by darkdaysdawn » Mon Oct 24, 2011 7:09 pm
@JRHigley
At first I was brainstorming, but...hmm...focus, huh? Ok, I gave it some thought. My motivations are threefold:
1. I would like to increase the frequency of stunts for higher-level characters because I believe that, with experience, one would be able to better seize the opportunity for heroism.
2. I would like to decrease the randomness of occurrence of stunts for higher-level characters and give their players some (slight to moderate) control over when stunts occur, again, because I believe that with experience, a hero learns how to take maximum advantage their opportunities.
3. I feel that because of the mechanics of the RAW AGE system, as character level increases, and the adversaries the party faces become more difficult, combat encounters will lengthen. The saving grace (and it does keep our attention) is that the longer the combat, the more (statistically speaking) stunts occur, and thus the more "heroic", "fantastic", and generally "epic" a particular combat seems. My fear is that the novelty will wear off, and also, it definitely distracts from the story aspect when a single "boss" encounter takes a whole evening -- players start to forget why they were facing the boss in the first place.
To address all three of these concerns, as previously mentioned, I'm considering talents, specializations, and other methods of allowing progressive control of stunts relative to experience. Talents and specializations are intrinsically tied to character level AND player choice, insofar as the player may choose to pursue said talent/specialization or not.
If my suspicions in #3 (above) pan out, i.e. "epic-ness" is really more about the heroic feats that occur and less about the time it took to accomplish them, then I see no reason to sacrifice play session time and draw out combat.
Instead, let players choose to go with more stunt generation if that suits their tastes and makes the game more fun. That means, 1) let stunts occur more often for more experienced combatants, 2) let characters, PC or NPC, choose the stunt-control path instead of other character development paths if it suits the player or the NPC's needs or desires, and 3) speed up combat but maintain the epic-ness to keep gaming sessions from dragging as level increases and adversaries become more difficult (we recently had three 4th level characters take on a single ogre in an area with special environmental stunts, and while it was a total blast to pay, it took an entire session!).
I'll post my the specifics soon, but so far I have, in the works, 1 talent and two specializations that provide the option for players to choose a more "random reduced stunt system" as their character's mode of combat.
Follow-up to come...