Design Exorcism: ATB
Imagine if you will...
So first off if you haven't read Paolino's amazing blog post on ATB and adapting it into TTRPGs [GO READ IT NOW] - Not only is the piece really good (and their website absolutely gorgeous) but the rest of this Blog Post is written assuming you already have read it so I don't need to catch you up to speed. It's a pretty breezy read too!
This is not.
This is an exorcism. Specifically an exorcism of my own idea for ATBs and gauges. First some background:
How I Learned to Stop Worrying and Love the Status Bar
Some of you know I'm working on a Mecha game called Steel Hearts - In combat Players generate a resource for each other called Synergy (SYN) for each even they roll among their combat dice. It's a resource that can be burnt at any time, and as you'd imagine fluctuates frequently. In the interest of not murdering my Players' erasers we used tokens to keep track of SYN... After two years of play testing we started to realize using token counters wasn't cutting it - Enter the Synergy Tracker:
Not only was it able to keep track of this constantly fluctuating resource while still keeping fellow Players informed as to how much SYN you had, there was also enough room for reminder text and keeping track of how many Actions you had left!
This opened up so many design possibilities and alleviated all my worries for how fast this stat could fluctuate up and down. Plus it's super easy to print and make at home! Frankly I'm surprised this kind of Status Bar design isn't more common.
The Status bar feels like a cost effective way to track all sorts of things while still being relatively space efficient. What's better is that if you layout your character sheet in landscape style, the bar can neatly "slot" right in front of it!
The Bravery Bar
So that's a fun solution for how to track this bar going up! You can actually see you and your allies gaining Action points... Hmmm Action points won't do. Active points? Let's call them Bravery Points. For reasons. And let's bump our absolute max up to 21 because why not? And obviously we'll need to rework some of the fonts and voila!!
Now just have different classes roll different dice each Round to fill up the bar at different rates! Once it's full you act. Simple as that, right? Done?
See usually when I make a game, I like to try to keep the dice just to D6s... Partially as a challenge, partially because they're easier to find, partially because... [[*looks at collection of d6s*]]... Pretty much just those first two reasons really.
Besides, the whole random rolling ATB just didn't sit right with me. It feels like the RNG is robbing you of the nail-biting anticipation between turns. I'd hate to upgrade from a d10 to a d12 in speed only to keep rolling 1s. Plus it only leaves a maximum of 6 "steps" of speed (not including flat bonuses). It's not a bad idea by any means, just not my vibe personally.
Why wait until the bar is full to act if there's so many points? Why not be able to spend Bravery Points each round to achieve smaller effects? Sure an Attack may cost 10 Bravery, put moving a singular space on the board? Maybe that's just 1 Bravery. Oh this is grid based now by the way. Chugging a Potion? That's 5 Bravery, and so on.
Now that's a Bravery Bar!
The exact action point distribution would probably need some rejiggering, but the idea should work in concept. Each character now has a "Brave" Stat that determines how much Bravery they get each round. Maybe there's other secret ways of generating it too. After that they can Spend as much Bravery as they have in whatever order they'd like that round... after the monsters go first of course. More on that later...
I also added some aesthetic flairs inspired by the older Final Fantasy games; namely the background gradient, pixely font and of course the naming scheme. (I almost added a pointer finger too!) There's some new mechanics in here, so let's go over that...
- Bravery often gets shortened to BRV - Nice and simple.
- When Players are about to take DMG they roll DEF and Negate incoming DMG. Let's say a DEF Roll is a D6 pool, and each Even rolled is a point of DMG negated.
- As you can tell there's an ESC (Escape) function! Essentially all battles will take place on a Chess Board (eg a readily accessible 8x8 Grid) and to run away from a Battle (eg disengage and leave the Chess board all together) you must roll a successful ESC. You roll 1 d6 and aim for a 6! Failed attempts give you stacking +1s on subsequent attempts (up to +4) and Perks might be able to modify this to be even higher!
- You'll notice Spells, Skills and Basic Attacks are all their own things! I have no idea how these work, but it makes sense to me to separate them. Also we'll get to Breakers later...
Looks good! Now we've got a non-random ATB system that gives Players a variety of choices in both builds and on a round-to-round basis! Plus it's easy (and fun) to track and lets me quickly see where other Players are at. This bar should probably reset between encounters as most ATB bars do.
Now we're done! Right?
Right...?
Of course we need to figure out how enemies slot into all of this. After all we can't give every individual mob their own bar. That'd be a lot. After chatting a bit with Paolino, they'd said every enemy actually could have their own ATB bar because the system in their head skipped over the more grindy random encounters [[see their very good blog post on random encounters]] and skipped right to the juicy boss fights. Which fair enough. But I like a challenge! (And those juicy random encounters)
My goals with this were two-fold:
- Make a system where I can have plenty of enemies on the field. Bosses, solos, swarms, all co-existing in a cacophony of "We need crowd control."
- Make a system where these Enemies can have variable "speeds" and will only act on certain rounds that Players can learn to predict.
- Make a system where Players have some ability to pre-empt what Enemies will do at the start of the next round if they've fought this enemy before.
- Keep things easy to track and relatively simple.
- Limit can be cashed in for incredible Limit Break moves that are unique to each character and can wildly shift the tide of battle.
- Limit builds up as you deal DMG to enemies, sustain DMG yourself or take an action to charge your Limit.
- Limit is a bar that does not drain between fights or fluctuate up and down as frequently as ATB or even Health.
- Each successful combat encounter grants 1 Shatter.
- Each time you take at least 1 DMG from the enemies in a Round you gain 1 Shatter.
- Each time a Cycle passes in combat (eg at the start of a new Dark Phase) you gain 1 Shatter.
- Skills and Abilities you cast will generate a set number of Shatter for each of your Allies.
- You can spend an Action to gain 3 Shatter
Oh yeah, this is the fiddly good stuff.
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