Design Monologue 9: Rules Rule
Overall Objective
Above all other concerns, the rule system for Homeworlds must fit the game. Its purpose is to enhance roleplaying in the Homeworlds universe, by providing mechanics for resolving encounters, which gives meaning and weight to situations which would otherwise always go as the PCs exactly planned.
Other purposes, such as utilizing certain existing rules (whether just to save time or to prove the merit of one system or another), must take a back seat to this primary goal.
Approach to Building a System
Given the constraints under which this setting is being developed, and the necessary process of building any setting, the rules will be dealt with on three levels.
- Abstract
- The goals and guidelines which apply to the process of rule building. These are simple expressions of intent, which will be kept in mind during both rule creation and setting design.
- Middle-tier
- This will be a set of pseudo-rules, not quite a final implementation, but more than an abstract. The rules will reflect the structure of the final rule system (such as which roles/classes will exist, how they will access their abilities, etc). This allows an additional abstraction layer between the rule concepts and the final implementation, which will be vital, as the primary base for game rules (4th edition d20 Modern) is not complete.
- Implementation
- This will be the final implementation of rules, derived from a completed set of middle-tier rules.
Goals
The goals of implementation for these rules are:
- Breadth and Depth in simplicity
- Verisimilitude
- Excitement
Breadth and Depth In Simplicity
Obviously, we want the rules to be broad and deep, like any good RPG. That's why we play those games. However, we also want them to be simple.
These two goals can be very contradictory, so we can't consider either one independently of the other. We must solve this puzzle of game design as we go...and it can be solved.
The basic approach here is opt-in complexity. That is, you only have to use complex rules which you choose to use.
In other words, shooting a guy isn't complicated, nor is hacking a computer system, or navigating an asteroid field. However, if you choose to enhance your character or gear, or take on exceptionally challenging tasks, then things get more complicated.
4th edition D&D made a few great strides in this direction; the basic stuff, like attacks, taking damage, rolling skill checks, and rolling saves, is all a lot easier than it was in 3e. Complexity is relegated to individual spells and abilities, to be rolled out only as needed. That's probably a good model to follow.
Verisimilitude
This is paramount in a modern or future game.
The rules have to make sense, and not conflict with our concept of the world. Even a world with magic or future technology has to make logical sense. If photon torpedoes travel at warp speed, then it shouldn't take more than one round for them to hit a nearby target. That sort of thing. Internal consistency.
This is an issue that will mostly be dealt with in the middle-tier.
Excitement
The rules need to add drama, not take it away.
4e has had a few ideas to offer. Monsters who have powers which, rightly, shouldn't be used every single round, may have had a cooldown timer in 3.5, or, worse, a limit per day (but not per encounter). Now, instead, they have a recharge chance; you roll a single d6 for all rechargable abilities, and any whose number comes up is recharged. This is a simple mechanic that handles the situation better than any previous mechanic. Unlike, say, a dragon's random breath weapon cooldown, this mechanic presents the possibility of the heavy-hitting attack to come at any time, without the overbearing reality of it happening every single round. This creates tension and excitement where previously there was none.
An idea more pertinent to the setting is a change to initiative. In many ways, the single-roll initiative system of 3rd and 4th edition D&D is like a race where nobody ever changes position. Better do well in the qualifying round.
Sure, this is less important than the actions each PC and monster takes in their turn, which determined their true impact. However, that is because, statistically, each action has less of a chance of finishing its opponent in a swords-and-sorcery game than it would in a modern or future game.
Take, for example, a pistol duel. Two gunslingers face off, waiting for the bell to toll, and the fastest draw (who hits) wins. Would you want that determined by a d20 with a small modifier for Dex?
A new initiative system is needed, and not just for pistol duels. This system should be simple, while creating tension, and thus, excitement.
One idea is a betting system. Each combatant would bet a certain portion of his initiative pool that he would go first. The highest better would win.
This system needs work. First of all, what are they betting? If it's just initiative points, which have no other purpose or value, then they might as well bet everything up front.
No, perhaps the more you bet, the more you cost yourself in other ways. For instance, betting too much could cost you part of the resultant action (one or two of your three actions per round: major, minor, and move), or impose penalties on said actions. In other words, by shoring your bets on initiative, you're sacrificing speed for the extra time you need to aim carefully, and think your action through.
Initiative pool is modified by attributes such as Dexterity, and by feat choices and perhaps class abilities. An impulsive rogue has more initiative pool to bet than a careful sharpshooter.
Winning the bet doesn't give you the kitty; instead, everyone just starts over in the next round. It may be that extremely high bets might cost you some of your pool in future rounds, while extremely conservative ones would gain you a point or two. This would help offset the advantage or disadvantage of combatants whose initiative pools are quite high or low.