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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Note: we don't solve our Toughness and Command issues simply by giving people more hit points, because then toughness becomes the only reason why you survive an encounter, instead of one possible reason why you survive an encounter.  
  
:Can you use your roll to heal an ally instead of yourself?
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Q: 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?
  
::"Yes" makes more narrative sense IMHO. --[[User:BFGalbraith|BFGalbraith]] 10:17, 25 June 2011 (PDT)
 
  
: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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Having at least 1 level of certain abilities adds extra value.
  
:The normal encounter cycle should also be the cycle for changing craftsmanship bonuses.
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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
: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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*(~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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