:Scratch

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==Toughness is Overpowered==
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==describing abilities==
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.
 
  
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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The things an ability "could represent" should be text a person making a character could copy or easily paraphrase as a description of his own character's abilities if he cannot think of anything better.
  
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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Acrobatics could represent good balance, climbing, or jumping or an aptitude for maneuvering around obstacles. It can also represent using equipment which helps a character do those things.
  
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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Low levels of swimming ability could represent trained human swimming ability and natural talent. Higher levels of swimming ability could represent special equipment for maneuvering in water (like fins) or a streamlined body more suited for swimming.
  
====Bug to Feature====
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Flying could represent natural, magical, psychic or artificial means of flying through the air more-or-less unrestricted.  This can include fantastic jumping and running abilities that seem to defy gravity.
  
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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Healing could represent elite first aid training, injections just as adrenaline or stimulants, magical health restoration powers, healing potions, or other fantastic ways of healing people during combat.
: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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Craftsmanship could represent mastery of high technology such as robotics or electrical engineering, more primitive forms of technology such as auto mechanics, metalworking or woodcarving, and any other technology related ability that could influence the abilities of other characters.
  
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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==balance between abilities==
  
:This would decrease the guarantee that hit points make you last longer, which would be good.
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Up to about 6 hit points, toughness is more valuable than most other abilities.
  
:Can you use your roll to heal an ally instead of yourself?
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What if
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*EVERYONE had 6 hit points?  So what if hit points was 5+ toughness?
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**This would have the same effect as simply giving characters more CP and a minimum toughness of 6 - except that now there is no flexibility to create PCs, NPCs or monsters with less than 6 toughness.
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**As our HP levels have ballooned from an average of 2 (when all characters just had "healthy", "injured" and "incapacitated" states) to an average that rounds up to 10, the difference between attack abilities matters a lot less. Fighting is supposed to be better for fighting off multiple attackers, but now you have to hit a guy 3 times before he's even injured. That means you have to focus on one guy for several turns before the advantage of being able to split your attacks between enemies makes any difference.
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**Another side effect of ballooning hit points is that shooting and knockout ability used to keep the value of toughness in check. When average toughness was 3, then even a fairly tough guy with 5 HP could be taken out by a single attack, and a super tough guy with 10 HP could be taken out in two. More importantly, low HP was a kind of deterrent against shooting and knockout attacks because of the overkill factor. With average toughness constantly increasing anybody who can be taken out by a single shooting or knockout attack seems weak and only a guy who can take three of them seems really tough. With such big numbers and long cycles of repeating attack rolls, toughness is no longer an ability that MIGHT save you from some attacks, it's the thing that ALWAYS saves you. (Compare to agility or strength which only offer unreliable protection against random die rolls.)
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*instead of that, the ability was stamina rather than toughness, so that spending 3 CP would get you 6 toughness and therefore 6 hitpoints? (On a 1 to 10 scale, this would make our HP scale 2 to 20 instead of 1 to 10, making it rarely necessary to have more than 9 stamina.) Also, if this rule were adopted, we might want to switch the names of toughness and stamina so that toughness is still the ability name.
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**Doesn't solve anything because each CP would give you twice as many hit points.
  
::"Yes" makes more narrative sense IMHO. --[[User:BFGalbraith|BFGalbraith]] 10:17, 25 June 2011 (PDT)
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*Minions should only heal one health-state between encounters.  So if a minion was incapacitated, he only has 1 HP at the beginning of the next encounter.  If he was injured, he is only bare-healthy, and he only has full HP if he was still healthy at the end of his last encounter.--[[User:BFGalbraith|BFGalbraith]] 18:26, 5 June 2011 (UTC)
  
: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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*We should reign in toughness by thinking beyond the individual encounter. For example suppose sorcerers in TDW automatically heal up to stamina + 1 between encounters. Then they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP. (Note: toughness was not in that list.) If we want to be even more brutal, we can have the difficulty depend on... the amount of damage you have taken. --[[User:SerpLord|SerpLord]] 22:55, 2 June 2011 (UTC)
  
:The normal encounter cycle should also be the cycle for changing craftsmanship bonuses.
 
  
: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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Having at least 1 level of certain abilities adds extra value.
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*(~5 levels) your first attack ability doubles attack power when healthy
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*(~5 levels) healing potentially heals several points of damage
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*(~5 levels) non-flying characters can't hit flying characters with close range attacks when they evade or use a long range attack
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*(~1 level) craftsmanship versatility
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*(~1 level) your first stalking ability (surprise action)
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*(~½ level) command ability intimidate action
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*(~½ level) non-swimmers and long-range attacks can't hit character who use swimming to evade
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*(0 levels) other movement aiblities
  
 
==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)
 
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)
  

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