Thanks for the Feeback Dave. Glad you had a chance to get around to it and I'm very appreciative of the thoughtful response. I'll address the various points inline...
This took longer than I thought to put together, and I hope I haven't missed anything obvious in my evaluation.
My initial reaction to the different XP requirements was one of alarm, but I quickly realized that higher XP characters have more skill points. It’s not a 1 for 1 ratio, but the increasing versatility will make up for that in both ability and in fun. I would, however, recommend that you say that explicitly. It took me a while to realize that. Perhaps a listing of the pros and cons of mystic and multi class characters would help.
Thanks for the suggestion. I'm going to add that point in the rules right now.
Speaking of versatility, it does seem that the more physical characters have far fewer options in combat. While they shouldn’t have the same options as someone who has to earn much more experience, I’m not sure the basic moving about and attacking is enough for them.
I'm curious to hear what you might have in mind. I'm wondering if that is not simply a matter of adding more physical skills to the list? Or so you mean something else?
One of the things I find striking is the exposition about your core world that you hid in the rules. Iron pieces, the adventurer’s guild, and brief mentions of the Elkron hint at a world already in place. It’s a very good hook into the rest of the world, and it puts me in mind of a land where fey and fell creatures are pervasive and iron is rare and to be kept close at all times.
I'm glad to hear that. There will be a supplimental World Weaver's Guide to Elthos where I will talk much more about the Setting. So yes, the hooks are there as a lead in.
The biggest thing that jumps out at me is the way level progression affects the time spent playing. Since the damage doesn’t increase proportional to level, the number of hits it takes to kill a equally leveled monster is going to rise. If a first level version of a monster takes around 2 hits to kill, a 6th level version will take 8 (and a 12th level version 14). Factoring in mystic weapons and powers could halve that, but that’s still a twofold (sixfold) increase in the length of a battle.
I did a pretty thorough anaysis of that exact question. The length of time it takes for characters to kill one another has a few variables that can be used to make the game softer or harder by the GM. Those factors are:
- Base Hit Points for Characters (currently 1)
- General Resolution Matrix Root (currently 4, which is "Average Difficulty", or Even)
- Armor Class Bonus Per Levels (currently every 6 Levels characters get a +1AC)
- Weapon Damage Bonus
- Weapon Attack Level Modifier
I removed the additional damage for levels because that swung the system to far over and made the average combat too long, for my taste, and I think the math bore that out. I took into account the following factors in the analysis: Basic Physical Chance To Roll, % Chance To Hit, Avg Weapon Damage, Outflanked Bonus, Attack Level, Damage Bonus, Avg Weapon Damage / Melee, Avg Damage Total, % Chance Critical, Critical Dam Per Melee, Avg # Melees to Win Physical.
Here's some
Average # Melees to Win Physical (not including magic, which I have in the analysis but would be cumbersome to include in this post):
Both Characters have Average Requisites:
- Two 1st Fighters with Sword & Shield: 3.52 Melees
- Two 2nd Fighters with Sword & Shield: 4.75 Melees
- Two 3rd Fighters with Sword & Shield: 5.49 Melees
- Two 4th Fighters with Sword & Shield: 5.99 Melees
- Two 5th Fighters with Sword & Shield: 7.39 Melees
- Two 6th Fighters with Sword & Shield: 8.80 Melees
Here's some spreads of 1st vs Levels 1 through 6 with Sword & Shield.
- 1st Level Fighter vs 1st Level Fighter: 3.52 vs 3.52 Melees
- 1st Level Fighter vs 2nd Level Fighter: 6.34 vs 2.64 Melees
- 1st Level Fighter vs 3rd Level Fighter: 9.15 vs 2.11 Melees
- 1st Level Fighter vs 4th Level Fighter: 11.97 vs 1.76 Melees
- 1st Level Fighter vs 5th Level Fighter: 14.79 vs 1.76 Melees
- 1st Level Fighter vs 6th Level Fighter: 26.41 vs 1.76 Melees
The way to read that is: 1st Level would take 6.34 Melees to win, while the 2nd Level would take 2.64. Also the 1.76 Melee minium is because the ODS bounds lower and upper Attack Levels at 1 and 6 respectively. The idea behind that is that no matter how offset the Levels the little guy should have *some* chance of getting lucky, small as it may be. So from this you can see that the 1st Level Fighter is going to statistically have a very very hard time against a 6th Level fighter. But also notice that due to the Experience Point calculations the 6th Level guy gets less and less experience per kill for fighting against lower level characters. Ultimately the math comes out that the 6th Level guy is more likely to die, in terms of probability, fighting as many low level characters as it would take to equal the experience gain of a high level character. So the system rewards fighting people your character's level or higher, and optimal is turns out to be 1 or two levels above you. Which is risky on a per combat basis, but over many combats less risky. I've also done an extensive analysis of the experience gains progression vs. chances to die in combat vs various levels. I'll be posting those analyses on the Elthos website under the "Mr. Spock" section for Gamesmasters.
On the flip side, the amount of experience it takes to achieve the next level increases geometrically, the amount of experience earned for a skill check only changes with the degree of difficulty. It takes a fighter 2 even difficulty skill checks to rise from level 1 to level 2, around 40 to go from 6 to 7, and over 2700 to get from 11 to 12.
I'm not 100% sure I understand what you're saying here. Could you reprhase that a bit? I don't want to take anything away mistakenly.
So what I see is a quick game with fast rewards in the beginning, giving way to more drawn out encounters with smaller rewards later. Is that the way you envision things happening too?
That's right. This way for low level games it's fast and furious, but also lends itself to what I consider to be Long Term games as well. I'm really not sure how this will play out in the long run, as the system is brand new, but that's the concept. I want the numbers to be small and easily worked with because I'm tired of huge mind numbing number crunching, but I don't want to lose any of the general characteristics of my traditional RPG.
Thanks again Dave! I very much appreciate the feedback!