Talk:Scratch

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Revision as of 06:52, 5 June 2011 by SerpLord (talk | contribs) (describing abilities)
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simplified healing

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.)--BFGalbraith 18:04, 31 May 2011 (UTC)

taking cover while reloading

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.

You can use healing ability, do long range attacks (with the -2 penalty) or choose to do nothing while you 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?

What if you are held while you are in cover?

What if you are panicked while you are in cover?

grid movement when you are delayed by your own moves

  • Being delayed by your own knockout, shooting or blasting shouldn't keep you from moving.
  • 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?

describing abilities

Scratch abilities are less specific than the skills in some games and more specific than the basic attributes of characters in other games. People making characters are expected to give their abilities a more specific description, but this is difficult for some players. We should provide examples that players can follow when describing each of their abilities, using "could represent" language.

"Toughness ability level is a character's maximum hit points, and represents armor, size or other damage-resisting traits. Characters who are big, physically fit, armored or highly motivated usually have 4 or more toughness. A cop who stays in shape and wears light body armor would have at least 4 toughness while a large, highly trained, veteran medieval warrior in heavy body armor could have 8 toughness. A child or elderly person may have only 2 toughness. The average horse might have 6 toughness. A war elephant with light body armor would have at least 10 toughness. Some characters might have only 1 toughness because they are particularly fragile or because they are unmotivated and give up as soon as they are injured. Characters without toughness may not perform actions during encounters."

This provides examples of characters with toughness, but glosses over how a specific character would describe his toughness. We need both description and scale examples, and we should be very clear about it.
"Toughness ability level is a character's maximum hit points. Characters without toughness may not perform actions during encounters. An average person without armor has 3 toughness. Less toughness could represent fragility or lack of determination. A child or elderly person might have only 2 toughness. More toughness could represent armor, endurance or size. A big person without armor or conditioning might have 4 toughness. The average horse could have 6 toughness, and the average elephant might have 10 toughness. Training and experience could give a character 1 or 2 more levels of toughness, and heavy armor could give a character 2 more levels of toughness, so a big, heavily armored veteran warrior could have 8 toughness."

Attack abilities currently have no examples of what they could represent.

"Shooting could represent guns, bows, throwing spears or powers that damage an enemy from a distance."
"Blasting could represent explosive or spraying attacks like grenades, a submachine gun or breathing fire."
"Knockout could represent a powerful bludgeoning weapon, deadly assassination techniques, fast-acting venom or a very large character simply crushing his enemies."
"Fighting could represent prowess with swords and other close range weapons, natural weapons or powerful striking martial arts."
"Wrestling could represent chokes, locks and throws or a mixture of grappling and striking techniques."

Stalking abilities explain what they do, but now what they could represent.

Movement abilities explain how they can be used, but not what they could represent.

There are no examples of what healing ability could represent.

"Craftsmanship is an ability which allows a character to maintain and improve his allies' equipment."

There is an example of command ability but no explanation of what it could represent.

balance between abilities

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.)

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.

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. --SerpLord 22:55, 2 June 2011 (UTC)
What if minions CAN be healed, but only between battles, and only with successful healing rolls? --BFGalbraith 22:16, 3 June 2011 (UTC)
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. --SerpLord 04:37, 4 June 2011 (UTC)

Toughness is worth more than other abilities at most single-digit levels. 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. --SerpLord 22:55, 2 June 2011 (UTC)

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)

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

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