Ive been doing a bit more on this over the last couple of days, so I thought I would give you some updates/more answers to questions.
Firstly, ive gone through all the bits that you both said needed some clarification, and hopefully ive clarified them. We'll see how ive done when the next release is ready
On a similar note, im adding in examples all over the shop. Examples are fucking win, they make it a lot easier to explain stuff, so im going to be using them *a lot*.
Im going to attempt to start putting numbers to stuff for the next release too, so you should be able to start actually making doods. I've failed utterly to come up with a scientific way of costing things, so im going to go for slapping numbers that sound about right on and see how it goes. Expect shitloads of tweaking to greater or lesser degrees as we find I have massively under/overestimated how good a Component is, or fucked up the scales on attributes so that normal humans are bumbling idiots or something.
As far as costs go, ive got three basic patterns for the costs of components at the moment:
Straight Cost. For example, 10 points. This is for stuff that doesnt have a scale, you either have it or you dont. Its also for stuff that is more useful at lower character levels than at higher levels. For instance, the ability to ignore cover modifiers: whether a guy is obscured by a rock might halve the chance of a normal dood shooting him with a gun, but if both guys are replaced by godlike beings shooting each other with god powers, whether or not they are behind a rock is less relevant, so the ability to ignore the rock is less useful. Im not sure ive explained that right. Does it make sense?
Cost per Rank. For example, 5 points per rank. Pretty self explanitory really.
Cost Multiplier. For example, X2. This is for stuff that drastically improves a power, and will improve better powers more than lesser powers. Basically, it takes the cost of the rest of the power and multiplies it by a number, rather than adding to the number. It does mean that having more than one of these types of components will make things costly fast, but thats the idea.
Any other kinds of costs you think might be applicable?
Now, on to more replies to your feedback:
Dog Pants wrote:I love the Fail/Epic Fail example. Smashing someone in the face so hard you knock them into a parallel dimension

The Fail/Epic Fail idea is one of my favourite bits of this, actually

I'd like it if you guys could come up with ideas for this too, but I will start another thread for that so this one doesn't get derailed.
Whilst im on the Fail subject:
FatherJack wrote:Are dice pools of only one or two dice very likely? In those cases Fails (and almost equally Epic Fails) are quite likely. I really like the concept and think they are tremendous fun, but worry about how often they might occur at low levels and how infrequently at high ones.
Are the results of a FailTable roll fairly equal in terms of severity - or is there a (say) 1-in-6 chance of getting something really bad on only a normal Fail?
Dice pools of one or two are fairly extremely unlikely, for a couple of reasons. One being that ordinary, everyday things (opening a door, driving a car in a normal way, checking your email) dont need a roll at all. The other reason is that most rolls are either an attribute itself, or a power that uses an attribute as part of it. Seeing as normal human ranges of attributes are (at the moment at least) 1-10, I would expect most dice pools to be at least 5-6 dice big. That still means that its more likely to fail with low powers than high, but thats taken into account too: its why one of a handful of different fail tables are rolled on depending on how powerful the power is. Low power fails are things like tripping over, or your gun jamming. High power fails are breaking space/time and angering the gods. The lower ones happen more often, but are less of a big deal. The high ones happen less often, but will generally make the gaming group stop for a second and say "oooooooooh,
shit".
Oh, and no, they are not equal even on the same table. Its not a smooth gradient of badness, but in general a high roll on the table means a worse fuckup. That doesn't mean the street level people will get god level fails, mind. Well, not unless a god level person is involved too.
Stuff I'm a bit meh over:
That SR dice system again. It'll suffer from all the same problems, which I don't need to go over. However, they are used fairly minimally, so I don't outright dislike it.
I have managed to streamline it a bit from the standard SR style dice pool system, mind. For instance, there are no arbitrarily linked attributes to confuse you with, as you decide what attribute to link a power to, if any. Also, the number of dice you roll doesn't change because its raining, or whatever. If you roll 15 dice for your shooty power, you *always* roll 15 dice. Modifiers are applied to the result, not the dice pool.
Having said that, I'm totally happy with swapping it for another system, if you have something else in mind. The reason I settled on a dice pool system is that its infinitely flexible (just keep adding more dice) whilst not being hard to understand. Stat/rating = number of dice to roll, and higher number = better. A "roll xDx and add stat/rating" system is easier for people to understand and use, sure, but its not flexible enough (eventually, the number rolled on the dice becomes irrelevant compared to the number you are adding to it). Not without using a mix of different multi-sided dice, at which point it stops being easy to understand again. I tried a bunch of things and couldn't come up with anything that wasn't just less flexible *and* less easy.
FatherJack wrote:Powers:
Henchmen are mentioned which excited me enormously, but their use in this game is never touched upon. I appreciate they would be probably be a complex Power which would need its own section, but it's the fact you mentioned them that I'm talking about.
You've answered your own question there: they are a more complex power, which ive not finished polishing yet. I keep finding really obvious loopholes with the component that lets you do henchmen/clones/etc. It'll come though, dont worry!
To wit, 'Power Level' would probably be a more descriptive name.
You are not wrong, I might go with that.
I'm a bit unclear about the roll for Initiative - is it that the sum of AGI+INT(+mods)=dice pool? That could be a bit unwieldy, escpecially if it has to be done for all each round. I'm thinking about physical dice, to avoid everyone waiting while you count them out each turn, you'd have to have sets ready not just for each Power but a special one for Initiative.
Yeah, it is the sum like you say, and thinking about it, it could get quite unwieldy. I hadn't given it much thought as it is essentially how SR does initiative. Now I think about it more, SR gets away with it more due to the fact that most people will have a couple of "goes" between init rolls due to extra initiative passes and the like. Even then, initiative in SR can be a bit of a faff.
What do you lot think about making initiative a static thing? ie: there is no roll, its just adding that sum together, highest goes first. Maybe make it a roll when surprise is a factor, to determine the first go. I'm thinking through fights in RPG's I've played in the past, and I'm struggling to think of a time where rolling for initiative actually made a definite difference to the fight. Most of the time, people who are fast are so much faster than other people that they always go first anyway. Seems like it might be needless rolling for the sake of it.
To me, this seems to place a very high value on your AGI attribute (plus Accurate+ mods) in that without a decent score in this area you'll pretty much never hit anything. I'm not sure what attributes you could factor in to compensate for it and to still make sense, but as it stands it appears as though a character with low AGI could plod up to within touching distance of enemies and empty a shotgun at them without a chance of ever causing a scratch. I suppose, rather than complicating the Hit/Miss calculation just for this example, Shotgun User (as a Power) could have a built-in Accurate boost at short range (diminishing over distance) that meant only extremely agile opponents could avoid damage at point-blank range.
It sort of does place a high value on AGI, yes. But dont forget that if you dont have a high AGI, thats because you have spent those points elsewhere. What im hoping for is something like the difference between a shotgun and a sniper rifle. You are more likely to hit with a shotty, but if you do hit you will do more damage with the sniper. In other words, a low AGI player is less likely to hit, but on the occasion it does hit he will do more damage.
For example, your low AGI guy might only hit once for every 10 hits the high AGI guy makes, but that one hit is 10 times more powerful. That's the theory anyway, we'll see if it works later.
Don't forget also that although high agi on average beats low agi, you only have to look at the SR thread to see that sometimes you can roll 20 dice and get 1 hit, and other times you can roll 5 dice and get 4 sixes.
Is there a facility for teleporting as a movement option?
Sort of. TP is a component that will be available, but as it has more in common with a ranged power than a way of moving around, im separating it from movement. Like the henchman stuff, it'll be added later.
I've had my train of thought derailed by proper paying work. Bum. More later!