To give you guys a little insight into the creative process, I herein present a playtest I recently ran with my friend and my lovely wife. there are some design notes to the team at the end as well.
The Playtest
As I suspected, characters were compact enough to fit on
note cards. So everybody got a note card with the following stats:
Action Pool 3
Focus 1
Chakra: Recovery 1/ Pool 10
Health Levels: 3
Then they got to pick an entire style from the current style
and technique list.
My friend Ryan decided to do a “Vash-esque” character like
on Trigun. He took Bullet Kata.
My lovely wife combined Vegeta with the post apocolyptia to
make Vegatahawk, the Saiyan Biker. She opted for the Sand Demon techniques.
I set the thing in a post-apocalyptic wasteland halfway
between the Road Warrior and Fist of the North Star.
The first combat was with Monev the Gail, who here was a
little bit Kaneda and a little bit Vulcan Raven. Here’s his stats and the stats
of his followers:
Monev
AP 3
Foc: 1
Chakra: R1/P10
Hlth: 3
Techniques: Focused fire (8) 2 Die facing 6-8, Spread fire
(8) Roll 2 dice, generating 2 Facings
Goons 1-4
AP: 1
Hlth: 3
Him and his 4-man biker gang rolled up to the heroes in a
canyon filled with ancient, derelict buildings. He posed dramatically and
demanded they pay the toll: IN BLOOD. Vegetahawk mocked him and then Initiative
got rolled.
Round 1
Immediately we realized that pools of 3 dice were not going
to work well with initiative bids. You take a significant chunk of your
resources to bid when all you have are 3 dice.
Vash got a set and a high roll, which coupled with his style
to give him an absurd boost to both initiative and the set. He wound up going
first by a margin of like twenty and generated a 48 result with his attack.
Yikes!
Monev had a set too, but he had to use it to soften that man
stopper so he wound up on the ground with two wound levels down and a rank-2
Imbalance from his lungs filling up with blood.
Vegetahawk went next, but she rolled like garbage. After
bidding for initiative, she couldn’t do much more than put a die into her Focus
and use her 1 to steal Monev’s bike. In her defense, she stole it though.
Monev did manage to scrape together a set by emptying his
Prana into Focused Fire. He winged the helpless Vash for two HL’s, giving him
an injured shoulder Imbalance.
The thugs went last. Since they only had AP1 each, they could
either bid for initiative, attack, or defend. They chose attacks. All of them
curb-stomped Vegatahawk for stealing the bike and piled up two HL’s of damage!
She got an Imbalance causing her to rant incoherently or suffer -2 AP. There
was a lot of ranting as a result of this Imbalance.
Round 2
Everybody was pretty fucked up this round. Nobody bid on initiative
because things had gotten real ugly real fast. So it was a three-way die-off to
determine who got initiative. Weirdly, we got exactly the same initiative
roster as last time. Freaky.
Trembling from trauma and blood loss, Vash tried a weird
tactic for generating results. He took a technique that gave him 2 dice of
different facings and added them together. I ruled that this was a nebulous
enough point that he could do so. Unfortunately it wasn’t quite enough: Monev
was able to muster enough defense to survive his attack, although it did drain
his Action die reserves.
Vegetahawk was done
with this shit and ran Monev over with his own bike. Harsh.
The thugs spilt 50/50 and did some minor damage to the
party. We staggered into the next round.
Round 3
Man things were grim at this point. Vash and Vegetahawk
managed between the both of them to take out 1 thug and injure another. As an
added bonus, the thugs could only muster enough offense for 1 attack, which was
thwarted easily.
As a point in the design, additive offense VS single-set
defense almost guarantees that you can’t hurt the defender without a
significant advantage. So that’s noteworthy.
Final Round
This round got nuts. Increasingly desperate and with a newly
refreshed pool of Prana, Vash went all out with a technique that granted him
multiple attacks. He played it like he was going berserk and blasted his guns
until he was dry-firing them. He managed to take out the remaining goons, but
he also injured Vegetahawk and blasted most of the bikes to smithereens.
I ruled that the Imbalances had healed up after they spent
the night in the ruins of the ancient buildings. So the next morning they were
all patched up. Then, a freak appeared!
I wanted to use Legado (since we were doing a kind-of Trigun
thing) so I made this jerk:
Legado
AP: 5
Foc: 2
Chakra: R2/P10
Chakra: R2/P10
Hlth: 5
Soul-Chilling Strike- Generates a single offensive die of
facings 4-8. 3 Chi.
Shadow Waltz- Roll a die, generating a facing. Counts as
both a defensive technique and a roll to establish stealth. 3 Chi.
He was a real motherfucker, because I wanted to see what a
“standard” character looked like compared to these “rookie” characters.
He showed up with the sunrise to his back. The characters
woke up and of course started making fun of him (I described him as having one
dialated eye. They mocked him for putting his contacts in wrong).
He muttered a disturbing non-sequitur into their minds with
telepathy and the party decided to take the better part of valor and get the hell
out of there.
Round 1
Because of his superior die pool, Legado won initiative. He
used his psychic powers to throw one of the working bikes into a building,
which exploded. He also grabbed Vash by the throat with a pretty punshing set
and choked a health level out of him.
Vegathawk made a great comeback by punching him into the
next zone with her knockback attack. I thought that was pretty awesome, but we
don’t currently have any rules for moving between zones, so…. I just ad-lib
ruled that it took him a total of 10+ to move between zones with a quick dash.
It ate his die pool, but he had rolled a 9 and a 1 so he caught up to them
pretty quickly.
Vash just added to his Focus pool after softening the blow
from the chokehold.
With the current rules, if you declare that you are fleeing,
you escape and end the scene. Since I wanted to make sure there was a sense of
continuity, I bent the rules a little and allowed the next round to play out as
the same scene. However, I did rule that Legado was trailing way behind, flying
with his powers, and that they had a big lead on their getaway across the
desert.
Round 2
Vash won initiative this time and unfurled his fivefold
tactical mastery technique. It gave him a lot of boosts: he actually managed to
snap off a shot that went through Legado’s damaged health level and one more,
so he got to declare two rank-1 Imbalances, injuring his arm and side. He could
have lumped for a rank-2 Imbalance, but I think he had a plan?
Legado had to roll 3 sets of 20+ to catch up within 3 rolls
because of their lead. He had a set of three 3’s, but he couldn’t further
upgrade it, and he couldn’t attack because he was trailing so far. So, I used
it as a set of 23 and floated the remaining 3 into his Focus. He was able to
use shadow waltz to hide in the dust cloud. As a design note, I think if I had
it to do over again I would say a set of 30+ would count as two of the three
needed sets.
Vegatahawk added together all of her dice and coupled it
with the activation of a technique (again, the point was nebulous as to whether
this was possible, but I had already let Vash do something similar so I let it
slide). In total she got around a 32, which I ruled widened her lead.
In addition, her technique allowed the roll to be counted as
an action to change the scenery. She decided to bury Legado in a huge sandstorm
to ensure their getaway.
Between his wounds, the cover and their lead, I ruled that
they had escaped from his clutches and they rode off into the sunset.
Conclusions
The core purpose of this test was to determine if low-die
pools became more playable with the die adding in addition to sets. I can say
pretty conclusively that they do not.
In nearly every case that wasn’t me flagrantly bending the
rules, we would have been better served simply allowing a single-die set to be
used as the character’s action, once per turn.
Die adding has to many grey, nebulous and confusing areas.
We should excise it and replace it with the above-suggested rule.
In addition, this playtest gave us some evidence of the
following:
We’re on the right track with the new wound system. It was
clean and easy and fun.
Expanding the low-AP levels of playability is more a
question of cheap techniques or other things that elevate single dice into
actions.
There was a VAST power gap between Legado and the PCs. It
was a very gameable gap, as you guys saw. This is good news! It means we can
have “boss” characters!
Initiative might need a more robust secondary system for
resolution in the absence of bids. I propose that characters have a “standing
#” between 0-9 that is their unbid initiative, and that would reduce die-offs
between those who do not bid.
Zones need rules for moving between them. We might want to
consider thinking about movement and speed rules. No suggestions yet.
Imbalances work great! My wife suggested that we look into
dividing all of the rules into “dramatic” and “mechanical”, and I think she
might be on to something. I’m percolating an idea which I’ll send in a future
email.
Finally, I think the bedrock character would work fine with
a 2-die Action Pool.
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