Playtest 007: Power Management – putting powers to work

The Problem: Power Management

As you know, power management in combat is a huge deal in Let Thrones Beware. Having access to the right power at the right moment can help turn the tide of battle, and coming up short can leave your character defenseless in the face of an adversary’s attack. Lately, the need to manage powers has been butting up against the collection of in-game abilities that say “if you exhaust an additional combat power, you do [extra effect].” These powers are fun opportunities for players to have a big impact, but the cannibalism of combat powers can slow down fights, and that’s a big problem given my emphasis on combat wrapping up in three to four rounds at most.

The old Rogue class feature:

A Rogue who has an Edge while engaging an opponent can use an Interrupt power in place of an attack power (this means that your Interrupt cannot be prevented). When wielding a light weapon, you may exhaust a second combat power of any type to inflict its damage in addition to that of the Interrupt.

Upcoming Changes

I got to thinking about the how to refine this mechanic. My first inclination was to use a chit system to provide characters with a resource they could expend. Rather than making them deplete precious combat powers, they’d have a secondary resource (a pile of tokens). That seemed okay at first, but then I got to thinking about tiered play. E.g. what happens when they leave the Adventurer tier and end up in Champion or Legend.
In the Adventurer tier, heroes have a finite supply of chits that they can use – three total. In higher tier play, I want the players to have the ability to recharge their chits so they more functionality. Gradually over time (in Champion) or constantly (in Legend). It occurred to me that I already had a resource system: powers. Rather than requiring players find and use chits, I could use the non-combat powers they already have as markers.

The new Rogue class feature:

A Rogue who has an Edge while engaging an opponent can use an Interrupt power in place of an attack power (this means that your Interrupt cannot be prevented). When you have Edge, and are wielding a light weapon, you may exhaust a non-combat power to double the damage of the Interrupt.

Advantages of the New System

The new power management system provides flexibility for adventurers to exploit their powers while ensuring that they’d not left helpless; something that can be very boring if it happens to you more than once.
Now, when heroes leave the Adventurer Tier, the rules say, “when you use a non-combat power to charge a combat ability, place it in your pile of exhausted powers. If, when you are refreshing powers, you draw a non-combat power, draw an additional power.” At the legend tier, they say, “when you use a non-combat power to charge a combat ability, place it in a separate exhausted pile. When you are refreshing powers, draw both a combat power and a non-combat power.”
The increasingly potent regeneration of this resource will allow players to take advantage of the options provided to their heroes as they climb through the tiers of play – stunting and supercharged powers, for example.

Playtest 006: Domains, Mass Combat, Mythic Foes

August has arrived, and with it, the 6th revision of the Let Thrones Beware Playtest. This iterative build refines the campaign cycle, adds preliminary domain management and mass combat, provides additional adversaries, and introduces new, uniquely dangerous mythic foes.

Playtest 006 Updates: GM Options

Non-Combat Challenges

Non-combat challenges have been provided more depth with the addition of background and foreground components and blockers. These components will make resolving non-combat challenges much more interesting, as heroes have to contend with a variety of new complicating factors.

Domain Management

Domain management is a new way for players to make their mark on Ceyenus. The heroes success or failure at resolving adventures manifests as changes in the campaign track; advances along the track allow the heroes to construct new enhancements (e.g. basic buildings such as a smithy or a stable at the adventurer tier). These enhancements provide additional resources to the heroes whenever they undertake a new adventure, and will allow the heroes to field a larger army when it comes to the ultimate battle between good and evil.

Mass Combat

Mass combat is the capstone of the campaign cycle. Depending on how well the heroes advanced the campaign track, the nefarious villain behind everything may launch an invasion. The heroes will assemble an army of allies based on how well they performed, and the pitched battle that results will determine the fate of the Deep Wood.

Adversaries

Two new adversaries have been added – one another faction in opposition to the heroes, and one something new entirely.

Mythic Foes

While most of the foes heroes face are surmountable with grit and determination, there are some opponents that cannot be defeated by mere force. These mythic foes pose significant danger, and can only be defeated by the heroes with significant preparation. In fact, if the heroes confront these foes without research and adequate preparation, they will quickly find themselves in an unwinnable situation.

Cult of Man

There exist secretive groups that seeks to discover the vile magics harnessed by the Kingdom to further their own goals. Venerating relics, unholy artifacts, and the bones of the dead, the Cult of Man seeks to uncover ancient secrets that hint at unleashing untold power. The Cult comes with a full compliment of adversaries of all types.

Playtest 006 Updates: Player Options

While 006 doesn’t include a significant change to heroes, it does add one new item. Much like how each class has a special feature that provides additional utility in combat, each background now comes with an ability useable in non-combat challenges. This will help differentiate the different backgrounds from each other and will help make background selection even more of a meaningful choice.

Playtest 006 Downloads

Player Packet

Playtest 005: Character, Combat, Adversaries

Holy cow, somehow it’s already June: that means it’s Playtest 005 time! This packet contains a multitude of improvements for characters, the combat system, and remade, challenging adversaries

Playtest 005 Updates: Characters

Death to Ability Scores

One of the most dramatic changes for 005 is the elimination of ability scores. I’ve looked at several different ways of making generalization and hyperspecialization equally viable options for characters, but nothing was satisfactory.

005 completely eliminates ability scores, replacing them with a single Roll Bonus that characters include on every roll they make. This is quite beneficial,  as balancing challenges and designing opponents that are equally challenging for generalists and specialists was a frustrating experience, and that dilemma is no-longer a problem.

As it turns out, removing ability scores was an exceptionally simple process, and the game isn’t appreciably weaker for doing so. This reinforces that DTAS was the right choice!

Class Refinements

Playtesters using the previous version suggested that two classes, the Rogue and the Oracle were in tricky spots with respect to their class features.

Rogue

While the Rogue’s Penetration skill was effective in damaging opponents,  it didn’t work with the rest of the party very well. Sure, it did direct HP damage, but if everyone else still had to carve through armour, meaning that the Rogue’s ability didn’t do a very good job of contributing to the fight.

Consequently, Penetration has been scrapped as a class feature, in favour of a new mechanic that allows the Rogue to initiate an engagement with an interrupt, as a cost of two powers, when in combat situations where she’s got Edge. This transforms the Rogue into an automatic damage machine, and meshes it well with the rest of the party.

Oracle

Out is the ability for the Oracle to allow hp transfer to allies while engaging. The heal capability has been transferred entirely to powers. This helps eliminate duplication within the class (why bother taking the heal archetype and it’s powers when you can auto-heal for free?)

In place of the autoheal is a similar ability that increases an adjacent ally’s Resistance by one, up to its maximum. This encourages the Oracle to be front and centre in the fray, and giving free Resistance rather than allowing a transfer from Reserve to HP is a huge tactical advantage for frontline combatants.

Playtest 005 Updates: Combat

Desperation

Totally new to Let Thrones Beware is the Desperation mechanic, which is designed to encourage combat to end quickly. No more combats stretching on for hours. Desperation begins at Composed, and over four rounds, climbs until it reaches Frantic.

In order to streamline combat, the old Edge mechanic has been pulled out. No longer will you have to round dice up or down, depending on the result. In its place, combatants will add or subtract the Desperation value (+1 through +4). This saves time versus figuring out how to modify each die. Further, it also encourages teamwork and collaboration, as the boost is much more significant than previously available.

Initiative Stack

The Initiative Stack is another new system introduced in 005. The old roll+Response stat was quite cargo-culty in design. It went a long way in pigeonholing characters in initiative order. There’s no reason that an equally encumbered Knight shouldn’t be as fast as a Rogue, for example.

In the new system, which has its own detailed post here, the heroes will bid combat powers against their adversaries, with the side who has the highest total initiative score going first.

Playtest 005 Updates: Adversaries

I’ve punched up adversaries in 005! I added a little description to adversary, and they’re now hooked into the Desperation system.

As Desperation increases, the tactics that your foes employ will change. Where once footguard would strategically crowd together, they will break apart, each fending for themselves. Brigands, initially confident in their ability to cut down any foe will grow less sure of themselves.

Their powers too, will change. Ranges will shrink and damage will grow. Foes will gain additional effects as they grow more desperate to defeat the heroes.

 

Initiative Stack: Making combat order a meaningful choice for players

The Initiative Problem

I continue to churn along in the development of Playtest 005. One of the things that struck me the other day is just how dull and meaningless the current iteration’s initiative system of Tier Die + Response score is. It’s almost entirely luck-driven, and there’s nothing about it that would lead players to make interesting decisions. Plus, it shoehorns characters into acting in a relatively similar order every combat.

A Solution

After mulling this over for a little while, I was struck by a bolt of inspiration, and after a day or so of furious tinkering, emerged from the darkness with a brand new initiative system! The intent of this revision was to make determining initiative a meaningful decision for the players. The party can virtually guarantee that it will act before the baddies they face, but there will be an immediate impact in terms of reduced capability in the first few rounds.

How the Initiative Stack Works

Each adversary the players face has an initiative modifier: arranging these from lowest (typically minion opponents) to highest (fast, mobile enemies) before the fight provides you with the Initiative Stack.

To determine when they go in each combat round, the heroes first decide among themselves the order in which they would like to act. It might make sense for the nimble Rogue to go first in one combat, but in the next, the party may wish to get its heavily armoured Knight into position right at the outset. This decision is made by the party, and the GM has no role to play. Once the heroes have determined their combat order, they as a group exhaust combat powers (as many as they like), totaling the Force Score of the powers they have bid to form an Initiative Stack of their own.

The order in combat is determined by comparing the values of the competing stacks. The side with the highest-valued stack goes first, the largest value is removed from the stack. This done, another comparison is made, and the next-highest value is removed. This continues until the full order is determined. Once determined, initiative order does not shift for the remainder of the combat.

Players begin the first round of combat with all powers chosen for the purposes of determining initiative order exhausted.

 

An Example

In the above Stack, the heroes have committed to winning the initiative, and have exhausted five powers to try and make sure they go first. In the first comparison, their stack has highest total value (9 vs. 8), and Sue acts first. The heroes remove the rightmost value from their stack, and another comparison is made. This time, the adversary stack is largest (6 vs. 8), and so the Sargent is placed next in initiative order. The adversary stack is reduced, and another comparison is made, identifying Bill as the next to go (6 vs. 4). The comparisons continue in this manner until the order of one side is full determined. At that point, the remainder of the other side is appended to the initiative order.

These comparisons leave us with the following combat order:

 

Playtest 004: Character archetypes, more powers, and more choice!

I’m very pleased to announce that the Playtest 004 documents are complete and published! There are many new and exciting things included in this latest iteration of the Let Thrones Beware playtest, and the changes are sure to be a hit at your gaming table.

 

Playtest 004 Changes

Character Creation

I’m most excited about the pile of new options for character creation; the game’s approach to building your character has been significantly revised! Under the 003 rules, your character was completely determined by your choice of species, background, and class. Every character with same three choices would be mechanically identical. Under the newly revised system, your character will select between two different class archetypes, providing you with options to make your experience more diverse. The number of starting powers has also been boosted, and rather than being predetermined, they’re now for you to choose. Players now get to choose their starting competency and weaponry, providing even more choice to tailor your character.

 

Combat Powers

Combat power effects now have an associated secondary attribute, which determines whether the effect triggers or not. This determination is an easy process; simply swap the power’s attribute for the secondary, and if your Force Score still exceeds that of your victim, the effect fires. This change is being implemented in order to make stat diversification a more attractive alternative to focusing entirely on a single stat.

 

You might want to take a look at this if…

  • … you enjoy tactical combat, but dislike having nothing to do in between taking your turns;
  • … you enjoy gradated success in modern games like Fate and Dungeon World, but want a tactical component to your gameplay;
  • … you like the character building of D&D 4e, but dislike the item treadmill and fiddly feat choices; and
  • … you like the simplicity of D&D 5e’s advantages, but want a game with more parity between player characters.

Playtest Downloads

Play by Post – Adventure Online From Anywhere!

The Play by Post format is a great way to combine pen and paper rpgs with the play-anywhere style of the internet. Sadly, playing online by posting to a message board is a bit more complicated than sitting down in person. Regular pdf and printed sheets don’t work. Everyone hacking at their own best guess to share character status makes things confusing and unwieldy. Fortunately, there’s a solution available!

A BBCode-formatted character sheet for play by post forum games

I’ve created a special BBCode-formatted character sheet. This will allow you to bring the adventures of Let Thrones Beware to your favourite online forum. Simply download the form from the link below, plug in your character’s stats and gear, and off to the races you go.

 

Play by Post character sheet (71 downloads)

Class Powers Revised: More choices for everyone!

Class powers are a central way for a character to define themselves in Let Thrones Beware. Today’s post is look at how I’m revising how players select class powers
for the next playtest.

Old and Busted

A few weeks ago I ran the first playtests for Let Thrones Beware; one of the issues that came up was that players felt constrained. Each class provided two combat powers and one non-combat power, and this combined with a background which gave the opposite. All told, though each character had six powers, in practice, people found that to be too limiting.

(Another tester observation: class/background power assignment meant that every character with the same class and  background combination would possess exactly the same toolkit).

It was very obvious from feedback that a new approach was required. A new approach to ensure that characters are interesting to make and fun to play. Player advancement wasn’t covered in our first playtests, though it had always been the plan that as a character advanced in experience, she or he would gain more power options. What this meant was that there was already a body of unpublished class powers.

Which in retrospect made for a rather obvious solution.

New and Shiny

First, I split classes into two archetypes (for rogue, as an example, there is one archetype that focuses on traps and one on feints). Each of these archetypes automatically provides a character with a default power that highlights the archetype’s intent. Plus, five power additional options that can be selected during character creation and later on as players advance.

Second, I increased the number of combat powers with which a character begins play. Now everyone gets to choose three additional class powers above and beyond the default and the one provided by the background. Players may select from all the optional available powers to their class (including powers from the other archetype, with the exception of the other archetype default power).

Finally, a character receives a special capstone power only available to their archetype when she or he reaches the end of a tier. Presto, classes are immediately more distinct and far more interesting for players to choose between when creating a character. Plus, there’s another benefit: two characters with the same class will now play differently.