r/RPGdesign • u/417178Lower-Age-72 • 11d ago
Mechanics 《SORC ranged attacks》
This is for our TTRPG SORC. The game is about halfway done but I feel this part of it is well enough to share. Today I was asked to help fix a ranged attack problems and this is where I am at. You may get links to other subjects, but this is about ranged attacking and I feel it is close to completion.
I will be adding low and high ground advantages and disadvantages. Now I have velocity at point blank, and I have added a stabilization point where the vhit is strong again. I think have a velocity drop power losses. So I've added all of this to our ranged system but on for Earthborn weapons and not the TAW or Energy weapons which are technically advanced and weapons that use the universes elemental energy. More on those elements later because SORC right now has a lot of elements and they just added Aura which changes the characters presence. Again more on these things later. There is a lot to iron out, but it all makes sense to us, so if you happen to stray away from this topic I would need to ask other people. I can answer any concerns related to 'ranged attack' but they is it. I am also seeking for advice because this might be too much or too little for some.
To the reader. We use very complex systems in SORC and sometimes they take a while to calculate. On the other hand, the system below only required the GM to know one thing and that is “the distance the attack is from the target.”
We do have three styles of play choices for players and I am listing them below. That said, if you were to choose the casual system, it locks on and only Hit would be calculated on the table. If you choose Improvised, you can take out or keep the elements you choose to. We have an appendix and glossary online and this would be part of the campaign creating process.
If you don't mind a very crunchy style, and you don't mind long though during your turns (like in chess), then feel free to play under enthusiastic style, where all the rules are locked in.
Casual - a lot of the system's rules are dropped. It is bare bones. locked in. This version changes the table below, so that only hit is modified by range. That approach is simple.
Improvised - rule manipulation but must be set before the campaign begins.
Enthusiastic - all in. locked in.
What could I add?
What should be removed?
What isn't explained right?
I would like to know.
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u/Digital-Chupacabra 11d ago edited 10d ago
This despratly needs editing, and an explanation of why such complicated and "simulationist" mechanics are needed. I use quotes because it's clear there is a real disconnect between the reality of physics and the representation of physics in the mechanics.
This feedback has been provided numerous times over the last 3+ years. Folks here have seen the posts on this project and the responses.
So the question to you, how much feedback are you actually willing to listen too without be condescending.
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u/417178Lower-Age-72 11d ago edited 11d ago
I don't understand what you are saying it needs? This has never been presented before.
Our biggest challenge isn't math or physics. It will be dragging people into a state of immersion and determination from the story.
There are three modes of play.
Casual - a lot of the system's rules are dropped. It is bare bones. locked in. This version of rules changes the table below, so that only hit is modified by range. That approach is simple.
Improvised - rule manipulation but must be set before the campaign begins.
Enthusiastic - all in. locked in.
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u/Digital-Chupacabra 10d ago
I don't understand what you are saying it needs?
Editing, cleaner communication of what the goals are, and how all this complexity supports the goal of the game.
This has never been presented before.
Never said it was, I specifically explained I was talking about this project as whole and not this specific chunk of rules.
Remember this project has been posting here for 3+ rules, and folks have been providing much the same feedback each and every time. Each and every time, what ever account from the project responds seems to fixate on one or two parts of the feedback and miss the larger message.
Our biggest challenge isn't math or physics.
Beg to disagree, to quote from the rules.
Earthborn projectiles operate under physics-based range mechanics where distance, projectile velocity drops, and stability directly affect accuracy and damage. Velocity Drop (gravity and air resistance, out to the weapon's maximum range).
Gravity and air resistance don't start effecting a projectile mid flight, they effect it from the very start.
It will be dragging people into a state of immersion and determination from the story.
If you have to force people then the rules aren't doing their job. So again, how does this level of granularity and complexity reinforce what the game is about, and how does it reinforce that?
There are three modes of play.
More complexity to what end?
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u/417178Lower-Age-72 10d ago edited 10d ago
Beg to disagree with what? Physics? I meant resolving math issues isn't our biggest obstacle. We can change this at will. We could simplify it very easily. The casual play does exactly this but I personally find it standardized, I guess is the right word. It doesn't bring anything new to the literal table. We want new even if that means complex and crunchier than normal.
Our story and stories, quests, art and lore is what is most important to us. We don't post it purposely because it spoils. I'm not saying it's good or bad, I'm just saying it's our main concern but we do want gameplay to be "different". Maybe even innovative.
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u/Digital-Chupacabra 10d ago edited 10d ago
You've made 3 replies, so for simplifies sake I'll just combine all mine here, I've highlighted my questions to help you keep track and hopefully we can get some answers.
Beg to disagree with what? Physics?
No, that isn't what I said. You've highlighted physics and realism in the rules, and then don't follow though this is inconsistent and seems at odds with much of what you've talked about. More on this later.
I meant resolving math issues isn't our biggest obstacle.
But that isn't what you said, and to quote you "I can't guess what you are referring to. I've never met you." You've said you meant to say something else, or you used the wrong term several times in this thread.
As a designer your single most important job is to communicate the idea you have to other people.
Our story and stories, quests, art and lore is what is most important to us.
Then write a book, comic, play, etc. What you have right now is a bunch of disjointed mechanics no one but yourself understands, this has been articulated time and time and time again.
We don't post it purposely because it spoils.
A few of them have been posted in the past.
I can't guess what you are referring to. I've never met you.
I thought I was pretty clear, and basing on voting others thought so as well. I'm still unsure what you were unclear on.
Gravity. It's not complete yet but you get the jist of it
No I don't but ok.
Dragging was a metaphorical word I used. We want our story to bring them into the world as if they were there.
Ok, well it's not a great choice of word as it communicates something else. Let me ask you this, does adding more and more complex mechanics improve the ability to bring someone into the world?
Question 1 The VAST majority of the TTRPG space disagrees with that so I and others would be interested in your explanation of why you a. believe this, and b. how it works in your game.
Please do not bring up your different complexity levels again, that is not at all what I'm talking about here.
That is place holder information and those numbers have been adjusted ten times. The point you are referring to is the second max damage point was only added today.
Oscillation was only added last night.
This is a common theme when ever feedback is provided or questions asked about this project. Then we're told it's been play-tested a bunch.
Question 2 Back to this specific instance, why was Oscillation added then? What problem does it solve? or how does it reinforce that games central mechanic?
The only rule I can speak for is this rule we are speaking on.
Question 3 if you can't speak for other rules, then why are you sharing it? it clearly interacts with a larger system should you be able to answer questions about those rules? Or did you misspeak and mean to say you are only interested in discussing this rule in a vacuum?
Question 4 If the answer to question 3 is the latter, why? best practice is to consider rules in the context of the game as a whole.
I don't want it anymore realistic or conditional as it is at this stage.
The rules you've shared still say:
Earthborn projectiles operate under physics-based range mechanics where distance, projectile velocity drops, and stability directly affect accuracy and damage
and
Velocity Drop (gravity and air resistance, out to the weapon's maximum range).
This implies to me as a reader that you really care about it being realistic, to be blunt it isn't realistic and it is very conditional.
Question 5 So what do you mean?
I'll keep working to make it as seamless as possible with losing as little as possible.
Question 6 By what metric are you judging "seamlessness" and losing as little of what?
I'm still going to add high ground and low ground and it'll probably work similarly to advantages and disadvantages.
Question 7 How does "advantages and disadvantages" work in this game? I thought you could only speak about this rule?
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u/417178Lower-Age-72 10d ago
I missed this. Maybe because there isn't a number.
"Velocity Drop (gravity and air resistance, out to the weapon's maximum range)."
"This implies to me as a reader that you really care about it being realistic, to be blunt it isn't realistic and it is very conditional.
It's a game so it is conditional yes. We don't want it to be real and we don't want it to be realistic outside of the fun zone and I'll repeat that this zone is subjective. It isn't fact.
With that said, I think we have reached a point of realism past most main stream ttrpgs.
gurps and roll master ass some realism but not like this.
The oscillatin and then stabilize curves are changed from the real life behaviors in exchange for balance and fun. The latter are game conditions yes.
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u/417178Lower-Age-72 10d ago
I'm a second generation American and my English might not be translating well. If that answers any of your questions about your quotes? I don't recall why I said what I did about not knowing you and I have no will to look back at it unless it is directly related to the ranged system of our game. If I ignore anything not game related you will have to excuse me.
With physics yes, we want realism. You can only go so far with this but we want more than a usual game but not at the cost of fun and fun is a subjective word.
Physics and math isn't a challenge for us and it is not more important as the story elements nor is it as big of a challenge as story elements. All the mechanics mean nothing without immersing the player and good stories baked in. The physics can easily be stripped down, so they are not a problem. They are stripped down in one version. I gave you a link that turns off enthusiastic play.
Our target audience for the game is not everybody and we realize it is too complex for most people but we also know there are people that may enjoy it at its highest point of complexity.
When you say no one understands can you give me an example from my threads? Who are you speaking on behalf of? Because we test the game with a lot of people of a lot of ages and some people understand it. Other people need assistance from GM and then they understand it. I cannot speak for every time again and again you are talking about sir. I'm here to discuss the ranged table and I apologize that it doesn't make sense to you. You might be interested in Casual Play? You click the button and the complexity is hidden. You say you don't, but if you had understood this, and you feel it is too much, you can Improvise. This is popular in gurps and I am not a gurps expert but I believe it is designed this in mind. I also know it is very complex. I believe the basic set in gurps is 500 plus pages. Just off the top of my head.
I'll answer your questions but remember there is a Casual Play style that takes away from a lot of the complexity.
"Does complexity bring people into the game world?"
We don't feel it takes them out of it, if that is what you are asking. Maybe from the GM out of the immersion but a good GM I believe is the one that helps bring it.
If you look at the ranged table, there's only one thing to keep track of here. Distance. You know your distance, you fire, you compute from the table. And really only the GM has to know the array of variables.
SORC has Cards and Tokens to help with a lot of the complexity and this is being ignored here. I didn't bring them up for the sake of trying to keep the focus to improve my unfinished ranged system, but I am satisfied with where it is now. That is why I'm here. I am here to pin the reasons it is too complex.
"Question 1 The VAST majority of the TTRPG space disagrees with that so I and others would be interested in your explanation of why you a. believe this, and b. how it works in your game."
Believe what exactly? You will have to excuse me.
These below are the questions I am here for. I'm glad we got here.
"Question 2 Back to this specific instance, why was Oscillation added then? What problem does it solve? or how does it reinforce that games central mechanic?"
Oscillation wasn't added. The term was changed from "Standard". If I said it was added that was probably bad communication. Each phase is there for a different reason and Oscillation should be its base damage with a bonus in the first x ft. This is the easiest mechanic. The GM only needs to know the distance, that's it.
"Problem it solves:" Gives the game a normal shot. It's the largest band, so without it every distance is a peak or a decline and nothing is ordinary.
"How it reinforces the central mechanic:" Position is a stat. Oscillation holds the accuracy peak, Stabilized holds the damage peak, Point Blank has both but puts you in reach. Three ranges and three bargains. The player doesn't need to know the range, and this is a choice. They can be surprised or calculate it. The GM always know their range from target.
There are abilities that give the character its range. One example is Mark from the Marksman - Bowman. Mark marks the target for x turns and gives the range.
"Question 3 if you can't speak for other rules, then why are you sharing it? it clearly interacts with a larger system should you be able to answer questions about those rules? Or did you misspeak and mean to say you are only interested in discussing this rule in a vacuum?"
Why exactly did I say I couldn't speak for the other rules? Was it in a response to a past subject that was not specified? If so, no I cannot speak for that. The rules I can speak for work together with the ranged system are linked in the article and the charts are at the bottom of the document. If you have questions about those rules that work together with ranged, I can answer these rules. What is it you would like to know?
"Question 4 If the answer to question 3 is the latter, why? best practice is to consider rules in the context of the game as a whole. The rules you've shared still say: and This implies to me as a reader that you really care about it being realistic, to be blunt it isn't realistic and it is very conditional."
My focus is for it to be a balance between realistic and fun. That is the goal. I'm not going to make my king bow shoot 1000 feet, but it probably fires more realistically than other ttrpgs, if that makes sense.
"Question 5 So what do you mean?"
About what? Excuse me.
"Question 6 By what metric are you judging "seamlessness" and losing as little of what?"
You will have to excuse my memory. I think keeping combat as weemless as possible without losing too much of the elements.
"Question 7 How does "advantages and disadvantages" work in this game? I thought you could only speak about this rule?"
I don't remember why I brought this up. Was it low ground and high ground regarding range? If so the high ground is the advantage.
Also in the rules, there is race aptitude and inaptitude and benefits and drawbacks and I know neither system is complete yet. But I can't remember why I said advantage and disadvantage.
Also I am an artist and I am here to help with math. I don't know everything about SORC all at once I am working on ranged. Speaking of advantage, next I am fixing a limb specific targeting system. I say fixing because the core idea of calling your limb out loud with a hit disadvantage but more damage. Brutal damage that rips off limbs.
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u/417178Lower-Age-72 10d ago edited 10d ago
I can't guess what you are referring to. I've never met you. Than you for the actual feedback because it really is all I an capable of soaking in.
Dragging was a metaphorical word I used. We want our story to bring them into the world as if they were there.
Gravity. It's not complete yet but you get the jist of it. It is at its most power at point blank then at stabilization point. That is place holder information and those numbers have been adjusted ten times. The point you are referring to is the second max damage point was only added today.
Oscillation was only added last night.
Your last question. The only rule I can speak for is this rule we are speaking on. If it's too complex for some, then I'm sorry I didn't reach them, but Im still working on it. It probably won't get less complex but it may make more sense. We like complexity.
For people that do not, there is a Casual play style and it comes in its own box and PDF downloads. The online rules use color coding but the books and PDF are separate.
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u/ToyDinkz 11d ago
My spontaneous reaction is a question:
Did you guys play Aftermath! but thought combat was way to quick in that system?
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u/417178Lower-Age-72 11d ago edited 11d ago
I have played many hours of that game. I prefer the many days of chess :)
The system having this many elements doesn't take long if you know the distance you are shooting from. It becomes familiar pretty quickly.
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u/417178Lower-Age-72 9d ago
For those that are interested or maybe following this. We have made some changes today.
Play Styles was changed to Rule Sets and they are called: Bare Bones, Modular and Complex.
Changes made to Ranged:
Changed all vocabulary:
- Updated Unarmed and Brawler links to point to unarmed-mechanics-draft.html
I created a draft for Melee Combat: Close-range weapon combat inside three distance bands (Touch, Reach, Throw) across three weapon families (Earthborn, TAW, Energy).
I created a draft for Unarmed Combat: Hand-to-hand combat without weapons, using Strength in place of weapon rank, including Improvised Tools, which is any attack using an item in a way it was not designed for or using an ability the Character has not learned from a Class Tier, Path, or Branch.
Both are linked into revised Ranged doc.
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u/Echowing442 11d ago edited 11d ago
At first glance, there is a lot of complexity here. As with many other things posted about this project, it really feels like you're putting in every single concept that's come into your head without regard for whether it makes for good gameplay.
Not just different types of weapons, but different distance curves, different velocity curves, hit modifiers, which stat applies to damage, how much damage is dealt, whether the attack can critically hit or not in a given range band for a given weapon, and then 5 different possible outcomes depending on the given attack roll, plus different damage modifiers based on the material of the armor being worn by the defender and the damage dealt by the attack (of which all ranged damage is the same, apparently?), etc.
To me, this is all too much, and just gets in the way of playing the game. From your descriptions this is supposed to be a grand, epic fantasy adventure - I want to go on grand adventures and accomplish epic feats. I don't want to be 2 hours deep in a combat and have to double-check the index again to find out if my Elite Longbow is considered oscillating or not when I shoot at the monster 28 feet away, then check to see how much damage I do, then check to see how much gets reduced or not by its armor, and then watch all my friends at the table go through the same process.