A Walk in the Dark A look in to the mind of an RPG designer

      

4Jun/14Off

A Developer’s Hell

Gosh, it's been a while... To say my life has been hectic, or difficult, is somewhat of an understatement. So much so that I have had to effectively cancel my trip to GenCon this year because I see no way whatsoever that it can be logistically or financially possible. So, to those of you that are going, I will have no choice but to experience it vicariously through you.

Meanwhile, my little pet project - the Atomic Age RPG - has been languishing in something I can only describe as "development hell". Or maybe "launch a Kickstarter hell", if such a thing exists.

Here are my concerns with the project:

1) I have no art

Right now, at this very moment, I can probably launch a Kickstarter, distribute or sell the product... but I can't bring myself to do that. You see, right now at it stands it's nothing more than a text dump, an almost identical copy of the Archmage Engine SRD with some words and numbers changed. That does not make for a successful RPG by any means, and I feel that if I were to do that the product wouldn't last a day before disappearing into obscurity.

If I'm going to do this I'm going to do this right, which means that I need some sort of art. And there are many levels that need to be covered by art...

  • I don't even have a LOGO yet
  • The Kickstarter listing alone needs some sort of art
  • The core book needs art. A LOT of art, quite frankly
  • Everything else (stretch goals, backer rewards, etc...) needs art

Now I know a handful of artists I want to approach with this project, and I have even had business-like discussions with them, but with all of them there is a cost to get this off the ground. Maybe some will do it free, I don't know... I didn't ask and I don't want to ask. Like I said, I want to do this right: I do not want contributions or charity. I'm going to treat this like a business, which means I will pay my artists what the market bears.

That being said, although the cost of prettying up the core book and supplementals will be covered by the Kickstarter itself, the logo and Kickstart art will not and has to be paid first. The financial turmoils I've already mentioned make that rather difficult to do, and I can't bring myself to take the next steps without knowing - without a doubt - that I can afford my artists.

2) It hasn't been officially announced

I've mentioned the project in passing, and have even posted images of some of the content I've been working on, but it hasn't really been officially announced. There's a website, and a Facebook page, and a Twitter account... but few people know about it.

Why not? I don't have a logo, and for personal pride reasons I feel I can't start officially directing people to the social media venues without having a product identity.

So, until I can do that, they stay clouded in obscurity and amidst the whispers of a select few.

3) It hasn't been playtested

Because it hasn't been launched, few people know about it. Even fewer have actually seen it. Actually, I can only think of two people that have, and even those two have probably only glanced over it, figuring I wasn't quite serious about this whole thing because I haven't done everything I mention above.

For that reason, I have no idea if what I'm doing is "right" or "broken". I don't know if I properly grasp the concepts and game style people expect or look forward to, or if I've created any single element that needs radical changing before it gets abused all to hell.

Granted, the playtesting could theoretically happen during or after the Kickstarter, but as a long time game designer it's a serious concern for me. I've had issues before with games that weren't properly tested... Sure, this isn't a video game, but I feel it needs an equal level of analysis and testing before getting anywhere near production.

4) It hasn't been edited

I'll be honest: I'm a lousy writer. And if you're a writer reading this, I bet you can admit (to yourself, at least) that in the early stages of your writing career you were a lousy writer too. Heck, there are probably several dozen grammatical errors and misspellings in this post alone (yes, I know they're there... No, don't point them out).

If I want to do this right, the game has to be the best that it can be, and for that an editor is absolutely necessary. Yes, I know that the editor can do his job pretty much at any time before the product reaches the final stages, but that would mean that the early "alpha" or playtest releases might end up looking like they were written by a child who can't speak English. Once again, personal pride steps in... You can be the creator of the best RPG the world has ever seen, but if you give it to the world using text that looks like it was written by a monkey with a typewriter it doesn't matter how good the game is.

5) It's not done

In the video game industry, there was a time when if you asked pretty much any video game developer when they were going to release their product they would answer without hesitation "when it's done" (I guess we can thank 3D Realms for that one). But the thing is, if it were entirely up to me and my creative flow, what exactly defines "done"? Honestly, I could keep writing content until the core manual is 3,000 pages. Who decides "OK, you can stop now and publish this"?

Furthermore, as many authors will probably attest to, it's hard to be satisfied with what you've written. When you think you're done, you look at it and think "you know, I didn't like [X]... let me fix that"... And six months and 400 pages of rewrites later you keep thinking the same thing. It's very hard for a writer to stop themselves because, in their eyes, it's never done... it's never perfect... and there's always room to do something better.

Let's look at the classic example of someone taking forever to write something: George R. R. Martin. Do you honestly think he sits down and starts writing page one, then as soon as he writes the last word of page 1,200 sends it off to the publisher and never thinks about it again? Heck no. Let's be realistic here, there probably is at least one version of The Winds of Winter that is already written cover to cover... He's knows it's terrible,  he's probably been writing and rewriting and rewording and fixing it for the last four years, and will probably keep doing that for another four years because that's the way he works. If he had someone that made him publish the books when they were ready, we'd have fifteen books in the series by now. They may not be as awesome as the five books we've seen (they'd probably suck, to be honest), but they'd be out there.

So unless you're George R. R. Freakin' Martin, eventually you have to put your foot down and say "OK, I might have spent five years rewriting this thing eighteen times, and I know it's probably the worst thing I've ever written, but I can't keep doing this until the end of time", send it to your publisher and hope that you're the only one that thinks it sucks.

I know a lot of things in my product are deficient, or "broken", or nothing more than a "// TODO" tag. It's personal pride again, preventing me from having anyone besides myself see how bad or lacking this product is. Every day I write something, even if it's a sentence or a paragraph or changing monster #135's Mental Defense stat... But I know that at some point I'm going to have to force myself to stop and let other people look at this mess.

Anyway, besides the personal issues I will not elaborate on here, I have a lot of things to do and a lot of battles with my own pride to overcome. This product will get done, sooner than later, and I just have to get my crap together to do it.

Until the Kickstarter launches, "ever forward..."

2Feb/14Off

Atomic Age Preview: The Vorpal Rabbit

In case you aren't aware, my pet project - the post-apocalyptic treatment of 13th Age's Archmage Engine SRD - has a name now: Atomic Age. We have a website and a Twitter account, but I'm not exactly advertising yet because I don't have appropriate branding for it. I want a logo and a few creative assets before I head unto the breach that is social media.

In the meantime, development continues... Most recently on the catalog of monsters that will be included with the core book. Initially I had created the "straight", not off-the-wall monsters that could be present in a semi-realistic post-apocalyptic world - robots, soldiers, wasteland marauders, etc. - but now it's time to do the weird ones that make a post-apocalyptic game entertaining and offbeat.

While I was converting Lepus Maximus to Atomic Age, someone mentioned Monty Python and the Holy Grail. And with that the thought process was unavoidable.

Since it's actually compatible with 13th Age, here you have my latest creation: The Vorpal Rabbit. Hope you enjoy!


Rabbit, Vorpal

Normal 3rd level Wrecker Beast [RABBIT]
Initiative +7

AC 20
PD 15
MD 11
HP 44

Huge, sharp teeth +8 vs. AC - 8 damage, and the rabbit pops free from the target

Charge: The attack instead deals 12 damage on a hit if the rabbit moves first before attacking an enemy it was not engaged with at the start of its turn.
Natural 17+: 6 ongoing damage (hard save ends, 16+)

Quick footed: The rabbit gains a +5 bonus to disengage checks.

Leap about: As a move action and with a successful disengage check (if applicable), the rabbit can hop to any nearby space it can see.

Fear: While engaged with this creature, enemies that have 15 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Nastier Specials
Critical threat: When the rabbit makes a charging attack, it scores a critical hit on a 17+.

Vicious streak: When the rabbit scores a critical hit, it can move to engage another nearby target and makes a charging bite attack against it as a free action.

27Nov/13Off

On The Road (Part 3)

Hopefully this will be the last of my series talking about the theory behind vehicle mechanics. If you're not up to speed, here is part one and part two.

Hardpoints

In the post-apocalyptic age, sometimes just having an average car isn't enough. You need to... how should we say... accessorize it.

Depending on the vehicle size, it will have one or more hardpoints, which are positions in the vehicle's frame where you can install something more. This may be as simple as an extra fuel tank or something more entertaining like an anti-tank cannon.

In the example we've been using, the Mad Max Interceptor Pursuit Special, Max had installed supplemental gas tanks that take up most of the rear of the vehicle. He instead could have installed some additional weaponry like a gun or RPG. These weapons do not necessarily take up the same space on the vehicle as the gas tanks do; the hardpoints not only reflect physical space but also reflect physical weight added to the vehicle. You try to drop a howitzer on to the back of the average car and you'd be lucky to drive it away from the shop.

With that in mind, we look at our three size categories:

  • Small (motorcycle, moped, etc.): No hardpoints
  • Medium (average car): One hardpoint
  • Large (18-wheeler): One hardpoint on the cab, three hardpoints on the trailer.

Now what can we install?

  • Extended Fuel Tank (1 hardpoint): We'll talk about fuel in a little bit
  • Armor Plating (1 to 2 hardpoints, depending on vehicle size): Increases Physical Defense dramatically
  • Booster (1 hardpoint): Anything from an advanced nitrous injection system to a full on rocket engine sticking out of the back. Something to make the car go faster.
  • Basic Weapon (1 hardpoint): Machine gun, RPG, etc...
  • Anti-Aircraft Gun (2 hardpoints): Designed specifically to aim upwards at aircraft
  • Heavy Weapon (2 hardpoints): An anti-tank gun, railgun, missile battery, etc...
  • Power Generator (1 hardpoint): Something that provides power to the vehicle, replacing the vehicles need for fossil fuels, such as a Mr. Fusion sticking out of the car's back.
  • Wedge (1 or more hardpoints): Something to get other things out of your way or ram other cars with

So on and so forth.

Abstract the Rest

Besides weapon damages (which are separate from the core vehicle and mechanics needed to drive it), there isn't much else that needs to be explained in vivid detail. Everything else, as far as I can tell, is up to GM and player interpretation

Fuel

In a post-apocalyptic world, fuel is somewhat scarce. Although some of the oil fields and refineries that dotted the midwest are still in operation, they are all under control of either The Warlord or The Desert Prince (both icons).

The question arises of how to keep track of fuel. I don't feel it appropriate to nitpick this, detailing a vehicle's MPG and exactly how long it has until it runs empty. I much rather prefer that GMs realize that a vehicle needs some sort of fuel and what the average expected range of a full gas tank will be, but I don't want them to be tracking it down to the gallon like some people use to track encumbrance.

That being said, the only thing that i may mention in a vehicle entry is what type of fuel it uses. Some vehicles may use good ol' gasoline, while others might have a Mr. Fusion installed on a hard point. Managing when a vehicle could, or should, run out of gas is up to the GM.

Another option is to simply have fuel become an issue when the plot demands it. In other words, the only time you'll run out of fuel is when it's a good time in the story to do so. If you're in a close race, battling dozens of marauders as they try to run you off the road, running out of fuel now is a death sentence and may bring the story to an end right quick. Instead, simply wait until the immediate danger is other and the party got away before making the car gradually glide to a stop and sputter out.

I intend to take a similar approach with guns... In a future installment, we'll talk about what I like to call "dynamic ammo".

Speed, Movement and Position

Just like movement is abstracted in a normal encounter, movement in a car should be allowed to be as equally abstract. We all know how fast cars can go and how quickly they can get up to speed; I don't see the need to overburden the rules with acceleration rates and maximum speeds.

Unless you're dealing with faster cars that have supercharged engines or dealing with slower cars that have taken damage, every car should be expected to be moving at about the same rate. As far as firing arcs, it should not get more complex than "behind", "in front", "left" and "right".

Combat and Damage

Like anything else in the world, cars can be damaged. How that is interpreted is up to the GM.

The thing about cars is that it's very easy to disable them; a single shot to a tire can cripple even the best of cars, but that's not exactly a thrilling conclusion and worthy of our heroes.So if a vehicle is taken down to 0 hit points you have to make a judgment call as to what exactly that means... if you think it's OK that the car stalls out go for it, and if you think that it's best that the car instantly explode in a glorious movie-like explosion don't let me stop you. But the former is the sort of situation that happens to our heroes, while the latter is something that happens to the bad guys constantly.

Vehicular Mooks

To put this all in to perspective let's go back to our shining example: Max is driving hard in his Interceptor and being chased by two dozen marauders. Now, if you gave each one of those marauders and their vehicles the same statistics that Max and his Interceptor had, Max would surely get creamed. So let's treat each one of these marauding vehicles as either a mook or as a monster with really low hit points.

Thinking about it, vehicles as mooks works fantastically. It allows you to have that dramatic situation where dozens of inexperienced drivers in weak cars band together and chase down our beloved heroes. I mean, you can just imagine these foolish mooks bouncing off the side of our hero's transport, slamming into a ditch, exploding in to flames upon the slightest bullet hit, etc... Let's say that Max points his gun out the window and fires at a nearby marauder, getting a critical hit and causing more than enough damage to take out two or three of them. Story wise, that's as simple as describing how the target lost control of the vehicle and skid into the path of another marauder, taking them both out. Whenever any marauder gets taken out, they should go out in a glorious display of carnage and vehicular mayhem, just because they can!

Now let's say that Max isn't exactly lucky in the die rolling department and the marauders end up causing enough damage to drop his Interceptor to 0 hit points. Even though the Interceptor is 50% gas tank, how anti-climactic would it be to have the car burst into a column of flame and kill Max instantly? If every marauder hit the Interceptor with a critical hit, would you still allow Max to die in such an anti-heroic fashion? Heroes don't go out that way, at least not usually, so Max will continue to fight until the only thing left of his trusty Interceptor are the floor mats.

In a nutshell, our heroes should always be able to walk away from an accident one way or another, even if the mechanics and the die rolls don't exactly reflect that. If a PC takes physical damage that would cause them to go unconscious or die, sure, but if their vehicle takes more beating than it could handle it shouldn't outright kill a PC unless the plot allows it.

Enemies, however, are not so lucky. When their car hits 0 hit points, it will take them out in the most gloriously dramatic way possible.

Conclusion

So the section on vehicles looks like it'll be shaping up like this:

  • A very basic section on the required aspects of a vehicle, as discussed in Part 1 and Part 2 of this article series.
  • Options for installing things in vehicle hardpoints.
  • A brief section on maintenance and repair of vehicles, which will cover both the Wheelman profession and engineers with vehicular proficiency (that's an optional class talent).
  • A great deal of descriptive text trying to explain how to manage the mechanics of a high speed chase without detailing every single thing in terms of a fixed ruleset. Some things may require concise rules, but I'll try to avoid that.
  • An example combat sequence: basicaly, describing a sequence similar to Mad Max fleeing from The Humungus and his crew.

Should be fun...

Anyway, that's it for vehicles for now. Soon I'll be talking about something else that will hopefully be just as entertaining.

23Nov/13Off

On The Road (Part 2)

This is a continuation of yesterday's post in which I babble on about implementing vehicles in 13th Age.

Maneuverability and Skill, Revisited

In the three examples I provided - the motorcycle, the car and the 18-wheeler - the maneuverability and skill levels were equal, which seem to imply that there really isn't a need to define them both. So I sat down to try and decide what would represent the two extremes.

High Maneuverability, Low Skill: The Bicycle

Although I personally cannot ride a bicycle safely (due to an inner ear condition), it doesn't take a whole lot of experience to ride a bike. Heck, my son was doing it at an exceedingly early age. But someone who's very good at riding a bike can do some rather amazing things with it, if the X Games are an indicator.

Low Maneuverability, High Skill: The Forklift

Now this may sound odd, but I actually know how to drive a forklift. You would think it's easy but it actually isn't simply because it's counter-intuitive and not what you're use to because they usually steer from the back. So you pretty much drifting everywhere, and it takes some effort to get a feel for it before you go and slam into some freight.

Now think of two examples for a second... They somehow exist in your game, and the PC elects to use them somehow... Are you seriously going to do a skill check if they can? Quite frankly, if a PC wants to launch himself in to the air and do some tailwhips while he's at it are you seriously going to roll a die to see if he fails doing something that awesome? And failing to drive a forklift would probably be the single most non-heroic thing you can have a PC do ever. If anything, I'd make the drive a little entertaining and have the PC slam into a pallet or two, but I'd probably never touch a d20 to decide that.

I'm a proponent of not doing skill checks when (1) they don't matter, and (2) when they make the PCs less awesome, even with a success.

So how would this work mechanics-wise?

Skill Rating

First off, I would probably never do a skill check to operate a "low skill" transportation unless there was some mitigating circumstances. Guy decides to hop on his bike and ride off? Go ahead... Guy frantically jumps on his bike and begins to fumble the ignition while the horse-sized mutant dogs race toward him? OK, that might need a check, but I think in that case the check is more about physically turning the ignition as opposed to being able to steer the bike.

For medium skill one could assume that the PC can put the key in the ignition, but beyond that it might be a little challenging. For example, not everyone can handle driving a Mustang at 120 MPH, even on a straightaway. It's not a matter of maneuverability since you wouldn't be making any turns, it's because you're driving a car with a much bigger engine and a lot more horsepower than you might be physically capable of handling. In this case, whether you make them do a skill check or not is kind of optional and should be decided on circumstance or not.

For hard skill a skill check would definitely be necessary. I may be an experienced driver, but if you put me in the pilot seat of an airplane the best I could do is try to remember the last 15 minutes of Executive Decision ("... Landing gear!!!"). I would need a miracle from the d20 gods to be able to fly a plane.

That being said, if a skill check to determine success or failure in basic driving ability is ever decided upon it should only happen once. Your skill's not going to get worse over time; you're only going to get better. And, short of Tank beaming the training into your skull, you either know how to drive something or you don't.

So, if you think a skill check is necessary...

  • Decide whether you even need, or want, a roll.
  • Use the environmental DC 15/20/25, factoring in backgrounds and whatnot.
  • Rather than deny them the ability to drive, accept that they simply drive really, really badly.

Maneuverability Rating

Here is where it gets entertaining... Like acrobatics, doing something risky in a vehicle has its share of risks and the success depends on the driver's skill and the difficulty of the task.

For argument's sake, let's talk about three maneuvers: a 90-degree hard turn, a handbrake turn and a "bootlegger". Regardless of what kind of vehicle you're driving, each of these has its fair share of risks. Failing a 90-degree turn might not be such a bad thing, but failing a bootleg could up end you or break your steering column.

First of all, not every vehicle can do each of these. An 18-wheeler cannot physically do a bootlegger. It's just not physically possible by definition. So all you people that say "a DM should never say 'no'"... Sorry, but this one's a "no" right out.

Based on that, each maneuver should then have a minimum maneuverability in order to succeed. A 90-degree turn can be done by anyone at any time so it shouldn't require any rating. I don't know if an 18-wheeler can do a handbrake turn, at least not safely, so let's leave that requirement at a medium. A bootlegger should require nothing short of medium, so don't expect to be whipping your 18-wheeler or forklift around like that.

And then there's the difficulty of the actual maneuver. 90-degree turn, easy. A handbrake turn might take a little effort so let's say medium. A bootlegger is hard by any means.

So let's put together what we have so far.

90-Degree Turn
Maneuverability: Any
Difficulty: Low

Handbrake Turn
Maneuverability: Medium or better
Difficulty: Medium

Bootlegger
Maneuverability: Medium or better
Difficulty: High

Attempting the Maneuver

So you're behind the wheel and want to do something crazy like a handbrake turn or bootlegger. Time to pick up a d20.

First off you have to determine driver skill. If you're an average Joe, you have no skill so there's no bonus. If you're a professional driver or "wheelman", you should get a bonus, perhaps a significant one if its your own personal vehicle. Let's assume you have the Wheelman profession and are driving your own personal vehicle (or "signature vehicle", as I like to call it... For example, the Interceptor Pursuit Special is Mad Max's signature vehicle; he can do anything in that thing), so you get a +4 driving bonus.

Let's also status Jason "The Transporter, Only Less Greasy" Statham every conceivable bonus as a point of reference.

Now we have to compare the maneuver's difficulty to the vehicle's ability to maneuver. A medium vehicle should be able to do a medium maneuver without much a fuss, but a low maneuverability vehicle like a truck that could still make a maneuver (like the handbrake turn) might have some issues. So if the skill level is higher than the maneuver's difficulty, up the DC by +5 for each step.

One thing to consider is that "low" difficulty shouldn't have a DC at all and start the progression at medium. Therefore "medium" would be DC 15, "hard" would be DC 20, and "legendary" (we'll get to that later) would be DC 25.

Finally, I would think that the skill check would be Dexterity-based simply because it requires reflexes. Let's assume the PC has average Dexterity (+2 attribute bonus).

Using the environmental numbers, here is what we have:

Handbrake Turn: DC 15, DC 20 if you're in a truck
Bootlegger: DC 20, impossible if you're in a truck

Skill Check, Normal Human: +2 Dexterity
Skill Check, Experienced: +4 Wheelman (signature vehicle), +2 Dexterity = +6 total
Skill Check, Jason Statham: +4 Dexterity, +4 Wheelman (signature vehicle), +2 Engineer Affinity, +3 background = +13

An inexperienced driver has a 40% chance of success doing a handbrake turn. That feels high, but PCs are exception after all so things like that might actually be second nature despite never doing it before. A moderately experienced driver gets a 60% chance to do a handbrake turn. Jason Statham can only fail on a natural 1, which can be expected because he's that good, so much so that I wouldn't bother rolling that one. For a bootlegger, the percentages are 25% less, and Jason can succeed doing it 70% of the time which is fairly decent.

This sort of goes back to what I mentioned earlier... If you have an experienced driver behind the wheel, one that no doubt has done his fair share of handbrake turns in the past, why are you even bothering to check if he succeeds or fails? Would you dare insult Jason Statham like that? Give him the benefit of the doubt!

And what would "legendary" be? A bootlegger is pretty impressive and I give that only a "high". Now, if you try a bootlegger while getting shot at and returning fire out the driver side window, of if you actually want to try and aim while you're mid-way through the maneuver, then yeah... I might bump that up to "legendary" if you're crazy enough to try that.

TL;DR

Here are the conclusions:

  • Each vehicle will have a skill rating (which determines how easy it is to drive; checked once) and maneuverability rating (checked when you do something extreme).
  • I cases where there is no chance of failure, or there shouldn't be a failure due to sufficient experience, no roll is necessary.
  • Some sample maneuvers will be provided, just as a frame of reference. Each maneuver will have a description, minimum maneuverability, difficulty and more information if needed. I'm not going to be specific about simple maneuvers like swerving or making basic turns, but people should know what a bootlegger or a J-turn is.

And here are our latest stats, taking this all into consideration:

Vehicle:

"Interceptor" Pursuit Special
Medium automobile (1 driver, 3 passengers)
Maneuverability: Medium
Skill: Medium
AC 18     PD 16     HP 54

Maneuvers:

Handbrake Turn
A quick in place turn where you use the parking brake to slide the back end of the car around a curve, such as when "drifting".
Maneuverability: Medium or better
Difficulty: Medium

Bootlegger
A risky maneuver to completely turn a vehicle around 180-degrees while on a narrow highway.
Maneuverability: Medium or better
Difficulty: High

This post got longer than I had anticipated. Stay tuned for Part 3, where I talk about vehicle weapon mounts and, if all goes well, how to put all this into practice.

16Nov/13Off

Class Acts

Who knew that designing an RPG was HARD?!?

In the past few days I've stepped away from documenting mutations, augments and other weird stuff and tried to decide exactly what classes were going to be in this thing.

This is, this is not a magical world, or at least not in the way you're familiar with. But I would like some sort of arcane-like option, so I've come up with a class I called a "channeler" which - through technology or innate power unlocked by mutation - can manipulate elemental forces. Apparently bright minds think alike because, without me knowing, that name is used in several other post-apocalyptic RPGs... So the name might change just so I don't look like I copied it. Who knows?

I also wanted something similar to a psion, who gains his power from technology's ability to increase the power of the mind. This power is mostly manifested in psychic attacks but can also affect the environment in such ways. This could open up the possibilities of things like telekinesis, clairvoyance, domination and fun things like that. For now he's called a "controller" but that will most definitely change.

That being said, these are the classes I'm currently planning:

  • Berserker: The stereotypical wasteland marauder, like all those guys in Mad Max. Right now it's functionally identical to the 13th Age barbarian.
  • Channeler: Able to manipulate elemental energy and bend the laws of physics around him. As close to a mage as you can get (probably closer to the 13th Age sorcerer than wizard).
  • Controller: Able to attack and control the minds of others, and also has some other options such as telekinesis. Basically a psion, although I have no intention of implementing power points or any complex stuff like that. My only problem with this class is that it becomes effectively useless against things without a brain, like robots. Logically that makes sense but mechanically it's no fun to be in an encounter and not able to participate in any way, so I need to come up with something they can do when they're fighting robots.
  • Engineer: The "tech savvy" class. I'm modeling this around a ranger but giving them a few tech options. For example, instead of an animal companion they can get either an autonomous robotic companion or a drone (which is the equivalent of a wizard's familiar). They aren't so hot in hand-to-hand combat, but they have a lot of tech support to back them up in a fight.
  • Scout: Like the veteran (see below), but much lighter and not so much a weapons expert. This would be somewhat of a hybrid between ranger and rogue.
  • Veteran: The "warrior" of the game, a mix of the paladin (without the religious aspects) and fighter. You've been around, and you've seen it all. A true weapon and combat expert.

I'm also debating a rogue-like "scoundrel" class, but that's still up in the air.

Professions

My intention with these classes is to make them basic and, especially in the case of the veteran, fairly generic. If you want to specialize your character, you can choose a Profession (which takes up a feat slot); for example, here are some of the Professions I have in mind:

  • Gladiator: The kind of guy you'd see in Thunderdome. Proficiency with melee weapons.
  • Soldier: Proficiency with guns (except sniper rifles)
  • Sniper: Proficiency with sniper rifles
  • Hacker: Able to infiltrate computer systems and robotics using a handheld "deck". This is the rogue of the tech world.
  • Wheelman: Expert driver. You even get your own car!
  • Field Medic: The closest thing to being a cleric. Basically the party healer.

These professions can be used in conjunction with any class. So, since there is no class that is the equivalent of a cleric, any character can take the Field Medic profession and become one. And if you want a channeler that can use a gun, you can choose the Weapons Expert profession and there you go.

More Than Rewording

Right now my primary issue is that things feel far too similar to 13th Age, but I'm not exactly sure if that's a good or a bad thing. For example, my implementation of the berserker is almost identical to the 13th Age barbarian. And the spells my channeler has are very similar to wizard or sorcerer spells, with some names changed... and some not (how many ways can you describe "fireball" anyway?).

Part of the benefit of using what's already given and re-fluffing it is that what's already in 13th Age has been tested for balance and playability. I don't have to reinvent the wheel and hold it's load bearing.

My hope is that the basics of the game remain the same, using the same mechanic that everyone is already familiar with, and adding more diversity through Professions and Mutations.Because of how many options there are going to be I'm debating increasing the number of feats you get at 1st level by one, but I'm not exactly sure what that's going to do to balance.

I also intend to have races have more of an impact than they do in 13th Age.

Lepus Sapiens

In the end, anyone can be anything they want. You pick the class and profession that's functionally what you want to be, then layer on mutations (small ones or big, feat-using ones) to make you appear like what you want to be.

For example, you want to be a giant rabbit with a gun?

  • Race: Humanoid. Get one extra feat and the Ready for Action ability (roll two d20s for initiative).
  • Class: Veteran. I haven't decided on the Class Talents yet, but you get three of them.
  • Profession (Feat): Soldier, which gives you the weapon of your choice that is considered your "signature weapon". You choose an assault rifle, like an M4. You get a +1 to attack rolls with your signature weapon and you also get the Quick Reload feat (reload as a quick action instead of a move action) for free.
  • Feat (2nd feat granted by race):  Nervous System I augment, which grants +2 to Dex skill checks and +1 to initiative. After all, you're supposed to be quick... You are a rabbit!

The fact that you're a rabbit is flavor text; it has no mechanical impact. Now, if you want to have a complex mutation just for being a rabbit, like being able to jump really far, you would replace the augment with it and come to a mutual understanding with your GM as to how and when that can be used. It doesn't have to be a highly detailed mechanic... If you're in combat and say "I want to jump", let the GM decide how to handle it right then and there.

Anyway, all this still requires a crapton of work and still may change drastically by the time I'm done. And I haven't even started to think about the 800 pound gorilla in the room: creating a crapton of monsters that won't get me sued.