Cariyaga
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We need a "horrified" rating.[X] What would have happened if the YOUTHSUIT chapter stayed canon
We need a "horrified" rating.[X] What would have happened if the YOUTHSUIT chapter stayed canon
Could you be more specific about which parts of the rules you're sceptical about, and/or make suggestions for improvement?Mechanics look cool! One big concern I have though is that they won't actually reduce the amount of work for running a fight. RPG rules are specifically designed to create lots of engaging and consequential decision-making during fights so that it's fun for players. Since this is a quest, that's the OPPOSITE of what we'd want for two reasons:
1. More decisions/fight means it takes the QMs more time and effort to run combat
2. More meaningful combat decisions means that the QMs are now responsible for Hazou acting optimally in fights to a greater degree.
The thing about losing FP is that we also lose Aspects, and some of the impact of Consequences, and those things are important because they facilitate interaction with the environment, tactical options and injury mechanics. I don't think dragging out fights via rerolls is as much as an issue as you believe because FP are a limited resource, and only worth spending on rerolls when the original roll is particularly terrible (otherwise you want to save them up to invoke Aspects). The number of rerolls we anticipate won't be enough to slow combat (also, Fudge dice rerolls are quick and easy).Also I'm pretty opposed to Fate Points since they drag out fights a lot via rerolls and look like a pretty straight trade-off of narrative vs realism. They also seem to me to be better suited for an RPG than a quest. Since there's already a layer of QM interpretation between the plans and Hazou's actions, there's already a mechanism that ensures the player acts in-character. Even in the infamous youthsuit incident, the radically out of character plan made in-universe sense when filtered through the QMs interpretation: Hazou had suffered an entirely believable mental break.
In the Goketsu compound's perfectly normal basement!Hey @eaglejarl you should combine the prompts and have Team Ishihara train with Zabuza and Yukino
Which one?
rules doc said:It is not possible in practice to describe a seal well enough for someone else to draw it accurately.
Hazou said:Um, wanna bet? Okay, Keiko, you have the grid of 1080 squares? Colour them in as I call their coordinates...
Noburi said:Did you actually just invent pixel art so you could be difficult about the new mechanics? Wow. And I'm fairly sure you wouldn't be able to work out where the pixels should go anyway...
Jiraiya said:Hey! Quit breaking the fourth wall! We just had that patched up!
Insightful works well enough.
While I like the rules for irritants, I have to agree with regard to solid shot -- granted, those stats are for the ranged use of them (See: Range: 1) -- it's possible Solid Shot will be stated up differently if used in melee.Seems like Iron nerve and vampire dew both got significantly nerfed. Also macerators seem like they don't stack up to kagome rings or to the old systems
Ah yeah definitely! So in the old system there was relatively little combat decision making from the character: the character would attempt to TM to their ideal range and would use their highest dice technique, possibly with chakra boost. Every now and then, there would be more complex actions like when Keiko threw a cabinet to intercept the Rock jounin trying to attack Mari during the Joutaro debacle but for the most part you'd roll the dice of the highest dice skill they have available at the range they end up in and then write the flow/actions of combat around that result. This was especially true of multi-combat.Could you be more specific about which parts of the rules you're sceptical about?
The thing about losing FP is that we also lose Aspects, and some of the impact of Consequences, and those things are important because they facilitate interaction with the environment, tactical options and injury mechanics. I don't think dragging out fights via rerolls is as much as an issue as you believe because FP are a limited resource, and only worth spending on rerolls when the original roll is particularly terrible (otherwise you want to save them up to invoke Aspects). The number of rerolls we anticipate won't be enough to slow combat (also, Fudge dice rerolls are quick and easy).
I see where you're coming from with the narrative vs simulationism trade-off. It's a concern for me as well. But some level of that was inevitable when we decided to move to a crunch-light system that leaned more heavily on QM arbitration over precise, predictable rules. If you have some idea for how to balance the Aspect system without FP as a resource, or for how to make FP more simulationist, we'd be happy to hear it.
So my general suggestion would be to take as little of the RPG elements as possible from the system (complex and engaging combat choices, big rewards for staying in-character) while maintaining as much of the balancing and/or mechanics solutions (e.g. using zones to define range, equipment rules for damage, etc.).
On the other hand, it will also encourage player activity to fight for the position they prefer, which while it can lead to infighting, is in itself a valid goal.@OliWhail @eaglejarl @Velorien One comment on Fate Points: I think that being able to spend a Fate Point to get a "minor hint or insight from the QMs" might not work out great. From a player perspective, it means we have double the voting to do each update, as we need to determine if we want to vote for an inspiration each update, and we will need to actively vote *not* to buy an inspiration if we don't want one. I expect this will lead to significant player upset and more player infighting/activity, which may quickly become a bad thing. I'm unsure on the rule's exact purpose, but it *seems* like it's intended to act as a way to reduce QM-player interaction (by making it so we need to spend FP to interact with QMs), which if you think it's worth it, I'll trust you, but I'm a little hesitant to support outright.
Right. It will likely polarize the playerbase, with all the attendant pros and cons of polarization.On the other hand, it will also encourage player activity to fight for the position they prefer, which while it can lead to infighting, is in itself a valid goal.
We'll be so polarized we'll all distill into a hundred or so different poles, each simultaneously attracting and repelling each other!Right. It will likely polarize the playerbase, with all the attendant pros and cons of polarization.
Nice! Thank you, that's helpful.
Might and Endurance could work well as a combined skill, yeah. Stealth and Cracking definitely do not -- Stealth is about your personal skill at moving quietly and hiding in shadows while Cracking is about disassembling mechanisms and picking locks. Something to think about, though. Thanks for the suggestion.As you can see, the larger number of skills mean that even modest investment in any but a few will result in a large amount of XP bloat. To address this to some extent, I suggest combining Might and Endurance (as the former likely won't get much use), as well as Cracking and Stealth (as closely-related skills). This will also prevent there from being a 'tax' on traditional ninja work -- B&E would require Stealth as well as Cracking.
Well, you're consistent anyway.Seems like Iron nerve and vampire dew both got significantly nerfed. Also macerators seem like they don't stack up to kagome rings or to the old systems
We're open to suggestions -- what would be better? As to the range, the idea is that the rules are the same for either melee or range and the 'Range:1' simply specifies how far you can shoot.While I like the rules for irritants, I have to agree with regard to solid shot -- granted, those stats are for the ranged use of them (See: Range: 1) -- it's possible Solid Shot will be stated up differently if used in melee.
I agree with just about every single point you made. That said, the new system has a couple major advantages over the old one: it's easy and intuitive to use and, speaking as a QM and an author, it's fun. Writing chapters under the old rules was a complete pain in the ass. Designing seals and jutsu was a friggin' nightmare full of aggravation and worry. The new Fated to Die rules (hat tip to @Cariyaga for the name) give us a framework for designing things. It'll never be perfect because magic powers are inherently hard to put in a framework and hard to balance, but at least this gives us something to work with. More importantly, the Aspect system *helps* with the writing instead of getting in the way. Based on a couple of data points (my chapter and @Velorien's) it looks like there are more combat rounds in each fight, but it still took me half the time to work out that Sasuke et al fight than it would have under the old system.
That rule is baked into DF; we didn't create it, we just brought it over. You make good points, though. Let me talk to the others and maybe we'll ditch it.@OliWhail @eaglejarl @Velorien One comment on Fate Points: I think that being able to spend a Fate Point to get a "minor hint or insight from the QMs" might not work out great. From a player perspective, it means we have double the voting to do each update, as we need to determine if we want to vote for an inspiration each update, and we will need to actively vote *not* to buy an inspiration if we don't want one. I expect this will lead to significant player upset and more player infighting/activity, which may quickly become a bad thing. I'm unsure on the rule's exact purpose, but it *seems* like it's intended to act as a way to reduce QM-player interaction (by making it so we need to spend FP to interact with QMs), which if you think it's worth it, I'll trust you, but I'm a little hesitant to support outright.
edit: Also, FP may be hard to balance, as they again incentivize short time-frame plans, since that's a way to farm FP.
Hello all! PSA: The player-visible version of the rules doc has been updated to match the progress the QMs have made. We're working hard to get this wrapped up ASAP and would love. your help picking through things and giving your suggestions and impressions. We really appreciate those of you who have given your thoughts previously and pointed out places where we messed up - please do keep em coming
We're getting closer and closer to figuring out exactly how to balance assigning seal complexity, so that should be coming out for you guys to look through soon as well, which I for one am very excited for.
That was already the case before, though?One thing that should be remembered about Macerators is that they let you roll Taijutsu at range. Granted, not with the Ninja Hands bonus, but all the same it lets Hazou use his Taijutsu alongside Keiko using Weapons as opposed to Keiko using Weapons and Hazou having to run into the middle of the fight to use Taijutsu.