Difference between revisions of "Talk:Scratch"

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(grid movement when you are delayed by your own moves)
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== simplified healing ==
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==Toughness is Overpowered==
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)
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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.
  
==taking cover while reloading==
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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.)
  
The bonus and penalty from take cover should last as long as you want, but while you are in cover, you cannot do a close range attack, evade, intimidate or surprise.
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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?
  
You can use healing ability, do long range attacks (with the -2 penalty) or choose to do nothing while you take cover.
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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.
  
:There is no penalty for using healing ability when you take cover, so it is always better to take cover when you use healing. Does it even make sense to take cover when you are healing an ally?
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====Bug to Feature====
  
What if you are held while you are in cover?
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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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: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.
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If we go with this option, this Toughness balance issue can be tabled until we are using skills in Scratch.
  
What if you are panicked while you are in cover?
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====Real Solution====
  
==grid movement when you are delayed by your own moves==
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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?
  
*Being delayed by your own knockout, shooting or blasting shouldn't keep you from moving.
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:This would decrease the guarantee that hit points make you last longer, which would be good.
*Getting delayed by a hold action should keep you from moving.
 
*Should being delayed by a distract action keep you from moving?
 
*Should we use "immobilized" as a technical term to mean you cannot move grid spaces?
 
  
==balance between abilities==
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:Can you use your roll to heal an ally instead of yourself?
  
Most of our ability levels are well-balanced. Increasing stalking ability, movement ability, craftsmanship or healing from level 1 to level 2 is worth about the same increasing an attack ability from level 1 to level 2. (Swimming levels might be a little underpowered.)
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::"Yes" makes more narrative sense IMHO. --[[User:BFGalbraith|BFGalbraith]] 10:17, 25 June 2011 (PDT)
  
===command levels are too valuable===
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: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".)
  
Command ability is worth about 3 times as much as other abilities against enemies with 11 defense, about twice as much as other abilities against enemies with 16 defense, and about the same as other abilities against enemies with 20 defense.
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:The normal encounter cycle should also be the cycle for changing craftsmanship bonuses.
  
:We could reign in command by thinking beyond the individual encounter. Perhaps healing and replacing command ability minions is more difficult than healing and replacing PCs between encounters. --[[User:SerpLord|SerpLord]] 22:55, 2 June 2011 (UTC)
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: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.
  
::What if minions CAN be healed, but only between battles, and only with successful healing rolls? --[[User:BFGalbraith|BFGalbraith]] 22:16, 3 June 2011 (UTC)
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==more realistic healing options==
  
:::That would make command ability depend on healing ability, and it's not consistent with the idea that you might recruit minions or create them with something other than healing ability. --[[User:SerpLord|SerpLord]] 04:37, 4 June 2011 (UTC)
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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)
 
 
===toughness is too valuable at medium levels===
 
 
 
Characters with 1 level of attack ability have a strong incentive to increase their toughness up to level 7, 8 or 9 before they develop any other abilities. This means that instead of a more or less even distribution of a characters with 5 to 10 toughness at the end of the game, optimizing players will ALL have 9 toughness at the end of the game, and very low levels of other abilities that don't pay off as much per level.
 
 
 
:We could 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 your toughness, stamina or the amount of damage you have taken. --[[User:SerpLord|SerpLord]] 22:55, 2 June 2011 (UTC)
 
 
 
===level 1 abilities have very different values===
 
 
 
Having at least 1 level of certain abilities adds extra value.
 
 
 
*(~5 levels) your first attack ability doubles attack power when healthy
 
*(~5 levels) healing potentially heals several points of damage
 
*(~5 levels) non-flying characters can't hit flying characters with close range attacks when they evade or use a long range attack
 
*(~1 level) craftsmanship versatility
 
*(~1 level) your first stalking ability (surprise action)
 
*(~½ level) command ability intimidate action
 
*(~½ level) non-swimmers and long-range attacks can't hit character who use swimming to evade
 
*(0 levels) other movement aiblities
 
 
 
==more realistic healing options==
 
  
 
games without healing ability (dinosaurs and prehistoric animals)
 
games without healing ability (dinosaurs and prehistoric animals)

Latest revision as of 01:17, 30 June 2011

Toughness is Overpowered[edit]

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.)

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?

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.

Bug to Feature[edit]

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:

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[edit]

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?

This would decrease the guarantee that hit points make you last longer, which would be good.
Can you use your roll to heal an ally instead of yourself?
"Yes" makes more narrative sense IMHO. --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".)
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.

more realistic healing options[edit]

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.--BFGalbraith 14:31, 20 June 2011 (PDT)

games without healing ability (dinosaurs and prehistoric animals)

hardcore

  • HP never goes up during combat
    • damage always represents injuries that take a long time to heal.
    • It never represents physical or psychic pain, suffocation or stunning effects that people can recover from during combat. (This could make the rule incompatible with some settings or other optional rules like skills.)
  • healing still used in combat with death rules?
    • does first aid remove the healer from combat?
      • NO, either you can use healing as a combat action or you don't use healing until hostilities stop. This is all about how you interpret the duration of combat.
        • If you insist on a very quick flow of combat without pauses for maneuvering and orientation (combat takes seconds), then there is not time in a battle to treat multiple injured allies, and it is not necessary or even appropriate to treat injured allies during combat.
        • If combat turns are more like camera shots in an action movie and clashes in a real fight, which are interrupted by pauses and maneuvers that vary in duration (combat takes minutes), there is time in a battle to treat multiple injured allies or treat an ally and then return fire at an enemy.

milder

  • you can only be healed from being incapacitated once per battle. We could give this state a name, like convalescent or wounded.
  • we could also limit each healer to healing one character form injured to healthy once per battle.

healing between battles

  • everybody heals to stamina + 1 between battles (balance and stability - game designers know you will have most of your HP when you enter a battle.)
  • make toughness roll to heal yourself to full HP
  • make healing roll for each ally to heal them to full HP

healing skills

  • special healing skills might be able to heal you when normal healing actions cannot.
  • special toughness skills might allow you to be healed more often.
  • toughness skills that help you be healed?

optional death rules[edit]

realistic or brutal games like Resilience might have death rules that add dramatic tension and character expendability.