Chartspedition: The RPG

We’ll make it brief. The Expedition playtest is underway, getting eyeballs and I’m getting emails. One major thing is concerning me right now. I’ve looked at some of my inspirational material, thought about things a bit, and here we go.

Problem: I’m noticing from three sources (might not be enough really, but I feel it in my gut myself that it’s right when they tell me): Strikes and Edge are not really equivalent. Nobody really wants to make a Strike attack, though they like spending Strikes to make them into debuffs. But if they have to use an action, they’ll generate Edge to spend it on stuff. They will not of their own volition make Strike attacks unless they explicitly have a Perk that makes them really attractive.

Solution: Class Combat Charts. Let’s go back to the House That Gygax Built and remodel that a bit.

Result

Weapon Attack

Magic Attack*

2 Strikes

3-5

3

1 Strike

6-8

4-11

1 Edge

9-15

12-17

2 Edge

16+

18+

*A Fighter cannot normally make magical attacks.

This is a mockup of a “Fighter Attack Chart” for an Expedition revision. I REALLY need to hear some opinions on this though. The idea is that combat (at least – I might be looking to revise the task system as well) would not have a reliance on roll-high bonuses versus Protection Ratings and so on. There would be no “failed” normal attacks and no base attack bonus or base attack bonus math. There would be no target number. Rather, every attack has a curve of desirable outcomes based on the 3d6 bell curve and balanced around each class’ schtick. Outlying results on the bell curve would yield more desirable results than the average results, but at the end of the day, rolling high (to get the Edge to deal damage) is still better.

This reduces the trifecta of attack types to two: attacks and damaging attacks. It also reduces the “do I have a bonus to Strikes or to Edge or to damaging attacks?” confusion I’m noticing.

There’ll also be another option. You can attack without rolling anything. If you do, you deal 1 Strike. Simple. Next in line please. Like I said, there is no 100% useless combat roll. Your combat roll will always do something. So if the average result is gonna be scoring a Strike – then you can skip the roll and deal a Strike. Then you can convert that into a debuff if you want, or use it to gain a buff for your next attack so you might gain some Edge, or if you have enough Strikes you can convert them into Edge. Still a lot of different options for fiddling around with the points, just like before, but less whiffing.

For the record, that’s a Fighter. A Wizard might look more like this maybe:

Result

Weapon Attack

Magic Attack

2 Strikes

3

3-5

1 Strike

4-11

6-9

1 Edge

12-17

10-15

2 Edge

18+

16+

(Magical attacks have goodies weapon attacks don’t, this is why even a Wizard’s magical attack chart is still marginally inferior to the Weapon Attack chart a Fighter is using. Oh the joy of charts. Chartity chart charts.)

The downside is you have to look at the attack chart on your sheet.

People HATE looking at charts for some reason, but I feel like this is a nice solution.

Now the question is: do you prefer this to the current system? This is simpler, still retains about as much tactical depth as it once had, there’s no frustrating “YOU DO NOTHING, HAW HAW” failed rolls, and everyone can still deal damage and debuffs. It sounds good to me. But some people look at a chart on their character sheet that they have to reference, and they get mad. I’m not sure whether I want to embrace this solution and forget those people (for the record, I really like the look of this, but I’m not doing this just for myself) or try something else to have both Strikes and Edge really matter.

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5 Comments on “Chartspedition: The RPG”

  1. I’m a chart hater (well, specifically, charts that have to be looked up during play) though it is a bit easier when it’s on the character sheet, especially if it were to be customized to the class that was being played. That said, I always tend to think a chart that can also be ignored (like if the rule were to be take 3d6 and divide result by 3 for what it does, so some people can do the math and some can just look at the chart) is better. Or, one of my personal favorites that some people hate, custom dice.

  2. I don’t think custom dice will be the way to go for me. I like the idea that you can use any normal dice you already have with the game.

    I don’t think the charts will end up mathematically simple enough to sum up with a formula too. But at least I’m making the sort of chart you don’t hate (it is on the character sheet and each class has one). I’m still unsure whether to also give each class a chart for their non-combat stuff. It would unify everything (so out-of-combat isn’t “roll high versus DC!” while combat is all charts and stuff) and in the long run also simplify that too…

  3. In general, the more is built around one chart the better too, so I think that’s a helpful way to go. At least that way players are training their brains in how the chart works, not just “here’s how a chart works when you’re rolling against it, sometimes, then you have to remember which chart you’re supposed to be rolling against” etc etc.

  4. I’m thinking what I’ll do is have two versions of the game’s next release (this won’t be terribly hard but it will take some time) we’ll see which people like best, whether traditional roll-high or chart mania. I’m honestly down for either of them at this point so right now I just want to see what turns out to make people happiest.

  5. For what it’s worth, I love the idea! I like how charts tie into the game, letting you model situations that aren’t simply formulaic. It also simplifies things tons, and it’s seriously not that hard to look up. If you had a separate page that you could print off, with classes’ to-hit charts, players could just lay them out next to their character sheets. That’s pretty easy.

    And it’s simple as all get-out. “Roll the dice, and tell me what it says to the left of your result.”


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