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Design notes: Implementing "log ST" in a game

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A friendly correspondent (who, like me, is working on a home-brew game system but isn't ready to release) asks me about ideal implementation of "log ST" in a system. Log ST is the name commonly given to a game feature that sets levels of character Strength to an exponential progression, so that every extra +1 Strength mutliplies the previous level of power by some amount.

Typically, that'll be expressed as every additional X levels of Strength multiplying lifting power by some easy-to-grasp multiple Y. An example is in the HERO System, in which every +5 Strength multiplies lifting power by 2. Read more...

Game design musing: It's About Time (Part III)

Combat!

Part 3 of 3. If you thought the articles were geeky before, be warned: it gets worse here. Read more...

Game design musing: It's About Time (Part II)

Combat!

More on the subject of attack time and pacing in RPG combat systems, focusing on a couple of old home-brew efforts.

Continued from part I: http://www.gamesdiner.com/about_time_part1

On to another round of writing. I planned to wrap this up, but it looks like there's going to be a Part III as well. (One note: With occasional digression, I'm discussing melee, not ranged, combat.) Read more...

Game design musing: It's About Time (Part I)

Combat!

Gear up, spelunkers! It's time for a dizzied descent into the dankest depths of game-design geekdom.

In a very old blog post I briefly pondered the topic of action pacing – especially combat pacing – in RPGs.

Below are some thoughts on how three major game systems tackle the topic. Read more...

Game design musing: ST schemes

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Log ST. You know, ST schemes under which every +X points of ST equate to some multiple of lifting power. Typically, this would be x2 lifting power per +5 ST, per the HERO System. ST 15 would lift twice as much as ST 10, just as ST 105 would lift twice as much as ST 100.

Log ST was the choice for the original superhero game that became HERO, and is often labeled a great fix for GURPS' troubles with four-color action. But could it work in GURPS? Some recent emails and forum postings on the topic follow. (My text is in black.) Read more...

Game design musing: combat pacing

Know what's one of the hardest development tasks for a GURPS add-on -- heck, for just about any RPG? A slick system for variable action times. That is, rules to allow one character to perform certain actions (typically attacks) twice as fast as another, or five times for every four of a foe's, etc.

HERO's Speed stat doesn't quite have it. It's great that Speed 10 lets you have an action rate a little slower than Speed 11, which is a little slower than Speed 12. . . but what about a creature a little slower than the human norm of Speed 2? The only level allowed below that is a full halving of Speed to 1, and then no action at all (Speed 0?) below that.

The ideal system would interest itself in relative differences, equally allowing for battles between psi warriors (typical attack times: 1/10 second, 1/15 for the fast ones) or between the living mountains of Ryol III (typical attack times: 3 Earth years for a "punch", 2 for a "jab", 1.5 for a "fast" mountain's jab, etc.).

I've yet to see a proposal for GURPS that makes a good start (IMO). I certainly don't have one myself.

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