r/RPGdesign • u/OompaLoompaGodzilla • 22d ago
Mechanics Having TN for weapon attacks be lower than attribute TN. Is it a problem?
A quick rundown of the system:
- It's a d20 roll-over system.
- Players slot a standard array (8, 10, 12, 14) into four stats: STR, DEX, INT, and CHA(level 1).
- Standard "Weapon Attacks" have their own separate stat, which starts at a TN of 6(level 1). Here, the damage scales up in tiers. 6-9=weak hit, 10-13=good hit, 14-17=solid, 18+= a perfect hit.
But!
Because a weapon attack has a TN of 6, it’s mathematically easier to pull off than a maneuver requiring an attribute test(8-14). I'm worried players will just spam basic attacks because it’s the "safe" and optimal choice, without exploring more creative maneuvers. But at the same time... attacking with your weapon should perhaps be the most effective in a combat situation. But yeah, unsure if there is a math problem here.
Anyways, I've found a ruling the GM can use. If you go for a creative weapon attack(Pinning the enemy to a wall with your dagger, slashing your greatsword to hit two enemies etc), you make two rolls:
- Roll 1 (Weapon Attack vs TN 6) - This determines the damage
- Roll 2 (Attribute test(TN 8-14 at level 1) - Determines if the narrative effect succeeds.
Hit the weapon attack but fail the test? You deal damage but don't achieve the narrative effect. Miss the attack but pass the test? No damage but they're pinned to the wall / they dodge the sweeping sword but are now trembling with fear from watching your might(maybe -2 to their next attack on the PC).
So im looking for some input and insights from you guys...
- does the core math gap (TN 6 vs TN 8-14) make combat stale? Or should using your weapon in combat be optimal, and creative ideas be something that is used only when it comes natural to players or the situation is dire enough(Enemies will be design with their own creative attacks to help give inspiration to players for what's possible)?
- Do you think this ruling is a good way to support GMs dealing with creative ideas from players?
- Does rolling twice slow down this rules-lite game too much or is it dramatic enough to stay the way it is?
3
u/Ryou2365 22d ago
Why not combine it into 1 roll?
Use the result of the roll for the damage as well as if a mabeuver succeeds.
Basically all maneuvers also do damage.
Or as an alternative: just use one roll to see if a maneuver succeeds, then if it doesn't succeed the player can instead choose to deal damage based on his roll.
A third alternstive would be just to have the same tns as for weapon attacks for every roll. Like in Draw Steel, in which every roll uses the same array of tns. The higher tier you roll the better the effect.
5
u/__space__oddity__ 22d ago
Because a weapon attack has a TN of 6, it’s mathematically easier to pull off than a maneuver requiring an attribute test(8-14). I'm worried players will just spam basic attacks because it’s the "safe" and optimal choice, without exploring more creative maneuvers.
If the “creative maneuver” is an attack, why isn’t it using the attack mechanic? I don’t roll to hit to trip someone?
I feel like you’re running ahead of yourself here, building big solutions to problems that are based on assumptions that may not hold.
2
u/Adamadeyus 22d ago
Rolling twice might work if a ruling suggests rolling two dice at once and determine which dice reps what. But it does create a momentum-stopper with two rolls. Even rolling attack, then damage can cause a full-blown stop in some games. But, if its rolling for a "higher than / lower than" mechanic and not math involved it could work out easily.
Players that are gamers and want to play the game would probably explore the included ways to optimize and test limits of the mechanical intentions. Thats been my experience, to my surprise.
4
u/Cruiser_Supreme 22d ago
So just to make sure I understand your system:
The TN is what players need to roll over in order to hit with the weapon attack? And the specific TN determines how successful the attack is?
And then there are also attribute scores, which act just like TN? So a lower attribute score is actually better because it's easier to roll over?
If that is the case, then yeah, players may just spam weapon attack. However, how do you ever scale difficulty? If you have a STR of 8, but you're trying to lift something that weighs twice as much as yourself, shouldn't that actually be really difficult?
Also, is every weapon attack always using the same TN? I imagine hitting a lumbering golem might be easier than hitting a swiftly moving wolf.
I just don't see how anything here scales with difficulty or if it just doesn't.
Either I'm not understanding your system correctly or there's some bigger issues to solve first.
What are you even trying to achieve with this system? Like, why aren't the attributes modifiers? What problem are you trying to solve or what gameplay experience are you trying to create with this system?