Game Design

Concepts, Condition Scales, and Spell Design

Concepts

Let's begin by precisely defining game mechanics. The d20 system has made great leaps and bounds in clarifying these, in particular actions, roll modifiers, and conditions. There is still work to be done clarifying some game effects.

A very helpful distinction to make is whether things are Permanent, Persistent, or Temporary. Consider your ability scores. The value of your ability scores is considered permanent: you "have" a STR of 16. When you get to level four and gain a point to spend on raising an ability, that gain is considered permanent. As a general rule, very few things in the game should alter statistics permanently. The reason why leveling is so important is because it is the most common way of permanently increasing your character's attributes.

Now suppose you find some Gauntlets of Ogre Power that raise your strength and decide to always wear them. You would then have a persistent change to your strength. You can consider your strength to be higher unless some situation neutralizes your gauntlets (they get removed, suppressed, destroyed, etc). Alternatively, you might be fighting a shadow and take some strength damage. This damage sticks around until it heals, and would also be considered persistent. Lots of things in the game are persistent: items and damage are two pervasive ones.

During that big combat you drink a Potion of Bull Strength, and you gain a temporary muscular surge. The potion effects lasts for a specified time and then your strength reverts to its previous state. Or you could be trapped in a funky zone of enfeeblement that lowers your strength while you are in it but has no effect once you leave. There are numerous effects that are temporary: their most notable sources are spells and magic.

Pretty much every attribute in the game can be classified into these three rough categories. Hit points, for example, are a permanent stat. Your current hit point total is a persistent value, modified by damage taken and healing received. Temporary hit points are a special thingie that last briefly but allow you to take damage from them first. Your Natural Armor is a permanent stat of your armor class (or if you want _really_ permanent, the base of 10). The Armor and Shield you are wearing is a persistent change to your AC. Temporary alterations range from being flat-footed to having cover to exotic magic stuff.

Even though these three concepts deal with time, we will collectively call them the Power of a game effect. One reason is because "duration" the word is already a well specified attribute of spells. The other reason is because the Power Scale (Permanent, Persistent, or Temporary) will be the first heuristic we'll use to start balancing game effects, in particular spells.

A Brief Foray into Ability Score Power - There is a difference between the effects that ability scores have on leveling and during gameplay. Leveling is a permanent change to your character; playing results primarily in persistent power changes. Several loopholes can exploited if this distinction isn't carefully drawn. For example, neither a temporary change (Fox's Cunning) or persistent change (always worn Helm of Insight) in Intelligence should alter the number of ranks you have in skills, nor the number of skill points you have to spend when you level. Only your permanent intelligence affects how many skill points you have to spend when you level. Said differently, the Permanent Power of your INT is different than the Persistent Power, even though they largely overlap.

In a similar fashion, Constitution affects how many hit points per hit die you gain while leveling. That is the Permanent Power of CON... and is currently mis-used as the Persistent Power. Let me show why using CON to temporarily raise and lower your Hit Points per Hit Die is not what we want. First, ability damage is a persistent effect, and should entail persistent consequences. Lowering any other ability to zero results in incapacitation (a non-permanent power effect) but lowering CON to zero as written results in death (a permanent power effect). Sheer hit point loss of -5 Damage per Hit Die is enough to outright kill anyone except perhaps the fully-healed above average fighter types, even without the additional 3.5 rule that 0 CON = death.

Second, ability damage to CON scales with level in an undesirable way. Suppose a minor poison does 2 points of CON damage. This results in a mere one hit point loss to a first level character... but 20 hit points to a 20th level character! Minor poisons should not affect higher level characters more severely than lower level characters. Moreover, hit points have linear magnitude in every other game mechanic.

We'll fix this by changing the effect of raising and lowering abilities into effects of persistent power: i.e. damage. So, raising your CON results in hit points added to your current hit point total directly (even above your permanent total); lowering your CON removes hit points directly (i.e. you take damage). This is done on a 1 for 1 basis, i.e. 1 hit point per CON point change. Similarly, altering Wis and Chr results in direct changes to your number of Block and Luck Points (potentially resulting in negative points which are subtracted off the next time you level). This ensures that the raising and lowering of a stat leaves you in the same state that you were in before, but that the effect of persistent ability change is the same for each character (regardless of level).

Of course, changing an ability score affects the modifier and all gameplay rules associated with it. This includes bonuses and penalties to rolls, how many Action points you can spend per roll, etc. A character with zero STR, DEX, or CON is helpless; a character with zero INT, WIS, or CHR is unconscious.

As a final note, Barbarian Rage is now changed so that they gain Temporary HPs equal to their level per 2 points of CON, in addition to the direct change to current HP total as described above. This is a class ability (to withstand more punishment while raging) and not a general feature of raising CON. Note that temporary hit points do not result in persistent healing.

Terminology

In summary:

Action Choice + Timing = Can be taken AoO (usually) Typical Free Actions
Full Round Proactive + Independent = Your turn Sometimes (magic) Speak, Draw Ammo
Standard Proactive + Independent = Your turn Sometimes (magic) Speak, Draw Ammo, Drop Item
Move Proactive + Independent = Your turn Usually (threatened) Speak, Draw Weapon, Ready/Drop Shield
Swift Proactive + Dependent = Your action Never Prepare Components, Cease Concentrate
Free Proactive + Dependent = Your action Never NA
Immediate Proactive + Interrupt = Anytime Never Speak, Prepare Components, Cease Concentrate
Opportunity Reactive + Interrupt = When Provoked Never Speak

All These Can Be Traded = Into These When
Standard + Move + Swift = Provocation Your Turn
Standard + Move = Delay Your Turn
Standard + Move = Full Round Your Turn
Standard = Move Anytime
Swift = Immediate Anytime
Swift = 5ft Move If no Movement
Opportunity = Attack Before provoking action

Note that readied actions have been significantly changed. The same effect can be achieved by trading your actions to define a provocation, and then using your opportunity action to attack if that occurs. Your initiative order always changes when you pro-actively interrupt someone. The provocation trigger goes away on your next initiative order (or if you use it, of course).

However, being able to use a standard action as an interrupt is quite powerful, and shouldn't be freely available. It is a feat or class ability in power, and will get moved into them.

Lastly, note that Casting a Quickened spell has been changed into a Swift action and put on the same scale as the 5ft move.

Condensation Fallacy
Level limits
+10 on Jump vs. +10 on attack roll
Critical Hits

Condition Scales

The introduction of well specified conditions in 3.5 was masterful. Now, rather than spells, abilities, etc. all doing a wide range of unique and different things, they can change your Status, i.e. apply a standard condition to you in a uniform way. Simpler descriptions mean we have less to remember. Moreover, it allows us to stack conditions from varying sources, which wasn't possible with the special purpose spells before.

Let's expand this idea by creating Scales for certain status effects. For example, exhaustion already has a proto-scale: fatigued stacks with itself to create exhaustion. We'll create a new scale called Vitality where fatigue is the negative status. As a new twist, we'll also create a positive status called vigor which will be the opposite of fatigue. Fatigue and Vigor effects counter one another, whether they come from spells, special attacks, the situation, etc.

As a general design rule, each step on these scales will incur a +1 or -1 on a die roll. Since ability modifiers increase in steps of 2, that means that the smallest ability change will be +2 or -2. Two steps away from "normal" status often incurs another related condition. Four steps away from the normal is the most extreme state or condition. The penalty extreme usually results in incapacitation; the bonus extreme usually gets a special benefit.

If done carefully, these condition scales can become the basis for a large chunk of common game situations. This includes not only spell effects, but also class abilities, special monster attacks, etc. Moreover, it will allow all these different sources to interact in a game meaningful way. Last but not least, it ensures better game balance by making effects more consistent.

A Scale Example

Best +4 Good +2 Good +1 Scale 0 Bad -1 Bad -2 Worst -4 = Status
Driven Invigorated Zest Vitality Tire Fatigued Exhausted = Condition
No Drowsy XXX 2 Str, 2 Dex, 5' Move No run, No Charge Exposed = Effect
1 Hr Activity / Rest = Cooldown Factor

This scale measures a characters vitality. Normally, a character is at Vitality 0. If you get Tired, that is one step less vitality, i.e. Tire = Vitality -1. While Tired, you have -2 Str, -2 Dex, and -5' Movement; moreover, your Str and Dex modifiers are both reduced by 1. If get Tired again, then you would step to Fatigued = Vitality -2. While Fatigued, you would have -4 Str, -4 Dex, and -10' Movement. In addition, you would not be able to run or charge. Another tiring brings the penalties to -6 Str, -6 Dex, and -15' Movement, in addition to no running or charging. Being Tired one last time brings you to the worst state: Exhaustion. Not only do you get -8 Str, -8 Dex, -20' Movement, can't run, and can't charge, but in addition you are Exposed. (Exposed is a new condition meaning -2 to AC and losing Dexterity Bonus to AC (if any).) While Exhausted = Vitality -4 further Tiring has no effect; you're as wiped out as you can get.

How do you reverse these effects? Well, one way is to cooldown toward the zero point. The value listed on each scale is the factor multiplied by the current scale value to see how long it takes to reach the next scale value. In our example, the cooldown factor is "1 hour of rest" for negative scale values. So, 4 hours of rest are needed to go from Vitality -4 to Vitality -3. Then 3 hours, 2 hours, and finally 1 hour to go the last step from Vitality -1 to Vitality 0. The useful numbers to remember are x10, x7, and x3. It takes 7 times the cooldown factor to go from 4 to 2, and 3 times the cooldown factor to go from 2 to 0; so it takes 10 times total to go from extreme to equilibrium.

Certain things can increase your vitality above normal by giving you Zest. The positive scale works analogously to the negative one. Each step gains you +2 Str, +2 Dex, and +5'. In addition, at Vitality +2 you are Invigorated and gain XXX. The most extreme zesting is Vitality +4 when you become Driven. At the point you have +8 Str, +8 Dex, +20' movement, XXX, but you also gain No Drowsy. This means that you cannot be affected by negative Alacrity effects (Drowsy is Alacrity -1). All the scales work this way: negative extremes result in loss of actions, positive extremes gain immunities.

Do zest buffing, cancellation
Define Resist, Resistance, Immunity
Flesh out new status scales and effects, more condition names
  Workout Shock -> Stun scale
  Suffocation
  Ambient
  Knockback rules?  10pts = 5ft?  For throw use DC Heroes scale

Soundness Scales

Best +4 Good +2 Good +1 Scale 0 Bad -1 Bad -2 Worst -4
Driven Invigorated Zest Vitality Tire Fatigued Exhausted
No Drowsy 2 Str, 2 Dex, 5' Move No run, No Charge Exposed
 
Furied Raged Anger Brawn Frail Debilitated Wasted
No Fear 2 Str, 2 Con, 1 Will, [-2 AC] No run, No Charge Exposed
 
Gorged Replete Sate Hunger Starve Famished Nauseated
No Ill 2 Con, 2 Dex, 1 Init No Full Action Move only
 
Vigilant Sharp Alert Alacrity Drowsy Sluggish Asleep
No Flat-Footed 2 Int, 2 Chr, 1 AC Dodge Unconscious
 
Wisened? Astute Shrewd Sanity Disturb Confounded Confused
No Perturb 2 Int, 2 Wis, 1 Refl Random Act
 
Determined Assured Poise Composure Perturb Unsettled Dazed
No Gloom 2 Wis, 2 Chr, 1 Fort No actions
 

Confusion is now an INT check where your action is determined by roll:

Roll DC Confused Action
Nat 1 Attack Nearest Creature
<= 2 Attack Nearest Creature
3-6 Flee from Caster / Source
7-12 Babble Incoherently
13-14 Attack Caster / Source
15+ Act Normally
Nat 20 Act Normally

Combat Scales

Best +4 Good +2 Good +1 Scale 0 Bad -1 Bad -2 Worst -4
Fated Benisoned Bless Favor Bane Condemned Doomed
No Hex 1 Attack, 1 Save
 
Zealous Hopeful Cheer Outlook Gloom Despairing Despondent
No Disturb 1 Attack, 1 Save, 1 Skill Exposed
 
Valorous Heroism Brave Courage Fear Frightened Panicked
+10' if LOS
pursuit
1 Attack, 1 Save, 1 Skill,
1 Ability
Run Away Cower if
cornered
 
Hardy Fit Well Health Ill Sickened Diseased
No Tire 1 Attack, 1 Save, 1 Skill,
1 Ability, 1 Damage
Extra effects
 
Bountied Gifted Boon Karma Hex Vexed Jinxed
No Bane 1 All Rolls Drop items?
 
Peaked Waxed Increase Level Decrease Waned Nadired?
1 All Rolls, 4 Pers HP
(1 BAB, 1 BMB)
 

Afflict? Scales

Best +4 Good +2 Good +1 Scale 0 Bad -1 Bad -2 Worst -4
Sight Dazzle Glared Blinded
Spot +8,
Search +8
1 Init, 1 Spot,
1 Search, 1 Hide, 1 Disguise
Spot Fail,
Exposed
 
Hearing Deafened
Listen +8,
Move Silent +8
1 Init, 1 Listen,
1 Move Silent, 1 Balance, 1 ASF
Listen Fail,
Exposed
 
Hyper Touch Numb Needled Benumbed
Sleight Hand +8,
Disable Device +8
1 Sleight Hand, 1 Disable Device,
1 Open Lock, 1 Use Mundane
Sleight Hand Fail,
Disable Device -8
 
Whet Taste/Smell Dull
Survival +8,
Know Nature +8
1 Survival, 1 Know Nature,
1 Handle Animal, 1 Craft Magic
Survival Fail,
Heal -8
 
Silver Tongued Glib Voice Muted
Sway +8,
Bluff +8
1 ASF, 1 Sway,
1 Bluff, 1 Diplomacy
V Spell Fail,
Sway -8
 
Mobility Hamper Entangled Confined
No AoO 1 Attack, 2 Dex,
2 ASF, 5' Move
No Run,
No Charge
No Move
 
? Shock Stunned
Drop, No Act
Exposed

CONDITIONS BY CATEGORY

That aren't on the scales above

Category Associated Conditions
Abilities Ability Damaged, Ability Drained
Hit Points Injured, Disabled, Dying, Stable, Dead, Temp HPs, CON HPs
Non-Lethal HPs Staggered, Unconscious
Movement Checked, Knocked Down, Blown Away, Prone, Hasted, Slowed
Grappling Grappling, Pinned
Armor Class Flat-Footed, Exposed
Encumbrance Overloaded (or Heavy, Medium, and Light Loaded for 3.5)
Form Ethereal, Incorporeal, Invisible, Gaseous, Petrified, Polymorphed
Exotic Poisoned, Drained, Paralyzed, Turned, Cursed, Charmed, Fascinated, Stunned

BASIC ATTRIBUTES

Core Stats Armor Class, HPs, Class + Levels, Abilities, Saves, Move, Init
Basic Stats Race, Alignment, Gender, Size, Type, SubType
Descriptive Stats Height, Weight, Eyes, Hair, Age
Senses Vision (Dark, Lowlight, Infra, Ultra), Tremorsense, Blindsense
Stuff Skills, Feats, Equipment
Weapon Damage, Crit, Handedness, Space, Reach, Range,
Hardness, Hps, Quality, Material, Magic Plus, Magic Abilities
Damage Type Bludgeoning, Piercing, Slashing, Non-Lethal

COMMON ROLLS

Combat AB (#Attacks), MAB, RAB, SzAB, Damage, Critical, Save
Skills ACP
Class Related Turn, ASF
Ability Checks

Spell Design

  Comparability is the basic Heuristic.  

  Severity Heuristic
  Temporary = 1 rd to 1 min / BMB
  Persistent = 2 min to 10 min / BMB
  Permanent = 1Hr+ / BMB

  Temporary effects = 1st - 5th
  Persistent effects = 3rd - 7th
  Permanent effects = 5th - 9th

  Use above Condition Scales
  Trade lower category two for 1 for higher

  Damage Heuristics
  Evocation spells
  Cure / Inflict
  1 Scale Step ~ 1 Die damage

  Chain Heuristics
  Spells should double in effect every two levels
    Duration
    Status
  Spells should increase linearly in target in level
    Area of Effect
    # Targets
    HD scale per BMB (4 + 3)

  Augmentation Heuristics
  Metamagics feats
  Make guidelines for spell mods 
    Mass = +4, Close, 1 Target/L
  Additional Status Effects
  
  Equivalency Heuristics
  5 Summons = Convoke Monster, Conjure Ally, Illusion Shadow, Transmute
  Constructs, Necromancy Undead
  CR Scale per BMB

  Class Level Heuristics
  SL should raise / lower affect by CL at most
The magic system has taken great leaps and bounds since the old days. Let's further enhance the magic system by putting a more thorough design on the spells. We'll begin by creating Aspects for our Descriptors, e.g. the air, earth, fire, and water descriptors are an elemental aspect. Then we'll relate Status effects to specific descriptors, in particular Evocation damage.

Here's a chart summarizing the new descriptors and aspects. Italicized entries are new or changed from an old descriptor.

Evocation Enchantment Conjuration Transmutation Convocation
Arcane Element Energy (Arcane) Charm Create Change Warp
Air Electricity Befriend D-Reek Size Port
Earth Impact Daze C-Obstruct Material Pocket
Fire Heat Suggest Speed Move
Water Cold Sleep D-Acid Shape
Void Sonic Blank C-Force Plane
 
Divine Alignment Energy (Divine) Compel Destroy Add Muster
Good Positive Stun C-Shelter Bonus Gather
Evil Negative Hold D- Morph
Law Canonic Command C-Make Animation Summoning
Chaos Entropic Confuse D-Wreck Modality Calling
Neutral Balance Impel
Fire Air Earth Water Void

Thaumaturgy Necromancy Divination Illusion Abjuration
Arcane Element Bolster (Spirit) Weaken (Spirit) Scry Deceive Prevent
Air Dismiss Possess Detect Glamer Absorb
Earth Enrage Fear Remote Filter Hedge
Fire Invigor Sap Figment Trigger
Water Inspire Despair Locate Mislead Immunity
Void Boost Afflict I-Communicate C-Erase Interdict
 
Divine Alignment Heal (Soul) Harm (Soul) Intuit Confound Protect
Good Life Death Augur Defend
Evil Cleanse Curse Identify Shadow Sentry
Law Restore Cripple Verify Beguile Sanctum
Chaos Boon Hex Dream Prism Save
Neutral Light Dark S- D- Resist
Good Evil Law Chaos Neutral


Creatures Chart
Element Insider Fantastics Naturals Demihumans
Air Insider (Air) Fey Humanoid (Elf)
Earth Insider (Earth) Magic Beast Animal Humanoid (Dwarf)
Fire Insider (Fire) Aberration Vermin Humanoid (Halfling)
Water Insider (Water) Monstrous Humanoid Humanoid (Gnome)
Void Insider (Ethereal) Plant Flora Humanoid (Human)
 
Alignment Outsider Animated Dragon Metahumans
Good Outsider (Good) Deathless Dragon (Metallic) Humanoid (Aquatic)
Evil Outsider (Evil) Undead Dragon (Chromatic) Humanoid (Orcish)
Law Outsider (Law) Constructs Dragon (Crystal) Humanoid (Serpish)
Chaos Outsider (Chaos) Ooze Humanoid (Goblish)
Neutral Outsider (Astral) Elemental Giant

Families List
Family Opposite Distinction
Alien = Insider + Outsider Native Planar, No eat, No sleep
Inorganic = Animated + Plant Organic No criticals, No sleep
Unliving = Animated + Alien Living No eat, No sleep
Person = Demi + Meta ? Used for spells


Dominance / Alliance Chart   Materials List
Positive Slime Cold Crystal Canonic Solid Fluid Flesh
Liquid Good Water Law Stone Crystal Shimmer Wood
Electricity Air V-S/N-H Earth Impact Stone Mist Breath
Mist Chaos Fire Evil Metal Metal Liquid Blood
Entropic Shimmer Heat Sludge? Negative Sludge? Slime Corpse

Elements are in dominance Clockwise. Alignments are in dominance Counter-clockwise. Materials are associated with their closest energies and elements. Oppositions have inherent vulnerabities to their counterparts.

Schools Redefined

TO DO:
Think more on Conjuration, Divination, Illusion schools
  Finish descriptor Writeup
Metamagic Cure equivalencies
  1 pt cure = 1 pt ability damage
  2 pt cure = 1 step scale change
Classify all known spells / extend spell chains as need be, Excel sheet