And about asking for the roll on the Parkour school, I just keep forgetting that I don't know jack about how this game runs, but that's the whole point of the board, right?
Something that I've never liked about this is the way you suddenly have a major skill increase. I mean if I was at 1@10+3 on my boxing, and then got my fourth new use in the middle of a fight, I would suddenly start hitting twice as hard and twice as fast? I know there's probably no better way to do it with game mechanics, but that's far from being realistic. It's not worth arguing over, but I just never liked that idea. Oh well. You designed a cool game, it's just not always that realistic.
In a real fight, you might throw a kick that's from karate, throw a punch that's from boxing, then judo flip the guy. I bet there's no game mechanic for that, unless you're using special attacks.
Let's take this in pieces.
Yes, we're here to teach how to run the game. I think that my objection is not that you're trying to learn, but that you're acting like you think you already know. That is, "I'm going to look for something like Parkour, which is a sort of martial arts style that involves running, jumping, and escaping from things," is a much better approach than "I want you to roll such-and-such a mechanic to determine whether I can find this thing I'm hoping exists in this world."
For one thing, it's not always "realistic" for me to make such rolls. You might ask me to roll whether there are fire breathing dragons in this world. I'm not saying that there are or that there aren't, but I would say that whether there are or aren't probably is not going to be determined so much by a General Effects Roll as by my assessment of the nature of the universe.
But that's the small thing; I mention it because it was mentioned first.
As to whether there is a "better" way to do it with game mechanics, that is entirely subjective. For example, in Multiverser if you're doing ship-to-ship combat in outer space, you use skill checks based on weapon stats against protective defenses. In one classic space game the name of which slips my mind at the moment, you do trigonometric calculations for distances and directions in three-dimensional space to determine the probabily of hitting a target that size at that distance. The trig game is probably more accurate and more "realistic"; the Multiverser mechanic is a lot faster and accessible to a larger number of typical gamers, most of whom either can't or do not wish to do trig calculations for each shot in the game.I mean if I was at 1@10+3 on my boxing, and then got my fourth new use in the middle of a fight, I would suddenly start hitting twice as hard and twice as fast? I know there's probably no better way to do it with game mechanics, but that's far from being realistic.
I certainly could have designed a game in which each incremental increase in your skill increased everything incrementally. Let's say that your chance to hit is X, and cannot be greater than 99% or less than 1%. I could then create a damage scale by which your damage range is equal to X times the weapons maximum possible damage, and the roll determines what percent of that you actually do. Thus if the weapon has a maximum of 100, and you've got X=50 and roll 45, then you would do 45% of 50% of 100 points of damage. Since your range increases with each point of possible success the values of your rolls also increase. I could also say that you get a number of attacks equal to X times the maximum number of attacks the attack form can handle, rounded up. Then if the attack form has 10 attacks and your chance of success if 50, you've got five attacks.
And if it were a computer game, maybe I would try something like that; but people have to do math at the table, and some already comment about the fact that I often bring a calculator with me (for those times when my mind is so boggled that adding a column of two-digit numbers is one too many tasks).
But saying that it's "far from realistic" is misunderstanding a basic aspect of the concept of attack mechanics.
In Advanced Dungeons & Dragons, an average guy weilding a sword against another average guy weilding a sword gets "one attack per round". A "round" is one minute. The game authors admit that it's silly to think that in one minute an ordinary guy is not going to be able to attempt to hit his opponent more than once. The way the mechanic works isn't by imagining two guys each of whom swings at the other once per minute, but imagining two guys swinging and parrying over the course of a minute, looking for openings and trying to land blows, and each of them having a percent chance that one of their attempting blows will hit the other guy per minute.
The same reasoning applies with Multiverser: you're going to try to hit more often than you're going to roll for it; the odds are figured based on the assumption that sometimes you get the opening and sometimes you don't, but on average you'll hit this hard this often.
Now, the problem with the suggested scenario above is that it is taking the dissected combat as the reality of the experience. That's tempting to do, and on one level it's necessary to do it--as referee I have to describe that you hit him, that you got hit, how badly he appears to be injured, how badly you think you're injured, and I have to do it on a move-by-move basis. In reality, though, these fights need to be seen as a whole, from the perspective of having finished them. So the kid gets in the ring, and he's pretty good, going for his shot at the big time. My paperwork says he's 1@10+3marks. He gets through the first minute and lands a blow. In the second minute he doesn't land a blow, but in the third minute he comes up with something he's never done before. He gets his new use mark, kicks into 2@1, and now he's rolling twice as often.
What does it look like, really? The kid got off to a slow start, but then his training and practice seemed to come together. He pulled an unexpected stunt three minutes into the fight, putting his opponent off-balance, and from there he got his confidence, hit his stride, and pummelled the opponent for the rest of the fight, emerging as the winner.
Remember, mathematically you are hitting twice as often and twice as hard, but in fact everything still rides on the dice. Those first two hits you landed--well, let's assume 1@10 BRA+1@10 SAL+2x7@ bias+1@10 MSV-1@6 TV=58%, damaging, then raise the SAL to 2@1 and we've got 59% dangerous. 58% damaging means once per round you've got a 58% chance of doing up to three intensities of damage on a hit. 59% dangerous means that twice per round you've got a 59% chance of doing up to 6 intensities of damage on either or both of two hits. Real quick extended math:
- damaging
20x1=20
20x2=40
18x3=58
sum=118
/100=1.18 intensities of damage per minute.
dangerous
10x1=10
10x2=20
10x3=30
10x4=40
10x5=50
8x6=48
sum=198
/100=1.98
x2=3.96 intensities of damage in the average minute.
What has really changed?
As to this:
In a real fight, you might throw a kick that's from karate, throw a punch that's from boxing, then judo flip the guy. I bet there's no game mechanic for that, unless you're using special attacks.There are several mechanics for that.
- You have the ability to change which style you are using, shifting to the attacks and defenses of the new style, once per minute.
- You say "unless you're using special attacks", but then, that's really the whole point, isn't it? If you tell me you're using judo, then it's assumed that the "not special" attacks are all pushes, flips, throws, the sorts of things common in judo, and none of them are described, they're just rolled for success and damage. If you want a throw that is going to make more of a difference than just "you attacked him successfully and he is injured from it" then you have to use a special maneuver, a Leveraged Attack, Throw. But by the rules, special maneuvers are not locked into their styles--the only lock on them is whether you must have or not have something to do them (e.g., if you have a weapon-based disarm or parry, you must have the weapon). Thus if you tell me that you're doing Judo but you want to use the boxing punch and the karate kick, they're rolled as special maneuvers brought over from their styles and incorporated into yours.
- Anyone who has learned two or more styles knows enough to design his own style. How well he designs it--well, that's going to be dependent on how well he understands martial arts generally and how similar it is to what he's done before. But if you want to design a style that incorporates several techniques, as long as they are not inconsistent with each other you can do so.
Modern game designers cringe at the word "realistic". It is a loaded word which means whatever the person using it wants it to mean at the time. These are simulations of imagined realities. They are always approximations, and there are always flaws in them. The trick is to get them to work as consistently as possible with the expectations of the player. I don't recall your character ever getting into a fight and you complaining that you couldn't mix bits from different fighting styles. You're complaining about things you think don't work because you've never actually seen how well they do work.
I can be offended by that. You see, if Scott (who knows these rules as well as--well, within the top five people I've known) or Adam (who has expertise in several role playing game systems including nationally recognized championships) or Graeme (who was playing role playing games long before he ever became interested in Multiverser and is now the longest-running currently-active player on the forum) wants to say that there are flaws in the system that could have been handled better, I'm willing to bet that they speak from knowledge and experience. You speak (frankly) from ignorance and naivete. You tell me what's broken in parts of the game you've never seen actually in play. Have you ever seen someone improve his skill across a level barrier in the midst of combat? It happens so rarely I can't name the last time it did; that also reminds me that the game handles it so smoothly that it wasn't worth remembering.
Please figure out how things really work, and test them, before you tell me why they don't.
Thank you.
--M. J. Young