Been playing around with the combat of Fae Edge lately, and came up with a similar observation: combat is too long and overdrawn.
The original was: if one person rolls successfully, the loser has to make a Stamina roll or die (for players, they can take a Fettle instead of dying). But if both are successful, the result is a draw and no one gets to hurt each other. It’s the drawing part that drags combat down round after round.
I’m going to suggest using Infinity’s tabletop face off roll mechanic here:
In a combat round, both players roll to see if they hit (by rolling equal to or lower than their chosen Attribute). If both players hit, the higher result gets the hit instead. If it’s a draw, then no one hits.
i.e: Alfan the Sidhe warrior and Nomero the fallen axeman are fighting each other. Alfan is using his twin sidheborn daggers (Speed -1, Lethal 0) while Nomero is using a bloodtick battleaxe (Strength +1, Lethal +2).
Alfan has a Speed of 7, and rolls an 8. Because his daggers gave him a -1 modifier, his roll is 7 instead and hits. Nomero has a Strength of 7 and rolls a 5. Even though his roll is modified to be a 6, he still hits.
Now Alfan’s result was a 7, while Nomero scores a 6. Since Alfan’s roll is higher, he wins the combat round and Nomero has to make a Lethal check against Alfan’s daggers to avoid dying.
Yes, while there’s still a chance to draw here, the probability of that happening is lessened. Hopefully this change will speed up combat and have a more dramatic tension when it happens.
I noticed that my background posts have overlapping concepts. especially concerning the races. In the future I should probably map the main traits out in a spreadsheet before writing them down to avoid this. Luckily working on WordPress allows me to revisit and edit the posts.
While writing from the hip is fast and instantly gratifying, it will quickly become a mess if you don’t fix it early. This is to avoid an early “Second Edition” to fix the mistakes done in the first. If you’re going to do it, do it right, right?
With the base core mechanics already here, I can include rules in the race/class profiles as well.
Looks like it’ll take a while before the character creation chapter arrives.
Though FUDGE is a great engine to build upon, some parts of it seemed clunky to write about. Even looking at the character creation chapter, it’s hard for me to put a standard roll modifier into an elegant expression with any consistency.
After thinking about this a bit, I’ll be shifting Fae Edge away from FUDGE, and implementing a simpler engine that focuses more on role playing rather than rolling for a social outcome. Actually role playing persuading someone is always more interesting (and makes more sense) than successfully rolling a Persuade skill, and having common sense that a Warrior shouldn’t know something about arcane magic better than the Mage simply because of a better roll.
I might do away with skill rolls altogether.
Part of this shift is also influenced by other role play centric engines, such as Dread, Fiasco and Cthulhu: Dark. Though I wouldn’t want to create something that is free-form as those, I still would like to have solid mechanics in combat, magic and levelling up.
Expect the development of the game to branch even more distinctly now:
The Background Setting is still fine, it will still continue but it might include more game centric entries with background information on how it appears in the game. For example, one of the elements that I wish to implement in this RPG that has been missing in other recent games is the character class. How did that class develop to its current form? What was the history? Were there notable individuals that contributed to the skills and techniques the class grants? Are any of those legends still alive? How do the 6 races view the class and are they gravitating towards (or staying away from) it? Stuff like that.
The Core Rules will be completely redone. Current post tagged to this category will be re-tagged into a different one.
I hope to introduce to a new core mechanic post soon, so stay tuned!
Fae Edge will be using a heavily modified FUDGE system (http://fudgerpg.com) with a few big twists:
2d6-7 will be used, which gives a range of -5 to +5. -5 will be treated as Critical Failure and +5 will be treated as Critical Success. Both of these extremes will have significant story repercussions attached to them, in addition to handling the Critical results as auto-fail and auto-success respectively.
We’ll still maintain the 1 hit kill as in the 200 word RPG. Each weapon will have a Lethal rank and the loser of the combat will have to roll Toughness against the Lethal rank. While failure is certain death, a player facing certain death can escape it by spending an EDGE point to turn the failing Toughness roll into a Critical Success OR by taking a Fettle. A Fettle is a semi-permanent disadvantage that will grant penalties in certain situations (yes, we’re going slightly FATE-ish here).
FUDGE point = EDGE point in this game, with only one function: Turning a roll into a Critical Success.
Gifts and Bonds taken from the 200 word RPG. Bonds will have positive as well as negative effects, which replaces FUDGE’S Gift/Flaw system.
Reduced Attribute list and a bigger emphasis on Skills. Attributes will be critical checks (like Toughness as an example). Magic will still be treated as separate Skills. However the spells that you can include might depend on your level of a certain Attribute.
Scale can be attached to individual Attribute/Skill.
Points trade can happen in character creation. Rank pools to be decided.
Note that above all, no prior knowledge of FUDGE is required to enjoy this game. Everything will be spelled out as clearly as possible.
Also, an edit is due in the base background post to take “Giftless” individuals into account and how they are stigmatized.