a blog of short and medium length ttrpg thinking posts
Showing posts with label timekeeping. Show all posts
Showing posts with label timekeeping. Show all posts

Tuesday, December 6, 2022

3eish draft - action sequences

My 3eish concept has been through a lot of drafts, but I recently arrived at the following rules for action sequences (combat) and I think they're quite close to what I'll use in the final thing. Who knows, maybe I'll even use the same words.

A group of peasants fight with hand tools against the theft of their crop.

rule

Encounters take place over rounds, representing a few seconds each.

Actions

Each character may act once per round. Characters act in order from highest initiative (aka adrenaline) to lowest and then from highest Wisdom to lowest. Changes to initiative affect the next round's sequence, not the current round.

A character may make only one reaction between one action and the next. They may only react a second time by forfeiting their next action.

Actions that take a few seconds require a character to commit to them; a committed character can't react until after their next action.

Movement

A character may move up to their Move score as part of their action; if they take no action, they may move twice that amount.

Careful movement---such as balancing or leaping---requires a check; a failed check occupies the character's action. A failure by 5 or more means they fall.

Contested movement---such as climbing, parting tangles or swimming---requires an action, at least one free hand and a check; a failed check takes a few seconds (committing the character). A failure by 5 or more means they fall, become entangled or sink. 

Thursday, February 11, 2021

Target 20 "Modern"

 This is by way of a companion post to my earlier post about "Target 20" Modern, since I've been chewing over some thinks about TTRPGs set in the "modern" era. The most direct way I can put the problem that's been eating at me is thus:

Now, one can probably argue the point that fantasy settings don't have capitalism; they certainly have much larger and more universal cash economies than were present in the historical periods they tend to be based on. However the players' characters are not generally expected to work for wages and pay rents. In a modern setting it would be extremely strange if the players' characters did not do these things.

d20 Modern's method of dealing with this problem was...not to? The d20 system's abstract mechanic of Wealth checks has very little to do with the actual mechanics of wage work and paying bills. WotC either didn't give the question much thought or they thought that representing capitalism with more fidelity would take away from the cinematic mood of the game. So, in cinematic fashion, our actual economic system is more or less not represented.

The same can be said for modern or universal games like GURPS that, in an effort not to bog down play with fiduciary details or require players to take up double-entry accounting, abstract everything away to fixed lifestyle costs that are deducted from your income.

I felt that a financial mechanic could make the game feel more grounded in the modern day. So, I've endeavored to create a mechanic to use wages and rents to mark the passage of in-game time, somewhat after the fashion of what is described in this excellent blog post, but with an emphasis on finances instead of noteworthy events. What follows is an economics system with only the bookkeeping elements (and those greatly simplified); you won't find any price lists for consumer goods and services.